Vagrant Story - Strategy Guide (Page 03)
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The Boy's Training Room Just keep heading forward and the corridor will become part of the Keep rather than City Walls. Later in the game, this room will contain a Dummy in the likeness of a Lizardman for training against Dragon-class creatures. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Keep ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Sigil doors here are for time trial bonuses only, and not essential to completion. You may also reach the Iron Maiden B1 from here. Regard the Keep as your base of operations for now. The Soldier's Bedding The south door leads to Iron Maiden B1, and you'll be coming back here shortly to use it. The north door is locked with a Gold Key: like the Rood Inverse gates, you won't be able to open this on first play. Just head east for now. A Storm of Arrows Minotaur (Kalmia Sigil), Dragon (Columbine Sigil) Urge The Boy On Earth Dragon (Anemone Sigil), Snow Dragon (Verbena Sigil) A Taste Of The Spoils Damascus Golem (Schirra Sigil), Damascus Crab (Marigold Sigil) Wiping Blood From Blades Death and Ogre Zombie (Azalea Sigil), Asura (Tigertail Sigil) These eight doors lead to time trial rooms for the game's Record Time scores. It's not essential that you hunt down the Sigils that grant access in order to complete the game, and only two (Minotaur and Dragon) are actually accessible on first play. The challenges themselves don't even have rooms on the map proper, for % completion purposes. Instead you'll be warped to a previously visited boss room for the battle, and automatically returned to the corridor afterwards. See Second Play Secrets for obtaining the other six Sigils. The Warrior's Rest Magic Circle Chest (needs Chest Key): 'Sweet Sorrow' (I) Francisca plus Gendarme, Tower Shield (I) plus Death Queen gem, Sallet (H), Sorcerer's Reagent x 3 You'll need the Chest Key from the Iron Maiden B1 to open the Chest. This area is perfectly safe until you try to open the door to Town Centre South, in the north wall. Knowing that you're near, and hiding, Rosencrantz and Guildenstern are ready. Mini-boss: Jan Rosencrantz, ex-Riskbreaker HP 400 / MP 100 Human Special Attacks: Sword Break Arts (Vile Scar, Cherry Ronde) Most special chain effects and magic spells simply won't work on Rosencrantz, so don't bother trying anything too clever. This is a Riskbreaker duel, pure and simple, so pick your best weapon and just let him have it with Break Arts and short, damage-orientated combos. Rosencrantz will only yield and plead for surrender when you inflict enough harm, and he can also cast Heal or use items to undo those wounds. His use of Break Arts doesn't affect the amount of HP damage that you need to score against him before you're declared the winner. Analyze will always miss, but if you use the Status screen to examine Rosencratz then you will at least discover that he packs a sword called Pussyfoot (looks like a Nepalese Kora, by the shape). There's no prize for this battle, and Rosencrantz slinks away quietly at the end. WORKSHOP - Keane's Crafts Tools for Bronze, Iron, Hagane You can now reforge or upgrade your Hagane armour and weapons with the advanced furnaces here. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Iron Maiden B1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You can actually get away with visiting no more than the first two rooms of this level, as this is enough to win you the items you'll need to complete the game. The remainder of the Iron Maiden is essentially one big dungeon bash, a bonus area that offers plenty of tough monsters and puzzles to overcome in exchange for treasure: levels B2 and B3 won't even become accessible until you've beaten the game at least once. In any case, you won't be able to reach most of B1 until you've claimed the Tearose Sigil from the Abandoned Mines B2, but consider coming back later. The useful Chest Key is located in the Iron Maiden B1, in the possession of a boss. There are no save points in the Iron Maiden, quite deliberately, so you'll simply have to retrace your steps. Here you'll find the Kalmia and Columbine Sigils for the time trials (the rest are in B2 and B3). The Steel and Platinum Keys are only available on replay. The Cage Steps leading down... The Cauldron This is a locking trap room. You'll need the Tearose Sigil to pass through it, but the only items vital to game completion are right here. Wraith HP 120 / MP 140 Phantom Affinity: Dark Special Attacks: Mind Blast, Poltergeist, Reaper Scythe Prize: Mandrake Sigil, Grimoire Exsorcer (Warlock spell, Exorcism) The Wraith's tactic is to cast Silence on you first, then pile in with its specials (NB these count as physical rather than magical attacks, so they won't cancel your Silent state and Magic Ward won't save you). Like the Ghost, the Wraith has the ability to teleport. Light-affinity Break Arts and spells like Spirit Surge will have an advantageous effect against this Dark spirit, but physical damage is still a good way to deal with Wraiths. Gargoyle HP 120 / MP 0 Evil Affinity: weakest versus Air Special Attacks: Numbing Hook Prize: Spirit Orison x 3, Vera Bulb x 3 When you're Numbed, your walking speed drops by 50% and you lose the use of all battle abilities. Cancel this by administering a Spirit Orison, or avoid it in the first place through timely application of the Ward defence ability. One point about flying creatures: to reduce their movement