Million Hooters
Million Pixels - Million Hooters
Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter E » Eternal Ring - Strategy Guide (Page 04)

Eternal Ring - Strategy Guide (Page 04)

Below are the cheat codes, hints and help for Eternal Ring - Strategy Guide (Page 04).

Once you've taken care of it, you'll notice two slingin' Ogres up on the
first raised area of the floor, and one on the next-higher raised level. 
They are spaced too far apart to use the Power of Branch ring, so don't 
equip it here. If you move west along the south wall you will be able to 
stay out of the range of the three slingin' Ogres and take out the Golem 
hiding around that corner. Once you've taken care of the Golem you can
handle the three slingin' Ogres without worrying about anything else 
sneaking up on you.

The easiest way to take them out is to do it one at a time. The first 
one to knock off is the west-most Ogre on the first raised area. If you 
move out into the chamber on the west side of the stalagmite then you
should be able to move close enough to take care of it with Sonic while
side-stepping the rocks it's slinging at you. Then take care of the one
on the east side of that same stalagmite, and finally the one on the 
second raised area. Wasn't that fun? ;-p

Once you've taken care of those three go up into the southwest section 
of the chamber and you'll find two Golden Herb Flowers and a large chest
containing a Ring of Magic. You'll also notice another passageway up 
and to the east of the area containing the chest. We'll come back to 
that in just a minute.

Instead, go back down to the northeast corner of the chamber. There 
you'll find a tunnel entrance behind another large stalagmite.  Follow 
the tunnel up into the next room where you'll find two club Ogres. Take 
care of them, then follow the tunnel west and up until you find one of 
the annoying slingin' alcove Ogres. Take pleasure in dispatching the 
uncouth beast, and pick up the Magic Ore near the base of the west 
wall of the alcove.

Head back down to the large chamber where you opened the chest and exit 
through the tunnel just east of the chest. The club Ogre that was in 
the room might have regenerated, so watch out for it. You will probably
encounter a Ghost 1 in the east tunnel. Make your way through the 
tunnel into the next large chamber.

As you enter the chamber you will see another tunnel entrance just to
the north. Enter and follow that tunnel until you come to the slingin'
Ogre in the alcove just across from the one you were in a minute ago.
Dispatch that Ogre as well as the club Ogre waiting in the tunnel 
entrance to the northeast. Follow the tunnel, taking care of the Golem
along the way. At the end of the tunnel, you'll find the first 
slingin' alcove Ogre you encountered, as well as another Magic Ore.

Once you're done with them, head back to the large chamber where you 
entered this tunnel (where you can go back through the other tunnel
that leads back to the large chest). In the northeast corner is 
another tunnel and just inside you'll find Leo Randall sitting 
against the east wall. Talk to him.

     "It's been a while, eh? I'm glad to see 
     you're okay..."
     
     "I'm pursuing that Captain. I'll capture 
     him if I can, or kill him if I can't."
     
     "I can figure you out, though. You came to 
     figure out the intentions of the 
     Investigation Corps."
     
     "I owe you one for helping me, so I'll tell 
     you everything I know."

If you talk to him again, he says:

     "The Captain was searching for something 
     called the 'Eternal Ring'."
     
     "Twenty years ago, the people of Sorcia were 
     destroyed on this island. It seems they had 
     a ring called the 'Eternal Ring'."
     
     "Hearing about this ring's marvelous power, 
     the Elders called forth this 'Eternal Power'."
     
     "I wonder if this has anything to do with 
     Heyngalia's expansion or their own ambitions...
     I don't know what they're scheming to do with 
     this power."

If you talk to him again, he says:

     "Most of the guys in the Corps didn't even know 
     what the heck we were investigating."
     
     "The Elders didn't trust this Captain either, 
     so they hired me and concealed me in the ranks."
     
     "If the Captain got too ambitious, I was to kill 
     him and take the ring back to the Elders."
     
     "But that guy might've found the ring. It's 
     possible that's what caused him to take that 
     shape."

