DRAGON WARRIOR III FAQ VERSION .85 COMPILED BY CHRISTOPHER LEE BOGER leslumens@yahoo.com The Goblin's Domain (Home of the FAQ) http://darken.0catch.com/goblin/ggdomain.htm Other fine Dragon Warrior/Quest Sites http://www.dqshrine.com The Dragon Quest/Warrior Shrine &&&&&&&&&&&&&&& && FOREWARD &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& &&&&&&&&&&&&&&& As with all my FAQs, feel free to distribute this anywhere you choose (So long as you're not trying to charge money for it or something lame like that) Please do not modify the FAQ in any way shape or form. Addendums may be added to the FAQ, provided none of the original text is changed. I would rather that you sent any such addendums to me, however, so that they may be included in the "main" version of the FAQ and updated everywhere it is hosted. I've prolly been up for hours on end when I was working on these, so I may have possibly substituted East for West, Left for Right, or other such silly half asleep errors here and there. If you notice one of these (or any error in fact) or have more information to add to the FAQ, please contact me so I can get it in later releases of the FAQ. Depending upon how quickly I get around to it, there may be an online version of this FAQ available at my website (The Goblin's Domain) with descriptive pictures. If it's not up yet, it will be eventually, keep checking back. There are also several forms of the information in this FAQ available. Check out the Goblin's Domain to find Chart Only, Hints and Tips, etc., versions of this FAQ which will give you only the information you want and no extra promting which might ruin the game for you. SPECIAL NOTE: This is a "beta" FAQ put up in the "Top of the Tower" at Darkni's Music Section of the Dragon Quest/Warrior Shrine and is not meant to be complete yet. It is simply to show people how far the FAQ has progressed until I "officially" release it. Information and error corrections are still welcome, but I may already know about the info in question and simply haven't updated the FAQ with it yet on the servers. Information about weapons, armor, items, etc. is currently (with only a few exceptions) being copied from the poster that came with the DW3 cart. I already know there are glaring inaccuracies in it, but I'm going to go through and check these individually and fix those errors eventually in the FAQ. &&&&&&&&&&&&&& && CONTENTS &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& &&&&&&&&&&&&&& (1) Hints and Tips for Dragon Warrior III (2) Some emulation related issues (3) Various Charts (a) Monster Chart (b) Experience Chart (c) Weapon Chart (d) Armor Chart (e) Sheild and Helm Chart (f) Item Chart (I) Normal Items (II) Rare Items (III) Quest Items (g) Spell Chart (h) Goof Off List (i) Chance Spell Effects (j) Travel Door Chart (4) Walkthrough of the Game (5) Credits and Acknowledgements &&&&&&&&&&&&&&&&&&&&&&&&&&&&&& && HINTS AND TIPS FOR DWIII $$&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& &&&&&&&&&&&&&&&&&&&&&&&&&&&&&& First and foremost, your two biggest tips are the same in any RPG. Rule #1, talk to everybody (and everything) you come across in the game. Townsfolk and even the occasional horse or dog will give you information you need to progress in the game. Rule #2, save your game often. There is nothing more frustrating that accidently wandering into an area you shouldn't have been and croaking, causing you to lose hours of gameplay. Pay attention to the special attributes of items you find. You can prevent a lot of untimely deaths by utilizing the items you find. Things like the ability to lessen damage from spells and fire breath attatched to armor are easy to overlook, hard to get along without. Don't forget those Stones of Life that will save your character from Defeat spells! Pay attention to your HP in battle! Look at how much damage you are receiving from the enemies and make sure to keep your HP up far enough! Don't forget to account for multiple enemies as well. 3 Scalgons breathing blizzards can do a hefty amount of damage to your party in a real hurry. Use strategy in attacking enemies. If you have a character select to attack a certain enemy and another character kills it before your turn comes up, you'll waste a turn. Keep in mind how much HP an enemy has and be ready to target other enemies when they are close to their demise. Likewise, some enemies like Trolls need to be targeted with everything you've got every round or they'll regenerate their HP so fast you'll *never* kill them. Don't forget the special attributes of your weapons either. Have whoever is carrying the Zombie Killer target those Madhounds and Horks. Have the guy with the Dragon Killer target the Dragons. You'll do a heck of a lot more damage more quickly if you use the right tools for the job. Until you get up to higher levels, with two characters of high MP ready to cast it, have a Wing of the Wyvern on hand. Escaping a dungeon only to get killed running home is even more frustrating than getting killed in the dungeon. Sometimes, dying might not be such a bad thing. If you didn't have much GP anyhow, and you acquired something really good or important right before you died, you might want to go ahead and let the game revive you. You won't lose the important and cool item, just half of your GP. Make sure that half is enough to raise your other characters from the dead though, or you'll be in a world of hurt. Sheilds of Strength... Get 'em! These are great for *all* characters to have in their inventory, even if they can't equip them. Their Healmore ability will pull your fat out of the fire in a hurry during normal romps. In a couple of places, they are absolutely *vital* because magic doesn't work in some dungeons. Goopie Loops.... the ultimate experience builder! Using this trick, you can level up even level 1 characters to demigod levels in quick order without a lot of wandering around the world map. The key to this strategy is that all Goopies in a group will *always* attack the same character. This means you can keep that one guy healed up and the rest of your characters are free to kill Goopies at will without fear of attack. The reason this will work even with a brand new batch of level 1 characters you're just wanting to try out is because the Goopies will switch the character they attack when the first one dies. Simply let them kill a level 1 character if they are attacking him, then Vivify him. Keep doing this until the Goopies are attacking your high level Hero. Then have the Hero sit on his laurels and let the low level goons beat on Goopies for hours on end. Use something useless like the Armor of Radiance to skip the Heroes turn and have him do nothing. Be careful though! Don't kill too many Goopies in any one round of battle! If you leave them enough room, they will sometimes call a Granite Titan! These powerful enemies have no qualms about who they attack and you'll only have the Hero to retaliate! The best thing to do is to sit back and let the Goopies fill the screen before you kill any. Then kill only 1-2 per round and you can do this for *hours* building massive GP and XP totals. When you're ready to end the battle... A single Firevolt spell or blast from the Sword of Kings, Thor's Sword, etc., will finish all the Goopies off in one quick flash. I don't usually do much class changing when I play this game, but that's just me. You'll want to experiment with making powerful characters via class change after you've beaten the game once or twice. Here's some tips from Jjukil about making super characters ^_^ `````` Snip Tips from Master Jjukil `````` Soldier: The soldier is a good warrior throughought the game. He is quite strong and has high HP and vitality, but his luck, intelligence and especially agility are low. The low agility is his main drawback; it makes him slower and have low defense without armor. His main asset is he can equip most weapons and armor; this makes him very expensive but very powerful. The soldier has no special battle abilities or spells. Changing from a high-level Soldier gives your character high strength, HP and vitality. Fighter: The fighter is a great supporting warrior at first and can often hit harder than the soldier. He is very strong and agile and has high HP (only the Soldier has more). His intelligence is low, but he has average luck and his vitality is fairly high. His main drawback is that he can equip almost no weapons and armor (well, he can, but they might LOWER his offense or defense instead of improve it). His main asset, though, is he is so strong and fast he doesn't need them, at least at the beginning of the game. As his levels increase, he gets the ability to make critical hits much more often, but he doesn't get enough defense to survive when you're fighting higher level monsters. The fighter, of course, has no spells. Changing from a high-level fighter gives your character high strength, agility, and HP. Merchant: The merchant has some interesting abilities, but isn't strong. He has low intelligence, but is average in all other attributes. He can equip some weapons and armor, making his cost and fighting ability average. His main assets are his unique abilities. He can appraise items, letting you know information about them if you don't have the booklet that tells about them. He may also find a little extra cash at the end of battles. His drawback is he has no spells, abilities or attributes to make him a good fighter. Changing from a high-level merchant gives you an average mix of attributes. Goof-off: The goof-off is like a merchant gone insane. He has very high luck but his other attributes are average, and he has the..."ability" to goof off. But this is the goof-off's drawback, not an advantage, because goofing off is usually pretty bad. He might do something totally useless in battle instead of what you tell him, like sing, study the situation, cheer on his companions or just take a break for a while. His main asset is he can become a sage upon reaching level 20 without the Book of Satori (see below). Before that he's good for little else but comic relief. Though he has high intelligence, he commands no spells. Changing from a high-level goof-off just gives you a lot of luck. Pilgrim: The pilgrim is a good warrior at first and a better magic-user later on. He has high intelligence and average everything else. He can equip some weapons and armor, making his power and cost average. The pilgrim's main asset is pilgrim spells, which include such healing greats as Healall, Revive and Barrier and the Beat and Defeat spells, which cause instant death. His main drawback is his greatest weapons and armor aren't that great so he eventually becomes a poor battler. Changing from a high-level pilgrim gives you all the pilgrim spells you've learned so far and a fair amount of mp to use them. Wizard: The wizard is a great magic-user and better later in the game. He has high MP, intelligence and agility (only the fighter has more of that). However, he has low HP and very low strength. He is average in all other attributes. His main asset is the wizard spells, which are diverse but mainly attack enemies for a lot of damage. Bikill and Increase are good defensive spells, though. His main drawback is his low status as a warrior--he won't live long if he runs out of MP. Changing from a high-level wizard gives you all wizard spells learned and high agility and MP. Sage: The sage is great--it's too bad you can't start as one. You cannot choose a sage at the beginning of the game. A character must become a sage later by gaining the Book of Satori (and 20 levels, of course). A goof-off can change to one as soon as he gains 20 levels, though. The sage is average in all attributes, though his HP seems a bit high and his MP a bit low. He can equip some weapons and armor, making him a somewhat effective and costly fighter. His great asset is he learns both wizard and pilgrim spells at the same time, making for a lot less training time. His main drawback is, like the pilgrim, he isn't a great fighter, but since he can use wizard spells to attack this is usually okay. Changing from a high-level sage gives you all wizard and pilgrim spells learned so far and average attributes. Class Changing: After reaching level 20, any character (except the hero) can change their class. The place to change your class is the Shrine of Dhama, located North of Baharata and West of Jipang. When someone changes classes, the following always occurs: -The person loses all experience points and goes back to level 1 -The person loses half of all attributes (i.e. max. HP, max. MP, intelligence, etc.) -The person is totally de-equipped (they still keep all their items and equipment, but you must equip all weapons and armor again) The advantages each class gives a character that can be used after changing classes is listed below: -Soldier: strength, vitality, HP -Fighter: strength, agility, HP -Merchant: basically none =) The abilities don't transfer with him (too bad, too--I was looking forward to having a non-merchant who could appraise items) -Goof-off: luck (oh boy) -Pilgrim: pilgrim spells, MP (not too much, though) -Wizard: wizard spells, agility, MP -Sage: pilgrim spells, wizard spells, MP (not too much, though) All class advantages but spells usually last for only one class change. This is because after they are halved, they are halved again at the class change. Say you were a soldier that changed to a merchant. You would have a lot of HP for a merchant, but you wouldn't gain much more HP before another class change went by. (Level gaining is severely crippled for a while with every class change, so your characters don't get quite too powerful.) To keep that same HP level you would have to double the HP you started with after changing to a merchant. Otherwise, when you changed classes again, your HP would pretty much be half of what you got from Soldier. Hopefully that didn't confuse you too much. Great combinations: Battlemaster--Fighter->Soldier: If you gain a lot of levels as a fighter, your character will have great agility. Transferring that over to the soldier gets rid of his main drawback and gives him even higher defense than the great defense his armor gives him already. Arch-Mage--Pilgrim->Wizard: Getting most or all of the pilgrim spells then class-changing to a wizard will get you most or all of the spells and lots of MP to use them. This is really great because the pilgrim's equipment is good early in the game, and the wizard's MP levels and spells are best late in the game. This character is easier and more advantageous to train than the usual combination. Magic Warrior--Fighter->Sage: You can do this with any class, but only once (with the Book of Satori). Other sages MUST start out as goof-offs. Making a fighter a sage is great because the attributes you get from that class will help the physically average sage when he has to fight. I don't recommend making a wizard or pilgrim a sage, though--lots of the advantage is gone, because you've got at least 10 spells already. Too bad, too, since sage MP is a little lacking. Ultimate Warrior--Pilgrim->Wizard->Soldier: This class takes a long time to make effective, but it's worth it. If you gain every single spell AND stay on wizard long enough to have around 200 agility and 300 mp, then change to soldier, you get a very specialized character. He can use any spell and has a fair of MP to cast with, thanks to the high MP he had when he was a wizard. He can also defend himself and move better than a soldier because of the agility he got while a wizard. A character with all these abilities will serve you very well. `````` End Snip from Master Jjukil `````` &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& && SOME EMULATION RELATED ISSUES &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& ~~~~~~~~~~~~~~~~~~~~~~ ~~~~~My stance on emulation~~~~~ ~~~~~~~~~~~~~~~~~~~~~~ First and foremost, if you are playing the game and enjoying it, you should be doing your utmost to pay for the fun you are having. The best case scenario is that you are playing the game on an emulator in order to use English patches released by Translation Groups on the 'Net because you can't read Japanese, not because you don't have the actual physical cart. Either that or using the emulator as a tool to make replaying the game easier (which it definately does thanks to save states, hacking documents, etc.) There is absolutely nothing illegal about having a copy of a cart you own on your computer. Now having it on your web site or downloading it from one is a different matter..... Considering the extreme limitations on obtaining some of the older and more popular games (which Dw3 definitely fits in) another scenario of which I approve is to have downloaded the game in order to play something you could not have otherwise obtained. This does NOT mean you should stop looking for a copy of the original cart. You should be making every effort to pay the wonderful people who made the game for their efforts. Basically, it boils down to this. If you downloaded the game simply so you could get it for free, we're at odds. I hate that whole stinkin' "WaReZ" scene garbage and the people it attracts. Now I'm done ranting. