I don't assume any credit for this walkthrough.
Chapter 1: Suzy Characters: Hero, Bow@
The game begins in the village of Gate. The Hero is
sent after his sister. Climb the mountain to the north of
the village. There will be a fight, but if the Hero is
about to lose, Ganer will rescue him. After the cinema
scene, the Hero must decide whether to go to sleep. If he
doesn't, he misses a scene, but the game is not otherwise
affected. When the hero climbs back down the mountain, he
finds that nobody in town recognizes him. Ganer and Yua aregone.
In the church, the Hero meets Bow. The two leave
the village and, when the storm starts, head for the nearby
cave. Follow the tail until you are forced to confront the
demon. After you lose, the game will skip forward several
years, and you will find yourself (and Bow) in HomeTown.
Elder will assign you to go after Mina's pet Suzy.
Do not cross the bridge outside yet, and do not
enter the mountain until level 3. In the first room in the
mountain, you will discover a healing spring. Fight until
you reach level 6 or 7, then go on.
After exiting the top portion of the cave, you will
see a ramp. Heal yourself if necessary before climbing the
ramp. At the top, you will face three harpies. This is a
tough fight, but in the second round, the three will attack
each other, giving you a little time. Each harpy has about
40 HP. Most of the time, the three will attack the Hero, so
have Bow cast DefUp on him.
After winning the fight, proceed to the left. You
will end up causing a landslide, entering another cave, and
falling into a hole. When you land, talk to Azusa, the
hunter. Leave the mountain, and head west to the Ruins.
There, you will have to fight six Pests and a giant Roach.
This isn't too hard, although the Roach sometimes gets up
when it's killed, forcing you to fight several more rounds.
Once you've finished everything, you'll retrieve
Suzy. Head back to HomeTown (it's much easier with the new
path, isn't it? ;) and enter the Ranger's Guild. You'll
receive your reward for completing the job, and Bow will ask
you to return to your room. You'll be forced to agree.
* * * * *
Chapter 2: The Coliseum
Characters: Hero, Rand@, Katt@
During the night, Bow will answer a knock on your
door. It's a man named Kilgore, with a job. Bow thinks
about waking the Hero, but decides against it. He leaves.
When you wake up, you find that Bow is now a robbery
suspect! Wander around HomeTown, and talk to all the
guards. When you've done this, return to your room to
confront Bow. He gets an idea--he will hide in the trash
can, and you'll carry him to the Ruins! Do so. Niro agrees
to hide Bow, if Bow will help him fix the place up. Bow
reluctantly agrees, and asks the Hero to chase down the real
female thief and clear his name.
Asking about strange women reveals that a winged
woman is at the Magic School, and a woman fighter is at the
Coliseum. You can't do anything about the Magic School for
now, so leave HomeTown and head east and north to Coursair.
At Coursair, go to the Pub at night. (You can wait
till nightfall by talking to the man behind the bar, if you
arrive during the day.) Speak to Rand, who tells you the
opponent is always Baba, a lumberjack from TagWoods.
TagWoods is north of Coursair. Make sure you have a
good supply of Herb. Make your way through the forest to
confront Baba. He won't give up without a fight. He's not
very tough, but he can counterattack, so don't let your HP
drop too low. After the fight, he gives you his Axe. With
this, you can pretend to be Baba and enter the fight.
Return to Coursair and talk to Rand again.
Before you enter the Coliseum, deposit all your
money in the Bank. Once you're in, you'll have to beat the
Dir.HR in order to see Augus; that's not a problem, but be
sure to heal yourself after the fight, so you don't go into
the arena with low HP. Talk to Augus, then go to yourdressing room.
Don't oen the treasure chest yet. Wait for Rand to
appear and speak to him. Agree to give him all your money.
(This is only 1 coin.) He will leave. Watch the cinema
scene, then take your pay. Enter the arena.
Katt doesn't believe your story about Augus's
treachery, so you'll have to fight her. Katt is faster than
the Hero, so time your healing spells accordingly. When you
win, the poison needles will begin to fly. *You can move
during this scene!* If you reach Katt quickly, you can giveher the Antidote!
You'll wake later at the Inn. If you weren't fast
enough to give Katt the antidote, she will be knocked out by
the poison, but you'll be ok. Rand, shocked that the story
was true, joins you. If you managed to give Katt the
antidote, she will also join you!
