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    FAQ/Walkthrough by David Newton

    Version: 1.6 | Updated: 05/15/02 | Search Guide | Bookmark Guide

                            |        T H E        |
                            | G R A N S T R E A M |
                            |       S A G A       |
             -= Copyright 2002 by Wong Chung Bang (David Newton) =-
                          -= Version 1.6 - 15/05/02 =-
    'The Granstream Saga' isn't exactly the best RPG in the world, so why do 
    I like it? To be honest, it's because it's so Japanese. If someone tried 
    to make a parody of a Japanese RPG, then all the elements in Granstream 
    would be in it: the doomed homeland, the purple and blue hair for the 
    female characters, the elements Earth, Air, Fire and Water, the Japanese 
    text on the title screen, and so on.
    Another thing is the fighting system - no other RPG has such an 
    involving way of fighting against enemies. True, the combat isn't 
    exactly up to the standard of the Namco fighting games or anything, but 
    it's still better than selecting commands from a menu.
    The walkthrough is split up into sections. Each section deals with a 
    specific location in the game. Every time you change location, a new 
    section is started. Exceptions are when you have to pass through a 
    location but not do anything there - for example after the Wise Men's 
    Cemetery, where you are transported back to Cliff Labyrinth for only a 
    moment before being taken to the Kilia Shrine.
    Version Changes
    Any information contributed by others has their name marked beside it. 
    Thanks to all of them.
    Version 1.6
    Card of the Water God added (shoeofdeath)
    Toman side quest completed (shoeofdeath)
    Note about when you can complete side quests and Ruins corrected
    Version 1.5
    Just a minor, update, this(!)
    Heading improved a bit.
    Completely re-organised enemies list, grouping enemies into different 
    types and adding the number of lives each one has. And that took ages.
    Transcribed FMV sequences rather than just mentioned them.
    Corrected Wise Men's Cemetery mistake.
    Added new secret weapon "Onimaru" and how to get it.
    Added new enemies 'Slerg' and 'Fugi', which I missed last time.
    Various refinements to the walkthrough, making things clearer.
    Removed mention that Ocarina Book affects the ending. It seemed likely, 
    but it doesn't.
    Likewise the Magic Fishing Rod.
    Reformatted the Sceptre Force table and added more forces and items.
    Added 'Dirk' weapon (QuadrAlien).
    Corrected bizarre mistake in Pikshim that read "Arcia will give you an 
    =-~{_[Amulet". I think the cat sat on my keyboard.
    Added "Side Quests" section, with "The Cards of Gods", "The Merchant", 
    "Looking for Toman" and "Back in Arona" sub-sections. "Looking for 
    Toman" is still incomplete.
    Added list of contributors.
    Removed mention of items/gems gained from fighting Mimics - it's random.
    Found the point of the Fake Treasure!
    Added new shield "Moebius Shield".
    Added new armor "Moebius Armor".
    Added new weapon "Avenger".
    Added new weapon "Omega Mace".
    The gravestones in the Public Cemetery are random. Removed directions 
    for them.
    It's a "Drifer" - NOT a "Drier"!
    Added a few bits and pieces to the enemy descriptions.
    Added location of "Granstream" spell. Can't believe I missed it.
    Added Transcription Notes.
    A few more oddities were added.
    Version 1.0 - First version 
    Included Walkthrough, Enemies, Sceptre Force, Battle Items and Oddities.
    Transcription Notes
    The FMV sequences and voice samples in the game have been transcribed in 
    this FAQ. They appear as part of the walkthrough. The following symbols 
    have been used:
    [ ] - "Stage directions". Show what's happening on-screen.
    ( ) - My comments. Additional comments not in the FMV sequence.
    { } - Words or phrases that are unclear or that I couldn't hear.
    < > - Words thought rather than spoken, but still audible (with echo).
    1. Pre-Introduction
    In that world, between beginning and end
    Lie established happenings laid out
    Chapter to chapter in the book of
    The almighty being.
    And each and every event
    Written there emanates
    From the will of the author.
    The pages that complete each chapter...
    We call time.
    But who is to know when
    And if the story ends.
    And that world was ending...
    As if a book
    Were finished being read...
    But the evil
    That lived within the closing book
    Ripped the chapter asunder with gnashing
    Teeth - Leaving the multiplication to begin...
    2. Introduction
    (FMV Sequence - Introduction)
    [Eon and Valos are standing on the edge of a floating continent. Valos 
    holds up a magic stone, and it begins to glow. He then throws it to the 
    ground. A huge crack in the ground splits the continent in two. Eon 
    notices he is on the wrong side of the split and jumps to the other 
    side. He then sees a bird's nest on the other side of the split.]
    Eon: The chicks are going to die!
    [He runs over to the collapsing side and finds the nest.]
    Eon: Gotcha!
    [Running back with the nest as Valos watches him, he only just makes it 
    in time to leap over to the safe side and watches with Valos as the 
    fragment of the continent sink into the sea.]
    Narrator: One hundred years ago in the Granstream Nebula a great war 
    devastated the land. After years of skirmishes, two opposing forces 
    clashed in a final confrontation. One faction was led by the Imperial 
    Wizardry, the other by the Allied Spirit Army. As the battle raged on, 
    the Imperial Wizardry activated a dangerous weapon both sides had agreed 
    to ban. The weapon was fired into the core of the planet to destroy 
    enemy territory, but a miscalculation disturbed the planet's axis, 
    melting ice caps and triggering tidal waves that would eventually cause 
    complete submersion beneath the sea. Forseeing this tragedy, four Wise 
    Men used the magical control tower called Airlim to keep four continents 
    from sinking. Each Wise Man used a magic orb to power Airlim, but the 
    orbs had to be re-energised at regular intervals, so the Wise Men left a 
    magic orb on each continent with their descendants, the new Wise Men, to 
    carry on their work. Now the inhabitants of the Floating Continents are 
    intent on building a new world, but suddenly all of the new Wise Men are 
    starting to disappear, and there have been rumours of Imperial Wizardry 
    Warship sightings. Without the new Wise Men, the lands of Shilf, Aquas, 
    Volcos and Zephere are beginning to slowly sink into the sea. Once again 
    an entire civilisation is threatened with extinction.
    You will be shown the Continent 'Shilf'. Each continent is based on a 
    Creation Element (Air, Water, Fire and Earth). Shilf is the Air 
    3. Valos' House
    After you talk to Valos, Eon and Valos will both go into Valos' house. 
    Your first objective, believe it or not, is to make a cup of tea. To do 
    this, go to the chest in the bottom right corner and open it. There will 
    be a tea set inside. Use the tea set on the kettle on the stove. Eon 
    will start a fire automatically.
    You'll talk to Valos again. After the conversation, a youth will come in 
    and tell you that the tavern owner's son has disappeared. Valos will 
    have to go down to the basement to use his locating magic - he says you 
    should wait, but follow him down anyway. In the basement, step on to the 
    hexagram to be transported.
    4. Wise Men's Cemetery
    You'll meet Valos. He'll show you the remains of something in the 
    corner. Examine them twice, and you'll trigger another cut scene 
    involving the Sceptre. Valos will tell you to wait, so follow him again 
    and talk to him. He'll mention a green crystal to the West, so go there 
    to find a Save Point.
    In 'The Granstream Saga', save points are green crystals, and escape 
    points are red crystals. Save points restore all your health and also 
    allow you to save your progress (of course). Escape points will return 
    you to the entrance of the dungeon you're currently in.
    If you want to save, do so. You can't do anything with the glowing 
    pillars yet, so go back to the main room and take the passage North. 
    Examine the suit of armor here, and it will come to life. This is your 
    first fight, against a Guardian.
    After the fight, keep going North and you'll enter the B2 level. Go West 
    here to find a glowing green stone. Touch it and you'll find you can't 
    pick it up. There will be another cut-scene, and your skills will be 
    'tested' by another pathetic Guardian.
    The scene will continue after the fight. You'll be told that you need to 
    find Arcia. Eon will take the Orb of the Wind.
    *Level up!*
    Valos will enter with Roddy (the lost child), and you'll talk to him 
    again. He'll reveal some of the properties of the Sceptre to you. After 
    this, you'll be teleported back to the town by Valos.
    5. Town of Arona
    Roddy will run off at the start of this section. Follow him to the 
    tavern (it's slightly Northeast of your starting location.) You'll see a 
    metal chest, but you can't open it yet. There will be a conversation 
    with Dougal, the owner of the tavern. He'll ask you to come in and eat. 
    You'll find out a bit about the Desbat Pirates, then Eon will say he's 
    going to stay at the Church. Go there now - it's at the North side of 
    the town.
    By the way, at any time when you're in Arona you can restore your health 
    at the fountain at the East side.
    6. Church Chapel
    Talk to the old woman. Nothing will happen here yet, so go out again.
    7. Town of Arona
    Go down the stairs to the South and talk to the drunk man. He'll say 
    something about the Priest behaving strangely. Go back into the Church.
    8. Church Chapel
    Go North, and you'll see the Priest has now arrived. Talk to him. He'll 
    mention Arcia and disappear through the wall for some reason. Examine 
    the Altar to open a secret passage. Take it down to the Church Basement.
    This next part is NOT necessary. If you do this, the rest of the game 
    becomes obscenely easy. Go slightly South of where you start in the 
    Basement (a couple of taps of the Down button), and turn so you are 
    facing the West wall. Use the Panther Eye to find a sharp piece of 
    metal, which restores to form the Onimaru - the best sword in the game. 
    It does almost twice as much damage as the 'best' weapon you would get 
    by playing the game normally.
    So, get the Onimaru (or not), then go down the stairs and look at the 
    comb on the table.
    (FMV sequence - Image of Arcia)
    [An image of Arcia appears. Eon tries to touch her face, but the image 
    shimmers and fades.]
    Eon: Arcia...?
    The Priest will now arrive. He'll say he wants to talk to you, and give 
    you a new objective: rescue Arcia from the Vangel.
    Talk to the Priest again if you want to save. Leave the Church.
    9. Town of Arona
    Go back to the Tavern to find Dougal. Follow him inside and you'll talk 
    with him about how to get aboard the Vangel. Hide in the metal chest you 
    couldn't open earlier, and you'll be taken aboard the Gude airship.
    (FMV sequence - The Gude Airship)
    [View of the Gude as it speeds towards the Vangel.]
    10. Gude Airship
    Slayzer and Gandor will make their first appearances, then you'll see 
    Jeel and Lang taking the chest you're hiding in into Laramee's room.
    (FMV sequence - Laramee Appears)
    [Eon opens the chest to find himself in Laramee's room.]
    Eon: Where am I?
    [Laramee is standing naked in the shower. She turns her head at the 
    sound of Eon's voice.]
    Laramee: Huh?
    Eon: Er...
    Korky (who has a hideous high-pitched American accent): WHO ARE YOU, AND 
    Eon: Uh, what kind of bird are you?
    Korky: I'm not a bird, I'm Korky the Spirit Beast, and you'd better 
    [Korky flies to one side. Eon ducks as an axe thrown by Laramee embeds 
    itself in the wall behind him.]
    Laramee [now wrapped in a towel]: Nice move, but I hope you realise I 
    had some soap in my eyes. Now, you've got exactly one minute to explain 
    who you are and what you're doing here!
    You'll meet Laramee and Korky, who has an incredibly annoying accent. 
    Laramee will ask you to bring her the finest jewel on the ship in return 
    for letting you stay. Korky will join you here.
    When you're out in the corridor, just keep on the top level and go 
    South. You can go into Gandor's room at the Southeast and get his 
    dagger, but Korky will tell you to put it back. Strangely, the sceptre 
    doesn't memorise it, so you can't use it. You'll reach a large room with 
    a Save Point and a metal chest. Open this and try to take the jewel. 
    Korky will ask you to hide at the top of the stairs. Go there and Korky 
    will take the jewel to sound the alarm. Try and take the jewel again, 
    and the sceptre will memorise it. 
    You can find fake treasure in the chest on the higher level opposite the 
    Save Crystal (it's needed much later on). Go back to Laramee's room. 
    After showing her the jewel, Laramee will let you stay. Hide in the 
    shower, and examine the towel to end this section.
    (FMV Sequence - The Vangel)
    [View of the huge Vangel battleship.]
    11. Vangel Battleship
    You'll see a cut-scene with soldiers talking about Laramee and the Orbs. 
    After this you can control Eon again.
    Take the East door out of the room you start in and open the chest in 
    the corridor to get 80 gems. Go North and take the lift up. Go slightly 
    North to the crossroads, then you can go either West or East to fight a 
    Fugi and Slerg. Keep going North until you come to a locked door. 
    Examine the lift on the left, and choose 'Go to the second level'. Walk 
    out of the lift and a soldier will emerge from the other lift. You have 
    to fight him.
    Go through the open door to the North, then East. Go through the upper 
    door and you'll be in a room with a lot of crates and a Save Crystal. 
    Save if you want, then walk up the chair to the North to get on to the 
    crates. Work your way round the room in this way, and eventually you'll 
    come to a chest which has a Piece of Metal inside - this restores to the 
    Go back out of the room then through the closed door to the West. Go 
    through the door opposite you to fight another soldier. He will have a 
    key which you can use on the door South of the door you came in.
    (FMV Sequence - Rescuing Arcia)
    [Eon unlocks the cell door. Arcia is startled by the sudden light.]
    Arcia: Who are you?
    Eon: My name is Eon. You're Arcia?
    Arcia: Why, yes, but do I know you?
    Eon: No, but I'm a friend. [Holds out the orb] I bring this gift from 
    your father. He said it was of great importance.
    Arcia: Oh, from my father?
    [When he hands the orb to Arcia, it glows violently.]
    Zora will appear and explain the purpose of the Orbs. You'll see a cut-
    scene involving someone stealing the Orbs from the hangar. When asked to 
    go and look, go to the West side of the hangar and look through the 
    second door to the South.
    (FMV sequence - Slayzer Destroys the Orbs)
    [The pirates are in the hangar, surrounded by soldiers.]
    Eon: Oh no! They've all been captured! Now we'll never get out of here!
    Arcia: Over there, someone's coming!
    [Slayzer walks down the corridor towards them]
    Eon: ...Who are you?
    Slayzer: [Very sarcastically] Oh, what a pretty picture. The brave young 
    warrior and the beautiful damsel in distress. So how did you two find 
    the other three orbs, I'm curious...?
    Eon: ...Who said we found them?
    Slayzer: I've been informed of every move you've made. [He holds up the 
    Orbs between his fingers.] And now it's time for me to make mine - I've 
    got them all.
    Arcia: Oh no!
    [Slayzer throws the Orbs to the floor and crushes them with his foot. 
    Eon lunges for the remains of the Orbs.]
    Eon: What have you done?!
    [Slayzer draws his sword to prevent Eon coming any closer.]
    Slayzer: Now the Orbs have been destroyed, you nor anyone else can 
    perpetuate the selfish destruction of Nature's gifts for their own 
    greedy purposes. [Arcia crouches beside Eon.] You wanted the Orbs so you 
    could use their magical powers to rule the four Continents.
    Arcia: You must believe me... that wasn't our intent!
    Slayzer: You're just like the rest. You swear you won't be corrupt, but 
    you will be. Leave now, you're free to go. [He slices the door in two 
    with his sword.] Go ahead, no one will stop you. One's destiny cannot be 
    [Arcia and Eon get up from the floor.]
    Examine the remains of the Orbs and the Sceptre will memorise them.
    *Level up!*
    Look through the door to your right, and Korky will appear again. You'll 
    escape with Korky.
    (FMV sequence - Arrival at Airlim)
    [Eon, Laramee and Arcia are flying on Korky.]
    Eon [Looking behind him]: I sure hope no one saw me take the broken 
    pieces of the Orbs.
    Laramee: If they did they'd be right behind us. <I hope my brother's all 
    right.> Huh?
    [There is a huge floating tower ahead of them.]
    Arcia: Oh! What's that?
    Laramee: Maybe it's an abandoned Imperial Wizardry fortress.
    Airlim (Metallic voice, a bit like the Master Control Program from 
    Tron): Welcome. You who possess the four Magic Orbs hold the key to 
    Eon: Airlim...?
    [There is a burst of light and the three of them are swept off Korky and 
    towards Airlim.]
    You will be given power over Airlim, and also the magic of Airlim 
    (FMV sequence - Flying Airlim to Shilf)
    [Weird teleport animation. Airlim arrives at Shilf.]
    Select Arona as your destination.
    12. Town of Arona
    Laramee will run off, and Arcia will go to the Church. Korky will join 
    you, so go to the tavern. Talk to Roddy if you want, then enter the 
    tavern. Your health will be restored. Go to the Elderly Man's House 
    (it's in the Northeast corner of the town).
