----------------------------------------------------------- - Grandia Complete Game Info V1.8 - - by Dalez (dalez1999@yahoo.com) - - Last updated 03/12/2000 03:56 PM - ----------------------------------------------------------- ------------------- -- AUTHOR'S NOTE -- ------------------- Well, it's more of a warning actually. Although I tried to avoid it as much as possible, this FAQ does contain some spoilers (it was inevitable.. :P), and I do not consider it a "General Guide". This is an _in-depth_ FAQ, meaning that I give you the locations of all the items, etc, leaving just about nothing for you to figure out yourself. If you have not been through the game yourself I would not recommend using this as it _will_ ruin the game. Grandia, like most other RPGs, is best figured out by yourself... I suggest only resorting to the FAQ if you get stuck. However, if you have been through the game already and want to make sure you do every little thing the game has to offer, then feel free to use this guide to its full extent. Just a friendly warning.... :) TABLE OF CONTENTS I Intro Things still left to do List of Characters Outside Combat Combat II The Walkthrough Messina, The Old Continent a. Town of Parm b. Marna Road c. Sult Ruins d. Leck Mines e. The Steamer f. Ghost Ship Elencia, The New World a. Port of New Parm b. Town of New Parm c. Merrill Road d. Feena's House e. Underground Passage f. Rangle Mountains g. Road to Dom Ruins h. Dom Ruins i. Herb Mountains j. Garlyle Base k. Military Train l. West Misty Forest m. Luc Village n. God of Light Mountain o. East Misty Forest p. The End of the World The Lost World a. Valley of the Flying Dragon b. Dight Village c. Mt. Typhoon d. Typhoon Tower e. Lama Mountains f. Gumbo Village g. Volcano h. Twin Towers i. Mysterious Vanishing Hill j. Pirate's Island East Elencia a. Virgin Forest b. Cafu Village c. Petrified Forest d. Tower of Doom e. Zil Desert f. Soldier's Graveyard (Side Dungeon) g. Castle of Dreams (Side Dungeon) h. Town of Zil Padon i. Savanna Wilderness j. Brinan Plateau k. Laine Village l. Abandoned Laine Village m. Zil Ruins n. The Grandeur o. Rainbow Mountain p. Alent q. Luzet Mountains r. J Base s. Underground Railway Ruins [Missing] t. Field Base [Missing] u. Tower of Temptation (Side Dungeon) [Missing] v. Spirit Sanctuary w. Icarian City x. Gaia III The Lists Items Weapons Armor Shields Helmets Shoes Jewelry Special Moves Magic Spells Enemies IV Conclusion/Credits Credits Other FAQs by the same author Updates/Revisions/Releases/etc ------------------------------ (2/7/00) * Decided to release this, though it's nowhere near complete. * Walkthrough finished up until the Town of New Parm. (2/10/00) * Reformatted... -sigh-, maybe someday, in some FAQ, I will get this right the first time... * Walkthrough finished up until West Misty Forest (2/13/00) * Walkthrough finished up until Dight Village * Added a note about secret passages in Dom Ruins (2/15/00) * Sure it's early, but this is one huge update. :P * Added some stuff I had missed to the Dom Ruins, including the secret passages * Well. Let be it known that Dalez, the great master of the obvious, has finally realized that the Gold amounts are totally messed up. Since the game conveniently doesn't tell you how much Gold you pick up when you find some, I assumed that all pouches held 10G and all chests held 30G. This isn't the case! From the Typhoon Tower on, the correct G amounts are implemented. It will be a while before I get in the correct amounts up until that point. As the saying goes... "Oops!!!" Sorry about that. * Added "Future Changes/Additions" section thanks to that "minor error" on my part. -sigh-... * Went ahead and started the lists section, just because I had nothing else better to do :P * Went ahead and re-typed the intro, also because I had nothing else better to do * Walkthrough finished up until Gumbo Village (2/18/00) * Added _another_ secret passage in the Dom Ruins... boy I just seem to blow right by those don't I... :P * Walkthrough of Disc 1 complete. Hooray! :) (2/24/00) * Sorry for the delay... I took a short breather so to speak after finishing the first Disc, but now I've started back up again, so... :) * Walkthrough finished up until Zil Desert... Soldier's Graveyard (side dungeon) included. (2/29/00) * Fixed most of the gold amounts... big thanks to Juan (sotingo@postoffice.pacbell.net) for this! * Walkthrough finished until Zil Ruins (3/04/00) * Walkthrough complete except for a few sections... see the J Base section for "details" * Removed "Future Changes/Additions section" and added "Things still left to do" instead (3/12/00) * Finished out the lists... they should be "complete" * Added info on how to get a Miracle Drink in New Parm * Added a trick to beating Ganymede in the Dom Ruins * Sigh. Luck has not been kind to me during the writing of this FAQ. Due to more circumstances beyond my control, the Tower of Temptation will have to wait until the re-write. On a lighter note, I am about to begin the re-write now... I haven't done the two things I wanted to do yet (building up my characters and learning Feena's last spell), but I will finish those in the midst of the re-write. It may be a while before another update, so please bear with me. Writing an FAQ isn't an easy task. Things Still left to do: Well the walkthrough is "finished" but there are still things I need to do... this is basically to remind myself what I still need to do/fix. :P - Tower of Temptation... again - Fix walkthrough for Underground Railway Ruins and Field Base... @#$@ computer... - Fix any other small errors I come across ********************************************* * PART ONE: THE INTRODUCTION * ********************************************* Welcome to my "un-official" Grandia FAQ! It's... err... still not finished, but when it is, this document will give you everything you need to know to make it through this great game from Game Arts, the makers of the ever-popular Lunar series. Though the game kinda suffers from a childish look and a mediocre storyline, this game is still stands as my second-most favorite PlayStation RPG, second only to FF7. -waits for the flames to begin- Anyway, this is the largest project I have undertaken thus far, so bear with me. I'm working as hard as I can to get this thing complete... the Grandia theme song has been permanently etched into my brain. It's hard to sleep with that damn music playing 24/7... :P LIST OF CHARACTERS ---->Playable Characters<---- (JUSTIN) Justin is the main character of our story. Though he is still a kid, he has the potential to become a strong warrior. His life-long dream has been to follow in his father's footsteps and become the greatest adventurer of all time. His mischievous and carefree attitude have labeled him as a troublemaker in his hometown of Parm, and Justin hates the fact that no one wants to take him seriously. Most of the storyline of Grandia revolves around Justin's goal to discover the lost Angelou civilization by going to a far-away place called Alent. Justin is skilled at using swords, maces, and axes. (SUE) Sue lives in the Town of Parm, right next door from the Seagull Restauraunt, where Justin lives with his mom Lilly. Sue and Justin always seem to be together, and though she is even younger than Justin, she keeps Justin in line. She tries to act like an adult (and she does a darn good job at it too :P), but often talks too much and gets on Justin's nerves. Sue decides to go with Justin on his great adventure, even though Justin asks her to stay behind. Sue always takes her pet Puffy along with her wherever she goes... Puffy usually rides around on her head. Sue's is skilled with maces and throwing weapons. (FEENA) The great adventurer from New Parm, Feena is the most popular girl in New Parm. She is the top-ranking adventurer at the New Parm Adventurer's Society, and not only is she a good adventurer, she's cute and a great cook as well (according to Justin and Sue :P). Justin meets Feena on the Steamer to the New World, and later Feena decides to go with Justin on his adventure. Feena's main weapons are knives and whips. (GADWIN) A Knight of Dight Village, Gadwin is a powerful and honorable man, who follows the ways of a true knight. He is always willing to help out others, and is willing to lay down his life for his village. When Justin & company meet up with him, Justin & Gadwin make a promise to help each other in times of need. After an incident at Dight Village, Gadwin keeps true to his word and joins the team to help Justin find the place called Alent. Gadwin's weapon is the sword... which he uses with great skill. (RAPP) Rapp is a hot-blooded youth from the Village of Cafu. He is the best of hunters, and all the other youths in the village look up to him. However, Rapp has a tendency to be a bit rude at times. After a hostile encounter with Justin, an incident occurs that causes Rapp to realize that they aren't really enemies. Rapp joins Justin after Justin & team are exiled from Cafu Village. Rapp's weapons are the sword, mace, and throwing weapon. (MILDA) A strong warrior from Laine, Milda fights with her body instead of her brain. She can't use magical spells, but her powerful physical strength more than makes up for it. Justin meets her at the Tower near Cafu Village, and she joins them when she realizes they have the same goal. Milda's weapons are the sword, mace, and ax. (GUIDO) This little rabbit dude with the italian accent is actually a Mogay, a race that is known to travel around the world, selling goods. Justin meets up with Guido a few times during his adventure, and later Guido decides to join Justin in his quest. Guido, being a merchant by nature, has a love for money, and he sometimes uses sleazy tricks to get it. Guido's weapons are the knife, sword, and throwing weapons. (LIETE) Liete is a mysterious young woman whom Justin meets at the Sult Ruins. It is Liete that tells Justin about the Angelou civilization, and that if he wants to know about it, he should head for a far-off placed called Alent. Liete is also shrouded in mystery... it is unknown whether she is actually a person or a spirit sent by the Angelou. Most of the storyline revolves around Justin's quest to meet Liete at Alent. --><-- (PUFFY) OK, so Puffy isn't really a character. Puffy is Sue's pet... a strange creature that Justin's father brought back from one of his adventures. Puffy usually rides around on Sue's head, and to most people he looks like a big fluffy ribbon. Puffy can breathe fire and fly, but not very high. He also seems to be able to understand the human language, but the only thing he says is "Puff Puff!" :P (LILLY) Lilly is Justin's mother, and she manages the Seagull Restauraunt in the town of Parm. She is quick to scold Justin for all the mischief he causes around Parm, but she actually understands him quite well. She also seems to know that Justin will one day embark on a great adventure (hey, he's the son of a famous adventurer after all :P). (JAVA) A retired adventurer, but don't ever let him hear you say "retired". He thinks he's still active, anyway. He is famous as well, but has grown a little senile in his old age. Justin meets Java at the Leck Mines, and after a trial, Java decides to give him his Steamer Pass so he can get to the New World. (NANA, SAKI, AND MIO) These three are sergeants in the Garlyle Forces, and boy are they nasty. Most of the soldiers in the army secretly have crushes on either of these three, but I don't see why because their personality isn't exactly what you'd expect from such women. These three are hateful and nasty, bossy, and all want to get as close as they can to Colonel Mullen. These three will be causing trouble throughout the game. :P (COLONEL MULLEN) The Colonel of the Garlyle Forces, Mullen is a powerful man, yet he is quite kind toward his subordinates. Mullen is the head of operation Yggdrasil to uncover the mystery of the Angelou Civilization by finding the Spirit Stones, but it's quite unclear for what purpose he wishes to use these for. (LIEUTENANT LEEN) Lieutenant Leen is Mullen's aide-de-camp, meaning she is for the most part at his side, taking orders for him and giving them to everyone else. However, contrary to her tough appearance, Leen is actually a kind and caring person, unlike the three sergeants. Leen's kindness and attractive looks have also earned her a place in the hearts of most of the Garlyle soldiers as well... :P (GENERAL BAAL) Baal is the supreme commander of the Garlyle Forces, and he is cloaked in mystery. He is the organizer of Operation Yggdrasil, and also the father of Colonel Mullen. Formerly the founder of the Joule Foundation that oversaw the construction of Parm, Baal has decided to break away from the Joule Foundation and forge ahead with his own military plans. He is feared by many, and it is unclear what he plans to do with the Spirit Stones. Now that you know a bit about the storyline, let's jump on in to the actual gameplay! Note that most of this information can be found in the game manual, so if you've read it already go ahead and skip down to the walkthrough if you wish. :P (OUTSIDE COMBAT) -->Exploring<-- The world of Grandia is broken up into several regions, and in each of these regions is many different places... towns, dungeons, and mountains, just to name a few. Grandia has no real "world map" (I.E no walking around on the outer world), instead when you exit an area you will be taken to the region map. There you will select where you wish to go next, and you will automatically go there. Also note that once you move to another region, you won't be able to go back. Usually this is because there is a great obstacle to overcome to get to another region (a vast ocean, a huge wall, etc.). Once you select an area you will automatically go there. Exploring towns in Grandia is easy... press the SELECT button and the camera will zoom out, giving you a view of the entire town. On the map, green arrows are people... this lets you find everything and everyone easily. In most dungeons, there are icons called Dungeon-Scope icons that zoom the camera out as well. You'll be able to see the surrounding area, but you won't be able to move the camera around. :P The compass always stays in the upper right. The red bar on the compass is North... this is vital to figuring out which direction you are going. The arrow on the compass points in your destination, and spins faster as you near it. By pressing L2 or R2, you can make the arrow point in a different direction... usually towards the entrance. By using the compass, you can easily navigate around in dungeons. :) By using the L1 or R1 buttons, you can rotate the camera