______________________________________________________________________________ ============================================================================== Lost Odyssey FAQ/Walkthrough ============================================================================== By: Fang Xianfu Email: fang(at)ironicorbit(dot)org Version: 0.7 (29th April 2008) This guide is (hopefully) spoiler-free. It has the same amount of detail as the other guides, but it means less reading and won't ruin the game for you. Copyright 2008 Michael Stanley (aka Fang Xianfu). Some rights reserved. This work is licensed under the Creative Commons Attribution-Non-Commercial-No Derivative Works 2.0 UK: England & Wales Licence. To view a copy of this licence, visit http://creativecommons.org/licenses/by-nc-nd/2.0/uk/ You're free to make unaltered copies of this guide and to share them, but not for commercial purposes. In addition, GameFAQs.com is permitted to display this guide on its website and to alter its formatting, but not its content, to improve readability. For all other uses, or if you're unsure, please email me. For the latest version of this guide, always use GameFAQs.com. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. ____________________________________________________________ =========================CONTENTS========================= 1. Intro and General Tips...........................[F100] 2. Walkthrough......................................[F200] 1. Disc 1......................................[F210] 1. The Highlands of Wohl..................[F211] 2. The Magic Republic of Uhra.............[F212] 3. The Ipsilon Mountains..................[F213] 4. Grand Staff Construction Site..........[F214] 5. Sea of Baus............................[F215] 6. The White Boa..........................[F216] 7. The Free Ocean State of Numara.........[F217] 8. The Crimson Forest.....................[F218] 2. Disc 2......................................[F220] 1. The Crimson Forest (continued).........[F221] 2. Numara (continued).....................[F222] 3. Old Sorceress' Mansion.................[F223] 4. The Black Cave.........................[F224] 5. The City of Saman......................[F225] 6. Experimental Staff.....................[F226] 3. Disc 3......................................[F230] 1. Merchant's Town Saman..................[F231] 2. Ice Canyon.............................[F232] 3. The Magic Industry City of Gohtza......[F233] 4. The New Kingdom of Uhra................[F234] 5. The Frozen Ruins of Gohtza.............[F235] 6. The Uhran Sewers.......................[F236] 7. Gohtzan Refugee Camp...................[F237] 8. Burning Cave...........................[F238] 4. Disc 4......................................[F240] 1. Sidequest Time!........................[F241] 2. The Great Ancient Ruins................[F242] 3. Numara (continued).....................[F243] 4. Grand Staff............................[F244] 5. Grand Staff (continued)................[F245] 3. Achievements.....................................[F300] 4. Sidequests.......................................[F400] 1. A Thousand Years of Dreams..................[F410] 2. Slot Seeds(incomplete)......................[F420] 3. Backyard(incomplete)........................[F430] 1. Light Class(incomplete)................[F431] 5. Lists............................................[F500] 1. Spell List..................................[F510] 1. White Magic............................[F511] 2. Black Magic............................[F512] 3. Spirit Magic...........................[F513] 4. Composite Magic(incomplete)............[F514] 6. Thanks, Acknowledgements and Corrections.........[F600] ______________________________________________________________________________ ============================================================================== Intro and General Tips [F100] ============================================================================== Hello and welcome! A few quick things before we begin: 1. I'm British. This means I say "dialogue" and "favourite" and sometimes "programme". Please forgive my strange spelling. 2. If you spot an omission or error, no matter how small, or if you have any questions, drop me an email at fang(at)ironicorbit(dot)org. Please put "Lost Odyssey FAQ" or something in the subject so I don't delete it by mistake. 3. This guide was written using an Asian copy of the game with the English language. Hopefully there won't be any differences between the JP, US and EU English language versions - if you think you've found one, please email me. 4. Yes, that means if you have a PAL console and speak English, you can play the Asian version. The dialogue, menus, even the manual are all in English. The proper EU version has other European languages as well, but the Asian Version can be a bit cheaper has better box art. Your choice. 5. Don't read ANYTHING about the game before you play it. Not a thing. Even knowing all the main characters' names before you begin will spoil elements of the storyline. If you already have, try to forget it - if you haven't, don't be tempted. I've tried to make the walkthrough as spoiler-free as possible, but some things are unavoidable, so don't read ahead much either. 6. When I use the words "left" and "right", I mean from Kaim's perspective. When I use compass directions like "east" and "west", I mean on the minimap. General Tips: 1. To fully heal at save points, save and reload the game. You can soft reset with the "Quit Game" option on the system menu. 2. Money is common - don't be afraid to spend it. 3. Immortals come back after two turns with more HP than an Angel Plume would give them. If it's not urgent, just wait for them to come back on their own. 4. Changing your gear in battle doesn't cost you anything. Change your loadout every turn (or even more than once per turn) if need be to make sure you have the advantage. 5. Every area in the game has an optimal level - if you're underneath this level, you'll get lots of exp (as much as a level per battle) but once you reach it, your exp gain will fall off very quickly. If it's taking ages to level up, find somewhere better to level. If you think you're too low level for an area, see how much exp you get from each battle - if it's only a little, you've reached the right level. This makes it really easy to catch up with characters you haven't used in a while, too, so don't be afraid to use them. With that said, let's begin! ______________________________________________________________________________ ============================================================================== Walkthrough [F200] ============================================================================== ______________________________________________________________________________ ============================================================================== Disc 1 [F210] ============================================================================== - The Highlands of Wohl - [F211] The game starts, as all good RPGs do, with a battle. The troops in the first battle can't hurt you, so use it to get used to the turn-based combat system. Just attack over and over until the Heavy Tank arrives. For the tank, alternate between attacking the left and right units until they're destroyed - if your HP is getting too low, use a healing medicine. Note that healing items are used first in a turn, so you'll always heal before the tank's attack for that turn. Once both units are destroyed, attack the engine to finish it off. After the battle, run forwards (watch out for the magma, it hurts) to trigger a cutscene. Make sure you hold down X to run faster. The Insane Khent Soldiers in this area hit like girls and die in one hit, so just plough through them. You can destroy the war machines around the area by ramming them with A - there are four in total. They contain a Healing Medicine, a Bruiser Ring, an Angel Plume and a Mana Herb. You'll also find a Name Plate on the ground - it's the glowing dot. Most important of these items is the Bruiser Ring, your first. Watch the tutorial to learn how to use them - you should always have a ring equipped and preferably the one that your enemy is weakest against, even if that means changing equipment every turn. Kaim'll equip the ring automatically. If you want to practice your ring-hit skills, run around the area a bit and fight more of the insane soldiers. Once you've got your ring hits down, continue on through the Edge of Wasteland area, grabbing the Healing Medicine and Mana Herb from the crates. In the Gorge area, you'll find the first save point. Grab the Healing Medicine from the crate and continue on to trigger a cutscene. Afterwards, open the two chests for Whetstonex4 (watch the tutorial if you like) and an Angel Plume, and backtrack to grab the Healing Medicine and Mana Herb from the crates the guards were stood next to. To continue, board the car. Inside the car, run forwards to trigger a cutscene and then you arrive in Uhra. - The Magic Republic of Uhra - [F212] Before you follow the guards into the station, backtrack to the guard tower, climb the ladder and kick the bin. You'll get your first Seed - there are 99 of these and finding them all gets you some items. I'll detail where to find them all and where you can redeem the rewards as we go. There are four more bins to boot near the station entrance, containing a Mana Herb, a Magma Fragment, a Whetstone and 10G. Waste not, want not. Enter the station, but don't use the elevator just yet. Talk to Colen on the right side of the lift for a small but vital sidequest - ride the lift up and watch out on the right side for the missing guard's helmet. Ride the lift down again and you'll now be able to ram the support girder to the right to knock the helmet down. Pick it up and return it to Colen for an Antidote Brooch - equip it on Kaim right away to start him learning Anti-Poison. In the next area, there are five posters stuck on the walls that conceal items. They're the ones with loose corners. They give an Antidote, 100G, 10G, Healing Medicine and another Seed. Once you've got them all, get on the monorail on the west side of the area. Talk to the people in the car if you want, but run to the back to continue. Once you're off the train, grab the Cold Water stone from the bin at the north end of the station and the Engraved Ring off the floor by the benches in the middle. Head down the lift and take the ring to the Lost and Found to get a Cure-All. Grab the Mana Herb from the poster stuck to the desk and the Healing Medicine from the bin next to it, and head out into the square. Lots of items here behind posters, in bins and in these new black metal things. Altogether you'll find Whetstonex2, two Seeds, one in a metal thing and one behind a poster, an Angel Plume and a Wind Seal Leaf. Continue into the next area and watch the scene unfold. Afterwards, don't head to the inn just yet. You can nab plenty of items in the Main Street first - in the order you should find them heading east to west: another Wind Seal Leaf, a Magma Fragment, 100G, a Seed, a Healing Medicine, an Antidote, 10G, Whetstonex2, a Mana Herb and another Seed are all up for grabs in vases, bins and behind posters. Once you've got all these, head into Virno's Tavern in the southwest corner of the area, by the alley. Inside, you can grab 100G on the ground floor and an Aqua Bomb and another Seed upstairs in vases. Once you've finished, head to the inn - it's the second exit you come to as you head north from Virno's, just opposite where you came in from the monorail. Inside the inn, you can grab an Antidote, Seed, 100G, an Angel Plume and a Holy Knight Charm in various vases and cupboards. Talk to the innkeeper to trigger a scene. After Kaim leaves his room, you'll unlock the first of the Thousand Years of Dreams, a set of short stories by Kiyoshi Shigematsu. If you like literature at all, you'll probably enjoy reading them - if not, you can just mash A to skip the text and still get the achievements. If you want to get on with the game, you can trigger them, skip through them, and then reread them from the main menu later if you like. Once you're done with "Hanna's Departure", head out of the inn and walk south a little to trigger a scene. Afterwards, you can unlock three more dreams in Virno's if you want. Talk to the soldier at the bar for "A Hero's Return". Leave and re-enter and go upstairs for "In the Mind of a Captive". Re-enter again and approach the father and son at the bar for "A Mother Comes Home". Head north into the Residential area when you're done. You can talk to the family sat on a bench in the square to unlock another dream, "White Flowers". If you talk to the next woman along and give her the Name Plate you got back in Wohl, she'll give you some Poison Oils. Also in this area, you can grab 100G, a Magma Fragment, four Seeds, Whetstonex3, a Healing Medicine, a Wind Bomb and a Cold Water Stone. Most important of these is the Magma Fragment, because you should now have three of them - enough to make a Flame Ring and earn the Ring Assembler achievement. Leave your Bruiser ring on for now unless you find a wind enemy who'll be weak to fire. Remember that you can change your ring for free each turn if you need to. Once you're done item hunting, head north into the next area. Enter the doors to trigger a scene. Afterwards, head to the west and then north and enter the door on your right to the Magic Research Lab. Grab the Quality Iron Sandx2 and the Seed in the bins. Head out the north door and get the Flare Bomb, Berserker Necklace and Hawk Eye from the chests. Grab the crate and drag it out of the way to nab 3 more Magma Fragments in a hidden chest. Now head back into the lab and use the lift in the northwest corner. Watch the scene and then start back to the Inn. You'll meet Seth along the way. Once you enter the inn, you'll receive a message. Head back to Central Station - upstairs, you'll unlock the "Little Liar" dream after approaching a family. Board the monorail opposite them to head to the gate. Retrace your steps back to the room where you found the guard's hat and head down the elevator. Around the back of this room is a guard who needs some help with the elevators. Offer to help, and then pull the levers in this order: ACBAA. Jump on the lift you just brought down and take the other lifts up to the top. You'll find a Platinum Gauntlet at the end. Head out of the gate and watch the scene. Watch the skill link tutorial if you like, then head towards the exit for another scene. Buy some healing items and bombs if you like. You don't really need the Thief's Bracelet since you can just link Steal from Jansen and you should have all the other accessories. Once you've got your supplies, head out. - The Ipsilon Mountains - [F213] Choose this location on the world map and watch the scene. Make sure you've equipped an accessory on everyone (Platinum Gauntlet and Antidote Brooch are good choices) and linked magic from Jansen (White Magic 1 will be invaluable). You'll probably want to make another Bruiser Ring for Seth, too. Save up, and then it's off across the mountains. This first area is ripe with items for the taking. Make sure you kick every tree and probe every pot. Near the entrance (backtrack a little) you'll find 100G and a Seed in trees. Tucked right up in the corner will be a Mana Herb and the spell Ground. A little bit further on you'll find Wind Leaf Seals and a Magma Fragment in trees and then, finally, the motherlode: a Seed, Slot Seed, Flare Bomb, Knight's Code, Antidotex2 and Healing Medicine. Slot seeds increase the number of skill slots an immortal has - you should be approaching full skills, so it's pretty useful. Make sure you spread them out among the immortals. In the next area, you'll find Magma Fragment x2, two Seeds, Wind Seal Leaf x2, Flare Bomb, the spell Barricade and Whetstone x2. Once you've got all this stuff, enter the mountain hut. In the hut, light both candles. In addition to the Seed, Power Drink and Antidote, you'll be able to get Search Glasses and the spell Shield with the lights on. Talk to Jansen and rest to trigger a cutscene. Use the save point trick to make sure you're fully healed because there's a boss fight soon. Leave the hut by the other exit and proceed along the northern ridge, kicking over the rock piles for a Mana Herb, Healing Medicine and Angel Plume. You'll unlock another dream on the way, "The Upstreamers". Once you get to the Peak, it's time to kill or be killed. ------------------------------------------------------------------------------ BOSS: Grilgan HP: 1660 TYPE: None ELEMENT: Wind (Use Fire) ATTACKS: (physical attack) Downburst (heavy damage to all) Poison Claw (normal attack, poisons) Use some of the materials you've gathered to make another flame ring for Seth. You probably won't do a lot of attacking with the mortals in this battle, but if you have an opening you can't afford to waste it. The easiest way to win this battle is by levelling to about level 14 outside the hut - while you're doing it, learn Anti-Poison, Stand Ready and Guard Heal (if you haven't already) with each of your immortals. The basic strategy will be to defend every turn with Seth and Kaim, whose abilities will keep them healed and the party's GC high. Jansen will use Flare each round until Grilgan dies, which will take about 6-8 turns. If your abilities are managing to outpace Grilgan's damage, have Kaim start attacking as well. If things start going wrong - if Jansen dies, or it does too many Downbursts, or your healing isn't going to keep you alive long enough - switch to an all- out attack. It only has one all-targeting attack and you might get lucky and kill it before you die. This is widely considered the hardest boss in the game, so don't be afraid if you die a few times. There's a checkpoint just before the battle, so if you die, you won't have to walk from the hut again. ------------------------------------------------------------------------------ Once Grilgan's bitten the dust, save at the nearby point (and use the save point trick to heal if need be) and start working your way down the mountainside. The bridge on the southern slope has long since rotted, so jump across the gap to the right. When you reach a point where you can double back, do so - you'll pass some funny-looking green rocks. Give them a smack and get the Novice Earrings from the chest behind. Continue on to the cart track. On this map, push the first cart out of the way. Ram the second for a Cold Water Stone and the third for a Seed. Proceed to the mining site. Run forwards and then go down the ladder. On your left are more of the blocks, which you should smash. Enter the tunnel and then run left and then out to get another Slot Seed. Now descend another two ladders, run all the way to the end and up a ladder - if you jump the gap, you'll find the Aqua spell. Backtrack and go down the last ladder, then head left. Push the cart into the hole and run over it, then make one last dash to the world map. - Grand Staff Construction Site - [F214] From where you start, run up the ramp to the area with the orange boxes. Run round the outside and grab the poster with 100G inside. Now, you need to solve a little puzzle - you need to talk to the guards and then get out of their line of sight so they start patrolling, then sneak behind them and move the wooden crates to make a path. First, talk to the northernmost guard. Move out of sight behind the boxes to the right. When he starts moving, run into where he was standing, grab the box and drag it as far out as you can, then make your getaway. Run round to the southerly guard. Talk to him just as the first guard is about to leave his post, and then run out of sight to the left of him. As soon as he's past the boxes and there's enough room to run past, quickly run inside, grab the second box, and push it to where the first one was. Then grab the poster with a Mana Herb and nip down the ladder before you're caught. If you are caught, the boxes don't reset, so worry about getting the task done in stages if you need to. I found it easier to do the first box, get caught, then talk to the (now stationary) first guard, sprint round to the second guard with X to get him moving, and then run in. You have just enough time this way to move the second box and get down the ladder. In this new area, you'll find some Turn-Tail Shoes and a Seed in pots. There's also a guard who's willing to sell some stuff - you probably don't need any of his healing items and you should have all the spells, but he does sell some ring ingredients you might need, and a couple of the swords he sells wouldn't hurt if you can spare the cash. Head south into the next room. Push the crates to get out, then have a look around - you'll find the Poison spell and Hard Skin x3 in pots. Exit back out to the upper level and head back up the ramp. Go right and then down the stairs - you'll see a pot in the corner. This is a special pot-dwelling creature called a Pipot, the first of eight. They're the reason you've been collecting seeds - they'll trade them for items. You should have 20 of the 99 seeds by now, so trade them in for an Adamantis and an Adamantis Ring. You'll want to equip that ring whenever you're facing an organic or fire enemy. You don't need to equip it now, though - just do it in battle when you need to. Pipots will also trade low-level healing items for high-level items. They'll swap 4 Healing Medicines (which heal 100HP each) for 1 Healing Herb (which heals 500HP each). By this point, your two immortals will probably have more than 500HP, making this a great trade. I advise trading all the Medicines you can. When you're ready to move out, go back down the ramp by the orange boxes and keep going south to exit to the Sea of Baus. - Sea of Baus - [F215] Grab the Treasure Glasses next to the save point and then run across the bridge to the north. In the next area, kick open the clam on the right for a Healing Medicine, then cross the shrapnel bridge. A clam on the right holds 4x Sticky Tape (I bet you can make some rings with it by now). To the left is a machine with a flashing light. Approach only when the light is off and smack it for Insect Innards x3. If you move while the light's on, you'll be forced to battle. Backtrack to the crossroads and go north to grab the All-Shield spell. Smash through the planks and head into the next area. Here, grab the Seed, Yellow Band, Anti-Paralysis Herb, Magic-Luring Stone and Mana Herb scattered around. The Yellow Band from the machine on the west bank is very important - you'll want at least one of your immortals to have the ability learnt by the next boss battle, which is only a few short areas away. Lots of light-machines in the next area. You'll find two Seeds, an Anti- Paralysis Herb, a Power Drink, an Angel Plume, a Slot Seed, Apprentice Earrings and a Ground Bomb in them. Once you're done playing with the light machines, move on to the next area. Grab the Pumice of Despair x4 and head up the long stairwell - watch out for an area of the stairwell with no railing on the east side. Go through the gap and down the easily-missed path to find the All-Barricade spell. Backtrack and then continue on to the save point and save, because the very next area is a boss battle. If you still don't have Anti-Paralysis set up, train up in this area - the magic insects should be easy kills, especially if you equip rings they're weak against (they're organic wind-types). Once you've got Anti-Paralysis on at least one immortal, or you get bored of training, equip the Yellow Band on Jansen and carry on to the next area. ------------------------------------------------------------------------------ BOSS: Bogimoray HP: 1380 TYPE: Organic ELEMENT: Fire (Use Water) ATTACKS: Absorb (draws MP for