Vagrant Story - Strategy Guide (Page 01)
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VAGRANT STORY
COMPLETE WALKTHROUGH AND PLAYING GUIDE
=====================================================================
Version 1.3 June 18th, 2000
Author: Zy Nicholson
E-mail: spangenhelm@hotmail.com
All text copyright Zy Nicholson, 2000
LEGAL NOTICE:
This guide is for private and personal use only. It is not to be used or
reproduced, in part or whole, for profitable or promotional purposes. This
encompasses paper-based and electronic reproduction, whether as part of a
magazine, book, website, CD / DVD format or any other medium. Permission has
been granted for www.gamefaqs.com to reproduce the full text, and I welcome
requests from other sites wishing to be granted the same, especially fan sites.
All content was created by Zy Nicholson and is owned by me. I also acknowledge
any trademarks and copyrights that are not specifically mentioned in the text.
On a final note, you should also appreciate that I'm a professional journalist
with the means, the resources, the know-how, the moral obligation and the dogged
perseverance to pursue any legal action, no matter how large or small, should
you attempt any infraction of these terms in the false belief that you are safe
from international copyright law. You are not. You have been warned.
Vagrant Story is (c) 2000 Square.
==============================================
Contents
==============================================
1. Revision History
2. Introduction
3. Level Guide
4. Second Play Secrets
5. Playing Tips
6. Weapons
7. RISK
8. Break Arts
9. Chain Abilities
10. Defence Abilities
11. Magic
12. The Workshop
13. Combining, Forging and Reforging
14. Combination Tables
15. Items
16. The Bestiary
17. Training Dummies
18. Secrets and Extras
19. Credits
==============================================
1. REVISION HISTORY
==============================================
May 21 2000 - Version 1.0 created
I've still got notes to write up, but figured that maybe some of you would like
what's already been written sooner, rather than later.
May 26 2000 - Version 1.1
Despite a hideous workload and a personal tax return to contend with, your
enthusiastic mails have been the Spur of Guilt to my Rump of Inaction.
- began revision of entire level guide, Weapons, RISK, Second Play Secrets
section
- added content to Break Arts, Magic, Combination and Combination Tables
- added new sections Chain Abilities, Defence Abilities, Secrets and Extras
May 28-June 1st 2000 - Version 1.2
- revisions to every section bar Bestiary
- added new sections in Playing Tips and Items
- wedged heavy wooden chock under wheel of social life
June 2nd 2000 - Version 1.25
- *proper* revisions added to some sections
June 11-18th 2000 - Version 1.3
- make friends trick added to Playing Tips
- dragon breath trick added to Playing Tips
- maps for Iron Maiden B2/3 and Snowfly Forest
- more on item lists and combination, as well as armour pegging
- revision of main text, section re-jig
==============================================
2. INTRODUCTION
==============================================
Vagrant Story isn't easily definable. Sure, it's an RPG -- and an action game,
and a platformer, and a wargame, and a cinematic adventure.
The design team features staff from the Japanese development company Quest,
responsible for the Ogre Battle series, including director Yasumi 'Yazz' Matsuno
and artist Akihiko Yoshida: these two last worked together on Final Fantasy
Tactics. To quote Matsuno from the game's website at www.vagrantstory.com:
"The design of this game came from the design sense and ideas of our staff and
was not the result of conventional product planning. This may seem very natural,
but this is something that recently has begun to disappear from the gaming
industry. We believe that it is important to return to our origins in natural,
even spontaneous, game design."
In an industry that seems increasingly concerned with mass-market satisfaction,
it's refreshing to see a title created in the knowledge that it won't appeal to
everyone. Not because of any lack of quality, but through a respect for
individuality, diversity and the importance of experimenting with original,
untested ideas.
Yoshida's characters have finally been granted the dramatic stage of a
'realistic' 3D environment in which to act out their roles, and his strong sense
of design has impressed a unique and indelible style upon Vagrant Story's
engine-driven cut-scenes. By comparison, the sheer personality of these living,
breathing individuals shows up Metal Gear Solid's cast list as a bunch of
cartoon heroes and villains with black-&-white values. Credit is also due to
Hiroshi 'Nigoro' Minagawa, who I believe has succeeded in his ambition to turn
every single room, view and perspective into a work of art.