    13. Elderly Man's House
    Take the Ocarina book from the sideboard, then read it by using it. Note 
    the layout of the holes:
                              O C    O O
                              C C    C O
    (C = Closed, O = Open)
    Talk to the granddaughter and return the book if you want. Talk to the 
    man next to the window and examine the jar on the East side of the house 
    to get a couple of strange dialogues. Leave the house.
    14. Town of Arona
    Talk to the woman to the North to get some combat advice, then go back 
    to the Church to meet Arcia.
    15. Church Chapel
    Talk to the Priest to learn more about the Orbs, the Lifting Verses and 
    the Wise Men. Talk to Arcia and she'll say she wants to be left alone. 
    Remember you can save here if you want. Leave the Church.
    16. Town of Arona
    Go to the Southeast corner and talk to Phyrea about the Ocarina. Listen 
    to her playing it, then try to leave the town. Eon will say he has to 
    visit the Elder, so go back to the Elderly Man's House.
    17. Elderly Man's House
    Talk to the Elder, and he'll tell Eon about his past. He'll also tell 
    you to go back to Valos' house, so head there now.
    18. Town of Arona
    Try to leave, and Arcia will turn up. When she asks if she can join you, 
    select 'Take her' (this, like most other choices in the game, is really 
    a 'forced' choice - if you select the other option you'll get another 
    bit of conversation and you'll be asked again).
    19. Valos' House
    Examine the South barrel on the East side of the house (you know what I 
    mean) to get a Source of Power (this gives you another LP). Go into the 
    house, and examine Valos' letter. If you need more information on the 
    Sceptre, some research notes are in the bookcase. The notes also explain 
    the Sceptre Force. Leave the house and go to the Kilia Shrine (it's on 
    the mountain in the middle of the continent).
    20. Kilia Shrine
    Walk towards the entrance, and Arcia will arrive. When you try going up 
    the stairs, you'll find a magic barrier is blocking your way. The only 
    other way in is through the door at the base of the Shrine.
    At the start, there's a Save Crystal and an Escape Crystal. Go East to 
    find a Slasher, then go North up the stairs.
    Follow the corridor around and fight the Guardian. Further on you'll 
    find another Slasher. Take the stairs to the North down, and fight a new 
    enemy: the High Guardian.
    Go South and touch the blue stone in the wall. The Sceptre will memorise 
    it. Open the chest to get an Ancient Mystery Stone, which has the 
    Flamethrower Magic. If you go to the West side of this platform you will 
    fight a Slasher which drops down from the ceiling.
    Return to where you fought the second Slasher and go South. Down the 
    stairs, you'll enter a new section where you'll find another Guardian. 
    Go North, up the stairs to the East and through the corridor, then go up 
    the next set of stairs to the West.
    There's another Guardian here. After you've fought it, go to the South 
    to fight another one. There is a chest in this room containing 120 gems. 
    If you go East, a Slasher will jump down from the roof. Further on 
    you'll find a High Guardian. Ignore the stairs for now. Go North and 
    fight the Guardian, and open the chest to get a Fresh Herb. Go West and 
    another Slasher will jump down from the roof (you could have done all 
    this in reverse order, as this floor is a circle).
    Go down the stairs you saw earlier, and keep following them down. Fight 
    the High Guardian to the North. Go up the stairs to the West.
    Follow the corridor and go past the junction down the stairs to the 
    South, then up to the East. Fight the High Guardian. The chest contains 
    a bronze piece. Go back to the junction and go Northwest. Fight the 
    Guardian on the way. Keep following the corridor back to the first 
    There is a Slasher here. Go East and fight the High Guardian. Go up the 
    stairs to get to a room with a pit in the centre. Go down the West 
    corridor (a Slasher will appear) and follow the walkway West to get to a 
    chest with a Source of Power. Going East also reveals a Slasher, and 
    later on a chest with 100 gems. If you go South you reach a platform 
    just above the entrance of the shrine, but there's no point in going 
    this way. Jump down the pit.
    21. Cliff Labyrinth
    You'll start near a Save Crystal, an Escape Crystal and two chests. The 
    right chest contains 150 gems, the left one has a Gold Piece. Go South 
    to find another High Guardian. Take the stairs to the East (yes, another 
    High Guardian). Open the North chest to find a Silver Piece. The South 
    chest has a Fruit of Venatawa. Go through the corridor to the East.
    Another High Guardian is waiting for you. A chest to the North has a 
    Piece of Metal, which the Sceptre restores to Plate Mail. Go down the 
    stairs (a Slasher appears here if you walk close to the West wall) to 
    fight another High Guardian, then go North. Touch the Moonstone. When 
    prompted to pick it up, select 'No', then select 'Yes' to memorise it 
    with the Sceptre. Go in to the room to the West.
    Examine the altar here to place a copy of the Moonstone on it, then go 
    out the door to the West. Ignore the Starstone on the altar for now. Go 
    South and another Slasher will appear. The chest to the West is a Mimic.
    Go up the stairs and slightly North to reveal a Slasher, then South to 
    fight a High Guardian. You can go through the door to the East now and 
    fight the last enemy on this floor - a High Guardian. The North chest is 
    empty and the South chest contains 150 gems. Return to the Starstone and 
    repeat the same process as for the Moonstone. Place the replica on the 
    Altar with the replica of the Moonstone.
    *Level up!*
    Go down the staircase to get to floor B2, then out the East door. There 
    are two High Guardians here, along with a chest containing 80 gems and a 
    chest containing an Angel Feather.
    Go down the wide staircase and press the button in the floor to stop the 
    moving platforms so that they line up with each other. Further South 
    you'll find a Sorcerer.
    Go through the West door. This is the Ocarina Room. You can either stay 
    here and solve the puzzle to leave, or continue and find more treasures. 
    For the second option, continue through the West door. The West side of 
    Cliff Labyrinth is exactly the same as the East side, but one chest is 
    empty and the other has a gold piece.
    When you're back in the Ocarina Room, examine the gears at the North 
    side. Examine them again to fix it (easy game, this.) Now go to each 
    corner of the room and arrange the stone blocks so that they correspond 
    with the pattern given in the Ocarina book (you can even do this without 
    ever looking at the book - a wind sound plays when you get each part 
    When you have aligned all four holes, the hexagram in the middle of the 
    room will glow. Step on to it to be teleported to the next section.
    22. Wise Men's Cemetery
    You'll hear a message from Zora. Go West and save. The glowing pillars 
    have been removed now, so continue West to find a Ripper, then go South. 
    You have to fight a Sorcerer before you open the next two chests, which 
    contain a broken sword (which restores to the Bastard Sword) and 100 
    By picking up the broken sword, you'll also get the Triple Cut ability. 
    Fights get a lot easier now as you can attack three times in succession 
    by pressing Attack, rather than only twice as before. There's a Ripper 
    to test your new skill on to the South.
    Go back to where you started and take the East path. There's another 
    Ripper. Go North. As before, you'll have to fight before you get the 
    chests, but this time it's a Death Guardian. The chests have a Fresh 
    Herb and 100 gems. There's another Ripper to the North.
    Again, go back to where you started, then go North. You'll get to the 
    second floor basement, where you found the Orb. Go to where you got the 
    Orb and examine it, then go to the East end of the room and through the 
    corridor to the South.
    You'll find a Death Guardian here. Once you've defeated it the pillar to 
    the East will move, giving you access to two more chests. The South 
    chest has an Ancient Mystery Stone with the Guard Plus spell, the North 
    chest is a Mimic. This should be quite an easy fight in the cramped 
    Go to where the Death Guardian was and go South. Follow the corridor 
    around, passing the sealed pillar, to fight another Death Guardian. The 
    pillars will rise as before. Go West to find two more chests. The North 
    chest has a Decayed Crest (which is restored to the Wind Crest, which 
    you can use to open passageways by moving the glowing pillars), and the 
    South chest contains 280 gems. Go back to the sealed pillar to the South 
    and open it.
    Further South, open one of the pillars (it doesn't matter which one) and 
    follow the corridor. Fight the Death Guardian then keep going South and 
    around. Open another pillar and fight the Sorcerer, then go down the 
    stairs to the North.
    23. Wise Men's Ordeal
    This is an unusual part of the game. You are asked three questions in 
    this section. Each can be answered by going through one of the passages 
    (left, middle or right).
    Question 1
    How does a man achieve true success?
    L. By achieving wealth
    M. By overcoming hardships
    R. By achieving both
    The left passage takes you to a room with four chests in it. Every one 
    of them is empty. You will then be told that one must endure hardships 
    to achieve true success, and you will be asked the question again.
    The middle passage does the same thing as the right passage (see below).
    The right passage will take you to a small room with a button on the 
    East wall. Pressing this button opens a trapdoor, taking you to a long 
    corridor with a chest at the North end. This chest has a Source of Power 
    in it. When you've got this, follow the narrow corridor South and up the 
    stairs. The next two buttons will do the same thing - each time, you'll 
    have to walk back and climb the stairs again. When you reach the end, 
    you'll be told that one has to endure hardships to achieve true success. 
    You'll be taken to the second question.
    Question 2
    What is most important in life?
    L. Love
    M. Money
    R. Both
    The left passage transports you to a completely blank room. Wander 
    around for a while and you'll be told that acts of kindness may involve 
    sacrifice (this is a clue as to what happens at the end of the game, I 
    think). You'll be taken to Question 3.
    The middle passage takes you to a long corridor. You will be asked if 
    money is so important, and told to continue. The lights will pulse on 
    and off during this section. When you finally find the chest, it will 
    contain one gem, but it is an illusion. You'll be asked to choose again.
    The right passage does the same as the middle passage, but you'll be 
    told that greed cannot be a quality of success.
    Question 3
    Which quality should you cherish most in a child?
    L. Health
    M. Honesty
    R. Good looks
    The left passage takes you to a room with a child who is practising to 
    be a runner. You have to wait while he runs three laps of the room, and 
    he's very slow. If you talk to him or get in his way, you'll be asked 
    the third question again. If you let him complete three laps you will be 
    taken to the Chamber of the Wind Spirit.
    If you choose the middle passage you'll find yourself in a room with a 
    small child, who will ask you if you believe she is 100 years old. If 
    you answer 'yes', you'll be told that if you don't value honesty neither 
    will the child. You will be taken back to the third question. If you 
    answer 'No', you'll be told that a child learns honesty from those 
    around him. You will then be taken to the Chamber of the Wind Spirit.
    The right passage takes you to a room with a good-looking child in it. 
    You'll be told to value more than good looks, and will be asked again.
    24. Chamber of the Wind Spirit
    Go North and touch the glowing object on the altar. Zora will talk to 
    you again, and you will be taught the lifting verse. Eon will ask how to 
    get to the Altar, and you will momentarily be teleported back to Cliff 
    Labyrinth, where you'll be standing on the hexagram again. After a 
    nauseating animation you will find yourself in the Kilia Shrine.
    25. Kilia Shrine
    Valos will talk to you, and tell you about Bordlang, the guardian beast 
    of the Wind Altar. You will also be told how to defeat him - 'strike 
    when his hands are away from his body and try to destroy the hands 
    You will then be in a small room, with a Save Crystal and Escape Crystal 
    on each side. Save then climb the stairs.
    26. Boss 1: Bordlang
    This is the only part of the game where you have to fight more than one 
    enemy at a time. Follow the advice given to you be Valos. Try and keep 
    away from him, and when his hands get near you hit them. If you get near 
    his head he'll blow you away, but this doesn't hurt you. When the 
    ceiling tiles start falling down, shield yourself and you won't be hurt.
    Once you've destroyed his hands, you can start hurting him. His headbutt 
    attack does a lot of damage and throws you across the room. Keep 
    shielding yourself, and wait for him to attack before counter-attacking. 
    When the ceiling tiles fall, wait for the first one to nearly hit you 
    then run up to Bordlang. He's at his most vulnerable while he's 
    *Level up!*
    A ray of sunlight will shine through a hole in the ceiling. You'll find 
    yourself outside.
    27. Top of Kilia Shrine
    Arcia and Laramee will be waiting for you. Arcia will recite the lifting 
    verse. (I've decided to include these because some of them are so awful 
    - almost reminiscent of William McGonagall's attempts at poetry.)
    28. Shilf Lifting Verse
    When invisible wings
    Soar high in the sky,
    Expanding over oceans,
    And blessing the Earth
    In far away lands, 
    with harvest and grace
    Human hearts thrive
    And all living things grow.
    There rises a new wind
    That blows high in the sky.
    And great heavenly spirits
    Are brought back to life.
    (FMV sequence - Lifting of Shilf)
    [Arcia finishes reciting the Lifting Verse and raises her hand skywards. 
    Flashes of lightning erupt from Airlim and the continent is lifted.]
    After the lifting verse, you'll go back to the Elder's house.
    29. Elderly Man's House
    You'll learn that Valos has died, but the continent has been lifted. The 
    Elder will ask you to go home.
    30. Town of Arona
    The barrel to the North of the pawn shop contains a Dried Herb if you 
    haven't got it already. If you go into the Curio Shop you can get a 
    battle axe. Go to the Church if you want to save, then leave the town. 
    There will be another conversation with Arcia and Laramee, and you'll 
    automatically go back to Valos' house.
    31. Valos' House
    Go into the house and examine the stove. There will be a flashback 
    sequence with Valos and Eon. Once that's finished, leave by going over 
    the bridge North.
    32. Airlim
    You will be told how to navigate between the different continents. Press 
    Cancel (default Circle) to select continents. If you press Cancel again, 
    you can get help from Airlim or alternatively save your game. Select 
    (FMV sequence - Flying Airlim to Aquas)
    [Weird teleport animation. Airlim arrives at Aquas.]
    Go to Pikshim. (NOTE: Pikshim is called 'Pixim' in some versions of the
    game, due to some translation problem. I am using the European version.)
    33. Entrance to Pikshim
    While at the entrance to Pikshim, Laramee will tell you about the 
    history of Aquas. A boy will arrive (his name is Afto), and talk to you. 
    Once the conversation is over, talk to him again and he'll offer you his 
    place for the night. Select 'Yes' to accept his offer, and there will be 
    another cut-scene.
    34. Consulate
    After the sequence where you see the characters' thoughts, you'll wake 
    up here. Afto will talk to you, and Laramee will run off. Again.
    You can explore the Consulate now if you want. Going through the West 
    door and examining one of the paintings reveals that it is called the 
    'Lona Misa', and a painting in the East room is painted by 'Gan Vogh'... 
    The North door leads to a balcony, which is useless just now. Go outside 
    via the South door.
    35. Town of Pikshim
    Try examining the bonfire in the North of the town for a laugh. If you 
    go up the Watch Tower, you can find a Magic Fishing Rod in one of the 
    barrels on the top floor. This is not an essential item, but it comes in 
    handy when you get down from the tower...
    If you want, you can use the fishing rod while facing North into the 
    lake. You'll catch a goldfish, which you throw back. There's no point in 
    using the rod in this way, but by talking to the youth to the East of 
    the tower you can exchange the magic fishing rod for 1000 gems - it's 
    well worth doing this. Go slightly South up the stairs and talk to the 
    youth standing here - he'll mention Selela, the Kels and Levante.
    Further South, there's a woman who asks you if your name is Eon. Say 
    yes, then yes again to her next question and she will ask you to try and 
    find Toman. There's a barrel slightly West of her with a piece of metal, 
    which is restored to the Cross Mail.
    Go into the Church to the East. The priest will explain more about the 
    cult in the town. You can save here if you want.
    There's a dried herb in a barrel to the North of the apothecary. Go to 
    the West side of the town to find Arcia talking to a youth. Talk to this 
    youth and tell him you are worried about your fate. You will then be 
    invited to attend the meeting with Selela.
    36. Kelsan Cave Entrance
    After a conversation at the entrance, follow Arcia into the cave. There 
    are two dried herbs in the crates just beyond the entrance. Go deeper 
    into the cave to get to the Colony.
    37. Religious Colony
    You are free to look around here. Tell Arcia you will accompany her, 
    then find the save crystal. A couple of crates have an incredible (wait 
    for it) three gems in them, but they're not that important. Go back to 
    where you started and tell the man you are finished with your visit. You 
    will be taken to the meeting hall.
    During the sermon, Arcia will speak out against the Kels. You and her 
    will be kept prisoner as unbelievers.
    38. Retribution Stratum
    You'll wake up in your cell. Get up and have a look around (say 'No' a 
    few times before getting up and Korky will try to resurrect you...) 
    Examine the bars twice to talk to Arcia. After the conversation, just 
    wait around and a guard will come and get you for work. When he asks you 
    to stand by the door, talk to him through the bars. Strangely, you can 
    now go into the northeast cell and get a Piece of Metal from a chest, 
    which restores to the Neptune, a new shield. Go North out of the cell 
    39. Earth Stratum
    Talk to the man standing in the centre, and you'll be told what to do - 
    collect ten pieces of obsidian. This is a clever part of the game, as it 
    is as tedious as actually doing the real thing.