Para-Flare - watch the gauge) Para-Flare (magic damage, paralyses all) BOSS: Magic Insect HP: 240 TYPE: Organic ELEMENT: Wind (Use Fire) ATTACKS: (physical attack) Charge (collects MP for Bogimoray and for Force) Force (physical damage, must be charged) Try not to rock out too much to Nobuo's awesome music in this battle ;) If you have Anti-Paralysis on everyone, you won't have much to fear from Bogimoray's Para-Flare. Cast All-Barricade at the start of the battle to reduce its damage (it helps if one or both of your immortals has Lv2 Black- White magic from the Apprentice earrings for this). You'll need to change your ring loadout often during this battle. Use Flame Rings when you're attacking the Magic Insects and Aqua Rings and the Adamantis Ring when you're attacking Bogimoray. The first objective of this battle, once you're barricaded, is to reduce the enemy GC so you can do damage to Bogimoray. Have each immortal attack a different target and have Jansen cast Prism. You'll have two turns before Prism goes off, so you should be able to attack three different Insects (because one immortal will cast All-Barricade). They'll die when Prism goes off, and you can finish off the next two on the next turn. Then have Jansen fill Bogimoray full of Aqua. Switch your immortals to water-damage rings and start mashing Bogimoray. He'll summon more insects, but they won't increase the GC, so just keep attacking the main boss. He'll go down soon - with some luck, before he manages to cast Para-Flare at all. Oh no! Another Bogimoray! This one starts fully charged, so you're going to have to eat at least one Para-Flare. If you have Anti-Paralysis on, it's nothing to worry about. There's no need to attack the insects if you don't want to - the GC won't have gone back up. Just remember to swap back to fire rings if you do - doing so will reduce Bogimoray's ability to cast Para-Flare. ------------------------------------------------------------------------------ After the battle, PAUSE. This next section is timed, and you won't have enough if you read this and then try to grab the treasures. You'll have about a minute after your party stops talking until the story progresses on its own. There's a Sage's Protection in a chest, and a blue healing point between Jansen and Seth. Finally, there's a Healing Potion in a chest to the right of Seth. Once you've grabbed the treasures and healed at the blue thing, equip Steal on both your immortals if they don't have it. When you're done, just run around until the story progresses and a battle begins. These enemies are completely type-free, so use Bruiser Rings. Use the same strategy you used against Bogimoray - prism and individual attacks. All-Shield will reduce the damage you take. You should try to steal a Circlet from the magician before you finish him off - the Relax skill it teaches is vital. You don't actually need to kill the magician to win, so make sure you use Steal first. But of course even your immortals can't take down a whole army. When you wake up, head to the southwest corner of your cell and press A to unlock "They Live in Shells". After this, run around until you find the spot where you can press A to continue the story. After the scene, you can start trying to escape by ramming the doors and kicking rats - you can swap characters to try their cells too. If you kick the rats in both Jansen and Seth's cells, you can pick up a Light Lens in Kaim's. Eventually, no matter what you do, you'll be transferred to a rather impressive boat. - The White Boa - [F216] After the scene, you control Jansen. Run to the bars and press A to make the guard release you. You're defenceless, so you'll need to sneak around until you get your stuff back. If you get caught at any point, you'll get sent back to the cell and have to start over. Wait for the eyebot to turn away, then run past (remember to use X to sprint). Down the corridor, kick the can to distract the bot and then run round the corner. Watch out for a green control panel that'll open a path to a chest with the Paralyse spell. For the next bot, you need sprint and press the button as soon as it turns around to shut it in. Then press the other button to open a door a bit further along. Run left down the corridor and over the panel. Keep going to the end to find a ladder - climb it to find another ladder you can lower into the brig - saves you repeating the previous challenges if you get caught. Backtrack to the door and go through it - hold B to walk across the big red sensor so you don't wake up the guard. Turn right and press the button to open a path to a Slot Seed, then continue on. Run to the ladder when the eye's not looking and climb up onto the catwalk. Walk slowly across the alarm panels up here and then push the button to lower the ladder. Climb down and run north - there's a red button here that'll turn on the door back by the guard. Turn around and run forwards to find another ladder you can climb (the bot shouldn't see you, but it doesn't matter if it does - just climb out of the brig and go back the way you came to return to the door you just activated). Push the button and climb down the final ladder. Push the button next to the door and go on through, then go down in the lift. You'll find your stuff in the next room and have to fight a couple of guards - nothing too hard. Nab the Healing Potion and Angel Plume in this room, save if you like, and head through the door to the north. Once you're back in control, head down the corridor and up onto the central dais to trigger a scene. Run back the way you came to trigger a scene, then run to the north end of the room to find the way out. In this next area, you might have to fight - heal up after the battles. Run to the north end of the room to trigger a scene. - The Free Ocean State of Numara - [F217] You're now free to wander round the city. You'll find tons of items for the taking around here. Leave the room you're in to the south. As well as the normal pots and stuff, you can also loot items from fruit on trees. You'll find 100G, two Seeds, Frontier Siderite x5 and Sun Crystal x5 in this area outside the Palace. That should be enough to create Flame Ring Ultra and Fire Ring Ultra - they're exactly the same as the normal versions, but it's a bit easier to score a perfect hit. However, in a short while you'll come across a man who can combine effects of rings, and if you upgrade them to Ultra, they can't be used for this, so it might be best to wait. Finally, there's also a little girl who gives a little side-quest by the western ramp. Once you've found everything, leave the palace area to the south. In the White Square, you'll find two Seeds, 10G and an Aqua Bomb. On the eastern side of the square there's a girl named Chuchu who'll challenge you to a game of tag. Hold X to sprint and press A when you get close enough to receive a Slot Seed. Enter Thelran's Inn through the door to the north. There's a wealth of items in here including three Seeds, an Angel Plume, an Anti-Paralysis Herb, a Healing Herb, Whetstone x6, 100G, Waterfall Cluster x5, a Ground Bomb, a Mana Capsule, two Mint Powders, 10G, Guardian Ore x6 and Sticky Tape x5. Head out and then east onto Main Street once you're done (use the northern entrance next to where Chuchu was). Here, you'll find tons of things to do and see. First, talk to Chuchu - you'll see her in the distance - to begin a game of hide and seek. Grab the Seed on the branch and then go down the nearby ramp. Talk to the woman on the gondolier to start another little sidequest. Go back up the ramp and enter the door to the Artist's Salon. Grab the Healing Herb in the pot by the door, and talk to the artist near the rotating... thing... for a password. Then go back out to Main Street. Head east (towards the screen), then north. Grab the Seed from the plant on the left and continue forwards - You'll unlock "The Talkative Mercenary" from a little boy here. Continue on and you'll find the door to Ninn'a Boutique. Inside, you'll find 10G and a Seed. Use the password to enter the back of the shop. Here, you can buy weapons, ring parts and find a ringmaker who'll combine your rings into better ones free of charge. You can buy the components for the rings you need from Ninn if you're short. Click the right stick on the equip menu to remove the rings you're wearing, too, and try to get as many of the new rings as you can. All the element rings are great, as is the Herculean Ring. Once you're done shopping, leave and just to the left you'll spot an alleyway. A plant just outside the alley and another inside it hold Seeds. You'll find the girl's dog in here too. Climb the ladder at the back, cross the balcony, and down the other side for a Slot Seed. Continue along Main Street to the west and go down the steps to the gondola lauch to trigger "Letters from a Weakling". Down the alley behind the gondola, you'll find another Seed and a door to Nalia's Item Shop. In here you'll find Chuchu, who'll reward you with some Mana Earrings - make sure you learn this with both immortals and then equip them on Jansen. Around the room, you can nab a Wind Bomb, Gale Wing x5, a Seed and 100G. If you leave by the other door out back, you'll come to another gondolier launch. Talk to the guy here and he'll give you the Shine spell. You should also stock up on Healing Herbs from Nalia - you're going to fight a hard battle soon and every little helps. Now backtrack to the first gondola, with the woman on it. Talk to the couple and you'll be given a chest with a Mimint Ear, which gives a pretty good ability and has the added bonus of making your character cute and fuzzy. Aww. Keep backtracking all the way back to the girl who'd lost her dog and talk to her again for Kelo Oil x3, which'll let you make the Kelo-Ring when you unlock its recipe. Turn around and leg it all the way back to Nalia's shop, where you found Chuchu. Instead of running into the alley again, carry on to Canal street. Run forwards and then turn right and grab a Mana Capsule from the pot. Enter the house and talk to the guy at the table to start another sidequest that you'll do in the next area. Exit the house and continue down the road, over the hill. Down the other side, grab the seed from the tree and talk to the three kids at the corner to start another sidequest. Backtrack to pick up the balloon in the corner near where the Seed was. Turn around and go down the steps. Walk along the dock, over the wooden things and past the tent to find the gondola model. Backtrack to where the kids are and run forwards to unlock "Don't Leave Me, You Hear?". Keep going down the street and watch out for the blinking light on the left that is the doll. Go back to the kids and talk to each of them to get some Kelolon Earrings. Run on down the road, and enter the house on the left. Inside you'll find a Healing Herb, a Blinding Powder, Insect Innards x4, 100G and 10G. Just before the bridge you'll come to a pot with 10G. Cross the bridge and check the tree on the left for yet another Seed. A pot through the gap in the railing as Poisonous Bones x5, which you can use for a Poison Ring Ultra if you want. Up the road on the left is a house where you can nick a Mana Herb, a Flare Bomb, Mighty Carapace x4 and 10G. Continue up the Road to the Port of Numara. Save and heal, then head left into the Ruins. A chest here holds Sandman Seal x5. Equip Crisis Defence Boost and Crisis Attack Boost just in case - as you continue up the road, you'll be forced into battle. Have your immortals defend on the first turn while Jansen casts All- Shield. The immortals should attack each soldier in turn - they're completely typeless, so use Bruiser or Herculean rings. If your attacks are doing more than 150 damage even when you get a Bad ring rating, try using a status effect ring instead. Jansen should heal every round with items and the Zephyr and Heal spells. Your GC will probably get too low during the battle, and Jansen will die - if this happens, don't bother resurrecting him (he'll just end up dying again) and just use Herbs with your immortals as they need them. You could maybe use an Angel Plume on him during the last turn so he gets some Exp. Don't be stingy with healing items, and just keep it up until everything's dead. Carry on to the next area, grabbing the Kelo-Vitamin and Hardened Skin x4 as you go. Grab the Seed, Mana Herb and Slot Seed in the next area, then enter the house. Run forwards to trigger a scene, and then you'll be controlling Tolten. Run forwards and a battle will begin. Use Cut Down to decimate the Mud Puppets, watch the next scene, and then you'll be fighting again. Use Inquire until Tolten starts fighting, then use Power Hit twice to win. The plot thickens. Now you control Cooke and need to collect ten flowers. There are four on this map and six on the previous one - they're not hard to find. The only one you might miss is behind the well - there're two in the area immediately behind it, and then there's a toppled arch that Cooke can just fit through, where you'll find another one. Now, as Kaim, gather branches. There're five in each area. Once you're done with that, go back to the house and watch the scene. You'll then control Mack and have to play a little minigame. Hold whichever ABXY button is in the right direction and move the left stick until it touches the other torch. Hold it there to complete each movement. Do this for all the people to finish. Once this is all done, you'll be inside Cooke and Mack's house. Loot the Eastern Red Ore x3, Kelolon spell and 1G, then step outside. Cooke will join the party here. A pipot will have appeared right outside the door, and you should have another twenty seeds for it by now. Hand them in to get an Earth Charm. Run back down to the save point at Port Numara (you'll unlock "Evening Bell" along the way) and use it to heal since you'll still be on low hp from the guard battle. Go south onto Canal Street and run back to that big hill. At the top, look to the north to unlock "The Portraitist of the Dead". Go and buy healing items if you need them, then head back up to the port and go right onto the world map. Your next destination is... - The Crimson Forest - [F218] A couple of notes about the enemies you'll find here first. The Trent's you'll fight here are tough - don't be afraid to run. If you decide to fight them, use Cast Support with Cooke or give her the Apprentice Earrings and blast them with Wind spells. The immortals should go all-out with Wind rings. Poisoning the one you're not attacking can help, too. You'll also find Angel Heart useful for healing. Finally, don't forget All-Shield. Silver Kelolons will dodge physical attacks, so have everyone use Ground and hope they don't escape before you finish them off. If there's only one left alive, the enemy might summon a Keloline, which are much tougher than normal Kelolons. If you're in a battle with Balloons, target them first. After a few rounds, they'll use Huge Explosion, killing themselves and doing damage to your whole party. You get no Exp from them if this happens. Anyway. You can't get most of the items here until after you find Mack, so leave them for now. Go to the left and follow the path to the north and ram the trunk to get to the next area. Kick the mushrooms for crystals if you like, and ram the obelisks too, but don't worry about it for now. Here, head left at the first junction, then east. Follow the path as it curves north, and ignore the turning to the west. You'll arrive at the Sorcerer's Shrine. In here, always kill Flame Spears first and Plant Dragons last. The former do lots of damage and the latter cast All-Sleep when they're almost dead, which can obviously be a headache. Save your game here and heal if you need it. Grab the crystal fragment, then go down the lift. Head west, grab the fragment, and exit into the Dungeon Shrine. As you walk along, the door will close. Just up the stairs, you'll hear a rumbling noise - step back a bit because a boulder is about to come rolling down the stairs. When it passes, leg it up the stairs and onto the little ledge at the side to hide from the next boulder. Then run up to the top. Run all the way across, grabbing the fragment on the way, to the matching set of stairs, and go down to net a Lucky Clover. Through the door back into the Chamber of Stone Tablets, you'll find two more fragments. Backtrack to the top of the stairs and go down the middle staircase. You'll find a pillar in the middle that you can push. Do so until the light turns red, then deliberately trigger another boulder to open the door. Run down the stairs, but don't enter just yet! There's a boss through there. First, save and use the blue healing thing. Grab the Curse spell in the chest, and the fragment just west (towards the camera) of it. Next, leg it past the colossi (press X) on each side to get a Crystal fragment, Cubic Music Score 2 and a Slot Seed. "What are these Music Scores?", I hear you cry. All will become apparent soon - if you can't wait, take a look at the Sidequests section. If you're close to learning some abilities, you might want to fight the colossi instead of dodging them - just spam Wind at them to kill them. Each one you kill nets you 2SP and there's a healing thing right nearby. Your choice. For the boss fight, try to have Stand Ready and Lucky 0 Magic Damage on your immortals (remember you can just leave the item equipped on one of them), and if you can, Guard Heal and Relax just to make sure. If you didn't already, give Cookie the Apprentice Earrings. I equipped the Mimint Ears on Kaim here - hilarious! When you're ready, heal, save and go through the door. ------------------------------------------------------------------------------ BOSS: Obsidian Miasma HP: 930 TYPE: Magic ELEMENT: None (Use any) ATTACKS: (physical attack) (physical attack, absorbs HP and MP) Obsidian Circle (damages all) BOSS: Obsidian Tentacle x4 HP: 300-520 TYPE: Magic ELEMENT: None (use any) ATTACKS: Same as Miasma Your first objective is to free Cooke. Put on some Bruiser Ring Ultras or Herculean Rings (I'd go for Ultras if I had them) and wail on Obsidian Tentacle 3 with all your characters. Once Cooke is free, cast All-Barricade and defend with the immortals while smashing the tentacles with spells. Make sure you keep your GC above 3 at all times. Once all four tentacles are dead, Mack is freed. Cast Sleep on him to summon the Miasma - only do it with one magician, though because for some bizarre reason, even if the spell misses the Miasma, Mack won't stay asleep. It's game over if Mack dies, so keep an eye out - if your target is Mack rather than the Miasma, cast Sleep again. Keep guarding and spamming spells until it goes down. ------------------------------------------------------------------------------ Watch the scene to finish off disc 1 and gain your achievement. MAKE SURE TO EJECT THE DISC ONLY WHEN IT TELLS YOU TO! If you eject at the save prompt, you'll lose your progress and have to finish the disc again. One down, three to go. ______________________________________________________________________________ ============================================================================== Disc 2 [F220] ============================================================================== - The Crimson Forest (continued) - [F221] Mack joins your party now and offers Spirit magic, which mostly deals with status effects and weaknesses. Make sure to put him on the back row - he doesn't have the HP to stay out front. Go back to the blue thing to heal, then go back into the area where you fought the boss. With the boss dead, you can use a lift to exit the shrine quickly. Some of the obelisks you'll be ramming in this area have enemies inside - they're the ones with the purple clouds round them. They contain five Spituras and a Soul Eater in the back. The bug will kill a Spitura every turn to regain its HP and boost its stats. Once the Spituras are dead, it'll start casting Prism. Use Cast Support with Cooke and Prism with Jansen to smash them all quickly - have Kaim, Seth and Mack kill the stragglers. After that, you're free to swap to fire rings and start mashing the bug with the Flare spell. It has just over 400HP, and you'll regret it if it manages to get Prism off. Walk forward a bit, then turn around and go back to the lift for a cutscene explaining about the stone circle elevators in the area. Push the glowing light to activate them. There are two in each area, and they lead to some hidden items. Scattered around this area, you can pick up six crystal fragments, two Seeds, an Anti-Paralysis Herb, an Angel Plume, and a Demon Warrior's Blade and Demon Warrior's Ring. You'll find two battles as well. There are two stone circles in the area that'll take you up to some of the items. Back in the Near Swamp area you'll find two more battles and the last six fragments, as well as an Anti-Paralysis Herb, a Mana Capsule, a Seed, the Refresh spell and a Healing Potion. When you've picked up the goods, head for Numara - make sure you choose the Port and not the City just yet. You'll unlock "Elegy Island" as you leave. - Numara (continued) - [F222] As soon as you approach the fountain in White Square, the story will advance, which is why we came in the back way. Take the fragments to the guy in the house off Canal Street get a Life Brooch. Stock up on items if you need them and then enter the square by the northern exit, the one by Ninn's shop. A man on the east side will start the Cubic Music minigame. Just remember the order for each piece and replay them - you'll hit in the order your characters select abilities, so it's easy as pie. You'll get Force for completing the first and Dodger for completing the second. Once you're done, approach the fountain to trigger a scene. Leave towards Main Street and you'll soon be fighting without the kids. Equip Bruiser or Herculean Rings and if you've got Power Hit, use it now. Once they're dead, laugh at the general's bra and run off into the next area. In here, most of the paths are blocked. You can see the pursuing enemies on the minimap - they'll fight you if they catch you, and they won't stop while you're looting items. However, it takes a moment for them to start running after you've looted something, so use that time to run around them if they're blocking the way. It's pretty fun :D There are twenty vases and chests lying around containing: Junk Parts x3, four Seeds, Cubic Music Score 3, 100G, 100G, Mysterious Perfume x3, Power Drink, Slot Seed, Mana Capsule, Generator x6, Black Pearl Powder x6, 100G, Whetstone x2, Adept Earrings, Healing Potion, Angel Plume and Magic- Sealing Feather x3. Pick them up if you want as we go. Head straight from the entrance, then right past treasures 1 and 2. On the right is treasure 3, but you'll need to head left, past 4, to the lift. On this level, head south grabbing treasures 5, 6 and 7 if you want. To continue, head north, then hang a left to the next lift - treasures 8, 9 and 10 lie outside it. Back in the area you started, grab treasures 11 and 12 by the lift, then head right (west) to treasures 13 and 14 by the next lift. Carry on to grab 15 and 16 if you like, then ride the lift. Grab 17 outside the lift, then go right (south), past 18, then left (east) past 19 and 20. Go south, and
you're safe. Heal and save, because you're about to fight a boss. I recommend
equipping the Crisis XXXX Boost abilities for this battle, as well as Combo
and Power Hit - you'll be doing a lot of attacking with the immortals, so
they'll need the help. Make some Jamming Rings if you don't have them already
and use them and the Demon Warrior Ring in this battle. Give Mack one of the
Earrings so he can cast some black magic. Then go south into the next area -
after the scene, run forwards and into White Square and approach the fountain
for a fight.