If you talk to him again, he says:
     
     "You should be able to use your new power here, 
     huh?"
     
     "If it's magical, then it might draw on the blood 
     of Sorcia."
     
     "...one other thing, I've seen a strange woman 
     who uses the same powers you do."
     
     "She was with a man wearing a disguise, and when 
     they noticed me, they ran away..."
     
     "I'm certain her name was Lyla."

If you talk to him again, he stands up and says:

     "I told you everything I know, so I'm outta here."
     
     "There's an old institution near here. I'm gonna 
     go check it out. Maybe I'll learn something there."
     
He then turns and starts walking away. As he's walking away he says:

     "Whether you're a knight or a mercenary, the most 
     important order is to return alive...I wish you luck."

If you continue after him you will come to the Mine Ruins. At this point 
I suggest you go back and complete the Sea Cliff Forest (Chapter 11) 
now that you have more experience and higher levels. If you already did 
the Sea Cliff Forest, then go on to Chapter 12: Mine Ruins.

To get back to the Sea Cliff Forest, you just need to go halfway back
through the Great Looping Cave to the chamber just before the Save 
Point (just before the first set of slingin' Ogres you came to on your
way through). Remember the drop off I mentioned before? Drop off this 
time, re-enter the Tree Village, buy any supplies you may need, and 
head up to the non-covered door on the third floor.

================================================================================
================================================================================


-=|| Chapter 11: Sea Cliff Forest ||=-


Monsters:  Hornet (7-10 per nest), Hornet Nest, Catoblepas, 
           Lizardman, Lizardman (w/ club), Queen Hornet (one per nest)
Items:  Power of Grow, Power of Time, Ring of Magic
Save Points:  2
Warp Points: 1
People You Meet: none

You appear in a mottled rock passageway. Turn east and you'll see the air 
turning a bit misty bluish-grey. As you walk toward the cloudy air, 
you'll notice it thinning out--good! No more poisonous air! :-)

Turn south and walk toward the exit. You'll see a weird-looking bush off 
in the distance. You'll exit the cave onto a raised area. You can't see 
very far due to the misty air. Turn west and walk toward the stand of 
three tall trees. In the tree farthest to the east you'll notice a 
bulbous thing with hovering creatures around it. That's a Hornet Nest. 

Go ahead and take care of all the Hornets buzzing around the nest. 
However, unless you want to have to deal with the Queen Hornet, do not 
hit or destroy the nest. The nest has 500 HP, and the Queen has 700. 
She's got a really nasty long stinger, too, with a long reach. If you 
practice, you can get good at dodging left and right while attacking the 
Queen (Material Arrow works really well), and you get a Dragon Egg if 
you defeat the Nest. It's up to you, though. 

Once you've taken care of all that, go ahead and drop down on the east 
side near the wall north cliff wall to the lower levels where you'll run 
into your first active Lizardmen. If you can work it out so you only have 
to deal with one at a time, then that will work better for you. They have 
high HP, they are fast, and they have a long reach with their swords. 
They are weak against Wind magic, so use Sonic on them, though it still 
takes a while. 

Here's the best way I've found of dealing with them: Try to slowly sneak 
up on one and hit it with Sonic. This will get it to come toward you so 
you don't enter the range of awareness for the other one (they are 
usually in groups of 2-3). Quickly switch to your Earth Heal ring while 
it is running toward you; then you can use Earth Heal while you are 
attacking if you need it. Time your hits with the Rapier (you did equip 
the Rapier, right?) so you hit the Lizardman right after they swing at 
you. It's like a little dance of death. :-)  

It takes 8-10 hits to kill a Lizardman with a Rapier. It only takes 2-3 
hits from a Lizardman to kill you (I had 228 HP at this point), so don't 
forget to heal yourself (using Earth Heal). The monsters here do a lot 
more damage than any of the previous monsters (including bosses), so it's 
very important to keep yourself healed completely. Keep the Golden Herbs 
(or something similar) equipped to the Start button for quick access. 
Also be careful not to fall off any of the cliff edges here (you fall 
down into the Abandoned Place and die, just like that poor guy you 
found).