You can't let Augus get away with this... Go back
to Augus. He will transform into a demon and attack. If you
still have the FireRock from Mt. Fubi, this is the time to
use it. The Hero is faster than Augus, and Rand is slower,
but it's usually better to have the Hero attack and Rand
cure. If you have Katt, use her speed well--either to use
an item or to fight. Augus gets two attacks per round. He
can also cast Cure1 if his HP start getting low, and he can
'store strength' to make his next attack do greater damage.
Once you win, leave the Coliseum. If Katt had been
poisoned, a man will tell you to go see her, and you'll be
transported there as a cinema scene begins. Ray, the priest
of St. Eva, has revived Katt... and she's mad at you.
Eventually, you'll straighten things out. Rand will ask you
to take him to the hideout, where he can work as a handyman,
and Katt will tag along, trying to make amends.
Time to visit Niro again. This time, Rand stays,
but Katt will be sent to help you track down the female
thief (and keep her out of the way ;). Remember the winged
girl at the Magic School? It's time to check that out. Goback to HomeTown.
* * * * *
Chapter 3: Nina and Mina
Characters: Hero, Katt@, Nina@
You'll see a breakin in progress at Magic School.
Before you can do anything, Nina will use her magic to stop
it. She then goes inside. Follow her (after promising Katt
that she too can learn magic).
Inside, once you find her, you'll watch another
cinema scene. A man from the Joker Gang forces Nina to go
with him by threatening her sister Mina. Katt volunteers tofollow them.
The Joker Gang's hideout is the cave near Coursair.
You'll have to kill one Hood to get in, but the others in
the first cave won't attack. (There are also no other
encounters in that cave.) You can't get to the treasure
yet, and Win, who lives in the top left extension of the
cave, is useless for now, so head to the top right. The
guard who keeps the gate asks you for the boss's nephew's
name. If you get it wrong, you have to fight him to get
through. The correct name is "Palin". The next gatekeepertells you the switch is in a hole. It isn't, and you'll be
attacked by a poisonous spider and a Hood. Unfortunately,
you can't avoid this fight. The spider has far more HP, so
take out the Hood first.
Descend and make your way through the dungeon. (Be
sure to get the SilverDR.) You'll enter a room where the
boss, Joker, is confronting Nina. He tries to force Nina to
become his slave, but Katt will intervene, rescuing Mina.
Katt and the Hero will face a fight with four Hoods; if they
win, Nina joins the party. Nina buries Joker under rock,
but Joker becomes a demon and breaks loose. The hree willhave to fight him.
Afterwards, Nina insists on taking Mina back to
Windia. Katt offers to join her (draggingthe Hero along ;).
Windia is north and west from Coursair. Once there, work
your way through the maze and into the castle, where the
Queen will thank you and escort you out into the town.
Strangely enough, she doesn't seem to recognize Nina... ;)
You'll be told you need a highlander with long arms
to get back across the cliffs. Where could you find such a
person? As you're about to go explore the town, a magicshow begins.
* * * * *
Chapter 5: Capitan
Characters: Hero, Katt, Nina, Sten@
It's Sten the magician! And he makes the Hero
disappear. But when the show's over... where is the Hero?
Watch the cinema scene.
Now that Sten has joined you, you can go back across
the cliffs. Do so if you need to; otherwise, head for
Capitan, to the west of Windia. Make sure you have a good
supply of Antdt, as the Deathpede has a poison breath attack
that can poison all four characters at once.
When you arrive at Capitan, you learn that a child
has fallen down the dried-up well, and most of the villagers
have gone down to look for him and not returned. When you
descend into the well, you'll meet Ray, who's come to
investigate. He kills a large insect (Creon) and explains a
little to you; then, another one appears, knocks him aside,
and attacks you. Creon is fairly deadly, because of its
Eggbetr double-attack. After each time you fight one, heal
yourself as much as possible. If any character dies, go to
the inn and rest if you can, otherwise use a LifePL. You'll
need all your strength here.
After the first fight, agree to help Ray. He'll
lead you to a cavern, and get attacked by a Creon. (This
blocks the way back to town.) Go ahead to look for the boy,
as he requests. He's in the cavern at the end. Get the
treasures first, but be careful of the Creons. After you
talk to the boy, a large monster will attack. This monster
can attack all four characters at once, and can control a
character to force him to attack himself or another party
member. Watch your HP, and have Nina cast spells.