------------------------------------------------------------------------------
BOSS: Magic Heavy Tank
HP: 1580
TYPE: Mechanical
ELEMENT: None (Use any)
ATTACKS: Tank Hit (physical damage)
BOSS: Tank Unit
HP: 740
TYPE: Mechanical
ELEMENT: None (Use any)
ATTACKS: Securing Energy (drains MP)
Tank Charge (increases tank damage)
BOSS: Cannon
HP: 1490
TYPE: Mechanical
ELEMENT: None (Use any)
ATTACKS: Volcannon (damages all)
BOSS: Cannon Unit
HP: 740
TYPE: Magic
ELEMENT: None (Use any)
ATTACKS: Securing Energy (drains MP)
Cannon Charge (increases cannon damage)
Make destroying the Units your first priority - they boost the damage of the
tank's attacks. Once they're dead, destroy the cannon and the tank itself. The
tank's attacks take out your GC too quickly and spells do too little damage to
bother with the old defend-spell strategy.
The units absorb MP from your spells, so use physical attacks with the
immortals. Have Mack and Jansen use a Power Drink on each immortal while Cooke
uses All-Shield. Once both immortals have attacked a unit, it should be safe
to attack it with spells if it's not already dead - have one of your casters
use a spell on it while the immortals and Mack (with spells) focus on the
remaining unit. If you use Cooke for the spell on the weakened unit and Jansen
and Mack on the remaining unit, they should both die this turn.
The tank's now not much of a threat - heal if you need to, but mostly just
wail on the remaining parts. It'll die before too long.
------------------------------------------------------------------------------
After the scene, view the tutorial if you like, and head out to the world map.
Enter the Port side of Numara. Save if you like and enter the large blue gates
to the north. Keep heading east to find an open gate you can sneak through and
enter the door here. Walk forwards a bit to trigger a scene, and then run
forwards onto the boat.
Be careful if you go to the Numara Atoll to the northwest - the enemies will
smash you into a pulp pretty quickly. Use Turn Tail to flee while you run
around and loot a Bronze Spirit Band and the Regenerate Spell. You might want
to try training up here, too - you'll be able to gain levels very fast, but
the battles are hard too. It's up to you, it's not like being underlevelled is
a problem in this game. Reboard the boat once you're done.
Head northeast to the flashing light on the map - this is the coast of Tosca,
your next destination. After the scene, you'll unlock Part 1 of Seth's Dream,
which you should watch - it's important to the plot later on. Head to Tosca
Village.
- Mountain Village Tosca - [F223]
Run north and across the bridge to get a Magic-Powered Locator and start a
sidequest. Head to the southwest and climb the guard tower for a Dark Crystal
Staff and Ring. Remember to equip the staff on Jansen later. Head to the Inn
and rest to trigger a scene.
Once you're back in control, run downstairs and across the room to trigger a
scene. In the morning, it's time to loot. Grab the Seed, Aquara Bomb and
Magic-Sealing Feather x2 in your room. Enter the room opposite and buy some
items and new weapons from the merchant if you like. In this room you'll find
another Seed, a Cure-All and a Slot Seed, and out in the hall, there's a
Mysterious Perfume. Leave the inn now and grab the Seed, Healing Tank, and two
lots of 500G around town. You can unlock "The Bread of Grandma Coto" just
before the bridge and "The Hero" just past it - watch "The Hero" even if you
don't like watching the dreams, because this one gives you a treasure hunting
clue. Now jump across the river and grab the Medusa's Head.
Inside the Deeno house, you'll find a Seed and a Flara Bomb. Next door, you'll
find Seed of Terror x4 and a Pipot - you don't have enough Seeds to get
another item yet, so don't hand them in yet if you don't want to.
Head back to the inn and talk to the girl in the northeast corner of the upper
floor to start a challenge - putting wreaths on all 16 Kelolon statues in the
village within 5 minutes. This is plenty of time as long as you know about the
ones that're blocked off when you start:
1. The man blocking the watchtower will move when there are about two minutes
on the clock.
2. Next, the girls in front of the Deeno house will move at about one minute
to go.
3. Finally, when there's about 20 seconds left on the clock, the man in front
of the northern ladder will move. You should have just enough time to run up
and get it.
The three minutes you have at the start should be plenty of time to get the 12
easily-accessible ones (they are: one on the island by the bridge, two on the
path behind the inn, one hidden near the ladder, three up the ladder, one
behind the waterfall, one just past the bridge, one in Bosso's House, two by
the exit to the world map and one in the inn) then you just need to get the
last three as the timer gets to the right points. You get some good rewards
for this quest - 3 Kelolon Hearts, a Slot Seed, a Seal Blocker and, if you get
them all, the Gamble spell.
Once you're done, head north out of the village to the world map. Pay a quick
visit to the Northern Cape first (recognise it from somewhere?) to grab Cubic
Music Score 4 and a Lion Heart, then head to...
- Old Sorceress' Mansion - [F223]
Give your immortals non-element rings (magic killer rings help) and the lv2
black-white magic skill. The Unidentified Life Forms here ignore all elemental
damage, so use physical attacks without an elemental ring and spells like
Gamble and Force. The Soul Armours are immune to physical damage, hence the
lv2 magic skill.
Grab the Soul Medicine outside and enter. Take the Cure All up the left stairs
and Poem Fragment A on the right. Enter the door on the left. Get Poem
Fragment B here and run down the hall. Opening the doors will cause battles,
but the middle one will also give you a Large Mirror Jewel - once you have it,
backtrack to the mirror and go through into the past.
First, grab the statue and shove it to the side - this makes a path to a chest
in the present. Head into the hallway and go upstairs. Nab the Grounda Bomb
and examine the machine at the back. Point the hand at the pot and grab the
Red-Copper Band. Enter each of the rooms on this floor - Kaim will remember a
bit and find a treasure in each. In the left, the Wheat Plate and in the
right, a Soul Medicine. Head back to the room with the mirror and go down the
corridor to the north. At the end is another mirror, which'll send you to the
east side of the mansion. Grab the Mana Capsule and Winda Bomb here and enter
the next mirror to go back to the present.
Get the Black Pearl Powder x4 and the Poem Fragment B in this room, then exit
back to the hallway. Remember we moved a statue? Go back to that room to get
the Celestial Plate. Go back into the entrance, save, and go through the door
at the back into the courtyard. You'll find the Bow Plate here as well as a
Cure-All. Now for a puzzle: put the wheat plate in the right spot, the bow
plate in the left, and the celestial plate in the bottom. You'll open the way
to the Hermitage. Grab Poem Fragment D in the corner and go down.
First, enter the first mirror on the right, the one closest the middle. On the
western wall is a lever that activates some other mirrors. Now go back to the
centre room and go through the furthest-left door. Stand on the glowing spot
to unlock the first part of the puzzle. Head through the other mirror in this
room to find a Goddess Medicine, then enter the mirror closest to the chest to
find another with the spell Lost. Backtrack to the centre room again. This
time enter the farthest-right mirror and stand on the block again. Next is
middle-right, then far left.
There's a boss battle of sorts in the next room, so backtrack to the entrance
hall and save if you like. Try to have as many characters with access to
Spirit Magic as you can - skill link it with your immortals and give Cooke and
Jansen the Bronze Spirit Band and Red-Copper Bracelet. Head into the chamber
when you're ready.
------------------------------------------------------------------------------
BOSS: Body of Thought
HP: 1550
TYPE: Magic
ELEMENT: Varies (Don't bother)
ATTACKS: Vary depending on element, but all damage the sorceress for 75-80.
Cast Gamble with everyone every turn. You could also try casting Powera on
your immortals and using anti-magic rings or Combo. It shouldn't take too long
to kill them all, anyway. Don't bother using elemental magic, because the
Scream will shuffle the bodies' elements.
------------------------------------------------------------------------------
Watch the (not very surprising) cutscene, and then it's time to go to the
Black Cave. First, though, go back to Tosca. The Innkeeper will give you a
treasure tip and on the upper floor, you'll unlock "So Long, Friend" and
another tip. Finally, Deeno in his house will give you a third tip. Head to
the Northern Cape and go left to find the Ailment Void spell from the tip. Go
back to the Sorceress' Mansion next and nab the Virus spell just outside from
the other tip. Now, it's off to the cave.
- Black Cave - [F224]
Ming is very useful in the next boss battle, so if she's not in your party,
you might want to swap her in so she gains some skills. You'll want her to be
able to cast as much magic as possible and to be immune to petrify.
Save if you like, and walk to the back to open the door. Continue on and take
a right at the junction - pretty soon you'll be fighting some nightfliers and
a sorcerer. Be aware that if you cast all-targetting magic, the sorcerer will
counterattack with the same spell. It's up to you whether or not it's worth it
to take some damage (the reflected spell only hurts the original spell's
caster, not your whole party).
Watch out for the Ides in this area! Their Prisma spell damages everyone for
about 700, so if your GC's low when they use it, it's goodnight sweet prince.
Run away if you have to.
Anyway. Continue on down the right hand path. You can find a Goddess Medicine
and a Stone Beast's Thorn down on the bottom level. To continue, head to the
northeast corner of the map and unlock "The Tragedy of the Butcher General".
Continue up the ramp to the right and you'll come to a gap you can jump. Over
the gap, to the south, you'll find Giant Feeler x3 and to the east, the exit
to the next area and another ledge you can jump, which leads to a Seed. Once
you've got the items, head to the next area.
Run forwards and watch the cutscene teaching you about the fireflies. The
fireflies will light up the dark areas for you, but you'll lose them if you
cross a windy path. There's another firefly nest to the north of the first if
you need it. Also, the green water here will damage you if you stand around
too long.
Your objective is the northeast corner of the map. You can also grab 500G to
the west and a Power Drink to the east. The chest with Soul Medicine is only
accessible from the Helltrap area you'll come to later. A lot of the treasures
in this cave are annoying to get, so skip them if you like. Just remember to
come back later when you're higher level so you can still get the Treasure
Trove achievement.
Don't worry about the Rough Eaters down in the pit - they can't get you up
here. Continue on, past the eastern exit, to find a Scroll of Dissection,
which you'll want to equip on one of your front-row immortals - it teaches
Tolten's Cut Down skill, which I'm sure you remember. Backtrack to the tunnel
to the Helltrap when you're done.
This area is very annoying. The pits only appear when you're very close and if
you fall in, you'll end up back downstairs and have to run all the way back.
Don't hold X to sprint in this area unless you have very fast reactions. I
actually held B and walked for part of the area. If anyone manages to get
through here on their first try without falling in a single pit, you deserve
an achievement just for that.
Head north, avoiding the pits, and follow the path as it curves south. On the
left (east) is a short path to a chest containing Refresha - you'll need to
lose your firefly to get it, though. If you decide to get it now, backtrack
back to the start to get another firefly before continuing. There's another
firefly nest in the western part of this room, but you'll probably blunder
into a pit before you find it. There's a group of three pits in the middle of
the room - the one closest to the pillar will lead you to the Soul Medicine,
if you're desperate. There's a path on the left (east) that curves up and
around to a Blinding Powder if you want, but the main path is straight ahead,
where you'll find a Seed and a save point.
Enter the next area, but don't go far - follow the right-hand turning to grab
a Cure-All and the Curse Blocker from the treasure tip, then turn back. Save
and heal, because it's your last chance before the next boss. I found I was a
bit under-levelled at this point and had to train a bit - just run around the
Helltrap (don't fall in the pits!) killing stuff, saving and healing as
needed. I'd advise you to have Ming and Cooke in the party for this. As many
characters as possible should have Anti-Petrify, and everyone who can should
have Steal. Counter's pretty useful too, and you'll want the front-line
immortals to have their defend-related abilities. When you're ready, run
through the wind and into the lower area with the monsters Cooke and Mack were
so scared of.
To start off, they're calm, but before too long you'll accidentally wake them
up and they'll start running around the area. You'll need to kill three groups
of them to summon the queen, who'll be the red dot on the minimap (press the
back button to zoom out). Don't forget to change your equipment between
battles if you learn abilities, and remember to heal. You can change your
front-line fighters to having White Magic for a minute to heal - you won't
need their MP in the boss battle. Each Rough Eater has about 1300HP and is
weak to wind, so get to it with wind rings and Winda and before long, you'll
be fighting the boss.
------------------------------------------------------------------------------
BOSS: Rough Queen
HP: 1560
TYPE: Organic
ELEMENT: Earth (Use wind)
ATTACKS: Stone Hit (damage, petrify)
Pheromones (enrages servant)
Cry (summons servant, does not restore GC)
BOSS: Rough Servant x4
HP: 1360
TYPE: Organic
ELEMENT: Earth (Use wind)
ATTACKS: (physical attack, gives status effects)
Rush (1100+ damage, only while enraged)
First things first: steal, steal, steal. The Rough Queen has a Slot Seed, and
it must be yours.
You'll find All-Shield very useful in this battle - none of the enemies can
cast spells. Use the tried and tested method of having the front-line
immortals defend to keep the party's GC high while the back row unloads with
spells - Jansen can use Winda and Cooke can Cast Support Ming while she casts
All-Wind. Your first objective is to kill the Servants so you can attack the
Queen.
Once you've lowered the GC enough, have Jansen focus on the Queen, but keep
Ming casting All-Wind - you want to keep the Queen busy using Cry rather than
using Pheromones or Stone Hit, both of which can be deadly. Stone Hit will
petrify a character and Pheromones will enrage one servant, allowing it to use
its Rush ability, which can flat-out kill whoever it targets.
Once the Queen is on low health, she'll try to flee - if she does, you'll have
to chase her down again. Her HP won't have restored, but the GC will and
she'll have a new set of servants. More importantly, though, she'll have
another Slot Seed for you to steal - this 49th one isn't necessary, but
obviously helps. If you want to try to steal the seed, just repeat the
strategy from the last battle. If you don't, just blast her in the face with
Winda and hope she doesn't get away.
Preparation is the key for this battle - if you're having trouble but didn't
bother getting the Anti- abilities for everyone, try again with them. You
might also find levelling up into the high twenties helps, especially if you
used Turn-Tail a lot in the rest of the cave (I know I did).
------------------------------------------------------------------------------
After the battle, don't bother running back to heal, just head forward and out
onto the world map, and then on to...
- The City of Saman - [F225]
Plenty of stuff to do in this town, even if it's gone all Nightmare Before
Christmas. First thing is to save at the save point. Walk forward until you
spot a crow (yes, the bird) at a market stall. This bird will give you a
random item for 50G - one of the items he'll give you is the Awakening
Bracelet, which teaches you a skill that adds 3 skill slots to each immortal.
Not half bad - so decide how much you're willing to pay and keep buying until
you either get it or reach your target. If you reach the target, reset the
game and try again. You can't get another one of these until Disc 4 (there are
others that add other numbers of slots, though, if you decide not to get it),
so you should spend a while trying. It cost me about 3,000G both times I
tried, which wasn't bad since I had about 36,000G at this point.
Once you have the bracelet or get bored of trying, go back to the save point.
Enter the building on the right, Kersen's Inn. You can grab two Seeds,
Generator x6 and Sticky Tape x5 in here. In Emilio's Tavern on the other side
of the street and a bit north, you can get another Seed. A pot next to Dandy
holds a Pixie Flower and there are two more Seeds hidden further along on Main
Street. Try to leave Main Street to the west, and the sailor will tell you to
find the captain before the boat can leave.
Enter Audun's, the shop on the left, and grab the Seed inside. Buy whatever
you like (there're some new weapons and accessories available) and unlock "The
Story of Old Man Greo" by talking to the cobbler. In the house next door, grab
the Slot Seed, Whetstone x3, 1000G and Secret Ledger. Now that you've got all
the seeds in the area, backtrack to the save point and enter the house next to
it. Inside is 500G, another Seed, an Antidote and a Pipot. You should have a
total of 60 Seeds by now, which is enough for a Power Bangle.
You'll probably have a big pile of healing items from Dandy - you can trade
them to the pipot if you want. Four Healing Medicines gets you a Healing Herb,
and if you give a healing medicine, then a herb, then two medicines, you'll
get the next-level healing item, the Healing Tank. You can get some other
items, too - if you find a valid combination, please email me.
Head back out and into the inn again, and talk to the man next to the door on
the lower level to find the captain. Now go and save. You'll be fighting a
boss battle (yes, another one!) very soon. For this one you'll want Anti-
Paralysis on as many people as you can. It's not a very hard battle, so don't
worry too much.
When you're ready, run past the end of Main Street. Grab the Beast Hide Rasp
x3, Pendulum x4 and 500G and board the boat at the end of the pier. Pretty
soon, the boss will turn up.
------------------------------------------------------------------------------
BOSS: Mantalas
HP: 3050
TYPE: Organic
ELEMENT: Water (Use earth)
ATTACKS: Bizarre Howl (summons 3 Mantis, leaves battle, used whenever Mantalas
takes damage)
BOSS: Mantis
HP: 620
TYPE: Organic
ELEMENT: Water (Use earth)
ATTACKS: (physical attack)
Your first task, as always, is to reduce the GC so you can target the boss.
That's fine, because the Mantis die very fast, but Mantalas itself will flee
as soon as it's taken any damage, summoning some more Mantis as it does so.
Use earth-ring attacks and single-target Grounda spells to take down the
Mantis without hurting Mantalas, then unload into Mantalas with Grounda - if
you don't kill it this time, it'll return once you've killed the Mantis that
it summons.
