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.
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