Once you win, the cavern will start shaking. Ride
the turtles back across. Ray will meet you and tell you
that the cavern is flooding. He will put up a barrier to
hold the water and ask you to rescue all the villagers.
Go through the cave, talking to the people. If a
villager attacks you, don't kill the villager! Kill the
monster on his face and the fight will end. Katt should be
able to kill them easily. You'll also face one or two more
Creons, but free as many villagers as you can. Then return
to Ray and tell him you've freed them all. Ray will let
down the barrier and the water will wash you out of the welland into Capitan.
Ray wants to thank you by granting you the Renew
spell (revives the dead for 10 AP). Take him back to the
hideout, and talk to all your characters. Decide who to
give it to. Rand and Bow will learn it on their own (Bow as
early as level 20!), the Hero needs his AP for dragon
attacks, and Katt doesn't have the AP. Sten has fewer AP
than Nina and (IMO) is less useful as a character. I
generally give the spell to Nina.
Once you've decided, Ray bestows the spell and
departs. Head back to Capitan. Have the Hero speak to the
girl dressed in red, who is standing near the Inn. She
pulls him away from the party, and takes him to the forest
north of Capitan to meet Granny. This is the Fire Shaman
Sanamo. When she attempts to unite with the Hero, she
fails, but awakens the Dragon power. The Hero learns
FirePuppy, IcePuppy, and T.Puppy, and burns down Granny's
house in the process. Granny and Sanamo ask the Hero to
find them another one, so you're headed back to the Hideout.
Return to Capitan and speak to the man who's
standing where Sanamo was. You'll be transported to the
hideout. Granny will take over the room next to Niro's,
which Bow and Rand built. She'll ask for remodeling, but
Bow and Rand aren't professional enough... you'll have to
return to Capitan to find a carpenter.
There are three carpenters: The one in the fancy
house (top left) will build a pub whose patrons keep track
of game stats, if you invite him to the hideout. The one in
the house on poles (top center) will play an Othello game
with the Tolen medals, in which you can win prizes such as
the ThunderST and TigerSD. The one in the normal houses
(top right) will cook items, sometimes producing valuable
items. The cook/carpenter is probably the best, since you
can produce items that raise stats. The gamester/carpenter
is fun, and also provides valuable items. The
bartender/carpenter is good for curiosity value, but not
much else. (He can also raise a character's condition toSuper for 500 GP.)
Once you've chosen a carpenter, you can also catch
the boat, to take you across the water.
* * * * * Chapter 6: Usurper
Characters: Hero, Sten, Rand, Nina, Jean@
After crossing the water and entering the woods, the
party comes upon a giant frog. It asks them to travel to
the Witch's Tower and get the Witch Nimufu to lift the curse
that traps it in that form.
At the south end of the lake is a campsite where you
can rest for free. There's also a Dragon Statue there. Go
there first. Most of your characters should be in the level
13-15 range before you go to the Tower. It's best to take
Sten and Nina to the tower (to power them up), and Rand (for
healing). Katt could be substituted for Sten, but Sten will
have a solo adventure fairly soon and will need theexperience.
Travel north to the tower. Make sure the Hero is in
the lead, then step on the door plate and fight the guardian
monsters three times. The door will open. DON'T pick up
the treasure in the first room, or the door closes again!
(There's nothing in the chest anyway.) Climb the Tower.
(There's a treasure to the left, but the main tower is to
the right of that first room.) Nina should probably lead,
to guard against falling in holes.
When you reach a room with five platforms, choose
the one on the far left to continue your ascent. The one on
the far right will take you to the Water Shaman, but she
will not join you until you defeat Nimufu. The one on the
middle right will allow you to cross to the stairway leading
down into the treasure room. You can go there on your wayout. Climb the Tower.
You should reach Nimufu without much difficulty.
You'll have to fight her. She can cast spells, but it's not
hard to defeat her. (You might want to use a Dragon Attack,
but it's not necessary.) Once you win, she'll break into
tears and tell you that the curse on the frog can be brokenif a girl kisses it.
Go back to the frog, with either Katt or Nina in the
party. Speak to the frog, with one of them in the lead. A
cinema scene reveals that the frog is really... Jean. Hewill join you.
