_________________________________________________ / \ / W I Z A R D R Y \ / \ \ T A L E O F T H E F O R S A K E N L A N D / \ / \_________________________________________________/ FAQ/WALKTHROUGH BY JERROLD NG (JIYAU@YAHOO.COM) VERSION 4.0 _______________________________________________________________ / CONTENTS \ \_______________________________________________________________/ INTRODUCTION CHARACTER CREATION - Race - Attribute - Class ADVANCED INFO - Rows and Ranks - Trust - Behavior - Good Versus Evil - Switching Classes - Advanced Classes - NPCs vs. Created Characters - Equipment - Reaper - Gotz's Traps - Party Suggestions - Playing Hints - Neat Tricks ORIGINAL CHARACTERS - Kyo Hattori - Ricardo Dorephes - Sara McDuff - Rui - Daniel - Michele - Hina - Orphe Bright - Aoba - Grace - Wolfe - Kulgan the Agile - Virgo - Kaza SPELLS - Normal Spells - Vellum Spells - Mutated Spells ALLIED ACTIONS - Offensive AA - Defensive AA - Spell AA - Assisted AA - Possessed Party AA - Combat Hints MONSTERS - Monster List - Monster-killing Tips WALKTHROUGH - Path to Allied Actions - B1 (Fortress) - B2 (Old Jail) - B3 (Labyrinth) - B4 (Ancient Cemetery) - B5 (Waterfall) - B6 (Moldy Fort) - B7 (Labyrinth) - B8 (Sham Sanctuary) - B9 (Labyrinth) - B10 (Testament) - Dimension World - The Abyss SIDE-QUESTS - Kyo - Help me conquer my fear - Ricardo - Tell me what trust is - Lisa - Charm to fulfill a love - Lydia - Help my boyfriend - Lydia - Change my boyfriend - Maria - Train me to be a priest - Maria - Train me to be a bishop - Helga - I'm opening a magic stone shop! - Helga - I'm opening a weapons shop - Helga - I'll sell special swords - Garcia - Find a girl named Rui - Garcia - Deliver an axe - Lorenzo - Check if he's dead or alive - Anonym - Tell me who I am - Merrick - I want to make a wonder drug - Palo - I want to sleep soundly - Rose - Find out about my husband - Gustav - Recover our party's shield - Paul - I wanna do the right thing - Geese - Please find Hannah - Fawn - Please bring back our music - Walter - Find a certain book - Hina - Help my brother - Elizabeth - I want to go to the labyrinth ACKNOWLEDGMENTS _______________________________________________________________ / INTRODUCTION \ \_______________________________________________________________/ Wizardry: Tale of the Forsaken Land brings back a long-gone genre which was one of my favorites back then - not really a name to it, but I just like to call 'em "block movement dungeon crawls". Despite being quite old-school, the game arrives onto PS2 with some impressive graphics, impressive combat system, and altogether great game play. The storyline deserves mentioning as well :- while I expected a simple, bland storyline (it's like that at the start), at the middle part the plot starts thickening a fair bit, and by the end there are a few major plot twists that would surprise even a seasoned RPG gamer. The dungeon design is fairly impressive - no two floors look alike (except the labyrinth floors). In a nice evolution of the old block movement of old, you've got slopes, multiple floors within a floor, curving paths and such that gives the game a fresh, yet old school appeal. And the combat system is superb - the use of Allied Actions make sure your battles are never dull. And battles never last long enough to be boring, which is a good thing since there's so much of it. All in all an excellent game, and despite the little hype it has, it's well deserved to be in anyone's RPG collection. Okay, enough with the reviews, let's get on with the good stuff. _______________________________________________________________ / CHARACTER CREATION \ \_______________________________________________________________/ Upon starting the game, you will be asked to create your character. No, don't panic just yet, you will be given a chance of creating the rest of your party later. The character you are about to create is basically the hero of the story, and the entire plot will revolve around him, basically. And yes, it's a him, not a her (unless there are some serious lesbian overtones here...). First you should give your hero a name, then choose his race. Race ==== Race affects many things in the game - the type of behavior, stat changes in general and best class choice. Be sure to pick the right race for your class. Human Quite balanced. Other than having low faith (thus not making a good priest, at least at the start) they can be just about any class without any real penalties. Elf Their high wisdom and faith makes them ideal candidates for being priests and sorcerers. They've got poor physical skills so making them warriors will give them a disadvantage. They aren't too bad as thieves though. Dwarf The usual big, strong and scruffy race make excellent warriors. But they've got good faith as well, so they can be pretty good priests as well. If you want to make yourself a knight, a dwarf is your best choice. Gnome Really high faith makes them excellent priests, and they are really agile so they make good thieves as well. But they aren't all that impressive otherwise, so unless you really want a good priest/thief you should skip this one. Halfling Excellent agility makes them a good thief, and best choice for turning into a ninja later. They've got average stats otherwise, so they aren't all that useful either. Attribute ========= Upon picking your race, you now pick your "attribute" (more savvy RPG gamers would call it alignment). This is important as a team with a constant attribute will go up faster in trust and learn allied actions faster (see below for more info on that). If you are "Good" you should not be attacking friendly monsters, and should only choose the positive option when talking to other people. If you are "Evil" you should go around slaying even friendly monsters and pick the negative option when talking to other people. "Neutral" means it really doesn't matter either way. Be sure to act your attribute or it will change. If you've already gone through the first area and are creating the rest of your party members, be sure to take a note of their Personality. Acting positively towards his/her personality increases their trust, and vice versa. It's an important trick to ensure a steady growth in trust, which becomes very vital in the game later on. Attribute also determines one other important factor of the game - the NPCs that join you. Different characters will join your party depending on your leader's and your party's attribute. Being "Neutral" is the big advantage here since more characters will join your party than if you were of any other attribute. Class ===== Once you are done, the next step is to pick your class from Warrior, Sorcerer, Priest or Thief (Thief only appears if you pick "Evil" as your attribute). There's four other classes, but they aren't available from the get go so I'll skip them for now. You can change the bonus points to distribute among your stats by going back one screen then forward again. You usually get 7-12 points, but in rare instances you may get 13-30 points (very rare instances, I might add). So if you really want to start out better, you can try re-rolling your bonus points over and over, but it's not going to effect the game terribly (you'll just be better off at the start). Warrior As you might expect, the beef of the party. Uses just about every weapon and armor available, and thus the best in the front row. If you are making a warrior dump most of your points to Power, then to Life and Agility (all that brute Power isn't going to matter if you can't hit straight). Sorcerer Your boy for attack magic. Weak as a puppy otherwise, and can't really equip much of anything, so best kept in the back. Dump points to his Wisdom and Life so that he has at least some decent HP. Priest Your boy for healing magic. Unlike the sorcerer, he can equip some fairly decent weapons and armor. It's still not recommended for him to be put up front, however. Note that you MUST have a priest in your party or you will not survive - they have the ability to turn undead, which becomes very important on a certain floor. And without a strong healer in your party, you will not last long at lower floors, where monsters can just lop off massive chunks of HP per blow. Dump points to his Faith and Life. Thief In my opinion the thief is the weakest class in this game. He can cast up to level 3 priest and sorcerer spells, but then again spells in those circles are generally crap anyway. He's weak physically, and is a little poorer in armor use compared to the priest. He can wield decent weapons though, but you will want him at the back row because of his weak defence. His only use is that he can pick locks easier. If you really want to use a thief, I suggest upgrading him to ninja later. When you make a thief, dump points to Agility, Power and Life. Next it's time to distribute the bonus points to your stats. IMPORTANT NOTE :- Be sure to distribute those points properly - when your level goes up the new points in ratio to the points you distributed here, as well as to your class. If you toss a lot of points to Power, for example, expect to gain just as much, if not more, points into that stat per level, especially if you're the fighter-type. You have to plan ahead if you're making an advanced class, or else you will never get the right stats. Now that you're done, you are ready to start the game! The section below gives you some tips on more advanced stuff, but it's nothing you can't discover by yourself, so you can skip it if you want. _______________________________________________________________ / ADVANCED INFO \ \_______________________________________________________________/ Rows and Ranks ============== Your party consists of six members, three in the front and three at the back. The ones in the front are the only ones that can attack with short-range weapons. Of course, they are also the ones who will get his by short-range attacks. The back row can only attack with ranged weapons, but don't worry, there are plenty of ranged weapons to be found in this game. When any of your front row members get killed, the person behind him/her will move forward to the front row. Obviously, fighter-types like the samurai, warrior and knight should be in the front, and the thief, priest and sorcerer at the back. Ninjas can go either way, but they are better at the back. When you run into a monster with his back turned on the side, there's a good chance you will surprise your opponent, giving you a full round of free attacks. But if a monster runs into your side, then there's a chance he will suddenly attack you, giving him a full round of attacks. These also happen at random when you simply walk face first into a monster. When you get attacked from the behind (i.e. a monster walks up behind you) your rows switch, putting your weaker members up in the front. And it will take a full round to swap back to the original position, meaning the monsters get two free rounds of attacks on you. Therefore, DON'T get attacked from the back. It's bad. Trust me. Trust ===== Allied actions are team-based attacks that involve two or more of your party teaming up to perform a special attack/defence. The number of these actions you have is directly based on the overall trust in your party (represented by the circle with all those Japanese characters in the lower left corner of the screen). The overall trust is the average of your five party member's trust (your party leader doesn't contribute). It's important to keep raising your member's trust and thus raise the overall party trust and gain new and more powerful allied actions. In the later sections of the game, the monsters will become near unkillable without the right allied actions. Allied actions contribute a lot to the game. After a floor or so, you will probably not even think about using individual attacks. It's that important. So trust building is important. Everybody's trust go up after a battle. If you leave friendly monsters, those with Evil attribute will have their trust lowered, and those with Good attribute will have their trust go up. The opposite occurs if you attack a friendly monster. Also, trust can be raised by building towards your member's personality. For instance, a Neutral Hobbit hates insect monsters. So if you kill tons of insect monsters his trust will sky-rocket (or at least go up faster than everyone else). And finally, conversations with NPCs you meet will affect trust as well. Positive responses raises trust of Good and Neutral members, while lowering the trust of Evil members. The reverse is true if you reply with a negative response instead. You can thus tell that it's easier to raise trust if your party members have the same attributes. It's suicide to go with a party of mixed attributes, so don't even try unless you are REALLY up for a challenge. In later bits, you can find items that can change your member's attribute, so don't worry too much if you did the wrong stuff to cause an attribute change. Behavior ======== Other than attribute, if you check your characters, each have a set behavior which will affect how fast (or slow) theirs trust goes up and down. It's quite important to take these into consideration when exploring the labyrinth. Behavior does not change with attribute change - if you started of as an evil dwarf for example, and he turns good, he will still retain his DHT behavior. And please note, Behavior overwrites Attribute in terms of trust change. For instance, if you get a good human and turn him Evil, fighting friendly monsters will still make you lose trust (because of his JUS behavior). Thanks go out to Lacrymite who posted this on the Gamefaqs board! Humans: Good - Jus (Justice) - "Believes even enemies can be friends if they show amity." Trust goes up when you let friendly monsters go. Neutral - Kin (Kinship) - "Friends comes before anything else. Hates to lose friends." Supposedly goes up from raising dead on fellow party members. Not sure how else, but my Kin characters' trust go up faster than my Jus characters, and I've only raised maybe one or two characters the entire time I've been playing. Additional notes : keeping a member dead for a long time will also lower those of the Kin behavior. Evil - Bel (Belligerent) - "Likes to fight with strong monsters, but hates weak ones." Haven't tried it, but I would assume you gain more trust from battles with strong monsters than usual, and less (maybe even lose?) from battles with weak ones. Elves: Good - Int (Intellectual) - "Intellect comes from believing in spells. Likes to master them." Trust goes up every time you use a stone to gain a spell level on anyone in the party. Neutral - Lon (Loner) - "Gets depressed when a large number of people is around." I would assume that trust goes up higher when you have less party members. Haven't tried sending down a Lon character with only my leader though for testing. Evil - Fic (Fickle) - "Gets bored exploring the same place. Gets depressed soon after." I would guess this type gains trust by exploring new map area. If it's based on visiting squares in the map that you haven't been to before, I guess going through the Labyrinth levels would help their trust immensely. Not sure though, haven't tried it. Additional Notes : Trust will go down if you hang around places you've been to before. Dwarves: Good - Fri (Friendly?) - "Shy to strangers, but likes to be with those of the same race." Haven't tried, but I would guess trust goes up faster when more party members are also dwarves. Neutral - Fea (Fearful) - "Hates dark places and zombies. Can't stay in the Labyrinth long." Probably gains by killing zombies, and drops by exploring Labyrinth (opposite of Fic?). Haven't tested. Evil - Dht (Dragon Hater) - "Hates dragon monsters. He lives to defeat them." Haven't tried, but pretty obvious... trust mainly goes up by killing dragons. Gnomes: Good - Emo (Emotional? No clue...) - "Likes disarming traps. Becomes happy when successful." Trust goes up from trap disarms by this character. Probably makes a great thief or ninja then. Neutral - Cow (Cowardly) - "Prefers to flee than to fight. Hates the Reaper." This is probably one of the worst, right up there with Fea. I would assume trust goes up by running from combat rather than fighting, and goes down when hit by Reaper. Evil - Gre (Greedy) - "Greedy and thinks an adventure is how to make real money." Haven't tried, but I would guess trust goes up with money accumulation. Hobbits: Good - Col (Collector) - "Likes collecting rare items. Gets depressed when loses things." Haven't tested, but my guess is gains trust by getting items, especially rare/powerful ones. Loses trust by losing items (using and breaking? Selling? Dropping?). Neutral - Iht (Insect Hatred) - "Hates Insect monsters. The more defeated, the better." Trust goes up from killing insects (spiders, dragonflies, boring beetles). Really easy to raise trust with the B5 spiders + Jakreta. Evil - Kht ("Aht" would make sense... Kht? I don't get it. Any ideas?) - "Hates animal monsters. The more that are defeated, the better." Haven't tried, but I would assume trust goes up from killing animals live gazehounds, bogey cats, harpies, maybe chimera? Good Versus Evil ================ I've played through the game using both a "Good Party" (good + neutral