    There is a power source in the wall just to the East of the entrance. 
    The easiest way to pass this section is just to repeatedly search one 
    area of wall for obsidian (stand still and press X), then move on once 
    you've found a piece.
    *Level up!*
    When you have all ten pieces, talk to the guard. You can now return to 
    your cell.
    Strangely, if you tell the guard you have ten pieces of Obsidian before 
    you really do, he'll ask 'Are you trying to cheat?', rather than 'don't 
    lie' or anything.
    40. Retribution Stratum
    Eon will follow the guard back to the cell. You'll fall asleep, and wake 
    up the next morning. Go back to work in Earth Stratum.
    41. Earth Stratum
    Just repeat what you did before, and go back down again. Yawn.
    42. Retribution Stratum
    When you've walked back to your cell, Afto will arrive, and Eon will 
    wonder how he got in, and what connection he has to Selela. After waking 
    up, the guards will take Arcia. A guard will arrive and let you out of 
    your cell. Go back up to Earth Stratum.
    43. Earth Stratum
    There is a sleeping guard on the West side. When you are prompted to 
    pick up the keys from his hip, say 'No', then copy the keys using the 
    sceptre. The guard to the North is also asleep, so you can get past him.
    44. Heaven Stratum
    Go North and you'll hear talking on the other side of the huge gate. 
    Open it using the key to get to the Magical Labyrinth.
    45. Magical Labyrinth
    Go East from the start and fight the soldier. Follow the corridor North, 
    and go down the first set of stairs to the West. You'll emerge at a 
    junction. Go slightly further West and down the stairs to the North. 
    You'll be on the second floor basement. At the crossroads, go West then 
    South to find a save crystal.
    There's a Legar and a Command Golem in each room to the East and West. 
    Fight them if you want, then return to the crossroads and go North. 
    Fight the High Soldier. Go East and head down the stairs (you can sneak 
    past the Command Golem if you don't want to fight it).
    Now you're in the third floor basement. Head West and fight the High 
    Soldier. Keep going along the corridor and take the corridor South at 
    the junction. At the crossroads, keep going South (there are command 
    golems to the West and East) and up the stairs.
    You're back on the second floor basement. Fight the High Soldier. 
    There's a Legar to the West, so go past the Command Golem to the east 
    and down the stairs.
    Back on the third floor basement, fight the High Soldier and follow the 
    corridor down the stairs. Fight the next High Soldier and continue.
    On the fourth floor basement, continue along the corridor and fight the 
    Soldier. Open the cells as you come to them. The Southern cell is a 
    Mimic, the Northern cell has a Special Herb.
    Fight the High Soldier outside Arcia's cell. You'll find you can't open 
    the door. Head back to the stairs, and you'll find Afto. He has the key. 
    After freeing Arcia, the party will return to Pikshim.
    46. Town of Pikshim
    Afto will run off to talk with his mother. Laramee will arrive and tell 
    you something terrible has happened. The town youths have taken a 
    hostage, who happens to be Afto. Go to the church and save before 
    continuing. Go to the watch tower and go inside. Talk to Arcia.
    (FMV sequence - The Blade's Language)
    Laramee [Takes her dagger from its holster]: There can be no mercy for 
    barbarians who take children as hostages.
    Arcia: NO! [She runs over to the door and blocks Laramee from getting 
    Laramee: Arcia, get out of my way.
    Arcia [Not moving]: There has to be a non-violent solution to all of 
    Laramee: Don't be so naïve. This blade will do the talking for me.
    [Arcia grabs the end of the dagger and the blood from her hands drips to 
    the floor.]
    Eon: Arcia!
    Arcia: [Shakes her head] Blood is the blade's language.
    Follow Arcia in to the tower. Just keep climbing the stairs and watching 
    the cut-scenes. When you reach the top floor, climb the ladder. Afto 
    will be thrown off the tower, and the youth will turn into a Legar. You 
    don't have to fight it, though.
    47. Consulate
    After blaming Arcia for causing Afto to be thrown from the top of the 
    tower, Laramee will ask you to check on her. Go to the balcony through 
    the North door.
    (FMV sequence - On the Balcony)
    [Arcia is standing on the balcony, facing the tower and the lake.]
    Arcia: All of this trouble is my fault...
    Eon: That's not true. 
    Arcia: Huh? [She turns to face him] Eon!
    Eon: Arcia, you can't blame yourself for all that's happened.
    Arcia: It is my fault. I didn't know what to do. I couldn't even help 
    one child, let alone save the world.
    [Eon clasps her hands in his.]
    Arcia: Oh...
    Eon: You did what you could. Don't torture yourself over things that 
    cannot be controlled.
    Arcia: Thank you... [She brings Eon's hands to her face] Your hands... 
    their warmth feels so good.
    Arcia will give you an Amulet. You'll be asked by Gizela to get some 
    rest, and while you're resting you'll be shown a cut-scene involving 
    Selela and the Kels. Another cut-scene will show you what's controlling 
    *Level up!*
    Go through to the main room and talk to Gizela twice, then go outside.
    48. Town of Pikshim
    A youth will come and see you, and say they are going to find Selela. 
    Follow him out of the town, and when in Airlim select 'The Kel's Secret 
    Cavern' on the map. Very subtle.
    49. Heresy Cave
    The Kelsan Cave entrance has mysteriously changed its name. Just go 
    North to the Religious Colony.
    50. Religious Colony
    Go North and talk to the Troop Leader lying against the crate. He'll 
    give you a Troop Emblem. You will be asked if you want to listen to him. 
    If you say No, he'll die. If you say Yes, he'll try and say something, 
    THEN die. Use the save crystal here.
    You can now optionally go through the passage on the Northwest part of 
    the Colony to get to the Kelsan's Assembly Hall. Examining the left fire 
    here will give you the Iron Shield, and you also find an old man here. 
    This is explained in more detail in the section 'The Cards of Gods'. You 
    can return here at any point in the game. Return to the Religious 
    Colony, then go East and through the corridor to the North.
    51. Cavern
    Go West from the start.  Take the North path when the path splits and 
    fight the Jargo. Follow the path around to the West, then North. Go East 
    at the next junction, and fight the Zillo. Open the chest the Zillo was 
    guarding to get a High Potion.
    Go back to the junction you passed and go North. There's a Jargo in the 
    next room, and again in the room after that. Don't go down the stairs to 
    the North yet. Instead, take the South passage and fight the Zillo, then 
    open the chest. You'll find a Fresh Herb. Return to the stairs.
    On the second floor basement, you'll find another new enemy - the Slarg. 
    Fight it, then go South. Fight the next Slarg. Go West and you'll reach 
    a save crystal. There's a Balage to the South.
    Go to the Northwest corner of this area, and you'll find an Imperial 
    Army Sorcerer (actually a Legar). You'll talk with it, then you'll have 
    to fight it. He'll drop a piece of crystal, which restores to the Tear-
    Shaped Crystal. He also guards a piece of metal in a chest - this 
    restores to the Flare Sabre.
    Now go all the way back to the entrance to the Cavern and go East. Fight 
    the Jargo then the Zillo, then go down the stairs. Talk to the man 
    propped up against the wall and he'll tell you to examine the rocks. 
    Look at the rock on the South side of this part of the cave, and say 
    'Yes' to touch the rock. It will move away, revealing stairs down.
    You're now on the third floor basement. Go South and look at the skull 
    in the rock - this increases your LP for some reason. Go to the 
    Northeast corner of the floor and examine the skull. Say 'Yes' to touch 
    it, and the tear-shaped crystal will be restored. This opens a cave to 
    the North, leading down to the fourth floor basement.
    Go South along the corridor. Examine the huge door (the Gate of Trials). 
    Say Yes to enter it.
    52. Beyond the Gate of Trials
    Examine the first stone skull. If you say you are not ready to be tested 
    you will be transported back to the Gate of Trials. Say 'Yes' to be 
    asked a series of questions. You must answer 'Yes' to every question, or 
    you'll be sent back to the Gate of Trials again (note that making a 
    sacrifice is mentioned again...)
    When you've passed the test, you'll awaken in a small room. Examine the 
    North wall. Arcia and Laramee are on the other side. There will be a 
    cut-scene, and Gandor will burst through the wall.
    So the Imperial Army was behind the cult, as if you hadn't guessed. 
    Follow Gandor out of the caverns.
    53. Labyrinth of Punishment
    After the cut-scene on the fourth floor basement, you'll find yourself 
    on the second floor basement. Use the save crystal, then fight the 
    Legar. Using the Flame Sabre kills it in one hit per life. Go down the 
    stairs to the West and stand on the hexagram while it is yellow to be 
    From here, fight the Ice Golem and go down the stairs to the third floor 
    basement. Stepping on the hexagram here while it is blue or red 
    transports you to an area where you can fight two Legars (the areas are 
    connected). Step on the hexagram while it is yellow. Go across the 
    bridge and fight the Ice Golem, then go down the corridor to the South.
    Follow the corridor around (don't go out on to the walkway), and open 
    the chest. It is a Mimic, but after you fight it you'll find a sacred 
    stone. This gives you the Strong Healing spell.
    Go back to the walkway and step on the green hexagram. There is a chest 
    here with a piece of metal. This restores to the Tyrano Fang. You will 
    now learn the special move 'Rolling Cut', which can only be used with an 
    Walk back to the room where you fought the Ice Golem, and go down the 
    stairs to the North. On the fourth floor basement, you'll find a save 
    crystal, an escape crystal, and Selela.
    When she speaks to you, say you believe her (it's another forced 
    choice). Wait in the room she tells you to go to. It's a trap - 
    surprise, surprise. You have to fight the Ice Golem, then you're let 
    out. Follow Selela and fight the Stone Statues.
    Keep following Selela, and you'll see another cut-scene. Selela will 
    come to her senses when she is enclosed in a crystal by Levante. You 
    have to decide whether to give her the amulet or not - if you try to 
    give it to her, she will refuse to take it as you need it to defeat 
    Levante. Selela and the crystal will disappear. Touch the Altar and 
    select 'Yes' to fight Levante.
    54. Boss 2: Levante
    Levante is a fairly easy boss, but he can take a while to defeat. If he 
    is standing on any of the four hexagrams on the floor, he can use magic 
    - just shield yourself until he stops casting magic at you, then try and 
    hurt him as much as you can before he reaches the next hexagram. 
    Trapping him in a corner is the best way to do this. Remember to shield 
    after you attack as he can still attack using the four crystals floating 
    around him.
    After the fight, Selela will be freed, and will return to the town with 
    55. Consulate
    Here, Selela will return to Afto and give you the Lifting Verse for this 
    56. Altar of Water
    You'll teach Arcia the lifting verse for Aquas, and she will recite it.
    57. Aquas Lifting Verse
    Clear water streams,
    Trickling with laughter.
    Like innocent dreams
    Of now and ever after.
    Deep water ocean,
    Forever you dance.
    A continuous motion,
    Grants one more chance.
    We need the help of
    The water spirit's power.
    (FMV sequence - Lifting of Aquas)
    [Arcia finishes reciting the Lifting Verse and raises her hand skywards. 
    Flashes of lightning erupt from Airlim and the continent is lifted.]
    Now you'll be back in Airlim. Go to Pikshim.
    58. Town of Pikshim
    Head to the Consulate to visit Afto. All the shops are now closed.
    59. Consulate
    After the cut-scene, you'll be free to walk around the Consulate.
    *Level up!*
    There's nothing to do here, so just leave.
    60. Town of Pikshim
    A youth will come up and speak to you. You will be invited to the 
    leader's funeral at the Church, so go there now.
    61. In the Church
    This location doesn't have a name. Talk to both youths to get a dried 
    herb, and then talk to the priest. Go out of the church.
    62. Town of Pikshim
    The church bell will be ringing. Leave the town and go back to Airlim.
    63. Airlim
    Select Volcos as your destination.
    (FMV sequence - Flying Airlim to Volcos)
    [Weird teleport animation. Airlim arrives at Volcos.]
    Go to Geintz's Barrier.
    64. Geintz's Barrier
    After the long cut-scene, pick up five rocks and step back on to the 
    scale. You will go to Tulku, while Arcia and Laramee go to Orkul.
    There will be another three cut-scenes - one in Orkul, one on the Vangel 
    and the other aboard the Gude.
    65. Town of Tulku
    You can save at the Inn. Talk to everyone in the town, then go to the 
    Meeting Hall. It's the building with the orange roof on the South side. 
    There's another lengthy cut-scene sequence here, starting with Arcia and 
    Laramee in Orkul.
    (FMV sequence - The Vangel Arrives)
    [View of inside Gude cockpit]
    Gandor: <Hmm... I must be imagining it, but I thought I saw that cloud 
    move like some kind of a ship!>
    Jeel: Gandor!
    Gandor: [Turns to Jeel] Huh?
    Jeel: It's the Vangel, closing at three o'clock!
    Gandor: The Vangel?!
    [View of the Vangel]
    Gunner [Voiceover] (This is indistinct): Enemy approaching. All weapons 
    {hot} and at the ready. I've got them in my sights ready to {fire} them 
    up at your command, sir.
    Slayzer [Now wearing a gold mask over his eyes]: Maintain speed. 
    Activate disrupter torpedoes.
    Gandor: [Growls] What's he doing out here?
    Slayzer: FIRE!
    [There is a huge blast of white light from the Vangel.]
    The next scene is aboard the Gude. The volcano is beginning to erupt. 
    Another scene on the Vangel follows this one.
    66. Tulku Meeting Place
    You'll meet Sensei here. When the volcano erupts, go outside. There's 
    yet another cut-scene in Orkul.
    (FMV sequence - The Gude at Volcos)
    [View of the Gude as it prepares to land on Volcos.]
    [View of Tulku. The ground is tilting.]
    Eon: Argh! What happened? The continent's tilting!
    Oriental-looking man: Did you hear about it? A giant ship just landed 
    Eon: Huh?
    Korky: We'd better go check it out.
    Eon: Yeah!
    [Eon runs down the road with Korky flying behind him (the anime Tulku 
    looks nothing like the in-game Tulku.) He leaves his bag behind.]
    [Lang (or is it Jeel?) has found Laramee in the Mayor's House in Orkul.]
    Laramee: What's going on here?
    Lang/Jeel: Gandor asked me to check on you.
    Laramee: ...Agh!
    [She runs towards the door.]
    Lang/Jeel: Be careful!
    Arcia: Laramee!
    Laramee: [Stops] Don't worry, I'll be all right. [Turns] Don't you let 
    Arcia out of your sight.
    [Korky and Eon find the Gude.]
    Korky: Gandor!
    Eon: What are you doing on Volcos?
    Gandor [Walking down the walkway from the Gude]: Eon... Slayzer has 
    fired a disruptor torpedo into the volcano from the Vangel... huh? 
    [Looks up at the volcano] This eruption will flood both towns below with 
    molten lava. We've got to try to save at least one of them.
    [View of the crater of the volcano.]
    67. Town of Tulku
    You have to talk to as many people as possible and get them to the 
    meeting hall - you can only take one at a time. There is no way to 
    persuade the owner of the Apothecary to leave. Irena is in the northeast 
    corner. You have just enough time to get five or six people in before 
    the screen fades out and you see another cut-scene.
    After the cut-scene, you'll be back in Tulku. Examine the burning crate 
    where the Apothecary was, and you'll find an iron link, which restores 
    to the Plate Armor. You get a different dialogue depending on whether or 
    not you visited the Apothecary earlier, but you get the armor all the 
    You can't save at the Inn any more. The balance doesn't matter now, so 
    go to Geintz's Barrier.
    68. Geintz's Barrier
    There's a sacred stone in a jar in the Northeast corner of the room. 
    This gives you the 'Evil Stop' spell. Continue East to Orkul.
    69. Town of Orkul
    Five hundred gems are hidden inside a barrel in the Southeast of this 
    town - you have to face diagonally to get it. Talk to everyone in the 
    town, and buy a bottle of Sulphuric Acid from the Apothecary - this is 
    what you need the 500 gems for. After you've talked to everyone, go into 
    the Mayor's House.
    70. Houses of Orkul
    Talk to Jeel. If you talk to Arcia you'll get the Holy Knife and the 
    special move 'Screw Cut', which only works for daggers. The mayor is 
    totally useless. There are 100 gems hidden in a book on the South wall, 
    and 30 gems in two jars in the East room. Go to Geintz's Barrier.
    71. Geintz's Barrier
    Talk to Geintz to learn about the Lava Caves. Once you've talked to him 
    a Lava Cave is marked on your map (it's at the top of the volcano). 
    Return to Airlim and go to the Lava Cave.