around, to get the correct angle you want. Note that it some rooms or areas, you won't be able to rotate the camera. The X button is your all-around useful button... it allows you to converse with people, pick up items, use icons, and more. -->The almighty X button<-- Speaking of speaking... talking to people is important... one of the basic rules of an RPG is to talk to everyone! You never know what kind of information a person has to spit out unless you talk to them. :P In dungeons and other areas, you are bound to find gold and items lying around. Run right up to some gold or an item and press X, and you'll pick it up. The gold will be added to your total automatically, but you have a little more freedom with items. When you take an item, a menu will appear where you can choose who you wish to give the item to, use the item there on the spot, or get rid of the item. Each character can hold up 12 items... if you are holding too many there is also an option to get rid of items that are in your inventory. You can't get rid of special items... i.e items that are important to the game's story. :P Use the X button a lot! Grandia pays a great deal of attention to detail, and many things are searchable... pots, paintings, barrels, and things you wouldn't expect! Sometimes you'll receive clues or items by doing this. Sometimes you will need to use the X button to climb a rope, open a door, or push a switch. :P -->Action Icons<-- In some Dungeons, you will find Action Icons... which are denoted by yellow exclamation points. These are icons that do something special, usually granting you access to another part of the dungeon. An action icon may break a rock, open a door, create a bridge, etc. -->Stashing Places<-- Also in some dungeons, and in most towns, there are spots called Stashing Places. These are places where you can dump items that you don't need at the moment to be retrieved later. The great thing about Stashing Places is that you can retrieve your items from any other Stashing Place! This is a good way to stock up on medicines and other vital items that you may need during a boss fight. (Hint hint! :P) -->Buying and Selling Items<-- In all towns, there are shops where you can buy items, weapons, armor, and magic. Just go up to the icon for the stuff you want to buy, and press X and a menu will pop up. There you can select what stuff you want to buy and who you wish to give it to. To sell items, talk to the store owner. Note that to buy magic, you need to have special items called Mana Eggs (more on that later). -->Resting and Saving<-- In most towns there is a hotel where you can sleep. Hotels in Grandia are free, and at some hotels you can have a meal (in which you'll have a meal sequence... opportunities to talk to your party members about the current situation). You can save the game at a hotel, or at a Save Point. Save Points resemble shimmering cones of light... walk onto a Save Point and press X and you will be able to restore your HP, MP, and status, receive a hint on gameplay, or save your game. :) -->Status Screen<-- By pressing the Triangle button, the status screen will appear. Here you can check your party's status, equip or use items, and cast spells. -->Weapon and Magic Skills<-- The Magic system in Grandia is quite different than that of most RPGs. In order to learn magic spells, first you must obtain an item called a Mana Egg. Then, you go to a magic shop, and "purchase" a magical attribute with your egg. There are 4 attributes... Fire, Wind, Water, and Earth. Note that not all people can use all magic attributes. Once you buy an attribute, you will be able to cast spells of that attribute. At first you won't be able to do much, but the more you use your spells, the more you will learn. So how do you learn spells? When you first learn an attribute, your skill level with that attribute will be 1. Everytime you cast a spell of that attribute, that skill's EXP will go up. When an attribute gets 100 EXP, it will rise a "skill level". For example, Justin finds a Mana Egg and goes to the store, and buys "Fire". His Fire skill is now level 1. Justin runs out and casts the Fire spell on some bugs, and gains EXP for each casting. After his Fire skill reaches 100 EXP, his skill level will go up to 2! On the status screen you can see what spells each character can learn, and what skill level you must be in order to learn that spell. For example, learning the Burnflame spell requires a Fire skill level of 4. In addition to those 4 attributes, there are 4 combination attributes. These do not gain skill levels or EXP... they are merely mixtures of two attributes. The 4 attributes are... Lightning (mix Fire & Wind), Blizzard (mix Water & Wind), Forest (mix Water & Earth), and Explosion (mix Fire & Earth). Some spells require skill in 2 attributes to cast.. for example, the Boom! spell requires Earth level of 7 and Fire level of 6. Since it requires Earth and Fire, it is classified as an "Explosion" type spell. Not that difficult! The same thing goes with weapons. Each time you strike an enemy with your weapon, your skill goes up with the type of weapon you're using. If you attack with a sword, your sword skill will go up. Your weapon skills gain EXP just as your magic skills do, and when your weapon skills gain levels, you can learn new special moves. For example, Justin's W-Break skill requires a Sword level of 6 and a Mace level of 4. Therefore, practice, practice! The only way to learn new spells and moves is by practicing the stuff you have! (COMBAT) In just about all dungeons, there will be monsters running around. In Grandia, you'll be able to see actually see the monsters. Combat begins when your party comes in contact with an enemy group. The way you engage the enemy determines the way combat starts... "Your Initiative!" This occurs when you sneak up on the enemy and touch them from behind. You will have an advantage over the enemy when this happens, as you can attack before they have a chance to do anything. :) "Normal" This occurs when the enemy has seen you, and you come in contact. When you near an enemy, it may see you and turn red. If this happens, usually it will start chasing you. If you're quick, you can outrun them, but you are risking getting attacked from behind if you do this, especially if you have a large party. "Ambushed!" This occurs when the enemy sneaks up behind you. This can be messy.... the enemies will start attacking before you can do anything. Try to avoid getting ambushed as much as possible. -->IP Bar<-- Then, combat begins normally. In the lower-right part of the screen is a bar called the IP bar. This shows when each monster or ally will have a chance to issue a command. An icon depicting each character and enemy appears along the bar. During battle, each icon will move to the right. A character or enemy with a high action level will move fast, while a character or enemy with a low action level will move slower. When the icon reaches the "Com" mark, they will be able to issue a command. -->Issuing Commands<-- Party members have several different commands in battle... Combo --> Your normal attack option. The character will run up to the enemy and strike it twice (there are items that can increase the number of times you attack). If the enemy is defeated after the first blow, the character will run to the nearest enemy and strike it. If you attack an enemy that is in the middle of attacking someone else, the enemy will receive a greater amount of damage (called Counter damage). Critical --> This allows you to build up power for a second or two and unleash one devastating attack against the enemy. The blow won't be as powerful as a combo attack, but it will be able to cancel enemy moves (more on this in a second). Move/Magic --> Allows the character to execute a special move or cast a spell. After the move or magic is selected, the character will begin casting the spell or charging up for the move. During this time, the character's icon will move slowly to the right until it reaches the "Act" mark. When it reaches the "Act" mark, the character will do the move or cast the spell. Beware... some enemy skills will mess up your move or spell... if an enemy hits you with a powerful attack while you are charging, it may mess you up and you'll not be able to execute the move or spell. Note you'll only be able to use a move or spell if you have enough SP (for moves) or MP (for magic) remaining. Items --> Allows you to use an item from your inventory. Not all items can be used in battle, however. :P Escape --> This option lets you run away from the monsters. The chance of escaping depends on the total movement points of the party. You won't be able to escape from some monsters, mostly bosses. You won't gain any EXP, Gold, or items from the monsters, but you will still gain weapon and magic skills. Defend --> Allows you to defend against incoming attacks. There are two defense options... "Endure" and "Evasion". "Endure" focuses on reducing the damage dealt from blows... a character defending in this manner will receive 1/3 normal damage, as well as have a 2/3 chance of avoiding bad status effects. "Evasion" focuses on moving out of the way, hopefully far enough where the enemy can't reach you. Choose where you want to run to and your character will run to the spot indicated. Look --> Lets you view information on enemies and characters.. basically their name, HP, and what action they are performing. If you use this on an enemy who is charging up for a skill, the person that is targeted will be highlighted on the IP bar. You can use this command as much as you want. Tactics --> Lets you set up AI tactics for your party members, in case you get lazy and want the computer to fight your battles for you. There are 6 modes of AI you can choose from. "Single Tactics" lets you set up individual AI modes for each character, while "Party Tactics" let you set up an AI mode for all characters at once. Manual -> This is the mode of choice. You'll be able to issue all commands yourself. Play Fair -> The character will solely use their weapons... no moves or magic. Useful when fighting weak enemies. Power Up -> Use items, moves, and magic to increase the ability of your party members, then fight. Withdraw -> Puts the character purely on defense mode. Don't set this to Party Tactics or you'll just sit there and let the enemy beat up on you. :P Safety -> Use healing items, moves, and magic to ensure your party members are in top condition. Go Wild -> Causes the character to go berserk, using their most powerful moves and magic. Useful for watching a weak group of enemies get smeared... use this near a Save Point where you can get that SP and MP back easily. Muhahahah :P Meanie -> Use items, moves and magic that generally make it harder for the enemy to fight... namely status changing items or skills that decrease attack/defense/move levels. -->Attribute Levels<-- When you use the "Look" command, along with the target's name and HP, you'll see 5 icons. These are "attribute levels", and they can be altered through the use of items or magic. These alterations are only temporary... they will disappear after the battle. They can only be altered up to a level of 7 (be it negative or positive). Attack Level --> Increasing this level will cause your attacks to deal greater damage. Defense Level --> Increasing this level will cause you to sustain less damage from enemy attacks. Move Level --> Increasing this level will allow you to move further during your attacks. Agility Level --> Increasing this level will increase your speed as well as the probability of dodging attacks. Life Level --> Increasing this level will increase the character's Max HP for the duration of the battle! :) -->Status Ailments<-- Sometimes when you are attacked by monsters, or cast certain spells or use certain items on the enemy, they will be afflicted with a "status ailment". This is something that hampers the target's ability in one way or the other. There are several status conditions that you can receive or inflict upon enemies... Poison --> The character will steadily receive damage in combat. Can be dangerous, unless cured with an Antidote or Cure spell. Plague --> The character has the Plague, and this causes a real mess. The character will suffer other status ailments at random, and their attribute levels may be decreased. Fallen --> The character's HP has been reduced to 0, and they are unable to fight. Use a reviving item on them or rest. Move Block --> The character's special moves have been sealed. Magic Block --> The character's magic spells have been sealed. Sleep --> The character has fallen asleep, and cannot issue any commands until they wake up. Paralysis --> The character has been paralyzed, and cannot issue any commands until the paralysis wears off. Confusion --> The characer will issue a command at random. It's hard to say exactly what they'll do... they may use an item on an enemy, attack one of your characters, etc. Well, that's about all you need to know. Now, enough with that mess! On with the walkthrough! ********************************************* * PART TWO: THE WALKTHROUGH * ********************************************* --------MESSINA, THE OLD CONTINENT-------- ***a. Town of Parm*** My Level: Justin 2, Sue 1 Items: Letter to Clara Dirty Apron ("Legendary Armor") Battered Pot ("Warrior's Helmet") Pot Lid ("Shield of Light") Gantz's Key Wooden Sword ("Spirit Sword") First-Aid Kit Poison Antidote 100 Gold Marie's Pin Wound Salve Spirit Stone Letter of Introduction Key to the Cafe (after Sult Ruins expedition) Java's Wallet (after Sult Ruins expedition) Coal Candy (after Leck Mines expedition) Lilly's Letter (before boarding the Steamer) Save Points: Port of Parm Lilly's Seagull Restauraunt Stashing Place: Justin's Living Room Weapon Store: Ceramic Sword 500 Metal Bat 300 Handmade Darts 150 Armor Store: Sports Wear 150 Leather Gloves 80 Fluffy Ribbon 40 Air Sneakers 90 Shiny Shoes 50 Item Store: Wound Salve 40 Herbs 15 After watching the opening cinema, the game will then switch to the town of Parm, where Sue runs around for quite a while looking for Justin. Then, after seeing Justin get beat up for messing around in some guy's shed looking for "treasure", she rushes over to him and gives him the "Legendary Armor" (which is actually a Dirty Apron. :P). You'll learn that Gantz (a neighborhood troublemaker) has made a dare with Justin. If Justin can't find the 4 "legendary treasures" hidden around Parm, then Sue will become part of Gantz's gang, and she'll have to marry him. :) You'll automatically go to Gantz, who is blocking the bridge to North Parm. Talk to him a few