Once you're done with the first four Lizardmen, go to the east and 
you'll see a torch pillar next to a stone bridge. Cross the bridge and 
go south. You'll come across a Lizardman. After you take care of him, 
continue south, staying close to the edge (but not too close), and 
you'll encounter another Lizardman. Just after that, along the south 
cliff edge, you'll find an unlit torch pillar. Light it using Fireball
and you'll hear a grinding sound in the distance.

Go back north the same way you came, and head east from the stone 
bridge. Watch to the southeast and you'll encounter another Lizardman. 
To the north, you'll notice a drop-off with a tree and a torch pillar 
down below. Just east of the torch pillar is a ramp leading down to the 
lower area. Before you go down, inspect the tree branch that's 
overhanging the ground where you are and you'll find a Ring of Magic. Go 
down the ramp and light the torch pillar. Inside the cave near the 
torch pillar is a Save Point.

Back at the top of the ramp, carefully go south and you'll encounter a 
trio of Lizardmen in a triangle formation. This makes it very hard to
sneak up on just one at a time. However, if you do your best to come 
at them from one point at a time, then you should be able to take care 
of them one at a time.

Just to the east of this Lizardman trio is a lone Lizardman. This one 
has a club instead of a sword, and a few hundred more HP, too. When you
defeat it, you should get a Celestial Dragon Fang, a very nice and rare 
item. Now go back toward the ramp leading down to the Save Point and the 
torch pillar. Just before you get to the ramp you'll see a new stone 
bridge on the east cliff edge.

Just across this bridge is a Hornet Nest. Before you go across I suggest 
you use the Save Point again. No use wasting all the time you just spent.
You can either take out the Hornet Nest, or quickly go by it. You need 
to go east past it, then south. You'll be in a small ravine, so follow 
it until you get back out in the open.  Just to the southwest is a 
Lizardman, and just past it, along the edge of the cliff, is another 
torch pillar. Be sure to light it. Search this end of the hill in the 
middle and you'll find a Ring of Magic. It's next to a clump of weeds.

Just south of the torch pillar is another Lizardman next to a tree with
a Hornet Nest. This Lizardman seemed to last a lot longer than any of
the others, and he defended, too. Just east of the Hornet Nest, up on 
the hill, is another Hornet Nest with a large chest underneath it. The 
chest contains a Ring of Magic. Just to the west of that is another 
Lizardman and a torch pillar.

Just southwest of the torch pillar is a clump of weeds next to a tree. 
Search the ground there for a Ring of Magic. On the south side of the 
hill in the middle is a torch pillar, so light it. Then search the 
ground to the west of the pillar (on the other side of the hill near
the top) for another Ring of Magic. There are also three Lizardmen near 
there, so be careful.

Directly west of the three Lizardmen is another torch pillar. Go north 
from there and you'll be back at the first Hornet Nest I mentioned this
side of the ravine. There may be two Lizardmen there, as well. Cross 
over the stone bridge and light the torch pillar on the small island, 
being careful not to fall off. You'll see a set of monoliths rise to 
form a stone bridge to the southwest of the island you're on. Maybe
now you can get into that area in the Abandoned Place that was blocked
off?

Now go back to the mainland and to the northeast corner, along the edge 
of the cliff, is a narrow path leading northeast. There will be four 
Lizardmen here and a large chest containing the Power of Time ring. The 
last three Lizardmen are hard to see through the tall weeds, and if you 
aren't careful you'll startle at least two at the same time. 