Just keep repeating until he's dead, it shouldn't take long.
------------------------------------------------------------------------------
After the battle, you unlock Part 2 of Seth's Dream (which you should watch if
you want to understand a large part of the plot) and the boat arrives at...
- Experimental Staff - [F226]
Immediately turn around and go back into the boat. You can save and heal here
if you like, but more importantly, there's a Seed in a cupboard. You can also
buy some items if you want - this is one of only a few chances to get the
Shieldus and Barricadus spells. Equip as many people as you can with Steal,
Anti-Poison and Anti-Seal and then proceed out and along the pier. Grab the
Slot Seed and Generator x6 at the ends of the other piers if you like, then
enter the structure.
In this area, you'll want to steal from any Uhran Guardsmen you come across -
you need five of their gate passes to get further inside. You could also use
the Bent Needles they drop to make a Pickpocket ring, which allows you to
steal as well as attack.
Just follow the path through this first area, grabbing the Cure-All if you
want. The Operation Division is where the real work starts. Go up the stairs,
but don't bother pressing the button Cooke and Mack talk about - it doesn't do
anything useful. In fact, most of the switches here don't do anything useful,
so don't fret if I don't mention one.
Head west across the catwalk, where the two guys went, and you'll come across
a square platform with a switch on it. Get on and press the button to be taken
to the middle of the map. Here, press the button and run across the new bridge
for the Aqua Mine spell. Now run west. If you haven't got two guard passes by
now, run around until you fight some guards. Use Turn Tail to flee from
enemies if they're the wrong kind - it's the Uhran Guardsmen you're after.
Once you have at least two passes, open the gate to the Knight Earrings chest
in the west. Go north to find a ladder - go down it and follow the path to
Pendulum x4. Return and then head west to find another button. Push it to
raise a walkway and go on towards another electric fence. Turn it off and use
the lift to go to the Upper Division.
In this area, go down the ladder to grab the Gutsy Cloth x5 and use another
Gate Pass to grab the Lotus Ring and White Lotus. Use the crane to the east to
get over the gap. Go east a short way until you see a crane holding a crate.
If you're going for the treasure achievement, you'll need to get all the
treasure in this area now, because you can't come back here later. If you
don't care or intend to use the auction house, skip this paragraph. Lift the
crate up, then ride the platform. Drop the crate back down and ride the
platform again - this time it'll get stuck. Run to the end of the catwalk and
ride the next platform to a chest. Backtrack to the middle and reset
everything how it was (ride the platform, lift the crate, ride the platform,
lower the crate). Now you're ready to go on with the puzzle proper.
Ride the platform to the left of the crane - it'll hit the crate and you can
carry on forwards. Go to the end of this catwalk, cross the platform, then run
aaaaall the way east, crossing the next platform as you go. You're able to
lower a crate into the path of a platform here - do so and then backtrack all
the way back to the first platform with the crate in the way. Press the button
to raise the crate, then ride the platform to the right. Lower the crate and
then ride the platform again so you can access the right-hand catwalk. Go
along it and ride the platform you come to - it bangs into the crate you
dropped and allows you to go deeper into the bowels of the staff.
There's a quite long sidequest here that'll give you 11 Beat Stones, which'll
let you assemble a Hammer Ring, which does extra damage to GC. If you want it,
read on - if you don't, just unlock the electric fence to the south, and go
outside. Go west and in the door to grab a Fire Charm, and then back out and
go up the long flight of stairs to find a save point (grab the Paraweed Needle
x4 nearby) and the door that leads to the next boss. Just scroll down until
you see the ----s for the boss.
If you do want them, head south from the blocked platform and take a left
(east) to another lift. Take it down, and then go down the exit opposite to
get to the Outer Division. Go down the ladder, then across the bridge and up
the next ladder to find a Technician who'll start you on this quest. Head down
the ladder and back across the platform, then down another ladder to find a
switch. Push the crate off the edge, then hit the switch. Run across and drag
the next crate back to the side with the switch. Press it to raise the
platform and shove it off. Then lower the platform again and cross to the
second techy. Talk to him, and he'll send you off to find ANOTHER guy.
Backtrack to the lift you took to get down here in the first place and ride it
up. Go west, unlock the electric fence and head outside. Go west a little way
and back in the door for a Fire Charm.
Head south, past another electric fence, and out into the Outer Division. Go
up the massive flight of stairs and carry on past the save point (grab the
Paraweed Needle x4 on the way past). Up the stairs, you'll find a long ladder
and, across a crane, the last guy, who'll give you the Stones. Go back to the
save point and save before entering the door, because you're about to fight a
boss.
------------------------------------------------------------------------------
BOSS: Gongora
HP: Too much
TYPE: None
ELEMENT: None
ATTACKS: Lots of second-level spells
Pain Surge (kills you :-( )
More awesome Nobuo action in this battle :D
You don't need to win this battle, only survive for five turns. Use Wall and
your defend-related abilities to keep your GC up and use All-Barricade and
All-Generate along with healing spells. Gongora always attacks at the
beginning of the turn (even before defend kicks in!) so be very careful. Don't
bother attacking, just spam healing for five turns and then he'll use Pain
Surge and kill you all.
------------------------------------------------------------------------------
After the scene, the music gets even better and you have 12 minutes to escape
Grand Staff. It's tons and tons of time, so feel free to fight if you want.
The lifts are blocked, so you need to go down this big flight of stairs, west
to the other exit near the chest that had the Lotus Ring, then back out. Down
the stairs again and then you just need to go north, then east and back out to
the Power Division. Instead of going outside, jump the gap and go down the
ladder, then across the train. Grab the Power Drink and go down the next
ladder. Get the Red Snake and Snake Ring and down the next ladder, then leg it
outside to finish.
I made it all the way down without fighting a single battle and did it in
under three minutes. I'm sure you can do better.
Watch the scene, and then remember to save and only take the disc out when it
tells you.
Two down. Halfway!
______________________________________________________________________________
==============================================================================
Disc 3 [F230]
==============================================================================
- Merchant's Town Saman - [F231]
After the scenes, you're free to explore. Down the dock, Oreego's opened a
shop - inside you can grab the Regenera spell, Raging Beast's Eye x3 and a
Blind Healer. More importantly, though, the Auctioneer has arrived. From him
you can buy any items you've missed (if you don't want to go back and find
them). Some items, like the ones on Experimental Staff, are lost if you don't
get them the first time round, and the auctioneer's the only way to get the
Treasure Trove achievement if that's the case. Don't be afraid to lose an
auction - the item will be back for sale soon. If he tells you he doesn't have
anything to sell, that means you found every treasure so far.
There aren't any new items lying around in the town proper but there are some
new quests. Give the Ledger to the man outside the rich merchant's house, then
enter the house and talk to the man inside for a Solid Spartan and a Spartan
Ring. Try to leave the city, and you'll stay the night. Leave the room to
continue when you're back in control.
In the morning, head into the tavern and talk to Zamilo for a treasure tip.
Then go to the item shop - outside, you'll find a man accused of stealing
who'll start a little sidequest. Talk to him again after the scene and tell
him you don't think he's a thief. Inside the item shop, Valle will give you
another treasure tip. Go back outside and head to what used to be Dandy's
stall and talk to the merchant there to unlock "Bright Rain". Search the stall
to find the stolen money and return it for a General's Pen.
Leave the town and come back, and you'll be able to talk to Talio again. His
treasure tip points to the end of Saman's pier, where you'll get the Splitter
spell.
When you're ready, head to the Canyon.
- Ice Canyon - [F232]
The next boss is going to force your whole party into the front row, so use
whoever's toughest. The Freeform ability you get from the General's Pen will
make you immune to this, but only if your whole party has it. It's pretty
annoying trying to learn a 20SP ability on everyone though - if you can't be
bothered, just stick to a party of whoever's toughest, which will probably be
the four immortals and Mack. You'll want to rotate which mortal's in the party
while you're running around so that Sarah can learn plenty of stuff. She
probably won't have many slots, so equip her with the Awakening Bracelet.
The Elmon in this area can steal your items - even accessories. You'll get
them back in a bit, if you fight an optional battle against their king.
However, one of his attacks does 50 damage per item stolen, so don't let them
steal too much. Use Turn Tail against them if you have to to keep the king
battle easy.
Be careful not to fall down the slippery slopes in this area. Climbing out can
be pretty annoying.
Anyway. Save if you want and run to the back to arrive in the Ice Gorge area.
Head up the well-hidden path to the west to get up to the higher level and try
not to fall off. Follow the path around, past the Seed and then slide down the
slope. A path to the north from here leads to a treasure tip for the Water
Charm, and then into the Blizzard Peak area.
Run forwards and grab the Blazing Ruby in the chest. Continue up the path
until it doubles back. Past the two annoying wind tunnels, slide down the
cliff to reach a chest with a Seed. Continue towards the screen, back into the
Ice Gorge, to find Cubic Music Score 5. Slide all the way back down and work
your way up past the wind tunnels again. A bit further down the path, you can
slide down to grab the Tornado Leaf x5 if you like, then come all the way back
up.
As you continue west, you'll spot a penguin up above. Take the right fork just
past this to find its cave and a Warm Vest. Head out of the cave and back
east, past where you first saw the penguin. You'll spot the bird going down a
slope - follow it down and try to beat it to the bottom and press A on it to
nab its Amulet. You can follow it all the way down even further than the
Blazing Ruby chest, but obviously the sooner you catch it, the shorter the
trip back up. The Amulet's ability is extremely useful, so get someone
learning it asap.
Once you've got the amulet, run back up all the way past the path to the
penguin's cave. In front of you, you'll spot some wind tunnels and gaps you
can jump. Make sure you only jump when the wind's not blowing, and follow the
path down to the bottom - you'll find a big snowdrift here you can push to
open a path below. Backtrack back over the jumps and continue on as the path
slopes downhill. If you head east (Kaim's left) a short way onwards, you'll
find another set of jumps. These jumps are longer and harder than the others,
and you have to stand in the way of one tunnel while you wait for the other to
stop, but the reward is some Earrings of Wisdom, so make the effort.
Once you've got the Earrings, backtrack to the main path and continue on.
You'll pass a wind tunnel blocked off by the snowdrift you pushed and then
come to a save point. Save and heal, because you're about to fight a pretty
tough boss. Everyone'll be forced into the front row for this battle, making
GC and your defend-related abilities useless - everyone will be going all-out
attack in this battle, so equip that way. Use abilities and accessories that
boost your HP and defence, like the new Absorb Attack and Weapon Guard. Give
the physical immortals Power Hit rather than Combo. When you're ready,
continue forwards into the next area to start the battle.
------------------------------------------------------------------------------
BOSS: Dinozaoro
HP: 20160
TYPE: Organic
ELEMENT: None
ATTACKS: (physical attack, 750 damage!)
Counter (counters with a physical attack)
Tail Crush (damages one row)
Bind Voice (gives formation paralysis)
Headbutt (damages all and forces everyone into the same row)
Your strategy in this battle really depends on when Dinozaoro decides to use
Headbutt. Buffs are pretty useful, but only after he uses Headbutt - by which
time, it'll be too late to cast them. If you cast them at the start of the
battle and he headbutts halfway through, they're pretty much wasted. But if he
uses Headbutt first (it's happened) then using them might be a good idea. If
you decide to take the risk, All-Shield, All-Generate and Cover are good ones.
Have Mack use Powerus on Kaim and Seth and Mindus on the spellcasters. Have
one spellcaster always casting Zephyra and everyone else blasting Dinozaoro
with Power Hit, Gamble and black magic. Don't be too daunted by his HP,
because he takes a LOT of damage - my Kaim was using the Solid Spartan and the
Spartan ring and would do well over 1500 damage with a perfect normal attack.
He'll go down pretty quickly considering just how much health he's got.
------------------------------------------------------------------------------
Go up the hidden path at the back and open the chest here to get the Elmon
Crown. If the Elmons stole some of your items, or you want a Mind Bangle (MP
Max Up 2), now is the time to defeat their king. First, battle a normal Elmon
until it steals the crown you just found. Now head all the way back to the Ice
Gorge area (you might find it easier to go out to the world map and then back
into the other end of the canyon) and the first place you slid down a slope.
Slide down, but only halfway, and then follow the path to the north. You'll
find the Elmon King here - defeating him will give you your stuff back and
he'll drop a Mind Bangle when you kill him. The only thing to note about the
battle is that he casts All-Seal, so protect your casters. You can fight him
without having the crown stolen first, but he won't have the Bangle. Now that
you've cleared up the situation and returned the crown, the Elmon will stop
nicking your stuff, anyway.
When you're ready, leave to the world map and then to Gohtza.
- The Magic Industry City of Gohtza - [F233]
Some of the items and sidequests in Gohtza are lost forever if you don't do
them now, so make sure you nab everything for the achievement, and don't enter
the station until you do.
Run forwards from where you start and into the next area. After you trigger
the scene, you'll find a save point in the Hotel Crown on the right, but
nothing else. On the street to the right, you'll find a Healing Tank in a pot
- continue down this walkway to get to the lift to Low Town.
Down here, you can grab a Mint Powder, 500G, Nutrition of the Earth x4 and
Blazing Ruby. In Rosa's in the southeast under the stairs, you can grab an
Aquara Bomb, a Seed and Kelo-Oil x3. In the northwest corner of Low Town,
you'll find a guard named Gelf who wants you to deliver a message to Khent.
Say you will. Past the guard and the 500G is a back entrance to the
apartments. Grab the Gutsy Cloth x3, and two Seeds down here before
backtracking to the top.
Now take the lift out front down to the 10th floor. You'll find a Grounda Bomb
in the corner and a Casino on the left. In here, you can get an Innocence Ring
and a staff for Jansen. In the first casino room, there's a man in blue to the
right of the table who'll ask you for money. If you give him money ten times,
he'll repay five times your loan when you leave and come back again - so lend
him 1000G each time to make an easy 40,000G. You need to leave the casino and
come back to loan to him again.
Once you're done, head outside the casino and around the back of this floor,
into a shop. You can't buy anything, but you'll find Incense of Distrust x5,
Shark Skin x4, Life-Stealing Tooth x6 and Winda Bomb x3 in there. The
ringmaker's here as well, but you can also find him in the Middle Town and
he's right next to a shop selling components, so ignore him for now. Once
you're done, head down to the next floor.
The door on floor 9 leads to Bargel's Inn, where you can grab a Seed. Now go
down to floor 7. There's nothing in the room on this floor, but you can grab a
Mana Prime by the stairs, which aren't blocked here. If you go up a level, you
can get 1000G on the far side of the hallway. Now run all the way back up to
Middle Town.
Continue on down the street, making sure NOT to enter the station on the left,
and go into the store on the right. Here you'll find the ringmaker again, and
he has some level 2 rings for you now! You can make the Flare Ring, Stream
Ring, Cyclone Ring and Planet Rings now using items bought from the
shopkeeper, and I strongly advise doing so. You'll need two or three (maybe
one for Mack) of each, which'll mean crafting two or three of each level 2
elemental ring, and eight or twelve Crusher and Rage rings. For a set of all
four rings for one character, you'll need:
16 x Whetstone
28 x Beast Hide Rasp
16 x Sticky Tape
28 x Gutsy Cloth
3 x Magma Fragment
7 x Crimson Treasure
3 x Cold Water Stone
7 x Rainbow Coral
3 x Wind Seal Leaf
7 x Tornado Leaf
3 x Quality Iron Sand
7 x Nutrition of the Earth
And that's for EACH character. Buy and assemble however many rings you can
bear and then leave the shop. Return to the world map quickly to finish off
that sidequest - go to Khent and talk to the guard at the gate, grab the
Awakening Bracelet while you're here, and then leave back to Gohtza - and then
save in the Hotel. Your party is about to split up :(
Inside the station, grab the Whetstone x4, and Seed. Try to pass the barrier
and you'll trigger a scene. Leave the station now and go north up the street.
After the scene, your party will split into three groups and it'll stay this
way for most of the rest of the disc.
You'll now be playing as Seth. Head to the end of the street and pick up the
Pendulum x3, then take the lift to High Town. There's nothing interesting here
- just keep going until you get to the palace. You'll have to clear the
barriers as Ming by pressing A until they go away. The last one will take two
tries. After that, you'll switch to Kaim.
Enter the apartment building and take the lift to the 7th floor. The man is in
the abandoned apartment at the back. You'll now switch to Cooke and Mack.
You can now loot the other three treasures in the station - they're Magic
Crystal x3, Loud Bell x4 and an Aquara Bomb. Go up to the southern platform
and grab the Circular Dance Discus and the Circular Dance Ring. The north
platform has a Flara Bomb and an old lady who tells Cooke about the aurora. Go
back to the south platform and board the train, run towards the front, and
soon you'll be back in control of Seth and company. As Seth, return to the
station, where you'll briefly meet up with Kaim's party. Head into the middle
platform and you'll split up again, leaving you in control of Kaim.
Head back into the middle platform to grab the last two treasures here, a Mana
Prime and Dark Flame x4. Save back in the station proper, because you're about
to fight some battles with only Kaim and Sarah. Give your characters physical-
defence abilities, equip Kaim with the Lotus Ring and have him equip Spirit
Magic. Anti-Sleep would be a big help too.
When you're ready, enter the northern platform, board the train and before
long, you'll be battling. The first battle is easy, just blast everything in
the face. In the second, you'll be too far to physically attack, so use spells
with both characters. Leave the External Engine Unit to last - it'll heal MP
every turn, which is obviously great. The final battle is much harder.
The Armoured Train is close enough to attack physically, but one of its
abilities makes it immune to them! If that happens, have Kaim use Gamble. It's
got about 5500HP.
After some scenes from Seth's party, you'll be in control of... someone. Run
south to the podium and give a speech, then run back upstairs and enter the
portal to Grand Staff. Cast each of your spells in turn in the mock-battle
that follows, and then you'll be in control of Kaim.
Save and heal. Equip Kaim with one of the Planet Rings you made earlier for
these battles - the enemies are weak to earth. Press the button by the door
and the battle will begin. Target the beast first, it's much more dangerous.
Once they're dead, you need to avoid the approaching ice. Head into the next
car
Grab the Slot Seed on the ground in the next car, then start making a path
through the diamond-topped boxes. Near the end of the second crate-filled car,
there's a Goddess Medicine - it'll take some work to get to it, so if the ice
is approaching, just leave it and get it in the auction house later. If you're
having trouble working out where to push the crates, pause so you've got more
time to think.
The caboose is password-locked, but luckily, it's the same in every game -
9240. Heal before you type it in, though, because you're about to fight three
glacier beasts at once. You might need to have Sarah heal a bit in this battle
if they use Ice Needle a lot, but her Grounda spell should be a one-hit kill.
It's up to you if you want to risk going all-out attack.
After the battle, anyway, you'll be back in control of Seth.