    72. Lava Cave
    There is a cut-scene showing Slayzer and two soldiers entering the cave. 
    Go in and you'll be in the West section of the cave. Fight the Bazam and 
    go North. Fight the next Bazam, and the next one at the junction. Go 
    East and through the door to get to the North section.
    Go South at the junction to get back to the West section. Fight the 
    Venom and keep going West. There is a chest with an Ancient Mystery 
    Stone - this gives you the 'Silence' spell. Go back to the junction you 
    passed earlier in the North section, and go East.
    Fight two Bazams, then go East up a set of stairs and over another path. 
    Fight the Venom here, then continue along the path you went over 
    earlier. There is another Venom at the junction. Go East into the East 
    Fight the Grates, then continue to the East. Go South up the stairs, 
    then West. Open the chest to find a piece of metal that restores to form 
    the Mercury. Head East and South up another set of stairs. Fight the 
    Rampage, then go West to find a chest, which has a broken sword which 
    restores to the Valhalla. You also get the 'Wind Buster' special move 
    when you get the Valhalla. Ziruas is here, so talk to him and you'll get 
    the Neutralising Solution.
    Head all the way back to the junction in the North section of the caves 
    (just beyond paths that cross over and under each other), then go South 
    from it. You'll find a save crystal and an escape crystal in the South 
    Go West and fight the Rampage, then South to fight the Grates. Fight 
    another Rampage, then you'll be at the place you saw Slayzer earlier. 
    Examine the soldier.
    *Level up!*
    This is a good place to try getting items with the Sceptre Force, as you 
    can kill most enemies with a single hit per life. Remember not to use 
    the Save Point, as it resets your Sceptre Force. When you've finished 
    here, use the neutralising solution and go into the cave where the dead 
    soldier is.
    73. Magma Island
    You start in the A section. Go down the stairs and fight the Bazam. Head 
    up the stairs to the West, then down to the North. Fight the Venom. Go 
    East, then take the stairs up East and keep going until you reach 
    Section D - you'll fight a Grates and a Rampage on the way.
    Here, you'll fight a Grates. Keep going down the corridor. At the 
    junction, go East and fight the Bazam, then head East and South until 
    you get to the chest. You'll find a Gold Piece. Go all the way back to 
    the A section and take the stairs to the North.
    You'll be in the B section. Fight the Bazam to the North, then go down 
    the stairs East. Fight the Grates, then go up the stairs to the South. 
    Fight the Rampage and go South to be in Section A again - there's a 
    chest here with a High Potion. Go back to the junction, go up the stairs 
    North and down to the West. Fight the Venom. Go up the stairs North and 
    into the C section.
    Stay on the top level (keep heading North) until you see a chest down 
    the stairs to the East. It's a mimic, which you can fight if you want. 
    Go back to the stairs you found earlier and take them down. You'll find 
    Laramee here. After a cut-scene you'll be back in Orkul.
    74. Houses of Orkul
    You have to talk to the mayor before you leave. When you talk to him 
    he'll take a gold piece from you. However, if you found the fake 
    treasure when you were on the Gude, he'll take that instead. Go back to 
    Geintz's Barrier.
    75. Geintz's Barrier
    Examine the bookcase to the North and it will open if you select 'Yes' 
    to investigate.
    76. Secret Basement
    Go down the stairs and you'll be in Ziruas' Lab. Pick up the research 
    notes from the table and read all the sections. Korky will then take you 
    to Stalagmite Castle.
    77. Stalagmite Castle
    This is one of the more unusual sections (seeing as the castle is tilted 
    on its side). Try and get used to finding routes by using the wall, the 
    stone panel at the bottom of the wall and the pillars. Make your way 
    East past the door to the save crystal (don't jump down yet).
    If you go down the corridor between the save crystal and the escape 
    crystal, you'll be in a bizarre biological passage - you don't have to 
    do anything here yet. Go back to the door you passed earlier, and select 
    'Yes' to jump down.
    78. Swirling Room
    Go North along the pillar to get to the arches. There's a chest at the 
    bottom of a pillar to the East. It has an Ancient Mystery Stone which 
    contains the 'Lightning' spell. Go back West and go through the passage 
    to the North.
    79. Throne Chamber Passage 1
    Get up on to the pillars, and keep going East until you reach a pillar 
    with a valve handle at the end. Say 'yes' to turn it, and the sceptre 
    will memorise it. Now go two pillars East and examine the hole where 
    there should be another valve handle - you will restore it and then turn 
    it. Keep going East, then get down from the pillars and go through the 
    80. Swirling Room
    There is now an air current upwards. Go South to get to it, and you'll 
    be blown upwards into another Throne Chamber Passage.
    81. Throne Chamber Passages 2-4
    You'll be forced to fight the Marauder. Once it's dead you'll find a 
    note mentioning an Ultimate Life Being. Remember that Irena is in Tulku.
    *Level up!*
    Go West and fight the next two Marauders (they drop down from the 
    ceiling, or in this case the opposite wall). Go up to the pillars at the 
    end and go through the North passage to get to Passage Three.
    Here, you'll have to go down to the lower level (the wall) and fight 
    your way past the Head Hunter which jumps down. Go to the door and jump 
    down again.
    In Passage Four, just go East and up to the pillars, then make your way 
    along the arches and go North into the Throne Chamber.
    82. Throne Chamber
    Go West and you'll find Evil Ziruas. Eon thinks he is the real Ziruas, 
    though. He will leave and you'll find the Dissolvent. After he's left, 
    head West and through the door to the South.
    83. Stalagmite Castle
    You'll emerge opposite the passage you saw earlier. Korky will talk to 
    you about tracks in the ground, but you can't see them. Jump down to the 
    wall and save, then go back through Geintz's Barrier to Tulku.
    84. Town of Tulku
    Examining a barrel to the West of the meeting hall gives you 350 gems, 
    the barrel behind the Inn has a dried herb, and the barrel all the way 
    to the West on the lower level has Venatawa fruit in it. After you've 
    found them all, go into the meeting hall.
    85. Tulku Meeting Place
    If you rescued Irena earlier you can give her the note you found in 
    Stalagmite Castle. Talk to Sensei in the Northwest corner. He will give 
    you a Sacred Stone, which gives you the 'Heat Storm' spell. The barrels 
    to the West contain drinking water, which restores your health. There is 
    Venatawa fruit in the crate in the Southwest corner. Go into the room to 
    the East.
    All the barrels here have drinking water in them. Talk to the man in 
    white on the South side and he'll talk about the descendant of the Wise 
    Men. You can get three dried herbs from the crate East of him. Now leave 
    the Meeting Hall, go out of the town and to the lab behind Geintz's 
    86. Ziruas' Basement
    Here, you'll find Arcia, Laramee and Ziruas. He will explain to Eon that 
    he was not at Stalagmite Castle, and instead that it was his evil half. 
    When he asks for the vial, give it to him. After explaining about the 
    Ultimate Life Form, he'll then ask for sulphur. Give this to him as well 
    (go to Orkul and buy it from the apothecary if you don't have it 
    already), and then he'll ask you to go into town for a while while he 
    prepares the solution. Make your way to Orkul.
    87. Town of Orkul
    Go to the church and save if you want to. Buy the Ancient Mystery Stone 
    from the apothecary to get the 'Power Plus' spell. Go into the Mayor's 
    88. Houses of Orkul
    Talk to Arcia and Laramee here (don't bother with the mayor), then Korky 
    will tell you to go back to the lab. Do so.
    89. Ziruas' Basement
    Talk to Ziruas to get the Acid Solution, then go back to Airlim and 
    select Stalagmite Castle as your next destination.
    90. Stalagmite Castle
    Make sure you save, then go down through the hole in the wall (actually 
    the floor) to get to the biological passageway.
    91. Muscle Layer
    This is in fact inside the Ultimate Life Form. You can't see enemies 
    approaching here as they pop up from the ground. Either edge forwards 
    very carefully or just charge and fight them when you have to.
    Go West from the start and fight the Roper. There's a Slag (yes, quite) 
    to the South. Examine the wall to the East and you'll find the cells are 
    damaged (it's not obvious where you have to examine the wall, but a good 
    way to describe it is directly East of where the Slag appears). Use the 
    acid solution to dissolve the cells. Walk into the tunnel you have 
    92. Respiratory Layer
    Go North and follow the wall around. You'll arrive at a wall of mucous. 
    It looks like you have to turn back, but if you kill all three Slags 
    that appear then examine the wall again you can get through. Go along 
    the corridor, kill the last Slag and go down the hole to the next layer.
    93. Internal Organ Layer
    Go West along the passage. There's a Slag here. Turn North and you'll 
    eventually come to a large room (if you can call it a room). Take the 
    North exit from this room and go down the hole to get down to the 
    Digestive Organ Layer.
    94. Boss 3: Hergezod, the Ultimate Life Form
    After the cut-scene, you'll face a strange creature in what I assume is 
    the heart of the Ultimate Life Form. Things are very difficult for you 
    here, because you can't hurt it yet. Shield yourself and try and attack 
    the magic barrier. 
    Eventually, the screen will fade out and there will be a long cut-scene. 
    Ziruas will kill his evil half, but will destroy himself as well.
    You'll still be fighting the Ultimate Life Form, but you can hurt it 
    now. This is a very hard battle compared to the other bosses you've 
    faced before, mostly because of the pulsing area and the way the 
    creature moves about, not to mention the slightly dodgy frame rate.
    If a blue or pink cell comes towards you, shield yourself. The cells 
    will slow you down. The best way that I've found to defeat it is to back 
    away from it so it stops using the 'row of spikes' attack (it will take 
    its tentacles out of the ground), then run at it when there are no cells 
    on the screen, break its defence and then repeatedly shield and attack.
    The battle takes a long time, but eventually you'll kill it. After the 
    fight, you'll find yourself in Stalagmite Castle.
    95. Stalagmite Castle
    There is a note from Ziruas on the ground in front of you. Eon will read 
    through it.
    *Level up!*
    Use the save crystal, then go out of the castle and back through 
    Geintz's Barrier to the lab.
    96. Ziruas' Basement
    You'll meet Arcia and Laramee. All the characters will spend the night 
    in Ziruas' basement. There is a long wait here (about 20 seconds) with a 
    blank screen - I thought the game had crashed at this point, but just 
    wait for a while.
    In the morning, Gandor will arrive. Go up to Geintz's Barrier.
    97. Geintz's Barrier
    Talk to Geintz. He seems to know more than he tells you. Go to Orkul.
    98. Town of Orkul
    Talk to one of the men staring down into the crack in the land, and 
    he'll tell you that Geintz knows a lot about Wise Men. Go back to 
    Geintz's Barrier.
    99. Geintz's Barrier
    Talk to Geintz again, and you can ask him about Ziruas or the Wise Men. 
    He's still reluctant to help you with either, so go back to Orkul.
    100. Town of Orkul
    Go to the mayor's house, but don't go inside. Instead, talk to the 
    mayor's son (dressed in blue, just West of the mayor's house). Go to 
    Geintz's Barrier again.
    101. Geintz's Barrier
    Geintz will still deny all knowledge of magic skills or the Wise Men. Go 
    back to Orkul again, and go to the Mayor's House.
    102. Town of Orkul
    For the first time, the Mayor is actually helpful. Talk to him and 
    you'll find that Geintz is a descendant of the Wise Men. Go back to 
    Geintz's Barrier.
    103. Geintz's Barrier
    Talk to Geintz, and ask him about the Wise Men's descendant, and then 
    about Ziruas. He'll finally admit that he is the descendant. He'll tell 
    you that the altar is in Stalagmite Castle, so go there now.
    104. Stalagmite Castle
    As soon as you enter the castle, Wise Man Gault will talk to you and 
    tell you to come to the Altar. Go all the way East (the door you 
    couldn't open before has been removed). Touch the altar on the other 
    side and Gault will appear. You will get the Volcos Lifting Verse. Go 
    all the way back to Ziruas' basement.
    105. Ziruas' Basement
    Arcia is here, so talk to her. You will teach her the Lifting Verse, and 
    she will go and conduct the Lifting Ceremony at the Altar alone.
    106. Volcos Lifting Verse
    Crackling embers red with heat,
    Help me with this awesome feat.
    To raise this land up to the sky,
    So the people shall not die.
    Breath of fire hot with rage,
    Don't let it be the final page.
    Blow this earth away from water,
    So you may keep finding fodder.
    Fire Spirit, I call to you
    To help us make this world anew.
    Dancing flames and burning coals,
    Save this land and all its souls.
    (FMV sequence - Lifting of Volcos)
    [Arcia finishes reciting the Lifting Verse and raises her hand skywards. 
    Flashes of lightning erupt from Airlim and the continent is lifted.]
    107. Ziruas' Basement
    Gandor will arrive and tell you the continent has been saved. You can't 
    take Airlim to Zephere because of the barrier surrounding the continent, 
    so Gandor will take you there using the Gude. Go out of the lab, through 
    Geintz's Barrier and to Airlim.
    108. Airlim
    You will arrange will Airlim for him to follow behind the Gude as it 
    flies to Zephere. 
    109. Gude Airship
    After a cut-scene you'll be in Gandor's room with Arcia. The chest to 
    the North is empty. If you went in here earlier and found the dagger Eon 
    will comment on it not being there. Go out of the room and to the 
    cockpit (it's on the lower floor on the North side of the ship). Talk to 
    Jeel and Lang, touch the wheel if you want, then leave.
    There will be a cut-scene showing Gandor talking to Laramee. After this, 
    go up to Laramee's room (remember?) Talk to her, then go to the room on 
    the top floor to the North. After being hit by the chair, talk to Gandor 
    then go back to Gandor's room.
    You still can't rest, so wander around the ship for a while (you can 
    also go into two of the rooms on the sides of the corridor on the lower 
    floor). The fake treasure in the crate opposite the save crystal in the 
    storeroom on the South side is still there if you didn't pick it up near 
    the start of the game, but you no longer have any use for it. Keep 
    trying going back to Gandor's room until Arcia says 'We will be arriving 
    in Zephere fairly soon...'. You'll get another cut-scene, and all the 
    characters will go to the cockpit. Follow them.
    (FMV sequence - The Vangel Returns)
    [There is a huge waterspout in the sea in front of the Gude.]
    Eon: It's huge!
    Laramee: That waterspout came out of nowhere...
    Lang [Reading screen in front of him]: Ach!
    [All turn to look as the screen. A laser beam rocks the ship to one 
    side. All scream.]
    Eon: It's the Vangel, from behind the waterspout!
    [The Vangel fires more lasers at them.]
    Gandor [peering over the wheel]: With the Vangel's firepower, we're a 
    sitting duck. I've gotta find some way for us to disappear. [Shouts over 
    his shoulder] Gimme maximum thrust from all engines on the double! We're 
    going invisible!
    [View of the Vangel]
    Gunner [Voiceover]: They're taking evasive manoeuvres behind the 
    thundercloud, sir!
    Slayzer: Let them hide. Their feeble attempts to thwart me are useless.
    The party will think up a plan and go to Airlim. Another cut-scene 
    follows, this time aboard the Vangel. After this, the Gude will dock 
    with the Vangel.
    110. The Vangel
    You start in the cell block where you originally found Arcia. If you've 
    played the demo version of The Granstream Saga you'll be at home here. 
    Go out the East door to the Second Bridge.
    Fight the Herferg to the East. Go North from here and up the stairs. 
    There will be a cut-scene. Afterwards, go down the stairs on the other 
    side and fight the High Swordsman to get the Level 2 ID card.
    Go back into the previous room, and fight the Herferg again if you have 
    to. Go South and fight the swordsman, then go into the lift on the left 
    side. Eon will automatically go to the main passageway and watch the 
    Desbat Pirates, then he will go down to the third level.
    After the cut-scene, fight the Swordsman then go North to the Herferg. 
    Go East, then North and talk to the High Soldier waiting at the bridge. 
    You have to fight him to get the Level 1 ID card. Open the chest at the 
    West side of the room to get a Fresh Herb, then go South from the chest 
    and open the chest here to find 350 gems. Go East to where you fought 
    the Herferg, then South and into the left lift. Go up to the main 
    At the main passageway, go North, then East at the crossroads. You'll 
    find a dried herb in the chest at the end of the corridor. Go back to 
    the crossroads and go North then West at the crossroads slightly further 
    on. The left chest here is a Mimic, and the East chest has 240 gems.  
    Now make your way South. When you reach the cargo lift, go West and then 
    South to reach the Power Engine Room.
    Fight the Swordsman at the start. Go down the ramp to the console and 
    use the Level 2 ID card. Go up the ramp and around the engine to the 
    South side of the room. Fight the High Swordsman, then go up the stairs 
    to the South and open the chest to get a High Potion. Talk to both 
    engineers - the one nearest the South will tell you about the emergency 
    panel on the torpedo. Get to the console on the East side and use the 
    Level 1 ID card. Go through the passage that opens.