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~Notes about playing this game via emulation~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The main thing that needs to be discussed here is the existance of copies of the DW3 ROM with bad headers. These bad headers make it impossible to talk to the Kings and save the game via the battery backed memory. You could still use save states to save your game... but I prefer to fix the copy of the ROM so you can save normally as well. This allows you to use your save states only for saving specific points in the game. You also won't accidently erase all your progress by saving over your main save state with another state. What I did (there are other ways... see your emulator or ROM tool documentation) is to load the game up in Nesticle. Click on the File menu. Then click on Rom Header. Now put a check mark in the box that says battery and click on Write. This will fix the ROM header and allow you to save the game exactly like the cart. Or, you could just follow the links from Dustin's DQ/DW Shrine or the Dragon's Den and download a copy of the game that is already fixed if messing with ROM headers scares you ~_^ Playing the game via emulation allows you to do many handy things as well. First and foremost, you can use save states to have a back up save *anywhere* in the game. That means you can save every few feet in a tough dungeon if you want and lose only a couple minutes of gameplay if you die. Check out www.gamefaqs.com and find the DWIII section. There is a document there by the incomparable Ragnarosen that will allow you to hack your character's stats and equipment. If you can handle the hexidecimal and figure it out, you can do anything you want to your characters... even give them items not meant to be acqired in the English version of the game! Playing via emulation also eliminates the most frustrating of all accidents in the Goopi Loop method of leveling up.... accidently hitting "Run" after an hour long Goopi Loop. Save state often so you don't lose hours of progress. You can also finish the battle after saving state and see how much XP and GP you've gained, then load state and continue until you've gotten as much as you want ^_^ &&&&&&&&&&&&&&&&&&&&& && VARIOUS CHARTS &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& &&&&&&&&&&&&&&&&&&&&& %%%%%%%%%%%%%%%%%%% %% Monster Chart %% %%%%%%%%%%%%%%%%%%% First things first. I copied the HP, XP, and GP directly from the charts that came with the original cart. If there's any mistakes in these, it's Enix's fault =P I've also listed the treasures of some monsters as they appear on the original charts that came with the cart as well. Considering all the glaring inaccuracies in the rest of the chart, there may be errors here too. I correct any I find, but let me know if you find any as well. One power I don't have listed, but which many enemies have, is the ability to regenerate. These enemies (it may even be *all* enemies.. dunno) will regenerate some of their lost HP after every round of battle. The ones I've noticed this happening with most often are the Trolls. But don't be suprised if you end up having to do *vastly* more damage than the HP total to an enemy to kill it. One enemy, Shadow, doesn't actually have it's own stats. It's picture simply appears on the screen while the stats/powers/etc., of another creature are used to determine how it will attack and when it will croak. You can see this in action if you get a treasure chest from one. It will say something like "Poison Toad dropped..." which means the Shadows you just defeated had the stats of Poison Toads. The W/A Column stands for "Weak Against" and the following letters will appear in it, denoting the following weaknesses.... (F) Fire, (I) Ice, (Z) Zombie Slasher, (D) Dragon Killer, In the Powers column, if a Spell Name is listed (Infernos, Stopspell, Etc.) then the enemy has that spell and may use it in exactly the same way you would against your party. Note that some enemies may *know* a spell, but never have enough MP to cast it. Demonite's are a perfect example of this. They try to cast devastating spells all the time, but never have enough MP. Basically they waste the round. Following are the rest of the notations for the Powers column. This denotes non-spell abilities the enemies have. Armor- This enemy has a higher than average armor rating Armor2- This enemy has a *much* higher than average armor rating Call- This enemy may call other enemies of the same type to help in battle Call2- This enemy may call enemies of another type to help in battle Flame- This enemy has flaming breath which attacks all party members Toxic- This enemy has toxic breath which attacks all party members and can poison Poison- This enemy can poison your characters with a normal attack sometimes Numb- This enemy can make your characters numb and unable to move with a normal attack 2 Attacks- This enemy may attack twice each battle round Sweet- This enemy has sweet breath which attacks all party members and may cause sleep Guard- This enemy will go "on guard" reducing the amount of damage you can do to it Massive- This enemy does unusually high amounts of damage with physical attacks Tremendous- This enemy has a high % chance of striking a terrible blow Dance- This enemy can dance a strange dance and reduce an ally's MP Blizzard- This enemy has freezing breath which attacks all party members Blizzard2- This enemy has a devestating freezing breath attack which damages all party members Scorch- This enemy has a breath which attacks all party members and may cause Numb Immune- This enemy is completely immune to magic Freeze Beam- This enemy emits a freezing beam which completely nullifies all magic spells cast upon the party. For example; Bikill, Increase, Barrier, Bounce, Etc. =============================================================================================== NAME: FAMILY HP XP GP W/A POWERS TREASURE ================= =========== ==== ===== ==== === ========================== =========== Archmage Magician 130 3420 168 Explodet, Blizzard Staff of Reflection Army Crab Crab 28 42 14 Armor, Call Avenger Executioner 115 1128 50 Tremendous Avenger Beak Beak 55 274 44 Agil. Seed Avenger Jackel Putrepup 42 114 18 Z Surround, Call Acorn Life Avenger Raven Raven 25 54 18 2 Attacks Agil. Seed Babble Babble 10 15 7 Poison Barnabas Humanabat 58 282 50 Stopspell, Healmore Barog Winged Demon 93 3924 96 Defeat Bighorn Rammore 75 424 69 Sweet Black Raven Raven 9 6 2 Blue Beak Beak 60 447 38 2 Attacks, Infernos Bomb Crag Crag 500 792 126 Stone Life Boss Troll Troll 320 3000 126 Tremendous Thor's Sword Caterpillar Caterpillar 40 38 14 Herb Catula Vampire Cat 35 162 30 Dance, Call Animal Suit Crabus Crab 50 348 54 Armor Curer Healer 50 334 45 Healall Dancing Jewel Bag 50 12 1227 Surround, Defence, Slow Chaos, Dance, 2 Attacks Darthbear Bear 150 2496 156 Tremendous Agil. Seed Deadly Toadstool Toadstool 30 68 18 Sweet Fairy Water Demon Anteater Anteater 17 15 8 Demonite Demonite 70 120 30 Defeat, Explodet, Sacrifice, Blizzard Demon Toadstool Toadstool 24 47 21 Deranger Lumpus 80 412 57 Chaos, Healmore Eliminator Executioner 120 452 63 Tremendous, Stopspell Elysium Bird Garuda 90 1176 102 Healus Multi-edge Sword Evil Mage Magician 95 1980 102 Flame, Snowstorm, Sleep, Chaos, Stopspell, Healall, Blazemore Executioner Executioner 45 180 24 Tremendous Feirce Bear Bear 90 528 66 Str. Seed Flamapede Caterpillar 45 87 42 I Flame Int. Seed Froggore Froggore 15 14 3 Guard Frost Cloud Cloud 80 1284 81 F Snowblast, Blizzard Garuda Garuda 60 264 85 Firebane Gas Cloud Cloud 25 42 16 I Blaze Vit. Seed Giant Anteater Anteater 13 10 3 Ghoul Hork 98 144 18 Z Surround Glacier Basher Basher 140 486 64 F Sweet, Blizzard Mysterious Hat Granite Titan Stone Hulk 350 3000 180 Tremendous, 2 Attacks Great Beak Beak 43 210 36 2 Attacks Int. Seed Green Dragon Dragon 120 3120 128 DI Flame, Call2 Grizzly Bear 110 628 66 Str. Seed Goategon Rammore 70 357 54 Slow Str. Seed Gold Basher Basher 210 468 1227 Goopi Goopi 70 854 93 Call, Call2 Hades Condor Garuda 100 441 78 Limbo Healer Healer 30 26 6 Heal Str. Seed Heat Cloud Cloud 37 126 33 I Flame Hologhost Shadow 85 1248 50 Defeat Stone Life Hork Hork 98 144 18 Z Guard Clothes Horned Rabbit Horned Rabbit 10 9 2 Humanabat Humanabat 28 35 15 Stopspell Hunter Fly Scorpion Wasp 30 118 30 Firebal Cloak of Evasion Hydra Hydra 150 3708 90 2 Attacks, Flame Infernus Crab Crab 40 94 27 Increase, Armor Infernus Knight Rouge Knight 60 378 56 Armor Killer Bee Scorpion Wasp 25 32 15 Numb Herb King Froggore Froggore 38 84 27 Sleep Thorn Whip King Hydra Hydra 550 11400 420 King Merzon Merzon 120 1908 108 F Snowblast Magic Bikini King Squid King Squid 135 426 84 F Acorn Life King Tortragon Tortragon 120 1704 104 Bounce, Armor, Flame Luck Seed Kong Wild Ape 95 519 81 Call2 Acorns Life Kragacles King Squid 450 2508 192 F 2 Attacks Lava Basher Basher 60 501 61 I Flame Leaf of World Tree Lethal Armor Rogue Knight 70 502 96 Armor, Defence Leona Lion Head 140 3336 108 Snowstorm, Healall Lion Head Lion Head 115 1620 105 Firebane, Stopspell Shield of Sorrow Lionroar Lion Head 160 3672 144 Blazemost, Infermost Bounce Lumpus Lumpus 35 99 30 Infernos Luck Seed Madhound Putrepup 40 64 16 Z Defence Int. Seed Mage Toadstool Toadstool 40 111 24 Icebolt Magician Magician 23 16 12 Blaze Magiwyvern Wyvern 100 2688 150 I Chaos, Bounce Man-Eater Chest Chest 120 165 30 Massive, Sweet Maneater Moth Moth 26 66 18 Surround, Call, Poison Man O' War Healer 40 216 45 Call, Numb Marauder Skeleton 130 1428 87 Scorch, 2 Attacks Snowblast Sword Marine Slime Marine Slime 38 237 42 F Armor Masked Moth Moth 12 8 4 Surround Merzon Merzon 54 288 45 F Defence Str. Seed Merzonician Merzon 60 316 61 F Icebolt Metal Babble Babble 6 48240 12 Firebal, Immune, Armor2 Shoes of Happiness Metal Slime Slime 4 4968 6 Blaze, Immune, Armor2 Agil. Seed Mimic Chest 240 882 50 Defeat, Robmagic, Sleep, Demon Axe 2 Attacks, Blazemore Mini Demon Demonite 80 705 82 Blazemore, Blizzard Unlucky Mask Mummy Mummy 55 99 43 Call2, Tremendous Mummy Man Mummy 35 88 14 Tremendous Herb Nev Lumpus 42 154 38 Chaos, Surround Old Hag Witch 70 556 75 Firebane, Limbo, Healmore Poison Silkworm Caterpillar 35 57 24 Poison, Toxic Poison Toad Froggore 26 24 10 Poison Antidote Putrepup Putrepup 50 35 18 Z Slow Acorn Life Putregon Scalgon 350 4200 69 Blizzard Rammore Rammore 60 195 54 Firebal Red Slime Slime 6 10 2 Rogue Knight Rogue Knight 55 82 36 Armor, Call2 Cop. Sword Salamander Sky Dragon 200 7200 216 I Flame Scalgon Scalgon 200 2820 69 F Blizzard Scorpion Wasp Scorpion Wasp 12 10 4 Luck Seed Shadow Shadow ? ? ? Simiac Ape 40 204 42 Call Skeleton Skeleton 75 1012 69 Defence, 2 Attacks Acorn Life Sky Dragon Sky Dragon 80 960 216 D Flame Slime Slime 8 5 2 Slime Snail Marine Slime 20 252 21 Call2 Snow Dragon Sky Dragon 110 528 108 D Blizzard, 2 Attacks Spiked Hare Horned Rabbit 20 17 9 Sleep L. Helmet Stingwing Moth 40 198 42 Stone Hulk Stone Hulk 195 2136 74 Tremendous Armor of Terrafirma Swordoid Skeleton 170 3816 80 2 Attacks Snowblast Sword Tentacles King Squid 200 1536 120 F 2 Attacks Terror Shadow Shadow 70 892 87 Snowblast Tonguebear Anteater 50 132 30 Tortragon Tortragon 68 783 105 Sweet, Armor Trick Bag Bag 40 6 420 Surround, Slow, Stopspell, Vit. Seed Dance Troll Troll 250 1236 126 Tremendous Troll King Troll 250 3660 144 Limbo, Tremendous Vampire Humanabat 35 74 22 Icebolt Luck Seed Vampire Cat Vampire Cat 35 78 24 Stopspell, Guard Animal Suit Venom Zombie Hork 80 442 30 Z Vile Shadow Shadow 130 2052 80 Beat, Sweet Voodo Shaman Witch Doctor 120 808 114 Call2, Robmagic, Healmore, Vivify Voodo Warlock Witch Doctor 150 2316 126 Blazemore, Flame Wild Ape Ape 50 72 21 Call Str. Seed Winged Demon Winged Demon 125 2988 108 Blazemost, Healus, 2 Attacks Witch Witch 54 366 62 Firebane Witch Doctor Witch Doctor 93 430 48 Healmore Luck Seed Wyvern Wyvern 80 2136 90 Flame =============================================================================================== BOSS: FAMILY HP XP GP W/A POWERS TREASURE ================ =========== ==== ===== === === ========================== =========== Baramos Baramos 900 0 0 Explodet, 2 Attacks, Limbo, Flame, Blazemost, Chaos Baramos Bomus Baramos 456 14640 540 Flame, Explodet, 2 Attacks Baramos Gonus Scalgon 900 17160 18 Massive Kandar Executioner 150 2640 0 Guard, Tremendous Kandar Executioner 400 5760 0 Tremendous Kandar's Henchmen Rogue Knight 60 96 0 Armor Orochi Hydra 300 9648 240 2 Attacks, Flame Orochi Sword Zoma Zoma 1023 0 0 2 Attacks, Blizzard2, Snowstorm, Freezing Beam =============================================================================================== %%%%%%%%%%%%%%%%%%%%%% %% Experience Chart %% %%%%%%%%%%%%%%%%%%%%%% This experience chart lists levels up to level-45. For levels 45-99, refer to the "Charts Only" version of the FAQ. Big thanks to Casmaster for the dw3 save state editor (can be found at www.zophar.net) because I'd have *never* completed this without it. It is likely based on Ragnarosen's save state hacking document (can be found at www.gamefaqs.com) but I'd have never figured out hex editing either =P LEVEL HERO SOLDIER PILGRIM WIZARD SAGE FIGHTER GOOF-OFF MERCHANT ====== ======= ======= ======= ======= ======= ======= ======== ======== 1 0 0 0 0 0 0 0 0 2 29 12 14 15 20 18 11 10 3 87 36 42 45 60 54 33 30 4 174 84 98 105 140 126 77 70 5 304 156 182 195 260 234 143 130 6 499 264 308 330 440 396 242 220 7 792 426 497 532 710 639 390 355 8 1232 669 780 835 1115 1003 612 557 9 1891 1033 1205 1290 1722 1549 946 860 10 2880 1579 1842 1973 2633 2369 1447 1315 11 4364 2398 2798 2997 3999 3598 2198 1998 12 6218 3627 4232 4533 6047 5441 3324 3022 13 8534 5163 6024 6453 8607 7745 4732 4302 14 11428 7083 7264 8853 11087 10625 6492 5902 15 15045 9483 11064 11853 15807 14225 8692 7902 16 19114 12483 14564 15603 20807 18725 11442 10402 17 23690 16233 18939 20290 27057 24350 14879 13527 18 28837 20920 24407 25563 34869 30678 19175 17433 19 34627 26779 30559 31495 43657 37797 24545 22315 20 41141 34102 37479 38169 53543 45805 31258 27867 21 48468 42340 45263 45676 64664 54814 38810 33985 22 56711 51608 54020 54121 77175 64949 47306 40935 23 65983 62034 63872 63622 91250 76350 56863 48754 24 76413 73763 74955 74310 107083 89176 67614 57550 25 88147 86957 87423 86334 124895 103605 79709 67445 26 101347 101801 101450 99861 145833 119837 93317 78577 27 116196 118500 117229 115078 167475 138098 108623 91100 28 132901 137286 134981 132197 192835 158641 125844 105188 29 151684 158421 154952 151456 221365 181751 145217 121037 30 172836 182197 177419 173121 253461 207749 167012 138867 31 196621 208945 202694 197494 289568 236996 191532 158925 32 223378 239036 231128 224913 330188 269898 219114 181490 33 253480 272888 263116 255758 375885 306912 250145 206876 34 287344 310972 299102 290458 427293 348552 285055 235435 35 325440 353816 339585 329495 485126 395397 324329 267563 36 368928 402015 385128 373412 550188 448097 368512 303707 37 416512 456239 436364 422818 623383 507384 418216 344368 38 470752 517241 494004 478399 705726 574081 474134 390112 39 531771 585868 558849 540927 798362 649115 537042 441573 40 600417 663073 631799 611271 902577 733528 607813 499467 41 677644 749928 713867 690408 1019818 828492 687430 564597 42 764524 847639 806194 779437 1151714 935326 776998 637868 43 862262 945350 910061 879592 1300096 1055514 877762 720298 44 960001 1043060 1026912 992268 1448478 1190725 991121 813032 45 1057740 1140771 1143763 1119028 1596860 1325936 1104480 905766 =============================================================================================== %%%%%%%%%%%%%%%%%% %% WEAPON CHART %% %%%%%%%%%%%%%%%%%% ATP refers to Attack Power In the "Who Use" column, the following abbreviations reflect character classes... Hr=Hero, Sr=Soldier, Fr=Fighter, Pr=Pilgrim, Wz=Wizard, Sg=Sage, Mr=Merchant, Gf=Goof Off. ALL means that characters of any class may equip the weapon. ALL-(series of abbrev.) means that all character classes except those listed may equip the weapon. If an (*) appears after the list of classes in this column, it means only female characters of that class may use this weapon. In the "Where Get" column, FIND~ means that the weapon may only be found in either a specific location during the game or in the treasure chests of monsters. NAME COST SELL ATP WHO USE WHERE GET NOTES =================== ======= ======= ==== ======== =========== ========================== Battle Axe 2500 1875 40 ALL-Wz, Isis,Lancel Pr,Sg Assarum Broad Sword 1500 1125 33 ALL-Wz, Romaly,Kanave Pr,Gf Assarum,Isis Chain Sickle 550 412 24 ALL-Wz Reeve,Romaly Assarum Club 30 22 7 ALL-Wz Alihian,Soo Copper Sword 100 75 12 ALL-Wz Alihian Cypress Stick 5 3 2 ALL Alihian,Soo Demon Axe 0 375 90 Sr FIND~Mimics, Castle Baramos Dragon Killer 15000 11250 77 Hr,Sr Samanao Does extra damage against Dragon enemies. Falcon Sword 25000 18750 5 Hr Rimuldar Weilder can attack two times per round. Giant Shears 3700 2775 48 Sr Assarum,Isis Lancel Golden Claw 0 11250 55 Fr FIND~Pyramid Monsters swarm against the party while you have this. Causes random attacks to come much more frequently. Iron Claw 770 577 30 Fr Kanave,Samanao Iron Spear 750 562 28 ALL-Wz Romaly,Kanave Assarum,Lancel Magic Knife 200 150 14 ALL Reeve,Lancel Assarum Multi-edge Sword 0 3750 100 Hr,Sr FIND~Elysium Causes damage to the Birds, Zoma's weilder with every attack Castle against the enemy. Cursed Orochi Sword 0 750 63 Hr,Sr, FIND~Orochi *Use* in battle for Sg Defense attack Poison Needle 10 7 10 Wz Soo Does 1 pt. damage always, occasionally kills enemy instantly. Sledge Hammer 6500 4875 55 Sr Tendaki,Muor Lancel Snowblast Sword 0 11250 80 Hr,Sr FIND~Swordoid *Use* in battle for ,Maurauder Snowblast attack. Staff of Force 2500 1875 55 Wz,Sg Assarum, Every attack uses 3 MP Pr Tendaki to increase ATP. Staff of Judgement 2700 2025 35 Sg Muor,Samanao *Use* in battle for Infernos attack Staff of Reflection 0 ? ? ? FIND~Archmage *Use* in battle for Bounce effect. Staff of Thunder 0 1875 30 Wz,Sg FIND~Soo *Use* in battle for Firebane attack Sword of Destruction 45000 37500 110 Hr,Sr Rimuldar Cursed, causes wearer to freeze up and be unable to move in battle at times Sword of Gaia 0 0 48 Hr,Sr FIND~Shrine Used to open path to Jail Necrogond Sword of Illusion 0 0 50 Sr,Mr, FIND~Portoga *Use* in battle for Gf* Chaos attack Sword of Kings 35000 0 120 Hr Kol *Use* in battle for Firevolt attack Thorn Whip 320 240 18 ALL-Wz, Reeve,Soo Fr,Pr Thor's Sword 0 48750 95 Hr,Sr FIND~Boss *Use* in battle for Troll Firevolt attack. Thunder Sword 0 5625 85 Hr,Sr FIND~Necrogond *Use* in battle for Boom attack. Wizard's Wand 1500 1125 15 Wz,Sg Noaniels *Use* in battle for Blaze Samanao attack Zombie Slasher 9800 7350 65 All-Wz, Tendaki, Does extra damage against Fr,Gf Samanao Zombie enemies. =============================================================================================== %%%%%%%%%%%%%%%%% %% ARMOR CHART %% %%%%%%%%%%%%%%%%% DFP stands for Defense Power. In the "Who Use" column, the following abbreviations reflect character classes... Hr=Hero, Sr=Soldier, Fr=Fighter, Pr=Pilgrim, Wz=Wizard, Sg=Sage, Mr=Merchant, Gf=Goof Off. ALL means that characters of any class may equip the armor. ALL-(series of abbrev.) means that all character classes except those listed may equip the armor. If an (*) appears after the list of classes in this column, it means only female characters of that class may use this armor. In the "Where Get" column, FIND~ means that the armor may only be found in either a specific location during the game or in the treasure chests of monsters. Save state hacking program from Casmaster must once again be thanked, as I'd have went bloody mad trying to get that Magic Bikini. I've never seen a tougher to get item... the Mysterious Hat in DW2 was equal... but never seen anything worse. NAME COST SELL DFP WHO USE WHERE FIND NOTES ================== ======= ======== === ======= ============= ========================= Angel's Robe 3000 2250 35 Wz,Sg,Pr Elf Village Wearer has increased defense against Defeat Family spells. Animal Suit 0 262 15 ALL FIND~Catula, Makes the character look Vampire Cat like a cat in walkabout screen. Armor of Hades 0 ? 65 ? FIND~Cave SW Cursed Tantegel Armor of Radiance 0 0 75 Hr FIND~Tower W Restores the HP of the Kol wearer with every step in walkabout mode. Armor of Terrafirma 0 0 50 Hr,Sr FIND~Navel of Earth,Stone Hulk Chain Mail 480 360 20 ALL-Fr, Assaram,Romaly Wz,Gf Cloak of Evasion 2900 2175 20 ALL Noaniels,Isis Wearer has increased Assaram,Muor chance to dodge attacks. Clothes 10 7 4 ALL Alihian,Soo Designer Swimsuit 78000 58500 1 ALL* Assarum Female characters will be shown in a swimsuit on walkabout screen. Dragon Mail 9800 7350 45 Hr,Sr New Town,Kol, Wearer has increased Tantegel, defense against Blaze Hauksness Family spells. Fighting Suit 800 600 23 ALL Kanave,Muor, Soo Flashy Clothes 1300 975 28 Gf Soo Full Plate Armor 2400 1800 32 Hr,Sr Isis,Muor Half Plate Armor 1100 825 25 Hr,Sr,Mr Kanave,Assaram Isis Iron Apron 700 525 22 Mr Kanave,Assaram Leather Armor 150 112 12 ALL-Fr, Alihian,Reeve, Wz,Gf Romaly Magic Bikini 0 ? ? ?