to 50%, you should target their wings rather than their legs. Also, this high concentration of body locations in a small area can make them prone to multiple-target spells. It's worth packing a crossbow or a two-hand weapon to reach these fliers more easily with your physical attacks. The Wooden Horse This is simple enough when you're going into Maiden - just drop down. When you want to get out then you'll need to return this way, so push the lowest movable rolling cube next to the stuck one so that you can push the upper rolling cube towards the crate. Stand on the cube and pick up the crate, placing it one ledge higher. Use the crate to jump higher. Starvation Another locking trap room. Wraith Prize: Kalmia Sigil, Grimoire Venin (Poison Mist) Mummy Prize: Shamshir (H), Vera Bulb x 3 Mummy Prize: Chamkaq (H), Vera Bulb x 3 The Breast Ripper You've reached a crossroads. To maximise your treasure retrieval, try east, then west, then head south. The Wheel Dark Skeleton, Shadow HP 170 / MP 260 Evil Affinity: Light and Dark Special Attacks: casts single-target elemental attack spells Oddly strong in both Light and Dark affinities but weaker in others, this flimsy psychedelic spirit is physically weak enough to be polished off from a distance with a decent crossbow. The four examples in the game will each stick to casting one of the following, in order: Vulcan Lance, Fireball, Lightning Bolt or Aqua Blast. Chest (magic lock): 'Bull Shot' (H) Griever plus Bhuj Type, Baselard (H), Djinn Amber Gem, Valens wine The Branks Dark Skeleton, Shadow Chest (needs Chest Key): 'Balalaika' (H) Balbriggan, Bec de Corbin (H) blade, Dao Moonstone gem, Volare Wine The Pear To cross to the west side using the Cloudstone, you need to add its momentum to yours in order to propel yourself to the other side. That means making your leap at the very last moment, just before it stops moving. To make the return journey, jumping that same distance to the Cloudstone, you need to gain some height first. Destroy the two crates in the corner to make a space; slide the free push crate right in front of the doorway; then climb into the space of the exit passage itself (being careful not to leave the room altogether) and push the crate out to the very lip of the chasm. A Faerie Wing or Invigorate spell can also help your jumping here. To climb to the upper level, remove the two 1-point rolling cubes from play by pushing them anywhere once, then roll the 3-pointer to the wall and left one tile. Jump up and left to grab the wooden catwalk. It's tricky but possible, and Invigorate can help again. Alternatively, roll the 3-pointer left two tiles only - some players find this jump easier, as it's straighter. The Judas Cradle Dark Skeleton, Shadow Chest (magic lock): 'Sonora' (H) Bastard Sword plus Power Palm, Bullova (H) blade, Ifrit Carnelian gem, Prudens Wine By now, it should be sinking in that practically every room in the Maiden sounds like a really naff death-metal B-side. The Whirligig Dark Skeletons Spanish Tickler Boss: Wyvern Knight, HP 520 / MP 0 Dragon Special Attacks: Flame Breath Prize: Elixir of Dragoons, Elixir of Queens, Chest Key This creature has a remarkably high INT (150), despite the lack of magical power, and the result of this is a greater resistance to spells. Given that the Wyvern Knight has no real elemental weaknesses to exploit either, melee combat is a much better route to take. To that end, you'd be wise to turn Blunt weapons against its head and Edged weapons against the Neck and Body. If you're packing something like a spear, run around to the side of the Wyvern Knight and you'll find a weakness to Piercing weapons in its Tail. Here's the correct location of the Chest Key. I've tried to mark all chests in the game with the correct method of unlocking them so a text search for Chest Key should, in theory, turn up everywhere you need to use it. Heretic's Fork Dark Skeleton Be sure to use Eureka to pick out those Freeze and Gust Traps before your rush your enemy. The Chair of Spikes Dark Skeleton, Wraith Another locking trap room, just for the hell of it. Blooding Dark Skeleton Again, the presence of only one enemy should alert you into casting Eureka. This room has the deadlier Eruption and Death Vapour traps. Bootikens Getting down here is simple enough - keep falling. But how do you get back up? Like this. The highest ledge to which you can climb still leaves you one cube-height short of grabbing the top. So you need to get a blue magnetic cube onto that ledge, to stand on. There's only blue magnetic cube you can pick up to start: stand in the space by the wall, lift the cube from its ledge under the push crate and place it over the blue cube to your left side. Now step up, grab the other blue cube and place it to hover in the space where you stood to move the first cube. By stepping up onto this you can grab the first cube. Carrying it, step down onto the ledge it came from and put it down just below the push crate. Now take the floating blue cube behind you. Putting one cube on the other, you can climb up and grab the hovering cube. Burial Boss: Iron Golem HP 420 / MP 0 Evil Special Attack: Granite Punch Prize: Columbine Sigil, Elixir of Dragoons This incarnation is tougher in body only, and hasn't learnt any new tricks over its stone predecessor. Blunt weapons and Air-aligned attacks will still have the advantage. You shouldn't have too much trouble. Burning Bit of a red herring, that pile of crates. You only