Here's a fun thing I did: after defeating the first Lizardman, go to the 
western cliff edge, and get just close enough that you can see the 
shadow of one of the other Lizardmen. If you do it just right, it will 
notice you, come running at you, and fall off the cliff. You don't get 
anything for doing it, but it's kinda fun. It also reduces the 
remaining three to only two! :-)

The chest containing Power of Time is on the north side of the tall 
weeds. Now head back to the Save Point in the cave on the lower level 
and use it. Then head back toward that first Hornet Nest. On the west
side of the Hornet Nest you will see a tunnel entrance, which leads to 
room containing a Save Point and a Warp Point. The south exit takes you 
to that suspended bridge you found after the Place of Ritual and before 
you entered the Abandoned Place. There's a Hornet Nest just outside the 
tunnel exit, too. The east exit takes you to a medium-sized ledge.

Go out the east exit and you'll see a torch pillar (light it!) on the 
east edge across from another Hornet Nest. Cross the monolith bridge and 
take out the Catoblepas (Sonic will do it in two hits), then the 
Lizardman. Head southeast until you see another torch pillar. Just south 
and a little west of the torch pillar is a Catoblepas hiding in the 
tall weeds. Get close enough to get a clear shot with Sonic, and take it 
out. Just a little southwest of that one is another one, though it's 
harder to see because it's farther inside the tall weeds. 

A little farther southwest, just at the edge of all the tall weeds is a 
Lizardman. Try to get a clear view of it before it notices you, and 
don't be too close to a cliff edge, either. To the east of the Lizardman 
is a Hornet Nest. Southeast of that is a cliff edge across from a torch 
pillar. Get close enough to the edge so you can light it with Fireball.

If you want to, go southwest and then north once you come to a cliff 
edge. You'll see a monolith bridge and across it you'll find two more 
Lizardmen. Once you take care of them, you can go northeast and you'll 
be back where that first Catoblepas was. Otherwise, go to the southeast
and cross the stone bridge, then walk east and then north and cross 
another stone bridge. On this island you'll find a large chest with the 
Power of Grow ring. Head back to the last Save Point, use it, and then 
you have two choices:

     1. Go out the south exit to the suspension bridge, cross it and 
        go down into the Abandoned Place to get that Ring of Magic. 
        Then go back to the Tree Village.
     2. Go back to the Tree Village.

When you get back to the Tree Village, stock up on items you need. At 
this point I suggest you go back and complete the Great Looping Cave 
(Chapter 10) if you haven't already done so. If you already completed 
the Great Looping Cave, then go on to Chapter 12: Mine Ruins (you have 
to go back through the Great Looping Cave to get to it--Yay! more 
experience and Magic Stones!) Feel free to build experience for a bit by 
going back and forth in the Great Looping Cave.

================================================================================
================================================================================


-=|| Chapter 12: Mine Ruins ||=-


Monsters:  Flame Rat, Golem, Witch
Items:  Golden Herb, Magic Ore, Ring of Magic
Save Points:  1
Warp Points: 1
People You Meet: none


The Mine Ruins have six levels and three shafts. You are on level one of
the west shaft. In the west shaft there are four floors (from level one 
through four); in the middle shaft there are three floors (from level 
four through six); in the east shaft there are four floors (from level 
two through five). It looks something like this:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)
 

        West Shaft   Middle Shaft    East Shaft

                           X
                           |
                      Level Six
                           |
                      Level Five-----Level Five
                           |              |
        Level Four----Level Four-----Level Four
             |                            |
        Level Three                  Level Three
             |                            |
        Level Two                    Level Two
             |
     E--Level One


The "E" marks where you entered the ruins, and the "X" marks the exit.
The dashes and pipes indicate access between the levels.

What ominous music! When you enter the Mine Ruins, walk forward and you 
will see a path to the north and a path to the south. Take the south path 
and you'll find a Save Point room. When you're done there, head north 
into the mine. The tunnel will curve around until you're headed east and 
you'll enter a room with a large greyish-blue raised area in the 
northwest corner of the room. This is a transport block. Step onto the 
transport block and look at the north wall to see the activation switch 
for it. Activate the transport block to move up to Level Two.

When you reach Level Two you will see two Flame Rats running around. Sonic 
kills them in one hit. There's nothing else on this level, so go up to 
Level Three. Head east from where you get off and you'll find the one 
Flame Rat on this level. On Level Four are two Witches.