    You're now in the Inspection Aisle. Go along the passage and fight the 
    Blob at the junction. Go South, then East to get a Source of Power from 
    the chest. A Blob will attack you as you leave the room. Go North, past 
    the crossroads, then turn Northeast. Go East to get a White Crystal from 
    a chest, then go North. Turn East at the end of the corridor, then go 
    South and up the ladder.
    Open the chest here - it's a Mimic, but you need to get it out of the 
    way. Search the crate behind it to find the Wisdom Cloak. Go back down 
    the ladder and up the corridor to the North.
    You will now be in the Cannon Control Room. Go North and up the ladder. 
    Fight the Swordsman. Follow the walkway around the torpedo and fight the 
    other Swordsman, then go down the ladder on this side and directly South 
    to fight a High Swordsman. Go East and fight the last High Swordsman.
    For some reason, the second time I played through the game there were no 
    soldiers in the Cannon Control Room. I don't know why this is.
    Now the room is clear, look at the emergency control panel (it's on the 
    top walkway in the middle of the room). You'll see a cut-scene on the 
    second bridge. An evacuation will start.
    You still have to escape. Go down the ladder on either side, then go 
    South and up to the central door on the South. Keep going South until 
    you get to the lifts, then go to the second floor.
    Go North then West. Go into the room you left Arcia in (the South one). 
    Arcia will have disappeared. There will be an announcement saying the 
    first level is unlocked. Go back to the lifts, but this time use the 
    lift on the right to get to the first level.
    From the lifts, just go North on to the First Bridge. Slayzer will be 
    here with two swordsmen, who are attacking him. You have to fight one of 
    the swordsmen, but Slayzer and the other swordsman will run off while 
    you're fighting. Open the chest on the East side to get a Life Element - 
    very handy - and go out the door South.
    You can go West and East to get chests - the West chest is a Mimic, but 
    the East chest has a Gold Piece. Get back to the lifts and use the right 
    lift to get to the second floor then the left lift to get to the main 
    Go South now to find one of the Desbats. He is dead. Keep going South to 
    hear Slayzer and Laramee talking. Talk to Laramee when you get in to the 
    room to escape the Vangel.
    111. Airlim
    The characters will now go outside Airlim to look out...
    (FMV sequence - The Continent Zephere)
    [The Vangel sinks towards the sea along with the Gude. Gandor sits 
    punching the ground.]
    Arcia: {?}
    Gandor: Damn it... all! I'm... the one... to blame... for all this!
    Laramee: You're wrong.
    [There is an explosion.]
    All: Huh?
    Arcia: The waterspout... it's disappearing!
    Eon: [Points] Behind the clouds, look! [Zephere looms into view] It's 
    the continent Zephere!
    After a conversation, Airlim will land on Zephere.
    (FMV sequence - Flying Airlim to Zephere)
    [Weird teleport animation. Airlim arrives at Zephere.]
    Select Geltania as your destination.
    112. Geltania
    When you enter the town, all the characters apart from Eon and Korky 
    will go into some sort of trance. Geltania has twelve buildings, 
    arranged at twelve compass points: NW, NNW, NNE, NE, ENE, ESE, SE, SSE, 
    SSW, SW, WSW, WNW. The compass points will be used in future to describe 
    the buildings.
    The ENE building is a 'church'. If you talk to the man in the North 
    section he will give you the options of restoring your health or saving. 
    There is an Apothecary in the WSW building. Go all the way to the North 
    of the town and go down the stairs there to enter the Spirit Shrine.
    113. Spirit Shrine
    Go north past the pedestal to meet Karok (who looks like a giant 
    penguin). You'll now learn that to break the barrier, you have to find 
    Layzel, the Wise Man for this continent. To do this, you have to go to 
    all four Ruins. Go back and touch the pedestal to get the Stone Tablet.
    Go to the Northwest corner of the room and touch the impression of the 
    axe there. You'll get the Gaia Edge and the Cyclone Chop move. Go around 
    to the opposite side and touch the impression of the shield to get the 
    Now leave the town and go to Airlim. Choose 'Ruins of the Earth Spirits' 
    as your destination.
    114. Ruins of the Earth Spirits (Towers)
    Go North and the ruins will rise from the ground. You start in the 
    Father Tower. Go North to the Mother Tower and open the chest to get an 
    Ancient Mystery Stone, which holds the Translating spell. You need this 
    to read hieroglyphics. 
    Now go back to the Father Tower and down the stairs to basement four. 
    Use the Translating spell when you're standing in front of the altar, 
    then read it. The towers will rearrange themselves. Save here using the 
    save point on the South side.
    Now go up to the second floor basement and South. In the Mother Tower 
    here, there is a chest with a Piece of Metal. This restores to form the 
    Arc Blazer, which also gives you the Spinning Blow move. Now go back to 
    the main part of the second floor then East to enter the Ruins.
    115. Ruins of the Earth Spirits (Ruins)
    Go down the stairs from the start. Keep going down the stairs until you 
    meet the Spirit King Servant. Say you are prepared to fight the Earth 
    When you're in the chamber, go South and go on to the platform. It will 
    move to the centre of the room. Walk North to fight the dragon. It's not 
    really a boss, so it's covered in the Enemies section.
    You'll find a Source of Power after fighting the Dragon. Go North and 
    use the platform to get across, then follow the passage around and talk 
    to the servant again.
    After the cut-scene, use the tablet when you're standing in front of the 
    Altar. You'll get a strange message about the Mah Oh. This becomes 
    clearer later on.
    Talk to the servant, then make your way past the chamber where you 
    fought the dragon. The next room has changed to 'Chamber of Birth'. 
    Examine the three pillars in the order N, SW, SE. The sceptre will
    capture the power of the spirits. Go out of the room to the East and
    then back to Airlim. You can now complete the remaining Ruins sections
    in any order - I have chosen the order Volcos, Aquas, Shilf (reverse
    order from before). You can also complete the optional events described
    in the Side Quests section.
    (FMV sequence - Flying Airlim to Volcos)
    [Shown before]
    The Ruins of the Fire Spirits are on the bottom of the continent.
    116. Ruins of the Fire Spirits
    Go into the room to the North (note the colour flash when you enter the 
    room is yellow). Examine the altar and fight the Braze that appears. Now 
    go back to the main room and stand on the yellow hexagram. Examine the 
    Altar. Fight the Braze that appears, then stand on the hexagram to be 
    transported back. The yellow hexagram will now be greyed out.
    Repeat this process for all four rooms around the main room (go in, note 
    colour of flash, examine altar and fight enemy, go into main room and 
    stand on corresponding hexagram, examine altar, fight enemy, stand on 
    hexagram). You never get any Sceptre Force for enemies you fight here.
    When you've done this for all four hexagrams, a white teleporter will 
    appear in the middle of the main room. Walk into it to be transported to 
    the Chamber of the Fire Dragon.
    Fight the Dragon and then continue. Talk to the servant and use the 
    tablet on the altar. You'll get more history, and also the Aero Barrier.
    Return to Airlim (use the Escape Crystal to get out). Travel to Aquas.
    (FMV sequence - Flying Airlim to Aquas)
    [Shown before]
    Again, the Ruins are on the bottom of the continent.
    117. Ruins of the Water Spirits
    Go East from the start. In the next room, go North over the moving 
    platforms and use the translating magic on the pedestal. Touch the 
    pedestal. The screen will tint blue. Now go clockwise around the room 
    and touch the pedestal again. You will be teleported to a reversed 
    version of the room you started in.
    Go out West, then North and around to the pedestal. Translate it and 
    touch it. You have to go around this room anti-clockwise and touch the 
    pedestal again. You will be teleported back to the room you came from. 
    Go North from here into the Chamber of the Water Dragon, and fight the 
    Dragon. Talk to the Servant, then use the tablet on the Altar. After 
    more history, get the Aero Guard from the servant, then leave using the 
    Escape Crystal. This is a good time to complete side quests B and C if 
    you haven't already. Go to Shilf.
    (FMV sequence - Flying Airlim to Shilf)
    [Shown before]
    Go to the Ruins of the Wind Spirits (it's on the bottom of the 
    118. Ruins of the Wind Spirits
    Go North and down the stairs, then examine the pedestal on the North. 
    Strangely, this puzzle is like the plates puzzle from Silent Hill - 
    interpret the clues to colours in a certain order. The clues are:
    Grassy pastures
    Tranquil seas
    Cloudless skies
    Dancing flames
    The shining sun
    This order translates to green, blue, cyan, red, and yellow. Explore 
    around a bit and you'll find six coloured hexagrams. Step on them in the 
    correct order (the purple one is a decoy) and fight the monster on the 
    other side.
    When you've done that, you'll hear the sound of the pedestal moving. 
    Save then go down the stairs that were blocked off before, and fight the 
    Wind Dragon in its Chamber. Use the stone tablet on the pedestal and 
    listen to the last 'history lesson', then talk to the servant to get the 
    Go back to the hexagram room, save then escape. Go back to Airlim. This 
    is a good time to complete Side Quest D, but there's no reward for it 
    and therefore no real point. Do what you want and return to Zephere.
    (FMV sequence - Flying Airlim to Zephere)
    [Shown before]
    Go back to the Spirit Shrine in Geltania.
    119. Spirit Shrine
    Use the stone tablet on the pedestal. Korky will have to sacrifice 
    himself to Karok.
    (FMV Sequence - Korky's Sacrifice)
    Korky: Uh-oh. Goodbye for now. The great spirits caaaaallllll...
    [Korky becomes white and is absorbed into Karok.]
    Eon: Korky... no...
    Karok [Spreading his wings]: Korky is safe. He has joined me to become 
    Korak. We must warn you creatures of the {?} four worlds: powerful 
    spirit forces are in alignment. You must leave this land.
    The barrier will now be released. Go and talk to everyone.
    120. Town of Geltania
    Laramee will be waiting outside. Arcia is in the ENE building, but 
    doesn't remember anything. Leave the building and Gandor will arrive. He 
    will have to leave you. Follow Laramee back into the building and talk 
    to her, then leave and head back towards the Spirit Shrine, where you'll 
    find her again. Go back into the Spirit Shrine.
    (FMV sequence - Laramee at the Spirit Shrine)
    Laramee: Don't come.
    Eon: Laramee...
    Laramee: Everyone's gone, and now Arcia is in serious danger. [She 
    brings her hands up to cover her face] How could this happen?
    [Eon puts his hands on her shoulders, and she flings herself at his 
    chest (how melodramatic).]
    Laramee: Oh, Eon! I'm so confused. You must go to her, you must save 
    Eon: Laramee, I'm going to stay right here and make sure that you're 
    safe. And then...
    Laramee: [Interrupting him and looking him in the eye] And then, when 
    your job's done, you'll be able to rush over to Arcia's side where you 
    wish you were right now! Oh... [She turns away from him.] I'm sorry, 
    Eon. I'm just under such stress.
    121. Spirit Shrine
    Talk to Laramee, then leave and go back to Arcia.
    122. Town of Geltania
    Arcia is still in the ENE building. Talk to her again, and an Imperial 
    Soldier will arrive...
    *Level up!*
    You will now learn 'Genocide', a powerful spell. Arcia doesn't want to 
    talk to you, so go back to the Spirit Shrine.
    123. Spirit Shrine
    Talk to Karok (Korak?) and he'll explain the Imperial Army's 
    involvement. You'll be told to go to the Tower of Requiem. Go back to 
    the town.
    124. Town of Geltania
    Go to the spire in the middle of the town and examine it from the South 
    side. This opens a passage to the Underground Cemetery.
    125. Underground Cemetery
    There is a barrier blocking your entrance to the North door. Walk 
    towards the girl and she'll move. Try again and she'll move again. Head 
    to the Southwest and you'll see her on a hexagram. Talk to her to be 
    transported to the cemetery.
    126. Public Cemetery
    Examine any grave. You'll get a message telling you which gravestones to 
    worship at (the graves are random, so I can't tell you what they are 
    here). The graves are arranged as follows:
        X X    X X
        X X    X X
    X X            X X
    X X            X X
    X X            X X
    X X            X X
    X X            X X
    X X            X X
        X X    X X
        X X    X X
    You will hear a ghostly voice every time you worship at a correct grave. 
    If in doubt, just look at all of the graves. Once you have found all six 
    in the correct order, the screen will darken. Go to the East side and 
    talk to the old woman now standing there. 
    She will ask you if you want some gems - if you answer 'Yes' she will 
    turn into a Wizard which you have to fight. If you answer 'No' you don't 
    have to fight. Either way, the set of stairs on the West will flip round 
    to reveal a passage going down. Take it.
    You now have the final verse, but you still need three. Open the chest 
    on the South side of the room to get a Source of Power, then go back up 
    and stand on the hexagram.
    127. Underground Cemetery
    Go to the hexagram on the East side, and the girl will appear again. You 
    will now be teleported to the Soldier Cemetery.
    128. Soldier Cemetery
    Examine all the four central tombstones in an anti-clockwise order 
    starting from the North side. The stairs behind you will flip round and 
    you can go down further to get the second verse. Open the chest on the 
    West side of this room to get a Life Stone, then go all the way back up.
    129. Underground Cemetery
    You'll meet the girl again when you go to the North hexagram. You will 
    now be teleported to the Royal Family Cemetery.
    130. Royal Family Cemetery
    Examine all the coffins - nothing will appear to happen, but when you 
    touch the eighth one the South stairs will flip round. Take this passage 
    down and you will get the third verse. There is a chest on the East side 
    of this room, which contains a Special Herb. Go back to the Underground 
    131. Underground Cemetery
    Go South and you'll meet the girl again. She asks you to find her 
    mother. Go back to the Public Cemetery.
    132. Public Cemetery
    The old woman is now back where you found her originally. Talk to her 
    then go back to the Underground Cemetery.
    133. Underground Cemetery
    Go to the North hexagram (the Royal Family Cemetery).
    134. Royal Family Cemetery
    Find the woman looking for her daughter here. Talk to her then return to 
    the Underground Cemetery.
    135. Underground Cemetery
    Go to the East hexagram, which leads to the Soldier Cemetery.
    136. Soldier Cemetery
    There is a man here looking for his daughter. Talk to him then go back 
    to the Underground Cemetery.
    137. Underground Cemetery
    The girl will be here. Answer 'Yes' to the questions 'Can you find her?' 
    and 'Are you sure you can find her?', then lead her to the woman in the 
    Public Cemetery. After a cut-scene you will find yourself in front of 
    the door that was sealed earlier.
    *Level up!*
    Walk through the door and go North to meet Layzel. He will give you the 
    final verse to complete the Lifting Verse, and a hole in the ground will 
    open. You can't go down yet as you have to go and see Arcia, so go back 
    up to the town.
    138. Town of Geltania
    Go and see Arcia and Laramee in the ENE building. You will get the Coral 
    Necklace from Laramee, and you will teach Arcia the lifting verse. Then 
    go back to the Underground Cemetery.
    139. Underground Cemetery
    Go back to the hole you couldn't go down earlier, and jump down to the 
    Imperial Fortress.
    140. Imperial Fortress
    Go south to the A Block. There is a Blade enemy here. Go Southeast from 
    this room to find Jeel. He'll tell you about Gudelzepher, the leader of 
    the Imperial Wizardry, then die. Keep going Southeast and you'll find 
    another Blade. Go Southwest now, and through the room with the gears to 
    find an Assault Golem. It is holding a security card, so you must fight 
    Use the card on the console in this room. It is damaged, so the sceptre 
    will restore it. Try using it again and it will work. Go out the North 
    door to the B Block.
    You can save here. Go East then on to the lift platform. Defeat the 
    Drifer to get an extra LP and to raise the platform to the Northwest. 
    Walk over it and go South from the circular room.
    141. Spirit Geltania
    This is an 'illusion' of Geltania. Talk to Wise Man Layzel to the West 
    of the Tower of Requiem. Say you understand him and you will get a 
    "Flare Sphere" spell.
    142. Imperial Fortress
    Go back down on the lift you originally came up. Fight your way North 
    past the Blade and Kijil, then go up the next lift. Fight the Buster 
    Golem to get a Life Stone, then go into the circular room and exit East.
    143. Spirit Tulku
    This version of the town is what Tulku was like before the volcano 
    erupted. Talk to the Wise Man Gault on the North side of the town. You 
    will get the Zeran Barrier.
    144. Imperial Fortress
    You should know what to do by now. Go back down using the lift, then 
    fight your way West. There's a chest on the way with a Source of Power. 
    Go up the next lift, fight the Royal Guard, then go to the North room 
    from the circular room.
    145. Spirit Arona
    Wise Man Zora is waiting near a windmill at the West side of the town. 
    You get the Zeran Sabre from him.