times, and he'll be "nice" (?) enough to give you a few clues as to where the other treasures are hidden. He'll tell you that the helmet is in a place where you "always hear the sound of running water", and that the shield is in a place where you "always hear seagulls squawking". So, let's head out to find the treasures! As you explore the town of Parm, note that when you press SELECT, the camera will zoom out, giving you a bird's-eye view of the entire town. This is a very useful feature... try exploring the town without it and you'll see what I mean. ^_^ While running around town, be sure to talk to everyone (people are shown by green arrows on the town map.), several times. Almost everyone has more than one thing to say... one of the great things about Grandia is the dialogue... this is one of those rare RPGs where your party members actually communicate with the NPCs, rather than you just listening to what they have to say. And most of the dialogue is rather humorous, even hysterical at times. ^_^ Also note that in House 2 (in the northern part of Parm), upstairs is a man named Francois who is writing a letter to a girl named Clara, who lives in New Parm. After talking with him several times, he will ask Justin to deliver this letter to Clara if he ever goes to New Parm. So, the helmet is in a place where you "always hear water running". A river divides the town of Parm in two... perhaps it's around there? Sure enough, if you go down into the canal, you'll find the Warrior's Helmet (which is actually a Battered Pot. :P). Go show it to Gantz... only two left! The shield is in a place where you "always hear seagulls squawking". Seagulls live near the ocean... it must be in the Port of Parm! You'll find the shield propped out against the shipwright's workshop. Actually, it's a Pot Lid, but oh well. :P Return to Gantz and show him the shield. Now there's only one treasure left... the Spirit Sword. Talk to him again, and he'll tell you that the Spirit Sword is in the chest in his house. However, the chest is locked... so we'll have to find the key. Sue suggests you check out the chest, so head for Gantz's house. Sure enough, the chest is locked. Gantz's mom will tell you that Tentz (Gantz's little brother) probably has the key, so you should look for him. If you went exploring earlier, you probably found him... he's the kid that took off running when he saw you. You'll find him at the entrance to the cafe, in the southwest part of Parm. When talking to him, choose the second option ("No way, I'll tell Gantz"), and you'll learn that he has lost the key to the chest. D'oh! So Justin will start crawling around on the ground looking for it. Tentz says he fall down into the river recently, so maybe it's around there. Search around the canal, and sure enough, you'll find the key. Tentz will let you keep the key, as long as you don't tell Gantz he gave it to you. :P Anyway, go open the chest in Gantz's house and get the Spirit Sword. Now, we've got all four treasures! Head back to Gantz, but you'll find that he has finally got busted for blocking the bridge to South Parm. Justin and Sue will try and "casually sneak by", but when the adults find out that Justin and Gantz were having a duel, Justin takes off, and you'll automatically run to Lilly's Seagull Restauraunt, where Justin lives. :) Talk to Lilly and she'll bonk you on the head with her tray (you'll see this a lot :P) for having dirty shoes in the kitchen. After the sequence, talk to her again and she'll ask you what kind of trouble you got into today. You'll have three options... take comfort in the fact that no matter which you choose, you'll get bonked on the head with the tray again. After choosing the third option ("I wasn't doing anything! Ask Sue!!"), Justin, Sue and Lilly will go to dinner. Here you'll have your first meal sequence... these are opportunities to talk to your other party members about your current situation. By selecting the sleep icon (by "talking to yourself"), you can end the meal, but note that you can't end some meals until you've talked to someone in particular. The next morning, Sue will wake you up and you'll go off to see the curator of the Baal museum in South Parm. Justin left his dad's Spirit Stone with him recently, and now the curator wants Justin to come pick it up. Before leaving, be sure to get Justin's things out of his room... the First-Aid kit in the chest, the Gold under his desk, and the Poison Antidote in the back corner. Note there is a stashing place downstairs... it would be a good idea to dump your "legendary equipment" there, as you can't sell or drop it and it doesn't have any use (the Sword is the only piece of equipment that is better than what you have now.) It's probably not worth it, but if you talk to Lilly and say "Mom, you sure look beautiful today" three times, she'll give you your allowance... a meager 1 G. :( Before going to the museum, be sure to explore South Parm and talk to everyone. Near the Train Station you'll find a little girl named Marie who is quite P.O'ed at her mom because she dropped her favorite pin somewhere near the museum. Head near the museum and search around, and you'll find it. Give the pin back to Marie and she'll be happy again. Then, go talk to Marie's mother, who is wandering around the museum, still looking for the pin. She'll give you a WOUND SALVE in return for your kindness. :) You should also be sure to visit the Parm General Store, where you can pick up some better equipment for Justin and Sue. Buy what you want, but I recommend getting some Handmade Darts for Sue, a Fluffy Ribbon for Sue, and Air Sneakers for both. When you're ready, head for the Baal Museum and visit the curator. After speaking with the curator, he'll tell you to meet him in his office, and that you should take a look at the Icarian Statue. However, clumsy Justin gets a little too close and breaks the statue! Quickly he "fixes" it and decides to talk to the curator and get out of here ASAP. Head for the curator's office and talk to him. Even if you do tell him the truth about the statue, he'll pass it off as a joke, so it doesn't matter if you do or not. He'll give you a Letter of Introduction... with this Justin and Sue will be able to visit the Sult Ruins! After getting the letter, exit the museum. Sure enough, the curator finds out about the statue, and Justin decides it would be a good idea to wait until later to apologize. :P Anyway, it's off to the Sult Ruins! Exit the town of Parm, but to get to the ruins you'll have to pass through the monster-infested Marna Road. ***b. Marna Road*** My Level: Justin 2, Sue 1 Items: Herbs x 2 10G x 2 30G Officer's Baton Save Points: Entrance to Marna Road Monsters: Marna Bug Giant Centipede *NOTE* Any directions I say.. i.e north, west, southeast, etc... refer to the compass. The red area on the compass always points north. :) Marna Road is, for the most part, one wide open area with a road running through it. You can quickly traverse the area by following the road all the way to the exit, but by doing this you'll miss out on experience and some items as well. There is a river about midway that divides Marna Road in two... four items can be found on the south (closest to Parm) side of the bridge, and two on the other side. Finding them is easy... on the south side, search for some Herbs in the southwest corner, 10G to the left of the road near the river, 30G in the southeast corner, and 10G to the east along the river. After crossing the bridge, follow the river again to find some more Herbs, and when you reach the exit, go south along the eastern wall and you'll find an Officer's Baton (mace type weapon). Not much to it. Try to get all the items and battle most of the monsters in the area to obtain experience, then follow the road out of here and head for the Sult Ruins. :) ***c. Sult Ruins*** My Level: Justin 4, Sue 3 Items: 10G x 5 30G x 5 Shiny Shoes Rune Ring Ceremonial Rock Ax Dynamite Outdated Armor Resurrect Potion Save Points: Near entrance to Sult Ruins Sult Ruins, near stairs to B2 Sult Ruins, B2 Monsters: Green Slime Baby Bat Rock Bird (BOSS) *NOTE* There is a map of both levels of the Sult Ruins in the manual that came with the game. If you have it, it will greatly help you in obtaining all the items. :) Upon entering the Sult Ruins, you'll "meet" Nana, Saki, and Mio... three sergeants in the Garlyle Forces. These three will be causing trouble throughout the game. :) After listening to their dialogue, feel free to explore the area surrounding the Sult Ruins, then head down to the entrance. Justin will try to explain to the three sergeants why they are here, but being the hard-headed, hateful trio that they are, they quickly dispose of the Letter of Introduction, but decide to let you "off the hook" and tell you to go home. Of course, Justin, being the adventurer type, decides that they should go underground anyway. Once inside, follow the path a short way and you'll run into several squads of soldiers, the three sergeants, as well as Colonel Mullen and Leen. Justin and Sue will listen in on their dialogue, then when they leave you can continue exploring the ruins. Also, nearby in a nook to the east is 10G waiting to be picked up. :) You'll encounter pairs of soldiers along the way, and usually Justin and Sue will stop to hear what they have to say. Otherwise, they won't spot you, nor can you talk to them. :P Follow the path until you reach the split (there will be a dungeon-scope icon here). Turn west, but beware of a Baby Bat that may jump out at you. Behind where the bat was, is a Gold Pouch. Move further west and you'll encounter a trap of sorts... the "head" of the archway will start shaking and fall if you get too close. If you are hit by it, you will take damage. You can listen in on the two soldiers if you wish. Head back to the Dungeon-scope icon and continue east. By turning the camera north, you'll find another 10G. Look on the other side of the stairs as well to pick up 30G. Climb the stairs and make your way back west and you'll come to a Rune Ring up on a ledge (which you probably saw when you listened in on the soldiers). This item will slow IP loss (you won't get stunned as much after sustaining a hit). Go back east to the stairs, then start south. You'll soon come to the three sergeants again, but this time they won't catch you... instead you'll just listen on their conversation. :) Continue south until you reach another Dungeon-scope icon. You'll see some shoes to the east, but if you try to go that way, a boulder will conveniently block the path. So instead, continue south. Keep going south and you'll come to 30G. Then, go east and north, and you'll be able to pick up the Shiny Shoes which you saw before. Walk up the nearby stairs to pick up 30G, then head north. By turning the camera east, you'll see another "hidden" 10G. Soon you'll come to a save spot, as well as the passage leading down to the second basement. Watch out for the falling archway, then continue down to B2. From here, go north until you come to a Dungeon-scope (referred to from now on as a DS icon :P), then walk east and pick up 10G. Then go back and climb the stairs to the east of the DS icon, and you'll come to another DS icon on top. Head left, and walk onto the ramp, and Justin will automatically jump over to the other side. Open the chest to obtain some Outdated Armor! Make your way back to the second DS icon, then walk off the east side of the ledge, and continue east to pick up some Dynamite, which can be used to deal damage to enemies in battle (only once). Continue east, and up the stairs, but be prepared for an "ambush" by the green slimes... they'll jump down on you as you approach. Jump the ramp and pick up the 30G at the end of the ledge. Now drop down and go southwest, and you'll come to another DS icon. Go west and soon you'll come to some stairs, with yet another DS icon nearby. Climb the stairs, and pick up the Ceremonial Rock Ax... your first Ax-type weapon. :) From the ax, move to the south, and the ledge will break away, dropping you down below. Oh well... continue south, then east and you'll come to (guess what?) another DS icon. Climb the stairs nearby, then head north and east to find an item... but as you try to pick it up, the ledge breaks away and sends you back down again. Well... at least you can still pick up the item... a Resurrect Potion! Go back up the stairs and you'll notice an exclamation mark appear. This is an "Action Icon"... press the X button while standing over it and something will happen... in this case the pillar will fall over, creating a bridge of sorts for you. Cross the pillar, pick up the 30G, and continue north. You'll hide from some more Garlyle soldiers, then Justin will decide to check out the strange statue. When Justin approaches, however, his Spirit Stone will start to glow, and the statue will suddenly split, revealing a passageway! Continue along the passage, and take the left path. Press the green button twice to make the next room spin, then go inside. Press the red button to make the room spin again, then exit and follow the passage until you reach another door, which is also opened with the power of the Spirit Stone. Continue along the passage and you will come to the "Room of Illusion". Here you'll have a sequence where Justin meets a mysterious young woman named Liete. After watching the sequence, Liete will tell Justin that if he wants to know about the Angelou civilization, he should head for a far-off land known as Alent. However, in order to get there, Justin will have to find a way to get to the New Continent! As you start to make your way out of the Sult Ruins, however, you run into Colonel Mullen and Leen! Uh-oh... He'll ask you several questions, and commences to take Justin and Sue hostage, but Sue quickly jumps on the red button, leaving Mullen and Leen stranded on a ledge. Justin and Sue will quickly escape, but they won't get very far, however, as there is a trap waiting for them near the entrance... a giant Rock Bird! *** ROCK BIRD *** HP: 230 XP: 30 G: 150 Attacks: Rock Feather --> Physical attack on one character Fire Orb --> Fire attack on all characters Insanely easy. Just pound on it with physical attacks and there's a good chance you'll destroy it before it even has a chance to attack. You'd probably have a hard time losing to this thing. :P After the Rock Bird is destroyed, Justin and Sue will quickly escape the Sult Ruins. It's evening already, so the two decide that it would be better to return to Parm for the night. Return to Lilly's Restauraunt and you'll sit down to another meal. Lilly suggests that Justin check out the port tomorrow to see