If you move very slowly toward them, you can get close enough to hit them 
with Sonic without them attacking you. Otherwise, they shoot a strange, 
slow-moving yellowish ball of energy at you. If this hits you it will 
paralyse you. In the southwest corner are two Golden Herb Flowers. On the 
east wall is a large opening leading to another part of the room 
containing two Flame Rats. In the northwest corner of this room is 
another large opening, this one leading to Level Four of the Middle 
Shaft. 

There are two Golems, two Witches and one Flame Rat in this room. The 
Witches sometimes leave a Wizard's Secret Potion! There's a secret to 
killing one of these Golems, too, because it has no HP itself: you need 
to kill the Witch that is controlling it. Usually the Witch will be 
directly behind the Golem, so just use Sonic. The Golem will get red 
highlights whenever you hit the Witch.

Against the north wall of the room is a stack of three large stones. On 
top of one of them is a Ring of Magic. You can't get to it just yet, so 
we'll come back to it later. In the northeast corner are two Golden Herb 
Flowers and in the southwest corner is a large chest containing a Ring 
of Magic. 

Exit the large room through the large opening in the southeast corner 
and you will enter Level Four of the East Shaft. There are two Flame 
Rats here. Exit through the large opening on the northeast side of 
the room and you will come to the main East Shaft. If you look around 
you'll see five Witches, three on your level and two down below. There 
are four platforms on this level, one in each corner:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
          .-------------------------------------.
          |XXX        |             |           |
          |XXX        |             |           |
          |     4     |             |     3     |
          |   W       |             |           |
          |       W   |             |           |
          |-----------'             '-----------|
          |                                  XXX|
          |                                  XXX|
     West |                                     | East
          |XXX                                  |
          |XXX                                  |
          |-----------.             .-----------|
          |           |             |           |
        --'           |             |    W      |
               1      |             |     2     |
        E             |          XXX|           |
                      |          XXX|           |
        ----------------------------------------'
                           South


The "E" indicates where you entered. The "W" indicates where a Witch
is located. The grouped "X" shows where a transport platform is 
located. The numbers are for convenience.

Get on the transport block and activate it. The block will move to the 
east, toward platform 2 (the one with one Witch). You will need to 
quickly get off the transport block and zap the Witch with Sonic (when 
you are close enough) before it can hit you with its really powerful 
fireball cluster spell (not sure what else to call it).

Go to the southwest corner of platform 2 and activate that transport 
block. This will take you to platform 3. Go to the southeast corner 
and activate that platform. This one will take you Level Three:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
                      .-------------.
                      |XXX          |
                      |XXX   4      |
                      |-------------|
                      |             |
                      |             |
          .-----------'             '-----------.
          |    |XXX            W           | E  |
          |    |XXX                        |    |
     West | 2  |              W            | 1  | East
          |    |                        XXX|    |
          |    |                        XXX|    |
          '-----------.             .-----------'
                      |XXX          |
                      |XXX          |
                      |-------------|
                      |      3      |
                      |             |
                      '-------------'
                           South


The "E" indicates where you entered. The "W" indicates where a Witch
is located. The grouped "X" shows where a transport platform is 
located. The numbers are for convenience.

The transport block next to platform 1 will take you to platform 2. On 
the way are two Witches floating in midair. Just avoid their attacks as 
you go by. When you get to platform 2, take the next transport block 
down to Level Two:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
                      .-------------.
                      |             |
                      |             |
               .------'             '------.
               | E                         |
               |                           |
          West |                           | East
               |                           |
               |                           |
               '------.             .------'
                      |          XXX|
                      |          XXX|
                      '-------------'
                           South


The "E" indicates where you entered. The grouped "X" shows where the 
transport platform is located. 