    146. Imperial Fortress
    Go back down the lift, South, up the lift, fight the Assault Golem, then 
    go West from the circular room. Happy?
    147. Spirit Pikshim
    Go North to find Wise Man Wonoa outside the Consulate. You get the Zeran 
    Guard from him.
    148. Imperial Fortress
    Now that all four Wise Men are free, you'll emerge somewhere completely 
    different. Go Northwest to Zone X and save. Open the chest to the East 
    and get the Ancient Mystery Stone to learn the Granstream spell. Go down 
    the stairs, fight the Royal Guard and touch the console. Now go back to 
    where you started and go Northeast to Zone Y.
    There's a High Swordsman down the stairs. Defeat it then talk to the 
    Magic Engineer. He gives you the passcode 'TTXO' (where T is a 
    triangle). Touch the console to get a key card. If you go back to where 
    you started you'll find the rest of the party waiting... but how did 
    they get in?
    To open the door to the North, go to it then look at one of the walls to
    the side. The slot is here (it took me ages to find). Use the keycard on 
    it, then key in the passcode you were given earlier when there is no 
    text window on the screen. The door will open.
    After the cut-scene, talk to Laramee to get her back to the elevator. 
    Gandor will now sacrifice himself to get Eon across to the Power Core.
    Gandor: Eon... Follow your destiny.
    *Level up!*
    149. Core of Fortress
    Save here, then just go North to fight Gudelzepher. There are enemies to 
    the West and East, but the only point of fighting them is if you're low 
    on health and magic restoration items.
    150. Boss 4: Gudelzepher
    This boss has one big disadvantage, and that's that he is immobile. 
    Unfortunately, he has a huge amount of lives, a lot of health and nearly 
    all his attacks are unblockable. His weak point is the blue orb in his 
    centre. Run up to it to break his defence, then attack it, then jump 
    back twice to avoid his arms. When the orb starts to glow, shield 
    yourself. Using Granstream on him will take off one of his lives.
    Gudelzepher is a very hard boss, but not impossible if you have enough 
    items to heal yourself with (you can't use Venatawa Fruit now that Korky 
    is not with you). Just repeat the above tactic until he dies. I once 
    defeated him using no curative or magic restoring items with only one 
    life taken off, but admittedly I was using Onimaru.
    Eon is now trapped in the collapsing fortress. Back at the Spirit 
    Shrine, Arcia will recite the Lifting Verse.
    151. Zephere Lifting Verse
    Mother Earth with all your power,
    Help us in this final hour.
    To lift this land high in the sky,
    So the people shall not die.
    Flowers, grasses, birds and trees
    Listen to our urgent pleas.
    So when the morrow comes at last
    Many more shall come to pass.
    Mountains, valleys, lakes and streams
    Places found in childhood dreams.
    Give these people one more chance
    To better human circumstance.
    (FMV sequence - Lifting of Zephere)
    [Arcia finishes reciting the Lifting Verse. She pauses for a moment 
    before raising her hand. The continent is lifted by Airlim as the 
    Fortress drops to the sea below.]
    152. Spirit Shrine
    The Four Wise Men will talk to you, and you will be transported back to 
    the Spirit Shrine. Eon will be given another chance to die (!) by 
    sinking Airlim into the North Pole. Go back to the town.
    153. Town of Geltania
    Go into the ENE building and talk to Arcia. Remember you can restore 
    health and save here. Now go to the NW building and talk to Laramee, 
    then leave the town and say 'Yes' to carry out the final mission. Arcia 
    and Laramee will follow you on Karok (who is now actually Korky).
    (FMV sequence - Flying Airlim to the North Pole)
    [Weird teleport animation.]
    Airlim's soul will return - restored by the Sceptre. Eon can now leave 
    (FMV sequence - Sinking of Airlim...)
    [Airlim slowly sinks towards the sea. As it touches the surface, ripples 
    spread out from it. The sea and sky darken.]
    Eon: What's happening - look at the sky! It's gone dark!
    (This line is second only to James Bond's "It's metal.")
    Arcia: Look at that light up there!
    [There is a red light in the sky.]
    Eon: What is it?
    Laramee: We're being sucked into it!
    [All scream as they are sucked towards the light.]
    154. Hades Corridor
    Take a few steps forward and Valos will talk to you (notice that Eon now 
    has a mark on his face). More characters from earlier will talk to you 
    as you proceed down the corridor - Selela, Ziruas and Gandor. Keep going 
    North through the door. You'll meet Arcia and Laramee, and continue 
    (FMV sequence - The Last Demon)
    [They are in a huge cathedral-like room.]
    Eon: Where are we?
    Laramee: I don't know, but I don't like the looks of it.
    [Arcia whimpers.]
    Laramee: Arcia, what's wrong?
    Arcia: I've seen this place before... [she clasps at her head] Oh, my 
    [Arcia collapses to the ground, and Laramee crouches beside her.]
    Eon [Turning to her]: Arcia, what happened?
    Laramee: Arcia!
    [A bright light shines on them and Demaar descends from the ceiling.]
    Eon: Who are you?!
    Demaar: My name is Demaar. The only surviving ruler of the 
    Eon: Then you're the last demon!
    155. Hades
    After Demaar talks to you and tells you that Eon is in fact the Mah Oh, 
    Slayzer will appear.
    (FMV sequence - Slayzer's Return)
    [Slayzer is thrown to the ground after attacking Demaar. He has a green 
    aura around him.]
    Eon: Slayzer!
    Slayzer: [Groans] Demaar... [His mask falls from his face as he begins 
    to get up] Is that the best you've got? Argh...
    [Demaar is holding a glowing orb.]
    Slayzer [his face is now cut]: Come on, try again. I want you to succeed 
    - when I die my spirit will enter the Sceptre forever.
    Demaar: If your puny spirit tries to enter the Sceptre I will destroy 
    Slayzer [getting to his feet]: All right then, let's see if you can!
    Demaar: What?!
    Slayzer [Still facing Demaar]: Eon! Use your strongest magic on me so 
    that my spirit can enter the Sceptre and save us all!
    Eon: Slayzer, no, I could never do that!
    Laramee: Brother!
    Slayzer: Eon. You are the only one with the magic to stop the cycle. If 
    you don't, evil will triumph forever and we are lost! EON! [Turns to 
    face Eon and holds his hand out] KILL HIM NOW WHILE YOU CAN!
    You have to use Genocide on Slayzer. If you say 'No', you will just be 
    asked again.
    *Level up!*
    After another cut-scene, you will wake up at the Gates of Hades.
    156. Gates of Hades
    Save then go North. This is like a Boss section.
    157. Boss 5: Path to Hades
    You have to fight a series of hard monsters, including two Dragons. The 
    first is a Sentinel, which is a Guardian type monster. It's difficult to 
    knock its shield away, but it can be done. Once you've done that, it 
    becomes a lot easier to kill. Just watch out for its fast Unblockable.
    Each time you defeat a monster here, you get more dialogue from Demaar, 
    Arcia and Laramee. Keep going North after every monster.
    Demaar: I am winning. The evil is growing, taking control of him. He is 
    losing his humanity. Soon he will be like the Ancient Ones.
    Laramee [Uncertainly]: That's a lie... Eon is not evil. He won't give in 
    to your magic... he won't...
    Demaar: [Laughs] Yes, he will. He has been chosen. He is the One. Evil 
    souls from all the worlds awaken when ghastly deeds are repeatedly 
    committed. Eon is the reincarnation of Mah Oh, the wizard of Evil. He 
    perpetuates the corruption and draws these souls to me. It is through 
    him that I am able to lure them into my domain and rule them as I wish.
    Laramee: No... no...
    Demaar: You, your brother, and all the other survivors of the lands are 
    merely pawns, manipulated by my hand to collect the souls of the evil 
    dead. I have always been in control of your fate! [Laughs]
    The second enemy, the Spligun, is a Guardian type as well. Again, it 
    hangs on to its shield for a while, but once the shield is knocked away 
    it gets easier.
    Demaar: Yes. All the people you know who have perished in your pathetic 
    wars have died in the name of the great Mah Oh Zeruge!
    Arcia: No, stop! Stop, please! I've heard enough!
    Demaar: No! You must hear it all! You must remember it all! The fear in 
    your voice tells me that you are starting to remember. In your previous 
    life, you were killed by Mah Oh Zeruge!
    Arcia: No! It's not true! It's not true! [Sobs]
    Demaar: You were an innocent princess in the ancient kingdom, who was 
    killed by Zeruge so that you could serve him! [Laughs] 
    The last two enemies are a White Dragon and a Black Dragon. Fight them 
    in the same way as you fought all the other dragons in the game. They 
    both have a LOT of health (even the Onimaru needs four hits to take a 
    life off).
    Demaar: Hatred is the fuel that powers evil. When Prince Zeruge was 
    defeated he was treated with such cruelty that his hatred festered and 
    grew to such an extreme that he unknowingly summoned the spirit of Mah 
    Oh to become one with him. Once the spirit of Mah Oh is welcomed he 
    Laramee: No. No... it can't be!
    Demaar: When Prince Zeruge was taken over by the spirit of Mah Oh he 
    became ruthless. He cut through the land like a scythe, crushing his 
    enemies. He conquered all the worlds but one. That world was ruled by 
    Princess Ellemera, who suffered the same hardships as Zeruge. Arcia was 
    Princess Ellemera in a previous life.
    Arcia: [Sobs]
    Laramee: Princess Ellemera... I've read about her in Mah Oh mythology.
    Demaar: Zeruge finally defeated Princess Ellemera's forces, but when he 
    saw her, memories of their past life flashed before him. Despite this, 
    he eventually gave the order for the Princess's execution.
    Arcia: Please stop... stop it!
    Demaar: Zeruge was a weak human, not worthy of Mah Oh. At the last 
    minute he ordered his men to free the Princess. He sacrificed himself 
    for her, and when he died he entered my world thinking he could 
    challenge my powers! I've kept your world in an endless cycle of war 
    because of Zeruge! You are helpless, locked into a never-ending 
    repetition of your past! Only I hold the key to ending the evil, and as 
    long as it continues I keep gaining power in my domain! You are such 
    weak creatures. All the wars you've fought - you've fought before. All  
    the people you've killed were the reincarnation of your old retainers. I 
    have merely invited you to be violent and evil, and you have never 
    disappointed me. You've gone to war without remorse for its victims. 
    You've killed of your own free will. You are all as evil as Zeruge 
    himself, and as long as you are evil you shall always be under my 
    control! [Laughs]
    After the Black Dragon, walk North and select 'Challenge Demaar'. 
    Otherwise you'll have to fight the enemies again.
    158. The Decision
    You have to sacrifice either Arcia or Laramee to face Demaar. Talk to 
    them both, then decide which one you want to sacrifice and talk to 
    either Arcia or Laramee again. This decides which ending you get after 
    defeating Demaar - the one you get if you choose to sacrifice Laramee 
    seems to be the 'real' ending, but if you choose Arcia you don't exactly 
    get a 'bad' ending... Make your choice now.
    The soul you chose will be sealed in your sceptre. You now have to fight 
    159. Boss 6: Demaar
    Demaar isn't exactly hard, but the fight is confusing because of the 
    weird camera angle and the fact that the arena is limitless. It also 
    takes ages, firstly because of Demaar's huge number of lives, and also 
    because he's hard to get close enough to hit. Avoid the red crystal that 
    Demaar drops (keep double-tapping away from it), as otherwise you'll be 
    trapped and Demaar will drain your life. You can only hurt Demaar when 
    he is at 'ground' level (the camera will return to normal). Try and use 
    physical attacks rather than magic on him, as he is good at blocking 
    magic like Flare Sphere.
    Like Gudelzepher, this fight will take ages because of Demaar's 
    ridiculous number of lives, but persevere and use healing items and 
    you'll be able to defeat him easily.
    160. The End
    When Demaar finally dies, Eon will say farewell to the soul you 
    sacrificed, and meet with the other soul. As said before, the ending 
    depends on which soul you sacrificed.
    If you sacrificed Laramee...
    Arcia and Eon will travel around the four continents remembering what 
    happened before the world disappears.
    (FMV Sequence - Arcia Ending)
    [The light in the sky expands again, and Eon's face is seen. He is 
    running through a forest. He falls, and the clanking of armor is heard 
    behind him. He gets up again and continues running as a group of knights 
    Knight (Slight Bond villain accent): The prince is the only survivor! 
    Let's move out and find him! This way!
    [Eon stops to rest. He sees a bird flying above him. It is Korky.]
    Eon: K... Wait!
    [He runs after the bird, but slides down the edge of a cliff. He 
    collapses at the bottom. Some time later, Arcia arrives.]
    Arcia: Oh... [She holds a cloth to Eon's head to revive him] There, does 
    that feel better?
    Eon: Yes... thanks, but why help me? I'm your enemy.
    Arcia: But... you were hurt, I couldn't just let you lie there in pain 
    because our people are at war.
    Eon: But don't you know you're supposed to fear and hate the enemy?
    Arcia: I don't believe in hating anyone. And besides, for some strange 
    reason I know I can trust you. Why?
    [Korky lands on a rock beside them.]
    Both: ...Korky!
    Arcia: Huh?
    Eon: Am I right? Is that his name?
    Arcia: Yes, it is, but... how did you know?
    Eon: ...I don't know. But he's so familiar to me, he's like an old 
    [There is a pause.]
    Arcia: From the moment I saw you I felt I'd known you for a very long 
    Eon: And I feel the same way about you. I wish I could stay here longer 
    and talk to you. [He gets up and helps Arcia to her feet.]
    [There are shouts in the distance of "Princess, where are you?", and 
    "Princess, come back!"]
    Eon: Uh-oh. It looks like you've been found. I'd better get going before 
    I am too.
    Arcia: Will I see you again?
    Eon: Hmm. Count on it. Nothing will keep me away.
    [They both laugh.]
    Eon: 'Bye!
    Arcia: Well, goodbye... for now.
    [Korky lands on her shoulder.]
    Or, if you sacrificed Arcia...
    (FMV sequence - Laramee Ending Part 1)
    [Arcia walks towards a golden throne in a huge chamber.]
    Arcia: I have completed my journey and finished the last chapters of my 
    Deep Voice (possibly Zeus): You've done well in studying these people, 
    Arcia. I had considered them too evil to be worthy of more of my time 
    and attention.
    Arcia: There's so much to learn about these fascinating people - 
    sometimes they're immature and primitive, but for the most part they're 
    very intelligent and compassionate.
    Deep Voice: It is obvious that more work must be done. I want you to 
    continue working on your chronicles.
    Arcia: Yes. As you wish.
    There are views of the four towns that the party visited earlier on in 
    the game. Laramee is waiting at the Spirit Shrine for Eon. She is 
    thinking of her past...
    Slayzer: Laramee. Today you have become a Desbat Pirate. You are now a 
    warrior and will conduct yourself as one. Do not call me 'brother'. I am 
    now your Commander.
    Laramee: ...Aye, aye, sir.
    [There is a pause.]
    Laramee: How dare you walk into a lady's bedroom without knocking?!
    Eon: Huh? Um... I... I'm sorry, but I didn't know where I was!
    (FMV Sequence - Laramee Ending Part 2)
    [Laramee runs out of the shrine to meet Eon, but turns away from him. He 
    fastens the Coral Necklace around her neck. Her eyes well and she turns 
    to him. A bird (Karok?) is seen flying into the sunset. Arcia closes her 
    book of chronicles.]
    Congratulations - you've completed the game! You'll now get some FMV 
    clips from various parts of the game - it depends on which ending you 
    got. After the credits and a remixed version of the title music, it's 
    the end.
    Side Quests
    A. The Cards of Gods
    There is an old man in the Kelsan's Assembly Hall (which can be got in 
    to via the Religious Colony) who asks you for Cards of Gods that you 
    have found. You can obtain these cards by opening the right Sceptre 
    Forces (see the table later on).
    You have to collect all six Cards of the Gods and give them to him.
    B. The Merchant
    The Merchant can be found in the southwest corner of the Religious 
    Colony (opposite the entrance to the Assembly Hall) on Aquas after you 
    leave Aquas for the first time. He has various items for sale, but you 
    don't pay him in the normal way. Instead, he wants precious metals 
    (gold, silver and bronze pieces).
    Each time you talk to him he'll show you an item, ask if you want to 
    hold it then ask if you want to pay him for it. If you don't get the 
    item from him he'll keep asking you about that item until you pay him. 
    There is a table below that shows what items you can get from him and 
    how much it costs you.
    You can get metal pieces by opening the right Sceptre Forces, or finding 
    them in chests. However, the best way to get them is to buy them from 
    Apothecaries. In Arona you can buy bronze pieces that cost 50 gems, 
    Tulku sells silver pieces for 100 gems before the volcano eruption and 
    the man in Geltania sells gold pieces for 200 gems each.