- The New Kingdom of Uhra - [F234]
Give Tolten a good ring and accessory and have Seth link Tolten's skills. Try
to run, and you'll fight the guards. Once they're down, run to the north and
Seth will lead you to a new area. There are tons of items here:
Sticky Tape x3, Pendulum x3, two Seeds, Smelling Salts, 500G, Poisonous Red
Snake x3, Power Drink, Healing Herb, Healing Tank, Cure-All, Mana Capsule, and
Groundus Bomb.
Go right at the save point first to grab the Mana Capsule and Groundus Bomb,
then go around the area clockwise grabbing the stuff and climb the ladder when
the way is blocked. Go along the metal walkway and out onto Main Street. Grab
the 500G chest as you pass and leave the first door for now. The second leads
to the back of the item shop - you can't buy anything new, but you'll find a
Seed and an Aquaus Bomb, as well as the ringmaker. Once you've got the
treasure, go back out to the ledge and enter the first door.
Walk forwards for a scene and the start of the Royal Seal sidequest. See the
sidequest section for more details on that. The Talisman he gives you teaches
Absorb Magic, which is just as great as Absorb Attack. Go downstairs to
trigger another scene, then leave out the back. Approach the screen for a Seed
and Jet Black Cloth x4, then head to the back, grabbing the 500G as you go.
Climb down the ladder.
No JRPG would be complete without a section in the sewers, and Lost Odyssey is
no exception. First, go across the metal walkway to the south for a Healing
Tank. Backtrack and go down the metal stairs to the west and push the red
button to close the gate. There's another walkway a bit further west, which
you should follow to find another button. Pressing it drains the water in this
section of the sewers. Go down the stairs next to the first button, then up
the stairs a bit further on. There's a passage to the right that leads to
Kelo-Helmet x3 - grab them and return to the Sewers area. Head west and up the
stairs and you'll find a bunch of platforms. Jump across to the treasure on
the right, Thief Key Ring x3, then go back and press the button. Now you can
get the treasure on the left, a Flarus Bomb. Continue west and up the ladder.
There are three gates here, which I'll call south, middle and north. Open the
south and middle gates and close the north gate to grab a goddess medicine in
the space between the north and middle gates. Now close the bottom two gates
and open the north one to fill the first space with water. Close the north
gate and open the middle gate so that both spaces are half-filled and you can
grab an All-Curse spell in the space between the middle gate and the southern
one. Finally, grab the Nightmare Seal x4 in the southwestern corner of the
area and head north and climb the ladder.
There are plenty of items to be found in this area. They are:
Smeling Salts, 1000G, Mirror Stone of Fear x3, Healing Tank, Seed, Stone
Beast's Thorn, Soul Medicine, Windus Bomb, Whetstone x2, Life-Stealing Tooth
x5, Gutsy Cloth x5, Ambrosia and Mana Bottle.
Up at the highest level, near where you find the Gutsy Cloth, you'll be able
to descend a ladder. If you follow it to the end, you'll come to the first
Royal Seal (well, the first you'll be able to break). Do so for a Royal
Knight's Sword and Royal Knight Ring. Once you have everything, continue into
the next area.
Watch the scene, save and heal here if you want, and get the Slot Seed and the
Heal Full before moving forwards. Run forward for another scene. In these
battles, the soldiers will fight each other as well as you - make sure you
target both sides equally. Your objective is the grey platform - just keep
running towards it. Heal between battles if you need to. Once you arrive at
the platform, control will switch to Cooke and Mack.
- The Frozen Ruins of Gohtza - [F235]
Wake Mack up, then give Cooke an accessory that'll let her use black magic,
and make sure she's in the back row and Mack in front. You're unfortunately
stuck with two squishy mortals in the party, so heal after every fight if you
need to.
On your way north, you should find a Healing Tank and Blazing Ruby x2 in
chests. Opposite the Ruby is a ladder that leads to save and heal points as
well as a Seed and Shark Skin x5.
Keep walking down the road and soon you'll switch to Jansen and Ming. I don't
understand why JRPGs need theme songs these days - it doesn't play the whole
thing, though, and eventually goes into quite a nice scene, so try to avoid
the temptation to skip it. Eventually, you'll gain control of Jansen.
In this little room, bash the back wall for an Ambrosia and save if you like
(you can heal in the cot, but you should be fully healed anyway), then leave
the area.
Put whichever character is less squishy out front - I hadn't used Jansen in a
while by this point, so Ming was better for me. If you have Ming out front,
give her lots of defensive abilities like Weapon Guard and Absorb Attack. If
it's Jansen, hopefully he'll have the 2 Accessories ability by now and be able
to equip a couple of defensive abilities. If both characters are a bit weak,
go back to heal when you're hurt and level up a bit.
Anyway. Grab the Soul Medicine down the steps, then follow the trail to the
north. The path's pretty linear and will lead you past a Cure-All, a Slot Seed
and Life-Stealing Tooth x6. The slot seed is hiddenish up the stairs behind
just after the Cure-All. Continue on to Low Town once you've got everything.
Head all the way to the back and into the apartment building with the casino.
On the tenth floor is a man who'll give you a treasure tip. You can also take
this lift to the Backyard, which is a fighting arena similar to the Coliseum
in Kingdom Hearts or the Battle Square in FF7 and the rewards are pretty good.
It's got its own section if you're interested, but Jansen and Ming on their
own probably won't have much luck. Head back to the entrance to Low Town when
you're ready - you'll find the Scroll of Balance from the treasure hunt just
across the short bridge.
Head east, grabbing the Blazing Ruby on the way, and out into the Eastern
District. Grab the Healing Herb from the hydrant and head up the stairs. Climb
the ladder and head towards the screen if you want a Blazing Ruby and a Power
Drink. Head forwards for another cutscene. Ram the girder on the right to make
it a bit easier to come back later. Jump the gap and go down the ladder. Cross
the girders and whatnot, then back up another ladder for a Goddess Medicine.
Up the stairs, grab the Seed and head over the next gap and down a ladder.
When you arrive on the tracks, head west, towards the camera, and grab the
Slot Seed in the chest. Then run towards the back.
Along this track, you'll find a Mana Capsule, Blazing Ruby, Seed and Beast
Hide Rasp x3 on the right and a healing point on the left. Head to the back to
continue. Don't be afraid to run from battles, they're pretty hard with just
the two of you.
You're now controlling Cooke and Mack. Head forwards for a cutscene. Now
you're back with Jansen and Ming. Grab the Cure-All and Warrior's Armband
(which you'll probably want to give to someone) on the right and save and heal
on the left, because you're about to fight a boss. There's not much prep for
this battle except to make sure Ming has plenty of spells. Run forward, watch
the scene, and fight the boss.
------------------------------------------------------------------------------
BOSS: Living Ice
HP: 6350
TYPE: Magic
ELEMENT: Water
ATTACKS: (physical attack)
Freeze Bite (damage, freeze)
All-Aquara
Shieldus
Reflect
Once the boss gets down below 1600HP, it'll cast Reflect at the start of the
next turn. So equip someone with the Search Glasses at the beginning of each
turn and see if it's under 1600HP - if it is, it's going to cast reflect and
you should attack physically from then on.
You might find your defensive buffs (All-Shield and All-Barricade, as well as
Cover) useful to help preserve your GC. Mindus and Powerus might be useful as
well, though I used Wall with Mack to keep the GC high. Once it's low on HP,
have your spellcasters heal Mack with items (they can't do much damage) while
he attacks physically. You could also try chucking bombs - items aren't
reflected and you should have a good collection of earth-type bombs by now.
------------------------------------------------------------------------------
After the battle, watch the scene and you'll be back with Seth.
- The Uhran Sewers - [F236]
Save if you like, Skill Link something from Sed and give him a ring. His
Double SP affects the whole party, so no need to learn that first. Follow the
path around, across the bridge. On the other side, repair the magic engine -
this stops the Magic Tower enemies in the area from doing anything.
Follow the linear path until you get to Conduit 2. You can go through the door
here to follow the storyline, or go back to get some more treasure. Skip the
next paragraph if you decide not to get the items (or to get them in Saman
later).
Head down the ladder and follow the path out into a new part of the Giant
Drain. Down the ladder, you'll be standing in the water and can only walk,
unfortunately. Go all the way south, then all the way east to get a Healing
Tank and Beast Hide Rasp x3. Take the north turning, then go in the door to
arrive back in Conduit 2. Grab the Gorgon Mask x4 and climb the ladder. Push
the button to open the gate, then climb back up and go through the door.
In the treatment plant, head across the bridge in front of you and go down the
ladder on the right. Head north, then west. Turn south, across the bridge, and
then go north again. Push the two crates into the gap so you can get the Holy
Guard in the chest. Go back over the bridge and follow the path south and then
east. Press the button to open the gate, then go east some more. Go north,
then take a right. Grab the Seed in the pot as you pass and go up the ladder
at the back. Fix the magic engine, get the Cure-All and then press the button
to open the next gate. Head west and up the ladder to find a shopkeeper. The
Rough Edge is probably an upgrade.
Heal and save if you like, then head south over the bridge. Press the button
to lower the gate, then head south over another gate and west across a bridge.
Press the button to drain the water, then press it again to close the gate. Go
back to the first button and down the ladder next to it. Up the stairs on the
other side, press the button if you like and head north. Before you enter the
door, hug the ledge and run as far to the left as you can - you'll hopefully
see the "Probe" text at the bottom. Pan the camera to the right with the right
stick to see a pot with a Seed. Go through the door into the Magic Tank.
Go around to the ladder, take it down and run to the northeast tank. There's a
path to the southwest - take it, fix the magic engine, and press the button on
the right to rotate the bridge. Go across the new bridge to the southeast, and
up the ladder. Go east into Conduit 3. You'll find a seed to the south, and a
door back to the Treatment Plant to the west of it where you can grab Demon
Sculpture x5.
Your real destination in Conduit 3 is the door in the northwest corner back
into the Magic Tank area. You're now on the right side of all the gates here,
so you can grab the treasures if you want. The way out is up the ladder, then
west - you'll see the door in the background. Ignore the next paragraph if you
want to skip the items.
If you want treasures, stay at the bottom, open the gate and then go south.
Grab the Toxin Butterfly Scales x2 on the way past, open the gate, and then
run to the west. Climb the ladder round the back (not the one by the button)
to find a chest with Wisdom Earrings. Return to the northeast tower and climb
it. Run west and grab the Godly Dragon Tears behind the gate, then head north.
There's a Soul Medicine by the door to the next area.
You're about to fight a boss, but there's no save point nearby to heal. The
game will checkpoint just before the battle, so you don't have to replay what
you've done, but make sure your skills are set right before you go through.
Give Seth Lv5 White Magic or better (possibly from the Wisdom Earrings you
just found) as well as Double Item and Resourceful if you have them and can
make room for them. Make sure she has Steal as well or that you have some
Pickpocket rings handy. When you're ready, head down to the Underground Dock
and run forward.
------------------------------------------------------------------------------
BOSS: Magic Beast
HP: 10550
TYPE: Beast
ELEMENT: None
ATTACKS: Ground Strike (damage)
Flare Core (damages everyone - "it's storing magic for a big one!")
To heal, Sed can use Healing Tanks - he can use two per turn, and they'll heal
more, too. If Seth has Double Item and Resourceful, she can do this too, or
you can have her cast Zephyra, but remember it takes two turns to cast.
The way Mistwalker would like you to finish this battle is by dropping magic,
bombs and ranged attacks on the Dock Crane you can target in this battle. Once
you've hit it a few times and filled the energy gauge, the battle will end. If
you do this, though, you won't get any Exp or SP and, most importantly, you
won't get any items. This boss has a Crystal Fragment accessory you'll want,
so steal it before you start attacking the crane.
If you'd rather just smash the boss into bits, beef everyone up with Power
Drinks and Award Medal and just attack until it dies.
------------------------------------------------------------------------------
After the scene, watch the awesome scene and then you have to play a little
minigame. Watch the tutorial, it's just a button-matching game. I found it
easier to put the controller in my lap and use my middle or index finger for
the button-mashing ones.
When you're done, control switches to Jansen's party. Go down the stairs to
the world map, and then to...
- Gohtzan Refugee Camp - [F237]
Out in the camp itself you can grab Loud Bell x5, Seed, Anti-Paralysis Herb
and 1000G. Next to the 1000G is a man who needs you help collecting his meal
ration - accept the quest, then sprint (hold X) to the fire and talk to the
woman on the left to grab his ration before they run out. He'll give you a
Spiky Seed, which you should give to the Pipot in the Medical Tent to begin a
quest chain involving every Pipot. You should also have the next 20 Seeds,
which'll net you a Gigantes Brooch.
A guy in white wants you to deliver a letter to his mother. You can't go to
Gohtza via the world map, but you can run back along the tracks if you want.
You'll get an accessory that teaches Counter Up if you do, but it can wait for
now. She's in the northeast corner of Low Town.
Get the All-Shieldus spell in the lodging tent and Monster Bird's Plume x4 in
the Storage Tent. Talk to the guy in the tent and he'll send you to kill Don
Laploss. Head back to the train tracks and run around until you fight some
Gypalos. Kill all but one and it'll call for help. Keep killing all but one of
them until Don Laploss appears - he only has about 1700HP, so nothing hard.
Beat him and return his claw to the man in the shop to get a Sacred Torch and
Sacred Ring.
In the medical tent, you can now get a treasure tip. You'll find it down the
ladder in the camp. That's it for this area - leave to the north when you're
ready and you'll be able to head to the Crashed Magic Train Site.
- Burning Cave - [F238]
You'll find 500G, a Seed, the All-Barricadus spell and a Healing Tank lying
around the wreck. When you're ready, head into the cave.
You might find these battles quite hard if you've been avoiding fights up
until now. Training up for a while here would be a good idea - just go until
you stop getting a level each battle, which should be around level 37. If
you're at a loss for things to teach Ming, give her Lucky 0 Magic Damage,
Anti-Freeze, Water Resistance Up and Absorb Magic.
Once you get to the first geysers, follow the path to the right until you find
a Seed. Backtrack and go to the left side of the map, where there're two paths
that make an O shape. The first geyser has Seal Cross x4 inside - mash A as
you run over, then let the geyser spray - it won't damage you as long as the
Received Item popup is there. Down the middle path, you'll find 3x Raging
Beast's Eye and a Cure-All in geysers. Continue down this path and into the
Path of Dankness.
Head to the north, avoiding the slippery slopes and soon you'll come to a big
green cloud. The poison gas damages you - you don't need to go through it, but
you can grab the Forcea spell in there if you want. I never used Force, so I
wouldn't bother. There's a Royal Seal at the back, too, but you need Tolten -
you can just grab the spell if you come back to do the seal. You can grab a
Diamond Spirit Band after you jump over some gaps. Continue on when you're
ready.
Don't head into the gas here - go left and at the top, you'll see a boulder.
You can push it to stop the gas. Further on, you'll come to some more geysers.
Be careful not to fall down the slopes here, some of them lead right into one
of them. You'll find the right stick useful so you can see where the slope
leads. In this part of the map, you can grab a Seed, 1000G, 500G, Seal Cross
x3 and Beat Stone x5. On the far left, you'll find Cubic Music Score 6, too.
Once you've nabbed the items, head on to the Path of Strange Rocks.
Don't worry about what Ming says to Jansen - the boss is a way off yet. Grab
the Thief's Key Ring x2 in the chest on the left, then go right. Be very
careful here! The path you need to follow has those slippery bits on either
side, and they lead right into the poison. You'll need to backtrack to get
out, and make sure to heal up once you do. Walk if you have to do make sure
you don't fall in. You can grab Paraweed Needle x5 halfway along the path.
Further on, you'll come to two sideways-spraying geysers. Take the right path
and wade into the water - there's a pillar in the north end of the area that
you can ram. A chest drops down containing the Ailment Break spell. Then
backtrack to the sideways geysers and run past them. I found this bit REALLY
annoying to time, but you need to get past, so just keep trying. When you're
jumping over the rocks, you'll see one that's darker than the rest. Don't jump
on it - it just throws you off, making you do the geyser part again. Head into
the next area, save and heal. I was pretty much out of MP by this point, so
save-healing was a lifesaver.
Put Mack in the front row on his own for this battle and give him an accessory
that beefs up his attack. Ming will want Anti-Freeze, and give the vest to
someone else, probably Cooke. You'll want to have some spirit magic available,
too, so equip Jansen with an accessory or have Ming use it. This boss likes
his water spells, so equip Absorb Magic, Water Resistance Up and Lucky 0 Magic
Damage too. When you're ready, head forwards and the battle will begin.
------------------------------------------------------------------------------
BOSS: Ice Magic Beast
HP: 10360
TYPE: Organic
ELEMENT: Water
ATTACKS: Trample (physical damage)
All-Aquara (ouch! All-targetting water damage)
Forcea (physical damage)
Ice Spike (freezes one row)
Absolute Zero (totally freezes frozen people)
Ice Mine (the spell)
Original name, huh? Cast all your buffing spells - All-Barricadus, All-
Shieldus, Covera, and Powerus and Power Drinks on Mack. Have Mack use Combo
every turn with a Planet Ring and have the back row guys spam healing. You
should have gold coming out your ears, so don't be afraid to use items -
Jansen won't be good for much else anyway. Depending on how much damage the
boss is doing compared to your healing, you might find Walla useful, too, but
remember that Mack needs to focus on damage.
When the boss uses Ice Spike, it'll use Absolute Zero next turn, so you only
have that single turn to heal the freeze status before you're frozen solid. It
wears off after a couple of turns, so don't worry too much about Jansen, but
the others need to heal. Use Cure-All (the item and the spell) to get rid of
it.
The boss should die after ten or so turns.
------------------------------------------------------------------------------
After the battle, watch the scene and remember to save and only change the
disc when it tells you to.
______________________________________________________________________________
==============================================================================
Disc 4 [F240]
==============================================================================
- Sidequest Time! - [F241]
There comes a time in every JRPG when you get some kind of vehicle and you can
run around the entire world doing all the stuff you couldn't do the first time
around. You can't quite go everywhere yet (still can't get past the
hypercurrents or ice floes), but you can get to most places. If you don't want
to bother with this extra stuff just yet, skip to the next section.
The first thing you can do is dredge for underwater items. If you dive, you'll
spot bubbles rising from the ocean floor. If you move above them, you can
press A to get some treasure. The bubbles are only on the coast, not in the
middle of nowhere, so you should be able to find them all pretty easily. The
best treasure you can get is a Slot Seed, which you'll find just off the
western coast of Uhra - you can warp there if you don't want to look for the
other treasures yet.
Head to Uhra first - there's tons of stuff to do there. The first guard on the
left will give you a treasure tip. A guard next to the gate will give you a
letter to his family. Take the taxi to the castle station. Inside the station,
grab the Adamantine Ore x3 and Seed in the chests. One of the men next to the
chests will take the letter and give you a Freedom Armband, which you'll want
to equip right away, for reasons that I hope are obvious.