Once you're down here, use Material Arrow to get rid of the annoying 
Witches--just shoot them down from below. Here on Level Two are four 
Magic Ores plus whatever the Witches drop. Head to the transport block on 
the southeast side and go back up to Level Three:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
                      .-------------.
                      |XXX          |
                      |XXX   4      |
                      |-------------|
                      |             |
                      |             |
          .-----------'             '-----------.
          |    |XXX                        |    |
          |    |XXX                        |    |
     West | 2  |                           | 1  | East
          |    |                        XXX|    |
          |    |                        XXX|    |
          '-----------.             .-----------'
                      |XXX          |
                      |XXX          |
                      |-------------|
                      |      3   E  |
                      |             |
                      '-------------'
                           South

The "E" indicates where you entered. The grouped "X" shows where a 
transport platform is located. The numbers are for convenience.

You arrive on platform 3. Take the next transport block to platform 4 
and board the next transport block. There is a Ring of Magic in the 
center of this transport block. This will take you back up to Level Four:

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)


                           North
          .-------------------------------------.
          |XXX      E |             |           |
          |XXX        |             |           |
          |     4     |             |     3     |
          |    W      |             |           |
          |       W   |             |           |
          |-----------'             '-----------|
          |                                  XXX|
          |                                  XXX|
     West |                                     | East
          |XXX                                  |
          |XXX                                  |
          |-----------.             .-----------|
          |           |             |           |
        --'           |             |           |
               1      |             |     2     |
                      |          XXX|           |
                      |          XXX|           |
        ----------------------------------------'
                           South


The "E" indicates where you entered. The "W" indicates where a Witch
is located. The grouped "X" shows where a transport platform is 
located. The numbers are for convenience.

Use Sonic or Material Arrow to quickly dispatch the Witches before they 
do anything to you. Then board the transport block in the northwest 
corner. This will take you to Level Five of the East Shaft, which is 
just a long narrow ledge with a large opening near the middle of the 
west wall. There are three Flame Rats in this passageway. 

When you get through the passageway, you'll be on another long narrow 
ledge (Level Five of the Middle Shaft), this time above the large room 
with the stacked blocks. Go to the northwest corner of the ledge and 
activate the transport block to go up to Level Six. There are two 
Witches here. Once you've taken care of the Witches, walk along the 
south edge of the ledge until you are lined up with those three stacked
blocks I mentioned before. There's a Ring of Magic on top of one of 
them. 

If you go to get the ring, then you'll have to wander all the way back 
up here, so it's up to you. If you go through the doorway in the center 
of the north wall, you enter the Ironworks.

================================================================================
================================================================================


-=|| Chapter 13: Ironworks ||=-


Monsters:  Berserker, Berserker Witch, Captain of the Guard-1 (BOSS), 
           Flame Rat, Golem-2, Witch 
Items:  Amplify ring, Ring of Magic
Save Points:  1
Warp Points: 1
People You Meet: Leo Randall


There is a Save Point and Warp Point room to the west as you head into 
the Ironworks. Continue north and the hallway will start curving east, 
snaking along until you reach a doorway into a large room. as you enter, 
look to the north side of the room and you will see two Witches floating 
there. Along the south wall is a pit containing molten iron. Don't fall 
into it! :-)

(You need to view this in a fixed-width font, such as Courier, in 
order for it to look right.)

                         North

    .-------------@@---------------@@-------------.
    |             ||               ||             |
    |             ||               ||             |
    |             ||  W        W   ||             |
    |             ||               ||             |
    |             \:===============:/             |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
  --'                      ##                     |
                           ##                     | East
  --.                      ##                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                     |
    |                      ||                XXXXX|
    |                      ||                XXXXX|
    |                      ||                XXXXX|
    |----------------------''---------------------|
    |                                             |
    |                                             |
    |                  Molten Iron                |
    |                                             |
    |                                             |
    '---------------------------------------------'


The "W" indicates a Witch, "X" indicates the transport block elevator,
"#" indicates the small bridge, and "@" indicates a small gateway 
through which molten iron enters the channels.