    The item descriptions for the metal pieces indicate that a silver piece 
    is worth as much as two bronze pieces, and a gold piece is worth as much 
    as four bronze pieces. The 'cost' shown in the table is the amount of 
    bronze pieces the trader wants for the item.
    |No.| Name              | Cost | Description                 |
    | 1 | Red Stone         |   4  | Gives 'Scanning' spell      |
    | 2 | Blue Stone        |   8  | Gives 'Defencer' spell      |
    | 3 | Yellow Stone      |  12  | Gives 'Thunder Blast' spell |
    | 4 | Thick Metal Piece |  16  | Gives Moebius Shield        |
    | 5 | Hard Metal Piece  |  20  | Gives Moebius Armor         |
    | 6 | Sharp Metal Piece |  24  | Gives 'Avenger' dagger      |
    | 7 | Lump of Rust      |  28  | Gives 'Omega Mace' weapon   |
    | 8 | The Secret        |  40  | Gives list of secrets       |
    When you get the Avenger you also learn the Quad Thrust, which can only 
    be used with daggers. The Omega Mace gives the 'Cross Cut' ability.
    Selecting 'The Secret' gives a few hints about the game...
    1. The Giant Card can double the number of gems which you collect.
    2. The Dragon Card can reduce the number of MPs used by half.
    3. The Giant Card is available when you have attained "green" sceptre 
    4. The Dragon Card is only available when you have attained "rainbow" 
    5. To increase your battle status, defeat more difficult enemies quickly 
    and use special attacks.
    6. Lastly, the most powerful weapon is the Onimaru. It is buried on holy 
    ground, but only a special eye can see it.
    He'll ask if you want to hear it again. If you select "No" you'll have 
    to pay him before you can get the hints again.
    The total cost of all the items from the Merchant is 7,600 gems (152 
    bronze pieces).
    C. Looking for Toman
    If you go back to Pikshim while going through the Ruins, you can talk to 
    the woman who originally asked you to look for Toman. She'll tell you 
    that he was working hard for Levante. There is now a dried herb in the 
    barrel North of the apothecary. If you go into the Apothecary after this 
    then the man will ask you who stole his herbs. Buy the Ancient Mystery 
    Stone here to get the spell 'Frost Arrow'. 
    Now go to the Consulate and Afto will greet you. You will be led into 
    the next room to talk to Selela. There follows a bizarre dialogue that I 
    can't make sense of. After the sequence, go to the West room and talk to 
    Afto to get the magic spell 'Blizzard'. If you talk to him again he'll 
    mention Toman.
    Go to the Icy Corridor on the continent map. Go North into Heaven 
    Stratum, then walk around and take the door South into Earth Stratum. 
    Talk to the man here, and he will say that Toman was imprisoned but he 
    has not been seen for a while. Talk to him again and he'll tell you to 
    look in the northwest corner.
    If you now do as he says and look in the northwest corner, you will be 
    able to 
    find Toman’s wedding ring. You have to stand in the exact location to 
    find it - 
    go to the back of the alcove (West end) in the Northwest corner, then 
    search the 
    North end of the North-to-East diagonal wall. When you’ve found it, talk 
    to the 
    man again.
    Finally, go back to Pikshim and talk to Toman’s wife again. She’ll take 
    the ring 
    and give you a bar of gold for your trouble - it is shown as a Gold Piece 
    your inventory, which can be used to trade with the Merchant (see Side 
    Quest B).
    Incidentally, you can still collect Obsidian from the walls in Earth 
    They appear as 'Magic Rock' in your inventory, which trade for one gem at 
    pawn shop (so it’s best not to bother).
    D. Back in Arona
    Go back to Arona on Shilf and go to the tavern. Look at the barrel with 
    mushrooms in it for a strange cut-scene, then talk to Roddy. Go to the 
    church and talk to Ray and Phyrea to find out that they are getting 
    married the next day, then talk to the Priest. Leave the church and talk 
    to Roddy again. Say you can stay the night.
    In the morning, follow Roddy to the Church. Ray will not have arrived, 
    so go to the Kilia Shrine to find him. He's at the entrance.
    You'll now be taken back to Arona, and you'll get a cut-scene. That's 
    all there is to this part of the game - and the reward fits the quest. 
    You will find the enemies wandering around in the dungeons - if you 
    don't want to fight them, you can just run away most of the time. You 
    don't gain experience from fights, but on occasion you can find items or 
    Sceptre Forces (details are given in the next section).
    There are only a few types of enemies. The enemies in this list are 
    grouped into their types - enemies of one type have similar features. 
    Each enemy is given a star rating to show how powerful it is compared 
    with the first enemy of that type you are likely to meet. The first 
    enemy will be marked BASIC next to the star rating, and will usually 
    (but not always) have a rating of one star.
    Each enemy has a set number of lives (LP) - all enemies have at least 
    two. This is shown under the 'Lives' heading for enemies.
    Blob Type
    Locations: Vangel
    Appearance: Bizarre grey creature that looks like it's been knitted
    Level: **
    Lives: 4
    The Blob is the same as the Roper and Slag, but with more lives and 
    health. It's also a bit faster.
    Locations: Muscle Layer, Internal Organ Layer
    Appearance: Bizarre pink creature that looks like it's knitted
    Level: *
    Lives: 3
    This is an annoying enemy rather than a real threat because you can't 
    see it coming, and it floats around a lot. While it's floating you can't 
    hit it and you can't break its defence. Shield yourself and wait for it 
    to attack. As soon as it hits, hit back and you should take a life off.
    Locations: Muscle Layer, Respiratory Layer, Internal Organ Layer
    Appearance: Bizarre brown creature that looks like it's knitted, with 
    unfortunate name
    Level: *
    Lives: 3
    The Slag is supposedly more powerful than the Roper, but I can't find a 
    difference. Follow the same advice.
    Dragon Type
    Locations: Ruins
    Appearance: Dragon (colour varies)
    Lives: Varies (from 4)
    You fight all the Dragons in the game in the same way. Dragons have 
    breath attacks which push you away from them as well as damage you, and 
    also have very powerful claw attacks. Their big weakness is that they 
    can only turn their head a certain distance, so try and get close to it, 
    wait until it starts a breath attack, then strafe around it quickly and 
    hit it in the back while it's still trying to attack you. Annoyingly, 
    they can also heal themselves.
    Golem Type
    Assault Golem
    Locations: Imperial Fortress
    Appearance: Huge gold-metallic humanoid
    Level: *****
    Lives: 4
    As if the Command Golem isn't powerful enough, the Assault Golem is a 
    more powerful version. As before, don't use the three hit combo because 
    it can keep attacking while you're hitting it.
    Buster Golem
    Locations: Imperial Fortress
    Appearance: Huge metallic red and gold humanoid
    Level: ****
    Lives: 4
    Buster Golems are just about the same as Assault Golems. Use the same 
    Command Golem
    Locations: Magical Labyrinth
    Appearance: Huge metallic humanoid
    Level: ** BASIC
    Lives: 3
    The Command Golem is a very slow enemy, and it can't block. But it makes 
    up for this by having a lot of health and being very powerful. Don't 
    ever use the three hit combo on it because you won't have time to block 
    an attack after it. When it lifts the hatch on its front, it's about to 
    fire a projectile. It also has a difficult-to-avoid unblockable attack - 
    try jumping to the side rather than back to avoid it. You never know, it 
    might help. Try and get around behind it and then attack.
    Locations: Vangel
    Appearance: Huge metallic humanoid, gold colour
    Level: *
    Lives: 3
    This enemy seems to be exactly the same as the Slerg.
    Ice Golem
    Locations: Labyrinth of Punishment
    Appearance: Huge metallic humanoid, blue colour
    Level: **
    Lives: 4
    The Ice Golem and the Command Golem are very similar, but the Ice Golem 
    is not as powerful and is weak against fire, as its name suggests.
    Locations: Vangel
    Appearance: Huge metallic humanoid, gold colour
    Level: *
    Lives: 3
    The Slerg is the easiest type of Golem, but it's easy to miss as you can 
    only find it when on the Vangel for the first time. See the Command 
    Golem tactics.
    Stone Statue
    Locations: Labyrinth of Punishment
    Appearance: Green stone statue
    Level: **
    Lives: 4
    The Stone Statue is much the same as the Command Golem. Just follow the 
    same tactics.
    Guardian Type
    Locations: Ruins of the Earth Spirits, Ruins of the Fire Spirits
    Appearance: Metallic deep blue with sword and large shield
    Level: ****
    Lives: 4
    The Braze looks like the Fortu, and is almost the same enemy. The Braze 
    is faster and more powerful, though it doesn't have as many lives. Try 
    knocking its shield away then trapping it in a corner and hitting it 
    with the three hit combo. It is weak against Lightning.
    Death Guardian
    Locations: Wise Men's Cemetery
    Appearance: Metallic green with sword and large shield
    Level: **
    Lives: 3
    The Death Guardian seems to be exactly the same as the High Guardian, 
    but with more health. Just use the same tactics as for defeating the 
    High Guardian.
    Locations: Ruins of the Earth Spirits, Ruins of the Fire Spirits
    Appearance: Metallic deep purple with sword and shield
    Level: ***
    Lives: 5
    This upgraded High Guardian can use its laser in more ways: a spinning 
    attack and a three-directional attack. Use your shield to block the 
    laser, then try and get up close to it to attack. It has a weakness 
    against Lightning.
    Locations: Wise Men's Graveyard, Kilia Shrine
    Appearance: Metallic blue, sometimes only one arm
    Level: 0 (Not even worth one *) BASIC
    Lives: 2
    The Guardian is a very basic enemy - it cannot defend itself, and when 
    you meet it in the Wise Men's Graveyard it only has one arm. Its only 
    threatening attack is its laser, but it takes a while to charge up so 
    you should see it coming. It has a sword as well, but don't worry about 
    it. Just hack away at it, strafing to avoid the laser if you have to.
    High Guardian
    Locations: Kilia Shrine, Cliff Labyrinth
    Appearance: Metallic green with sword and shield
    Level: *
    Lives: 3
    This enemy has a shield which it can use to block your attacks. However, 
    continued battering will make it drop its shield. The best way to defeat 
    it is to hit its shield until it is dropped, then stand on the shield so 
    that the High Guardian can't pick it up again. You can also try staying 
    away from it and tempt it into using its laser, then strafing, running 
    up to it and hitting it before retreating again.
    Locations: Ruins of the Earth Spirits
    Appearance: Metallic grey and black with sword and large shield
    Level: *****
    Lives: 4
    The Shadow is another Guardian version, similar to the Stormer. It has a 
    weakness to Lightning.
    Locations: Ruins of Earth Spirits
    Appearance: Metallic grey with sword and shield
    Level: *****
    Lives: 3
    The Stormer is another version of the Guardian. It has a very fast 
    unblockable attack that's almost impossible to see coming, and also has 
    a three-directional laser attack. Try to keep strafing around it and 
    hitting it in the back.
    Insect Type
    Locations: Cavern
    Appearance: Black insect creature with four 'arms', two 'legs' and horn 
    on face
    Level: ***
    Lives: 5
    The Balage looks almost exactly like the Slarg, and fights in the same 
    way too. It has a lot of health and lives and blocks even more than the 
    Slarg, so fights against these creatures can take a while. Be patient, 
    and counter-attack when attacked. When it headbutts you away, you're 
    still close enough to hit it. If it uses its fast unblockable attack, 
    jump backwards and hit it as it comes down.
    Locations: Lava Cave
    Appearance: Red insect creature with four 'arms' and two 'legs'
    Level: *
    Lives: 3
    I can't find any difference between the Bazam and the Slarg, apart from 
    the fact that this creature is weak against Ice. Just use the same 
    Locations: Cavern
    Appearance: Black insect creature with four 'arms' and two 'legs'
    Level: * BASIC
    Lives: 3
    The Slarg is fairly easy, but it tends to block a lot, slowing the fight 
    down. To defeat it quickly, run into it to break its defence, then use 
    your three hit combo.
    Location: Lava Cave
    Appearance: Red insect creature with four 'arms', two 'legs' and horn on 
    Level: ***
    Lives: 5
    As far as I can tell, the Venom is the same as the Balage. Use the same 
    tactics. It has a weakness to Ice.
    Lizard Type
    Locations: Lava Cave
    Appearance: Red lizard creature
    Level: ***
    Lives: 3
    These enemies are the same as the Jargo, but with more health. The same 
    tactic works. It is weak against Ice attacks.
    Locations: Cavern
    Appearance: Blue lizard creature
    Level: * BASIC
    Lives: 3
    One of the best tactics for defeating Jargo is to back away from it and 
    then run up to it, breaking its defence. You can then use the three hit 
    combo on it. If it uses its rolling attack, shield it then use the three 
    hit combo as it recovers. The only things to watch out for are its fast 
    unblockable attack, and the fact that it can attack with its tail if you 
    try to get behind it.
    Locations: Lava Cave
    Appearance: Black lizard creature
    Level: ***
    Lives: 4
    The Rampage is like the Zillo, but with more health. Use the same 
    tactics to defeat it. It has a weakness to Ice.
    Locations: Cavern
    Appearance: Green lizard creature
    Level: **
    Lives: 4
    The Zillo is to the Jargo what the High Soldier is to the Soldier. It's 
    the same as the Jargo, but uses its unblockable attack more often and 
    has more health. Just run right up to it and shield yourself. When it 
    attacks, defend yourself then hit it with the three hit combo. If it 
    starts its unblockable attack, you have enough time to hit it before it 
    hits you.
    Mimic Type
    Locations: Inside chests
    Appearance: Varies (same as a chest)
    Lives: Varies, but usually 3 to 5
    The Mimic is a fake chest that attacks you when you try to open it. It 
    is a very annoying enemy to fight, mostly because it has so much HP. 
    Block the items it spits at you, and try and get round to the side of it 
    to attack. If you get close, it will try and 'headbutt' you. It 
    sometimes spits three items out at different angles, so always be ready 
    with your shield. When the chest is closed you can't hurt it. The best 
    way to fight it is to wait until it closes, then tempt it to headbutt 
    you. Once it has attacked you can counter-attack when it is not 
    defending. Mimics usually have a large number of gems or useful items 
    inside them, so they're worth fighting.
    Shell Type
    Head Hunter
    Locations: Stalagmite Castle
    Appearance: Red shell with blades on arms
    Level: ****
    Lives: 4
    The Head Hunter is another version of the Slasher, Ripper and Marauder. 
    The differences are that it's faster, has more health and has a very 
    fast unblockable attack. To avoid this, strafe around it, but be quick.
    Locations: Stalagmite Castle
    Appearance: Grey shell with blades on arms
    Level: ***
    Lives: 3
    The Marauder is like the Slasher and Ripper, but even more powerful. It 
    has a slight weakness to Fire.
    Locations: Wise Men's Cemetery
    Appearance: Purple shell with blades on arms
    Level: **
    Lives: 3
    The Ripper is an 'upgraded' Slasher. In addition to all the Slasher's 
    attacks, it has a very fast unblockable spinning jump attack which you 
    should strafe to avoid. It also seems to jump further than the Slasher.
    Locations: Kilia Shrine, Cliff Labyrinth
    Appearance: Green shell with blades on arms
    Level: * BASIC
    Lives: 3
    The Slasher uses a variety of cutting attacks, but it doesn't seem to 
    defend much unless it's cornered. Instead, it strafes to avoid your 
    attacks - use the Horizontal Slash to counter this. One way to defeat it 
    is to keep away from it until it charges at you with its arms whirling, 
    then strafe away and stab it in the back. If you corner it, it can jump 
    over you to escape. While it's jumping, sidestep in either direction and 
    then hit Attack when it lands.
    Soldier Type
    Locations: Imperial Fortress
    Appearance: Soldier in red suit with broad sword
    Level: ****
    Lives: 4
    The Blade can use its sword for projectile attacks as well as hitting 
    you with it, so try and get up close. Its close-range attacks are quite 
    slow, but it blocks a lot. It has a reasonably fast unblockable attack 
    which you should quickly jump back to avoid, and it can charge up its 
    sword to make it more powerful.
    High Soldier
    Locations: Magical Labyrinth, Vangel
    Apperance: Soldier in blue suit
    Level: **
    Lives: 3
    The High Soldier is like the Soldier, but uses his unblockable attack 
    more often. He also has more health.
    High Swordsman
    Locations: Vangel
    Appearance: Soldier in blue suit with two swords
    Level: ***
    Lives: 4
    The first thing to mention is that the High Swordsman has a fast 
    unblockable attack, but you can strafe to avoid it. Other than that this 
    enemy is quite easy, provided you only counter-attack when attacked.