about getting on a ship to the New Continent. (hmm... you want to travel 1,000 miles away? Sure... I'll even tell you how to get there! :P) Head for the Port of Parm and talk to the sailor wandering around. He'll tell you that unless you have a Steamer Pass, you won't be allowed to board the Steamer to the New World. He suggests you ask Java, a retired adventurer who hangs out at the Cafe, to see if he will give you his pass. Go to the cafe, but children are not usually allowed in. However, one of the dishwashers has taken the key to the cafe, and now the owner can't get in. She agrees to let you in that night if you can get the key for her. Head back to the Port of Parm and talk to the guy wandering around, and he'll give you the key to the Cafe. Now, head back to the Cafe and give the key to the woman standing outside. Since the Cafe opens at night, Justin and Sue hang around until it gets dark. Once nighttime arrives, go back to the Cafe! :) However, as you might have expected, Java isn't here. Talk to the other customers and you'll learn that he's probably holed himself up at Leck Mines, where he lives. Talk to Miss Kirlian (the owner) a few times and she will give you Java's wallet to go take to him. Justin decides to take the train to Leck Mines tomorrow, but for now head back to the restauraunt. After another meal sequence, you'll wake up the next morning to head off for the Leck Mines. Note that you can get another 1G from Lilly the same way you did before... though I doubt it will help much. :P Also be sure to return to the Parm General Store and pick up some more equipment. When you're ready, head for the Train Station and the engineer will let you go for free. How nice! :P Board the train and you'll automatically travel to Leck Mines. ***d. Leck Mines*** My Level: Justin 5, Sue 3 Items: Work Clothes Herbs 20G x 8 60G x 5 Grenade x 2 Rubber Boots Safety Helmet Wobbly Sword Hand Ax Miner's Hammer Wound Salve Oaken Shield Seed of Defense Steamer Pass Save Points: Entrance to Leck Mines (Java) Leck Mines (2) Monsters: Green Slime Spyder Baby Bat Orc Orc King (BOSS) After exiting the train, you'll find Java's house to the southwest. After a slight "mishap" concerning Java's wallet, the adventurer will agree to give the pass to Justin if he can slay a monster that has recently moved into the Leck Mines... a trial of sorts. Java will wait outside for you, and by talking to him you can rest or save your game if needed. When you're ready, enter the mines! Upon entering the mines, walk west a little ways and you'll come across some Work Clothes. Pick them up, but the Sportswear is better. Now, head northwest and follow the path. Around here, you'll find a 20G pouch, a 60G chest, and some Herbs. After getting all these, head back to the place where you got the Work Clothes, and head southwest. Pick up the 20G near the large rock, then continue to the west. Pick up another 20G along the way, and when you reach a dead-end to the west, you'll find a Grenade and a chest containing some Rubber Boots. After getting these, head back to the large rock and go southeast, and enter the second part of the mines. Here, walk southeast and you'll come to another 20G. Grab it and continue to the southeast. When you reach a hole, drop down and climb up the ramp leading up the other side, and pick up the Safety Helmet nearby to the south. Continue east to find 60G and a Wobbly Sword. To get back over the hole, use the Action icon that is in the corner. ;) Jump back over the hole and continue west. You'll come to another hole... drop down and pick up the Hand Ax to the north, then climb up the left rope. Get the 20G, then go straight south to find a chest which contains a Miner's Hammer. Grab it and go west and you'll reach another large rock. Pick up the 20G nearby and go south and east. Along the way, you'll see a ledge above with an item on it... there is a ramp nearby which allows you to climb up there and get the item... another Grenade. To the south of the Grenade in a carved-out area you can find 20G. Continue east and pick up a Wound Salve, then enter another carved-out area to the south-east of that to find an Oaken Shield (not an OK Shield :P). After getting it, continue east to the deepest depths (erm... double adjective? :P) of the Leck Mines. In the final room, you'll find a treasure trove of money... search around for 3 20G pouches and 2 60G chests before confronting the boss... the Orc King! *** ORC KING *** HP: 385 XP: 70 GP: 450 Attacks: Fire Breath --> Fire attack on one character The Orc King is accompanied by two normal orcs. These guys don't pose much of a threat, but you also have the Orc King to worry about. :P Your best bet would be to get rid of the two small orcs first, then use your most powerful moves (W-Break is good if you have it at this point) to quickly dispose of the Orc King. After the Orc King is defeated, the mine will start collapsing! Pick up the Seed of Defense nearby, then hustle out of this room. Java will be here waiting for you, and the three will jump in a mine cart and narrowly escape getting buried alive! Java agrees that Justin has indeed passed the trial, and he'll give you the Steamer Pass. Now Justin can get to the New World! Exit the area and you'll automatically go back to Parm via the train. However, upon leaving the Train Station, Justin decides that Sue should stay behind in Parm. Sue doesn't like the idea of this, gets mad and runs off. (She'll leave your party, temporarily.) Take some more time to explore the town and talk to everyone before you leave for the New World. You should probably also sell a lot of the junk you have left over... old weapons and armor, etc. Note that the inventor will give you some Coal Candy if you visit him, which raises your attack power in battle. At any rate... we should go back to the restauraunt and rest up. Tomorrow's a big day! ;) After the meal, Justin will wake up early the next morning to set off on his new adventure. After watching the sequence, head for the Port of Parm and board the Steamer! ***e. The Steamer*** My Level: Justin 6 Items: Cabin Key Beef Jerky 125 Gold Chocolate Save Points: Steamer Crew's Quarters Stashing Place: Steamer 2nd Class Cabin Weapon Store: Ceramic Sword 500 Paring Knife 250 Hand Ax 300 Metal Bat 300 Handmade Darts 150 Armor Store: Leather Gloves 80 Sportswear 150 Air Sneakers 90 Item Store: First Aid Kit 180 Herbs 15 Wound Salve 40 After boarding the Steamer, run around and explore the ship, talking to people you meet along the way. There is a traveling salesman in the 2nd class cabins who will sell you weapons, armor, and items... however they are for the most part the same things that were sold in Parm. After exploring the ship, head back up to the deck... but along the way you'll find... Puffy?!? Uh oh! Up on deck, you'll find that not only has Sue stown away on the ship... but she has been caught and is about to be thrown overboard! Talk to the Captain and he'll decide that the only way Sue can be saved is if Justin and Sue become sailors on the ship... sailors can't be stowaways, right? The next morning, one of the crewman will give you the Cabin Key and tell you to go up on deck so you can start working. On the way up, talk to one of the sailors in the passageway and he'll ask you if you know "the rules of the sea". By answering correctly to all 3 questions ("Don't be a stowaway", "Don't spill blood in a fight", and "Don't dirty the sea"), he'll give you a Beef Jerky. Also, a lady in one of the First-Class cabins will ask you to clean her bathtub. Do this and she will give you a small gift of 25G. And, the gambler in the lounge will challenge Justin to a coin-toss. I think you'll automatically win no matter which you pick, and when you do you'll get 100G. Additionally, talk to the lady in the corner who is worried about having too many freckles. Tell her, "Not to worry! Just a few!", then talk to her again and she'll give you some Chocolate. :P Up on deck, talk to the sailor and he will get you started on your job... swabbing the decks. It's a mini-game of sorts... at the bottom is a power bar that goes up whenever you hold down the X button. The key is to keep the power bar as far to the right as possible without going over the line... if this happens you'll get worn out and the power bar will drop all the way back down to the bottom. If you can manage to get a time less than 26 seconds, the sailor will give you 25G for a job well done. You can continually do this to get Gold. :) When you're done swabbing, head back down to your quarters and get some rest. The next morning, head back up to the deck to do some more swabbing. Afterwards, head back to the cabin, but along the way you'll find out a famous adventurer from New Parm will be onboard soon. The next day, go out on deck and you'll meet Feena, who is, believe it or not, the great adventurer from New Parm! The day after, Justin and Sue go back out on the deck to do their daily swabbing.. but the deck is already clean! Feena has already cleaned the decks, and Justin and Sue talk with her for a while. However, before long the sky gets dark and the sea grows rough. Head for the bridge and Feena will tell Justin to hurry to his quarters. But Justin can't resist an adventure, so he decides to check things out instead. Up on deck, you'll find that a Ghost Ship has appeared! Feena tries to rally some of the sailors, but to no avail. It turns out that the only people brave enough to try and get rid of the Ghost Ship are Justin and Sue. :P Reluctantly, Feena decides to take them along. Climb up the rope and use "Elizabeth the Crane" to cross over to the Ghost Ship. ***f. Ghost Ship*** My Level: Justin 6, Sue 4, Feena 6 Items: 30G x 7 Herbs 90G x 2 Wind Charm Wound Salve x 2 Pirate's Hat Admiral's Sword Resurrect Potion Monsters: Ghostoid Sea Jelly Ammonite Save Points: Ghost Pantry Ghost Ship Hall After boarding the Ghost Ship, climb down in the hole to get below deck of the ship. Once inside, grab the 30G nearby and use the Save Point if you wish. Exit via a nearby hole in the wall to get the Ghost Ship's Hold. It's kinda hard to see here due to the fog, the obstructions above, and the many things scattered about here, so take care not to get ambushed by ghosts. Upon entering the Hold, you'll find some Herbs immediately to the right. Also, you'll find 30G around here as well. At the west end of the Hold, you'll see a hole in the floor... Feena suggests the party go down that way. Enter the hole and you'll fall down to the bottom of the ship. Pick up the 2 nearby pouches of 30G, then make your way west. Be sure to watch out for that annoying jelly that keeps jumping around... it can easily ambush you. Make your way west and climb the rope in the southwest corner to ascend to the Treasure Room. Pick up the 30G to the east, and you'll see 3 exits in that direction. Head for the middle-east exit, enter the door, then walk around to pick up another 30G. Go back to the treasure room and climb the stairs on the southeast. Feena will barely save Justin from a swinging blade that comes out of nowhere. I don't think you can get the meat you saw there... the blade takes it away. :P Enter through the door to get back to the Hold, walk east and climb down the rope. Continue to the east and enter through the hole in the wall to get to the Lower Deck. Grab the 90G to the south, then take the other two treasures in this room... a Wind Charm and a Wound Salve. Also, try not to fall into the hole in the middle of this room... if you do you'll be taken all the way back down to the save point at the Pantry. :( Instead, climb the stairs in this room to get to the Mid Deck. Be sure to get the 30G in the northwest corner of this room, and the Wound Salve to the south as well. Before ascending the stairs in the north-west corner, be sure to open the chest to obtain a Pirate Hat. Hehe :P Once in the Hall, grab the Admiral's Sword nearby, the Resurrect Potion to the north and west, and the 90G in the southwest corner. There is also a save point here... I recommend you use it. :) When you're fully prepared, enter the Captain's Cabin via the door to the west. Examine the log on the desk and a huge octopus-like monster will come right through the floor. Yikes!!! *** SQUID KING *** HP: 592 XP: 100 GP: 1000 Attacks: Suck In --> Draws all party members closer to the enemy Shockwave --> Physical attack on all members Laser Eye --> Physical attack within a straight line Howl --> Level 1 Wind Spell; deals wind damage to party *** LEFT TENTACLE *** HP: 438 XP: 27 GP: 500 Attacks: Suck In --> Draws all party members closer to the enemy *** RIGHT TENTACLE *** HP: 356 XP: 27 GP: 500 Attacks: Howl --> Level 1 Wind Spell; deals wind range damage Alheal --> Level 1 Water Spell; heals all monsters present This is a rather tough fight, and it is probably the first battle that will actually give you trouble. The Squid King has quite a bit of HP, and both of his tentacles serve as targets on their own. There are two strategies to use here.... the first would be to go all-out against the Squid King himself... once he goes down you have won. The other strategy is to concentrate on taking out his tentacles... without them the Squid King is not nearly as formidable. If you use the second strategy... it would be a good idea to take out the Right Tentacle first, as it has healing spells that will regain the HP of all 3 targets. The Left Tentacle mostly uses the "Suck In" ability, which draws your characters closer to the enemy, so get rid of it next, then focus on the Squid King. Sue's "Rah-Rah! Cheer" and First-Aid kits will help put you back together if you get roughed up too bad. And remember to use your Critical attacks often to negate any attacks that might be coming your way.. "Howl" and "Shockwave" can seriously mess up your party by dealing 15-20 HP damage to everyone! The Squid King can't use the Shockwave attack if both of his tentacles are missing, however. Also, the "Wind Charm" that you found in the Ghost Ship will help reduce the damage done by the Howl spell. This battle is tough, but if you know what you're doing, you can win. :) After the Squid King is defeated, the ship will begin to sink! Quickly head back to the hall and examine the door on the east. Feena will quickly unlock it, and outside the three hastily escape the Ghost Ship and make their way back to safety on the Steamer. Now, get some rest at the Crew's Quarters. Tomorrow, it's back to swabbing the decks! (D'oh! :P) However, on your way up the deck the next morning, you'll learn that your jobs as sailors are over. The Steamer has finally reached the New World!!! After watching the sequence, feel