members) as well as an "Evil Party" (evil + neutral members) - and honestly, being evil doesn't pay. There's no advantage of playing an evil party as far as I can tell, and it's harder to manage since most of the better NPCs that join you are good (their personalities will clash = lower trust). And worst still, you are forced to fight Friendly monsters (or you'll turn good) - so you end up meeting monsters that you HAVE to fight (you can choose to fight, then escape, but that's dangerous). So my advice - be a nice guy and pick either Good or Neutral as your attribute. There is one small advantage of being evil though - the use of Evil Weapons. Evil Weapons are among the strongest weapons in the game, but require an evil attribute to equip - some are cursed, some are not. Switching Classes ================= All characters, NPCs or created ones, can change class. Created characters can change class by going to the guild, but there are requirements involved. You can skip those requirements if you locate items that immediately change class upon use (the orbs sold in B5 work fine). NPC characters can only change class using items. Be warned however - when you use class change items spell levels and experience are not recalculated. So if you're a warrior switching to a sorcerer, you will still have crap spell levels if you used a class change orb or any class change items. Guild class changes can also be done only once per level of experience. You lose whatever special ability that your previous class had, but not your spells. However, your MP will be recalculated for your new class, so you may or may not be able to cast them. Your experience level will also be recalculated for your new class, which may result in you going up or down a level or two. Advanced Classes ================ Samurais, Ninjas, Bishops and Knights are "advanced" classes, meaning your created members will require a bit of training in order to switch to them in the guild. The requirements for changing to them are listed below, though you can just go to the guild to check them as well. Samurai These guys can cast up to level 6 sorcerer spells, and fight just as well as most warriors. There are a few weapons and armor that warriors can equip, but they cannot. But they are otherwise pure killing machines - they have an ability to instantly kill an opponent (random, not quite as often as that of a ninja, but often enough to be useful). And the biggest advantage is their ability to equip katanas that no other class can equip. Katanas are one of the strongest weapons in the game. Requires Level 8, Non-Evil Attribute, 23 Power, 20 Life and 20 Agility. Ninja They can use up to level 2 priest and sorcerer spells (i.e. forget about using them for spells). They have the ability to instantly kill an opponent with their physical attacks, and at higher levels the frequency of this occurring is quite high (around once every two battles or so). They also have supernatural evade abilities, meaning they are exceptionally hard to hit. But if they are hit they suffer higher damage that everyone else, which is a fair trade-off. They are suited to be in the front (since not much monsters can actually hit them right) but once you find shurikens, put them at the back and laugh as they kill huge monsters with one shuriken. And finally, they also have better lock-picking skills (not quite as good as that of a thief, but with practice it's manageable). So it's really nice to have one around. Requires Level 12, Evil Attribute, 25 Power, 25 Life, 25 Agility and 25 Luck. Knight Like the samurai, but has up to level 6 priest spells instead. You can use them as backup healers, and they can turn undead, but other than that they aren't all that useful. In a direct opposite of a ninja, a knight will have a drastic drop in evade (i.e. they don't evade) but they do have more HP that everyone else, including warriors. Requires Level 8, Good Attribute, 20 for all stats except Luck. Bishop Can cast both priest and sorcerer spells (but not as well as a pure priest or sorcerer). They also can wear better armor than sorcerers, but not as well as priests. They can dispel, but pure priests do it better. And they have a useful, but not really important skill of appraising unknown items. But on the downside they go up levels the slowest - it's not as bad as you think though; they will be at most two levels below your party average. They also gain spells slower than a pure priest of sorcerer. Requires Level 5, Non-Neutral Attribute, 23 Wisdom and 23 Faith. Some stats may be hard to obtain, but thankfully around halfway through the game you can buy items that immediately changes your class no matter your level, stats or attribute. NPCs vs. Created Characters =========================== Here's something debatable - should you party consist of created characters or NPCs? Well, I suggest a little mix of both myself. First of all, created characters can be renamed and can change class easily. But they will remain totally mute throughout the game. However, NPCs do contribute to conversation, so you can gain a little more insight into the plot (though it's not terribly important to know what they think, really). Spellcasting NPCs also have a big disadvantage - though they know all the spells, their spells start at level 1. So if you plan to replace your current spellcaster with an NPC spellcaster, be prepared to spend a lot of time and money to build them up to respectable standards. I myself would suggest keeping some of the early ones you find and ignore all but the fighter types. Or just put them in to loot their good stuff. And remember your overall trust is an average of your member's trust. If you drop a fella his trust doesn't change, but your overall trust might. You can however raise trust levels by dropping ones with low trust and adding ones with high trust. Equipment ========= I'm thinking of creating an equipment FAQ, but for now, here's a list of all the weapons, armor and armaments you can find in Wizardry: Tale of the Forsaken Land. All the items marked with (c) are cursed. Dagger Short Sword Craftman's Dagger Magus' Short Sword Petrified Dagger Spiritual Sword Assassin's Dagger Ancient Sword Thief's Dagger Evil Short Sword Wind Dagger Banishing Sword (c) Cursed Dagger (c) Skeletal Sword (c) Prowler's Dagger Cursed Sword (c) Bloodied Dagger (c) Great Sword Long Sword Magus' Great Sword Slashing Sword Demon Slayer Sword Splitting Sword Fire Sword Blessed Sword Thunder Sword Holy Knight Sword Neck Breaker Evil Saber Massive Sword (c) Betraying Sword (c) Nightmare Sword Dark Sword Demonic Sword Ghost Sword Queen's Guard Sword Katana Healing Staff Muramasa Guiding Staff Kanesada Silencing Staff Kotetsu Blazing Staff Osafune Freezing Staff Bereaved Katana (c) Suffocating Staff (c) Grievous Katana (c) Cursed Staff (c) Cursed Katana (c) Useless Staff (c) Craftsman's Katana Masamune Hand Axe Kikuichimonji Steel Hand Axe Apprentice Hand Axe Mace Slicing Hand Axe Holy Mace Craftsman's Axe Combo Mace Thunder Axe Crushing Mace Cursed Hand Axe (c) Devout Mace Evil Hand Axe Blazing Mace Knight's Hand Axe Skeptical Mace (c) Crimson Mace (c) Shuriken Tainted Mace (c) Spirited Shuriken Shinobi Shuriken Battle Axe Resentful Shuriken (c) Slashing Battle Axe Cursed Shuriken (c) Swordmaster's Axe Guard's Battle Axe Flail Dwarf Battle Axe Power Flail Demonic Battle Axe Magus' Flail Deceased Battle Axe (c) Dwarf's Flail Faithless Battle Axe (c) Dazer Flail Evil Battle Axe Invisible Flail Rusty Flail (c) Crossbow Bloody Flail (c) Magic Crossbow Hateful Flail (c) Wishing Crossbow Thief's Crossbow Robe Elf's Crossbow Magus' Robe Elf's Robe Throwing Knife Pashmina Robe Poison Throwing Knife Cursed Robe (c) Shade's Knife Bloody Robe (c) Unwieldy Knife (c) Betrayal Robe (c) Leather Armor Chain Mail Magus's Armor Magus' Chain Mail Decorated Armor Dragon Chain Mail Silver Armor Blessed Chain Mail Faith Armor Freeze Chain Mail Ninja Armor Evil Chain Mail Deceased Armor (c) Rusted Chain Mail (c) Evil Armor Cursed Chain Mail (c) Betrayal Armor (c) Deceased Chain Mail (c) Chest Plate Plate Mail Decorated Plate Quality Mtl Armor Mystic Chest Plate Craftsman's Armor Ceasing Chest Plate Knight Mail Spirited Chest Plate Neutral Armor Shielded Chest Plate Prime Armor Deceased Chest Plate (c) Evil Armor Betrayal Chest Plate (c) Broken Armor (c) Cynical Chest Plate (c) Cursed Armor (c) Knight's Mtl Armor Small Shield Small Steel Shield Shield Magus Small Shield Metal Shield Charmed Small Shield Reinforcing Shield Dwarf's Shield Pheromone Shield Gnome's Shield Prime Shield Shady Small Shield (c) Evil Shield Demon's Small Shield Ragged Shield (c) Cursed Small Shield (c) Depleting Shield (c) Knight's Shield Gauntlet Steel Gauntlet Helmet Silver Gauntlet Enduring Helmet Demon's Gauntlet Transfer Helmet Strength Gauntlet Evil Helmet Evil Gauntlet Valiant Helmet Ragged Gauntlet (c) Cursed Helmet (c) Corrupt Gauntlet (c) Grievous Helmet (c) Knight's Gauntlet Knight's Helmet Lapis Ornament Decorative Charm Elf Hair Ornament Sculpture Charm Mitral Ornament Ash Charm Water Ornament Samurai Charm Cursed Ornament (c) Devilish Charm Cursed Charm (c) Ogre Power Wrist Knight's Wrist Cloak Parvenu Wrist Anti-Evil Cloak Weakling Wrist (c) Blazing Cloak Bishop's Cloak Speed Boots Thunder Cloak Stamina Boots Poison Cloak Cursed Boots (c) Cursed Cloak (c) If I've missed any cursed equipment, that's usually because I've missed the item completely in the game! If you've noticed that I've missed something on the list, do tell me about it! Reaper ====== At most floors, the reaper will sometimes appear and chase you around. Since he can move levels (within that floor), go through walls and move as fast as you walk, it's pretty hard to avoid him. To avoid him, leave the floor or use a transfer potion to head back to town. Or just get nailed by him. It's actually not as deadly as it's made out to be. Your possessed character becomes a little stronger, but a little weaker in defence, but that's not really all that noticeable. You can also hit undeads now despite not having a magic weapon. As long as you keep him alive, it's only going to cost you a couple of thousand bucks to restore him in town (and you really don't have that much use for money anyway). Just make sure he's alive (use restrict shot or spell cancel AA). However, if he does die, the character will either turn to ash or worse, be gone forever i.e. erased clear out of the game - so that's generally a bad thing. Unless you plan to kick him out or something. And if that happens to your leader the game ends immediately. So it's not all that dangerous if you are careful. In fact, I explored two whole floors with a possessed leader and came out unscathed. Getting nailed by him also gives you one additional ability - you will be able to see reaper doors. If you are walking around and suddenly feel your controller shake, and no reaper is chasing you, you're near a reaper door. It can only be seen and opened if one or more of your members are possessed by the reaper. It's not that big a deal; there are only two reaper doors throughout the entire game, in B2 and B6. One final extra - when you get your entire party possessed, something interesting occurs - check the Allied Actions section for more. Gotz's Traps ============ At B1 you will find Gotz, a trap making orc. You can get some rare items if you break his traps - you have to pay him 1000 x Trap Level Gold to try it out, and if you can break it you will get some useful (and not so useful) items. Different leveled traps require you to break the trap by disarming it 10 x Trap Level times. There are ten levels to disarm, meaning a full 100 times to disarm at the final level, which may or may not be worth it. For more details check Forsetti's FAQs, but here's briefly the rewards by the level :- 1) 3 Transfer Potions 2) 1 Curing Potion 3) 4 Potions 4) 1 Random Dwarf Item 5) All 5 Mutated Stones 6) All 8 Class Change Orbs 7) All 14 Vellum-made stones 8) All 31 Materials 9) All 50 Magic Stones 10) 14 Cursed Items You can repeat levels you have cleared to get the same items again - level 1 is a great way to amass Transfer Potions, by the way. Make sure you have space in your inventory for the items or you will not even get one item for your efforts. If you have trouble with breaking Gotz's traps, check the Neat Tricks section below for a simple but helpful trick. Party Suggestions ================= My party? In case you're curious, I started of with a human fighter as my leader. Then I kept Kyo and Sara, and added the already-made hobbit thief, made a dwarf warrior and an elf sorcerer (actually I just took the already-made elf priest and turned him into a sorcerer). My two warriors in the front with Kyo. Sara, the thief and the sorcerer behind. This party worked fairly well for the first four floors or so. Later I replaced my hobbit thief with Rui (better trust, better stats, better skills). I eventually changed my party leader to a samurai, my dwarf to a knight, and my sorcerer to bishop (more healing spells, besides I needed more priest spells that sorcerer spells by then). Then near the 8th floor down, I found my first shuriken, and promptly tossed Rui out, gave Kyo the shuriken and put him to the back, then got Hina (female Samurai) to do her quest. Once I found Kulgan I replaced Kyo with him. I found this team to be such an ass-kicker that I kept it till the end of the game. What's nasty here is plentiful healing spells (you will need them) and THREE characters with instant kill attacks. And you can also do a quest to get an instant kill two-handed sword (Garcia's Second Quest), which I gave to my dwarf. That's FOUR characters with instant kills. Quite deadly. When I replayed the game as an evil party, I used Ricardo, Kyo, Sara, and a Bishop (created) and a warrior (made). I turned my warrior leader to a samurai, and later booted Ricardo for Orphe, and my other samurai for Aoba. Then I booted out my created bishop for Michele (turned her into a bishop). Basically ended up the same as my previous party, but Orphe and Aoba are just a little harder to play since their HPs were so low to start. Some tips : Thieves aren't all that useful since, with practice, a ninja can unlock just about anything a thief can (note from Ndufer: having a thief also raises the chance of getting better treasure, but the ninja does that too, to a lesser degree). A pure sorcerer isn't quite that useful either since you don't really need that much sorcerer spells - at least not as much as priest spells. On forethought, knights are somewhat overrated since their dispel ability is quite crap, and they have minimal healing spells. And dwarves are overrated as well because it's tough to raise their trust (unless they're evil). And they're slow as hell. If you have a knight or samurai, don't bother giving them spells - they suck at using them anyway, so just use them strictly for hacking purposes. Playing Hints ============= First and foremost, do not rush this game. Blindly running through levels get you killed quick. You must take your time with every new level, killing everything you see to build experience, and exploring everywhere to maximize stuff you have. You will need to have your party go up 2-3 levels in experience before you should even think of going down a new level. If you've got a few members lagging behind, drop a few high-level members and go down. You get more experience fighting with a smaller party. Trust, as I have mentioned countless times before, is an integral part of the game. Going down to the lower levels without sufficient new AAs will get you killed really quickly. Even the monsters use AAs, so you should too. Explore every floor until you fill up all of it's map if possible. Go back to town to level-up and sell off/make spells of the junk you've collected a few times per floor. And find shortcuts! They are fairly easy to locate, and save you plenty of time and patience. ALWAYS have at least one transfer potion handy. Early in the game you can find plenty, and even find a shop that sells 'em cheap. But once you start finding shortcuts, you will miss them, and you WILL regret it later in the game when you just HAVE to make a hasty retreat just to find out that you're out of transfer potions. If you are in need of combat hints, check the Allied Actions section. Neat Tricks =========== Not having a bishop early in the game isn't that big a deal if you use a trick I commonly use in the game. When you find ?Items, do not use them yet; wait till you return to town. Once you do, save the game. Then start equipping all the items. Make a note of the items that are cursed, then re-load the game. Equip all the items again except skip those that you know are cursed (and no, they don't change if you re-load). Then go to Vigger's and sell off what you don't need. Appraise the cursed items there and then sell them off as well - despite being cursed, they fetch a good price - at least a few times more that the amount you put in to appraise them. Easy cash. Got some incredible item you want to equip on your characters but can't because of their class? Forsetti has a neat trick. It's costly, but might well be worth it. Go to B5, to Kasta's shop. Buy an orb and change your character to whatever class that allows you