* FIND~King Merzon Magic Armor 5800 4350 40 Hr,Sr,Sg, Tendaki, Wearer has increased Pr Samanao defense against Blaze Family spells. Sacred Robe 4400 3300 30 Pr,Sg Tendaki,Lancel Wearer has increased defense against Blaze Family spells. Shell Armor 300 225 16 ALL-Fr, Romaly Wz,Gf Swordedge Armor 0 0 55 Hr,Sr FIND~Necrogond Enemies attacking the wearer will often receive damage from it's spikes. Training Suit 80 60 10 Fr,Sg,Gf Reeve Water Flying Clothes 12500 9975 40 Wz Kol Wearer has increased defense against heat and fire based attacks. Wayfarer's Clothes 70 52 8 ALL-Fr Alihian =============================================================================================== %%%%%%%%%%%%%%%%%%%%%%%%%% %% SHEILD AND HELM LIST %% %%%%%%%%%%%%%%%%%%%%%%%%%% DFP stands for Defense Power. In the "Who Use" column, the following abbreviations reflect character classes... Hr=Hero, Sr=Soldier, Fr=Fighter, Pr=Pilgrim, Wz=Wizard, Sg=Sage, Mr=Merchant, Gf=Goof Off. ALL means that characters of any class may equip the armor. ALL-(series of abbrev.) means that all character classes except those listed may equip the armor. In the "Where Get" column, FIND~ means that the armor may only be found in either a specific location during the game or in the treasure chests of monsters. NAME COST SELL DFP WHO USE WHERE FIND NOTES ================== ======= ======== === ======= ============= ========================= Leather Helmet 80 60 2 ALL-Fr Reeve,Romaly, Isis Golden Crown 0 0 6 ALL-Fr FIND~Tower of Actually a Quest item, Shampane but can be maintained as a very useful helmet. Turban 160 120 8 Mr,Gf Reeve,Assaram Mysterious Hat 0 6 8 ALL-Hr, FIND~Glacier Reduces MP consumption Sr,Fr Basher of the wearer. Iron Helmet 2000 750 16 Hr,Sr,Sg, Assaram Pr Iron Mask 3500 2625 25 Hr,Sr Tendaki,Muor, Lancel Unlucky Mask 0 0 35 Hr,Sr FIND~Minidemon Cursed.. The wearer's Luck becomes Zero. Noh Mask 0 1 225 ALL FIND~Jipang Cursed.. The wearer becomes confused. Leather Shield 90 67 4 ALL-Wz,Fr Alihian,Reeve Bronze Shield 180 135 7 ALL-Wz, Romaly,Kanave, Fr,Gf Assaram,Tendaki Iron Shield 700 525 12 Hr,Sr,Mr Kanave,Assaram Isis Silver Shield 8800 6600 30 Hr,Sr,Sg, Samanao Pr Shield of Sorrow 0 7 35 Hr,Sr FIND~Lionhead Cursed.. Inflicts part of the weares attack damage on other allies. Shield of Strength 15000 11250 40 Hr,Sr Hauksness *Use* as an item in battle for Healmore effect on person who is carrying it. Need not be equipped to use as an item in battle. Shield of Heroes 0 0 50 Hr FIND~Cave NW Tantegel =============================================================================================== %%%%%%%%%%%%%%% %% ITEM LIST %% %%%%%%%%%%%%%%% Normal items are those items which you use to restore your abilities in battle, increase your statistics, move about the world, etc. Rare items are items that have specific uses and may either be one of a kind, or in limited quantities with special conditions to acquire them. Quest items are those items you *must* acquire to complete certain quests on the way to the end of the game. Not all quests must be completed, but if you want to do the quest, you will need the item in question. %% NORMAL ITEMS %% The "WB?" column means whether the item can be used in Walkabout or Battle or both. NAME COST SELL WB? NOTES ==================== ===== ===== === ====================================================== Medical Herb 8 6 WB Restores about 30 HP when used on a character. Antidote Herb 10 7 WB Removes the Poison condition from a character. Wing of the Wyvern 25 18 W Transports the party back to most places they have visited at least once. Does not work in Dungeons or Towers. Fairy Water 20 15 W When used, this item causes monsters weaker than the party to flee your vicinity, eliminating random attacks. Useless in dungeons and towers and against monsters the same strength or stronger than the party. Full Moon Herb 30 22 WB Removes the Numb condition from a character. Spider's Web 35 22 B When used in battle slows down the enemies. Poison Moth Powder 500 375 B When used in battle confuses the enemies. Wizard's Ring 2500 1875 WB When used, restores some of the characters MP Invisibility Herb 300 225 W When used, makes your characters temporarily invisible to townsfolk and guards. Strength Seed 0 180 W When used, raises the Strength of the user. Agility Seed 0 60 W When used, raises the Agility of the user. Vitality Seed 0 90 W When used, raises the Vitality of the user. Intelligence Seed 0 120 W When used, raises the Intelligence of the user. Luck Seed 0 45 W When used, raises the Luck of the user. Acorns of Life 0 150 W When used, raises the Max HP of the user. %% RARE ITEMS %% The "WB?" column means whether the item can be used in Walkabout or Battle or both. NAME WB? FIND NOTES ===================== === =========== ====================================================== Meteorite Armband W Castle Isis *Use* to equip, doubles the agility of the wearer. Water Blaster W Muor *Use* to spray townsfolk for fun and amusement. Can be sold for 15G Leaf of the World Tree WB Vast Forest When used on a character, restores them to life from N Shrine of the dead condition with a small amount of HP. When Dhama you use one, another can be found at the same location where you found the first. You can only carry one at a time unless you find one inside a treasure chest while already carrying one. Can be sold for 3G. Stone of Life - Chests If a character is carrying this item and a Defeat Family spell hits them, this stone will shatter and save the characters life. Shoes of Happiness W Chests Found in treasure chests of Metal Babbles, when a character equips these by *Use*ing them, the character will gain Experience with every step they take on the map. May be sold for 75G Ring of Life W Rimuldar When equipped by *Use*ing it, this ring restores the HP of it's wearer with every step they take. Sage's Stone B Zoma's *Use* in battle to perform the Healus spell on the Castle party. Silver Harp W Basement of *Use* the Harp in walkabout mode to summon monsters house NW of of that area to immediately attack you. Tantegel %% QUEST ITEMS %% NAME NOTES ===================== ======================================================================== Book of Satori Found inside the Tower of Garuna which is North of the Shrine of Dhama. Only the one who possesses this book will be offered the option to Class Change into a Sage (Exception.... Goof Off's don't need this item) Thief's Key Found in the Tower of Najima. This key can unlock Theif's Key doors. Magic Ball Found in Reeve. This powerful explosive is used to blow through the wall in the Cave of Enticement. Dream Ruby Found in a cave near the Village of Elves, You must bring this to the Queen of Elves. Wake Up Powder Received from the Queen of Elves, use this in Noaniels to wake up the population from it's magical slumber. Magic Key Found in the Pyramid near Isis. This key can unlock Magic Key doors and Theif's key doors. Royal Scroll Given to you by the King of Portoga. Use this on Norund the Dwarf in the cave East of Baharata. Black Pepper Rescue two prisinors in a cave and a shopkeeper will sell you this in Baharata. Take it to the King of Portoga. Vase of Drought Found in Eginbear, Used to dry up the shallows West of Soo. Lamp of Darkness Found in ..... Use this light to change Day into Night. Final Key Found in the Shrine submerged under the Shoals West of Soo. This Key will open all doors. Echoing Flute Found in the Tower of Arp. Play this flute in a location where there is an orb and it's music will echo back to you. Mirror of Ra Found in the cave Southeast of Samanao. Use this mirror to reveal the true form of a disguised enemy in the form of the King of Samanao. Staff of Change The true King of Samanao will give you this. You can use it to change into different beings for a short period of time. Used to fool the Elves and allow you to shop. Also trade to the Wizard of Greenland for another important item. Sailor's Thigh Bone Given to you by the Wizard of Greenland in exchange for the Staff of Change. Use this item to get directions to find the Phantom Ship. Locket of Love Found on the Phantom Ship, Use this item at the mouth of the Promentory of Olivia when the strange forces push you back to pass them up and reach the Shrine Jail. Sphere of Light Found in the Castle of the Dragon Queen. Without the power of this Artifact, you will never defeat the ultimate enemy. Green Orb Found in Tendaki. Place on Pedastal in Shrine of Liamland. Blue Orb Found in the Navel of the Earth. Place on Pedastal in Shrine of Liamland. Red Orb Found in the House of Pirates. Place on Pedastal in Shrine of Liamland. Purple Orb Found in possession of the Orochi. Place on Pedastal in Shrine of Liamland. Yellow Orb Found in the New Town. Place on Pedastal in Shrine of Liamland. Silver Orb Found in a Shrine North of the Northern exit of the Cave of Necrogond. Place on Pedastal in Shrine of Liamland. Oricon Find in Hauksness and sell to Tool Shopkeeper in Kol for 25000 GP. Come back later to buy the Sword of Kings. Stones of Sunlight Find in Tantegel Castle. Trade along with Staff of Rain for the Rainbow Drop. Fairy Flute Find in Kol South of the baths. Use this in the tower NW of Kol to free Rubiss from statue form. Sacred Amulet When you free Rubiss from statue form, you will be given this item that proves your valor to the keeper of the Rainbow Drop. Staff of Rain Found in the Shrine South of Cantlin. You can only get it after you have freed Rubiss. Trade along with the Stones of Sunlight for the Rainbow Drop. Rainbow Drop Found in the Shrine South of Rimuldar. Bring the Stones of Sunlight, Staff of Rain, and Sacred Amulet to the keeper and he will fuse the first two into the Rainbow Drop. Use the Rainbow Drop NW of Rimuldar to form the Rainbow Bridge and gain access to the isle and Castle of the Archfiend. =============================================================================================== %%%%%%%%%%%%%%%%%%% %% GOOF OFF LIST %% %%%%%%%%%%%%%%%%%%% This is a list of the things a Goof Off will sometimes do in battle.... instead of what you ordered the looney toon to do. These are amusing at first.... then annoying. If they ever *did* something like Taloon in DW4 they'd be cool. If it wasn't for the fact that *all* Goof Off's can class change into Sages after level 20, there'd be no reason whatsoever to ever play this character class. Sing a song Take a break Assess the situation Break out in a smile Give a kind of glance... (nothing happens) Cheer on companions Lost in thought Spruces himself up Suddenly starts to flee... (blocked) =============================================================================================== %%%%%%%%%%%%%%%%%%%%%%%%%% %% CHANCE SPELL EFFECTS %% %%%%%%%%%%%%%%%%%%%%%%%%%% ( 1) Chaos as the spell on all enemies and all allies ( 2) Area engulfed in a feirce darkness... No spells work in that battle ( 3) Foe is taken off guard... Foes do not attack that round ( 4) Party gains additional attack power... Every attack is "tremendous blow" ( 5) Heals one character as the Heal spell ( 6) Enemies leave the battle, leave behind GP, but no XP ( 7) Heal on all characters as the Healus spell ( 8) Party changes formation ( 9) Steal MP from all enemies (10) Enemies shatter into peices... instant death (11) Chance.. chance.. chance... the chanters voice echoes throughout the area (12) Calls forth something frightening.... Allies faint, monsters leave. No XP, No GP (13) Time Ceases.... Chanter gets two free attacks, then enemies and chanter alone 1 round (14) Sleep as the spell on all enemies and all allies (15) Defeat as the spell cast on party =============================================================================================== %%%%%%%%%%%%%%%%%%%%%% %% TRAVEL DOOR LIST %% %%%%%%%%%%%%%%%%%%%%%% Cave of Enticement ----------} Forest S of Romaly Shrine S. Portoga ----------} Field S of Reeve Shrine S. Isis ----------} Shrine W Jipang Shrine W Jipang ----------} Shrine S Isis Shrine N. Portoga ----------} Shrine at the Shoals Shrine at the Promontory N Portal ----------} Shrine E Samanao S Portal ----------} Shrine at the Shoals Shrine E Samanao E Portal ----------} Shrine at the Promontory W Portal ----------} Shrine at the Shoals Shrine at the Shoals N Portal ----------} Shrine at the Promontory E Portal ----------} Shrine E Samanao W Portal ----------} Shrine N Portoga =============================================================================================== &&&&&&&&&&&&&&&&& && WALKTHROUGH &&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&& &&&&&&&&&&&&&&&&& Watch the opening sequence. Get out of your bed and follow your mother to the stairs. Continue following her outside. When you reach the path to the Castle, head North and into the Castle. Head due North to the stairs and up to the King's Chamber, then go talk to the King. You'll get some GP from the King to start off your quest. Now explore the Castle and talk to everyone to gather information. You'll learn a few important lessons about gameplay and a key made by the theif Bakor. Now explor town. Talk to everyone and learn some more info. ************* ** ALIHIAN ** ************* Save Game: Yes Healer: Yes Inn: 2G Luisa's Place, Adventurers Hall of Registration, and Vault are also here ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Cypress Stick 5 Antidote 10 Club 30 Wing of Wyvern 25 Copper Sword 100 Clothes 10 Wayfarers Clothes 70 Leather Armor 150 Leather Sheild 90 Going to talk to the King again will alow you to save your game. Talk to your mother at your house in the Southwestern edge of town and she'll allow you and your party to rest here for free throughout the game. Speaking of party.... Enter the house on the Northwest edge of town and gather some companions. There's a Vault here to store items and GP just inside the door. The lady behind the counter will call companions for you. You can either choose to take the 3 characters already there or go upstairs to the Adventurers Hall of Registration and create new ones. I usually take the 3 already created characters first and strip them of all their equipment then dismiss them. Don't try to do this too many times or the game will glitch and do some very strange things! Just take the equipment from the initial characters available at the start of the game. Then I go upstairs and create my own characters so I can name them myself. I use the same mixture of character classes (Soldier, Pilgrim, Wizard) but just like to name my allies myself. I usually make at least one character female as well to take advantage of the "female only" weapons and armor available in the game. Once I've created and called my new characters, I give them the equipment I stripped off of the pregenerated characters. Leather Armor to Pilgrim, Wayfarers Clothes to the Wizard. Don't forget to Equip these! Now go sell excess equipment at the Item Shop. It might be a good idea to use the GP you have and buy a Leather Sheild for the Pilgrim and a few herbs. I usually get one for the Hero, Soldier and Wizard. Now it's time to go outside and gather some XP and GP. I would head back to town and rest the first time it gets dark outside just to be on the safe side. Try and level up your 3 party members to about level-3. Don't forget to go talk to the King and save every once in a while! I also usually buy a Leather Sheild for the Hero before setting out on the next journey. Cross the bridge to the North and head North. Stay on the grass and head generally North and you should find the village of Reeve. *********** ** REEVE ** *********** Save Game: No Healer: Yes Inn: 2G ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Magic Knife 200 Antidote 10 Thorn Whip 320 Fairy Water 20 Chain Sickle 550 Wing of Wyvern 25 Training Suit 80 Turban 160 Leather Armor 150 Leather Sheild 90 Leather Helm 80 Talk to people and gather info. Apparantly there's a cave in the forest to the South that leads tot he tower of Najima. Looks like your next place to go. Walk South from town and find the spot of grass in the middle of the woods. This is the secret entrance to the Cave to the Tower of Najima. ********************************* ** CAVE TO THE TOWER OF NAJIMA ** ********************************* Treasures: GP, GP, Wayfarers Clothes, Herb +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ You can't enter the door here without a key, so continue past it. If you take the dark path leading West you can obtain some GP from a treasure chest here. Grab the chest if you want then exit the dark passage and continue Southward. The path will branch here. There is a set of stairs up that leads to the tower of Najima. I wouldn't go to the Tower just yet. The path East leads to Alihian, but you can't get there without the Theives Key. Head West and use the stairs down you find there. ++++++++++++++++ ++ BASEMENT-1 ++ ++++++++++++++++ Go North into the dark path and you can obtain a chest of GP. The dark path East from the room with the chest is just a long loop back to where you first entered the floor, so head back South out of the room. Collect Wayfarers Clothes from the chest in the center of the floor. Head West down a narrow path after collecting the treasure chest. The path will then split into two paths South. One of these is East and the other is West. You can collect a Medical Herb from a chest if you take the East Path. Grab the Herb if you want, then head to the Western path and follow it to the stairs up. Just make your way North on this Level-1b, Use the stairs you find in this area to make your way back to the surface. When you exit the cave, you'll be at a point Southwest of Reeve at a cave entrance. Head back to the village. Rest at the Inn if you need to, but if you're strong enough you can save the GP because you'll be returning to Alihian where you can rest for free. Sell the Wayfarers Clothes, then buy a Leather Helm for everyone you can afford one for. Make sure you save enough cash to buy at least 4-5 Antidote Herbs though, because you're going to be needing those. Now return to Alihian, rest and save your game. Once you are prepared for some dungeon exploring, head back to the Cave to the Tower of Najima and take the stairs in the center that lead up to the Tower. ********************* ** TOWER OF NAJIMA ** ********************* Treasures: GP, Leather Helm, Wing of Wyvern, Thieves Key Watch out for Masked Moths with the Surround Spell and Babbles which can poison your party members as you explore this tower. Surround can be especially dangerous because there's no way to counteract it and your shots will miss often giving the enemies free reign to beat on you while you can't counter. Spells are not affected by this problem, but you only have so much MP and so many attack spells to work with at this point. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ The first two side paths East and West under roofs are dead ends, so skip them. There is a set of stairs down on the next path West you see. These lead to an Inn costing 2 GP. Directly across the hall from the Inn stairs under a roof are the stairs to the next level. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ If you head West, then North, you can acquire some GP from a chest in a roofed path to the West. Go in the Eastern roofed path and climb the stairs to reach an area on the third floor where you can acquire a Leather Helmet from a chest. Grab the chests if you wish, then backtrack and go South this time. Be careful not to fall off the edge of the tower. Skip the first path into the roofed area you come across as it is a dead end. Enter the next one to find the stairs up to Level-3. +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ Watch out for the edge of the tower! The path North is just a long delay loop so stay on the visible path. The next path you see South leads to the stairs if you go past them to the next path South you can collect a Wing of Wyvern from a chest. Get the Wing if you want, then go back to the passageway you skipped and take the stairs here to Level-4. +++++++++++++ ++ LEVEL-4 ++ +++++++++++++ Talk to the old man and accept the Theives Key from him. Then unlock the door and fall off the tower. If you're weak, you might want to use the Wing of the Wyvern to return to town (provided you took it or had one already) If you dont' have the Wing and you are still too weak to survive the journey through the cave, go back inside the tower and use the Inn inside. If you're strong enough to make it home, re-enter the tower and go down the stairs to the Cave to the Tower of Najima again. ++ CAVE TO THE TOWER OF NAJIMA ++ Head back to near the beginning of the cave and unlock the door there with the Theives Key. Collect an Agility Seed and a Medical Herb from the two chests here. I'd use the Seed on either the Pilgrim or Wizard. Now exit the cave and go back to Reeve. Sell excess equipment. Buy a Magic Knife for your Wizard and upgrade the Hero's weapon as well. Transferring the Copper Sword to the Soldier for them to equip. Get a Leather Sheild for anyone who doesn't have one (Except the Wizard that can't equip it of course) if you can afford it. There are a couple of Theives Key doors in town. Open them and you'll learn something about your next destination behind one of them. You'll obtain an important item you'll need in the next part of your quest from an old man behind one of the other locked doors. Once you have the Magic Ball, return to Alihian. There are Theives Key doors in the Castle and in town. Open these and talk to the people you couldn't get to before to learn some more information about your enxt destination and what to do once you're there. Then rest at your Mom's house and save the game at the King. Make sure everyone is carrying an Antidote Herb, and that you have nearly the best Armor available on the Isle before continuing on. Head back toward Reeve. Head East past the town once you're in the area. You'll see some foothills to the South after a short walk. Turn South here, being aware that there are some stronger monsters in this area. The Magician with the Blaze spell can be paticularly dangerous to your allies with low HP. Make your way around the mountains South and East and you should see a small square lake and a shrine. There's just an old man in the shrine who gives you information, head toward the lake which is the entrance to the Cave of Enticement. ************************ ** CAVE OF ENTICEMENT ** ************************ Treasures: Antidote, Magic Knife Make your way around the lake to the hole and fall in it to enter this dungeon. You'll want to beware of Horned Rabbits with the Sleep Spell here. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ Go between the two Granite Titan statues and use the Magic Ball to open a passageway. Then use the stairs you can reach. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ Head North first. Turn West at the second dark path after this. Go around the pitfall here and continue North. Follow this path back to the central hall and then head North again. If you go West down the dark path at the Northern wall you can collect an Antidote Herb from a treasure chest. Otherwise go East. Stay on this path until you reach the Eastern wall, then turn South down the dark passage. Follow this to the Southern wall and then turn West. Avoid the pitfall and enter the dark passage to re-emerge in the central hall. Go North from here. After turning North, if you go West into the dark passage you can collect a Magic Knife. Equip it on your Pilgrim or Wizard if they are still using clubs and sticks. Now head back to the central hall and continue North. Avoid the pitfall and take the next path West. Follow this to the stairs which will lead you to the next floor. +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ Head West and South to the door, unlock it and step into the travel door to be transported across the sea from the island. When you re-emerge from the teleport, make your way out of the dungeon to the surface. Head North and enter the Castle of Romaly. Beware Humanabats with Stopspell, Poison Toads with Poison, Rogue Knights which hit hard and have high armor AND can call Healers to help them while you are in this area. ************ ** ROMALY ** ************ Save Game: Yes Healer: Yes Inn: 3G Monster Fight Ring is also here ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Chain Sickle 550 Antidote 10 Iron Spear 750 Fairy Water 20 Broadsword 1500 Wing of Wyvern 25 Leather Armor 150 Full Moon Herb 30 Shell Armor 300 Iron Apron 700 Chain Mail 480 Leather Helm 80 Bronze Sheild 180 You can make a few wagers at the Fight Ring if you wish to build up some GP. Save before gambling, reset the game if you lose the bet, and try again. The winners of the fights are usually set, so if you watch the whole battle, see who wins, and then reset and bet on that monster you'll almost always win. It's sort of cheating though ~_^ Talk to everyone as usual to gather information, then go talk to the King and save your game. Now you'll want to build up some GP and XP. I'd aim for level-10 on at least a couple of your characters before moving on to the next part of your quest. I'd recommend getting Bronze Sheilds for Hero, Soldier, and Pilgrim and upgrading armor on all three as well as getting the aforementioned levels. You might also wish to upgrade the Soldiers weapon. Strike out North, stay on the grass until you can't any longer, then continue North through the foothills until you reach the village of Kanave. Beware Killer Bees which can cause the Numb condition while making this journey. ************ ** KANAVE ** ************ Treasures: Club, Poison Needle Save Game: No Healer: Yes Inn: 4G ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Iron Spear 750 Antidote 10 Broadsword 1500 Fairy Water 20 Iron Claw 770 Wing of Wyvern 25 Half Plate 1100 Full Moon Herb 30 Fighting Suit 800 Iron Apron 700 Bronze Sheild 180 Iron Sheild 700 Talk to everyone and gather information as usual. Do any town business you need to, then exit the town and wander around fighting enemies until nightfall. Return to town and you can talk to a ghost as well as get to some new places. Go to the Item Shop and enter by the Theives Key door on it's South side. Once inside, walk to the West side of the bedroom and press against the center of the wall to find the hidden door to reach the shopkeeper's counter. Here, take the two treasure chests and you'll acquire a Club and a Poison Needle. Equip the Wizard with the Poison Needle. Your Wizard won't do much damage, but every once in a while the needle srikes a vital spot and kills enemies instantly. I usually keep a Magic Knife in the wizards inventory just in case I want to do a little damage with the wizard without hoping for an instant kill. I'd hang around here until a couple of people reach about level 11. Don't forget to go back to Romaly and save every once in a while, and certainly do it before you start out on the next journey of your quest. You might want to upgrade the Hero or Soldier to Broadsword. Perhaps buy some Half Plate Armor and Iron Sheilds as well. Don't forget you can go back to Romaly and use the Fight Ring to build some quick GP if you want. Strike out North. Once out of the foothills, hit the grass and you should soon see the village of Noaniels. Beware Poison Silkworms with Toxic Breath that can poison your whole party in one round and Avenger Ravens with two attacks in this area. ************** ** NOANIELS ** ************** Save Game: No Healer: No Inn: 5G ITEM SHOP ========= Fairy Water 20 Wing of Wyvern 25 Full Moon Herb 30 Spider Web 35 Wizard Wand 1500 Cloak of Evasion 2900 Everyone is asleep except the old man in the Southwest corner of town. Therefore you can't use the shops or gather any information here except that the Elf Village is to the West. Guess you'd better head West. Follow the grass path West. When it ends you'll see a cave, and just North of that, a spot of bushes in the midst of all the trees. Walk over the bush spot to enter the Hidden Village of Elves. ***************************** ** HIDDEN VILLAGE OF ELVES ** ***************************** Save Game: No Healer: No Inn: None ITEM SHOP ========= Magic Robe 3000 Wizard's Ring 2500 Invisibility Herb 300 Wing of Wyvern 25 Poison Moth Powder 500 Spider's Web 35 Gather information (from those who will talk to you). The shopkeeper won't sell you anything because you are human. It appears you must enter the Cave West of Noaniels and retrieve the Dream Ruby to accomplish anything more. I'd make sure the Hero and Soldier both are equipped with the Broadsword, Iron Sheild, and at least one of them have Half Plate Armor. Pilgrim should have Bronze Sheild and Iron Spear. You should also get at least a couple of people to level 12 before entering the cave. Don't forget to return to Romaly and save first! You can use your Return Spell after saving your game to get back to Noaniels quickly and save a bit of walking. *************************** ** CAVE WEST OF NOANIELS ** *************************** Treasures: Wing of Wyvern, GP, Acorn of Life, Strength Seed, Magic Knife, GP, GP, GP, Fairy Water, Dream Ruby Beware Deadly Toadstools who can put you to sleep. Also watch out for Vampires with the Icebolt Spell and Maneater Moths with the Surround Spell while exploring this cave. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ The first dark path you come to on the West side leads to a chest with a Wing of Wyvern inside. Grab it if you want, then continue South. The next dark path on the West is a dead end with a man to talk to. He only tells you that there is a healing spring somewhere inside this cave, so save yourself the walking. The path will turn East. The next dark path to the North has a chest of GP if you want it. The path will turn South now. Follow until presented with two dark paths West and South. Take the Western one. You'll find two sets of stairs here. The Eastern ones will lead you to a chest containing the Acorns of Life. The stairs up near the chest lead you eventually back to the first floor and the dark path South you didn't take there, so backtrack to the first floor and use the Western stairs this time to reach level 2. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ The healing spring is here. Make your way to the island's center to restore HP and MP to max. If you're having big troubles surviving in the cave, near here is the place to build up some levels and make the going a bit easier. Once you've recovered at the spring, take the dark path West out of the cavern the healing spring is in. Follow this until you have a choice of going West or North. If you go North and take the dark path East you can obtain a chest with a Strength Seed inside. Take the Western dark path across the hall from this and you can obtain a Magic Knife. Take the chests if you want (return to the healing spring if you take a beating in the process) Then go back and take the dark path West this time. Follow it to the stairs and use them to reach level 3. +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ The set of stairs down in the middle of the floor are a dead end. If you go South here and take the Eastern dark path you can obtain some GP from a chest. The Western path in this area is a dead end. Grab the gold if you want, then go back to the dead end stairs and continue West past them. You'll be presented with the option of going either North or South on the visible path after a short walk. Head South. If you take the first dark path West after turning South you can go a bit to the South and obtain some GP from a chest. Get it if you want and then backtrack. There will be two more dark paths East after the Western one. The Southern one contains a chest with GP, the Northern one contains a chest with Fairy Water and the stairs to level 4. +++++++++++++ ++ LEVEL-4 ++ +++++++++++++ Only one way to go here. Follow the path and obtain the Dream Ruby from the chest. I'd advise using the Outside Spell if you can, and Return Spell to Romaly as well. After that hard of a dungeon you don't want to die trying to get back to town!! Now return to the Elf Village and talk to the Queen to obtain the Wakeup Powder. The shopkeeper STILL won't sell you anything... bloody stuck up Elves..... Head back to Noaniels. Use the Wakeup Powder and the village will wake up and return to normal activity. Gather information as usual from the newly awakened townsfolk. You'll learn about Assaram, the Magic Key, and hear some tales of the Hero's Father. Make sure and get a Cloak of Evasion from the Item Shop for your Wizard before you go any farther. Time to get some decent armor on the poor guy! I'd upgrade everyone to the best equipment you can get in the area (including Cloak of Evasion for the Pilgrim) before continuing on. You should also get at least a couple of characters to level-13. You might choose to trade the Magic Knife kept in the Wizard's inventory for a Wizard's Wand. The Wizard's Wand performs a spell similar to Blaze when it is used as an item in battle. This will let you do damage without using MP while still being able to leave the instant death Poison Needle equipped and at your disposal. Don't forget you can use the Fight Ring at Romaly to boost your GP without spending hours in wandering attacks. One you think you are ready, set off from Kanave and go West. Just to the South you should see a bridge. Cross this and head West to the Tower of Shampane. *********************** ** TOWER OF SHAMPANE ** *********************** Treasures: Wing of Wyvern, GP, Golden Crown +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ Only one way to go at first. When you reach a spot where you can choose, the stairs lie just to the South. If you go West through the break in the wall and then South and East you can obtain a Wing of Wyvern from the chest. The guy up North has nothing important to say really. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ Exit the room you're in and head North. Only one way to go after this really, so make your way to the stairs while avoiding the edge of the tower. +++++++++++++ ++ LEVEL-4 ++ +++++++++++++ If you head East then North you can acquire GP from a chest. Go West then North to find the stairs to the next floor. +++++++++++++ ++ LEVEL-4 ++ +++++++++++++ Head South, open the Theives Key door you find here. Then simply use the stairs to reach the next level. +++++++++++++ ++ LEVEL-5 ++ +++++++++++++ Chase the Henchmen as they run away from you on this floor. They'll lead you to the stairs to the next floor. As if they would have been difficult to find =P +++++++++++++ ++ LEVEL-6 ++ +++++++++++++ You'll fall down a trap not long after arriving on this floor. Climb back up to the 6th floor when you land on the 5th. Fall off from the North side of the 6th floor and you'll land on the 4th floor. Head toward Kandar and his men and get ready for batle. I'd equip the Wizard with his backup weapon, as the needle will be of no help to you in this situation. Now walk all the way up to Kandar and confront him. Take the henchmen out first, Casting Increase might be wise to help protect you from the massive damage these enemies can do. Sap will also help you against the henchmen. Once you've taken out the henchmen, just beat on Kandar with your weapons. Once you've beaten the entire group, you will be asked a question. You may as well just say "Yes" and get it overwith, because the game really doesn't give you a choice. Collect the Golden Crown from the chest. Now you have a choice. What I usually do is circumnavigate this little story point and keep the Crown (which is a good helm for your wizard). All you have to do to accomplish this is never talk to the King of Romaly again. If you do talk to the King again, he takes the Crown and makes you King of Romaly. To get yourself off the Throne, go down to the Fight Ring. Find the King and tell him you "Won't carry on" and that "Yes" you are tired of being King. I almost always skip the event and use Return spells to Alihian to save so I can keep the Crown as a bit of bonus defensive power for my Wizard. Once you've done your town business and saved, set out East from Romaly. You should soon see a bridge to cross. Once across the bridge, head South. Stay on the grass and you will soon find Assaram. Beware Wild Apes who hit hard and Vampire Cats that cast Stopspell while you are making this journey. ************* ** ASSARAM ** ************* Save Game: No Healer: Yes Inn: 7G ITEM SHOP 1 WEAPON SHOP 1 (Northeast Corner of Town) =========== ============= Medical Herb ??? Chain Mail 480 Antidote ??? Half Plate 1100 Fairy Water ??? Bronze Sheild 180 Wing of Wyvern ??? Iron Sheild 700 Full Moon Herb ??? Iron Apron 700 Spider Web ??? Revealing Swimsuit 78000 ITEM SHOP 2 (Northeast Corner of Town) WEAPON SHOP 2 (North Central, Night Only) =========== ============= Antidote 10 Magic Knife 200 Full Moon Herb 30 Chain Sickle 550 Iron Spear 750 Battle Axe 2500 WEAPON SHOP 3 (Northwest Corner of Town) ============= Battle Axe ??? Giant Shears ??? Cloak of Evasion ??? Turban ??? Iron Helmet ??? Staff of Force ??? You have to "barter" for goods in Weapon Shop 3 and Item Shop 2. Just keep talking the shopkeeper down, but the prices aren't good even at the lowest the shopkeepers will take. Enter this town at night and a great many things change. ++ NORUD'S CAVE ++ You can enter the Cave East of Assaram (Norud's Cave) but there isn't much to do inside except steal a Club and a Training Suit. Remember where it is however. If you don't have the Half Plate yet for the Soldier and the Hero, you should probably consider getting it. Getting the Iron Sheild for this pair is also a good plan if you haven't already. Once you're done with town business, head out Southwest into the desert. Beware Infernus Crabs on this journey with VERY high armor AND the Increase Spell. These are especially dangerous if they are paired up with a Stopspell casting Vampire Cat. There is a lake (oasis) near the Western edge of the desert. Walk into the trees around this lake on the South side to enter Isis. If you enter from a spot where you can't seem to walk to the Castle, exit the area and walk over a different tree tile to enter at a different spot on the expanded view of the Oasis. ********** ** ISIS ** ********** Save Game: Yes Healer: Yes Inn: 10G There is also a Fight Ring here. ITEM SHOP WEAPON SHOP ========= =========== Medical Herb 8 Broadsword 1500 Antidote 10 Battle Axe 2500 Fairy Water 20 Giant Shears 3700 Wing of Wyvern 25 Half Plate Armor 1100 Full Moon Herb 30 Cloak of Evasion 2900 Leather Helmet 80 Full Plate Armor 2400 Iron Sheild 700 Talking to people you'll learn about the Meteorite Armband, and a lot about this country (Don't forget that things change at night!). Explore the Castle for some more info. When you enter the Castle, head West and get between the wall and the trees. Then walk due North through a hidden doorway. Take the stairs down you see, then turn North when you can and use the stairs down in this area. Search the treasure chest to obtain the Meteorite Armband. If you talk to the Skeleton that appears, your responses don't matter. I usually equip my Pilgrim with the Armband to help get healing spells off quicker. Equip the Armband by selecting "Use" from the Item Menu. Before you make your next journey, it would be wise to get a couple of your characters up to around level-15. Good things you might wish to purchase here are the Full Plate Armor for the Hero and the Soldier. Giant Shears for the Soldier are also a good buy. Whatever you can afford with the GP you obtain while leveling up and by gambling in the fight ring. Whenever you feel you are ready, head due North from the Oasis Isis lies next to. You'll reach the Pyramid in fairly short order. ************* ** PYRAMID ** ************* Treasures: Vitality Seed, Magic Key, GP, Strength Seed, GP, GP, GP, Herb, GP, Wing of Wyvern, GP, GP, GP, Agility Seed There are many dangerous combinations of enemies in the Pyramid. Watch out for hard hitting Mummy Men, King Froggore with Sleep, Trick Bags with several dangerous spells and the ability to drain your MP, and Flamapedes with flame breath that hits all party members. ++++++++++++ ++ LEVEL-1++ ++++++++++++ Beware when you reach the cross shaped intersections of hallways. The center squares of the intersections are pitfalls that will drop you into the basement of the Pyramid. So don't try to walk directly through the intersections. Skirt along the outer edge of them to avoid the pitfalls. All the treasure chests on this floor are either empty or contain Man-Eater Chests. Man-Eaters are almost suicide to attack right now, so leave all the treasure chest alone on this floor. At the second intersection of hallways, turn East and make your way to the stairs you find at the end of the path. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ Go South until you reach the South wall. Then turn West and you'll find the stairs to Level-3. All the chests on this floor (and some more you can reach on level 1 from here) are empty. +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ Head East upon arriving on this floor. Near the Eastern wall there are two niches to the South which have buttons on them. You can't see the buttons, but they are there, trust me =P Walk into the Easternmost niche and press the button when asked. Now go back and go to the West side of the Pyramid. Go into the Westernmost niche and press the button here when asked. If you've done this correctly, you'll "hear" the sound of stone moving somewhere in the pyramid. If you haven't done it correctly, you'll find yourself falling in a pitfall down to the second floor again. Now go back toward the stairs that you arrived on this floor from and head North up the center of the Pyramid. Climb the ramp and take the chests to obtain a Vitality Seed and the Magic Key. Make your way to the East side of the Pyramid near the buttons and go North to reach some stairs up. +++++++++++++ ++ LEVEL-4 ++ +++++++++++++ Head to the center of the floor and use the Magic Key to open the door. Make sure you're healed up before opening any of the chests because you'll have to fight groups of 4 Mummy Men before you'll get the contents of them. Starting with the chest farthest East in the Northern row, and moving counterclockwise, here are the chests if you'd rather pick and choose than take them all. GP, Strength Seed, GP, GP, GP, Herb, GP, Wing of Wyvern, GP, GP, GP, Agility Seed. You'll probably want to use Outside and Return Spells to get back to town after this difficult and dangerous romp. You might not be able to get all the chests in one shot, don't worry if you have to go back to town and recharge. Just get your power back up and return to the Pyramid to collect the rest of the chests later if you need to. There's one more treasure in the Pyramid, but it's not something you need at this very moment. It's also a very difficult item to survive obtaining at your current level. It will be detailed later when the item is more useful to you. Head back to Isis and do your standard town business. Make sure you save the game while you're here. Then go outside and wait for night to fall. Head for the Castle once night has arrived and open the Magic Key doors to take the treasure chests now that the guards who won't let you in during the day are sleeping. The chests contain GP, GP, Wing of Wyvern, Intelligence Seed, Wayfarers Clothes, Acorns of Life, Poison Moth Powder, and GP. Now go upstairs and unlock the Magic Key door and talk to the Queen. Search the spot right in front of her for a Wizard's Ring. Treasure hunting time! First, return to Alihian. Enter the Castle and unlock the Magic Key door to grab the chests. The chests contain: Agility Seed, Fighting Suit, GP, Strength Seed, Wing of Wyvern, and GP. While you're in town, drop the Theives Key off at the Vault, as you will no longer need it. Your Magic Key will unlock both Magic and Theives Key doors. If you return to Assarum, you can use your Magic Key to gather some more information. You'll have to come to town at night to get some of it. ++ SHRINE NORTHWEST OF ROMALY ++ Return to Romaly. A little North and West of the Castle is a Shrine. Enter the Shrine and open the Magic Key door. Pass through the Shrine to reach a small island and head South to reach Portoga. Beware Lumpus in this area who has the Infernos Spell. ************* ** PORTOGA ** ************* Save Game: No Healer: No Inn: 12G Treasures: Spiders Web, Vitality Seed, GP, Royal Scroll ITEM SHOP ========= Herb 8 Antidote 10 Fairy Water 20 Wing of Wyvern 25 Full Moon Herb 30 Gather information as usual. Inside the Castle are three chests behind a barrier. Make sure you watch your HP carefully if you go after them! These chests contain Spiders Web, Vitality Seed, and GP. Talk to the King and he'll give you the Royal Scroll. Make sure you go somewhere and save the game after doing this. ++ NORUD'S CAVE ++ Now head back to Assaram. Go to Norud's Cave (The Cave East of Assaram) and use the Royal Scroll while standing in a position where you could talk to Norud the Dwarf (the only occupant of the cave) Say Yes you want to go East when he asks you. Follow the Dwarf and go through the passage he makes for you. Once you exit the cave, head South. Stay in the trees until you see some grass, then head Heast on it to reach Baharata. Enemies in this area hit hard, so be careful. You should also beware of Avenger Jackels with Surround, Hunter Flies with Firebal, Nev with Chaos and Surround, and Mage Toadstool with Icebolt. ************** ** BAHARATA ** ************** Save Game: No Healer: Yes Inn: 12G ITEM SHOP ========= Herb 8 Antidote 10 Fairy Water 20 Wing of Wyvern 25 Full Moon Herb 30 Spider's Web 35 Gather information and you'll learn there has been a kidnapping and the merchant isn't selling any pepper because of it. Looks like you'll have to go trounce the kidnappers. Don't forget to save your game somewhere before going after the kidnappers! You might want to build your level up to about 17 on all but the Hero before trying the next journey on your quest. Cross the bridge East of Baharata and head North ot the Cave East of Baharata. You'll have to cross a second bridge after turning North to reach it. *************************** ** CAVE EAST OF BAHARATA ** *************************** Treasures: GP, Fairy Water, GP, Herb, Strength Seed, Intelligence Seed, Agility Seed, Acorn of Life Monsters to beware of in this cave include: Catulas who steal your MP and Trick Bags that have a host of dangerous spells and also steal MP. Don't depend on magic to save your hinder in this cave with all the MP stealers inside. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ Head North first. You'll reach a spot where you are stopped when trying to continue on Northward into a dark passage. Use your key here to open the door you can't see. Take the Eastern chest for some GP. The Northern chest is a Man-Eater, so leave it alone. Head West to the next room. You can collect Fairy Water from the chest here, then head West again to the next room. Take the Northern chest for some GP and the Western chest for an Herb. Once you have the chests, open the door to your South and head due South. You'll eventually come to another spot where you'll be stopped and have to use your key, so do so. There is a chest to the West after you open the door, but it's a Man-Eater, so leave it alone. Head East until you reach the stairs down. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ There's a Magic Key door West in the dark passage that contains 4 chest. These chests are Strength Seed, Intelligence Seed, Agility Seed, and Acron of Life. Now open the door to the South and say "No" you are not joining up. Fight off the henchmen when they attack. Increase and Surround are helpful against these enemies, but otherwise just beat on them. Head to the end of the cooridor past the cells and face the South wall while standing next to the table. Press the button when asked. Make sure you're ready to fight, then head North. Walk up to all the people and you'll be forced into battle with Kandar and his hencmen again. Concentrate on the henchmen first as always. Increase is a good idea against these hard hitting enemies. Just beat on Kandar with your weapons, as spells don't seem to work. Say you'll spare Kandar when asked, as you don't really have a choice in the matter. Then it's time to head back to Baharata. The pepper shop is now open and the shopkeeper (Galen) gives it to you for free for saving him and his girl. Now return to Portoga. Talk to the King and you'll be granted a ship that is waiting for you outside the castle. Drop the Royal Scroll in the Vault if you haven't already, and save the game while you're in Alihian. Head back to Portoga and pick up your ship. A man in a Shrine just South of Portoga will give you some info. Sail South from this Shrine and follow the coast Southward. You'll come to another Shrine after a short while. (A House of Healing is here) Just after this Shrine is a river you can follow inland, do so. You'll soon find the village of Tendaki right where the river forks into branches. Tendaki is a ghost town during the day, so enter at night. ************* ** TENDAKI ** ************* Save Game: No Healer: Yes Inn: 31G NOTE: No shops or people are here during the daylight, only at night! WEAPON SHOP =========== Staff of Force 2500 Sledge Hammer 6500 Zombie Slasher 9800 Magic Armor 5800 Sacred Robe 4400 Bronze Sheild 180 Iron Mask 3500 Gather information here. Holy cow! There's some really nice (But Expensive!) equipment in the Weapons Shop. Fortunately you probably have a pretty good stockpile of Gold right now and can afford to buy lots of it. My recommendations for equipment are Zombie Slashers for Hero, Soldier and Pilgrim. This sword has good attack power, and is especially effective against enemies in the Hork and Putrepup families. I also recommend Magic Armor for these three characters. Alternately, you might purchase a Sacred Robe for the Pilgrim instead... it's up to you. Both these armors help to defend against Blaze Spells. Get Iron Masks for the Hero and Soldier as well. You can wait on those Iron Masks if you wish, as they are available in the next town you will visit as well. This is a good time to go collect the Gold Claw, as you can use the extra cash now to buy this excellent equipment. Buy whatever good equipment you can afford now, then head to Isis and do your town business (Make sure you're heavily stocked up on Herbs!! Maybe even in every empty slot you have in your inventory) Don't forget to save your game before heading to the Pyramid. ********************* ** PYRAMID (AGAIN) ** ********************* Treasures: Golden Claw When you reach the Pyramid, instead of climbing up the ramp into the Pyramid, head West. Here you'll find a set of stairs into the basement of the Pyramid. Before you go down the stairs, heal yourself to Max HP with spells. Magic doesn't work inside the basement, so you don't need to worry about conserving MP. You will need all the HP you can muster however! ++++++++++++++++ ++ BASEMENT 1 ++ ++++++++++++++++ Head North. In the first "room" you enter there are two cross shaped brick paths leading North and East. Head to the Northern one. Search the block of sand 2 East of the Southmost area of bricks. Use the hidden stairs you find here. ++++++++++++++++ ++ BASEMENT 2 ++ ++++++++++++++++ Use the Magic Key and follow the path to the coffin on the raised dais. Search this to fnd the Golden Claw. Now comes the fun part! You'll get attacked every few steps while you possess the Golden Claw. You'll ahve to use Herbs to heal you while you're in the Pyramid basements. Make your way out of the two basements. As soon as you exit these, you can use your magic again. Return to town and sell the Golden Claw for 11250 GP and do any other town business. Now you can return to Tendaki and buy more equipment. You can't return to Tendaki via the spell, so you'll have to Return to Portoga and sail there again. The time it takes to sail there is just about perfect for it to fall night the same time you arrive at town though, so it's not so bad. Once you've purchased what equipment you intend to, your next goal is Lancel. Sail South from the river where you went inland to Tendaki. When you reach the Southern edge of the landmass, turn East until you reach the Eastern edge. Now sail about 4 clicks South and turn East again. You should soon see the island Lancel sits on. The town is on the Western side of the island. ************ ** LANCEL ** ************ Save Game: No Healer: Yes Inn: 15G ITEM SHOP WEAPON SHOP ========= =========== Fairy Water 20 Magic Knife 200 Wing of Wyvern 25 Iron Spear 750 Invisibility Herb 300 Battle Axe 2500 Sledgehammer 6500 Cloak of Evasion 2900 Sacred Robe 4400 Iron Mask 3500 Gather information here and purchase an Invisibility Herb, you're going to be needing that paticular item later. Head back to Portoga. Sail West from here then North along the coast. It's a pretty long sail, but you'll eventually see an island just West of the mainland. Here is Eginbear, the place you were heading. The guards don't seem to want to let you in, seems like a good time to use that Invisibility Herb you purchased to sneak past them. ************** ** EGINBEAR ** ************** Save Game: Yes Healer: No Inn: None Treasures: Vase of Drought Gather information as usual, don't forget to come by during the night too! Enter the basement of the Castle. Push the Western boulder 1 North and 1 West Push the Eastern boulder 1 South Push the Center boulder 1 West Push the West boulder 3 East Push the Eastern boulder 1 North and 1 South Push the Western boulder 4 North and 1 West Push the Center boulder 1 West, 1 North, 2 East, 3 North, 1 East, 1 North Push the Eastern boulder 1 North, 4 West, 1 North, 2 East, 4 North Walk through the passage which opens and collect the Vase of Drought. May as well save your game while you're here since you can. If you gathered enough information while here, you'll have heard about a feild on a Western continent. Head back to Alihian. Register a Merchant and put him/her in your party. I usually remove the Soldier to do this, since the Soldier levels up so much more quickly than any other party member it won't hurt for him/her to sit out a few battles while you're doing this part of the quest. Leave the Vase of Drought in the vault for now if you wish, because you won't be needing it for a little while. Make sure when you get into battles that your Merchant only *Parries* and that he is the last member in the party. You might have the Wizard cast Upper on him and you'll want to kill enemies as quickly as possible to avoid having one of them kill the weak Merchant. If, while on this journey, a Hades Condor removes a member of your party you need to go back to Alihian and have them join you again. Cast Return to get you to Baharata. Sail around the peninsula of land to the East and then sail Norht along the shore. You'll come to a bunch of islands where you can see a town and a cave. Stop over in this town (Jipang) for a moment to establish a Return Spell to here. Once you've established the Return spell, negotiate around the islands and continue North. After a while, you'll be forced to sail around an icy peninsula. Once you're around the peninsula, head Northeast following the shore. When you reach the Northmost point of the landmass (Islands nearby) start following the coast South. You'll be blocked from bringing the boat to shore and disembarking by craggy mountains right at first. As soon as you get past these to a place where you can get out of the boat, you should see a single block of grass in the middle of the forest. Get out of the boat and walk to this grass. ++ THE FEILD ++ Find the old man here and talk to him. Say yes when asked and your Merchant will stay here to help build a town. Talk to the old man again after this and you can get some more information. Return to Alihian and pick up the party member you dropped off to take the Merchant here now. Now make your way back to the feild where you left the Merchant again. It's shortest to Return to Jipang and begin sailing from there. You can visit the old man and the Merchant if you wish (You should do so several times throughout the game) but the goal for now is to continue South along the shore. You'll reach a peninsula with craggy mountains after a while and the shore will turn West for a bit. There is a river here, sail North up it. The river will fork Northeast, Northwest, and North. Take the due North fork at this juncture. The river branch you are on will then fork West. Take this Western fork. After this the branch will for North and West again. Go North this time. Again the river will fork North and West, go North once more. From here you should see the village of Soo, enter it. ********* ** SOO ** ********* Save Game: No Healer: No Inn: 5G Treasures: Staff of Thunder ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Cypress Stick 5 Antidote 10 Club 30 Fairy Water 20 Poison Needle 10 Wing of Wyvern 25 Thorn Whip 320 Poison Moth Powder 500 Clothes 10 Invisibility Herb 300 Flashy Clothes 1300 Fighting Suit 800 Gather information and search the South side of the well here to find the Staff of Thunder for your Wizard. Now is the time to head for the Shoals. Get the Vase of Drought from the vault if you put it there. You can Return to Soo now, so the trip to the Feild will be shorter now. Return to Jipang and act as if you are sailing to the Feild again. When you sail around the icy peninsula this time, go due North out to sea instead of following the shore Northeast. You should reach the shoals in a short time. Use the Vase of Drought and the Shrine will surface. Enter and take the Final Key. Don't forget to talk to the Skeleton in the back for some informaiton. Head back to Alihian and drop the Vase of Drought and Magic Key in the Vault, as you'll not be needing them again. There is a Final Key door in Tendaki, so go there next. Head into town at night and open the door to the cell. Talk to the prisinor here and you'll receive an Orb. Sail back out the river to the ocean, then sail South along the coast. When you reach the Southern edge of the continent, sail East along the coast a short way. (About the center of the area covered in foothills) From here, sail due South until you reach an island covered in ice. ++ SHRINE OF RAMIA ++ Sail around this island to it's South side and enter the Shrine you find here. Stand on one of the white squares and Use the Green Orb to place it on the alter and light a flame. Someone mentioned a great Wizard living on the Island of Greenland in the North Sea. Return to Jipang and once again set sail as if you were going to the Feild again. Go around the icy peninsula and follow the coast Northeast once more. When you reach the clusters of islands (One has a Shrine on it with 3 travel doors inside), sail due North. You'll reach a large icy island, which is Greenland. Sail along the Southern coast of this island until you spot a block of grass alone out in the ice. Walk to this grassy spot. ++ WIZARD'S CABIN ON GREENLAND ++ Walk Due North quite a long way once you enter the grassy spot. Enter the cabin you find after the long walk and talk to the old man here. Remember this spot, as you'll be coming back sometime. Return to Baharata and sail East, then North, along the coast. You'll come to a river. Follow this river inland. When you reach the lake at the end you should see the Shrine of Dhama. ********************* ** SHRINE OF DHAMA ** ********************* Save Game: Yes Healer: Yes Inn: 2G The man who will let you change your character's profession is also here The Shrine of Dhama is the place people go to get new professions. I wouldn't do that just yet, however, as you start at level-1 experience again when you change classes. The guy at the front door will save your game for you, and if you go East from him you'll find the stairs that lead to the Inn and Healer. The person atop the dais inside the Shrine Proper is the one who will change your class for you later. You can use the Return spell to here now that you have visited. I do usually make the necessary preparations for my first class change now though. Do any town business you need to do and save the game. Then it's time to head for the Tower of Garuna. Keep your eye out for Nevs with Chaos and Surround in this area. Head due North from the Shrine, you can't miss the Tower. ********************* ** TOWER OF GARUNA ** ********************* Treasures: Intelligence Seed, GP, Iron Helmet, Book of Satori Beware the following critters while inside the tower: Nevs with Chaos and Surround, Sky Dragons with Flame breath, Garuda with Firebane +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ If you head South then West, skipping the room where you can talk to a girl, to the first roofed room South you can acquire an Intelligence Seed. There's a travel door right near the entrance to the tower, but it only takes you to a guy who has nothing important to say. There are also two sets of stairs on the Western side of the tower that go nowhere really. Where you want to go is the Northwest corner of the floor. Walk out onto the grass here and use the stairs up out by themselves. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ Cross the tightrope (careful!) and use the stairs down on the other side. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ Step on the travel door. You'll reappear in the center of the floor. There are three sets of stairs here. If you take the Northern set of stairs and follow the path up a few floors you can acquire some GP from a chest. Taking the Southern stairs leads to another chest, but it's a Man-Eater so you should just avoid it altogether. Take the stairs to the East to reach the next floor again. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ You are presented with two sets of stairs here. The Northern ones are a dead end, so take the Southern stairs to the next floor. +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ Go over and use the stairs up. +++++++++++++ ++ LEVEL-4 ++ +++++++++++++ Go over and use the stairs up. +++++++++++++ ++ LEVEL-5 ++ +++++++++++++ If you go all the way across the tightrope and use the stairs up to the South, you can acquire an Iron Helmet from a chest. The stairs down in this area are a dead end. Go back to about the middle of the tightrope and fall off it to continue on where you need to go to reach your goal. +++++++++++++ ++ LEVEL-4 ++ +++++++++++++ Fall down the big pitfall area here to the third floor On the third floor, use the stairs down. On the second floor, take the Book of Satori from the treasure chest. Now exit the tower and head back to the Shrine of Dhama. This is when I class change to acquire a Sage. I usually change my Pilgrim to a Sage, but it's a matter of choice. This walkthrough assumes a Pilgrim to Sage class change. Give the book of Satori to whoever you want to make a sage. Once you make the guy on the dais (Just keep saying "Yes"), equip your Sage again. The game strips all equipment off a character who has undergone a class change. Don't forget to "Use" the Meteorite Armband to re-equip it, if necessary. The Sage may be able to equip better armaments after the class change than they could in their previous class. Assuming the character was a Pilgrim before, there's not much change. But if you changed from another class like Wizard, you may find you can equip better armor and weapons. If you changed from a class like Soldier, you'll be restricted to weaker arms. Next on the agenda is to explore Jipang. You should have established a Return spell there already, so use it and explore. ************ ** JIPANG ** ************ Save Game: No Healer: No Inn: None Explore and discover what's plaguing this small country. Talk to Himiko in the big house up North. She seems to be a rude person.... This Orochi character everyone is complaining about must live in the nearby cave, so why not head inside and destroy it for them. I'd recommend the Hero be at about level-23 before you try your luck at this cave. ******************** ** CAVE OF JIPANG ** ******************** Treasures: Noh Mask Beware Derangers with Healmore and Chaos. Derangers are also pretty effective with their Spell and seem to be smarter than most enemies in this family. They will be a tough challenge. Many enemies in this cave hit HARD, so be prepared to keep your HP high. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ Head West until you hit the wall and are forced South. Stay on the visible path South until it forks East and West. Take the Western path at the fork. Follow this path South, then East until you find a spot where you can go North into the room full of lava. You'll see some stairs down in this room. If you go East into a dark path near these stairs you can acquire the cursed Noh Mask. Grab it if you want, then use the stairs to the next level. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ Head North and turn East into the dark path when you get to it. Cross the bridge and negotiate through the rocks. You should see the Orochi. Get healed up and ready for battle, then move in and attack. Casting Increase, Speedup, and Bikill are good tactics. The Wizard should attack with cold based spells like Snowstorm if he isn't casting power increasing spells. This battle is VERY tough. The Orochi attacks twice per round, and one of the attacks it uses is a strong flame breath weapon that hits all party members. If it uses this twice, you might find all your characters getting dangerously low on HP all at once. If you find that the Orochi is too much for you, go build some levels before returning to try again. Once you defeat the Orochi, chase it into the thing that looks like a red travel door. You'll arrive in Himiko's house. If you've been seriously injured, or are weak on MP, head to a town and restore your HP and MP. It's a good idea to save the game as well. When you're back up to strength, go talk to the injured Himiko. Say "No" when asked to keep quiet and fight again. Use the same battle tactics as before. The battle is no easier this time around than it was the first time. Once you defeat the Orochi for the final time, take the Purple Orb from the treasure chest. Go do any town business and save your game. You likely got the Orochi Sword after defeating the enemy. Put this in a party members inventory and they can "Use" it in battle to perform the Defence spell at no MP cost. Return to the Shrine of Ramia (Sail South from Portoga to South edge of landmass, center of area covered in foothills, then South to the island and South side of island) and put the Purple Orb on one of the alters. Alternately, you can just put the Purple Orb in the Vault and take it and some others you'll acquire later at the same time and save a trip. Your next step in the journey is the village of Muor. Use the Return spell to Jipang and sail North toward the Icy Peninsula. You'll find the village just before the ice starts. ********** ** MUOR ** ********** Save Game: No Healer: Yes Inn: 12G Treasures: Water Blaster ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Staff of Judgement 2700 Antidote 10 Sledgehammer 6500 Fairy Water 20 Full Plate Armor 2400 Wing of Wyvern 25 Cloak of Evasion 2900 Full Moon Herb 30 Fighting Suit 800 Poison Moth Powder 500 Iron Mask 3500 Gather information as usual. You'll discover your father was here. If you go upstairs in the market you can acquire the Water Blaster from a young boy. You have to enter the market from a secret area at the Northwest corner to reach the boy. Now sail due East from here. You should see a tower on the landmass across the way. Enter the Tower of Arp. ****************** ** TOWER OF ARP ** ****************** Treasures: Clothes, Acorns of Life, Echoing Flute, GP, Acorns of Life Watch out for Lethal Armors with high armor, strong damage, and the Defence Spell while exploring this Tower. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ Head North and open the door. Continue North and open either the East or the West door. Finally, open the last door and enter the roofed room. Use the Northwest set of stairs here. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ Head West, then North and use the stairs you find. +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ Use the Stairs up to the next floor. +++++++++++++ ++ LEVEL-4 ++ +++++++++++++ Head East and use the stairs up here. +++++++++++++ ++ LEVEL-5 ++ +++++++++++++ Walk onto the center tightrope and head South. If you really want them, you can get some clothes from a treasure chest on the South side of this floor. Both the other chests (The East and West ones) are Man-Eaters though. Your goal is to go past the first three rope "intersections" starting from the North of the center tightrope. Here you will want to turn to the West and fall off the tightrope down to level-3 +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ Collect the Acorns of Life, Echoing Flute, GP, and Acorns of Life from the treasure chests here. Then it's time to escape the tower. Go do any town business. The Echoing Flute is used to locate the Orbs. Play it in an area where there is an orb and it will echo. Heal up and save your game. Starting out from Alihian, sail out of the inland harbor, then sail East and North around the island until you reach the area where the shrine and the lake where you found the Cave of Enticement are. From here, sail due East. You should come to the Southern peninsula of the Eastern landmass. Sail South around the peninsula, then head North. You should find the House of Pirates not long after turning North. ++ HOUSE OF PIRATES ++ Gather information here at night. The pirates are out pillaging during the day. If you play the echoing flute, you'll know there is an Orb here from the echo. Go outside the house and head East around it. Stay close to the house and trees to avoid accidently exiting this area. When you find a boulder, push it and search to find a hidden staircase. Descend this staircase into the Pirate's hidden storehouse. Search the treasure chests to obtain a Wing of the Wyvern, a Strength Seed, and the Red Orb. Get back in the boat and sail South until only the tip of the peninsula is visible. Then sail about 15 more clicks South. Now turn and sail due West. You should find an island and the forgotten village of Luzami. ++++++++++++ ++ LUZAMI ++ ++++++++++++ Save Game: No Healer: No Inn: None Treasures: Intelligence Seed Gather information here as usual. Search the tombstone to find an Intelligence Seed. Save your game and drop the Orb off at the Shrine or the Vault. ++ THE NEW TOWN ++ It's been a while since you visited the Feild, why not drop in and see how things are going. You should find the beginnings of a thriving town here now. I'll call this New Town from now on, be sure to visit every once in a while and see how the town is progressing and growing. Now head North from the New Town. Once you reach the cluster of islands, look for the Shrine on one and enter it. ++ THE SHRINE SOUTH OF GREENLAND ++ Head to the Eastern travel door and use it. You'll arrive in a House of Healing that is within the Shrine East of Samanao. Exit the House of Healing and head North. Cross the bridge here and follow the path to Samanao. Beware Old Hags with Firebane and Limbo, Tortragons with Sweet Breath and very high armor in this area. ************* ** SAMANAO ** ************* Save Game: Yes Healer: Yes Inn: 20G There is also a monster fight ring here. ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Iron Claw 770 Antidote 10 Staff of Judgement 2700 Fairy Water 20 Zombie Slasher 9800 Wing of Wyvern 25 Dragon Killer 15000 Full Moon Herb 30 Magic Armor 5800 Poison Moth Powder 500 Silver Sheild 8800 Wizard's Wand 1500 When you first arrive in this town, the Healer and the Item Shop owner are at a funeral, so you can't use those services yet. The guards won't let you in the Castle. Head East around the Castle and find the kitchen entrance. Sneak in here and gather information. Get near the King and you'll be thrown in jail. Don't worry, this is a good thing actually. Talk to the other prisinors, then open the jail door in the Southwest. Follow this path and you'll find the real King in a cell. Head to the Western cell and press against the darkness at the West wall to find a secret door. Follow the path to the stairs and use them. The Healer and the Item Shopkeeper are back on duty now. Don't forget to talk to anyone you see that wasn't around before because they were at the funeral. Seems you need to get the Mirror of Ra from the Cave Southeast of Samanao. I'd recommend that you be at around level 25 before making this journey. Do any town business, save your game (elsewhere, you can't do so here yet) and get ready to go. Obviously, the cave is to the Southeast and is on an island in the middle of a poison swamp. Good purchases before you go to the cave are Dragon Killers for the Hero and Soldier and Silver Sheild for the Hero, Soldier and Sage. ******************************* ** CAVE SOUTHEAST OF SAMANAO ** ******************************* Treasures: GP, Strength Seed, GP, Wing of Wyvern, GP, GP, Acorns of Life, Herb, GP, Vitality Seed, GP, Herb, Stone of Life, Animal Suit, Mirror of Ra While you're exploring this cave beware of Tortragons with sweet breath and high armor, Voodo Shaman with Robmagic, Healmore, Vivify, and the ability to call Horks, and finally Skeletons with two strong attacks per round and the Defence spell which makes their shots even more powerful. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ Head West at first. Head North as soon as you are presented with the option. After the turn North, turn West at the first place you can. This spot is near some water. Turn South when a path presents itself and use the stairs here to reach the next level. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ This floor is covered in treasure chests. Many of these (Mainly the ones in dark paths) are lethal mimics, however, so be careful. The chest slightly NW of the stairs contains GP. The chest SW of this chest contains a Strength Seed. The chest due West of this one contains GP. The chest West of this one contains a Wing of Wyvern. The chest NW of this one contains GP. The chest North of this one contains GP. The chest NE of this one contains Acorns of Life. The chest due East of this one contains an Herb. The chest Easto f this one contains GP. If you go through the dark path here East, there are 4 chests, but they are all Mimics, so leave them alone. Now backtrack out of the hallway. Head South to the South wall once back in the main part of the floor. Find the dark path South here and enter it. Follow this path to the East. You'll see a path branching off North with some treasure chests. The first chest is a Vitality Seed. The next chest in line is GP. The next one in line after turning the corner is an Herb. If you go farther, through the dark path, there are two more chests. These chest are both Mimics to be avoided though. Get back into the main hall and continue East. Go through the dark path and continue on East. There is a path branching North with a treasure chest. This treasure chest is a Mimic, however. If you continue North, through the dark path, there are two more chrsts. The Western one is a Mimic, but the Eastern one contains a Stone of Life. The Stone of Life, when carried by a character, will protect them once from Death Magic. It will disintegrate after it has protected the life of the carrier. Now, if you want to get a rare (but not paticularly useful) item, follow the directions below. If you just want to get on with it, however, skip the next section. ++ OPTIONAL ++ Continue East in the main hall past where you turned North to get the Stone of Life. Here you will find some stairs to use. Head West, then North, once you arrive on this floor. You should find a treasure chest to collect that contains the Animal Suit. All this does is make the equiped character look like a cat. It's not strong defensively and doesn't protect against anything. Head back to the stairs and back to the second floor. ++ END OPTIONAL ++ Head back to the main room on this floor. Basically, just head back to the stairs that originally brought you to this floor. From the stairs, head South and fall down the pitfall you see here. +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ Collect the treasure chest and obtain the Mirror of Ra. Use the Outside spell if you can. If you can't or do not wish to, here's how to get out... First fall off the pitfall near the chest with the Mirror of Ra. On the 4th floor, use the stairs up you find nearby. On the 3rd floor head West, then South and use the stairs. This puts you back in the Southeast corner of the 2nd floor where you should be able to find your way out. Head back to town and do any town business. Then go somewhere and save your game. After making sure you're ready and the game is saved, head back to Samanao and wait for nightfall. If you somehow end up taking a good beating during the time you are waiting for night, it might not be a bad idea to rest up and try again. You should be alright, but if you get hit with terrible blow or MP drain while waiting you could be in trouble in the next spot. Head to the Castle and sneak in through the kitchen entrance again. Head to the Northeast corner of the Castle and use the stairs you find here. Climb to the top of the tower and fall off the West side of it. Go over next to the sleeping King and use the Mirror of Ra. You'll be forced to fight the Boss Troll when it's true form is revealed and it wakes up. Increase is a good idea, Speedup and Bikill are also useful tactics when fighting this enemy. Once you defeat the Troll, the true King is returned to his Throne. Search the treasure chest North of the bed before you leave the bedchamber. From this chest you'll obtain the Staff of Change. The guards will now let you freely enter the Castle through the front door. The real King will also allow you to save the game here now. The next thing you'll want to do is head for the Hidden Village of the Elves again. There are two things here you'll want to purchase before you give up the Staff of Change. One is the Angel's Robe at 3000 GP. The other is the Wizard's Ring which restores MP at 2500. This is your ONLY opportunity to purchase these items, so get all of the Wizard's Rings you want and definately get the Angel's Robe to equip on your Wizard. I usually get 4 Wizards rings. You'll need at least 13000 GP for one Angel's Robe and 4 Wizards Rings. Stand in front of the Shopkeeper in the Elf Village and keep using the Staff of Change until you turn into a Dwarf or an Elf. This may take a very, very long time. If you're not sure whether you're a Dwarf or an Elf, just talk to the shopkeeper. If you're not one of these two races, the shopkeeper won't sell you anything. Once you *finally* get changed, purchase your items. Don't move until you are done buying things, as the Staff of Change's effects don't last long once you start moving. You don't want to have to go through that changing process again. Change into a monster of some time and talk to people and animals. Their reactions are pretty funny. Except for the Elves... they're a boring stuck up lot. Head back to Alihian and drop all but one or two of those Wizards Rings and the Mirror of Ra in the Vault. Do any other town business and save your game while you're here. Now head to Greenland and trade the Staff of Change for the Sailor's Thigh Bone. Use this to get tracking directions on the Phantom ship. (It was East of Portoga on my game) Track the ship down and board it by running into it and pressing forward like trying to get off the boat on land. ****************** ** PHANTOM SHIP ** ****************** Treasures: Full Moon Herb, GP, GP, GP, Locket of Love Beware Skeletons with Defence and 2 attacks, and Tentacles with 2 strong attacks while exploring the Phantom Ship. ++++++++++++++++ ++ UPPER DECK ++ ++++++++++++++++ Head South and use one of the sets of stairs down. ++++++++++++++++ ++ LOWER DECK ++ ++++++++++++++++ Head to the South side of the ship. There are two rooms here you will want to enter. Open the door of the North room first. Take the treasure chests here. The