Head east out of this area and then north. When you come to the bridge, you'll
find a guy looking for his dad - take the poster and head back to the previous
area. Go west into the station itself. You'll find a man on the right you can
show the poster to. Also in the station are an Aquarus Bomb, a Seed and a
Pipot, though you probably don't have enough seeds to get an item. Run back to
the bloke on the bridge to get Nightmare Seal x9. Run aaaaall the way back to
the station and get on the monorail to the central station.
A guy downstairs will give you a treasure tip - head out into the square and
you'll find the treasure on the steps near the fountain. The Cubic Music guy
is at the back - you should have four more scores to play now. More on that in
the Sidequests section.
Head south down Main Street to unlock "Beyond the Wall", which also gives a
treasure tip. You can get another tip from a guy outside Virno's, and two more
tips from Virno himself. Enter the inn and head out the back door - you'll
find the first treasure here, by the crates on the left. Go down the manhole,
head forwards and down the stairs on the left. Go to the north, and to the
right of the stairs you'll find another treasure - the Scroll of Secret
Skills. Head to the residential area, where the councilman next to the
carriage will give you Necrosis Mould x4.
Ignore what the guard says about the mansion - there're no enemies. Inside,
head upstairs and grab Stone Beast's Fang x4, Magic Storing Stone x3 and a
Power Drink. You can access Gongora's Secret Lab now if you like - downstairs,
take the door out to the west and into the area that conspicuously had nothing
in it and have Tolten break the seal. Make sure you have Anti-Petrify on
everyone before going down there, but you shouldn't have much trouble beyond
that, making this a great place to train up. See the sidequest section for
more info.
That's it for Uhra. Next on the world map list is Grand Staff Construction
Base. Talk to the two engineers next to the purple thing for Living Brass x6.
Talk to the researcher in the pyramid-shaped building to the southeast for a
quest involving Magic Gauges. The locations are: the area in the Ipsilon
Mountains, where you fought the first boss; the south entrance to the Ice
Canyon; the north entrance to the Black Cave, where you fought the Rough
Queen; and one in the Great Eastern Ruins, which you won't have been to yet.
I'll talk about that when we get there.
Another guy in the area down the ladder wants you to fetch six magic capsules
from Gongora's Mansion. More about that in the Secret Lab sidequest section.
On to Gohtza.
Go down the ladder on the left once you get to town - the man on the left at
the bottom will give you a treasure tip. Head to the back to get to Low Town.
In the southeast corner is a man in red who wants a keepsake from Wohl. If you
nip back to Uhra, one of the guards at the gate will tell you to look in the
weapon shop - you'll find it there, at the south end of the store. Bring it
back to the guy in Gohtza for a Happy Flower.
Run down the western side of the area towards the apartment building at the
back, and on the way you'll unlock "The Ranking of Lives". You can buy a White
Flame Candle from the store on the 10th floor of the apartments and you can
get the Ground Mine spell as well if you want that achievement. You might also
want to stock up on healing items or buy some new weapons while you're there,
too. The ringmaker has some level 3 rings, but you can't buy the items to make
them yet.
The final thing you can do in Gohtza is go to the Backyard, which is
definitely worth the time (you can find 18 slot seeds there!) if you can spare
it. It has its own section if you're interested. Next, on to the Refugee Camp.
The bloke in grey outside the tent in the middle wants you to fix some magic
engines. There's one at the back, hidden behind the red tent, two down the
ladder, two along the western wall and one by the entrance. Go back to the guy
when you're done for Death Powder x5. You'll probably unlock "The Village
Closest to Heaven" while you run around finding them - if not, approach the
medical tent. Leave to the world map and come back to unlock "Stones of
Heaven" at the fire. Leave and come back again for "Signpost" in the medical
tent, which'll also give you a treasure tip.
The final new area you can now access is the Terrace Cave, which I'll cover in
the Sidequests section.
A few more little things you can grab now: If you enter the Ipsilon Mountains
from the north, you'll unlock "A Chorus of Cicadas". In Saman, Sed can fix a
car in the street for Adamantine Ore x5, and the jukebox in the tavern for an
Ice Water Amulet. You can use the jukebox to hear the game's theme song if you
like, too. Finally, you can unlock three more Royal Seals - one in the Burning
Cave, through the gas (choose the Crashed Magic Train Site), one in the Ice
Canyon where you got the Elmon Crown, and one in the Helltrap of the Black
Cave. They're all good rewards, but only Tolten can use them, so don't worry
about them if you're not going to use him for a while. You could install the
magic gauges at the cave and canyon while you're there, too.
Finally, you now have all the characters available, so you need to choose who
to bring. I chose a rotating party of mostly immortals so that all my
immortals got skills - ultimately, the immortals are better than the mortals
simply because they can equip more skills at once. The backup character I like
varies - normally it's Sed (deals good physical damage from the back row),
Cooke (not very often - she needs an accessory to do damage and I already have
two spellcasters, which should be plenty) or Tolten (to beef up my GC for boss
fights if I need to). Ultimately, just pick whoever fills the gaps.
- The Great Ancient Ruins - [F242]
Your next proper destination is the southeastern continent - get in the
Nautilus at Saman and sail down there. There's only a tiny bit of land you can
access outside the currents - if you dive, you'll spot a tunnel there that
takes you inland, to the ruins.
Pretty much all the enemies here are annoying in some way. The Trooky enemies
are just like the Elmon - they'll steal your items and you need to beat their
Queen to get them back once you do the boss here. Avoid them if you want to
keep your accessories. The Queen's Item Blast does 1000 damage per item, so be
careful not to lose too many. The Money enemies are similarly annoying - they
steal your money and getting it back requires going to the Terrace Cave, an
optional area. The elemental beast enemies don't take much damage from magic
OR physical attacks and do quite a lot of damage themselves. In short, it
might be best to run from battles until you get to the save point and can
train up in safety.
First, go to the left and get on the floating platform. Then get on the next
platform, on your right, then the next platform to the west. You should arrive
at a chest containing a Tablet Fragment. Take the next platform to arrive back
where you started. Take the first platform again, and grab the chest on the
right. Take the last platform to arrive at the door to the next area.
Follow the path and ignore the platform for now to find a Royal Seal. Go back
and take the platform upstairs. Your party will split up into two groups again
- woohoo. Have Kaim stand on the platform and press the right bumper to swap
to Seth, who should press the button. Control will shift back to Kaim.
Go to the left to find a platform you can ram down for Seth to use. Further on
is a Magical Lock Key in a chest. Once you've grabbed that, swap back to Seth
and use the platform you knocked down as Kaim. Go up the stairs and west to
get Iron Ball of Ruin x4. Backtrack and go south and up the next set of
stairs. Follow the path to the next platform and ride it up to the top level.
Grab the Reset spell on the left, then follow the path over the red markings
on the floor. Keep going until you find a platform you can knock down to Kaim.
Have Seth stand on the red mark and then swap back to Kaim.
Go down the set of stairs past the Magical Lock Key chest and then down the
next set of stairs to the east of them. Ride the platform down, but don't ride
the next one - if you follow the path to the end, you'll find the Magic
Analysis Book that teaches Composite Magic Lv3, and it's about time too.
Backtrack to the next platform and ride it up to rejoin Seth. Talk to her to
join back up, and then run to the back and stand on the next platform.
Run to the end of the path and ride the platform down. This area has a save
and heal point, so you might want to train up a bit now. You'll want to be
over level 40 at least for the boss battle - go back rather than forwards to
train, because you're about to split up again. Open the chest to upgrade your
magic locator and find the spot on the south side for the last magic gauge.
There's no save point before the next boss battle, so try to conserve
yourself. Flee from battles and do your healing with items rather than spells
to conserve your MP. The boss has an attack that randomly swaps your
characters around, so use your beefiest people - you'll want at least one
spellcaster for All-Shieldus, All-Barricadus and All-Generata (the spellcaster
needs lv5 Spirit Magic for that), and Mack for Powerus and attacking. Sed can
do some good healing with Double Item, as can any immortals that've linked it
from him. You'll want Hardened Killer and Spirit Magic Killer rings, too.
Finally, give everyone as many defensive abilities as you can - Counter (with
Counter Up), Magic Counter, Absorb Attack, Absorb Magic, everything you can
manage. Combo's good too.
Anyway, save when you're ready and head down the steps, up the lift and into
the next area. You'll split up again - make sure both parties have access to
Turn Tail. As Kaim, go to the right and you'll find a platform. Stand on it,
swap to Seth and press the platform's button, then swap back to Kaim. Grab the
Dragon Scale x5 in the room, then head up the staircase to the west. At the
end of this path is a platform you can ram down to Seth.
Back as Seth, go back towards the entrance and then carry on to the west to
find the platform Kaim just knocked down. Follow the path around until you
come to another platform and a column. Drag the column onto the platform so
that it sinks down a level. Up the stairs and across the bridge to the east,
you'll come to another column and the Trooky Talisman, which is the Elmon
Crown for Trookies. Have a Trooky nick it some time along the way.
Drag the next column south to find another platform and go down a level. Grab
the column again at the bottom and drag it south to go down another level. To
the north, you'll find a platform with two columns. Drag one of them off the
platform and the other one gets sent up to Kaim.
Back as Kaim, head east over the bridge and then north and down a platform,
then west and down another. Follow the steps as they go south and west, then
go north to find the column that Seth sent up. Drag it onto the other platform
to go down. Head to the south and grab the Tablet Fragment in the chest. Swap
back to Seth.
As Seth, go south a little bit then west down a long flight of stairs all the
way to the bottom. Once you're down on the bottom floor, head south to grab
the Twin Cross, which has a pretty sweet ability. Now head to the north,
around to the red markings on the west side. Drag the obelisk off the platform
to send it up to Kaim, then stand on the glyph. As Kaim, drag the obelisk onto
the platform and talk to Seth to finish. The very next room has the boss, so
make sure you're healed and your abilities are all set and whatever before you
go through. Remember to make some Hardened Killer and Spirit Killer rings if
you can.
------------------------------------------------------------------------------
BOSS: Ancient Fiend
HP: 15880
TYPE: Spirit Magic
ELEMENT: None
ATTACKS: Bind Hit (damage, gives formation paralysis)
Successive Waves (two physical attacks)
After the keystones are dead:
Shadowus (damage to all)
Various spirit magic
BOSS: Keystone x2
HP: 6690
TYPE: Hardened
ELEMENT: None
ATTACKS: Slower
Delay
Shuffle (moves you around)
All-Fall (lowers your stats)
Don't worry about fixing your formation - they'll just screw it up again
anyway. Your party should be able to handle being on the front row, at least
for a bit.
Start the battle by having Mack cast Powerus on your physical attackers and
having your mage case All-Shieldus, All-Barricadus and All-Generata (if you're
lucky and have Reduce Casting Time, you might get it off in one turn).
The main boss will counter any attacks while the keystones are alive, so kill
them first. Anyone without Hardened Killer is probably better off casting
spells against them. There's not much you can do about All-Fall, just cast
buffs to raise your stats.
Once the keystones are dead, start unloading Combos into the boss. It'll now
start taking two actions per turn - one to cast Shadowus and one to cast a
spirit spell. If you keep regenerate up or keep your mage healing, you'll be
fine. It won't take long until it dies.
------------------------------------------------------------------------------
After the cutscene, you'll be back on the Nautilus. Dive and sail out through
the tunnel and the game will start piloting for you - watch the cutscene, then
you're free to do what you want again. There's more you can do in the ruins if
you want, and you don't have to split up this time. Just click the right stick
and choose the ruins from the list. Remember to put your party back how you
like it first.
In the second puzzle room, after the save point, you'll find the Trooky Queen
on the ground floor. Even if none of your items have been stolen, it's a good
idea to let one of the Trookies steal the talisman and then try to beat her -
she drops a Sorcerer's Bracelet which gives MP Max Up 3. There's not much to
say about the fight - she's weak to Water and she only has 4800 HP, so it
won't take long. Just watch out for her item blast, which does 1000 damage per
item. Once you're done with her, go through to where you fought the boss to
find a treasure from one of the tips - a Lucent Dragon Discus and a Lucent
Dragon Ring.
- Numara (continued) - [F243]
The story advances as soon as you sail near Numara on the Nautilus, so avoid
doing that if you decide to go around in the ship. You'll want to be in the
forties when you go, and you'll need some Fire protection. Turn Tail is
essential, as is some way of casting sleep (black magic lv2 or sleep rings).
Anti-petrify is important for your front-row fighters, too. Other than that,
just stick with your normal abilities (absorb attack, counter etc) and Combo.
Persistence is handy too if you can get that on everyone. You'll probably need
to stock up on Healing Tanks, so do that before you continue as well. I had
plenty of gold (150k+) so I just bought 99 to save coming back.
Choose the northern coast of Numara from the Ports part of the world map menu
when you're ready and sail down towards Numara city. After the cutscene, sail
towards the boss to start fighting.
------------------------------------------------------------------------------
BOSS: Arthrosaurus
HP: 14370
TYPE: Beast
ELEMENT: Varies (each one is a different element - this first one is Earth)
ATTACKS: (physical attack, can petrify)
Heat Breath (2000+ fire damage to one row)
Heat Breath hurts like buggery, so make sure you're well-protected against
fire. Other than that, his attacks are very boring - just keep healing and
bashing it in the face with Wind spells and rings until it dies.
------------------------------------------------------------------------------
Once you've killed the first Arthrosaurus, you'll have to kill another four
(!) of them. The good news is that Turn-Tail works in these battles and the
bosses are very weak to sleep. Your objective is to stop them reaching Numara,
and while they don't stop walking while you're in battle (!!), sleep will stop
them. Sleeping Arthrosauruses are blue on the minimap. Further complicating
the issue are five schools of fish in the area that you can search for items,
one of which is a Slot Seed you won't want to miss.
My suggestion is that you run around putting all the Arthrosaurus to sleep
first (have everyone cast it to make sure it sticks), then kill them one by
one. When there's only one left, grab all the items and then beat up the last
one. Don't bother healing in these battles - you can always run away and heal
with one of the characters not in your party. Any damage you've done to the
Arthrosaurus won't be lost. Same applies to your GC - if it's running low,
flee and heal to restore it.
After the battle, you'll be able to explore Numara again. Choose the City from
the world map to go back there.
In the inn, you'll get a treasure tip from the woman on the right. If you talk
to the woman on the left (not the man who talks about sitting for a bit),
you'll get Cape of Illusion x19. The treasure tip is outside, on the west side
of the fountain. Head out on to Main Street and into Ninn's shop. Pull the
crate out from in front of the bookcase and examine it. Watch the scene for
Purgatory Ore x3.
As you run up Main Street towards Canal Street, you'll unlock "Return of the
Native". On Canal Street, run through the market to unlock "Lottery of Life".
In the house on the left, you'll get another treasure tip. The bridge is up,
so you'll need to go back to the world map to access the port. Once you're
there, head south onto the other end of Canal Street and enter the house on
the left for another treasure tip. You'll find this one in the next area (the
one with Cooke and Mack's flower patch), at the north end near where the
Arthrosaurus used to be. Head back to Main Street and into the Palace area.
Save, because you're about to fight another boss. All the boss' attacks are
physical, so use Absorb Attack, Counter and Weapon Guard - Absorb Guard is
useful too if you have it. You'll want to have Zephyra and All-Generata
available, too. Remove Combo, it's pretty useless. Finally, make sure you have
some good Machine Killer rings. Head into the palace when you're ready.
------------------------------------------------------------------------------
BOSS: Kakanas Heavy Tank
HP: 5200
TYPE: Mechanical
ELEMENT: None
ATTACKS: Tank Hit (does damage and reduces GC)
Full Charge Hit (more damage, must be charged)
BOSS: Kakanas Cannon
HP: 4160
TYPE: Mechanical
ELEMENT: None
ATTACKS: Cannon (heavy damage to everyone)
Full Charge Cannon (more damage, must be charged)
Volcannon (heavy damage to everyone)
BOSS: Support Heavy Tank x2
HP: 4840
TYPE: Mechanical
ELEMENT: None
ATTACKS: Tank Charge Support (absorbs MP, charges up Kakanas' attacks)
Tank Hit (same as Kakanas' but less damage)
Volcannon (same as Kakanas' but less damage)
You can't rely on your front row having any MP, so use normal attacks while
the back row casts All-Barricadus, All-Generata, Covera and Powerus. The
enemies don't have much HP, so they should die pretty fast. Focus fire on the
cannon first as it does the most damage - once it's head, the regenerate
effect of All-Generata should be enough healing and the back row can cast some
spells too. Once Kakanas' tank is dead, the support tanks will go down fast
enough.
NB: The game seems to expect you to kill the support tanks first, from the way
the dialogue during the battle goes. You can kill them after the cannon if you
want - if you've got Powerus on, they'll die very fast. If you do it the way I
suggest, the dialogue will be out of order. Your choice.
------------------------------------------------------------------------------
After the battle, you'll unlock "The Queen's Loneliness", the final dream - if
you've followed the walkthrough closely, you should get the achievement now.
After the scene, you'll be in the castle and be able to pick up any of the
items you missed way back on Disc 1. In the room where you start, there's a
Seed and Loud Bell x5. Go outside and into the room to the west to find
another Seed and Forbidden Explosive x6. Upstairs, the two rooms hold 5000G, a
Seed, an Aquaus Bomb and Spent Magic Engine x6. In the Queen's Chamber, you'll
find Fairy's Cradle x2, Cubic Music Score 8 and a Seed. Head downstairs and
outside.
Play the eighth Cubic Music Score in the square if you like (the pattern is
GBAD GABG DRGD EAGA BEBE) for an Elfin Charm. Go through the nearby exit to
Main Street and head towards Canal Street. On the way, you'll spot Rona and
Moo - talk to them for a quest. Turn around and go back to the area outside
the palace and examine the bird on the rubble in the middle for Ancient Statue
x6.
Head out to the world map and then go back into the City to where you just got
the Ancient Statues. Talk to Rona again for another quest. Go to the place
where you protected Mack and Cooke's flowers and grab a Flower Seed. Give it
to Rona for Sealing Stone x6. The bridge is down now, so you can run back
through Canal Street if you like - if you do, you can go to a new shop.
Remember the bamboo pilings under the bridge that you needed to follow back on
disc 1 when you were doing the quest to enter the kids' gang? If you go down
there and follow the path all the way to the end, you'll find a shop where you
can buy -us Bombs, some new weapons and some new ring components.
To continue the story, head to the port end of Numara, where you nicked the
Slantnose. Talk to the guards on the west side of the port to have them open
the gate. Run north, then turn right past the blue-edged crates and into the
terminal. Get the Seed on the right and then talk to the guard at the back to
board your new ship. As Jansen, head to the Main Deck area and run to the tip
of the ship to continue. Run back towards the lift when you can and you'll set
sail.
The White Boa is an icebreaker, so you can bash through the ice that blocked
your way before, and the new engine will let the Nautilus fly, which means you
can now do everything. Any areas you couldn't access before are now reachable.