I've worked in game scripting and design myself, so it pains me to neglect a few
names at this stage, but I congratulate a talented team on coming up with a
fascinating and addictive piece of original work that eschews the weary formulae
and conventions of the modern, commercial RPG product.
One final point: once you've clicked through the intro, there's no more FMV in
the game. Vagrant Story uses engine-driven cut-scenes to deliver its dramatic
impact. Not only does this result in a fluid, seamless incorporation of non-
interactive scenes within an interactive medium, but it also allows for those
scenes to reflect the state of play. The character delivering lines is standing
in the same position, holding the same items, as they were just moments ago when
you were controlling them. There's no pause and flick to a pre-rendered
interpretation of the moment: when the scene ends then you can go take a look at
something you just noticed, like a closed chest, and it's still ready to be
opened in the playing environment. This is, I'm convinced, the future model for
all videogames with a narrative to convey.
==============================================
3. LEVEL GUIDE
==============================================
This isn't a strict walkthrough in the sense of a 'go left, open box' set of
instructions. You'll have a better time if you play the game for yourself, and
take advice only when you're stuck. For this reason, the structure strives for
completism and lists every room in the game, by name. If you're stumped at any
point or you'd like more information then a simple search for the room name
should take you straight to a description of where you are and what you need to
do.
On a second point, there's little mention of the cut-scene placement. The game's
plot will be dealt with in a later version, as the twists involved would be
better placed in a spoiler section than being thrown at you against your will.
With regard to room contents, I haven't attempted to nail down the exact numbers
of inhabitants (Bats x 2, Silver Wolf x 1 etc.) because, frankly, it's
misleading. There is no fixed number. Over time, in response to your own
increase in power, every room will start to boast more creatures, or harder
creatures, or both. So for greater precision I've simply listed the kind of
creatures you're likely to find there.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
INTRODUCTORY PROLOGUE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you first load the game, let it run on after the FMV has played. There are
two engine cut-scenes that provide some background to the story, set in the VKP
headquarters and the grounds of the Bardorba Manor respectively. There's also a
version of the game's trailer based on a cut of the introductory sequence.
Duke Bardorba's Manor, Graylands 2:32 AM
Although you're free to skip straight through it, the game's introductory
sequence includes two playable battles that serve as tutorial for the weapon-
targeting system. Just advance the speech with your CIRCLE button and avoid
pressing START (as this will end the intro).
The Manor Courtyard
Hardin issues instructions to kill the hostages, but his Mullenkamp cultists are
interrupted by a noise and go to investigate (honestly, you were nowhere near
the box...). "Here we go..."
Mullenkamp Soldiers
HP 60 / MP 20
Human
Special Attacks: none
This shouldn't present any problem at all, as each will fall after a couple of
hits. Concentrate on one before turning your attention to the other. Also, take
a moment to try out the marvellous first-person pause on the START button and
have a look at both your opponents and your surroundings, as you won't be seeing
this place again. When both cultists are killed, this playable scene ends.
(NB: if you're replaying this from a Game Clear Data, you'll be equipped with
the last weapon and shield you were holding and not, in all probability,
Fandango. Also, on a plot point, note that the bodies stay put where they fall:
Lea Monde's power holds no sway here...).
The Manor Chapel
Wyvern
HP 83 / MP 0
Dragon
Special Attacks: Fire Breath
The bristle of spears still lodged in its body should be a sufficient clue that
this Wyvern has already encountered either the Duke's retainers, or
Guildenstern's Crimson Blades, or both. Consequently it's very weak, and can't
take much more punishment. A few blows to the head will be sufficient to finish
the job. Don't expect the next Wyvern you meet to be such a pushover.
When this is done then let the game run on, including the lengthy quote, and
you'll get a proper explanation of your new mission in another cut-scene.
Inquisitor Callo Merlose fills you in on the known details of your quarry.
You've pursued Sydney Losstarot to Lea Monde, but first you need to get
inside...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wine Cellar
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your overriding aim is to reach the city of Lea Monde via the cellars and
catacombs running under the sea. But a magically sealed door blocks the way, so
your first objective will be to find the Chamomile Sigil that unlocks it. Win
the Sigil from the first boss, unlock the door and defeat the second boss to
leave the Wine Cellar.