Southeast chest is a Full Moon Herb. The Southwest chest is a Mimic, so leave it alone! All three of the Northern chests are GP. Now enter the Southern room and search the treasure chest to Obtain the Locket of Love. Now get off the Phantom Ship. Head to town and to any town business and save your game once again. Drop the Sailor's Thigh Bone in the Vault as well. Next, cast Return to Jipang. Sail North from here around the icy peninsula. Once past this, sail Northwest following the coast. You'll pass two rivers close together going South, continue Northwest along the coast. You'll come to another river near some ice and a shrine. Sail West into this river. You'll come to a large body of water after a bit of river sailing. Sail to it's West side (There's a Shrine nearby and some shoals) try to go through the connecting river to the large body of water farther West. When the force starts pushing you back, use the Locket of Love and the curse will be broken, allowing you to pass on Westward. Sail West to the Shrine on the island and enter. ++ SHRINE JAIL ++ Talk to the flame in the Southeast cell and it tells you to search around it's body. Go to the Southwest cell and search the spot West of the Skeleton on the bed to find the Sword of Gaia. Head back to town, do any town business, and save your game. Seems like a good time to go see how things are going in New Town. ++ NEW TOWN ++ Talk to everyone and see what's going on. You'll probably discover the people living here are a bit discontent with the merchant's practices. Once you've talked to everyone, exit the town and walk back in. When you walk back in, your merchant should be in jail. If he isn't, try saving the game, resetting, and coming back. Once the merchant is in jail, head to the house in the Northwest corner of town. Search behind the Throne to find the Yellow Orb. There should be Dragon Mail available at the Weapon Shop here now. I recommend you buy this for the Hero and the Soldier. You'll have plenty of time to build up the GP, because I recommend you get the Hero up to at least level-31 before continuing on. The next step in your Quest involves a very hard dungeon filled with dangerous enemies, that's the reason for the big jump in levels necessary. It is a good place to earn the experience you need before entering, though. Make your way to the Southern edge of the landmass that Tendaki is on. Follow the coastline East, then North. (Alternately, you can use a Return spell to Lancel. Then sail due North until you reach an island and due West to reach the same area) You'll pass through a narrow strip of water as you go North. Keep following the shore on your West. Eventually you'll find a river leading South. Sail down this and get off of the boat onto the little bit of land you can reach. Beware strong enemies in this area. Among them are hard hitting Trolls, Frost Clouds with Snowblast and Blizzard breath, Minidemons with Blazemore and Blizzard Breath. Trolls seem to me to be especially susceptible to the Poison Needle. You should see a dark hole surrounded by 4 foothills to the East. This is the Volcano. Walk up to the black hole and use the Sword of Gaia to throw it into the Volcano. Lava will flow out as the Volcano erupts, filling parts of the river and cooling into what looks like a sandy path. You can now make your way farther South. Head into this area and build your XP. Don't forget to save every once in a while, the enemies here are tough! You can also choose to enter the first level of the Cave of Necrogond to build XP. Just make sure and check the "Beware" listings of the cave for the strong enemies which live there and be ready for them. *********************** ** CAVE OF NECROGOND ** *********************** Treasures: GP, Thunder Sword, Swordedge Armor While you explore you need to beware of some dangerous enemies. Maurauders have Scorching Breath which can cause numbness in your characters and they get two attacks per round. Frost Clouds have Blizzard Breath and Snowblast. Lionheads have Stopspell and Firebane. Minidemons have Blazemore and Blizzard Breath. Hologhosts have the Defeat Spell (Kill 'em quick!). King Tortragons have the Bounce Spell, high armor, and a Flame Breath attack. Dancing Jewels have a load of dangerous spells and get two attacks per round. In this dangerous cave, you may find yourself running low on MP. Here's a trick to help you out a bit. If you are battling a King Tortragon and it casts Bounce on itself, have anyone who has the spell cast Robmagic on it. The spell will reflect on you, but insead of draining your MP, it actually GIVES you a large amount of restored MP. Just a few of these will restore any spell caster with Robmagic to full MP quickly. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ Head West, then North to the stairs. Easy, wasn't it ~_^ +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ At the first intersection, head West. Go through the dark path and you'll come out in a room with two more dark paths. If you follow the Western dark path you can obtain some GP from a treasure chest there. Grab the chest if you want, then head back into the room and take the Southern dark path which leads East. Follow this path East, then South. Skip the dark path that leads East and Continue on Southward. Follow this path as it turns West. Grab the chest here and equip the Thunder Sword on the Hero. The Thunder Sword duplicates the Boom Spell when used as an item in battle, giving the Hero a useful no-MP spell attack to use. Head South into the dark path and you'll arrive in a room with 3 directions to go. You need to choose to go West. Follow this until it ends in a room with two dark paths. Take the Western one first and grab the Swordedge Armor from the treasure chest. Equip this on either the Soldier or the Hero. Head back to the other room and take the Southern dark path to reach the stairs and the next level. +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ Head South and skip all side paths. You'll come to a bunch of pitfalls at the Southern end of the dungeon. Avoid these and continue East. Use the stairs you find at the end of the path here. +++++++++++++ ++ LEVEL-4 ++ +++++++++++++ Head East and fall down the pitfall you find here dropping you back onto level-3. Head to the Northeast corner of the floor here and climb the stairs back to level-4. Head East out of the room, then South. Avoid falling in the pitfall by skirting around it on it's East side. Use the stairs here to reach the next level. +++++++++++++ ++ LEVEL-5 ++ +++++++++++++ Head South and cross the first bridge East you find. This path will end in a choice of two dark paths going East. You want to take the Northern of these two paths. This path will end in a choice of two dark paths South and East, take the Eastern path. Cross the bridge slightly North, then head South. When you are next to another bridge after turning South, use the dark path across from the bridge to go East. You'll reach a dark path South, take this and the next dark path South as well. Head East on this path and follow it as it turns North. Follow this to the stairs and the exit of the dungeon on it's other side. ++ SHRINE NE OF NECROGOND ++ Head East to the Shrine you see. Talk to the man inside and you'll receive the Silver Orb. Head back to Alihian and drop the Silver orb in the Vault. Do any town business and save your game. Then it's time to Return to Lancel. ++ LANCEL AGAIN ++ At the entrance to town, walk East into the bushes between the trees near the shop. You should make sure the Hero is at full HP and MP before you start heading this direction. Turn North when you can, then head generally Northwest until you reach the Shrine. If you open the East and West jail doors, you can talk to prophets, but what they have to say doesn't really affect you now. Open one of the central jail doors and head North. Before you reach the man at the North edge of the Shrine, you should equip (use) the Meteorite Armband on the Hero and give the Hero the Final Key as well. Once you are equipped, talk to the Healer and accept the challenge. Follow the healer, then head West to exit town and gain access to the cave known as the Navel of the Earth. ************************ ** NAVEL OF THE EARTH ** ************************ Treasures: GP, Intelligence Seed, Armor of Terrafirma, Blue Orb, Herb Because I always choose to enter this cave so much later than the game was really designed for, the monsters in this cave should pose little to no threat to you whatsoever. +++++++++++++ ++ LEVEL-1 ++ +++++++++++++ Head South and open the door you see. Pass up the dark paths East and West soon after opening the door, as they are an eternal loop. Continue South instead. You'll come to a long rectangular room with 4 narrow paths branching off it, 2 East and 2 West. All these have treasure chests at the end of them, but 2 are deadly Mimics. The chest in the Northwest passage contains GP. The chest in the Southwest is a Mimic, avoid it! The chest in the Southeast is an Intelligence Seed. Use it on the Hero immediately to free up the spot in the inventory. The Northeast chest is a Mimic, so avoid it. Collect the 2 treasure chests if you wish, then head to the Southern edge of the room and head through the dark path South. Only one way to go after this, so head for the stairs. +++++++++++++ ++ LEVEL-2 ++ +++++++++++++ Head about 3-4 steps North, then go due East and you should find a set of stairs. Use these and go back to another section of level-1. Follow the path on level-1 to collect the Armor of Terrafirma from a treasure chest. Then backtrack your way to level-2 once more. From the set of stairs leading to the Armor fo Terrafirma, head due North and you should find a set of stairs going to the next floor. +++++++++++++ ++ LEVEL-3 ++ +++++++++++++ Head North when the path splits and follow this to it's end to collect an Herb and the Blue Orb. Just ignore the voices from the stone faces in the wall. Make sure you don't accidently give up the Blue Orb! Trade something if your backpack is full. If you took the Medical Herb first, use it on yourself to free up the spot in your inventory. Now escape the dungeon. Head back to town and your party will rejoin you. Give the Meteorite Armband back to your healer, and don't forget to equip (use) it. Head back to Alihian, do any town business, get any Orbs out of the Vault, rest and save your game. Return to the Shrine at Liamland and put the final Orbs on the alters. Ramia will hatch from the egg and be reborn. You can now fly on Ramia to anywhere in the world. Return to Alihian and save your game. Then it's time to get ready for another dangerous trek. I recommend at least level-33 before you head on the next journey. One other thing you'll want to do, if you haven't been lucky enough to have a monster drop one for you, is to acquire a Leaf of the World Tree. Head to Assaram, get on Ramia and fly East from town until you are over a large range of Craggy Mountains. Turn North here and fly over a forest. There are 4 mountains in a cross pattern in this forest. Search at the spot where the center of all the mountains intersect. Here you'll find the Leaf. You'll want to put this item in the Hero's inventory. You can only have one Leaf of the World Tree in your possession at any given time, so if you lucked out and got a monter to drop one you can avoid this journey. Get your levels up, then it's time to make your assault on the Archfiend. Do your level-up in the Cave of Necrogond, or maybe in the first levels of the Castle itself. Check the "beware" listing if you choose to go there. An easy way to reach the Castle is to cast Return to Baharata, then fly due West. When you cross water, fly South until you are below the sand area you just few over. Then fly due West again and you should find the Castle. *********************** ** CASTLE OF BARAMOS ** *********************** Treasures: Wizards Ring, Demon Axe, Unlucky Helmet While exploring the castle you need to be on the lookout for some dangerous foes. Snow Dragons have Blizzard Breath and 2 attacks. Maurauders have 2 attacks and Scorching breath. Stone Hulks have high HP, and do big damage with every hit. Evil Mages have a flame breath, and a load of deadly spells. I'm not going to do this Castle by "levels" as I have previously. Instead I'm just going to lead you through the maze of stairs to where you need to go. Upon entering, head East to the Eastern wall. Here you will want to turn North. You'll pass through a narrow spot between the outer wall and a building. When you get past this, head West and you should find some stairs up. Follow the path here West until you find the stairs down and use them. Head into the central area and cast Stepguard before crossing each of the damage barriers. You'll find two sets of stairs here. Take the stairs up in the East first. Follow the twisted hall after this East to the stairs down. Collect the Wizards Ring, Demon Axe, and Unlucky Helmet. Equip the Demon Axe on your soldier then backtrack. When you reach the area with two sets of stairs, take the Western stairs this time. Skip the stairs up right in front of you, go East instead. Use the stairs up you find here. Head North and East to rech the stairs up and use them. Follow the path West and use the stairs down. Head North and use the stairs up. Head South and enter the doorway to the building. Cast Stepguard befor you step inside though! Walk on the barrier to the Southern exit of the building. Now head East and "follow the yellow brick road" to the stairs down on the island. Don't forget Stepguard! Now heal yourself up and walk North. Talk to Baramos to confront him. Casting Sap is a must to reduce Baramos Defensive power. Multiple castings of Speedup and Increase will also be helpful. Cast Bikill on the Soldier and the Hero. If the Hero doesn't have the Healall spell yet, you're probably not going to survive this fight. It's a very tough battle, and if you can't survive it, level up some more and come back to try again. Once you finally defeat Baramos, the barriers in his castle will become inactive and no monsters will attack you. Looks like you've defeated the ultimate evil and saved the world once again. Return to the Castle Alihian and behold the events which unfold there. Apparantly your journey isn't over after all. You must talk to the Counciller to save your game in Alihian now because the King is too depressed to function. Return to the area of Baramos Castle. On another island nearby is the Great Pit of Giaga. Fall down this pit. Walk Northwest and fall down the huge hole that is in the bottom of this area to reach the World of Darkness. The World of Darkness is the world of Dragon Warrior 1!!! You'll arrive at a hous on a small island just East of Tantegel. Get on the boat and sail out of the islands dock. Then sail East, exit the boat, and walk East to Tantegel and Brecconary (called Breconally for some reason....) ************************* ** TANTEGEL/BRECCONARY ** ************************* Save Game: Yes Healer: Yes Inn: 1G The "Light Shine Upon Thee" dude is here in the castle proper as well. ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Wizard Wand 1500 Antidote 10 Staff of Judgement 2700 Fairy Water 20 Dragon Killer 15000 Wing of Wyvern 25 Falcon Sword 25000 Full Moon Herb 30 Sacred Robe 4400 Invisibility Herb 30 Dragon Mail 9800 Angels Robe 3000 Gather information here as usual. You'll find a reformed (and helpful) Kandar here. In the Castle, the treasure chests are empty. Open the locked door in the Northeast corner of the castle and open another to the kitchen (Lots of pots and counters in the room). Here, press against the South wall to enter the roofed area and use the stairs. Grab the Stones of Sunlight from the chest. If you go to where the Stones were in the original Dragon Warrior (hidden basement) you'll get some interesting story stuff. Seems your father has been here too. Return via the spell to Alihian and drop the Stones of Sunlight in the Vault. Don't forget to save your game. If you do any traveling on foot near Tantegel Castle, you need to beware of some very dangerous enemies. Boss Trolls have lots of HP, do big damage, and get Tremendous blows often. I believe that Boss Trolls also regenerate some after every round of battle, which means that you may have to do obscene amounts of damage to actually kill the buggers. Ditto the above for Stone Hulks in the area, except for the regeneration. Also watch out for Archmages with Explodet and Blizzard Breath. Salamanders have a big flame breath attack. Goopies can call more Goopies to help, and occasionally Granite Titans (Worse than Stone Hulks). Ghouls in the area will also annoy you with the Surround spell. Now sail to Kol. It's Northeast of Tantegel. While sailing you'd best beware of King Merzons with Snowblast and Kragacles with 2 heavy damage attacks per round. Sail West first until you exit the inlet. Then turn and sail North. Follow the coastline as it turns East. You can stop at a Shrine here that is the future site of the town of Garinham. If you push against the wall of darkness in the North you can find some stairs down and collect the Silver Harp. Continue East, either follow the coastline as it dips down South arond a large group of islands or shoot straight across to save time. When you reach an area that has a semi-circle of mountains to the South, you'll be in the area of Kol. Exit the boat and head for town. Beware of Scalgons with a dangerous Blizzard breath attack while you're near Kol. ********* ** KOL ** ********* Save Game: No Healer: No Inn: 31G ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Broadsword 1500 Antidote 10 Sledgehammer 6500 Fairy Water 20 Dragon Mail 9800 Wing of Wyvern 25 Water Flying Cloth 12500 Full Moon Herb 30 Silver Sheild 8800 Iron Mask 3500 Gather information (where have you heard that before?) Buy the Water Flying Cloth for your wizard, by all means! Stand at the South side of the open air baths (fountain) and walk 4 steps South. Search here to find the Fairy Flute. Drop the Flute (and the Silver Harp if you have it and don't want to use it's monster summoning power) in the Vault and save your game. I recommend you get your level up to about 36-37 before continuing on.... It's not necessary to get where you're going, but you're going to need the levels eventually anyhow. Return to Tantegel and get in your boat. Follow the coast South until you reach a bridge where you can see desert to the South. Disembark at this bridge and head South and East to reach Hauksness. *************** ** HAUKSNESS ** *************** Treasures: Oricon Save Game: No Healer: No Inn: 25G ITEM SHOP WEAPON SHOP ========= =========== Herb 8 Zombie Slasher 9800 Antidote 10 Staff of Judgement 2700 Fairy Water 20 Sacred Robe 4400 Wing of Wyvern 25 Dragon Mail 9800 Full Moon Herb 30 Sheild of Strength 15000 Poison Moth Powder 500 Revealing Swimsuit 78000 Guess what? Gather information! The Sheild fo Strength is a great buy to equip on the Hero and Soldier. It performs Healmore on whoever is carrying it when used as an item in battle. Since the person doesn't have to be equipped with it to use it in battle, it also makes a good item to have in the Wizard or Sage's inventory as well. It will also be a critical peice of equipment in a dungeon shortly from now. Try to acquire at least two of them from here. Don't miss the pasture at the South side of town. Search here to find Oricon in the bushes inside the pen. Return to Kol, the tool shop specifically. Sell the Oricon for 22500 GP to the shopkeeper here. You should have heard about the Sphere of Light while in Hauksness. Head back to the world above by Return spell to Jipang. ++ Castle of the Dragon Queen ++ Hop on Ramia and fly North. Follow the coast past the town