to equip the item he/she wants. Then go ahead and equip the item, then buy the orb of your original class. Use the orb to change back to your original class - hey, they forgot to un-equip your stuff! As long as you don't un-equip them accidentally, they will stay on. Having trouble with traps and locked chests? Can't do Gotz's Traps? Fellow gamefaqs board member Alicard77 has a neat trick - use Start to pause between two or three button presses (not available in the Japanese version of the game, apparently) to catch you breath and you should do fine. Another Gamefaqs board member Fishandbeernuts has a nice trick for those nasty monsters hiding in the back row. If you have a front row samurai or knight who has a spell that targets a single monster, then try this out. Select the spell, then a back row target. Just make sure the arrow is pointing on the target (don't press X again), then back up three menus to that character's main menu and select "Fight" and you'll still be targeting the back row monster! You can now even select other monsters in the back row! Note that the spell MUST target a single monster - Teal, for example, will not work with this trick. _______________________________________________________________ / ORIGINAL CHARACTERS \ \_______________________________________________________________/ This section describes all the original characters, or NPCs (non-player characters) as I call them, in the game. As suggested by one fan, I've separated out this section for easy access to methods concerning how to obtain each of the 14 NPCs. Thanks go out to Forsetti for finding them all! Oh, if you aren't planning to look at the walkthrough at all, I've also included point markers (numbers in brackets) from Forsetti's maps for important places you need to visit to get them. Note : The NPCs attribute changes with your own leader's attribute. For instance, a Good Leader will get Kyo as a good ninja, while an evil or neutral leader will get Kyo as a neutral ninja. Since most of these vary, I not be putting down their attributes here - not that it doesn't change their behavior - Kyo, for example, always acts as a good human no matter what his attribute is. I've also added a ratings (A-D) which shows how good they are, at least in my experience. How you use them in your party may change their effectiveness, of I may miss something that makes them special. Nevertheless, here they are, listed in the order you can get them in. 1) Kyo Hattori ============== Race - Human Class - Ninja Rating - B+ A young ninja who stricken with the fear of death when you first meet him. You must have him join your party when you start the game, but he may leave you after the training round is done and you'll never see him again. To ensure he doesn't leave, you must have an adequately high trust (not really a big factor). When you reach the four-direction roundabout in B1, he will talk to you - your response will affect his trust in you. From there go north to the snowy altar (6). Then just finish the training level. Kyo is a very nice additional to the party since... well there's not much of a choice if you want a ninja (you can't create one for another few floors). And he's usually good or neutral (unlike ninjas you create, which HAVE to be evil), making him fairly easy on trust raising. 2) Ricardo Dorephes =================== Race - Human Class - Warrior Rating - C A warrior who wonders if trust is an important part of a party after having a bad experience with his last one. Like Kyo, you have to have him, but he may leave your party if his quest isn't done. From the B1 four-direction roundabout take the west path (4). Search the skeleton on the ground and his event will come up. Fight the two thieves, then finish the training level. Nothing special about him - you can create character's much stronger and faster than him. But he's always nice to have around if you want to hear his comments (which mainly consists of cussing about everything and everyone). 3) Sara McDuff ============== Race - Human Class - Priest Rating - B- A priestess who is concern for the welfare of the poor (aww...) and who really doesn't have much of a priest's fashion sense. You'll bump into her automatically when you do the training stage (3) - no matter how much you whine about it, she'll forcefully join your party. Near the end of the stage, you'll get to help a poisoned man - how you react there, together with your trust, will affect whether she will stick to your party or leave. She's a fairly good addition, but gets hampered by very low speed - near the end of the game she's almost always the last person to act, severely hampering her healing abilities. But her remarkably high faith lets her learn more priest spells than everyone else, so there's a good balance there. 4) Rui ====== Race - Human Class - Thief Rating - C+ A sorcerer-turned-thief who teaches you some of her streetwise (dungeon-wise?) knowledge for a price. Eventually, after helping her out she'll join your party. To get her, first locate her at B2, second floor (10). She'll call you to talk with a dwarf named Garcia. Go back to the tavern, talk to Garcia, do the world's shortest side-quest, then go back to Rui in B2. Help her get the baked silver. She'll now owe you; go back and talk to Garcia, then bump into her in the lodging. She'll join up. Rui gets a lousy rating since she's... well, at thief. Not a bad one, if you want one, at least better than anything you can create. She can also be a pretty good sorcerer if you turn her into one later. She's also fairly adept as a ninja, though not as good as Kyo. She will teach you the nearly useless Back Attack AA. 5) Daniel ========= Race - Hobbit Class - Thief Rating - D+ This clever thief will help you out a little at the start, and trick you into helping him out a little later. After meeting him in B4, go down to B5. Locate and grab two bags of gold in old trolleys (be careful, they are poison-trapped). One is just before the break in the outer waterfall path (4), and the other is behind the door right in front of the gondola at the bottom. Locate the two, then don't take the gondola up. Instead, go back a up a little bit to a room you may have passed - it's a single room with no other exits (other than the one you came in) - it contains a ? Katana (Osafune). If you did it right, an orc is now guarding the door. Burst in and slay all the orc kings and Daniel is yours! In order to get it right, you shouldn't raise the gondola and drop down to meet Michele - he'll be dead by the time you get back! Daniel isn't all that impressive - he's got very high agility, but Rui is better all-round as a thief. He's got insignificant skills otherwise, so it's not really worth all the trouble of getting him, in my opinion. He does have a few things worth looting on him, however. 6) Michele ========== Race - Elf Class - Sorcerer Rating - B- A young elf who's apparently way wiser that she looks. She wants to make up for her people's mistakes and what to solve the mystery of the labyrinth. This one's easy - she'll join automatically when you finish B5. While she is hampered by low HP, she's got a lot of spells, even ones your created sorcerers would be hard pressed to find (the mutated spells). Since she joins in B5, it's still not too late to start building her spells, and later on she'll be the first to hit 99 in Wisdom, and thus meaning tons of sorcerer HP. She's also got good Faith so she can be a good priest, or better yet, a good bishop. 7) Hina ======= Race - Elf Class - Samurai Rating - A After the death of both her adopted brothers in the labyrinth, she joins your cause to defeat the evil that lies within. You'll find her offering a side-quest upon reaching B6. You have to let her join your party in order to do quest, but be warned that it's fairly hard. But after that she'll permanently join your party. She is probably your best investment in an NPC - good stats, great items, great trust and altogether a worthwhile addition. You can probably make a samurai who is stronger than her though, but who doesn't one a cute, shy girl who slices up monsters faster than you can say "ouch!". 8) Orphe Bright =============== Race - Human Class - Warrior Rating - C+ Annoyed by the sudden revelation that her father is actually a walking dead man, she decides to get to the bottom of this - with your help, of course. You'll bump into her every now and then in town and in B3. Do Gustav's Quest first. When you find the shield in B4 (B13), a zombie shuffles up - "Watch what it does". Then complete the quest. Upon reaching B6 you'll bump into Orphe and Aoba. Locate a nearby one-way door, go south from there and you'll meet them one more time, fighting a bunch of fairies. Help them. Then back to B4. At the entrance (or exit, depending on which way you came in by) of B4 you'll meet Aoba. Then head to the second elevated bridge (A13) and pass it to find Orphe. They'll both join your party. Other than getting the most powerful AA of the game, Warp Attack from Orphe, she's not really worth putting in the party. As a warrior she has way too little HP to stand a chance up front. And she's always Evil, so she's a pain in a Good party. She's got fairly high faith so making her a knight might be an option, or even a priest. As a priest she'll be bumped up a rating since she's physically much tougher than Sara, but she'll have inferior number of spells. 9) Aoba ======= Race - Human Class - Samurai Rating - B- Aoba is Gustav Bright's student and acts as Orphe's older brother. To get him, just check Orphe's entry - he'll join when Orphe does. If you have an evil party he might be an interest to you - after all, he's the only Evil samurai in the game. But his stats is so-so compared to Hina, the other NPC samurai. And he's got naff equipment as well, so you really need to invest on him to get him to a decent fighter out of him. 10) Grace ========= Race - Human Class - Knight Rating - C+ The fiancée of one of the game's minor villains Eugene Guestem. She is trying to turn her hubby-to-be back to the path of righteousness, but that will require your help! You'll meet her a few times here and there - you spot her in B2 and B3, as well as B6 quite often. When you reach B8, do Garcia's second quest (7), then drain the lake in B5 with a switch in B8 (21). Once both of those are done, go back to the tavern and talk to Garcia to get your reward. Leave, that go back in again and he'll say that both Grace and Wolfe are off in B5 - go look for them there in the now revealed staircase. You'll bump into Kasta who mentions them if you did it all right. Go down the staircase that was under the water (32) and help them fight off a Raver Lord. They'll join your party, and Grace will teach you Silence Breaker AA. Grace is not too bad as a knight, decent stats and all. She's got a good collection of priest spells (at lv.1) but has very poor Faith so turning her into a priest is fairly pointless; you're bit too late into the game to build her spells anyway. 11) Wolfe ========= Race - Human Class - Warrior Rating - D+ You'll bump into this warrior every now and then, and listen to his rather cynical outlook on life every now and then. He will eventually hook up with Grace and will join when Grace does, so check Grace's entry to get him too. Wolfe is just plain lousy - you'll have created warriors and even Ricardo better than him. For such a big, brawny individual, he's got poor HP as well, so he's definitely going to be liability in your party. Nice equipment though... 12) Kulgan the Agile ===================== Race - Elf Class - Ninja Rating - A One of the most loyal of the Queen's Guard, the elite team of the Queen's bodyguards led by LeDua Almsay. No real choice here - Kulgan joins your party automatically at the exit of B8. But he is good, quite a ways better compared to Kyo (though Kyo does have higher HP, maybe because my Kyo has higher levels). His 90 Agility and near maximum trust makes him a good investment if you want a ninja or want to replace your ninja. 13) Virgo ========= Race - Human Class - Sorcerer Rating - D It's Barfo! An evil (well, more like annoying) sorceress who bugs you a few times. She's anxious to locate what she believes is treasure at the bottom, but after she found out what's down there she gets so disheartened she joins your party. First meet and fight her in B10 (at this point you should have already fought her two other times). Then near the exit to B10 (21) you'll meet her again. You can then meet her again in B7 where she'll tease Kasta again. Finally, return to Kasta's shop in B5 (3) and she'll be there bugging Kasta one last time. Talk to her and choose "Persuade her to stay" and she'll join up. She is the game's best sorcerer in terms of stats, but there's two major problems. One, she's always evil, so it's bad for a good or neutral party. And the biggest problem is that you get her so late in the game, and she STILL has level 1 for all her spells. Since you're minutes away from finishing the game, why bother building all her spells up at all? 14) Kaza ======== Race - Elf Class - Bishop Rating - D- Michele's friend/partner who is close to Sophia the holy priest of the Queen's Guard. He believes you indirectly caused Sophia's death, hence he is pretty hostile to you at the start. You'll meet him first in B5 with Michele, and then later you will meet him in the empty room in B6 (2). Upon meeting him at the end of B10, if you have Michele in your active party he'll have a change of heart and join as well. He's an adept bishop, but he suffers the same problem Virgo does - too little, too late. He's got a lot of spells, granted, but all are at Lv.1. Poor trust, usually Neutral or Evil to boot. And here you're minutes away from finishing the game; will you really bother? Most of the directions as to how to get them are also listed in the walkthrough, so check there if you want. And no, as much as rumors will persist, there are no more NPCs - the Original Characters screen in the tavern is already filled up after all fourteen names are in. _______________________________________________________________ / SPELLS \ \_______________________________________________________________/ Normal Spells ============= You will pick up plenty of the monster's grisly bits as you hack through mounds and mounds of them. These bits can be brought to Vigger's shop, where his wife will combine them for you to turn them into stones. Using these stones give you spells. You can use a stone repeatedly on the same person to power up your spells, and the effect of powering up is fairly drastic. In fact most spells at level 1 are nearly useless, so powering up spells are pretty important. If you need the complete listing of all the spells you can make in the game, check Forsetti's FAQ for that. The good man has got them all! A little into the game, a material shop will open on the first basement. You can sell a monster material here, and henceforth buy that material infinitely. In fact, that's where almost all your money will go later in the game, since dungeon shops sell stuff you can find elsewhere (and probably have a lot of already), and Vigger's shop is more of an expensive storeroom than a shop. Here's the complete listing of all the materials in the game as listed in the order of the material shop. To find out what monsters drop what material, check the "Monsters" section of the Advanced Info above (though most are self-explanatory, really). Page 1 Rotten Meat Skull Devil's Horn Vampire's Claw Undead Dragon Wing Pied Piper's Flute Page 2 Giant's Tooth Giant's Guts Giant's Blood Dragon Heart Dragon Scale Dragon Tail Page 3 Bogey Cat's Fur Bogey Bird's Claw Frog Tongue Wyvern's Eyeball Hound's Ear Chimera's Head Page 4 Slime's Goo Pixie's Wing Demon Egg Cocoon Slime Jelly Fairy's Wing Page 5 Broken Sword Thief's Blood Ninja's Hood Priest Hair Sorcerer's Earring Samurai's Beard Bishop's Bracelet There are three boss materials which cannot be obtained anywhere else (i.e. there's only one of them in the game) - they are Incubus Wing, Golem's Flesh and Sword Fragment. Though they act like materials, they cannot be sold at the material shop thus cannot be re-bought. They are also materials required for the best spells (non-vellum type) of the game. However, those spells can also be made using other materials as well, so they aren't all that important so don't fret if you've accidentally used them. Be careful when the moon is red (check the circle where you also see your overall trust). When making or separating stones during this time, random things will occur. Might be good, might be bad, just quite unpredictable. This also occurs, in a lesser degree, during a yellow moon. It is great for getting the rare materials of the game, though. Vellum Spells ============= Vellum is another sort of spell. These are more powerful spells that Vigger's wife does not have recipe for, so you have to find them. They are the most useful spells in the game, so it's a good idea to hunt high and low for them. Unlike normal spells which require two monster materials, these require three, often rare ones. The complete list and their location is as follows. I've also included position markers for Forsetti's maps if you are using those as well (in brackets), though some