Entrance To Darkness
You begin the game with a few basic items. Your sword, Fandango, is an Edged
weapon with a Scimitar blade and a Short Hilt grip that will serve you
adequately for now.
This room is empty at first, but will house more enemies if you return later in
the game. Practise jumping around, climbing on the wine crates and getting in
and out of Battle Mode. When you have a weapon equipped then you can still jump,
but your hands need to be free to grab ledges or scramble up steep steps. It's
worth learning that lesson right now.
If you pressed START at any time to skip the intro sequences then this is where
you'll find yourself - it may not be clear to the impatient player.
Worker's Breakroom
Magic Circle
Chest (unlocked): 'Tovarisch' (B) Hand Axe plus Wooden Grip, Leather Glove (L),
Buckler (W), Vera Bulb x 5, Cure Bulb x 5
Return here much later in the game and you'll also find a Training Dummy (Human,
Crimson Blade effigy).
The Magic Circle is the first Save Point in the game, and standing on one of
these will make available the Save options within the Data section of the Main
Menu. If you've just played out the lengthy intro in full then you'll probably
feel like using it at once.
Already, you have a choice of weapons. Examine them, by all means, but don't
attempt to mess about with the Disassemble options at this time. Until you get
to the first Workshop, you won't be able to put them back together. Equip the
wooden shield and leather glove before moving on.
Hall of Struggle
Bat
HP 45 / MP 0
Beast
Special Attacks: none
The first aggressor of the game will swoop down to attack, so you'll need to
have your weapon ready and target it when it comes within range of your weapon.
Fortunately, it's about as threatening as you'd expect of a mouse with wings.
When that's dispatched, you can try picking up carry crates with the X button:
just as you found with jumping, you need your hands free of weaponry to do this.
Smokebarrel Stair
An overheard conversation between two Crimson Blades reveals that the lower door
is locked with a Chamomile Sigil. There's a secret floor trap in that gap
between the outer wall and upper staircase, but this one is a beneficial Heal
Panel. Besides restoring health, it also reduces RISK. If you need to use it
more than once, simply jumping up and down will reactivate it (it's worth
remembering that the same goes for more harmful traps - walk off, rather than
trying to jump clear).
Wine Guild Hall
Magic Circle & Container
The Crimson Blades are the Cardinal's elite guard, under the command of
Guildenstern, and for political reasons they don't want Riskbreakers sniffing
around. You might have thought these stout, God-fearing fellows would be your
allies, but they have their orders...
Goodwin HP 160 / MP 10, Human
Sackheim HP 145 / MP 15, Human
Special Attacks: none
The Container is where you'll store excess items to free up your inventory for
more spoils, and using it will also save your game position. There's nothing in
it at first (in case you were hoping for a Resi-style stash of extras) so you
can ignore it for now. On your first trip through the Wine Cellar, the items you
win from enemies by defeating them will be scripted and predetermined.
Use the Cloudstone to cross the gap to the exit - it gives a reassuring wobble
when you're fully standing on it. It's an odd state of affairs, perhaps, but
Vagrant Story certainly makes every effort to justify the mad things that gamers
would ordinarily take for granted.
Wine Magnate's Chambers
Bat, Silver Wolf
As you take the final path to the door, stick to the wall so as to avoid a
hidden Gust Trap that's two floor tiles in front of the exit.
Fine Vintage Vault
Crimson Blade x 2 (thereafter Bats, Wolves)
After the first swordsman has been dispatched, climb up onto the three crates
and jump across to the central span. There's a crossbowman waiting for you on
the other side: he'll try to back off and use his weapon's superior range, so
you'll want to rush him.
Chamber of Fear
Silver Wolf, Bats
An earthquake will rearrange the room when you try to cross it. Climb onto the
low ledge and jump from there to reach the higher one: the wolf guards the
entrance to a treasure room.
The Reckoning Room
Silver Wolf, Bat
Silver Wolf HP 90 / MP 0, Beast
Special Attacks: none
Chest (unlocked): 'Seventh Heaven' (B) Gastraph Bow plus Simple Bolt, Reinforced
Glove (L), Vera Root, Cure Root
The door locks behind you: there are many of these trap rooms in the game, with
the idea being that you have to defeat all of the inhabitants before the doors
will open again.