Near the center of the room, there is a small bridge over the channel 
for molten metal. On the north side you'll see a small bar in the 
center extending from the bottom of the bridge to the bottom of the 
channel. After you activate a lever on the third floor of the Ironworks, 
you'll  be able to get the Fire Key here. We'll come back to this later. 
Go to the transport block elevator and activate it. It will rise up into 
another room.

To the north you'll notice a sitting Golem-2. There's another one to the 
southwest on the other side of a fast-moving conveyor belt. These Golems 
just sit there right now. 

To the northwest is a Berserker. If you get too close, it will cast Seal 
Magic on you, which makes it so you can't use any magic rings, and the 
effect lasts for 1 minute. If you time your attacks between its 
spell casting, you can down it with about 6 hits from Material Arrow. 
Tornado also works really well.

On the northwest side of the room, near the edge where the conveyor belt 
is headed, is a Witch next to a Red Door. Near the middle of the west 
wall is another sitting Golem-2 (you'll notice that these three Golems 
have green eyes instead of red eyes) and a wooden door. Go through the 
wooden door.

There are three Flame Rats here. To the south is another wooden door. 
Through that wooden door is a larger room. On the west wall near the 
southwest corner is a wooden door. On the east wall, near the center, is 
another wooden door inside a small alcove. To the south you'll find a 
body on the ground: it's Leo Randall! To the west of his body are a 
Ring of Magic (near his hand) and a wooden table. On the table is a 
diary. If you read it, it says:

     "Regarding the army of Aldine, of which I 
     am a member: The Sorcia invasion was a 
     complete failure"
     
     "All those fearsome dragons are all that 
     is left after the invasion of Sorcia. I 
     still don't believe it."
     
     "My body is gradually changing into 
     something evil. It's the curse of Sorcia."
     
     "Either that, or it's the power of the 
     Eternal Ring the King was after."
     
     "I've hung a key in this building, and 
     I've decided to stay and fight the evil 
     curse until the end."
     
     "If I lose my humanity, throw me into 
     the molten iron. I'm prepared to leave 
     this hideous form behind."
     
     "Someday, if something happens to me, 
     please stop the power of the ring."

Repeated readings of the diary will reveal nothing new.

After you finish reading, go through the door in the east wall (the door 
in the alcove) and go up to the next floor using the transport block 
elevator. Walk east to the wall, then along the east wall to the 
northeast corner. Activate the switch. This will cause the transport 
block on which you're standing to move to the west. Move west onto the 
next block and activate that switch. 

Immediately turn so you're facing east and move onto the enclosed block 
as soon as the transport block you're on moves next to it. Activate the 
lever. You will see a cut-scene of the first floor of the Ironworks (the 
floor where you entered. One of the small gates will open and some molten 
iron will flow out. If you watch closely, you'll see something glowing on 
top of the molten iron. This is the Fire Key.

Go back down to the first floor and get the Fire Key. If you haven't made 
a Tornado ring yet, and you have at least three Cloud Stones and three 
Wing Stones, use the Warp Point and make one. It will come in very handy 
a little later. Be sure to use the Save Point afterward.

Go back to the room where Leo Randall is sleeping eternally, and go out 
the west door. You may be attacked immediately by two Witches (maybe even 
before you open the door!), so watch out. Continue on through the next 
door. As soon as you go through, you'll see a Berserker trying to cast 
Seal Magic on you. Once you're done with it, go into the room and take 
care of the Witch. In the southwest corner is a Magic Crystal.

There are two other exits from this room, and both are in the east wall. 
Take the middle exit first. There are two Witches and a Flame Rat here. 
When you're done with them, go back out and take the southeast exit. 
There are three Flame Rats in this room, and an exit in the northeast 
corner. 

Through this door are two Berserkers. Using Protect will keep their Seal 
Magic from working on you. There is a Magic Crystal in the northeast 
corner and large chest in the southeast corner which contains a Ring of 
Magic. Once you're done here, head back to the room where Leo lies and 
exit through the east door. Go up to the third floor and go over to the 
transport blocks along the east wall.

« Previous PageNext Page »