I strongly advise doing some of the sidequests before continuing - see the
sidequests section for a list bonus areas you can reach. To continue the game,
sail the Boa towards where the Grand Staff was originally. The game will warn
you that you can't come back after going there, but that's not strictly true -
you can't exit back to the Boa once you board Grand Staff, but it's not the
last area of the game and you'll reboard your ship automatically when you
finish it. If you get bored of sidequests, feel free to do some of the main
storyline. I'll warn you when you get to the point of no return.
- Grand Staff - [F244]
As you approach Grand Staff, a cutscene will play. Afterwards, save on the
White Boa if you want (you can't return to the world map until you finish
Grand Staff) and sail straight towards the island. The game will ask you if
you want to continue - say yes to board.
Awesome music time again :D I do love a bit of Nobuo. After the cutscene (I
had to leave it there for a while to listen to the whole track :P), you're
free to run around the Staff.
To climb up the Staff - you're at the bottom at the moment - you need to climb
up a load of pipes. However, the pipes have these jets firing hot steam at
them, and if you try to cross while the steam is pumping, you'll be knocked
down and have to climb back up again. You need to find control panels on each
floor to turn the jets off.
Up the ramp in front of you, go left and up the ladder. At the back, you'll
find a Goddess Medicine. Head back down the ladder and go right - you'll see a
save point. In front of it is a bin with Power Reactor x3 inside. If you're a
bit under-levelled, this would be a good place to train. Levelling to 50 will
make the rest of the Staff a walk in the park, but you should fight enough
enemies between now and the boss if you don't want to wait. One character you
might want to level up a bit is Jansen, especially if you've not been using
him for a while - at level 43, he gets Lv 7 Black Magic, and you'll be picking
up the two extra Lv 7 spells in the Staff.
Go across the walkway next to the save point and up the ladder on the right.
Follow the path around and down the next ladder to find the first steam
control panel. Backtrack to where you climbed the ladder and head left. Follow
the path around (ignore the ladder on the left, it's a red herring) until you
see a path jutting out to the northeast. Up there, you'll get one of the Lv 7
Black Magic spells, Aquaus. Back down the ladder, cross the pipe to the north.
Be careful when doing so, because you can still fall off if you get too close
to the edge. Across the pipe, take the lift up to the Second Boiler.
Follow the path, climbing the ladder on the left to get a Slot Seed as you go.
A bin along the way has Living Brass x3. You'll pass another can with Roaring
Iron Claw x4, and then you'll arrive at a lift. In this area, you can examine
the tanks to fight some optional bosses.
These Experiment No.1s are pretty hard to kill - they have 12k HP, very high
magic resistance, and they regenerate each turn. They cast Powerus on
themselves, which boosts their attack damage to about 2k. One of the items
they drop (it's not guaranteed to drop each time) is a White Charm, which
teaches Auto HP Recovery, which is awesome and does exactly what it says on
the tin. The only other way to get a White Charm is by fighting a hard battle
in the Backyard's Super Heavy division, so it's up to you if you want to try
this potentially easier battle.
If you do decide to fight them, your best bet is probably to bring three
fighters along, using Powerus to boost your damage, Break Hit to bypass its
defence and All-Generata and Double Item for healing. The Gamble spell is
good, too. Feel free to skip them, though - while Auto HP Recovery is great,
it won't cripple you not to have it. You'll probably lose a lot of MP fighting
these guys, but it's really not very far to run back to the save point if you
need to.
Once you've got your White Charm, or not, follow the path around and drop down
the chute. You'll arrive in a new part of the Second Boiler. Use the control
panel nearby. To the left of the panel is a cap in the railing - you can jump
onto some circular platforms here. The next pipe is in front of you - cross
it. Don't hold X if you're having trouble, or even hold B so that you walk
really slowly.
Follow the path around, grabbing the Ambrosia on the way, to find another lift
- this takes you back up to the Armoury, where you can fight even more
Experiment No.1's if you like. Go south and use the platform to cross the gap.
To the east is a chest with the Shinus spell. Use the platform to get across
the gap again and drop through the new chute in this area.
You'll arrive in another part of the Second Boiler. Grab the Sorcerer's Discus
in the chest and take the platform across the gap. You're back on the path you
were on a minute ago; follow it to the northwest and take the lift to get back
to the Armoury. Take the other lift up.
Across from the lifts is a long, downwards ladder - take it and follow the
path here to arrive at another ladder. Take it up and then climb another,
shorter ladder. You'll see a control panel in the distance - push the button,
then backtrack. Don't cross the pipe - go down the ladder next to it and
you'll find Godly Dragon Tears and the Groundus spell in some bins.
Climb back up the ladder and cross the pipe. Ignore the ladder just in front
of you and head towards the next pipe. The ladder just to the left of it leads
down to the next control panel. Pull, push and generally shove the box until
you can stand on it to reach the button, then go back up and cross the pipe.
The extra ladder in this lower area, if you're curious, takes you on a long
path that eventually leads to the ladder you ignored next to the other pipe.
Take the lift on the right to arrive at the First Boiler. As you follow the
long, U-shaped path, you'll pass a ladder - this is where you want to go. At
the end of the path, though, you can grab Magic Staff Fragment x4, Mana Prime
and Sealing Stone x3. If you don't want them, just go up the ladder - else run
to the end, then come back.
Up the ladder, head right (north) and you'll come to some more Experiment
No.1's. The lift is nowhere to be seen, but if you take the ladder down and
follow its long path past one of those chutes (ignore it) to a lift. Up here
is your next boss battle, so be prepared. There are six (!) enemies in this
battle, so you'll need plenty of protective abilities to get through the first
turn. You'll want to absorb or nullify every single element, either through
the Absorb element abilities or through Nullify All Elements. Equip Ailment
Resistance if you have it - if not, use Anti-Sleep, Anti-Petrify and Anti-
Seal. Auto-Barrier is nice, too. No savepoint here, so you'll have to heal
using items. The game will checkpoint, so don't worry about dying.
When you're ready, grab the Heal Full and the Power Drink, take the lift up
and run forward a few steps to start battle.
------------------------------------------------------------------------------
BOSS: Nefarious Saint x6
HP: 1510
TYPE: None
ELEMENT: Varies (can't be seen)
ATTACKS: Grade Six Magic Chant (heavy damage to everyone, requires all six)
Various all-targetting black spells
Breaks (damage to all)
Yeah, I love this tune. Sue me.
You'll remember these guys from the Gongora battle earlier - they're each weak
to one kind of attack, and the point of that battle was to show you which
saint is weak to which. What, you didn't pay that much attention? No worries:
Red - Use Fire
Green - Use Wind
Yellow - Use Ground
Blue - Use Water
Gold - Use Force or ringless physical attacks.
White - Use Shadow, Shine and Divide
Black - Use Status Ailments (Stone is your best bet)
Yeah, that's seven. Whichever saint Gongora killed last is still dead.
The first turn with these guys is going to be brutal - they start off by using
Grade Six Magic Chant, which hurts. A lot. Luckily, it requires that all six
of them be alive, and they have low enough HP that you'll be able to take out
at least one of them on the first turn.
After that, they'll hopefully be healing you with their spells, so you won't
need to bother doing it yourself. Use double item if you need to heal and just
mash them into the floor. This battle would've been much harder if they had
more HP, but a single Lv7 black magic spell is enough to take out the four
elemental saints, after which you've pretty much won.
------------------------------------------------------------------------------
After the battle, you're back on the world map and free to do more sidequest
stuff if you like. To continue, get out the Nautilus and fly directly east
from where Grand Staff used to be. You'll see a big, pink glowing icon on the
minimap showing where Grand Staff now is. Land in the ocean just to the west
of the Staff and you'll see a little inlet, barely more than a notch in the
coast. Fly into that and you'll be given another "you cannot return to this
point" prompt. This still isn't your last chance to do sidequest stuff, so
feel free to board the Staff even if you still have stuff to do.
- Grand Staff (continued) - [F245]
To be continued!
______________________________________________________________________________
==============================================================================
Achievements [F300]
==============================================================================
Lost Odyssey has 36 achievements ranging from 10G to 125G. You'll get more
than half the points just from completing the game. Some of them (like
collecting all the dreams) seem a bit on the stingy side, but if you want
points, you've got to do them! Here's the list:
- Story - 500G -
You get half your achievement points just for finishing the storyline. You'll
be rewarded with 125G for each disc you complete:
Survived - Complete Disc 1
Out to Sea - Complete Disc 2
Surfacing - Complete Disc 3
The End - Complete Disc 4
- Optional Bosses - 70G -
You'll get 10G for each of these bosses. You can read more about where to find
them in the Sidequests section.
Persona - Old Sorceress' Mansion
King Kelolon - Kelolon Village
Cave Worm - Forgotten Cave
Blue Dragon - Snowfields of the Northern Land
Holy Beast - Numara Atoll
Ghost of Eastern Ruins - Temple of Enlightenment
Golden Knight - Uhra Castle
- Skills - 180G -
You gain 20G each time a character learns all their skills. For the mortals,
that means levelling them until they get all their skills, and completing the
Royal Seals sidequest for Tolten's final skill. For Immortals, that means
learning every skill from each of the mortals AND every item. You can't skip
magic levels - although learning a high-level magic skill will let you cast
lower-level magic, you need to actually link the skill for each level to get
the achievement.
Skill Master x 9 - 20G
- Combat - 60G -
Winning lots of battles and practising your ring-hit skills will net you some
achievements.
Perfect Three - 30G - Get three perfect ring hits in a row.
No One's This Perfect - 10G - Get 500 perfect ring hits.
True Warrior - 10G - Kill 1000 enemies.
Thanks a Million - 10G - Deal 1,000,000 damage.
- Backyard - 50G -
You get 10G for completing all the bonus objectives in a stage. See the
Backyard section for more info.
Light Class - Medium Class - Heavy Class - Super Heavy Class - Immortal
- Misc - 140G -
You get some achievements the first time you do something, and others when you
complete collections.
Ring Assembler - 30G - Make a ring.
Skill Linker - 30G - Learn a skill via skill link.
The Dreamer Awakes - 20G - Unlock a dream sequence.
Big Dreamer - 10G - Unlock all the dream sequences.
Well Travelled - 10G - Visit every major location.
Treasure Trove - 20G - Find all treasure items (or win them at auction)
Spell Collector - 20G - Find every spell.
______________________________________________________________________________
==============================================================================
Sidequests [F400]
==============================================================================
______________________________________________________________________________
==============================================================================
A Thousand Years of Dreams [F410]
==============================================================================
The "Thousand Years of Dreams" are a set of short stories by Kiyoshi
Shigematsu, who's apparently a famous Japanese author. If you hate books,
they're probably not for you, but if you like reading even a tiny bit, take
the time to go through them, even if it's after you've finished the game -
there are some amazing stories in here.
There are 31 dreams in total. Here's a list:
Hanna's Departure - Automatic
A Hero's Return - Uhra--Virno's Tavern
White Flowers - Uhra--Residential Area
In the Mind of a Captive - Uhra--Virno's Tavern
A Mother Comes Home - Uhra--Virno's Tavern
Little Liar - Uhra--Central Station
The Upstreamers - Automatic
They Live in Shells - Crater Island--Numara Troop Camp
The Talkative Mercenary - Numara--Main Street
Don't Forget Me Now, You Hear? - Numara--Canal Street
Letters From a Weakling - Numara--Main Street
Evening Bell - Numara--City of Ruins
The Portraitist of the Dead - Numara--Canal Street
Elegy Island - Automatic
Seth's Dream Part 1 - Automatic
The Hero - Tosca Village
The Bread of Grandma Coto - Tosca Village
So Long, Friend - Tosca Village--Inn
The Tragedy of the Butcher General - Automatic
The Story of Old Man Greo - Saman--Audun's Item Shop
Seth's Dream Part 2 - Automatic
Bright Rain - Saman--Main Street(disc 3)
The Ranking of Lives - Gohtza--Low Town(disc 4)
The Village Closest to Heaven - Refugee Camp(disc 4)
Stones of Heaven - Regugee Camp(disc 4)
Signpost - Refugee Camp--Medical Tent(disc 4)
Beyond the Wall - Uhra--Main Street(disc 4)
A Chorus of Cicadas - Ipsilon Mountains--Valley Road
Return of the Native - Numara--Main Street(disc 4)
Lottery of Life - Numara--Canal Street(disc 4)
The Queen's Loneliness - Automatic
______________________________________________________________________________
==============================================================================
Slot Seeds [F420]
==============================================================================
There are 49 Slot Seeds in total, giving you 12 skill slots per immortal and a
spare. One's from what's probably a glitch, but hey, I'm not choosy.
I'm not sure which, if any, are lost forever if you miss them - if anyone
knows, drop me an email. I cover where to get all the ones you'll find as you
go through the storyline in the walkthrough, anyway, so you won't lose out -
if you've missed any and can't get back to them, try the Saman auction house..
Here're their locations:
- Disc 1 -
Ipsilon Mountains--Valley Road
- Inside a yellow pot.
Ipsilon Mountains--Peak
- Defeat Grilgan.
Ipsilon Mountains--Mining Site
- Break through the blocks on the second landing from the top and follow the
cave.
Sea of Baus--Beach of the Wastes
- Inside a magic device where the beach gets thinner in the middle of the
area.
The White Boa--Engine Room
- Sneak past the guard and press the button.
Numara--White Square
- Beat the little girl at tag (harder than you'd think :P)
Numara--Main Street
- Climb the behind Ninn's, cross the canal and go down.
Ghost Town
- Inside a small ruined building in the northwest corner.
Sorcerer's Shrine--Dungeon Shrine
- Get past the earth colossi to the right of the door to the boss and it's
in a chest.
- Disc 2 -
Numara Palace--Corridor Garden
- In a pot on the second floor, between the first and second elevators.
Tosca Village--Tolty's Inn x2
- Left room upstairs.
- Talk to the girl next to the Kelolon statue. Put wreaths on enough statues
around the village.
Black Cave x2
- Steal from the Rough Queen. If she runs away, you can steal again for a
second seed.
Saman--House of Riordan the Merchant
- In a pot.
Samanese Merchant Ship
- After you get off, in a chest at the end of the dock.
- Disc 3 -
Ice Canyon--Snowy Plateau
- Kill the Dinozaoro.
Aurora-Bound Train--Freight car
- Sparkling spot on the floor near some boxes.
Uhra--Castle of Uhra--Station Square
- In a chest near the save point.
Old Gohtza--Western District
- After it's frozen over, while you're controlling Jansen and Ming, hidden
in a short alleyway.
Old Gohtza--Eastern District
- Still as Jansen and Ming, in a chest behind some girders on the train
tracks.
Gohtza Low Town--Backyard
- In a bucket near the arena.
- Disc 4 -
Underwater x2
- Bubbles near the west shore of Uhra.
- Bubbles near the Sea of Baus.
Arthrosaurus Event
- From a school of fish during the battle.
Pirate Fortress
- Find Sed's crewmembers in the Sea of Baus, the Sorceress' Mansion and
Kelolon Village, then come back.
Grand Staff--Second Boiler
- Climb the first ladder and cross the scaffolding. It's in a can.
The last 18 seeds are rewards for fighting in the Backyard. You get 4 as
normal rewards for winning the battles and the other 14 for completing bonus
objectives. See the next section for more info.
______________________________________________________________________________
==============================================================================
Backyard [F430]
==============================================================================
The backyard's located in Gohtza's apartment building - it's a bit like the
Coliseum in Kingdom Hearts or the Battle Square in FF7 if you played those
games (and you should have! :P). There're normal and bonus objectives for each
mission - there're bonus guide books scattered around that'll tell you about
the bonus objectives, but hey, that's what a walkthrough's for!
You receive stars for fighting in the backyard: one just for attempting a
challenge, one for winning, and one for the bonus objective. Here's a list of
the prizes you get for them:
5 stars: Forbidden Explosive x4
10 stars: One of:
Healing Tank x3
Mana Bottle x3
Soul Medicine x1
15 stars: Cape of Illusions x6
20 stars: Invisibility Potion x20
25 stars: One of:
Heal Full x3
Mana Prime x3
Ambrosia x1
30 stars: Forbidden Explosive x10
35 stars: Cape of Illusions x6
40 stars: Invisibility Potion x20
45 stars: Forbidden Explosives x14
50 stars: Cape of Illusions x7
59 stars: Backyard White Book
60 stars: Siderite Sword
Siderite Ring
Oh, and try not to rock out too much to Nobuo's great music here.
BIG NOTE: You still gain SP from battles in the backyard! Even though you
don't see the normal victory screen, you'll notice your SP going up as you
fight. Make sure you equip stuff with abilities you don't know so the SP isn't
wasted. This also makes the backyard a great place to train up, because you
don't have to keep running around to fight.
- Light Class - [F431]
1. The Kelolon Battalion
Victory condition: Defeat all enemies.
Prize: Backyard for Beginners.
Bonus condition: Let them use Combination 4 times.
Bonus prize: Slot Seed
Enemies:
Kelolon Associate x3
HP: 1540
Type: Kelolon
Element: Water
Defend for a bit at the start until they use Combination 4 times, then smash
them in the face with Kelo Killer and Earth rings and Grounda spells. Not too
hard.
2. The Festival of Magic
Victory condition: Up to 2 PCs.
Defeat all enemies.
Attacks, skills and items not allowed.
Prize: Mana Bottle x5
Bonus condition: Kill them all yourself.
Bonus prize: Slot Seed
Enemies:
Kelo-Sister x2
HP: 770
Type: Kelolon
Element: Water
Wise Man x2
HP: 770
Type: Magic
Element: Water
Pick your two best spellcasters for this battle (probably Ming and Sarah) and
use anti-magic abilities like Lucky 0 Magic damage, Magic Counter and Magic
Defence Boost. Anti-Seal is a must, too. Target both Kelolons separately with
Ground spells to start, then focus on the Wise Men. That way, enemies won't be
able to target each other and rob you of your bonus objective.
3. Pure Gluttony
Victory condition: Defeat the explosive bugs.
Prize: Power Drink x10
Bonus condition: Let the bugs prey on the insects 3+ times each.
Bonus prize: Slot Seed
Enemies:
Explosive Bug x2
HP: 4110
Type: Organic
Element: Wind
Magic Insect xLots
HP: 1120
Type: Organic
Element: Wind
Just wait for the bugs to do their thing and blast them. Not hard at all.
3. Two Eyeballs
Victory condition: Win within 10 turns.
Defeat the Evil Eye.
Prize: Healing Potion x5
Bonus condition: Kill five dogs before killing the eye.
Bonus prize: Slot Seed
Enemies:
Evil Eye
HP: 2670
Type: Spirit Magic
Element: None
Cyclops
HP: 1240
Type: Mechanical
Element: None
White Dog xLots
HP: 1360
Type: Beast
Element: None
Make sure to equip Anti-Petrify. Don't attack the Cyclops, it can reduce or
dodge your attacks and spells. Once you've killed your five dogs, just go all-
out on the eye. The GC should be about level 2, which should reduce your
damage by about 10-30%, but won't be enough to stop you.