Labourer's Thirst
Silver Wolf, Bat
To reach that exit door, pick up a carry crate while standing on the middle span
and walk over to the jutting platform. Drop the crate in front of it and stand
on top, jumping up to grab the ledge above.
The Rich Drown In Wine
Silver Wolf, Bat
A high lever opens the exit door and, as in the previous room, you need to use a
crate step to reach its platform. However, the stack of crates is too tall for
you to pick one off the top. So draw your weapons, target one of the crates and
destroy it. This is a trick you'll need to repeat in future puzzles.
Then again, if you were nervous about jumping into the wolf-pit then one of the
animals below may have already destroyed the crate when leaping at your shins.
There's a two-second time limit for jumping down from the lever and running
through the door. Mostly, it's just a tutorial device to introduce the idea of
timed challenges being suddenly thrust upon you.
Room of Rotten Grapes
Silver Wolf, Bat
More crate-carrying antics will get you up the high wall at the end of the room.
I won't insult your intelligence with further description.
Blackmarket of Wines
Magic Circle
Chest (unlocked): Cure Potion, Cure Bulb x 5
You're about to meet a boss, so feel free to save. Upon your return, this room
will contain a Training Dummy - don't panic, it's just an effigy - on which you
can practise your newfound battle abilities. It looks like a Crimson Blade, and,
sure enough, counts as a Human target, so it will affect your weapon bonuses if
you spend too long hammering it. Try not to wear out your weapons too much until
you reach a Workshop that can restore their DP.
The Gallows
Boss: Minotaur
HP 275 / MP 5, Beast
Special Attacks: Giga Rush
Prize: Chamomile Sigil, Grimoire Guerir (Shaman spell, Heal), Grimoire Debile
(Sorcerer Spell, Degenerate)
Chest (unlocked): Pelta Shield (W), Vera Bulb x 3,Yggdrasil's Tears x 15
Use the weapon that you've been building up on Bats and Wolves, as Minotaur
occupies the same creature class of Beast. His huge club can happily reach your
high, prominent entry point, so don't imagine you're safe there. Indeed, he'll
very likely get the first hit in before you can draw, so dive into the arena and
rush in to put him within the range of your own weapon.
However, his stature means that you'll be struggling to hit anything above the
knee, and his legs are the best-protected location on his body, especially
against Edged weapons. Take advantage of anything else that comes into range,
going for the best damage-versus-probability gamble you can afford. If you take
too much damage, use a Cure item: holding down the L2 button will bring up a
faster shortcut menu when your control is restored.
He's not so hard unless you're unlucky enough to take a Giga Rush, so a few
solid hits will finish him off.
Events in this room will also cause Ashley to remember his basic Battle
Abilities: in other words, Vagrant Story's *real* combat system. Assign all of
the abilities to buttons and go practice a few chain timings on that Dummy
outside.
When you're ready, you may make your way back to Smokebarrel Stair and open the
magically sealed door. As you do so, try out the Grimoire items you've acquired.
Using one of these will destroy the Grimoire in the process, but you'll also
memorise the spell permanently for future use regardless of whether it succeeds
or fails. Unlike most RPG scrolls, just reading the Grimoire will drain your
mana points and so you won't be able to use one unless you have sufficient MP
for the casting.
Room Of Cheap Red Wine
Upon entering, you'll be treated to an explanation of what is later referred to
as "an incomplete death". When the living die in Lea Monde, the Dark claims both
body and soul for its own ends.
Mandel HP 145 / MP 15
Undead
Special Attacks: none
Prize: Rapier (B)
It's worth pointing out an old FF-styled trick here: if you cast Heal on an
Undead opponent, it actually attacks them as a single-target spell and does
damage. You probably won't need it here, though.
Room Of Cheap White Wine
You enter this room from an advantageous point, and you could try casting Heal
or aiming for the heads of creatures below before you jump down to floor level.