    Royal Guard
    Locations: Imperial Fortress
    Appearance: Soldier in black and white suit with broad sword
    Level: *****
    Lives: 5
    Try and learn which of the Royal Guard's moves hit twice and which only 
    hit once. It's then a matter of counter-attacking when attacked.
    Locations: Vangel, Magical Labyrinth
    Appearance: Soldier in yellow suit
    Level: * BASIC
    Lives: 2
    The soldier relies on his sword for both attacking and defending 
    himself. Use your shield to block his attacks, and counter attack when 
    he's just attacked. He has an unblockable attack, but it takes a while 
    to charge up, giving you a lot of time to get out of the way. He's 
    immobile for a while after using it, so take the chance to hit him in 
    the back. Also, look out for his four combo that looks like it's going 
    to be just three hits.
    Location: Vangel
    Appearance: Soldier in green and blue suit, with two swords
    Level: **
    Lives: 3
    The Swordsman is a fast enemy, and also has a fast unblockable attack. 
    Shield yourself from his attacks and only counter-attack when attacked. 
    He doesn't have a lot of health.
    Sorcerer Type
    Locations: Imperial Fortress
    Appearance: Purple and red cloak with conical head
    Level: ****
    Lives: 4
    This monster is another step up from the Herferg. In addition to the 
    Herferg's spells it has a large black 'aura' and a white explosion 
    spell. Otherwise it's just about the same.
    Locations: Vangel
    Appearance: Red and purple cloak
    Level: ***
    Lives: 3
    Herfergs are the same as Legars, but they can use a fire spell as well 
    as all the Legar spells. They also have more health.
    Locations: Imperial Fortress
    Appearance: Purple and red cloak with broad pointy hat
    Level: ****
    Lives: 4
    Fight the Kijil in the same way as you would a Drifer, as it appears to 
    be the same monster.
    Locations: Magical Labyrinth, Cavern, Labyrinth of Punishment
    Appearance: Red cloak
    Level: **
    Lives: 3
    Legars are a lot like Sorcerers, but they use more spells. In a way, 
    this makes them easier, as not all the spells are as effective as the 
    one the Sorcerer uses. Just keep on blocking, and work your way towards 
    him. He's at his most vulnerable just after he's cast a spell.
    Locations: Cliff Labyrinth
    Appearance: Green cloak
    Level: * BASIC
    Lives: 3
    Sorcerers are very hard enemies during the early stages of the game, 
    mostly because they only use projectile attacks. They also have the 
    ability to shield themselves in a magic 'cage', and you can't break 
    their defence. When you kill a Sorcerer, it reappears in a different 
    place - mostly behind you - so be ready to block. There is no obvious 
    tactic for killing Sorcerers, apart from blocking a lot and trying to 
    hit it when it's just about to start a projectile attack.
    Location: Ruins of the Earth Spirits
    Appearance: Blue cloak
    Level: ***
    Lives: 3
    The Wizard is another upgraded Sorcerer. He has two new attacks: a 
    'boomerang' spell and a slow-moving mine. Use the same tactics to defeat 
    Sceptre Force
    Every time you win a fight without ever being hit (you are allowed to 
    block attacks, but not actually have health taken off by them) you will 
    get a Sceptre Force. You can either open it by selecting 'Yes', or 
    memorise it by selecting 'No'. Every time you memorise a sceptre force, 
    you have the chance of getting a higher level of force next time (but if 
    you're hit you lose it). If you open a sceptre force, you'll get items. 
    The value of the items corresponds to the level of force.
    One way to think of this is like 'The Weakest Link' (well, if you must) 
    - you can either 'bank' and save your items, or risk going to a higher 
    level. If you are ever hurt during a fight you lose ALL your sceptre 
    force and will have to start from Level 1 (Blue) again. When you decide 
    to open a Sceptre Force, you get one of the following items:
    | Level | Colour | Items when opened                        |
    |   1   | Blue   | 10 gems                                  |
    |       |        | 25 gems                                  |
    |       |        | White Crystal                            |
    |       |        | Fruit of Venatawa                        |
    |   2   | Red    | Bronze Piece                             | 
    |       |        | Silver Piece                             |
    |       |        | Gold Piece                               |
    |       |        | 35 Gems                                  |
    |       |        | Card of the Water God                    |
    |   3   | Yellow | Gold Piece                               |
    |       |        | Silver Piece                             |
    |       |        | Card of the Fire God                     |
    |       |        | Life Stone                               |
    |       |        | 50 gems                                  |
    |       |        | 260 gems                                 |
    |   4   | Green  | 75 gems                                  |
    |       |        | Card of the Giant God                    |
    |       |        | Card of the Earth God                    |
    |   5   | Purple | 100 gems                                 |
    |       |        | Card of the Fire God                     |
    |   6   | Orange | Miracle Fruit                            |
    |       |        | 500 gems                                 |
    |   7   | Rainbow| Life Element                             |
    |       |        | 750 gems                                 |
    |       |        | Card of the Earth God                    |
    |   8   | Dark   | Elixir                                   |
    |       |        | 2500 gems                                |
    You must open the Dark Sceptre Force when you reach it - the game does 
    not give you a choice. Sometimes you will receive items dropped by 
    enemies after a battle - in this case you won't gain Sceptre Force, but 
    you don't lose it either.
    You can’t gain Sceptre Forces just by fighting the same enemies. You can 
    fight the same type of enemy three times, then you have to defeat a 
    different type of enemy to level up your Sceptre Force. Also, if you get 
    any items from enemies (such as gems from Mimics) you won’t get Sceptre 
    Force along with the items, however it is not reset back to Blue in this 
    Battle Items
    Description: Simple, lightweight dagger. Good for nimble attacks.
    Attack: 12
    Special: The Dirk is very fast compared to the Broadsword, but is just 
    over half as powerful.
    Found: Vangel
    Description: Produced from a special metal. At times absorbs wizard's MP
    Attack: 45
    Special: This weapon can absorb MP from any enemy that uses spells.
    Found: Merchant
    Battle Axe
    Description: Slow, but increased attack power
    Attack: 40
    Special: None
    Found: Curio Shop in Arona
    Description: Long blade sword. Quick with good attacking power
    Attack: 20
    Special: None
    Found: Wise Men's Graveyard
    Bastard Sword
    Description: Forged with wide blade. Long reach with high attack power.
    Attack: 30
    Special: None
    Found: Wise Men's Cemetery
    Flare Sabre
    Description: Increases damage to enemies that are weak against fire
    Attack: 50
    Special: As said in the decription, fire damage is increased.
    Found: Cavern
    Tyrano Fang
    Description: Gives a powerful hit with its sharp edge
    Attack: 80
    Special: None
    Found: Labyrinth of Punishment
    Holy Knife
    Description: Increases the probability of obtaining items
    Attack: 30
    Special: Because this weapon doesn't do a lot of damage it's better to 
    use a more powerful weapon for most fights, then switch to the Holy 
    Knife near the end to increase your chances of getting items.
    Found: Houses of Orkul
    Description: Increases damage to enemies that are weak against ice
    Attack: 50
    Special: As said in the description, ice damage is increased.
    Found: Lava Cave
    Gaia Edge
    Description: Blade of Spirit King
    Attack: 120
    Special: Enormously powerful
    Found: Spirit Shrine
    Arc Blazer
    Description: Increases damage to enemies that are weak against Lightning
    Attack: 50
    Special: As said in the description, lightning damage is increased.
    Found: Ruins of the Earth Spirits
    Aero Force
    Description: Most balanced attack ability
    Attack: 90
    Special: Defence +20
    Found: Ruins of the Wind Spirits
    Zeran Sabre
    Description: Only effective against certain enemies
    Attack: 100 (if all Zeran items are equipped, attack is 125)
    Special: The Zeran Sabre can only damage some enemies, but it's very 
    effective when it works.
    Found: Spirit Arona
    Description: Famous phantom sword. The ultimate sword.
    Attack: 250(!)
    Special: The Onimaru is a secret weapon, and is found in the Church 
    Basement in Arona (see the walkthrough). It sometimes causes instant 
    death to enemies if it hits while an enemy is performing a long attack 
    (for example the Death Guardian's slow sword stab). This even works on 
    Found: Church Basement (Secret)
    Omega Mace
    Description: Mace with sacred powers. Increased damage.
    Attack: 180
    Special: This is the most powerful weapon apart from the Onimaru.
    Found: Merchant
    Battle Suit
    Description: Simple armor providing weak protection
    Defence: 20
    Special: None
    Found: Wise Men's Graveyard
    Plate Mail
    Description: Many layers, strong protection
    Defence: 30
    Special: None
    Found: Kilia Shrine
    Cross Mail
    Description: Unique magic features, but weaker protection
    Defence: 28
    Special: Unique magic features (I can't work out what)
    Found: Town of Pikshim
    Plate Armor
    Description: Thick, but lightweight
    Defence: 66
    Special: None
    Found: Town of Tulku
    Wisdom Cloak
    Description: Magical armor with sacred powers. Good for avoiding enemy 
    Defence: 54
    Special: When wearing this armor you can't be hit in the sides while 
    Found: Vangel
    Moebius Armor
    Description: Strongest protection against magic attacks
    Defence: 50
    Special: Reduces damage from magic attacks.
    Found: Merchant
    Aero Guard
    Description: Best defensive features overall
    Defence: 77 (If all Aero items are equipped, Attack is 90 and defence is 
    Special: None
    Found: Ruins of the Water Spirits
    Zeran Guard
    Description: Best defensive armor for direct attacks
    Defence: 87
    Special: None
    Found: Spirit Pikshim
    Steel Shield
    Description: A small lightweight shield. No special effects.
    Special: None
    Found: Wise Men's Graveyard
    Description: Shield with special magic. Resists Ice attacks
    Special: Attack +1, Defence -1. Ice magic is weakened.
    Found: Retribution Stratum
    Iron Shield
    Description: Large alloy shield
    Special: Defence +4
    Found: Kelsan's Assembly Hall
    Description: Shield with special magic. Resists Fire attacks.
    Special: Attack +1, Defence -1. Fire magic is weakened.
    Found: Lava Cave
    Description: Displays special powers when used with sacred armor
    Special: Attack +2, Defence +1.
    Found: Spirit Shrine
    Moebius Shield
    Description: Decreases damage from magical attacks
    Special: Magic damage is decreased (the only shield to not modify attack 
    or defence)
    Found: Merchant
    Aero Barrier
    Description: Increases defence power
    Special: Defence +3. If all Aero items are equipped, Attack is 90 and 
    defence is 100.
    Found: Ruins of the Fire Spirits
    Zeran Barrier
    Description: Increases attack power
    Special: Defence -2, Attack +5
    Found: Spirit Tulku
    (These are bugs, strange occurrences and quotes from the game.)
    At the start of the demo version, there is the message 'This version not 
    subject to exchange'.
    The first objective in the game is 'make a cup of tea'. That's strange 
    enough. Of course, 'save world' comes next.
    When you try to use an item, the game responds with the message '(Item 
    name) Use one'.
    And if you discard an item, the confirmation menu says '(Item name) Has 
    been thrown away'.
    Near the start of the game, Valos uses the Pidgin English 'Allight' when 
    he means 'All right'. After this, the game reverts to the more 
    traditional misspelling 'Alright'.
    'Those fried herbs were really delicious! Hey! My health is restored!'
    - Eon
    Trying to open the chest near the tavern in Arona gives the message 'You 
    need permission to open this chest'.
    The windmills in Arona spin at different speeds and in different 
    After the Priest in Arona has talked to you for the first time, he walks 
    through a wall.
    Just about every scene with Jeel and Lang in it counts as an oddity. 
    Best quote: 'Agreed! Heave-ho!'
    'Now I can restore Eon's health too! Amazing...'
    - Korky
    The drunk man in Arona can still 'feel the land sinking into the sea' 
    even after you've recited the Lifting Verse.
    The paintings in the Consulate are by 'Gan Vogh' and of the 'Lona Misa'.
    Examining a bonfire in Pikshim gives the message 'You suspect there is 
    something inside the bonfire'...
    Examining another bonfire gives the message 'Ouch! Fires are not for 
    walking into, nimrod!'
    The guard in Earth Stratum asks 'Are you trying to cheat?' when you try 
    to get past him without ten pieces of Obsidian.
    Why doesn't Eon escape from the Kels by using the Sceptre to restore his 
    If Arcia is going to be sacrificed to Levante, why does the guard say 
    'you will be punished if you are late'?
    Korky says 'Phew, we did it!' BEFORE you copy the keys from the guard's 
    hip in Earth Stratum. When you examine the guard after copying the keys, 
    the message 'The guard continues to sleep while the key is replicated!' 
    is given. The messages appear to be the wrong way round.
    The Watch Tower in Pikshim is a LOT bigger on the inside than it is on 
    the outside.
    'What's going on? There must be some sort of intervening magic here!' 
    - Youth/Legar at top of watch tower
    The 'Kelsan Cave Entrance' becomes the 'Heresy Cave' when you visit it 
    for the second time, and if you go to the entrance from the religious 
    colony rather than the continent map it's called 'Religious Colony'.
    'The Kel's Secret Cavern' is marked on your map. None too secret.
    If you refuse to enter the Gate of Trials, it will say 'You will be left 
    to die as you probably deserve to'.
    When Gandor rescues Eon from the cavern, he asks 'What are you guys 
    doing in here? Having a tea party?!'
    The sound made when text is appearing is different when you talk to the 
    man at the Apothecary in Orkul, and when the guard in Earth Stratum 
    speaks to Eon.
    The location name for the mayor's house in Orkul is 'Houses of Orkul' 
    rather than 'Mayor's House'.
    If a text window is open when the screen fades out during the rescue 
    sequence in Tulku, the next window 'pastes' its text on top of that 
    Old Man: "What? Barbara is coming to town?"
    Eon: "No! LAVA is coming DOWN!"
    Old Man: "What? The bull's nose is corrupting?"
    Eon: "No! The VOLCANO is ERUPTING!"
    There is a man hammering on the stained glass window on the church in 
    Orkul to 'fix' it.
    On the map of Volcos, 'Stalagmite Castle' is called 'Stalagamite 
    When in the Vangel Passageway, watch the Desbat Pirate's running 
    One of the locations on the Vangel is called 'Inspection Isle' (surely 
    'Inspection Aisle'?)
    The Wisdom Cloak is originally called the Wisdom Cloth when you pick it 
    When using a lift in the Vangel, you can select the option 'Press your 
    own buttons' instead of choosing a floor. This gives you the message 
    'You press the buttons on your clothes. This is not accomplishing 
    The town on Zephere is called Geltania. Be careful how you say that.
    The Aero Force is spelled with no space (Aeroforce) when you originally 
    receive it.
    'It's so dark in here... please turn on the light!'
    - Ghost in Public Cemetery
    'I haven't had anything to eat for a very, very long time!'
    - Ghost in Public Cemetery
    'Greed leads to sin. Would you like some gems?'
    - Old woman in Public Cemetery
    'When they tell you to look both ways before crossing the road, you 
    should listen.'
    - Ghost in Soldier Cemetery
    'I knew I shouldn't have eaten my mother-in-law's salisbury steak!'
    - Ghost in Soldier Cemetery
    The soldier in Geltania is still wandering around after he's supposedly 
    been destroyed by the rest of the Imperial Army.
    The 'Sentinel' enemy near the end of the game is spelt 'Sentinal'.
    "Eon and his friends seemed to like fish."
    - Afto
    "I'm looking forward to serving many kinds of pies and other varieties 
    of desserts!"
    - Geintz
    All the instruments in the music credits are in a strange abbreviated 
    form, for example 'Cl', 'Fl', 'Cond'.
    This is a list of all the people who gave me additional information, 
    locations of items and so on. Thanks to all of them.
    Location of Iron Shield (Apologies - I can't remember your name...)
    Quick way past the Earth Strata part of the game
    Location of 'Dirk' weapon
    Help with Sceptre Forces (top three levels and why I missed them the 
    first time)
    Shadow Reaver
    Location of Omega Mace and help with the Merchant.
    How to get the Card of the Water God.
    Notified me of the "Pikshim Problem" <¦-)
    Completed the Toman side quest.
    Sites with permission to host this FAQ
    To get permission to put the FAQ on your site or on a compilation disc 
    or similar, e-mail me (the address is given below). This FAQ can be 
    freely distributed as long as it is not modified in any way.
    Want to contribute?
    If you find something I've missed, got wrong, or you want to clarify 
    something in the FAQ, please e-mail me at wongchungbang@hotmail.com and 
    I'll add you to the list of contributors if you give any useful 
    information. Answers to the questions in 'For next update:' are greatly 
    appreciated. Any questions, comments and other suggestions are also 
    For next update:
    Is it possible to actually find Toman?
    How do you collect the remaining Cards of Gods?
    What about the 'missing' words from the FMV?
    Are there any more enemies or weapons?

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