free to take one last look around the ship, then talk to Feena to go ashore. You've made it to Elencia, the New World! --------ELENCIA, THE NEW WORLD-------- ***a. Port of New Parm*** My Level: Justin 6, Sue 5 Items: Miracle Drink Whew! Glad to finally get off that Steamer? You'll disembark in the Port of New Parm. Feel free to have a look around the marketplace. I missed this at first, but one of the barrels around the Steamer is actually moving around! Examine it and you'll find the old guy who was stowing away on the Steamer. He'll give you a Miracle Drink! There isn't anything to do in particular here, so when you are done looking around, exit out the north gate and head for the Town of New Parm. ***b. Town of New Parm*** My Level: Justin 6, Sue 5 Stashing Place: Adventurer's Hut Hotel Save Points: Adventurer's Hut Hotel Weapon Store: Paring Knife 250 Hunter's Knife 1000 Great Sword 750 Ceramic Sword 500 Big Hatchet 1000 Iron Mace 1200 Thorny Whip 650 Hunter's Bow 850 Armor Store: Bamboo Armor 360 Shell Shield 250 Cowboy Hat 160 Hunter's Boots 200 Item Store: Snake Earrings 200 Dried Fish 60 Bamboo Shoots 30 Beef Jerky 90 Poison Antidote 100 First-Aid Kit 180 Smarna 150 Roach Bomb 90 Dream Truffle 50 As usual, you should run around town, talking to its inhabitants and generally exploring the place. While you're here, you should also deliver Clara's letter... she lives in one of the mansions on the east side of town. You won't get any special items for doing this however... :( You should also visit the Store and pick up any new equipment you can afford. You can now also purchase your first spell attribute, as you now have a Mana Egg which you got from the Squid King. I recommend getting 'Water' for Sue... that way you will have some means of healing your party through magic. :) Once you're ready, head for the Adventurer's Society. Talk to the lady behind the desk several times and she'll give you a "password" -- "I'm Mr. Pakon's servant, uh-yup!". Use this to enter the President's Room in the back. After a quite unsuccessful meeting with Pakon, Justin decides that he doesn't need an Adventurer's Society to go on adventures, and that he can go adventuring by himself. First, they decide to visit Feena's House, which is a little ways east of Parm, past the Merrill Road. Before you go, you may want to go to the store and buy a few Poison Antidotes, as many of the monsters along the Merrill Road have poisonous attacks. When you're ready, exit New Parm and head for the Merrill Road! ***c. Merrill Road*** My Level: Justin 6, Sue 5 Items: 40G x 4 120G Snake Earrings MANA EGG Monsters: Spitting Cobra Black Widow Glug Bird Roadcrawler Merrill Road isn't that large, but the monsters are a little rough, so be prepared. Once you enter, pick up the 40G that is sitting right there, then starting walking along the road to the south and east. When you come to a split, go east to pick up 40G, then go back and take the north road. When the path splits again, enter the cave on the west, and on the other side you'll find some Snake Earrings, which increase your resistance to Poison (something which is rampant in the enemies around here). After getting these, go back through the cave and continue east along the road. You'll come to another split... pick up the 40G nearby, then head north and east to find a 120G chest. From there, walk west and you'll come to a larger open area with 40G and a DS icon. To the north is the path that leads to Feena's house, but there is one more important item to get here. Continue to the west past a fork in the road and soon you'll come to a Mana Egg! Once you have it, head back and exit Merrill Road to get to Feena's House and Vicinity. :) Don't forget to purchase another spell with the Mana Egg you found, as well! ***d. Feena's House*** My Level: Justin 7, Sue 6 Upon entering Feena's house, you'll soon find that Feena isn't here. Take a look around her house, and upon checking the panties that are hanging from the ceiling, Justin and Sue will take them down to... err.. "examine" them. At that moment, Feena comes home. hehehe After talking for a while, Pakon shows up. It seems that Pakon is determined to make Feena his bride, no matter what it takes. Justin will step in to intervene, but quickly gets put in his place by Master Chang, Pakon's "kung-fu master" bodyguard. When Justin comes to, Feena is gone... Pakon must have taken her with him! Aaack! Quickly, Justin and Sue decide to return to New Parm and save Feena. Go back to New Parm and head for the Church, on the west side of town. However you won't be able to get in. If you checked this area out earlier, you probably found that there was a storeroom in back, and a priest there was going to take an underground passage to get to the bell in the church. Maybe if you take this passage, you can get inside! Of course, the passage is filled with creatures that have moved in... no problem for an adventurer though! :) Enter the storeroom behind the church and enter the hole to get to the Underground Passage. ***e. Underground Passage*** My Level: Justin 7, Sue 6 Items: 50G x 3 Shell Shield 150G MANA EGG Iron Mace Monsters: Purple Slime Mud Jelly Mad Snail Save Points: Church Passage Much of this passage is filled with water, and there are several floodgates around here that will raise/lower the water level. You will have to use these floodgates to access some parts of the passage. Upon entering the passage, follow the path and go through a tunnel, and you'll see one of these floodgates to the west. Turn the wheel and the floodgate will rise, lowering the water level enough for you to cross. Continue along the corridor and through another tunnel. As you walk, you'll see some stairs leading down into the water to the west, but you won't be able to use them as the water level is still too high. Instead, continue to the south into a larger room with 50G inside, and a floodgate. Turn the wheel and this floodgate will lower the water level again, allowing you to descend the stairs to the north. After crossing, head south and use the wheel on the other side of the same floodgate to return it back down to where it was. The water level on the near side will go back to normal, but the water on the far side (the direction we are headed) will drop. Go through the tunnel to the south and follow the passage until you see some stairs going down into the monster-infested area that would have been filled with water had you forgot to re-lower the floodgate. Before going down however, continue to the east through another tunnel and you'll come to a chest... open it to obtain a Shell Shield. Also, be sure to raise the nearby floodgate to make the water disappear. Backtrack through the passage and climb down the stairs to get down to the floor. Watch out for all the monsters around here, and pick up the 50G nearby as well. To the southeast is more stairs leading down to the very bottom... down here is 150G, and in the northeast is a small tunnel that leads to a Mana Egg!! Go back and climb the first set of stairs again, and go to the northwest corner to find another tunnel. Go through it, and on the other side go east and north to find an Iron Mace, then go back and up two sets of stairs to reach the passage that leads to the church itself. Along the way, you'll find an Action Icon near a crack in the wall.. use the icon to break away the wall and reach a room with 50G, a Save Point, and a door leading to the inside of the church. Use the Save Point to rest and save, then examine the door. Unfortunately, you won't be able to open it. So instead, climb the boxes along the north side of the room. The tunnel at the top of the room leads to the area above the Church. Justin and Sue will drop down to stop the wedding between Pakon and Feena, but Master Chang just happens to be here in case something like this happens. Looks like you'll have to fight! *** CHANG *** HP: 738 XP: 235 GP: 0 Attacks: Tornado Punch --> Strong physical attack on one character Spin Kick --> Range kick attack Chang has a lot of HP, but if you pound on him with your most powerful attacks, he'll go down pretty easily. Be sure to use your moves and critical attacks to negate his moves if you can... his Tornado Punch and Spin Kick are both rather powerful. As long as keep your HP up and don't let up in your assault, Chang will be defeated rather easily. ;) After Chang is defeated, Pakon will try one last time to get Feena to marry him by threating to take away her adventurer's pass. However, Feena will realize that she doesn't need to be a member of the Adventurer's Society to have adventures (like Justin said :P), and decides to accompany Justin and Sue on their search for Angelou. Following the... erm... wedding reception, the three will quickly "escape" to Feena's house. The next morning, Feena will decide to join Justin and Sue on their adventure. The next stop is the Dom Ruins! To get there, you'll have to cross the nearby Rangle Mountain Range to the south. Go back to town and purchase another spell with your new-found Mana Egg (I got Earth for Justin), then head out for the mountains, south of Feena's House. :) ***f. Rangle Mountains*** My Level: Justin 8, Sue 6, Feena 6 Items: 60G x 5 Medal of Yore Seed of Moves MANA EGG x 2 180G x 2 Fruit of Power Ginseng Monsters: Inchworm Odd Bird Spitting Cobra Save Points: East Rangle Mountains Rangle Mountains is another rather large, open area, so it can be quite easy to miss items if you don't know where to look. Upon entering the mountains, run all the way north to find 180G, then run all the way south and west to find 60G. Go back to where you entered, and walk east, up several hills, and in that vicinity you will find another 60G. From there go south and east and you should come across a Medal of Yore... this is a decent item that will restore your SP when you are attacked. From there, continue east and north, and you'll come to a Seed of Moves, which increases one character's maximum SP by 2. From there, walk north and east, and you'll come to a narrow path near the exit that leads to the East Rangle Mountains. Enter the passage, and you'll see ways to go north and south... to the south leads to the East Rangle Mountains, while the north path leads to an all-useful Mana Egg! Then, use the passage to get to the East Rangle Mountains. You'll find a Save Point here, and Feena will suggest that the party camp here for the night. The next morning the three will continue making their way through the mountains. The East side isn't much different, so I'll try and point you toward the items as best I can. :P Head south out of the clearing, and when you come to the first open area, search to the southeast for a DS icon. To the south and east of the DS icon is 60G in a little alcove. After getting it, head north and west, and continue north as far as you can. Around there is another 60G pouch. To the north of the pouch is another alcove with a Fruit of Power inside, which increases one character's Strength value by 3 points. :) Go out of this alcove, and walk east along the northern edge of the area. Once you go far enough east, you should see another alcove leading off to the northeast... in here is yet another Mana Egg! Walk out of this alcove, walk west a little ways, then go south until you hit a large rock. To the east nearby is another 60G pouch. From that 60G pouch, head straight south and you should come to another alcove with some Ginseng inside. Exit this alcove, then walk east along the southern edge of the area. In yet another alcove to the southeast is a chest containing 180G. Retrace your steps back to where you picked up the last 60G pouch, and walk straight east to reach the exit of the mountains. Whew! Once back out on the region map, it would be a good idea to go back to New Parm to spend your two new Mana Eggs (I got Water for Feena and Wind for Sue) and rest, then it's off to the Dom Ruins! ***g. Road To Dom Ruins*** My Level: Justin 9, Sue 8, Feena 8 Items: 70G x 3 Miracle Drink 210G x 2 Seed of Speed Monsters: Ent The Road to Dom Ruins isn't a large area, but there are still some items to be found around here. When you first enter, you'll see a sign and a path leading off into the forest to the east. The quickest way to get to the Dom Ruins is run south and east along the outside of the forest... when you reach the south-east corner, you'll find the entrance. However, if you want to get the items you should take that path into the forest near the sign. There are lots of trees and shrubs around here, and you may miss some of the items if you aren't looking carefully. ;) Follow the trail east into the forest, and soon you'll see a 70G pouch to the north. Pick it up, continue east along the trail, and when it turns south, look for a 210G chest to the southwest. Then, continue east along the trail, and pick up another 70G. Here the trail will turn south again... follow it until you reach a clearing. Walk east and north, and you'll come to a dead-end with a 210G chest. Go back to the clearing, and continue south until you reach another branch. Walk west, and if you use the DS icon nearby, you'll see a chest nearby to the west and south. Open it to obtain a Miracle Drink! From there, go west along the trail, and at the next branch, continue west. The trail will turn north, and when it does, look for a semi-concealed path leading east to a dead-end where you will find a Seed of Speed. :) Walk straight west from the Seed and you will end back up near the wall at the edge of the forest. Follow it south, and east when it turns. After turning east, be sure to look for a 70G pouch to the north. Then, continue east until you reach the entrance to the Dom Ruins, and go inside. ***h. Dom Ruins*** My Level: Justin 10, Sue 8, Feena 9 Items: Blue Medicine x 3 70G x 8 Dynamite Herbs Resurrect Potion x 2 210G x 2 MANA EGG Holy Mace Magic Lamp Shell Armor Yellow Medicine Monsters: Red Slime Sand Diver Vampire Bat Dom Orc Vengeful Spirit Ganymede (BOSS) Save Points: Dom Ruins (Vestibule) Dom Ruins (1) Dom Ruins (2) Stashing Place: Dom Ruins (2) *NOTE* Red Slimes are plentiful throughout this area. Sometimes, they will use the "divide" skill, which creates 3 additional Red Slimes! This is a great way to build up your magic skills... imagine casting "Howl" on 8 or 9 Red Slimes at once! :P Upon entering the ruins, walk to the east and you'll soon find that the path is blocked. There's a Save Point on the other side, but you can't get to it yet. Instead, drop off the ledge and be sure to get the treasure chest underneath, which contains a Blue Medicine. Walk straight north, past the DS icon until you come to 70G. Pick it up, then go