near the icy peninsulas, past the vast forest of the World Tree, and across the river of the Promentory of Olivia. Here you should see a castle surrounded by mountains to the West. Enter the Castle of the Dragon Queen. Open the Western door, talk to the Dwarf if you want, then head North out of his room. Head East into a bedroom and continue East out of that room as well. Then head South to the end of the hall to find a secret door South and the Dragon Queen. Talk to her to receive the Sphere of Light and see her lay her egg. Drop the Sphere in the Vault, rest up if you need to and don't forget to save your game. Now Return via the spell to the World of Darkness. Where you Return to is up to you. If you wish to visit Cantlin, you'll find distraught people who don't want to work, with only an inn (25G) and Monster Ring in operation. Cantlin is far East and a bit South from Hauksness. I usually head for Rimuldar. Rimuldar is on an island in the center of the continent South of Kol. Return to Kol and head inside. While there, go to the tool shop and buy the Sword of Kings for the Hero. If it's not for sale, sleep at the Inn or save the game and restart it. This will cause the shopkeeper to finish the sword. The sword costs 35000, Equip it on the Hero immediately. Now head due West from town and you should see your ship. Get on board and sail North then East, then South. Follow the coast South until you see a patch of desert and some mountains past the shoals. Disembardk and head inland toward the desert and find Rimuldar. ************** ** RIMULDAR ** ************** Save Game: No Healer: Yes Inn: 25G WEAPON SHOP =========== Falcon Sword 25000 Sword of Destruction 45000 Cloak of Evasion 2900 Magic Armor 5800 Silver Sheild 8800 Iron Mask 3500 Gather information, making sure not to miss the guys on the edges of town and the jailed theif. Take the Magic Key to the old man in the Northwest corner house to watch something interesting. Now rest and save. If you haven't gotten up to level 36-37 yet, I'd suggest you take your "time out" now before continuing on. Return to Tantegel and head Northwest. Find the cave in the middle of the desert and enter. ******************************** ** CAVE NORTHWEST OF TANTEGEL ** ******************************** Treasures: GP, GP, Stone of Life, Sheild of Heroes Magic doesn't work in this cave. Careful use (and trading back and forth if all 4 characters aren't carrying one) of the Sheilds of Strength is critical here. While the monsters spells also don't work, their breath weapons do. Two very dangerous monsters, Salamander and Hydra, have breath weapons inside the cave. Watch out for them and be ready for the whole party to take big damage. The first floor is quite simple. Head for the Southeast corner and use the stairs down. The second floor is also easy. Head out West, then North and take the final switchback path to reach the Northwest corner and the stairs. Open the door and collec the chests. There is GP in the Southmost one. The chest Northwest of this one is a Mimic. The next one Northeast is GP. The next one Northeast is a Stone of Life. The final chest in the Northwest is the Sheild fo Heroes. Equip this on the Hero. Fall down the crater in the floor here for an interesting effect ~_^ Then it's time to escape this dungeon. Now heal up and save your game. Pick up the Fairy Flute if you don't have it in your inventory and Return via the spell to Kol. From here, set out West and hop on the boat. Take a short jaunt Northwest to the Tower West of Kol. If you find yourself having trouble inside the tower, level up a bit before attempting to climb to the top again. *********************** ** TOWER WEST OF KOL ** *********************** Treasures: GP, Vitality Seed, Acorns of Life, Acorns of Life, Acorns of Life, GP, Full Moon Herb, Armor of Radiance, Sacred Amulet +++++++++++++ ++ Level-1 ++ +++++++++++++ Open the final key door and proced North. Cast Stepguard and open the next door. You can collect GP from the Eastern of the two chests just North. The West chest is a Mimic. Take the chest or not, then head West to the door. Head South here until you reach the stairs. +++++++++++++ ++ Level-2 ++ +++++++++++++ Head East at first. I'd avoid the diamonds in the floor if I were you. These are rotating floors that may take you for a quick trip off the side of the tower. Head North when the path turns, continuing to avoid the diamond floors for now. The stairs you want to use are right here, but there are 8 treasure chests to the West. If you want them, head that way and either use Stepguard to avoid the diamond floors or figure out the trick to walking on them. What I usually do with the floors is look which way the light side of the diamond is facing and turn the controller 1/4 turn that direction. Light Side right: Up becomes right, left becomes up, down becomes left, right becomes down. Light side left: Up becomes left, right becomes up, down becomes right, left becomes down. Make sure and look ahead to the next diamond in the path *before* you step. This is because you won't be able to see it when you're standing on it very well. The four Southern chests contain Vitality Seed, and 3 Acorns of Life. The four Northern chests contain GP and a Full Moon Herb. The Northeast and Southwest chests are Mimics in this group of chests. Gather the chests, if you want, then head back and use the stairs to the next level. +++++++++++++ ++ Level-3 ++ +++++++++++++ Head South and you'll see a set of stairs going up. Take these for a little side trip that leads to an important item. +++++++++++++ ++ Level-4 ++ +++++++++++++ Head North and walk out onto the narrow pathway with rotating floors. Get the Armor of Radiance from the chest and equip it on the Hero. Then either head back to the stairs or fall off the edge to get back to level 3. +++++++++++++++++++ ++ Level-3 Again ++ +++++++++++++++++++ Head for the Northwest corner of the tower. There's a chest here, but it's a Mimic. Head East and fall off the North side of the tower. +++++++++++++++++++ ++ Level-1 Again ++ +++++++++++++++++++ Open the door and enter the tower again. Head West and use the stairs you find here. +++++++++++++++++++ ++ Level-2 Again ++ +++++++++++++++++++ Head East across the rotating floors to the stairs. +++++++++++++++++++++++++ ++ Level-3 and 4 Again ++ +++++++++++++++++++++++++ Head over and use the stairs on both these floors, not too difficult. +++++++++++++ ++ Level-5 ++ +++++++++++++ Head South and then East to make your way to the center of the tower and the statue that stands there. Standing next to the statue, use the Fairy Flute to free Rubiss. You'll receive the Sacred Amulet. Use it to equip it on the Hero. It helps to prevent defeat spells from affecting him. Now exit the Tower. Rest up and save your game as usual. Drop by the Vault and drop off the Fairy Flute first though, and pick up the Stones of Sunlight. Return via the spell to Hauksness. Walk due West to find your boat. Follow the coast South, then East. You'll eventually come to a Shrine surrounded by swamp. Enter this Shrine. ++ Shrine South of Cantlin ++ Talk to the woman you find inside this shrine and she will give you the Staff of Rain. This is the final of three items you need to prove your worthiness as a warrior and obtain the means to reach the island of the ultimate evil. Get back in the boat and sail East again a short jaunt. You'll come to another Shrine surrounded by a wall of mountains with only a single wide pass. Enter this Shrine. ++ Shrine South of Rimuldar ++ Talk to the man here and he'll give you the Rainbow Drop. If he doesn't, you've forgotten to bring one of the three items with you to the island. (Stones of Sunlight, Staff of Rain, Sacred Amulet) Now Return via the spell to Rimuldar. Head West to the coast, then North and make your way to the Northwest corner of the landmass. You should be standing on a small finger of sand pointing West. Directly across from this should be another finger of sand reaching out toward you from the East. Use the Rainbow Drop here to form the Rainbow Bridge. This will give you access to the Island and Castle of the Archfeind. Save your game, then it's levelin' time! I'd say you should be near level 40 before entering Zoma's Castle, and be ready to retreat if things get too hot. This is *NOT* and easy journey, and there is no shame in retreating and coming back a second time to try and make it to the end of this dark path. When you're ready (and have saved your game) cross the Rainbow Bridge and enter Zoma's Castle. You'll want the Healus spell on the Sage and Healusall on the Hero for sure! Make sure you are carrying the Sphere of Light as well, you're not going to complete your quest without that item. ******************** ** CASTLE OF ZOMA ** ******************** Treasures: Multi-Edge Sword, Stone of Life, Leaf of the World Tree, Sage's Stone, Wizard Ring Beware Putregons with Blizzard breath. Also be on the lookout for Lionroars with Blazemost, Infermost, and Bounce. Swordoids are also extremely dangerous with their 2 attacks per round and the ability to cast the Healmore spell. Green Dragon's flame breath and their ability to call Elisium Birds who can heal them and every other enemy on screen make them dangerous as well. +++++++++++++ ++ Level-1 ++ +++++++++++++ All of the doors and stairs you see on this floor don't go anywhere you need to go. You must find the secret stairs that are hidden here. You should have heard about the location of them from a prisnor. Head West upon entereing. Then follow the hall as it turns you North, then East, then South, then East again. Go North into the room you find at the center of this East path. Doors will slam shut trapping you. Head back South to the door, then start back North toward the other door. At some point while attempting to do this, a voice will come out of the air and you'll be forced into some battles with guardians of Zoma's Castle. You'll have to fight three times against groups of 2 Granite Titans before you'll be released from the room. Each time you defeat a group, one of the sets of statues in the room will vanish. Be careful, Titans hit *hard* twice per round, and can really mess up your party in a hurry if you don't pay attention. Once you've defeated the Titans, head North through the doorway and cast Stepguard before walking onto the barrier. Walk around to the back of the throne on the East side, then walk 4 steps West. Then walk one step North and search to find the secret stairs in the floor. Use the stairs to reach Level-2. +++++++++++++ ++ Level-2 ++ +++++++++++++ Use the stairs. What choice you got? =P +++++++++++++ ++ Level-3 ++ +++++++++++++ Avoid the stairs down and head North. Ahhhh.... Rats! Pitfalls and rotating floors! Go to the East side of the pitfall dead ahead North and walk on the rotating floors North. Continue North to the Next set of rotating floors and cross them to the spot of floor with the 2nd pitfall to the West of it. Now head 1 West and then North on the rotating floors. Once past them, continue North to the next set of rotating floors. Head East until you clear the pitfall to your North, then head North. Continue North avoiding the pitfall to the West and make your way across the rotating floors until you are North of this pitfall. Now head North into the room and use the stairs you find here. +++++++++++++ ++ Level-4 ++ +++++++++++++ Head out of the alcove you are in to the West. Turn South when givin the chance. If you wish, you can obtain the Multi-Edged Sword from a chest in the Southwest by taking the passage West and following it South. The Multi-Edged Sword has good attack power, but damages it's weilder with each attack. Get the Sword if you want, then continue South in the hall where you had the opportunity to turn West for the chest. You'll come to a spot where you can go East or South, go South as the other way is just a dead end hallway. Follow this path East, then North to find the stairs to the next level. +++++++++++++ ++ Level-5 ++ +++++++++++++ Head North and unlock the door. Follow the path as it winds North and then West across a bridge. At the end of the bridge you'll see a warrior fighting a Hydra. It is your father Ortega! He will be, sadly, defeated. Exit the room where the battle took place after hearing Ortega's dying words, then head North. Pass up the doorway and continue North when you come to it. The path will turn East at a statue, follow it to the center where you will find a door leading South. Open this door and head South to collect the treasure chests. The two chests on the outside (the one farthest West and one farthest East) are Mimics. Avoid those two and take all the chests in the center to obtain some *very* useful items. These include Stone of Life, Leaf of the World Tree (Possibly making 2 if you haven't used your first one!), Sage's Stone, and Wizard's Ring. The Sage's Stone, when used in battle, will cast the Healus spell on your party. This items is *critical* to your battles to come. Put it in the Sage's inventory. The Hero or the Soldier should carry the Leaf, as you'll want someone with high HP holding those ready to use them on other party members in battle. Head back into the hall and continue East. Turn South when you're forced to and follow the path to the stairs. +++++++++++++ ++ Level-6 ++ +++++++++++++ You're headed for the final battle, so be ready! Here is a quick preparedness list. If you don't have all or most of these items, now may be a good time to retreat and gather them up before confronting the final battles. Hero should be equipped with Sword of Kings, Shield of Heroes, Armor of Radiance, Sacred Amulet (make sure it's equipped!) and Iron Mask. The Hero should also be carrying at least one Leaf of the World Tree and have the Healusall spell before you venture into the final battles. Soldier should be equipped with Demon Axe (Or Thor's Sword if you have acquired one), Armor of Terrafirma (Or Swordedge Armor if you prefer.. though it won't affect most endbosses), Sheild of Strength, Iron Mask. If you have two Leaf of the World Tree, you might want to give one of them to the Soldier to make sure you have maximum revival ability. Sage should be equipped with Zombie Slasher, Sacred Robe, Silver Sheild, Iron Helm, and Meteorite Armband (make sure it's equipped!) I usually have the Sage carry the Sphere of Light. I usually have the Sage carry the Sage's Stone until the actual confrontation with Zoma himself. The Sage should also have the Healus spell before you venture into the final battles. Wizard should be equipped with Golden Crown, Staff of Thunder, Water Flying Cloth. If you have found any Mysterious Hats, they are excellent replacements for the helms listed for the Sage and Wizard. I have the Wizard carry the Sage's Stone for the final battle with Zoma himself. You should also carry a couple of Wizard's Rings. Don't forget to have the Sphere of Light with you! Make sure you're healed up and prepared for battle, then step forward. Zoma will walk toward you and confront you. He refuses to fight you himself at first, instead throwing his bodyguards at you. The first of these bodyguards is the King Hydra that defeated your Father. In this battle the Hero and Soldier should concentrate on attacking with their powerful weapons. The Sage should use the Sage's Stone to keep the party well healed on every turn. The Wizard should concentrate on casting Bikill on the Soldier and Hero. Wizard should then use Increase and Upper to boost the party's defensive powers. Once you defeat the King Hydra, take a moment to restore your warriors powers. Heal them up and restore MP if you have to (though you shouldn't need to) Then start walking North to confront the next bodyguard. The next bodyguard is Baramos Bomus. Soldier and Hero should once again concentrate on atacking with weapons. In the first round, the Sage should cast Barrier to lessen the enemies breath attacks damage against the party. The Wizard should whip off an Increase spell first thing. After this, the Sage should concentrate on keeping the party healed with the Sage's Stone and the Wizard should cast Bikill on the Soldier and Hero. After defeating Baramos Bomus, take a moment to restore your powers again. Then start walking North again to confront the final bodyguard. The final bodyguard before the conforntation with Zoma himself is Baramos Gonus. Once again, the Soldier and Hero should concentrate on attacking with weapons. The Wizard should stick to the normal Bikill and Increase patterns. The Sage should use the Healall spell to heal all party members who are on the receiving end of one of Gonus' devestating physical attacks. Now, heal up once more. Make sure to use Wizard's Rings if you have them to boost your MP as high as you can. The Hero should have enough to whip off at least one Healusall spell by all means! Then start walking forward and confront Zoma. You don't have to talk to him to start the final battle, just walking up in front of him will do it. So don't walk up until you're ready for battle!! I usually switch the Sage's Stone to the Wizard at this point to increase the maximum full party healing I can perform in a round. Watch the final speech of Zoma and then the battle is joined! The first move the Sage should make is to use the Sphere of Light. If you don't do this, the Shroud of Darkness that Zoma wears will prevent your attacks from ever doing him any real harm. Hero and Soldier should (big surprise here =P) use weapon attacks. The Hero should be ready to whip off that Healusall spell if necessary though to pull your fat out of the fire. The Wizard should use Increase and Bikill. Wizard should also use the Sage's Stone when necessary to boost the healing when Zoma does 2 Blizzards or Snowstorms in a single attack round. The Sage might cast a Barrier spell if there's enough of a break in the damage Zoma is doing, otherwise, have the Sage concentrate on healing with Healus Spell and Healall when necessary. Partway through the battle, Zoma will start emitting a freezing beam that will nullify all active spells the party has cast upon them. You'll want to try and restore at least one Bikill (probably on the Hero) after he has done this. Unless you've got one warrior attacking with Bikill power, this will be a *very* long fight. Watch your HP, keep Increase and Barrier active when you can, and keep that Bikill power on the Hero and Soldier whenever you can and you should triumph. Zoma will give a final speech then dissolve into nothingness. Start to exit the dungeon and an earthquake will occur. This drops you into a pit. You'll be spit out of a pit at the bottom of the cave Northwest of Tantegel. Head for the surface. You'll notice that at one point on the next floor up the quake closes off the path behind you to the bottom floor. The cave is now identical to how it will be many years from now during the time Dragon Warrior 1 takes place ^_^ Upon exiting the cave, light will be returned to the World of Darkness! Make your way to Tantegel Castle and upstairs to see the King. Now sit back and enjoy the ending, you have proven yourself the true Dragon Warrior and been bestowed the highest title in the land, Erdrick! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %% KUDOS AND CREDITS AN STUFF %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% First off, have to credit the development teams and Enix for making the game to play in the first place ^_^ Second, Thankye to Mohamme, Cie, Dustin, Dwaine, Neil_, Cliff, and everybody else who continually supports and praises my work in the DQ community. You all are gonna give me a big head here ~_^ And finally, big Thankyous for Robin. You're the one who keeps me on an even keel and keeps my sails to the wind. Full speed ahead Mr. Cohen! *GOL*