of them aren't marked. Here goes :- - Hypnosis Vellum - B2 2nd floor down (not marked) - Guiding Vellum - B1 Daniel gives it to you (not marked) - Sculpture Vellum - B4 It's in a pit (Near B8) - Silence Vellum - B4 In the first red pit (B1) - Healing Vellum - B2 Behind a reaper door (20 or near 21) - Antidote Vellum - B5 Just before the exit to B6 (not marked) - Light-Up Vellum - B6 South of first one-way door, west side (not marked) - Resurrect Vellum - B5 In a dead end (5 in Floor 3) - Mutation Vellum - B8 In one of the big rooms (7) - Recovering Vellum - B1 Finish Helga's third quest - Transfer Vellum - B6 In the poison floor room (south of 4) - Conversion Vellum - Dimension World On one of the floors (Near 13) - Blazing Vellum - B10 Behind a crumbly wall near the door (53) - Reviving Vellum - B8 In one of the big rooms (22) If you want to know the materials needed to make them, go take a look at Forsetti's FAQ, it's all there! Mutated Spells ============== You may notice a few spells that some characters have that you can't seem to make. These are mutated stones, that can only be randomly made during a red moon. Head to Vigger's Shop at this time and combine these materials to form these unique stones. I've also put down what these combinations normally make when not in a red moon (in brackets) in case you have trouble finding them :- Rotten Meat x Priest's Hair = Ash (normally Barrets) Skull x Priest's Hair = Ash (normally Teal) Devil's Horn x Priest's Hair = Shulard (normally Teal) Vampire Claw x Priest's Hair = Punish (normally Kuld) Undead Dragon Wing x Priest's Hair = Merciful (normally Kuld) Pied Piper's Flute x Priest's Hair = Deadly (normally Jakreta) They don't work all the time, so keep trying! You can also get them from disarming Gotz's traps up to level 5. Thanks go out to NHeng of the Gamefaqs board! _______________________________________________________________ / ALLIED ACTIONS \ \_______________________________________________________________/ Since Allied Actions (or AAs for short) are such an integral part of the game, I'll dedicate this section on proper usage of them. They are split into four categories. Most are learned the moment you gain a new level in overall party trust (eight levels in all), buy them at guilds or gain a new party member that has a unique AA (these appear regardless of whether you have that new member in the party or not). Offensive AA ============ Converge Attack (Trust Lv. 6) All three of your front characters team up on one hapless monster. Each character's damage go up slightly. Strange that this one is actually an advanced AA, but is actually WEAKER than Double Slash, one of the first AAs in the game. I don't actually use it at all. Sweep Attack (Trust Lv. 5) All three front attackers sweep across the front row of enemy ranks, doing damage to all of them. This one is only useful if you've got a long row of weak monsters in front of you, since the damage done isn't all that good. And it can miss as well, so don't try it on ninjas or other fast monsters. Rush (Trust Lv. 3) (Bought from Guild) All six members rush forward, hitting everything in sight for minor damage. I find this useful only when I'm traversing through early areas of the game again, and forced to fight large groups of wimpy monsters again and again. You might also want to use it to finish off weakened monsters. One nice point is that it ALWAYS hit, so it's nice to clear off ninjas and other such fast moving monsters. The big disadvantage is that it uses up all your member's turn so if there are any survivors they will hurt you bad. Just so you know, the damage done by Rush is based on your member's levels, not their weapons. And as long as even one is equipped with a weapon that can't hit undeads, Rush will not harm them. Ninja Attack (Trust Lv. 8) (Bought from Guild) Yes, you only get this at the highest trust level, and it's not really worth the effort, though it's powerful just the same. You basically need a ninja upfront with two fighters. The ninja jumps up and the two fighters attack, and finally the ninja comes down for a big strike. While it only targets a single monster, a great advantage is that fact that you can target ANY monster, even those hiding in the back row. And another advantage is the fact that the ninja's final attack has a ridiculously high chance of causing an instant kill - in fact, if you are fighting normal monsters you will almost always get instant kills. Double Slash (Trust Lv. 3) You earn this after your training section at the start, and I dare say that it will be the one you use the most. Two members will gang up to attack one opponent. Not only does the accuracy increases a fair bit (still can miss though), the damage nearly doubles that of ordinary attacks, making it very deadly at the right hands, and especially when either or both members have multiple hit weapons. By the time you gain Converge Attack, Double Slash will do equivalent damage, not including the fact you have one freer front attacker. Stun Attack (Trust Lv. 4) With a spellcaster of any sort at the back, you cast a spell on the character in front, which gives the weapon the ability to stun an opponent. When you hit the opponent, he will either stumble a little (no stun) or get electrified. Getting stunned means neglecting armor defence, so that translates to bigger damage. Stun does not work on all monsters, but if it does it's quite effective, especially teamed with Double Slash. Good for those really big monsters that attack by themselves (the Giants and Gaze Hounds of B5 are good examples). Fake Attack (Trust Lv. 6) (Bought from Guild) One front attacker does a fake attack while the other goes and hits him from the side. Near useless as far as I can tell. Neither the front nor the fake attack does any decent damage whatsoever, and the attack still can miss (so don't try it on high-agility monsters). Hold Attack (Trust Lv. 4) Thanks to "Thomas Hoffend" - this AA seems similar to Stun Attack, but it has another purpose in the game - to hit hard-to-hit monsters. Basically, your rear member will Hold an enemy with a spell while the person in front of him strikes for more damage than usual (if the hold is successful). Despite doing less damage comparatively, this ensures a very high hit rate, which is great for high agility monsters such as ninjas and wyverns. Jump Attack (Trust Lv. 5) A back caster of any sort will levitate his front attacker, and the attacker can thus hit any opponent in any rank while opponents cannot hit him. Doesn't really do big damage, so it's useful if you just do not want that character to be hit. You can do a flawless defence combining this with restrict shot, thus rendering your entire front rank un-hittable. A disadvantage is of course, he only attacks after everyone else (including monsters) have taken their turns - and the low damage makes it only useful against spellcasters at the back row... after they already did the damage. Warp Attack (Trust Lv. 8) (When Orphe joins) Yes, this is the MOST powerful AA you can ever obtain in the game. Basically, one spellcaster behind warps away your entire front row. Any attacks whatsoever targeted at them automatically misses. At the end of the round, when everyone else has taken their turn, your three front men warp onto a single monster of your choice (even back row monsters) and hits it for double their usual damage. This AA is incredibly overpowered, since it combines near flawless defence and offense simultaneously (despite using up four character's turns). Mix it up with Spell Cancel to have the ultimate combo attack. Bosses don't stand a chance! Back Attack (Trust Lv. 4) (When Rui joins) One front attacker acts as decoy while the other two attacks from the back. Decent damage as long as your decoy has plenty of life (he will not dodge any attacks, so don't act hero and put your ninja as a decoy). Another useful feature is that the two attackers will repeatedly back attack as long as someone is hitting the decoy, so you can indirectly have them attack more than once per round. But the disadvantage is that the monsters aren't guaranteed to hit the decoy, so you'll waste all three front attacker's actions if monsters hit your non-decoys instead. Useful if you mix in Back Attack with Restrict Shot on your two non-decoys so you'll guarantee that attacking monsters will always get countered one way or another. Sacred Cross (Trust Lv. 8) (Bought from Guild) You will need a knight up front with either a priest or bishop right behind him. Basically a souped-up version of Dispel attacks, it targets "Immortals" (i.e. undeads - their names are in red, if you haven't noticed). Doesn't seem to be that much of an upgrade from your basic Dispel Attack, since my priest can dispel just as much undeads that the Sacred Cross does. So all the effort to actually get this AA (Trust Lv.8, exorbitant price) seems to be quite a waste, unless I'm missing out on something here... End Lash (Trust Lv. 5) (Bought from Guild) Two front attacks will attack all enemies on the extreme ends of their rows. This move looks pathetic, but with careful use it will become your most valuable AA. The point of the attack is that you will give a physical hit to the back row, which becomes invaluable when you start meeting spellcasters that just love to hide behind big strong warriors or some such. Combine it with shots from your rear group and you can pretty much guarantee the spellcasters will be dead before they can even cast one spell (and that's good since their spells will hurt much more than any of the warrior's physical attacks). And other advantage occurs when one of the rows only has one monster standing in the center - this means he gets hit by two end lashes, one from each side. The damage is fairly low, but then again your target here are spellcasters, which don't have that much life in the first place. Crisscross (Trust Lv. 7) (Bought from Guild) Your center front attacker knocks your opponent into the air, then the two side front attackers fly up and hits him hard. This one is really a hit or miss AA, literally. If it misses (and it does quite often) you will do pathetic damage, but if it hits, it usually does enough damage to kill whatever monster it's targeting. Unless he's a boss, in which case it will almost always miss. And it uses up the action of all three front attackers. So it's really your choice whether you want to take the risk or not. Defensive AA ============ Front Guard (Trust Lv. 1) Your three front attackers guard everyone from some status changes or enemy rush attacks. You will want to use this if you eye three or more like monsters in two rows, since that means they are capable of using rush attacks. And rush attacks by monsters are BAD. Alternatively you can Front Guard while your back row attacks or cast spells for maximum protection. Deploy (Trust Lv. 6) (Bought from Guild) Your entire party will scatter when attacked by breath attacks, effectively blocking or halving damage for each member. Obviously, you'd want to keep this handy when fighting monsters with breath weapons (and there are plenty, especially near the end). A good thing about deploy is that it doesn't use up actions of your members, so that can still freely attack (and perform one other AA). Spell Shell (Trust Lv. 6) (When Michelle joins) Your rear three members erect a spell shield that absorbs half the damage of attack spells and negate effect spells. This one is vital if there is a large group of enemy spellcasters in the battle - at least those you can't kill before they cast spells. Of course, this also renders your front attackers totally unprotected from physical attacks. Spell AA ======== Assisted Spell (Trust Lv. 6) One other back member will assist a spellcaster, which causes his spell to double in level. This generally means a huge improvement in damage (you can't cast effect spells using this option). I've seen damages TRIPLE using spell assist. In fact, my favorite tactic is to use Assisted Spell with a level 10 or higher Jakreta or Megadeth - it will kill nearly everything on the screen! Just don't try this on bosses since most bosses have barriers against these things. Sweep Spell (Trust Lv. 7) (Bought from Guild) This particular AA uses up the turns of all your back members, but it extends the range of an attack spell. A spell that targets one monster will target one row instead, and a spell that targets one row will target everyone instead. The damage doesn't change however - only useful if you have very high strength but low level spells (I would just spend some money upgrading your stronger spells instead). Silence Breaker (Trust Lv. 7) (When Grace joins) Three back members will cure a front member of silence. But... why? You don't use front members to cast spells anyway so who cares if they're silenced or not? And it's way too cumbersome to swap silenced spellcasters to the front (and too dangerous too). And despite what it says, it does not cure death possession, so don't bother. Spell Sword (Trust Lv. 5) (Bought from Guild) Thanks to "Thomas Hoffend" - despite what the description says, Spell Sword does not overcome enemy curses - it breaks magic barriers on monsters to ensure a spell cast by a back row member is guaranteed to hit. On higher levels most monsters can barrier against just about any attack spell. Use this successfully and they'll be vulnerable against any magic attack of the game! Useful - works great in conjunction to, say, Megadeth. Assisted AA =========== Assisted Shot (Trust Lv. 4) (Bought from Guild) When one front attack attacks, the shooters in the rear first shoots his target, increasing the front attacker's accuracy. In effect, this is letting your back row attack a few times each, which is good if you have a strong shooter (thief or ninja) behind. But that also negates any protection the rear group can offer with other AAs. Restrict Shot (Trust Lv. 3) This is definitely your bread-and-butter AA - you will not survive this game without this AA! Basically, one or two of your rear members will guard two of your front attackers. Any physical attacks done on them will automatically be blocked, and the attacking monster also gets a face-full of arrows/knives/shurikens. I've noticed that damage done by a Restrict Shot is also higher than usual. Also, you don't need to have a rear member armed with a ranged weapon - if he doesn't have one he'll just fling a rock instead. The protection lasts the entire round, you can have your rear shooters counter multiple times for nice damage. Spell Cancel (Trust Lv. 4) Yet another bread-and-butter AA - this ability lets you cancel one spell an enemy is casting. The nightmare of spell-casting monsters everywhere, this AA is vital when you are fighting bosses that use spells fairly often (and there are a few). It's also useful to kill off spellcasters hiding in the back row. Like the restrict shot, if the shots hit they do higher than usual damage. At the highest trust level (Lv. 8) you can cancel two spells instead of one. Possessed Party AA ================== Special thanks to Ndufer of the Gamefaqs board :- To obtain these, you must get your ENTIRE party possessed by the reaper. It's quite a tough chore - seems that the odds of the reaper appearing decreases the more possessed members you have. Don't worry about members getting possessed twice; the reaper will always go for an unpossessed member first. Once successful, you will now get a whole new set of Allied Actions that reflects the fact that you have just conquered your fear of death! When this occurs, you will definitely notice - the entire screen will turn a bright red hue. You will lose the use of ALL your normal AAs, and can only use the AAs below and Individual Actions. It gets quite challenging during this time - you lose even your most basic AAs such as Flee Together, and in place of those are these rather suicidal maneuvers :- Reaper's Blade (Trust Lv. 3) Your entire party gets double the chance of scoring a critical, and everyone's damage will increase by x1.5 times. However, one of your members (except the party leader) must sacrifice half his HP. Lasts throughout the battle. Soul Smash (Trust Lv. 4) You sacrifice any one member (except for the party leader) to kill everything on the screen. Those who survive (usually only bosses) will suffer small damage. The character sacrificed will be totally erased from the game, so be sure you want to do it before trying it! Stealing Voice (Trust Lv. 6) All members except the party leader loses half their HP, but the entire party of monsters loses their special attacks (Glare, Breath, Paralysis, etc...) for a few rounds. It doesn't prevent spellcasters from casting spells, despite what the description says. It's also fairly random; sometimes it only lasts for the round you use it in, sometimes it lasts about two or three rounds. But it will wear off quickly, so it isn't all that useful. Spirit Healing (Trust Lv. 6) Your party leader's HP is restored in the amount equivalent to the all the damage of the rest of the party added together - ie. the more injured they are, the more HP your leader will regain. Deceptive Slip (Trust Lv. 2) One of your members (except party leader) acts as a decoy, and all the others flee. The result is a 100% escape