east until you hit the eastern wall. Walk south along the wall, and pick up another 70G. Continue south, and soon you'll see the entrance to the actual ruins to the east. From there, go west and you'll be able to get to the Save Point you saw earlier. Go back to the wall and continue south along the wall, and you'll come to another item... some Dynamite. Walk west some more, down the ramp and you'll find another pouch of 70G. There's nothing else to be found out in the Vestibule, so return to the entrance and walk east through the corridor. Watch out for some Orcs jumping down from above, and there is also a trap to watch out for... more specifically, there are stone "faces" that line the corridor. The last stone face on the left will suddenly shoot out when you approach, and if you are touched by it, you'll get damaged. You can tell which "faces" will shoot out by their "expression"... the dangerouns ones will have an angry expression. :) The stone "face" at the end of the corridor will also shoot out too, though it'll rumble for a second before it does, giving you a chance to get out of the way. :P At the end of the corridor go north to pick up some Herbs, then go back south and follow the path to reach the inside of the Dom Ruins. As you walk down the corridor, beware the second stone face on the right. Turn north, then east again and watch out for the third and fourth stone faces, then enter the door at the end of the corridor. Outside, climb the rope and enter the door above. Shortly you will come to an elevator. Don't use it just yet; instead use the passage in the northwest to get to a room with some ghosts and a Seed of Power. *NOTE* The ghosts are known as Vengeful Spirits, and are extremely resistant to all weapon attacks. Use magical attacks instead to get rid of them. However, sometimes Dom Orcs will drop a Holy Mace after battle, which is very effective against ghosts. The only way you'll deal any considerable damage to the ghosts with physical attacks is if you have the Holy Mace equipped. :) Go back to the elevator and press the yellow switch, and you'll go down. Take the northeast passage back outside, and pick up the Blue Medicine that is sitting out on the ledge. Return to the elevator once again, and exit to the southwest. Follow the corridor, and when you reach a split continue south. You'll enter a small room with a blue floor. To the east is a switch on the wall, and when you press it, the floor drops away, then comes back up. Seems the only purpose for this is to drop monsters down into the hole. ;) Go back north to the split, then west into a room with a Resurrect Potion inside. Take it, then go north to another small room with 210G inside. Now, run straight south and follow this corridor, and pick up 70G in a small room along the way. In this same room, look around and you'll see that one of the eyes on the wall is... well... closed! Examine the wall here and it will rise up, revealing a secret passage that leads to a Holy Mace. :) Use the door at the very end of the passageway to exit back outside. If you try to cross the bridge, it will suddenly crumble away, dumping you down to the ledge below. It's faster than using the rope anyway :P Down below, pick up the Resurrect Potion, then use the door to enter another part of the ruins. Use the Save Point inside if you wish, then take the west path. (The path to the north leads back to near the entrance of the ruins... think of it as a "dire emergency" exit. :P) Soon you'll reach another elevator. Before using it, take the east path to get back outside, and step on the switch atop the stone head. The ledge will slowly move out, but not quite far enough to give you access to that door to the east. For now, go back inside and return to the elevator. Exit stage southwest, and pick up the 70G nearby. Continue along the passage and you'll exit outside again. Step on the switch on this ledge, and the other ledge down below will move out. Now you can get to that door! Go back to the elevator, ride it down, then exit east again to get back to where you were before. Cross the ledges and enter the door on the east to get to the second half of the ruins. Inside, follow the passageway until you reach a branch. The west path leads to a dead-end outside, so go northeast instead. Continue northwest, and you'll come outside again. Climb down the rope and enter the door on the ledge below. Walk until you reach a blue-floored room, then open the chest to the north to obtain a Mana Egg!! Exit east, and continue until you reach another small blue-floored room. Grab the 70G in the middle, then go east to get a small room with 2 sets of iron bars inside. Behind the bars are some Orcs! (hehe) Stand in the middle of the room and press X, and the bars will rise. The orcs will charge out at you (ungrateful?), so get rid of them, then be sure to pick up the Shell Armor that was inside one of the cells. Go back west to the small room, then exit southwest to get to yet another elevator. First, continue south and follow the path until you come to another small room. To the west is a switch that drops out the floor, and to the east is another closed eye on the wall. Examine the eye and take the secret passage into a room with _lots_ of monsters inside. To the south is another closed eye... take the secret passage to a room with 70G and some bats inside. Look for yet another closed eye to the west, in which you will find a Magic Lamp. :) Now go back out of these passages and back to the room where you opened the first wall. To the southwest are some steps leading down. About halfway down, you'll see a red switch to the south. If you press it, the stairs will disappear, creating a ramp which you will slide down. However, you won't be able to get back up! Note that on the wall opposite of the switch, is closed eye on the wall... through the secret passage you will find a Blue Medicine and a Yellow Medicine. :) Continue south, exit outside once again, grab the 210G nearby, and enter the other door. Follow the passageway, and pick up the 70G along the way. Further along the passage is a ledge where you can drop down to get back to near where you entered the second half of the ruins. If you pressed the switch, then you have no choice but to drop down and go back through to the elevator, but if not you can backtrack and get to the elevator quicker that way. :P Ride the elevator down, and exit east. Be sure to use the Save Point to save and heal your characters. There is also a Stashing Place here, so use it to stash/retrieve items as well if you need to. When you're ready, continue east and you'll come face-to-face with a huge monster! *** GANYMEDE (HEAD) *** HP: 1,500 XP: 1,000 GP: 2,000 Attacks: Beat Attack --> Physical range attack on nearby allies *** GANYMEDE (BODY) *** HP: 1,500 XP: N/A GP: 0; Leaves Shell Armor Attacks: Rush Attack --> Physical attack within a straight line *NOTE* The head and body are separate targets, but they share the HP. I.E if you damage the body, the HP will be subtracted from both the head and body. This guy isn't really much to worry about. The only thing that makes this battle semi-annoying is Ganymede's ability to hit multiple party members with it's attacks. It's normal attack consists of first using the "Suck In" ability to draw your party close to the monster, then using a head attack which can hit one or more party members. The Rush Attack hits all party members in a straight line from Ganymede, and the Beat Attack hits all party members that are close enough to him. Neither of these three attacks are really powerful, however, so don't panic if one comes your way. Just beat on him with special moves and normal attacks and he'll be defeated pretty easily. :) *NOTE* There's quite a fast trick you can pull to get rid of Ganymede easily. Place your characters in the lower-left part of the battlefield, and when Ganymede uses his Suck In ability, he will draw you up beside him where his attacks can't reach you! From there you can beat up on him at your leisure. :) After the battle, you will receive some Shell Armor. Be sure to equip it on someone. :) Then, continue east and you'll come to the Room of Illusion. You'll have another sequence with Liete, in which you'll learn that Alent may be on the other side of "The End of the World"... the huge wall to the east that supposedly is where the world ends. Justin decides he'll be the first one to make it through the Misty Forest and cross the End of the World! ;) But now, we have to get out of the Dom Ruins first. :P So, walk all the way back to the entrance. (-sigh-) Once back outside, you'll come across a small child who has been wounded! The three aren't quite sure if the child is human or not, but Feena decides that they should take him back to her house and tend his wounds. Afterwards, you'll have a short sequence with the three sergeants... looks like they're up to no good again! Back at Feena's house, you'll learn that the child's wound is quite serious, and may die if he is not tended to with Sulfa Weed, an herb that normally grows nearby. There just might be some Sulfa Weed left in the mountains behind Feena's House. Examine the fence south of the house and Justin will knock it down with one of his "board-splitting kicks". :P Before proceeding, you may want to head back to New Parm and spend your Mana Egg to get another spell (I got Fire for Justin). It will be a pretty long time before you will have the chance to go shopping again. ***i. Herb Mountains*** My Level: Justin 11, Sue 9, Feena 10 Items: Herbs x 2 White Sulfa Weed x 3 Smelling Salts Poison Antidote x 3 Seed of Life Weeds Sulfa Weed Monsters: Black Widow Roadcrawler Purple Slime Beetlebug The Herb Mountains is a maze if I ever saw one, and giving good directions is going to be about as easy as trying to lick my forehead. Your best bet would be to draw a map of the place; it would probably help more than any directions would. :P Luckily (?) the only strong monster around here are the Beetlebugs... everything else you have fought before. The beetlebugs are quite dangerous... they are quick and have a high attack power. Take them out quickly before they seriously mess up your party. Anyway, here we go. When you first enter the Herb Mountains, turn north and run north around the outside of the area. Take the first branch to the east and look north to find an Antidote. Go back and continue north... you'll see another branchs to the east... ignore this for now. After walking far enough, you'll come to another Antidote. Pick it up, then start backtracking, back to the entrance. Continue south along the outside, and you'll come to a clearing with several ways to go. Continue southeast, and walk until you reach some Herbs. Pick them up, then go back to the clearing. From the clearing go east until you reach another branch. Go north, northeast, then northwest, and follow the path until you reach some more Herbs. Walk south a little ways, turn east then north, and look east for some White Sulfa Weed (Red Sulfa Weed is what you need to cure the child). Walk west, north, and east and you'll come to another open area. Go south, and follow the first branch east to reach some Smelling Salts. Go back west and south, and take the next branch east to pick up another Antidote. Go back west again, south, and follow the bottom branch to the southeast. At the next branch, walk south and continue around the outside and you'll come to some more White Sulfa Weed. Walk due north from here to find yet another White Sulfa Weed. Walk south, take the first branch west, and continue west until you can go north. Walk north to pick up a Seed of Life... a quite useful item that raises one character's Max HP! From the seed, walk south, west, and south again, and start walking east along the outside, past where you picked up some White Sulfa Weed before. At the next branch, go north, and follow this narrow path until you reach another open area. Go west and south to pick up some Weeds (basically a trash item :P), then go back to the open area, and go northwest to find the Red Sulfa Weed! *WHEW* ! Once you have it, make your way back out of here, and be glad you don't have to go through this place again. :P Walk back to Feena's House and she will treat the child with the Sulfa Weed. The next morning, the three wake up to the sound of a flute being played. Outside is the child, who is playing the flute. You'll soon learn that he speaks a strange foreign language, and they can't really communicate with him. He'll give Justin a strange nut to eat, but all of a sudden the Garlyle Forces show up again, and take the child as well as everyone else prisoners! You'll automatically be taken to the Garlyle Base, north of Feena's House. ***j. Garlyle Base*** My Level: Justin 11, Sue 10, Feena 11 Items: Resurrect Potion Ultra Drink Soldier's Uniform Officer's Uniform Master Key 80G x 5 Army Saber Army Boots Miracle Drink Army Darts Monsters: Private Nana (BOSS) Saki (BOSS) Mio (BOSS) Save Points: Garlyle Base Barracks Garlyle Base Warehouse Garlyle Base (Exterior) Stashing Place: Garlyle Base (Exterior) Justin and Sue will be thrown into a cell together, to stay until the execution. Examine the iron pipe in Justin's cell and Justin will lure the guard inside with the oldest trick in the book. :P Once out of the cell, exit to the right and proceed to rescue Feena. However, it won't open without the key. Continue to the right and enter the next room. Justin will knock out the guard, and he'll drop the key. Take the Key, as well as the Resurrect Potion in this room, then exit. You won't get very far, however, as nearly the entire Garlyle army is waiting for you outside. Ouch! And back Justin goes into the cell. After a short while, Leen enters to talk to Justin. She'll yell at him (and pimp-slap him!), and then tell the other soldiers to leave. As Leen leaves, she throws the key to the cell inside! (Just goes to show how caring of a person Leen really is. :P) After escaping from the rope, Justin will pick up the key again and it's back out of the cell once more. Rescue Sue and Feena from the other cell, then it's time to bust out of this joint! Continue down the passage and unlock the gate at the end, then climb the stairs to reach the Barracks. Be sure to pick up the Ultra Drink in this room, and use the Save Point if you wish. The door to the north is locked, so you'll have to climb the barrels and boxes to the east, and escape through a duct. Along the way, there will be several places where you can listen in on soldiers' conversations. :) Crawl through the duct and eventually it will take you to the Warehouse. Here you'll have a short sequence