3. Puppet Master
Victory condition: Kill the Puppet Masters.
Don't kill the Controlled Ones.
Prize: Slot Seed
Bonus condition: Win within 10 turns.
Bonus prize: Poisonous Red Snake x5
Enemies:
Puppet Master x3
HP: 770
Type: Magic
Element: None
Controlled One x4
HP: 3360
Type: None
Element: None
Remove Counter so you don't accidentally kill the controlled ones and blast
the Puppet Masters. They don't have a lot of HP, so you should be able to just
batter them through the GC. If you're not doing enough damage, attack the
Controlled Ones a couple of times while being careful not to kill them. You
could equip some crappier weapons or use low-level spells if you need to do
less damage, but if you're doing that much damage in one hit, just smash the
Puppet Masters instead.
______________________________________________________________________________
==============================================================================
Lists [F500]
==============================================================================
______________________________________________________________________________
==============================================================================
Spell List [F510]
==============================================================================
This is a full list of all spells. If a spell doesn't have a location listed,
it's one you get for free when you learn the skill.
- White Magic - [F511]
Level 1:
Heal (5MP)
- Casting time: 1A
- Target: Single Ally.
- Effect: Heals a bit of HP.
Cure Poison (5MP)
- Casting time: 1A
- Target: Single Ally.
- Effect: What it says on the tin.
Shield (10MP)
- Casting time: 1A
- Target: Single Ally.
- Effect: Reduces physical damage taken.
- Location: Ipsilon Mountains--Mountain Hut - light the candle, examine the
light.
Barricade (10MP)
- Casting time: 1A
- Target: Single Ally.
- Effect: Reduces magic damage taken.
- Location: Ipsilon Mountains - near the hut.
Level 2:
Zephyr (10MP)
- Casting time: 1G
- Target: All Allies.
- Effect: Heals some HP. Use instead of spamming Heal between battles.
Cure Paralysis (10MP)
- Casting time: 1B
- Target: Single Ally.
- Effect: What it says on the tin.
All-Shield (20MP)
- Casting time: 1G
- Target: All Allies.
- Effect: Same as shield, but for everyone.
- Location: Sea of Baus - Chest in a sunken boat.
All-Barricade (20MP)
- Casting time: 1G
- Target: All Allies.
- Effect: Heals a bit of HP.
- Location: Sea of Baus--Crater Island - in a chest.
Level 3:
Cure Seal (15MP)
- Casting time: 1C
- Target: Single Ally.
- Effect: Guess.
Cover (15MP)
- Casting time: 1C
- Target: Single Ally.
- Effect: A weak barrier protects from damage.
Shine (15MP)
- Casting time: 2B
- Target: All Enemies.
- Effect: Light damage and blind.
- Location: Numara--Main Street - talk to the couple in the gondolas.
Kelolon (15MP)
- Casting time: 1C
- Target: Single Ally.
- Effect: Gives or removes Kelolon status.
- Location: Ghost Town--Cooke and Mack's House - in a chest.
Level 4:
Heala (20MP)
- Casting time: 1D
- Target: Single Ally.
- Effect: Heals more HP.
Cure Petrify
- Casting time: 1D
- Target: Single Ally.
- Effect: Same old.
Erase (20MP)
- Casting time: 1D
- Target: Single Ally.
- Effect: Removes a negative status effect.
- Location: Learned when Sarah joins you.
Dispel (20MP)
- Casting time: 1D
- Target: Single Enemy.
- Effect: Removes a positive status effect.
- Location: Learned when Sarah joins you.
Level 5:
Zephyra (40MP)
- Casting time: 2B
- Target: All Allies.
- Effect: Heals more HP.
Cure-All (40MP)
- Casting time: 1E
- Target: Single Ally.
- Effect: Removes all negative status effects.
Shieldus (30MP)
- Casting time: 1E
- Target: Single Ally.
- Effect: Prevents more physical damage.
- Location: Experimental Staff--Damiroh's Grab Bag - buy it.
Barricadus (30MP)
- Casting time: 1E
- Target: Single Ally.
- Effect: Prevents more magic damage.
- Location: Experimental Staff--Damiroh's Grab Bag - buy it.
Level 6:
Revive (30MP)
- Casting time: 1F
- Target: Single Ally.
- Effect: Removes KO.
Covera (30MP)
- Casting time: 1F
- Target: Single Ally.
- Effect: Barrier prevents damage.
All-Shieldus (60MP)
- Casting time: 2B
- Target: Single Ally.
- Effect: Prevents more physical damage.
- Location: Gohtzan Refugee Camp--Lodging Tent - in a chest.
All-Barricadus (60MP)
- Casting time: 2B
- Target: Single Ally.
- Effect: Prevents more magic damage.
- Location: Crashed Magic Train Site - in a chest.
Level 7:
Healus (35MP)
- Casting time: 1G
- Target: Single Ally.
- Effect: Heals HP.
Heal Up (35MP)
- Casting time: 1G
- Target: Single Ally.
- Effect: Increases spell healing.
Reflect (40MP)
- Casting time: 1G
- Target: Single Ally.
- Effect: Bounces spells back on the caster.
- Location: Grand Staff--Magic Control - stop the piston and jump on.
Shinus (35MP)
- Casting time: 2F
- Target: All Enemies.
- Effect: Light damage and blind.
- Location: Grand Staff--Armory - ride the platform and open the chest.
Level 8:
Zephyrus (70MP)
- Casting time: 2F
- Target: All Allies.
- Effect: Heals HP.
- Location: Uhra--Residential Area - invisible chest.
Resurrect (40MP)
- Casting time: 1H
- Target: Single Ally.
- Effect: Removes KO and fully heals.
- Location: Kelolon Village--Kelolon Shop - buy it.
Coverus (60MP)
- Casting time: 1H
- Target: Single Ally.
- Effect: Barrier prevents damage.
- Ipsilon Mountains - near the mountain hut, invisible chest.
Divide (80MP)
- Casting time: 2F
- Target: All Enemies.
- Effect: Damage based on current HP.
- Location: Kelolon Village - beat the King Kelolon.
- Black Magic - [F512]
Level 1:
Flare (5MP)
- Casting time: 1A
- Target: Single Enemy.
- Effect: Fire damage.
Wind (5MP)
- Casting time: 1A
- Target: Single Enemy.
- Effect: Wind damage.
Aqua (5MP)
- Casting time: 1A
- Target: Single Enemy.
- Effect: Water damage.
- Location: Ipsilon Mountains--Mining Site - in a chest.
Ground (5MP)
- Casting time: 1A
- Target: Single Enemy.
- Effect: Earth damage.
- Location: Ipsilon Mountains--Velley Road - in a pot.
Level 2:
Sleep (20MP)
- Casting time: 1B
- Target: Single Enemy.
- Effect: Inflicts sleep.
Prism (15MP)
- Casting time: 2C
- Target: All Enemies.
- Effect: Random elemental damage.
Poison (20MP)
- Casting time: 1B
- Target: Single Enemy.
- Effect: Inflicts poison.
- Location: Grand Staff--Construction Base - in a can.
Paralyze (20MP)
- Casting time: 1B
- Target: Single Enemy.
- Effect: Inflicts Paralysis.
- Location: The White Boa--Engine Area - sneak past the guard, press the
button.
Level 3:
Seal (20MP)
- Casting time: 1C
- Target: Single Enemy.
- Effect: Inflicts seal.
Stone (20MP)
- Casting time: 1C
- Target: Single Enemy.
- Effect: Inflicts petrify.
Curse (15MP)
- Casting time: 1C
- Target: Single Enemy.
- Effect: Inflicts Curse.
- Location: Sorcerer's Shrine--Dungeon Shrine - in a chest.
Force (10MP)
- Casting time: 1B
- Target: One Enemy.
- Effect: Physical damage.
- Location: Complete Cubic Music Score 1.
Level 4:
Flara (20MP)
- Casting time: 1D
- Target: One Enemy.
- Effect: Fire damage.
Winda (20MP)
- Casting time: 1D
- Target: One Enemy.
- Effect: Wind damage.
Aquara (20MP)
- Casting time: 1D
- Target: One Enemy.
- Effect: Water damage.
- Location: Learned when Sarah joins you.
Grounda (20MP)
- Casting time: 1D
- Target: One Enemy.
- Effect: Earth damage.
- Location: Learned when Sarah joins you.
Level 5:
Flare Mine (30MP)
- Casting time: 1E
- Target: One Ally.
- Effect: Fire damage counterattack.
Prisma (30MP)
- Casting time: 2F
- Target: All Enemies.
- Effect: Random element damage.
Aqua Mine (30MP)
- Casting time: 1E
- Target: One Ally.
- Effect: Earth damage counterattack.
- Location: Experimental Staff--Operation Division - use the crane to get to
the chest.
All-Curse (45MP)
- Casting time: 2F
- Target: All Enemies.
- Effect: Inflicts curse.
- Location: City of Uhra--Back Alley Sewers - complete the puzzle.
Level 6:
Wind Mine (30MP)
- Casting time: 1F
- Target: One Ally.
- Effect: Wind damage counterattack.
Jamming (30MP)
- Casting time: 1F
- Target: One Enemy.
- Effect: Increases magic cast time.
Ground Mine (30MP)
- Casting time: 1E
- Target: One Ally.
- Effect: Earth damage counterattack.
Forcea (25MP)
- Casting time: 1E
- Target: One Enemy.
- Effect: Physical damage.
Level 7:
Flarus (35MP)
- Casting time: 1G
- Target: One Enemy.
- Effect: Fire damage.
Windus (35MP)
- Casting time: 1G
- Target: One Enemy.
- Effect: Wind damage.
Aquarus (35MP)
- Casting time: 1G
- Target: One Enemy.
- Effect: Water damage.
- Location: Grand Staff--Engine Section - on a catwalk.
Groundus (35MP)
- Casting time: 1G
- Target: One Enemy.
- Effect: Earth damage.
- Location: Grand Staff--Engine Section - turn off the steam, then fall off
the first pipe.
Level 8:
Prismus (60MP)
- Casting time: 2H
- Target: All Enemies.
- Effect: Random element damage.
- Location: Sea of Baus - invisible chest.
Forceus (50MP)
- Casting time: 1H
- Target: One Enemy
- Effect: Physical damage.
- Location: Ipsilon Mountains--Peak - invisible chest.
Leveller (150MP)
- Casting time: 4S
- Target: One enemy.
- Effect: Damage based on your current HP.
- Location: Snowfields of the Northern Land - defeat Blue Dragon.
Death (100MP)
- Casting time: 4S
- Target: One Enemy.
- Effect: Instant kill.
- Location: Northern Cape - invisible chest.
- Spirit Magic - [F513]
Level 1:
Shadow (5MP)
- Casting time: 1H
- Target: All Enemies.
- Effect: Non-element damage.
Chime (5MP)
- Casting time: 1A
- Target: One Ally.
- Effect: Removes sleep.
Refresh (5MP)
- Casting time: 1G
- Target: Row of Allies.
- Effect: Heals HP.
- Location: Crimson Forest - After Mack joins, ride the platform and ram the
rocks.
Dodger (5MP)
- Casting time: 1A
- Target: One Ally.
- Effect: Increases dodge rate.
- Location: Complete Cubic Music Score 2.
Level 2:
Powera (10MP)
- Casting time: 1B
- Target: One Ally.
- Effect: Increases physical attack.
Minda (10MP)
- Casting time: 1B
- Target: One Ally.
- Effect: Increases magic attack.
Regenerate (10MP)
- Casting time: 1B
- Target: One Ally.
- Effect: HP healed every round.
- Location: Numara Atoll - in a chest
Gamble (10MP)
- Casting time: 1H
- Target: One Enemy.
- Effect: Random amount of damage.
- Location: Tosca Village--Tolthy's Inn - talk to the girl by the statue,
then put wreaths on the 16 statues round the village.
Level 3:
Speeda (15MP)
- Casting time: 1C
- Target: One Ally.
- Effect: Increases speed.
Slower (15MP)
- Casting time: 1C
- Target: One Enemy.
- Effect: Decreases speed.
Ailment Void (15MP)
- Casting time: 1F
- Target: One Ally.
- Effect: Negative status effects miss more often.
- Location: Northern Cape - complete the treasure hunt.
Lost (15MP)
- Casting time: 1C
- Target: One Ally.
- Effect: Removes one enemy from battle.
- Location: Old Sorceress' Mansion--Hermitage - chest in the mirror maze.
Level 4:
Shadowa (20MP)
- Casting time: 2C
- Target: All Enemies.
- Effect: Non-element damage.
Fear (20MP)
- Casting time: 1D
- Target: One Enemy.
- Effect: Inflicts terror.
Refresha (20MP)
- Casting time: 2B
- Target: Row of Allies.
- Effect: Heals HP.
- Location: Black Cave--Helltrap - in a chest.
Virus (20MP)
- Casting time: 1D
- Target: One Enemy.
- Effect: Inflicts virus.
- Location: Old Sorceress' Mansion--Exterior - complete treasure hunt.
Level 5:
Powerus (40MP)
- Casting time: 1E
- Target: One Ally.
- Effect: Increases physical damage.
Mindus (40MP)
- Casting time: 1E
- Target: One Ally.
- Effect: Increases magic damage.
Regenera (25MP)
- Casting time: 1E
- Target: One Ally.
- Effect: Heal HP each turn.
- Location: Port of Saman--Oreego's Emporium
Splitter (25MP)
- Casting time: 1E
- Target: One Enemy.
- Effect: Halves HP.
- Location: Port of Saman - complete treasure hunt.
Level 6:
Faster (30MP)
- Casting time: 1F
- Target: One Ally.
- Effect: Reduces skill activation time.
Delay (30MP)
- Casting time: 1F
- Target: One Enemy.
- Effect: Increases skill activation time.
Ailment Break (30MP)
- Casting time: 1F
- Target: One Enemy.
- Effect: Increases elemental weakness.
- Location: Burning Cave--Strange Rocks
Reset (30MP)
- Casting time: 1F
- Target: One Enemy.
- Effect: Resets ability-boosting spells.
- Great Ancient Ruins--Astral Square
Level 7:
Shadowus (35MP)
- Casting time: 2G
- Target: All Enemies.
- Effect: Non-Element damage.
Random (5MP)
- Casting time: 1G
- Target: One enemy.
- Effect: Casts a random Spirit spell.
Reversa (35MP)
- Casting time: 1G
- Target: One Enemy.
- Effect: Damage based on the amount of HP the caster's lost.
- Ghost Town--City of Ruins - complete the treasure hunt.
Refreshus (35MP)
- Casting time: 2F
- Target: Row of Allies.
- Effect: Heals HP.
- Location: Numara--White Square - complete the treasure hunt.
Level 8:
All-Powerus (80MP)
- Casting time: 2G
- Target: All Allies.
- Effect: Increases physical attack.
All-Mindus (80MP)
- Casting time: 2G
- Target: All Allies.
- Effect: Increases magic attack.
Regenerus (50MP)
- Casting time: 1H
- Target: One Ally.
- Effect: Heals HP each turn.
- Location: Ice Canyon - invisible chest
Sacrifice Self (100MP)
- Casting time: 3S
- Target: All Allies.
- Effect: Kills caster; brings party members back to life.
- Composite Magic - [514]
Level 1:
Generate (15MP)
- Casting time: 1B
- Target: One Ally.
- Spells: Regenerate (Spirit Lv 2)
Heal (White Lv 1)
- Effect: Heal HP and regenerate HP each turn.
Poison-Cure (30MP)
- Casting time: 2A
- Target: Row of Allies.
- Spells: Refresh (Spirit Lv 1)
Cure Poison (White Lv 1)
- Effect: Heal HP and remove poison.
Para-Cure (30MP)
- Casting time: 2A
- Target: Row of Allies.
- Spells: Refresh (Spirit Lv 1)
Cure Paralysis (White Lv 2)
- Effect: Heal HP and remove paralysis.
Seal-Cure (30MP)
- Casting time: 2A
- Target: Row of Allies.
- Spells: Refresh (Spirit Lv 1)
Cure Seal (White Lv 3)
- Effect: Heal HP and remove seal.
Stone-Cure (30MP)
- Casting time: 2A
- Target: Row of Allies.
- Spells: Refresh (Spirit Lv 1)
Cure Petrify (White Lv 4)
- Effect: Heal HP and remove petrify.
All-Flare (10MP)
- Casting time: 2A
- Target: All Enemies.
- Spells: Shadow (Spirit Lv 1)
Flare (Black Lv 1)
- Effect: Fire damage.
All-Wind (10MP)
- Casting time: 2A
- Target: All Enemies.
- Spells: Shadow (Spirit Lv 1)
Wind (Black Lv 1)
- Effect: Wind damage.
All-Aqua (10MP)
- Casting time: 2A
- Target: All Enemies.
- Spells: Shadow (Spirit Lv 1)
Aqua (Black Lv 1)
- Effect: Water damage.
All-Ground (10MP)
- Casting time: 2A
- Target: All Enemies.
- Spells: Shadow (Spirit Lv 1)
Ground (Black Lv 1)
- Effect: Earth damage.
Level 2:
All-Generate (15MP)
- Casting time: 2B
- Target: One Ally.
- Spells: Regenerate (Spirit Lv 2)
Zephyr (White Lv 2)
- Effect: Heal HP and each turn, regenerate HP.
Poison-Cura (60MP)
- Casting time: 2D
- Target: Row of Allies.
- Spells: Refresha (Spirit Lv 4)
Cure Poison (White Lv 1)
- Effect: Heal HP and remove poison.
Para-Cura (60MP)
- Casting time: 2D
- Target: Row of Allies.
- Spells: Refresha (Spirit Lv 4)
Cure Paralysis (White Lv 2)
- Effect: Heal HP and remove paralysis.
Seal-Cura (60MP)
- Casting time: 2D
- Target: Row of Allies.
- Spells: Refresha (Spirit Lv 4)
Cure Seal (White Lv 3)
- Effect: Heal HP and remove seal.
Stone-Cura (60MP)
- Casting time: 2D
- Target: Row of Allies.
- Spells: Refresha (Spirit Lv 4)
Cure Petrify (White Lv 4)
- Effect: Heal HP and remove petrify.
______________________________________________________________________________
==============================================================================
Thanks, Acknowledgements and Corrections [F600]
==============================================================================
This section is to thank those people who've told me about errors and sent me
corrections and additions. If you don't want to be featured here, be sure to
mention that in your email.
Thanks to:
o Michael Callahan for an Old Sorceress' Mansion correction and for sending me
my first email ;)
o Mordred Destroyer for telling me that Cooke's collecting flowers, not
sticks.
o Paulo Roberto Sleiman for corrections in Tosca and the Mansion.
o The many people who email me asking for new versions. It's a good motivator,
even if I don't like to admit it.