rate, but the decoy will suffer 5 HP worth of damage. Note that you still can't escape from boss encounters. So is it really worth it to attain a Possessed Party condition? Not really - the new AAs aren't all that great. And in this condition, all party deaths are quite permanent - they get erased clear off the game! To their credit, these AAs do look the most visually impressive of all the AAs of the game. If you're really interested in getting a Possessed Party, I've got a few pointers. For me, the best place for a sure-fire reaper encounter is at Sham Sanctuary (B8), near the exit. The reaper almost always appears there. So warp from B1 to B8, then go get possessed. Return to town, save the game, exit to title (this will negate the reduced reaper encounter rate) and reload. Then repeat. This may take a while since it's still not sure-fire that he will appear, so you have to be patient. Combat Hints ============ Upon raising your trust level to 4, you will then learn how to perform two Allied Actions. From then on combat will consist of mixing together these two AAs for maximum effort. AA combinations I have found useful are :- - Double Slash + Restrict Shot - You'll do this is nearly every other combat. - Double Slash + Spell Cancel - Great if there's a single spellcaster (or two at higher trust levels). - End Lash + Restrict Shot - You'll kill spellcasters and guard your party from physical attacks at the same time. - End Lash + Spell Cancel - If you meet a group of 4 or more spellcasters this will end their misery. - Stun Attack + Double Slash - Great for monsters that fight alone. While it doesn't work all the time, the combination will produce damages nearly four times the usual. - Restrict Shot + Jump Attack - Renders your entire front row un-hittable by physical attacks. - Restrict Shot + Back Attack - Ensures physical attacks will always get countered one way or another. - Spell Sword + Assisted Spell - Make sure your faster members perform Spell Sword - then hit with an assisted spell for mucho damage against a single strong monster. - Double Slash + Assisted Shot - The best combo if maximum damage is what you want; but there's no defence in this one. - Crisscross + Assisted Shot - More of the maximum damage category; use on single monsters. - Double Slash + Spell Shell - Great for battles against spell-happy bosses like the Vampire Lord. - Double Slash + Deploy - This one is really for monsters with breath weapons; you can have your rear members cast spells for more damage. - Front Guard + Spell Assist - Use Jakreta or Megadeth to cause untold havoc; at least to those who don't have spell resistance. - Double Slash + Spell Assist - Great with bosses, the Spell Assist clears out his sidekicks while the double slash hurts him bad. No defence though. - Warp Attack + Spell Cancel - The ultimate in flawless defence, superior attack. If you want you can replace Double Slash with Converge Attack, though I'm warning you it's not as good damage-wise. Another option is to replace it with Ninja Attack or Warp Attack, if you have them. _______________________________________________________________ / MONSTERS \ \_______________________________________________________________/ Monster List ============ Here's a list of all 108 monsters you will encounter in Wizardry Tale of the Forsaken Land, where they first pop up, and what materials they drop. Name First Appearance Material ---------------------------------------------------------------- Bubbly Slime B1 Slime Goo Red Slime B6 Slime Jelly Silver Slime B7 Slime Jelly Orc B1 Broken Sword Orc King B2 Broken Sword Bogey Cat B1 Bogey Cat Fur Pixie B1 Pixie Wing Fairy B8 Fairy Wing Kobold B1 Broken Sword Undead Kobold B1 Rotten Flesh Giant Toad B1 Frog Tongue Harpy B1 Bogey Bird Claw Zombie B2 Rotten Flesh Ogre B4 Broken Sword Ogre Lord B7 Broken Sword Dragonfly B3 Demon Egg Stonefly B9 Demon Egg Boring Beetle B4 Demon Egg Spiral Beetle Abyss Demon Egg Huge Spider (Red) B5 Cocoon Huge Spider (Green) B5 Cocoon Giant Spider B5 Cocoon Spirit B4 Skull Ghost B6 Skull Shade B4 Skull Gaze Hound B5 Hound's Ear Wyvern B5 Wyvern Eyeball Rotting Corpse B4 Rotting Flesh Lifestealer B8 Rotting Flesh Vampire B10 Vampire's Claw Chimera B6 Chimera's Head Will O'Wisp B8 Demon Egg Gas Dragon B3 Dragon Heart Blue Dragon B7 Dragon Heart/Scale Copper Dragon Abyss Dragon Tail Earth Giant B5 Giant's Tooth Fire Giant B6 Giant's Tooth/Blood Frost Giant B7 Giant's Blood/Guts Poison Giant B8 Giant's Guts Gargoyle B4 Devil Horn Lesser Demon B4 Devil Horn Spell Demon Abyss Devil Horn Greater Demon B6 Devil Horn Maelific Dimension World Devil Horn Elder Demon Abyss Devil Horn Pied Piper Dimension World Pied Piper's Pipe Vampire Lord B8 Vampire's Claw Fire Dragon B7 Dragon Scale White Dragon Dimension World Dragon Tail Gold Dragon Abyss Dragon Scale/Tail Dragon Zombie B10 Undead Dragon Wing Raver Lord B5 Broken Sword Deathbringer Abyss Broken Sword Rogue B1 Thief's Blood Bushwacker (Sword) B2 Thief's Blood Bushwacker 2 (Crossbow) B2 Thief's Blood Highwayman B2 Thief's Blood Lv4 Thief (Sword) B4 Thief's Blood Lv4 Thief 2 (Crossbow) B4 Thief's Blood Lv10 Thief (Sword) B7 Thief's Blood Lv10 Thief (Crossbow) B7 Thief's Blood Phantom Thief (Sword) Abyss Thief's Blood Phantom Thief 2 (Crossbow) Abyss Thief's Blood Lv1 Priest B2 Priest's Hair Lv3 Priest B4 Priest's Hair Lv8 Priest B7 Priest's Hair High Priest B8 Priest's Hair Arch Priest Abyss Priest's Hair Virgo B1 - Lv5 Priestess B3 Priest's Hair Master Priestess B8 Priest's Hair Lv1 Mage B2 Sorcerer's Earring Lv5 Mage B3 Sorcerer's Earring Lv7 Mage B7 Sorcerer's Earring Arch Mage B8 Sorcerer's Earring Lv10 Mage B9 Sorcerer's Earring High Wizard B10 Sorcerer's Earring Necromancer Abyss Sorcerer's Earring Lv3 Warrior B3 Broken Sword Lv7 Warrior B4 Broken Sword Lv8 Warrior B5 Broken Sword Lv10 Warrior B7 Broken Sword Swordsman B9 Broken Sword Berserker Abyss Broken Sword Lv1 Bishop B2 Bishop's Bracelet Lv8 Bishop B5 Bishop's Bracelet Lv10 Bishop B7 Bishop's Bracelet Arch Bishop Abyss Bishop's Bracelet Lv3 Samurai B1 Samurai's Beard Minor Daimyo B3 Samurai's Beard Major Daimyo B5 Samurai's Beard Champ Samurai B7 Samurai's Beard Hatamoto B9 Samurai's Beard Shogun Abyss Samurai's Beard Lv1 Ninja B2 Ninja's Hood Lv3 Ninja B4 Ninja's Hood Lv6 Ninja B6 Ninja's Hood Lv8 Ninja B8 Ninja's Hood Master Ninja B3 Ninja's Hood The High Master B9 Ninja's Hood High Ninja Dimension World Ninja's Hood Fuma Ninja Abyss Ninja's Hood Nine Tail Abyss - Incubus B6 Incubus Wing Flesh Golem B8 Golem's Flesh Reaper B2 Sword Fragment Bu'Shin Dimension World - Monster-killing Tips ==================== Here I'll provide tips to killing the monsters you will encounter during the game. Got trouble with a certain monster? Check here! The tips are based around my experiences in dealing with them, so if your experiences based on party, levels and spells may differ somewhat, and I'll try to take that into consideration. If you have nastier tricks to off these monsters do tell me about it. Slimes (Bubbly Slime, Red Slime, Silver Slime) Bubbly slimes are pretty much a non-issue since they go down with nearly any blow. Red Slimes come in huge groups, and can poison, so it's best to wipe them all out in one fell swoop. They can also rush and front guard. Use a Rush of your own if you're strong enough, otherwise hit with an assisted spell that targets all monsters (Jakreta works fine). Silver slimes are another matter. They almost always run on the first round, and have unreal tolerance to physical and magical attacks. You can try Rush to hit them, though you probably cannot kill them all (needs 140-150 damage Rush, which is a level 30-40 party). You can kill the remainders with another rush if any remains. Sometimes (very rarely) spells can hit them as well. Footsoldiers (Orc, Orc King, Kobold) Not much of a threat either unless they are in a large group with three or more in each row - that means they can front guard and rush. They also sometimes Double Slash and Converge Attack. Their rush HURTS at early levels, so make sure you front guard often (usually first or second round, then every alternate round). Their individual attacks aren't all that good, and the back row's only actions are usually escape (chickens!). No real threat here. Level 1 Wusses (Bogey Cat, Pixie, Giant Toad, Harpy) Nothing all that stressful. Bogey Cats hit the hardest of all monsters at the first floor, so finishing them off should be a priority. Pixies and Harpies are fast, but nothing tough about them. Pixies in the back row can cast Sleep on a row of your members, but unless you are really weak nothing happens. Giant Toads are a joke unless they come in large parties, in that case they will keep calling for assistance, which can be a bother, but nothing that should cause any harm to your party. Weak Undeads (Undead Kobold, Zombie) They come in unbelievably huge groups, but if you've got a good priest you should at least wipe out most (if not all) the undead kobolds. Zombies are harder to turn, but if you've got even a slightly decent spell or magic weapon they will go down in one blow. Front Guard - they can paralyze, and big groups can rush. Ogres (Ogre, Ogre Lord) These guys hit HARD and larger parties can rush as well. But they have no rear attacks and Restrict Shot + Jump Attack should protect your front party. If there's three in the front row they can Converge Attack. Concentrate on killing one or two until they cannot rush, then it's fairly easy from that point on. Flies (Dragonfly, Stonefly) Dragonflies are jokes since you can rush them to kill them all even when you meet them for the first time. Be careful when they attack with others - they have a weak breath weapon, but when there's more than two attacking it quickly adds up. If there are more than two rush to kill them all first, and endure what the remaining monster will dish out. Stoneflies that you meet late into the game don't breath, but their attacks can stone your party. Again, by then rush should kill them all. If you really need to concentrate on another monster instead, guard yourself with Restrict Shot. Bugs (Boring Beetle, Spiral Beetle, Huge Spiders, Giant Spider) Kill them as quick as possible - they hit weak, but the huge number of them can quickly add up. You probably can't rush at them and expect to kill them all, so use assisted spells instead. Great source of EXP. Be extra careful when you meet the Spiral Beetles in the Abyss - they have big HP and can't be killed immediately by any rush, or spells for that matter (unless you use an Assisted Megadeth). And they hit VERY HARD - if two or three gang up on one member he WILL die. Ghosts (Spirit, Ghost, Shade) Nasty. Spirits and Ghosts can use insanely powerful spells (at the time you meet them at least) so unless you spell cancel they will give you hell. Shades aren't tough, but they have an inordinately high chance of draining a level (and those can't be returned, mind you). All three can drain a level, actually. Restrict Shot if they are in the front. Kill them fast if they are in the back with spell cancel (via magic weapons) or spells. They are undeads, so End Lash also works, but the two attackers involved must have undead-killing weapons. Gaze Hound They can hit pretty hard when you first meet them in B5, and their Gaze paralyzes one member until the Gaze Hound is killed or quite a few round have passed. But it doesn't work all that often. Hit them with your best attacks to kill them fast, using Restrict Shot to protect (their Gaze can't be protected from not matter what you do). By the time you meet them in pairs you should have no trouble killing them within one or two rounds each. Stun attack works wonders here by the way. Wyvern High agility-type monster. Hard to hit, so use End Lash or Hold Attack. Their tails can paralyze, use Restrict Shot. They don't use spells. Not much HP either (100-110) so they shouldn't be much of a bother to your members. Corpses (Rotting Corpse, Lifestealer, Vampire) VERY annoying monsters. They are undeads so only certain things can do damage to them, and they've got nasty spells an paralyzing touches as well. Vampires can even drain levels. What is even more annoying is that they are often used as footsoldiers for stronger monsters, so you'll be hard-pressed to decide who to concentrate your attacks on. Dispel usually doesn't work unless there's a big level difference so don't bother. Hit them with magical weapons or spells - they don't have much HP. Spell cancel the back row ones, restrict if they are front row. As with all undeads, do not Rush unless everyone has undead-killing weapons. End Lash is fine though - at least two of your members should have undead-killers equipped anyway. Chimera DEPLOY! Even at later levels, the breath weapon of a Chimera hits VERY hard and can easily do 100-200 damage if you're not careful. When you first meet them in B6, they appear alone. Deploy then hit them with everything else you've got and hope they die before they start their attack. Almost all the time they will use their breath weapons. Their physical attacks don't warrant much attention, so skip the Restrict Shot and use Double Slash instead. If you meet more that one, getting nailed by their breath weapon isn't really much of a choice. Take out one (you should be able to do that by then) before he can attack. Set your one-hit-kill characters on the other and hope he gets killed quick. Stun attacks may work here too. Will O'Wisp Another one of the high-agility types. They don't hit hard at all, but if you plan to use physical attacks it will take quite a while (so don't). Use assisted Jakreta to kill them within one round and get exorbitant amounts of EXP! Your best source for leveling up late in the game - they first appear in B8. 2-legged Dragons (Gas Dragon, Blue Dragon, Copper Dragon) Once again, Deploy. They aren't hard otherwise, and their physical attacks shouldn't trouble much. It gets quite nasty when they start coming in pairs, since their big HP means you usually can kill them in one round. Nothing much you can do except endure the damage, really. Be VERY careful of Copper Dragons in the Abyss. They have inordinate amounts of HP, and their breath weapons hurt. And most of the time they combo with another really tough monster, so it's a true test of your endurance. Stun attacks are your friend here. Giants (Earth Giant, Fire Giant, Frost Giant, Poison Giant) Earth and Fire Giants shouldn't be much of a concern since they only have physical attacks, hence Restrict Shot ends their pain. Frost and Poison Giants are a concern because they do have breath weapons. If you can't kill these in one round then Deploy. If you meet a combination of these always focus on the one with breath weapons. Poison Giants are nasty since they have high defence and a really really bad breath, so if you meet a big group you should use Daiba to kill them quickly since their damages add up after a few rounds (and you won't kill them all in one round, trust me). Stun attacks work great on them, by the way. Gargoyle They can fly so then can hit back members too, but they will usually hit front row instead. Restrict Attack. End of story. Weak Demons (Lesser Demon, Spell Demon) Fairly nasty critters. They look hideous and hit fairly hard with spells and attacks. When alone use restrict shot (they don't cast spells as often as they do attacking). When in big groups, you really don't have much of a choice except endure. They can barrier weaker spells, so if you've got low level ones don't try them. Higher level assisted Jakretas can kill a good number, however. Spell Demons of the Abyss don't attack in big groups, but they have insanely high HP, and uses more spells that attacks (hence their name) - spell cancel instead. Strong Demons (Greater Demon, Maelific, Elder Demon) Probably the one of the most powerful category of monsters you will fight. They all have superior defence so Daiba is a must. Getting hit by their tail causes paralysis and they hit fairly hard with spells as well. You're spoilt for choice whether to guard their spells or their attacks (both are nasty). And to top it off they can call for assistance. Anything above three of these critters will slaughter your party, so run if there are that many. Other than double slash, stun attacks sometimes work against them, so use that if you want a gamble. Maelifics are quite a bit more nasty since they have the use of Megadeth, so spell cancel. Luckily Maelifics are fairly rare in the game - you usually meet just one in Dimension World if you're lucky (or unluckly, whichever way you look at it). There are those guarding Smiley's Shop as well, but fighting four is definitely stretching it. Elder Demons of the abyss are the nastiest of the lot due to their inhuman defence - don't be surprised that none of your party can do more that one point of damage without Daiba. Even when Daiba is on you probably can't do more than double digits. My advice? Run like hell ^_^. If you are planning to off yourself a greater demon, Spell Cancel is necessary - they will throw high level Megadeths at you at the slightest opportunity. Pied Piper A denizen of the Dimension World. They are perhaps the only monsters in the game that can mass-confuse your party, and they have breath weapons as well. They shouldn't worry you if they are alone, but two is pushing it. Restrict attack is better than Deploy here - they have cold breath, but don't do it all that often. Vampire Lord He's a boss when you first meet him, and his Jakuld hurts like mother. He can also drain levels up close. But he isn't much of a challenge HP-wise - you shouldn't take more than two rounds to quash him with Double Slash. As much as his spells hurt, his physical attacks hurt a lot more (especially when he can drain 2-4 levels right off your members) so Restrict Attack if he is up close, and spell cancel when he's at the back. He's a priority at every battle - kill him first before focusing on others if possible. 