At this point, put Jean in your party, since you
only have him for a short time. Transform into a frog, and
swim through the lake to the west of the woods. Behind the
waterfall, there's a hidden cave where you'll pick up a
SokletAR and a KamikazeBL, and the Hero will learn the next
set of Dragon spells, FireDragon, IceDragon, and T.Dragon.
This set attacks all enemies, not just one. It also doesmore damage.
Now swim through the lower lake, to SimaFort.
You'll enter the castle, and Jean will be captured by an
imposter Prince. The Prince promises you money and a boat,
and sends you out of the castle. But before you reach the
boat, Princess Petape sinks it. There's a long cinema
scene, in which she'll enlist your aid and give you theGills.
Leave the castle and return to the campsite to add a
fourth member to your party. When you return, go to the
dungeons to face the guard Leader. When you win, you canspeak to Jean.
Jean can prove he's the real Prince if he shows the
Royal Ring. Unfortunately, he gave the ring to Nimufu.
Nimufu is no longer at the Witch's Tower; she's attending a
party at the Wild Cat Cafe. This is the cave to the west of
the waterfall. Go there to find her.
You'll be forced to leave all your items behind at
the door. Each room after that has a sign with
instructions. If you choose not to follow the instructions,
you must fight a Bouncer in order to proceed to the next
room. The instructions tell you to do such things as remove
your helmets, trade in your armor for napkins and weapons
for forks, and so on. The final instruction will ask how
you like your food prepared. Answer Rare.
You'll find yourself inside a giant oven... OUCH!
The party will take 20 damage if they chose rare, 40 if they
chose medium, and 80 if they chose well done. If you don't
choose, all party members are reduced to 1 HP! After the
damage is done (and before you get a chance to heal), the
Chef enters. When he sees that you're still raw, he tries
to chop you up. You'll have to fight him.
Afterward, the chef may ask you whether you're angry
at him for trying to charbroil you. Even if you are, choose
No. He will then ask whether you're soft-hearted. Choose
Yes and he will teach one person his Chopchop attack. This
is a 0 AP attack spell, and is very useful for Nina through
the middle of the game. *The cook only asks you these
questions and teaches Chopchop _before_ you hear about the
witches' party, so you may wish to go to the Cafe earlier in
the game, to get this.* It is very useful!
After you've dealt with the cook, proceed through
the door into the cafe. Nimufu is in the restroom, and has
dropped the Royal Ring in the toilet. You'll have to go
after it. (This is a recurring theme in the game.) Go into
the cavern(!) beneath the toilet, retrieve the ring, and
exit. Leave the Cafe (be sure to talk to the man at the
door to retrieve your items) and return to Jean.
Petape takes Jean to the King to show him the RoyalRing, but it seems the imposter also has one! Jean has to
prove his innocence some other way. He challenges the
imposter to a cooking contest. But he needs ingredients...
The party proceeds to the roof, where they should
help the soldier. After doing so, go back downstairs and
speak to the model, Fiolina. She will run to his side.
Return to the castle roof and talk to the guard, and ask for
Information as your reward. (You'll get the moneyanyway. ;)
Using the key the guard gives you, unlock the door.
Jump onto a bucket to descend into the dungeons. Inside,
you'll immediately confront the Gold Fly. It has a powerful
attack and can counterattack, so be careful. Fortunately,
it has a weakness: Air attacks. use Sten's Bomb and Nina's
Tornado. After a few rounds of combat, it will stop the
fight and fly away, taunting you. Follow it to the left.
Just as you're about to reach a bridge, you'll be forced to
fight a gigantic water worm.
The worm is possibly the toughest enemy of this
quest, as it can put party members to sleep, can hit all
members at once with an attack, and has a powerful normal
attack. Heal whenever necessary. Once you win, you'll
capture the Worm's Meat, one of the ingredients you need.
Retrace your steps. Leve the castle and ret at the
campsite if necessary. Also buy more healing items in town.
Go back into the dungeon and take the right path from the
room where you first fought the Fly.
You'll have to thread your way through two rooms
filled with vicious, inedible Blue Roaches in order to get
to the Fly. At there end is the Giant Roach, the second
ingredient Jean needs. It's much easier to beat than the
worm, since it damages only one party member at a time.
After defeating the Roach, you'll finally corner the
Gold Fly. You'll have to fight it again, and it's tougher
this time, but Bomb and Tornado still work.
GO TO PART 2 FOR THE REST. |