Zombie HP 120 HP / MP 10
Zombie Fighter HP 140 / MP 15
Ghoul HP 120 / MP 10
Undead
Special Attacks: none
Prize: Cure Roots x 2 per head
The Greedy One's Den
Silver Wolves
The Hero's Winehall
Boss: Dullahan
HP 180 / MP 30, Evil
Special Attacks: casts Degenerate
Prize: Elixir of Queens, Elixir of Mages, Grimoire Lux (Warlock spell, Spirit
Surge)
Chest (unlocked): 'Rusty Nail' (B) Spear + Spiculum Pole, Braveheart gem, Cure
Bulb
This animated suit of armour has a supposed weak spot in its abdomen, but that
rather depends on what you're packing. If you employ a Piercing weapon then the
extra damage is significant, but it's a trickier spot to hit. If all else fails,
go for the breastplate -- he's weak to Piercing weapons all over. Abandon any
combo if the first hit doesn't do decent damage, as high RISK will multiply the
damage of Dullahan's vicious sword-swipes (RISK-reducing Vera items can help
here). You should also try to get the timing down for the Impact Guard defence
ability to halve the damage you take. Cast your Shaman magic to Heal yourself
whenever you get down to near half your health.
When you're done, don't forget to check out the chest to the right of the exit
before moving on to the catacombs.
Point o' fun: I once managed to alter the camera angle of this battle's opening
cut-scene by climbing up onto the right-hand ledge rather than walking straight
into the centre after entering the room.
If you return to this room later in the game with much higher HP, you may find a
Dullahan and a Hellhound as the respawning enemies. The Dullahan will be
carrying an Iron Rhomphaia that you can (rarely) win as a prize. Also, if you
enter from the Catacombs, it's even possible to sneak up behind this Dullahan
and follow him around the room for ages before he sees you...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Catacombs
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now that you've escaped the Wine Cellar, you'll have to do the same to pass
through the Catacombs. As the name declares, this was once an old burial
chamber. The double doors at the Withered Spring will only open to the Lily
Sigil, which you'll find by defeating the minor bosses in this area.
Hall of Sworn Revenge
Magic Circle & Container
You'll find a hidden Cure Panel trap on the left raised step, opposite that of
the Save Point. This will cure any status ailments you have, but it's not likely
to see much use. There's also a Heal Panel next to it, which will restore HP and
reduce RISK.
Much later in the game, this room will also house a Dummy of a Skeleton Knight
for training against Undead targets.
The Last Blessing
Hellhound HP 110 / MP 0
Beast
Affinity: Fire
Special Attacks: Fire Breath
If it seems only slight harder than the Silver Wolf, the Hellhound's Breath is a
low-level multiple-target attack: this means that if the flame envelops your
entire body, every hit location will take damage. When you add all of that up,
it can make the Hellhound unexpectedly deadly at this stage. Prioritise the
Hellhound as a target and chain a couple of attacks together to take it out in
one combo. It's weak against Water, Light and Piercing blades, so you could try
out your new Spirit Surge.
There's a simple challenge here: you must get through both corridors to the
Persecution Hall before the timer expires and the door at the end shuts tight.
Instead of dashing and dodging straight through, make the effort to take out
enemies while on the run. It's actually faster to kill them first than let them
have their attacks as you pass.
The Weeping Corridor
Skeleton HP 120 / MP 20
Undead
Special Attacks: none
Skeletons are able to camouflage themselves in the Catacombs by appearing as
inanimate piles of bones, but this one should be easier to spot.
Finally, there's a Freeze Trap two tiles in front of the exit that's designed to
catch you off-guard. Approach the door from the side.
Persecution Hall
Skeleton, Hellhound
If you examine this room on your map, you'll see a white dot indicating an exit
that you may not have noticed. Look up to the left of the entrance and you'll
see a dark passageway high in the wall - too high to reach by jumping, in fact.
Fortunately, there are some crates in the opposite corner.
Smash one of the crates in the stack so that you can pick off the top one. Carry
this over to the raised floor under the doorway. There's a step nearby that's
only half the height of the raised floor, so place the crate on that. Now climb
up onto the step yourself, pick up the crate, turn and place it on the raised
floor. This is how you move crates up steps, lifting them one tile height at a
time. Climb up again and put the crate under the doorway. Now you can jump up.
Rodent-Ridden Chamber
Skeleton
Chest (unlocked): 'Pink Squirrel' (I), Goblin Club plus Wooden Grip, Cross Guard
grip, Cuirass, Long Boots, Iocus gem, Mana Root x 3, Cure Bulb x 3
Again, the surrounding floor is slightly too high to lift a crate onto it. So
use a step - in this case, the other crate - by placing one crate on another,
climb up onto the outer floor and pick up the top crate from there.