4-legged Dragons (Fire Dragon, White Dragon, Gold Dragon) These guys are NASTY! Very big HP means you'll need Daiba to get anything done before they toast you completely. Deploy is a must for every round. They can cast some fairly nasty spells - so check to see which hurt you more (breath or spells) and guard respectively. Concentrate your best physical attacks on them - spells will usually get barrier'd unless you use cold spells vs. fire dragons, fire spells vs. white dragon. A special warning against the Gold Dragons of the abyss - they are the second-strongest monsters in the game. Insane HP means you'll take 8-10 rounds of combat even with a Daiba-upped party, and they can wipe you out very easily if you're not strong enough (Lv. 40-50 average is a must). They are usually followed by another annoying and nasty monster, and you'll need to kill that first since they are in front, which adds another 2-3 rounds. If they consecutively perform their breath attacks you CANNOT survive no matter how powerful you are, so a word of prayer is in order if you fight them. Dragon Zombie Fairly nasty monster. For some reason, you can hit him with anything in the first round, but if you can't kill him by then, he becomes undead, i.e. only spells and magic weapons will hit. He's almost always using his breath weapon (even more than the other dragons), so keep deploying every round. Lords (Raver Lord, Deathbringer) One of the bosses you will meet. He's basically a souped-up samurai with some very hard-hitting physical attacks, so use restrict shot. His spells aren't quite that nasty. The superior Abyss version, Deathbringer, has the usual upgrades (more defence, more HP, more damage) plus a nasty new trick - upon critical he can kill in one blow, like a ninja. Otherwise he's nothing you should be sweating about. Thieves If you really have trouble with these guys then you REALLY will have trouble with this game! While they are fairly annoying at the start of the game, they soon lose out to the other monsters you will meet. They have very high accuracy so most of their attacks will hit, back row ones will use a crossbow, and those can't be blocked. But they do lousy damage either way, and despite high agility can be hit easily. And, second to the spellcasters, they have the lowest HP, so they can be killed within one or two attacks. Concentrate on others; these guys you can take care of last. Priests & Priestesses Slightly more HP than all other spellcasters make them a bother since End Lash usually won't kill them in one swoop. Combine it with spell cancel or just attack with missiles to take them out quickly. Lower level ones aren't dangerous since all they do is sleep or silence. Higher level priests do big damage with Force and other attack spells so these need to be taken out quickly. Two or more can use Assisted Spell to give even more oomph to their attacks. But give priority to taking out mages and bishops. Virgo (BOSS) Strategies can be found in the main walkthrough, look there. Sorcerers Low HP means you can usually off them without them actually doing anything. Usually guarded by a row of front attackers. Sorcerers have to be made a priority in battle, because their spells do very nasty damage - most of the time more than all the physical attacks of the front row combined. And if there two or more at the back, they can use Assisted Spell as well. End Lash will end their misery. Warriors These are usually there to guard spellcasters. Fairly decent HP means you'll take some time to kill them. They only do physical attacks so use restrict shot once you've finished off the spellcasters on the back row. Do be careful that they can rush if there's six of them, and front guard as well. Higher level warriors (Lv.10 Warrior onwards) can double slash or converge attack as well, and the damages there can get quite high, but still you shouldn't make them your priority to kill in battle. Samurais The hit a little harder than warriors and can cast fairly weak attack spells if they are in the back row. Unless you are fighting fairly high-leveled samurais the should be treated as warriors (low priority). Do be careful when you meet Major Daimyo and stronger samurais - they can instant-kill your members upon critical. They also start double-slashing, and that's a sure fire instant-kill right there. Keep up Restrict Shot. You can ignore their spells since there are usually much worse things for you to be worried about at the time. Bishops Threat these as you would threat a sorcerer. They have even lower HP than sorcerers (due to their comparatively low levels) so they shouldn't be a bother. They can do fairly nasty sorcerer and priest spells if left alone, however. They too can use Assisted Spell if they come in pairs or more. Ninjas Nasty. Very high agility means that, unless your own agility is boosted you're not going to hit them at all. End Lash works fine. You MUST put up Restrict Shot - strong ninjas can instantly kill on contact with very high probability. Low HP means you can safely Rush them to take them all out at higher levels, but not when you first meet them. Spells work well too if there's a big group. Master Ninja onwards mean they can cast spells as well - which is actually a disadvantage to them since their spells suck anyways. Nine Tail Boss of the abyss - the strongest monster in the game. Check the abyss section of the walkthrough for more info. Oh, and if you bump into him, here's a tip - start praying. ^_^ Incubus (BOSS) Strategies can be found in the main walkthrough, look there. Flesh Golem (BOSS) Strategies can be found in the main walkthrough, look there. Reaper (BOSS) Strategies can be found in the main walkthrough, look there. Bu'Shin (BOSS) Strategies can be found in the main walkthrough, look there. _______________________________________________________________ / WALKTHROUGH \ \_______________________________________________________________/ I'll try to provide a spoiler-free walkthrough (if you haven't already been spoiled by what I wrote up there). This is only for the main quest - the side quests (the ones you get at the tavern) will be covered in the next section. NEW! If you're using Forsetti's maps in conjunction to this walkthrough, I've included position markers that are in them. So if you see a (32) that means position mark 32 in Forsetti's maps for that particular floor. Path to Allied Actions ====================== A big training stage if anything. You must have Kyo and Ricardo to start this off (or else Kasta won't let you in). Nothing too hard. You should immediately go back and level up after your first fight with Kobolds to have a better chance. Early on you'll reach a square room with exits in four directions. Take the one left to do Ricardo's quest (4), up to do Kyo's quest (6), and then finally take the one going right to get Sara, a capable priestess (3). You'll want to be around level 4 by the time you reach the clear canyon floor area. Just a little further up you'll meet a threesome that you will see a lot of for a while for more training on items and such. Past that there's fork in the path. Go right to help the poisoned man (9) to put yourself in the Sara's good books. Then go back and take the other path. You'll meet the swordsman (13) who will teach you your first Allied Actions - Restrict Shot, Front Guard and Double Slash which will quickly become your staple AAs for the rest of the game. You'll meet your first boss, Virgo, here. Just double slash like crazy and she'll go down in due time. Ignore the stairs and get your butt back to town, 'cuz you're now able to create other party members! At the guild you can also learn Rush, which is fairly useful later. B1 (Fortress) ============= Back here again. You'll be given another brief tutorial about vellums, then you get your first vellum. Go back to where you recruited Sara (3), and you'll meet Queen Otelier and Le'Dua. After all that, return to the area with the spiral stairs. Where you helped the man earlier, you can now find a Maelific Shop (9), where you can buy potions. Here's a warning thanks to Strider009 :- If you've got some really big ones (as Pei Pei would say), then try to buy something without having enough money for it - as you leave you will be attacked by four Maelifics, which WILL decimate you. Seriously, unless you really enjoy seeing the Game Over screen, don't try it. Worth big experience (~100k) if you, by some miracle, beat them. You should now be back at the spot where you were taught Allied Actions. Be careful now, your first meeting with the reaper is near. After a quick warning by a wounded warrior, proceed. If you're quick, you can dodge pass it, go up the stairs all the way and drop down the pit to trigger the switch (8). This opens a small shortcut through B1 (1). Then go over to the first exit on the stairs (the one you skipped before) and cross the bridge there (you can drop down to the canyon below from here). You'll meet Rui here, who will give you some training with fighting undeads. Basically, all you can do now is dispel and cast spells (you DO have a priest and a sorcerer, right?) since you don't have any magic weapons yet. Nevertheless, you will fight two undead kobolds, which shouldn't be too hard if you're careful. Off you go to B2 (11). B2 (Old Jail) ============= Upon descending, you will feel your controller shake a little. No, there's no reaper nearby, rather a reaper door. You can only see and use reaper doors if one of your members are possessed by the reaper. Inside is a small room with the healing vellum (Parazkea). You'll meet plenty of NPCs to chat with around here. Basically, the area consists of three circular floors with an open central area, and cells on the walls. You'll also find an elevator; it's not powered up yet, but that's the main aim of this floor. You'll bump into the soldiers Le'Dua requested you to find eventually. After talking to them (and getting yet another quest) you should go back to Le'Dua for big EXP and a nice item. Anyway, to clear this floor, first descend down to the third floor. You'll find the lift straight away (X). In the lift room there's a cracked wall - run into it to break it. Ignore the path it opens up since it's basically a dead end for now. Now go over the other red-colored room (on the map, that is). You will need to pass a one-way door to do that. You'll find another elevator here (Y), but that's for later. Alternatively you can cross the lift in the center. Once you reach the last red room (16), you'll be in a battle for your life against... three pixies? You can kill 'em with your eyes closed. Watch the scene, then pull the switch. The center lift will go up, forming a bridge to a new area in the first floor. Break the crack that is also in this room, then follow the path back to the third floor first elevator. Now go back to the bridge. Be careful now... your first tough boss is just a step before the bridge (16). The reaper looks hard as nails, but he isn't actually that bad if you have been doing some training around here. His spells hurt, so use spell cancel. Double slash like crazy until he falls. Your priest should heal your front character after they get nailed by his attacks. You can ignore the zombies beside him - they are weak enough to be a non-issue. After a battle like that, I suggest going back to rest. Granted, you have to do that elevator raising bit all over again, but better that that going down and getting killed before you can save, right? Anyway, pass the new bridge is a hole. Drop down until you reach the fourth floor of the jail. The reaper lurks around here too, so be careful. Skip the cells and the one other door that leads to stairs going up. At the end is a little room where you can power up the elevator (17). Now that it's done, head back to the door with the stairs then go through the one-way door back a to the first floor elevator, then take it down to fourth floor. From now on, you can simply ride the elevator 1 down to here and skip all of B2 completely. The decent to B3 is here (22). Also, you should flip the switch right behind the elevator (9) to activate the other elevator you saw (Y). B3 (Labyrinth) ============== Don't even try to map this place since it's totally random every time you enter. You'll bump into a priest pretty soon after you enter - he'll read your fortune. You'll get good or bad stuff happen to you as per his reading. For some reason, mostly bad stuff happen to me - it's really not much of a big deal even if it is good stuff, so just ignore him. You'll also meet Grace and Orphe in separate encounters - these may be important steps in getting them into your party later. First of all, finding the staircase down is fairly easy - it's always on the outer corridors (i.e. not behind any door) so after running around a bit you should find it. Sometimes it's on a lower floor - if you find stairs going down, by all means go down. Look around this floor to find magic stones, kill more monsters to gain experience. Because you will need it when you go down a floor into what is arguably the most annoying floor of the game. B4 (Ancient Cemetery) ===================== This place is a nightmare. It consists of two layers, one upper area you start in, and the tunnels underneath. Not only do you meet hordes upon hordes of undead, you are stuck on paths filled with pits that drop you down to the tunnels below... over and over again until you find the right path. The lower floors aren't all that bad (unless you drop on a monster falling down) but the upper floor is nasty. You only have single paths to walk on so monster battles are usually inescapable. And while pits can't be crossed by you, they can be crossed by monsters so you'll have to watch your back - rear ambushes occur fairly often here. You'll eventually meet Matsuri, and complete the quest given to you by the solders from B2. You'll also meet the same party from B1, Annmarie, Rune and Oscar. Your conversation can lead you to fighting Rune and Oscar, but they really can't do much if you put up restrict shot. If you do fight them instead of giving up half your money like a wuss, you can meet them again in B3 and play a little mini-game where both your parties have to locate the exit while fighting as much monsters as possible. Make sure you kill more than five monsters. Don't worry if you draw - you always draw with them as long as you beat more than five monsters (that's a bit of a cheat, isn't it?). They will then offer to sell you certain magic stones. Be careful, not all of them are the real deal - the carcass stone is probably the best value for money. If you fought less that five monsters (you guessed it!) you lose half your money. Anyway, to clear this floor, you have to locate the red-colored pits on the map (all other pits are pink in color). From your starting position, go up a little, then right - you'll be on an elevated bridge (A10) which you will appear on often when you take the teleporter in the tunnels below. Now go further right a bit, then down all the way. Then right all the way, and up a little. From here locate a special pink pit you can step on without falling (near A1 - you'll activate a pit trap, just hit the right sequence to pass it). Just to the west of that pit on the map is the first red pit (A1). Drop down, follow along and you'll be in the upper right area of the map. Locate the large gravestone on the ground (A2) and push it to open a new path. By the way, if you're doing Gustav's quest, the pit where his shield is located (B13) is near here. From the stone, go left a bit, then down, then up to another elevated bridge (A13). From here you can go up, then left a little, down and left and you'll find a key on the ground, which opens a door you will find later. Back at the second bridge, go up again, but now off to right. There are two pits next to each other; one of them is another pit-trap that you can step over. Go up from there and you'll reach a gate. Here a mini-boss battle will occur where you fight thieves. They suck, so don't worry too much. Loot the stuff in the little room behind the gate, then follow the thief down the next red pit (A3). You will pass a locked door and a teleporter (B3). Heed good Odom's advice and ignore the teleporter. You can use the key you found before to open the door; that door leads back up to B2, second elevator (B7) - another shortcut. Past these there's a small boss fight where you face off against Kulgan the Agile - he's a pushover if you restrict shot. Once you emerge, go south and search around to locate another movable gravestone (A4). Descend, then follow the path. From there go south until you reach a third pit trap. Past that is the stairs down to B5 (A8). Phew! B5 (Waterfall) ============== This "floor" (and I use that very roughly) is basically a giant spiral path down the waterfall, with stops at interconnecting caves. There's a shop at the start (3), some weird orc activity, and yet another encounter with the cute elf girl. You should explore all the caves for treasure and such. Early on you will find a pixie guarding a door (8) - it's related to Geese' Quest (no.20 on the list below). She will disappear after that quest is done, but before that you can get a crimson ring (regenerates HP when equipped) if you give her a Carcass or Cathedral stone. When you find train tracks, follow them to your first old trolley. It's trapped and contains some gold. Nab the gold. You will eventually find a cave that has a broken wall. You can go another few levels down to find the Lucida's music shop (15) and spring room (16) - both of them are related to quests you can do; but for now bust the broken wall and go down. Okay, now you can head back to the broken wall area. Pass it, then locate the pit you can jump down on, and proceed. If you follow the caves a little, you will find another broken wall which you can destroy. This leads back to a few levels above the spring and music shop, so you can go back up if you want (the wall can't be broken from the other side, lest you get any bright ideas). Anyway, pass the break in the path, you will meet Virgo again (18), this time with two Gaze Hounds as backup. Concentrate on Virgo entirely; if you've done your training, you should be able to beat her within a round or so. Then you can concentrate to fighting the Gaze Hounds. Further down you'll find a really nice shortcut in one of the caves (21) - it leads all the way back up to the snowy alter in B1, so that's going to save you a lot of walking. Go down a little more and you'll eventually find a single room with no other exits (24) that contains a katana, Osafune, in it - quite good if you've got a samurai. Make a mental note of this room, then push on to reach a gondola (30). Go in the door directly in front of the gondola and you'll see some more train tracks - once again, follow them to an old trolley. It's also trapped and also contains a bag of gold, which you should nab. Now go back to the room with Osafune - you'll encounter an orc guarding a prisoner. Note : this only occurs if you nabbed BOTH bags of gold WITHOUT raising the gondola. Help out and you'll get a brand new NPC added to your group, Daniel! Ride the gondola up, get off but don't send the gondola back down. Use a transfer potion to get back to town (Kasta's Shop nearby sells 'em if you're out). Take the new shortcut in the B1 snowy alter you just opened. You will bump into Eric on the way, who has a new venture - the most useful shop in the game, the Materials Shop is now open (4)! Now then back to where we left off in B5. At the spot where the gondola was (before you used it - 30) is a now open shaft. A long cut scene occurs culminating in a new NPC for your addition - Michele, the elf sorceress. Ignore the pit there, and descend down to B6 (31). B6 (Moldy Fort) =============== Hopefully you have both Resurrect (Carcass) and Poison Cure (Poizkea) - both are in B6. You will need them both now. B6 is one of the larger floors, and will take a fair bit of exploring. Just to the south you will find a one-way door, in which you are on the wrong side of. Further south of that is a big room where you can find the Light-up vellum. To get to the rooms in the east, first go to the north all the way, then east down the drop-off. You'll meet Orphe and Aoba in a little bit. After meeting them, you can go back to where you found the Light-Up vellum (just take the nearby one-way door would do). You'll meet the duo again and help them fight off some fairies. Once that is done, you can return to B4 - at the start you will meet Aoba again. At the spot where you met Orphe and Aoba for the first time in the cemetery (past the second bridge, you can't miss it) you will meet Orphe, and finally both Orphe and Aoba will join you. You will also learn the most powerful AA of the game, Warp Attack, from Orphe. You probably can't use it yet however - it's a Level 8 Trust AA. Note that Orphe will not appear at her spot if you have not done Gustav's Shield quest (quest no. 18) or during the quest you killed the zombie involved. Back to where we left off in B6. Down the long room you'll find two doors. One going back left is the one-way door, so unless you're really itching to get out, don't use it. The door opposite will lead you to Kaza's room (2), where he will chat with you a little bit. Hey, is that your controller vibrating? Another reaper door is nearby (3). There's some spirited shurikens behind, so if you want to dunk your ninja to the back now is a good time. Further down and to the left you will notice a pink area if you used Maps. You can't use maps here (not even the spell) so plan your path carefully before moving. Here's the most straightforward path - Once through the door, hug the right wall until you reach a T-junction. Side-step left, then go straight - there should be a staircase to your right. Go up those stairs. At the top, go right, then left, then left again. Now go straight and you'll reach a door. Pass that room and go straight ahead to a green room (4). Green room means safety, right? Not a chance. After a brief chat, it's boss time. Incubus is nasty since both his spells and his physical attacks hurt. But what also hurts are the two mages by his side - you should try to take them out with a spell ASAP (ole' Horseface himself is pretty much immune to spells you cast). You should be able to survive his physical attacks (make sure your priest is always free and casting Fiealds, Safeal or Lafeal) so use spell cancel. You probably have converge attack by now. It looks powerful, but it's not - using double slash and your third front man attack actually does more damage. Once Incubus is down you can take a breather, then continue. You'll soon reach a room with puddles of ooze - stepping on them gets you poisoned. A scene will occur here if Hina is in your party. Some chests here are surrounded by poison puddles, so you will get poisoned if you try to get them. One of them holds the Transfer vellum, however. There's two passages going left. The one furthest from you is one BIG dead end. You can bypass the ooze by breaking the walls to your right, but there's no real reason to explore that path unless you want some miscellaneous treasure (and want to fill up the map). The left passage nearest to you is what you want to take. Follow it along until you reach a room with what looks like two drains on the floor. The one nearer to you (5) just drops you down to the dead end mentioned above, so skip that and take the drain further from you (7). Keep going, and don't jump down any pit you see (they all lead to the afore-mentioned dead end). There's a room where the door is blocked by oozes on the floor. No choice there; you've gotta step on them to proceed. That's why you should have Poizkea. At the very end you'll reach what looks like a bridge - there's a chest on the other side, but it's bait to make you fall down to the room below (12). You'll be in the room with a skeleton chained to the wall. If you have Hina her quest will end here with a HUGE fight with a Greater Demon. You can avoid this by simply not having Hina in your party. Go forward to locate the stairs down to B7 (13). The other passage leads to a one-way door back to the area before the mapless room - so ignore it. B7 (Labyrinth) ============= Another randomly changing floor. Don't actually bother exploring this floor until you get down to B8 since that will immediately open a short cut from B1 to B8. Just run around, locate the stairs going down, then HEAL YOURSELF because a boss fight (two, actually) is up next. B8 (Sham Sanctuary) =================== You'll be hit by not one but two boss fights on the get go here. First one consists of a battle with master ninjas. Like all other ninjas, physical attacks will most likely miss, so slap 'em sideways with spells or guaranteed-hit-attacks like End Lash. Don't use Rush - you'll want your front to be guarded with restrict shot. And don't let them hit you - the odds of them killing you instantly is fairly high. And focus on one ninja - if you keep them all alive long enough they'll do a converge attack which cannot be restricted, and will pretty much guarantee their victim gets insta-killed. The next boss fight is actually HARDER. The flesh golem is your primary concern (wipe his flunkies out with one strong Zakreta). He hits hard. Very hard. If he connects all his hits he can kill just about any of your warriors almost immediately. So use restrict shot. Keep your priest free for Lafeal and Fiealds. Spells don't work much so don't bother. His spells do hurt, but it won't kill you as long as you keep healing. As always, double slash, with Zaiba for good measure. Once he's defeated, pick up some of his flesh and get out on the double. You're no match for any of the monsters here, not yet. Do your town stuff, use the new portal that will appear, then go back up to B7 and train there (and grab those magic stones). Once you're confident enough, go back down to B8. The first area of B8 consist of tons of corridors, teleporters, doors and one-way doors. Again, there are the relatively useless pink teleporters, and the important red teleporters. Make your way to the big rooms you can see with Maps - they hold some fairly useful stuff, including a vellum on the left one. The first red teleporter you can reach is at the middle right of the map (17). You should be able to get there without using any teleporters. Once you use it, you will appear at the opposite end of the map (18), the middle left. Use maps to locate a green square room (25) just above the FIRST red teleporter. You'll have to cross the entire span of the map rightwards until you reach the green room. A long series of flashbacks occur here. Once you've seen all that, go out through the other door. Go straight forward (ignore the door to the left for now). and you'll end up in the right half of the largest room on this map (21). You will see red step on the floor - search it to activate it - notice the waters around you stop flowing. You might not realize it, but you've just drained the lake at the bottom of B5 (32 of B5 map). It's another nice shortcut. Search around for another vellum. If you've done side-quest no.12 (Garcia's quest) when you go back to town and head to the tavern Garcia will mention that Grace and Wolfe are down at B5. Use the snowy alter shortcut, then go down to the lowest level (jump down the pit near the staircase to B6). You'll bump into Kasta if you did it right. A new path here will lead you to a Grace, Wolfe and a boss. This particular nasty, the Raver Lord, is not all that tough, at least compared to the Vampire Lord. He's got nasty attacks so use restrict shot, daiba, double slash to end his misery real quick. After this, both Grace and Wolfe become available as members in the tavern. Now then, take the teleporter here and you'll be back to B8, where you hit the switch. Go back a room, and now take the door here to another red teleporter (23). From here you have to go up to reach the next green room (26). There's more stuff, mainly concerning your hero's memory, then after that you can proceed to the third and final crystal (27). If you own three quartz (I think it's quite unavoidable to get them), you can use the three crystals to restore HP, restore MP and remove adverse conditions respectively. Not that you'll need them. If you nab the surprise quartz later there's even more interesting stuff here... look at the B10 section for more info. Past the third crystal is the rather annoying twisting-turning room. Looks just like any ordinary big room, but some of the squares here turn you around for a bit - what's dangerous is the fact that there are plenty of monsters wandering about, and you don't want to walk towards a monster just to have you back turned to him when he attacks. There's a bag in the center of the room (30) - it holds a key to the door just south (11). That's another shortcut - from the first room of B8 it's just one teleport and a quick walk to this door (you should have passed by it before). And this also immediately renders the B5 shortcut useless. Past the twisting room is another long corridor with more twists, and is a reaper hotspot; a rather nasty combo. At the very end, an emotional scene occurs, and Kulgan joins after that (he's good, quite a fair bit better than Kyo or any ninja you might have). Then it's down to B9 (29). B9 (Labyrinth) ============= Yes, another Labyrinth. Once again, don't bother to stick around; just look for the exit and head straight down. Unlike the previous Labyrinths, the exit in this one might be in a lower floor; use Maps to locate large rooms that have staircases going down. The monsters here aren't that bad, so fight some if you have to. Once you get down to exploring B9 proper, during a red moon you might bump into a mysterious wizard/god/demon named Gimrey. Upon meeting him he will ask you to sacrifice one of your members in order to gain a powerful item (the higher that member's trust, the better the item - don't fall for it, all the items are nothing to shout about). That's the evil choice. If you refuse, he sics two Flame Dragons on you. As long as you have Deploy AA you shouldn't have any problems. Once you defeat the dragons he will reward you by raising all your member's Max HP by 20. B10 (Testament) =============== Yep, like before, the moment you step foot into B10 you face a boss - yeah, it's her again. This time Virgo has the services of two giants. Not a tough boss - take out both the giants while using spell cancel to prevent Virgo from actually doing anything. Once both giants are dead, Virgo will be a pushover. And like before, get your butt outta here on the double. Back in B1 a portal will conveniently open that takes you back to B10 - go back to B9 and do some more training. All done? Here's how to properly clear B10. The start of B10 is basically small rooms all connected by teleporters. It's not all that big, and with some trial and error you should figure out most of it fairly easily. First off, you need to reach a red square seen with the Maps spell. To get there, from the first room, take the warp in the southeast (14). Then take the northeast warp (16) (not like there's much of a choice). Now you'll be in a four-warp room, in the northeast. Take the northwest warp (18). You'll be in another four-warp room, this time with a plate (20) (red square) nearby. Switch on the plate to open the main door. Now take the warp nearest to the plate (22) (northeast). Then take the southwest warp (12). You'll be back at the entrance room. To make it to the open door, back at the entrance, take the northwest warp (25). You'll be in a small rectangular room with four warps. Take the one right next to the one you're standing on (27)(southwest). Then the northeast (39), then southeast (43). You'll be in a square, four-warp room again. Take the warp furthest from you (49) (northwest). You are now facing the door. There are two fragile walls on either side (55 & 53), so break them to claim the treasures within (don't take the warps unless you want to trek through all those warps again) - you will find a new vellum (Blazing aka Megadeth) and a katana (Kikuichimonji, the one Hina has). Now take the door. You'll bump into Virgo again, a little depressed. There's also a sad scene here if you have Grace in your party. You can Virgo her again in B7 (not important) and then in Kasta's shop in B5, where she can then join your party. Back to the floor at hand, after a few cut scenes, it's time for a boss. Surprise... the second boss of the game is also the second-to-last boss of the game. Don't be scared if you're only doing single points of damage to the Reaper, he's just got overly high defence. He has preference to casting spells, so use Spell Cancel (it's alright this time since he's always the first monster to attack). First thing you need to do is to get rid of the four annoying ghosts tagging along with him - it's a long battle, and while their damages are weak, it adds up after a while. Use Daiba to ensure that your entire party can hit them (this also lets you do at least some damage to the Reaper himself). Kill all the ghosts, then concentrate on hitting the Reaper (you should be doing at least double digit damages with Daiba, if not you're too weak). He's got a lot of HP so you'll need to be patient. Make sure Spell Cancel is done every round. He sometimes does physical attacks, and you'll need either Carcass or Cathedral (prefebly Cathedral) here - like a ninja, his attacks can cause instant kills. He's also got an unblockable attack called "Underworld Cry" which might cause fear to your party members. With patience, the Reaper should not be a problem to you. Incidentally, if you haven't explored both the reaper doors, haven't messed with a Possessed Party, then it's too late for you - upon