with Mullen and the humanoid child... Mullen seems to know how to communicate with it! Afterwards, run around the grating above the warehouse and enter the duct on the other side. Crawl through it and you'll end back up at the Barracks. Exit the duct and you'll be in a small room with several doors. The one to the north leads to the warehouse, but it is locked electronically. You'll have to get the combination to this lock somehow! Climb the barrels/boxes on the west side of this room and enter the ducts again. Crawl west, past a branch, and in the next room to the west, you'll be spotted by some soldiers! After taking them out, open the chest in that same room to obtain a Soldier's Uniform. Climb back into the ducts and continue crawling south. At the next branch, go east into a similar room with more soldiers. Waste 'em, then grab the chest inside, which contains an Officer's Uniform. Climb back into the ducts, and continue south some more. Continue crawling, and at the next branch, go east to get to the Locker Room. Here you'll have a sequence with the three Sergeants... seems they are fighting over the correct combination for the door. Take Mio's word for it and remember the combo... "right right left left down up down up". Back into the ducts, and continue north. At the end of the ducts, you'll come to another room where you'll be spotted by soldiers. Take them out, then enter the door... which is a shortcut back to the electronically locked door! Examine the buttons to the left of the door, and enter the combination. Enter the door, and descend the stairs to get back down to the Warehouse. Use the Save Point if you wish, then examine the lever to the right of the cage. Crank the lever and the cage will open! The child will give the party some nuts, and upon eating them, you'll be able to communicate with him! After rescuing the child, step two is to get out of here! Run back to the Barracks, but as you exit, you'll find that Saki has come to check on the child! Looks like you'll have to fight! *** SAKI *** HP: 1,000 XP: 85 GP: 0 Attacks: Slap Stick --> Physical attack on one char + Stun Power Lariat --> Strong physical attack on one char Saki is backed up by three normal privates... they are easy as ever to take down. This isn't a particularly tough battle, but remember there is a Save Point nearby... feel free to unload everything you got on them; you can always go back and recover after the battle. Saki's attacks are pretty strong, so make sure you keep an eye on your party's HP. Other than that, you don't really have much to worry about in this battle. :) After the battle, be sure to pick up the Master Key that Saki dropped. With it you will be able to open all the doors around the base! Go back and recover at the Save Point, then exit via the door to the south. Pick up the 80G nearby, then continue south and you'll find another 80G. Enter the door nearby to the east, and pick up the Army Saber in the southeast corner. Go back out of this room, and continue south along the corridor. The first door to the north leads to the mess-hall, where you'll have to fight off a couple more soldiers. There's nothing in there, however, so don't bother. :P Instead, continue west and you'll see a branch to the south. Don't go that way yet; instead continue west. You'll see two doors... one to the north and one to the south. The south one leads back to the Save Point and the stairs that lead down to the Jail. Enter the one to the north, and you'll be in a hallway. Walk north a little ways and you'll see doors to the west and east, but they're empty. (Well, I say empty, but there are soldiers in them... go inside only if you want experience :P) Continue north a little farther, and you'll see another set of doors. The one on the left has some soldiers and a chest containing some Army Boots. The one on the right is one of the rooms you visited while crawling around in the ducts. :) At the north end of the hallway, there is one last set of doors. The one on the left is the other room you visited while "exploring" the ducts, and the one on the right is empty except for some soldiers. We're done here, so walk south out of the hallway, back east, and take that branch to the south. Head for the stairs, but before you can escape, Nana will show up! *** NANA *** HP: 900 XP: 85 GP: 0 Attacks: Yo-Yo --> Physical range attack Spinning Yo-Yo --> Physical range attack + stun Like Saki, Nana has three soldiers backing her up. They pose a minimal threat, but Nana's yo-yo attacks can do some damage if you're not careful. Also, like before, feel free to unload everything you have... you can always go back to the Save Point near the Jail. :) Once Nana is out of the way, go back and use the Save Point to recover, then go up the stairs to reach the exterior of the Garlyle Base. Directly to the south of where you come out, you'll find a chest containing a Miracle Drink. Walk west until you hit a fence, then follow the fence to the north and west. As you walk north along the fence, be sure to pick up the 80G nearby. When you reach the northwest corner, start walking east. Pick up 2 more 80G pouches as you make your way east, and after you pick up the second one, start walking south again. Walk along the edge of the eastern fence and you'll come to another chest, which contains some Army Darts. The exit is in the northeast corner, but before you can escape, you'll have to face down Mio! *** MIO *** HP: 700 XP: 85 GP: 0 Attacks: Stun Gun --> Strong physical attack on 1 char + Paralyze Balloon --> Range attack; causes Sleep & Poison status Mio has the least HP of the three sergeants, but her attacks are the most powerful. Her Stun Gun does a great deal of damage to one char; plus inflicts them with the Paralyze status. Her Balloon attack may hit one or more party members, and it will also inflict them with Sleep and Poison status! As before, she is backed up by three normal soldiers. Just give it everything you got and you should be able to win without _too_ much trouble. :P After taking down Mio, use the Save Point and Stashing Place if needed, run to the east to get to the Military trainyard. Board the train, and Justin and company will start it up (somehow) and escape. However, after some sequences, the Garlyle army will catch up to you. D'oh!! ***k. Military Train*** My Level: Justin 12, Sue 10, Feena 11 Items: Crimson Potion 80G x 2 Officer's Badge Monsters: Private Sergeant After Justin goes to investigate, you'll have to make your way back to the front of the train. Pick up the Crimson Potion inside the chest, then enter the door. Fight off the two sets of soldiers in the next room, pick up the 80G, then enter the next room. Fight off some more soldiers ("The Lightning Star Squad"), and pick up another 80G. In the next room is two more sets of soldiers ("Bloody Rose Squad" and "Desert Moon Squad"), as well as an Officer's Badge waiting to be picked up. Go through the next door and you'll be back up to the front of the train. Examine the brake lever and Justin will break it completely off! Using a tricky strategy, Justin and the others will un-link the engine room away from the rest of the train. Since the brake lever is broken, the sergeants will keep going... for a pretty long time :) The rest of the train will conveniently stop at the west entrance of the Misty Forest. Rem will use a magic mist-clearing nut to clear away the mist so the party can venture through without getting lost. Your journey to the End of the World begins! First, the party decides to go with Rem to visit his village... known as Luc Village. It's situated in the middle of the Misty Forest. :) ***l. West Misty Forest*** My Level: Justin 12, Sue 10, Feena 11 Items: 90G x 6 Baobab Fruit 270G Weak-Knee Weed Monsters: Mist Guard Birdrake Grim Haze Save Points: West Misty Forest Entrance Exit the train and start making your way through the Misty Forest. Note that now there is no way to get back to New Parm or any of the other locations, so you'll have to wait until you get to Luc Village to do shopping. From the train, walk north and you'll come to 90G, and note the Save Point to the west. From the 90G, walk east and follow the trail and you'll come to another 90G. Pick this up and walk back to the Save Point. Continue west and north, and when you reach the next branch, go west. Follow this trail and you'll come to some Weak-Knee Weed. :) Go back to the branch, and continue north. Soon you'll come to a clearing. Go north and west, and continue west until you reach another 90G pouch. Go back to the clearing and exit east, and follow the trail for a while, until you reach another branch. Walk north and pick up the Baobab Fruit. Walk west and north, and at the next branch go east. Follow this trail and look for 90G to the east. After getting it, walk back to the last branch and go west. You'll come to another clearing with 270G nearby. Continue west and north, and you'll come to a river. Pick up the 90G on the rock, then use the rock to cross the river. Walk north, then all the way east and soon you'll reach Luc Village. :P ***m. Luc Village*** My Level: Justin 12, Sue 11, Feena 12 Save Points: Luc Village; near Mountain Stashing Place: Rem's House Weapon Store: Flint Knife 2000 Oracle's Staff 2600 Woodchopper's Ax 2600 Flint Bow 2000 Armor Store: Fairy Robe 1800 Escargot Shield 750 Climbing Hat 400 Curious Clogs 1000 Item Store: Tree God Amulet 1000 Bandage 100 Move Breaker 200 Spell Breaker 200 Smelling Salts 100 Paralysis Ointment 100 Resurrect Potion 1000 Baobab Fruit 200 Smarna Weed 150 Firewood Sparks 140 Snooze Scroll 200 Zap! Book 720 Upon arriving at Luc Village, talk to Rem, who is standing outside of the village gates. He'll tell you that the Chief wants to meet with you, and he goes to his house to wait for you. The chief's house is on the east side of the village, but before visiting there, be sure to explore the town and speak to its inhabitants. Visit the store as well to buy some new equipment and pick up any items you may need. The Tree God Amulet is a decent item that reduces the SP needed to use moves... it reduces the SP cost by about 20%. You may want to pick up a few of these to use during future boss fights. :) When you're ready, visit the Village Chief's house. He will tell you that in order to become offical "members" of the village, you will need to go to the God of Light Mountain and bring back the bottle of Nectar in front of the statue. Since we can't continue through the forest right yet, we might as well go to the mountain! The path leading to the mountain is out the gate in the northwest of Luc Village. ***n. God of Light Mountain*** My Level: Justin 12, Sue 11, Feena 12 Items: 100G x 8 Seed of Life 300G x 2 Move Breaker Paralysis Charm Resurrect Potion Mist-Cracking Whip Light God Amulet Bond of Trust Nectar of the Gods Mist-Clearing Nut (after invasion) Monsters: Metal Beetle Pit Viper Tarantula Sergeant (during invasion) Upon entering the God of Light mountain, follow the forest trail to the northwest and you'll come to the actual mountain. First walk northeast around the foot of the mountain and you'll come to 100G. Pick up and head back southwest. Walk southwest around the foot of the mountain until you come to some paths leading up. First, continue around the mountain to the northwest, and pick up a Seed of Life. Walk back to the paths, and take the east one. Follow the path up the mountain until you come to a branch. Continue northeast up the mountain and you'll come to a dead-end with 300G. Walk back to the branch and go north, and follow the mountain path until you reach a wider open area. There are 2 100G pouches to be found here, as well as a Move Breaker. After collecting these, hike all the way back down to the foot, and take the west path up the mountain. Walk northeast under the arches and continue northeast to pick up 100G. Go back to the arches and take the north path, and you'll come to another large open area. Look for a Paralysis Charm in the northeast of this area, and a 100G pouch to the northwest. The road to the peak lies at the north edge of this open area. There is a treasure trove of items on the peak... after walking a little ways you'll see 4 items to the west... 2 100G pouches, 1 300G chest, and a Resurrect Potion. Take them, then continue up the path and grab the Mist-Cracking Whip. Walk up a little further and take the Light God Amulet, and open the chest to receive a Bond of Trust. At the top of the mountain, you'll find 100G as well as the Light God Statue. Examine the Nectar and Justin will take it. Now, climb back down the mountain and return to Luc Village! Though even you have become true "members" of the village, there is still a problem. To get through the Misty Forest, you'll need another "Mist-Clearing Nut". However, the chief can't give you one, as there are only a few left in the village, and they are vital to the entire village. Ugh. :( Anyway, for now go to Rem's House and rest up. However, that night the three will awaken to a large commotion outside. The Garlyle Forces?!? Not again!! Talk to the Chief and Justin and company will volunteer to chase off the Garlyle Soldiers. Head for the God of Light Mountain once again, and make your way back up to the peak, fighting off soldiers along the way. At the peak, you'll have a sequence with Leen and the God of Light statue. Afterwards, the Chief will give you a Mist-Clearing Nut for your bravery in saving the Village. Now we can continue our journey through the Misty Forest. Hike back down to Luc Village and do any more shopping, talking or resting that you have to do, then exit Luc Village via the northeast gate to get to East Misty Forest. Here we go! :) *NOTE* The monsters on the God of Light Mountain give pretty good EXP, so this may be a good time to hang around and build your levels and weapon/magic skills if you haven't practiced them much yet. Remember, the only way you will get new spells/skills is by practice! The monsters on the God of Light mountain are good for gaining levels, and for magic skills, head back to the West Misty Forest. There are 2 groups of Grim Hazes wandering around... each group consists of 6 Grim Hazes! Use range spells like Howl and Burnflame, and watch the skill points rack up! :) ***o. East Misty Forest*** My Level: Justin 14, Sue 12, Feena 13 Items: 110G x 16 Crimson Potion 330G x 3 Cholla Flowers Resurrect Potion Baobab Fruit x 2 Smarna Weed x 2 Oracle's Staff Ginseng Seed of Speed Monsters: Gas Cloud Dodo Killer Tree Mist Guard Ent Save Points: East Misty Forest, Entrance East Misty Forest (2) East Misty Forest (3) The East Misty Forest is quite large, as it is divided into three