Shrine To The Martyrs
Skeleton, Hellhound
"This would need an earthquake to open it." One scripted earthquake, coming up.
Take the open door for now.
The Lamenting Mother
In another Time Trial, you're given just 30 seconds to defeat a new enemy.
There's no penalty if you don't - it'll just disappear, in fact - but you'll
miss out on the booty.
Ghost HP 70 / MP 130
Phantom
Special Attacks: Mind Blast
Because the Ghost's affinity is Light, the same as your Spirit Surge, your
Warlock magic is useless here. Stick to physical attacks.
The Ghost will usually cast Degenerate to weaken your attack before using its
specials. It has the ability to teleport, and will use this in an attempt to
'hit and run' before you can get close. The trick to beating it is that it likes
to appear at fixed locations, only moving between a few key spots, so if you can
identify these regular warp points and stick by one then you can ambush the
Ghost as it pops up. If it starts to materialise beyond your weapon range but
just within its own spell range, then run away and get yourself to another
regular warp point: you can often force it to teleport again, right where you
want it.
Prize: Cure Bulbs x 3, Elixir of Kings
Chest (unlocked): Shandy Gaff (B) Broad Sword, Knuckles (B), Elixir of Queens
You can rattle the handle of the door by the chest but it, too, is rusted shut.
When you return to the previous room, though, an earthquake will strike. This
will shake the rust off the hinges of both doors. It also knocks the floor out
of The Lamenting Mother, so only the first rusted door will be accessible.
Hall Of Dying Hope
Zombie Knight HP 160 / MP 40
Undead
Special Attacks: none
Scale the sheer wall first at this T-Junction, as the left door leads to a
single treasure room. First, you'll be introduced to the push crate: just shove
it forward and then left, all the way to the wall, placing the carry crate on
top of it for a higher jumping point.
Bandits' Hideout
Ghost, Bat, Hellhound
Chest (unlocked): Soul Kiss (S) Scramasax plus Swept Hilt, Targe (B), Knuckle
(B), Bear Mask (L), Haeralis gem, Spirit Orison x 3, Eye of Argon x 3
To reach the chest's platform, you need to move out that rolling cube from the
near corner. So break the push crate beside it with a weapon, step into the
space that's left and roll the cube into place. The last push crate will slide
under the chest's niche, allowing you to kneel and open it from the correct
height.
The Bloody Hallway
The puzzle here is how to get the wooden crates over that central span, and to
solve it you'll need to build yourself a step like the one you used in
Persecution Hall.
Climb over the span and roll the lower of the two cubes along the wall until
it's underneath the higher one. Stand on it and you can push the higher cube
towards the other side. Climb up onto the span and keep rolling the high cube
until it drops down on the other side, next to the other crates. Now you have a
two-tile step and two spare carry crates. Lift the two carry crates onto the
central span via the step, then stack them under the exit.
Faith Overcame Fear
Skeleton, Zombie Knight
The Withered Spring
Ghost, Skeleton
Mummy 90 HP / 5 MP
Undead
Special Attacks: none
Magic Circle
The huge double doors are magically locked with a Lily Sigil, which is found by
exploring the rooms beyond the door to the right as you enter. First, though,
check out the door to the left as it opens onto the game's first Workshop.
Also, look up with first-person pause and take a psychological deep breath.
WORKSHOP: Work of Art
Magic Circle & Container
Tools for Wood, Leather, Bronze
Now you can start experimenting with the real potential of your equipment. Try
combining that Reinforced Glove with a bronze Knuckle, for instance, or
disassemble a weapon and reassemble its blade with a better grip. You should
also have three gems - Iocus, Haeralis and Braveheart - to decorate and enhance
either weapons or shields.
Repent O Ye Sinners
Bat, Ghoul
The Reaper's Victims
Bat, Zombie Knight
Although this is a locking trap room, there's no treasure chest to be had. You
might find some decent items on the creatures themselves, though.
The Last Stab Of Hope
Skeletons
If you forgot to open that chest containing Shandy Gaff, or the earthquake cut
you off from it, just take the side exit here. It's the second rust-hinged door
that you previously tried to open from the other side, in The Lamenting Mother.