killing the reaper, his possessing form will never appear again... Once you're done, Kaza makes a brief appearance, and will join your party if Michele is around as well. Nab the sword fragment on the ground then proceed ahead and grab the Queen's Guard Sword (54), a fairly impressive weapon. You might want to return to town here, because the final stage is almost upon you (56)! Nheng of the gamefaqs board has some interesting info about a unique item... If you did Annmarie's race at B3, after killing the reaper in B10 you will meet her and her cohorts at the entrance to B9. They will challenge you to disarm the traps made by Oscar. If you ask them "How many traps" you'll end up fighting Rune and Oscar (they are still pathetic, don't worry). They then will tell you there's 10 traps. Disarm them (they're hidden all over the floor - you'll get a special note telling you it's Oscar's Trap), then go to the B9 exit and meet them again. They will mention that they will meet you again at the entrance of B1. Go there. Now Rune will challenge you to kill fire dragons that lurk in B9 - answer all three questions (correct answers - 3,2,2) and you'll find out you need to kill more than 5 fire dragons. Go to B9 through B8 (do not go up from B10). Kill 6 or more fire dragons then proceed down to B10. Annmarie will tell you that both her buddies have been killed by flame dragons. Choose "Think of a way to save them" - she will cast Carcass, Cathedral and finally Valhalla, and Rune and Oscar will come back to life. You will now be rewarded with a Surprise Quartz! When you used it at memory crystals in B8, random happenings will occur :- - An orc gives you character information - lose or get money - Gain exp - Abnormal status / Ash - recovered HP/MP and abnormal status - Your stats increase or decrease - Fight with monsters - MP is completely drained ...etc. Dimension World =============== You will discover a startling truth just as you enter, and then it's insane battles all the way. The main idea here is to drop down floors until you reach the lowest one, which just consists of four teleporters (2,4,6 & 8). Doesn't matter which one you drop on, since they all bring you to the topmost floor (3,5,7 & 9 respectively). Make sure to grab all the chests littered about; there's a vellum in one of them (floor 3). From there you can drop off the edges to teleporters you see by the sides of the floor when you first entered. From here, the one teleporter you want to drop onto is at the eastern drop. There's two squares to drop off from, you'd want the south drop (16). Walk up to the large platform (18). Your NPC members will give you a final pep talk, then a scene will occur, culminating in the battle to end all battles. Your battle with Bu'Shin begins... He/She/It is quite cheap since restrict shot is disabled, so your only choice is Spell Cancel for defence. Use priests or bishops for healing. Daiba is a must to do decent damage. When he is using his "Male" face attack Bu'Shin himself, he's considered a front row attacker. When he switches to his "Female" face, attack the other target on his body instead - she's considered a back row attacker, so if you have Ninja Attack or Warp Attack AA that's a big bonus. He's got some cheap unblockable attacks, but if you've got a good priest it shouldn't be a problem. It's a long fight, but surprisingly quite easy if you know the trick. Once you've taken care of Bu'Shin, pat yourself in the back, because you've just finished Wizardry - Tale of The Forsaken Lands! You'll get to save the game, which lets you go back to Town and explore to see if you've missed anything. You can't do missed side quests however; that option is disabled in the tavern as is your Quest Confirmation option in your party menu. But if you head back to the Labyrinth, a new shortcut would have opened up - go back to Gotz's (the trap-making orc's) room, and you'll notice the boulder there is missing. Go down and then... The Abyss ========= This is the game's bonus dungeon - basically a collection of random floors filled to the brim with nearly the all the toughest monsters of the game, as well as some new, abyss-only monsters. Some pointers here... - Thus far I've never reached the end. Who knows how long this dungeon goes? I've heard reports of it being 999 floors or 9999 floors. - You will randomly bump into a zombie selling medicine, a rotting corpse running an inn (your levels don't raise if you stay there) and the Material Shop guy. - The monsters are a mixed bag. I've met a single samurai before, but I've also met two Vampire Lords and two White Dragons, four chimeras, etc... - The new monsters are TOUGH. Be very prepared when you take on a Gold Dragon - he has more HP that Bu'Shin himself. - You can get all manner of items, powerful and weak, in chests found here. Anything from a cloak to the Queen Guard Sword (yes, another one) can be found. - If you're missing any vellums, you might fight them in chests as well. - I've met the Incubus (as a bat-type monster) - he'll drop Incubus Wings. It's possible other bosses are in there as well. Additional Info :- Strand has mentioned that all the bosses only appear in multiple-of-ten floors, just like Nine Tail. - If you find yourself walking down a small corridor lit with candles, and see a Japanese-looking altar with a ball of light floating on it, be warned; you are a few steps away from meeting the most powerful monster of the game, Nine Tail. According to Strand, he is always found in multiple-of-ten floors - thus your first encounter would be in B10. Be warned, he is a fair bit harder than ole Bu'Shin himself. His physical attacks hit for some 300-400 points, he can cast Jakuld at 100-200 points of damage each, and finally a cold breath that can take away up to a whopping 400 points of damage per person. He doesn't have as much HP as Bu'Shin, but nevertheless you'll need 8-10 rounds to defeat him - if you can last that long. Other than a big chunk of money and 40,000 EXP, you don't really get anything else, except the pride of defeating him. If you really plan to see bottom, you will need the following :- - As many characters with Maps spells as possible so you can find your way down the fastest. - No desire to level up - you can't in the abyss. - No desire to explore - just find the exit and go down already. - Level 40-50 to survive the monsters here. - Look for Corpsa-Lodge when you run out of Maps, and you will fairly quickly. - Learn to use Suspend Data so you can take a break every now and then. - A lot of patience. - A lot of dedication. - No social life. And do fill me in on what you find at the bottom! Well, that's it for the main walkthrough. If you don't have Forsetti's maps and FAQ, I strongly suggest to grab them - there's just so much I can explain without a map handy... Check those out at :- http://www.gamefaqs.com/console/ps2/game/32532.html _______________________________________________________________ / SIDE-QUESTS \ \_______________________________________________________________/ You get these from the tavern - the harder ones appear as you go down floors. Don't worry if you seem to be missing some :- the quest list isn't listed chronologically. I'm listing them as they appear in the quest list; again, you will not be doing them in the order as I have listed below. Once again, bracketed numbers are those used in Forsetti's maps. 1) Kyo - Help me conquer my fear This one is done at the very start. First, you must go to the place he was nearly killed in - locate the square room where exits go up, down, left and right. If you enter the room Kyo will tell you where to go from there. Go there and walk up to the altar (6). Then just finish the floor and you would have cleared this one. Reward - Keep Kyo as a member 2) Ricardo - Tell me what trust is Just like the above quest. At the square room, go left instead and you will enter a small room (4). Head to the skeleton in the corner and search and you will be ambushed. Defeat both thieves. Then just finish the floor and that's that. Reward - Keep Ricardo as a member 3) Lisa - Charm to fulfill a love Easy one, just go back to the tavern with a pixie wing in hand. Pixies are found all over the first floor. Reward - 300 EXP, Hair Ornament (Lapis Ornament) 4) Lydia - Help my boyfriend Another easy one. Just go back to the square room and watch the scene that unfolds, then go off to the room where you did Ricardo's quest (4). Reward - 350 EXP, Magic Stone (Feal Stone) 5) Lydia - Change my boyfriend Not so easy. To make him tired of his shop, sell him every sellable material there is in the game (until his inventory list is complete). Check the "Spells" section for a complete listing of the materials you need to sell, and check the "Monsters" section for info on what monsters drop them. Don't worry when he leaves; he'll come back once you re-visit the shop the next time. Reward - 50,000 EXP, Shield (Pheromone Shield) 6) Maria - Train me to be a priest Upon meeting undeads, let them hit you until one gets gets you paralyzed, then go back to the tavern. No problem. Reward - 400 EXP, Magic Stone (Parazkea Stone) 7) Maria - Train me to be a bishop You'll need a low-level Carcass spell first. Once one of your member dies, cast the spell at him. Sometimes he will turn to ash (a big gray cross replaces the red one). Once that occurs, go back to the tavern. Reward - 1000 EXP, Cloak (Bishop's Cloak) 8) Helga - I'm opening a magic stone shop! You will want the Labyrinth stone - you'll get it when you find the trap-making orc Gotz on the first floor. Give it to Helga at the tavern. Oh, you should also go to her room on B1 (2) and see what happens. Reward - 800 EXP, Magic Stone (Creta Stone) 9) Helga - I'm opening a weapons shop To get a Hound's Ear, go down a fight a Glare Hound on the fifth floor onwards and you'll get one. Go back to the tavern to get your reward. Reward - 5000 EXP, Mace (Combo Mace) 10) Helga - I'll sell special swords Nothing to it. After you get the Houndsword (it's a special item, not a weapon), fight 30 battles or more then return to town (you don't have to do it all in one sitting) and a warrior will remark that he wants the weapon. Go back to the tavern. Also, after a while, when in town an announcement of Helgamart opening will occur at her room in B1. Now go there (2). Oh, and you might want to bring a Dragon Heart too. Reward - 8000 EXP, Vellum (Recovering Vellum) 11) Garcia - Find a girl named Rui The quest won't appear, but go to B2 (Old Jail) and look for Rui - she's on the second floor, in one of the cells (10). Back to the tavern you go, accept the quest. Yup, record time completion! Reward - 400 EXP 12) Garcia - Deliver an axe This one's tough. Go down to B8 (Sham Sanctuary) and go to the big room in the lower left corner of the map (7) (use Maps spell if necessary). A really tough battle with a Vampire Lord will occur here. To defeat him, you must kill the two front vampires within one or two rounds or the Vampire Lord will decimate you with Zakuld. And no, you can't use Spell Cancel because the other two vampires will cast spells first (really worthless ones, to piss you off further). Try Daiba and a strong Zakreta (Zakreta should kill at least one of the vampires). Once both vampires are dead, old Vampire Lord himself is a pushover - Spell Cancel non-stop (his physical attacks are pathetic) - and he'll be down in no time. Watch what enfolds, then go back to Garcia at the tavern. Reward - 38,000 EXP, Two-handed Sword (Neck Breaker) 13) Lorenzo - Check if he's dead or alive Head down to the fourth floor of B2 (Old Jail) and go into one of the cells there (18), then search the skeleton. Then head back to the tavern. Reward - 1500 EXP, Dagger (Petrified Dagger) 14) Anonym - Tell me who I am Head back down to the fourth floor of B2 (where you did Lorenzo's quest) - you'll meet a fairy there (19). After that talk, head back to the tavern. Reward - 2000 EXP, Staff (Silencing Staff) 15) Merrick - I want to make a wonder drug Get him two Dragon Hearts. Dragons first appear in B3. Reward - 4500 EXP, Cloak (Cloak of Anti-Evil) 16) Palo - I want to sleep soundly This is a rather disturbing quest. Head to B4 (Ancient Cemetery) and drop down to the tunnels located in the lower right of the map, then go to the furthest right room (B12). Be prepared to fight a rotting corpse (he's quite pushover when you use spells). Reward - 11,000 EXP, Charm (Ash Charm) 17) Rose - Find out about my husband Yet another disturbing quest. Head down to B4 (Ancient Cemetery) then walk around the upper area and you'll bump into Giorgio eventually (A14). Ooh... spooky. Reward - 10,000 EXP, Hair Ornament (Elf Hair Ornament) 18) Gustav - Recover our party's shield Similarly themed to the above two quests. Back to B4 and drop down into the tunnel located upper right of the map. There should be a bag on the ground (B13) - get it. When a zombie appears, choose to observe it for a while - that's so you can get Orphe and Aoba in your party later. Reward - 11,000 EXP, Shield (Reinforcing Shield) 19) Paul - I wanna do the right thing Head down to B5 (waterfall) and locate the Fairy's Spring - head down the outside path, all the way until you reach the break in the path. It's in a room nearby (16). Check the spring. Dang, don't you wish there were more of these in the game? Reward - 12,000 EXP, Wrist (Parvenu Wrist) 20) Geese - Please find Hannah Back down to B5. Somewhere above the Fairy's Spring is a room guarded by a fairy (8). If you accept this quest a little scene will occur and you will end up fighting a Lesser Demon in the room inside. He's not tough. Use Restrict Shot (he doesn't cast spells all that often) and double slash over and over and he'll go down like a ton of screaming bricks. Reward - 21,000 EXP, Wrist (Knight Wrist) 21) Fawn - Please bring back our music Back down to B5. Nearby the Fairy's Spring, find the music shop (15). Then watch the scene, and head back to the tavern. Listen to the rather nice song, and pick up your reward. Reward - 12,000 EXP, Hair Ornament (Mitral Ornament) 22) Walter - Find a certain book Walter's Book of Festivals is located in the unmappable region of B6 (Moldy Fort) - just enter the door and look right and you'll spot it immediately (14). Reward - 30,000 EXP, Ring (Sorcerer's Ring) 23) Hina - Help my brother This quest can only be done with Hina in your party. You should have reached B8 (Sham Sanctuary) since only then will you be powerful enough to kill the boss here. Get Hina, then use the teleport to B8. Then go up, pass the Labyrinth, then up again. Now you're in the tail end of B6, where you should have passed a skeleton chained to a wall (12). A Greater Demon will appear, and you're in for a tough fight. His physical attacks hurt more than his spells (though both hurt a lot) so use restrict attack. Daiba or Zaiba to power up your front crew, then double slash repeatedly. Don't use converge attack since it won't do as much damage. Leave your free back row member to heal. Reward - Nothing... except Hina is happier ^_^ 24) Elizabeth - I want to go to the labyrinth This final quest only appears when you've cleared nearly all the side-quests of the game. It's not hard... just quite tedious. You are supposed to take two old folks down the labyrinth (all the way to B6), stopping at what they call "sight-seeing spots" on each floor. Nothing too hard if you know your way around well. Here are the stops :- B1) Spring of Fortune - The pool just by the exit (11) B2) Prison of Evil - Where you did Lorenzo's quest (18) B3) Labyrinth - Go down to B4, then go back up to B3 B4) Grave of the Gorgeous Couple - After falling down the first red pit, once you are back to ground level head east then south a little. In a dead-end surrounded by pits you'll find the grave (A15) B5) Sage's Spring - Where you did Paul's quest (16) B6) Hell of Mold - This is the unmappable area. Just walk right through it like you normally do They will leave and transfer back to town after you leave the "Hell of Mold". Go back with them and claim the reward at the tavern. Reward - 40,000 EXP, Robe (Pashmina Robe) _______________________________________________________________ / ACKNOWLEDGEMENTS \ \_______________________________________________________________/ - RACJIN, for making such a masterpiece of an RPG - Atlus, for publishing said masterpiece - Http://www.gamefaqs.com/ for hosting this FAQ/Walkthrough - As well as CheatCC (http://www.cheatcc.com) - And many more sites that I've forgotten completely! - All the helpful members of Gamefaqs board - Lachrymite, Kotonk, hectorm71, kamikaze62, synbios1978, Shni23 and all the others who contributed to the making of this FAQ! - Forsetti, who made some great maps as well as a great FAQ and also contributed somewhat to the making of this FAQ - "NHeng", who contributed tons of new material to Ver4.0 of this FAQ - yet another true master of the game - "Alicard77" for the Gotz's traps bit - "Fishandbeernuts" for his little back row attack trick - "Thomas Hoffend" for contributions to some AA functions I totally fubbed - "Strand" who e-mailed me about some info about the abyss _______________________________________________________________ / COPYRIGHT ATLUS/RACJIN \ \_______________________________________________________________/