separate sections. Get ready for a long hike. :) Upon entering East Misty Forest, walk to the east and go north at the branch. Follow the trail to pick up 110G. Go back south to the branch, and continue south. Soon you'll reach another branch... keep south to find another 110G. Go back north and east, pick up 110G, and follow the trail. At the next branch, go south to grab a Crimson Potion, then go back north. Follow the trail some more and you'll come to a clearing with three items.... a 110G pouch, a 330G chest, and a Cholla weed. Walk southeast, and south at the branch. Grab the 110G at the dead-end (OK, who's leaving all the money around here???), then go back north. Walk east and you'll come to a 4-way intersection. Grab the Resurrect Potion to the south, then take the north trail. Follow it until you reach a Baobab Fruit. Pick it up, then hike back to the intersection, and go south. Run south, past a branch and pick up another 110G. Go back north, east, and southeast to reach another clearing with 330G nearby. From here, go northeast, north, and east to reach section 2 of the forest. Follow the trail and cross the river, and soon Feena will suggest the party make camp here for the night. The next morning it's up at 'em again! :) The next morning, keep walking until you reach a branch. Walk east, and pick up 2 110G pouches nearby, then return to the branch and go north. Follow the trail and you'll soon reach a wide-open area with what appears to be a lake inside. However, Sue points out that there is a river flowing through the lake! What's this?? The lake must be some kind of illusion. Just walk over it, but before crossing the river, go south to get 330G. Cross the river, then walk northeast to pick up yet another 110G. Walk all the way back southwest, then follow the trail west until you reach a dead-end with an Oracle's Staff nearby. Pick it up, then walk south, east and north, then go west to find 110G. Walk all the way east to find a Smarna weed, then go west, south, and across the river to reach section 3. Almost there. Walk east, and at the branch go south to pick up some Ginseng. Go back north and east, and at the next branch walk north to get 110G. Walk back south, then east, then north and follow the trail, picking up another 110G along the way. Go east at the next branch, then follow the trail until you reach a small clearing. Walk east to get some Smarna, then go back to the clearing and walk north. At the branch, go north and pick up the 110G, then go back south and west. Walk west and at the next branch go north to get another 110G (lots of money around here!). Walk back south and west, and at the next clearing take the north-west path to get... 110G. Go back to the clearing and take the south-west path, and pick up... guess what?... 110G along the way. At the next branch, go northwest to grab another Baobab Fruit, then walk southeast, and follow the trail east. Grab 110G along the way, and look for a Seed of Speed in an area to the south. Continue east, and go southeast at the final branch to reach the End of the World. We're finally here!!! ***p. The End of the World*** My Level: Justin 15, Sue 13, Feena 14 Items: Seed of Speed Fruit of Agility 110G x 8 Orb of Silence Gust Knife Bond of Trust 330G Monsters: Gas Cloud Mist Wraith Clay Bird Sonic Bat Emerald Bird Save Points: End of the World (3) End of the World (6) Stashing Place: End of the World (3) End of the World (6) The End of the World is, to say the least, HUGE. The Misty Forest was bad, but the End of the World is worse. Thankfully, you won't get lost here, as you are going in one primary direction... up. However, this huge wall is filled with traps... be very careful as you climb up! As you first enter, begin making your way up the wall. Walk south and you'll encounter your first trap already... examine the stone block and it will fall over. Be sure to get out of the way before it falls on top of you. Continue south up the stairs and some of them will drop out from behind you... no turning back now! Continue to the south, and climb some spiral steps. You'll see an item to the south, but as you go to get it, a large stone block will drop from above. Wait for this block to drop and rise back up, then quickly take the Seed of Speed. Walk to the north and you'll see another item to the east. Quickly run into the alcove where the item is, for the other two stone blocks will attempt to sandwich you! Pick up the Fruit of Agility, and continue to the north. Soon you'll see a tiny alcove to the east. Walk inside and a few of the blocks will move, and two elevators will appear. Don't take the south one, as it will smoosh you into the ceiling. The north one leads up to section 2 (an action icon will appear), but note there is 110G to the north. Take it (no traps), but be careful not to fall... if you do you'll end up back at the entrance (OK... so maybe there is a way back :P). To get back up, climb the stairs to the south, and they will change position. Re-climb them, then take the elevator back up to the ledge. Use the action Icon and ride the elevator up to section 2. Here, climb the stairs to the south. Walk all the way south to get 110G (no traps), then go back to the stairs and take the stone block up. Go south and pick up the Paperweight (no traps again), then go back and drop back down to the elevator that leads down to section 1. Take the north stairs, and ride the stone block up. Take the north stairs here, and to the north you'll see a chest! You'll have to be quick to escape the trap, but run out onto the block with the chest, then quickly run back. The block and chest will disappear, and a stone block will drop down from above. After the trap is triggered, the block and chest will come back. Open the chest to obtain an Orb of Silence. :) Afterwards, continue south and ride another stone block up. To the north is a Gust Knife... be sure to pick it up. Then go south and use the Action Icon to go up to section 3. Walk south a little ways and you'll find a Save Point, where Feena suggests the party camp out for the night. The next morning, continue to the south and you'll see a gray button to the east. Push it, and ride the nearby stone block up. Walk north and you'll see another gray button. Push it as well to make the nearby block rise up, out of your way. To the north, you'll see some stairs, but they seem to fall whenever you step on them. Run back and push the button again, then climb the stairs. Ride another stone block up, then continue to the south. Ride yet another stone block up, then walk north. A block will descend from above, filling the gap. Walk across it, pick up the 110G, then ascend the stairs up to section 4. Walk north and you'll see a shaking stone block above you, as well as a strange rock statue. As you approach, the statue comes to life! If it punches you, you'll take damage, so run back and lure it under the block. The block will fall onto the statue, and both the block and statue will be sent flying off the wall. :) Continue north, up the stairs, and ride a stone block up. Go north and you'll meet another statue! However, as it proceeds to attack, it breaks in half. Move to the south, but beware because the statue will try one last time to get you, and his hand will fire off at you! Stay close to the wall to dodge it. :P Keep south, and go up via another stone block. Start walking back north, and pick up 110G. You'll come to a bird statue, similar to the one in the Sult Ruins. It will come to life and fly away! Step on the button, and the bird will suddenly attack! Get rid of it (it's not a tough fight), then use the Action Icon to the north to go up to section 5. Walk south, but beware the stone block that drops down as you approach. Continue south until you reach a chest. It uses the same trap as the other one did, and it contains a Bond of Trust. Take it, then walk back north up the stairs. Push the button to make the stone block rise up, then go south and ride another block up. Walk to the south and fall down into the hole to obtain 330G, then make your way back up to the hole. Continue south and use the Action Icon to go up to section 6. Sue suggests the party camp out again here. Sue and Feena seem to be having doubts about the wall having a top, but Justin convinces them to press on. The next morning, walk north and press the button and ride the stone block up. Continue north and you'll see white lights moving back and forth on the ground. If you touch these, the ceiling will come down to crush you, so put simply, avoid them! :P Ride the stone block to the north up, and grab the 110G. You'll see an alcove to the east. There are bats hidden back there (and LOTS of them too), so be careful not to get ambushed. This is a decent place to build up your magic skills, as there is an endless supply of bats back there to fight. :) Once you're doing slaughtering bats, continue to the south and use the Action Icon to go up to section 7. You won't be able to go north yet, as the stairs will dump you back down if you try to climb them. Instead, go south, and ride the stone block up. Walk north and grab 110G, then push the button, and an Emerald Bird will emerge from the wall. Get rid of it, then go north and push another button. Be sure to get out of the way before the stone block drops down on top of you. :P Drop back down to the bottom and go back to those stairs you couldn't climb before. At the top, a Clay Bird will emerge from the wall. Take it out, grab the 110G, and use the Action Icon to go up to section 8. Walk north along the narrow ledge and ride the stone block up. Stay close to the wall here, as a laser will come through and cut away half the ledge! Walk south, and use the narrow stone block to go up. Here you'll see several strange robotic arms.. as you pass by the holes in the wall, an arm will come flying, hoping to smash you. Lure the arms out, then quickly dodge and dash across. At the north end you'll find 110G and an Action Icon that takes you up to section 9. Hike north and you'll see several birds flying around a button. Defeat the birds, then press the buttom. The entire floor will crumble away, except for the block you were standing on. ^_^ Ride the block up, then climb the stairs that appear to go up to section 10. Walk north and climb the stairs, then Feena will suggest that the party camp here for the night. Now even Justin is starting to lose hope (and you probably are too at this point :P) but Feena reminds him of all the things he said earlier. (That's a woman for ya :P) The next morning, the sun will shine onto the party. Wait a second... that must mean...! Sure enough, you've finally reached the top of the wall. Nearby is a strange machine.... and as the party ponders how they're going to get down the other side, a small robot with propellors on it picks up Sue... and drops her over the other side of the wall! Before Justin and Feena can do anything, two more machines come and drop Justin and Feena over the other side too. Not good!!! --------THE LOST WORLD-------- ***a. Valley of the Flying Dragon*** My Level: Justin 15, Feena 15 Items: 360G x 4 120G x 10 Poison Antidote Cholla Flowers Sue's Shoes Vaccine Fruit of Magic Fire Charm Seed of Power MANA EGG x 2 Slouch Weed Monsters: Plop Mold Red Devil Slipple Gadwin (BOSS) Rock Man Save Points: Near End of the World Gadwin's House Stashing Place: Near End of the World Luckily, the party's fall was broken by a humongous leaf. Justin and Feena are OK, but Sue is nowhere to be found. She's probably around here somewhere, so Justin and Feena set off to look for her. The Valley of the Flying Dragon can be thought of as "The Misty Forest of the other side of the End of the World". It is quite large and you'll probably be very glad by the time you get out of here. Kinda a friendly warning, I guess. :P After using the Save Point if needed, walk down the ramp and pick up the 360G to the south. Then start making your way to the north. Look for a semi-hidden 120G behind a large rock to the west, then walk northeast to find a Poison Antidote. Go northwest from there to find 120G, then walk northeast some more and you'll reach a DS icon. Go southeast from there and follow the path south. Pick up another 120G, then continue south to a dead-end where you'll find a Bamo Fruit. Go back to where you got the 120G, then go east and south to find a 360G chest. Return back to the same place, then walk northeast and you'll see another DS icon. Go north to get some Cholla Flowers, then walk back to the DS icon. To the east is a plant that serves as stairs to get down the ledge. Walk down the plant, then continue east to get to section 2 of the valley. Follow the path south and you'll reach a river. You can't cross here, so take the other path back north. Along the way is a plant that will try to bite you if you go under it! You'll take damage if you get bit, so approach carefully and get out of the way as it bites, then quickly dash under it. Further to the north you'll see a clearing with a DS icon, as well as another way south to the east. Take the other path going south and get the 120G at the dead-end. Return to the clearing and head northeast. Walk east along the path and soon you'll come across Sue's Shoes! Sue must be around here somewhere, but... err... where? After picking them up, take the western path leading south, and open the chest at the dead-end to obtain a Resurrect Potion. Go back and take the east south path (err...) and you'll come to another intersection. Go northeast and pick up the Vaccine, then walk southwest and cross the river by using the plant as a bridge. Walk west along the riverbank and you'll come to a dead-end, where you'll find a Fruit of Magic. :) Walk back east to get to the "bridge", then continue east until you reach another open area. Walk north a little ways and Puffy will suddenly show up. After much "puffing", Puffy will fly off to the northeast. Grab the 120G nearby, then follow Puffy to the northeast to get to section 3 of the valley. Here, you'll come across someone's house! There is a boiling cauldron nearby, and Puffy is flying around it, "puffing" at the top of his lungs. Sue's bag is also near the cauldron.. you don't think...?!? Before long, someone will show up. After learning that this man already ate what was in the pot, Feena faints away and Justin hauls off and attacks him!! *** GADWIN *** HP: 300 XP: N/A GP: N/A Attacks: Dragon Cut --> BIG-@$$ smack down on Justin :P Well... what can I say. After a few rounds of combat, Gadwin will unleash his devastating Dragon Cut on Justin for 9,999 points of damage. As the saying goes... "You'll definitely feel THAT one in the morn