The earthquake has shaken it loose. Beside the chest, though, and an irate
Ghost, it leads to nothing.
Hallway of Heroes
Here you'll find either a Zombie Knight with a hammer or a Skeleton with a
spear, in alternation.
The Beasts' Domain
Yes, this is the place to win the Lily Sigil. It looks empty at first, because
your opponents won't appear until you explore the raised area in the far left
corner.
Lizardman HP 240 / MP 25
Prize: Glaive (B), Knuckles (I), Grimoire Antidote (Shaman spell, Antidote),
Elixir of Queens
Lizardman HP 240 / MP 25
Prize: Spear (I), Cuirass (L), Lily Sigil
Dragon
Special Attacks: none
With the Lily Sigil in your possession, return to the Withered Spring and open
the grand double doors to advance to the Sanctum.
NB If you revisit this room at a later date, don't expect to find more
Lizardman. The new inhabitants are rather less savoury:
Slime HP 60 / MP 0
Beast
Affinity: Earth
Special Attacks: Acid Sneeze
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sanctum
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Defeating the Golem boss on this level will activate a Cloudstone to carry you
over the river.
Prisoner's Niche
Take a weapon to the rightmost push crate: with the space you've made, you can
slide its neighbour next to the others and thus make a solid base of three
adjacent crates. Now lift the two carry crates onto this base. Step up there
with them, standing in the gap that remains, pick up the nearest carry crate and
stack it on top of the other. From this three-crate column you can climb over
the barricade.
Corridor Of the Clerics
Skeletons
For now, just take the door straight ahead.
Priests' Confinement
Bats, bats, bats
Prize: Eye of Argon (won from the bat in the far left corner)
There's a Heal Panel trap on the low table just in front of you as you enter. If
you can't find it, you can use the Eye of Argon to reveal it.
Look to the right, down this long room, and you'll see a dark passage entrance
high in the far wall. Though it may not seem likely, it is possible to jump to
it from this room, unaided.
There's a heavy piece of furniture under the entrance and slightly to the right.
From the top of this tall cabinet, you need to jump slightly left and then up so
that you turn in mid-air to face the wall. It may take a few goes, but if you
get it right then you'll be able to grab the ledge and clamber up. If you're
using the Dual Shock then try facing the wall, jumping and adding a brief left
flick while still pushing forward into the wall.
The Alchemist's Laboratory
Skeleton Knights, Poison Slime
Chest (unlocked): 'Bosom Cleaver' (B) Langdebeve, Dragonite gem, Grimoire Halte
(Sorcerer spell, Fixate)
The chest is located on the far side of the room, and is fairly easy to reach by
jumping from bookcase to bookcase. To leave this room, take the exit at ground
level so that you unlatch its door for future access.
Skeleton Knight HP 160 / MP 30
Undead
Special Attack: none
These skeletons are drawn from the city guard rather than the ancient burial
chambers of the Catacombs, so they're in better shape and their gear is slightly
more sophisticated.
Poison Slime HP 110 / MP 0
Beast
Special Attack: Poison Sneeze
Prize: Faerie Chortle
You probably won't have much beyond Piercing weapons to burst this creature
right now, but in future you should know that it's also weak versus Air and Fire
attacks. To counteract its poison, you can either cast an Antidote spell or
administer a Faerie Chortle (an item which, predictably enough, can be won from
the slaying of Poison Slimes). They're not tough, exactly, but the Poison Sneeze
can create a few menu-trawling chores for you...
The Academia Corridor
Skeletons
Theology Classroom
Ghost, Skeleton
A locking trap room, and another one that offers little beyond the Cure and Vera
items you might win as prizes from its denizens. It looks as if there ought to
be more to do in here, with all its nooks and crates, but I've found nothing
else of value.
An observation: locking trap rooms often have a 'normal' set of occupants that
differs from the group you must beat to unlock the door. If you re-enter
immediately upon leaving, you may find a different set of creatures has
instantly respawned.
Shrine Of The Martyrs
Hellhound, Skeleton Knight
Hallowed Hope
Poison Slime, Bat
Hall Of Sacrilege
Boss: Golem HP 240 / MP 15
Evil
Affinity: Earth
Special Attacks: Granite Punch
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