need one push crate ever, either to jump up to the door or to jump over to the Cloudstone when it's at the nadir of its cycle. You can even make it to the Cloudstone without a crate at all, although it's advised if your agility is low. Regardless, there's a rather nasty Terra Thrust trap in roughly the spot that you'd cross upon landing safely and dashing for the exit. Cleansing The Soul The Ducking Stool Dark Skeleton, Shadow Chest (unlocked): 'Red Viking' (H) Kora plus Power Palm, Pole Axe (H) blade, Marid Aquamarine, Virtus wine The Garotte Hanging Dark Skeleton, Wraith Not only is this door sealed with a Steel Key, but there's a Platinum Key door just inside so it's pointless venturing any further until you've got that too. In fact, you may find yourself hopelessly trapped. These are available on replay only, I'm afraid. See Second Play Secrets if you're ready to pursue it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Town Centre South ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You have a choice of paths to take from here. Now that you have the Bronze Key, you'll find a door in the Rue Morgue that you can unlock to reach the Abandoned Mines B2. This is the general direction to take to proceed to the next stage of the game. However, if you've obtained the Mandrake Sigil from the first rooms of Iron Maiden B1 then you may also begin to explore further accessible regions of Undercity West via City Walls East. You'll have to do both at some point, and as the creatures introduced in the Undercity are much weaker than those of Mines B2, there's an implicit suggestion by the game itself that you should tackle the Undercity a little way first. You only need to explore far enough to grab some key items, including a Cattleya Sigil. Forcas Rise Crimson Blades When you've finished exploring the Valdiman Gate and Rue Aliano to either side, climb the eastern steps of the inner courtyard and clamber up onto this building's low, flat roof. Make a leap across the rooftops to the north-eastern corner. There's a high exit here to Rue Faltes. If your agility is too low to make the jump, cast Invigorate or use a Faerie Wing from the Snowfly Forest. And make sure you're not still holding weapons in Battle Mode, of course. Valdiman Gate Magic Circle A latched doorway here will later offer access to City Walls South. Rue Aliano Crimson Blades The door to The House Khazabas is locked with a Mandrake Sigil, obtainable from the beginning of Iron Maiden B1. The House Khazabas Chest (magic lock): Eye of Argon x 10, Grimoire Muet (Sorcerer spell, Silence) Zebel Walk Like Dinas Walk,, you just have to jump and get through. Rue Volnac One door is latched, but on first visit you can pass through City Walls East to Undercity West. The latched door simply adjoins City Walls East at a different point. Rue Faltes That portcullis isn't opening. Take the archway. Rue Morgue Crimson Blades When ready, use your Bronze Key on the gate and descend to the Abandoned Mines B2. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ City Walls East ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Train and Grow Strong This room boasts another door locked with the Rood Inverse, available on replay only. The Squire's Gathering Zombie Mage, Dark Skeleton HP 150 / MP 25 Undead Special Attacks: none The Invaders Are Found Dark Skeleton Unlatch the door here for that secondary access to Rue Volnac. The Dream Weavers Zombie Mage, Dark Skeleton The Cornered Savage Gargoyle Three gargoyles, no less. The staircase leads down to Undercity West. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Undercity West ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fear of the Fall Boss: Dark Elemental HP 380 / MP 160 Phantom Special Attacks: Dark Chant Prize: Cattleya Sigil, Grimoire Meteore (Warlock spell, Meteor) Spirit Surge and other Light-affinity attacks or Break Arts will be your best weapons against the Dark Elemental, unless you're confident enough of your physical prowess to stick to bashing away with a Phantom-slaying weapon. Dark- aligned and Piercing attacks will have less effect. Sinner's Corner Magic Circle Dark Skeleton Dark Eye HP 100 / MP 90 Phantom Special Attacks: Dark Chant, spells The Children's Hideout Dark Eye, Gargoyle Chest (unlocked): 'Sweet Death' (S) Shamshir plus Knuckle Guard, Footman's Mace (H) blade, Steel Bolt grip, Spiked Shield plus White Queen gem, Sallet, Undine Bracelet, Speedster gem, Grimoire Dissiper (Sorcerer spell, Dispel) Nameless Dark Oblivion Dark Eye, Dark Skeleton This passage connects this area to the rest of Undercity West, but is sealed with the Silver Key at one end. The Washing-Woman's Way is on the other side. Corner of Prayers One door is sealed with the Gold Key. It leads to Hope Obstructed, which in turn leads to the Abandoned Mines B2. If you haven't been able to get a 100% rating, you may have left this route unexplored. Hope Obstructed This staircase leads downs to Work, Then Die in Abandoned Mines B2. Follow it to the end and you'll enter Bandits' Hollow via the final, unexplored one-way door. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Abandoned Mines B2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is a large and testing level, with more than half of it devoted to a major time challenge. Follow it to the very end, though, and you'll reach Town Centre East. Beating the final boss will also give you a Tearose Sigil that will enable you to explore more of the Iron Maiden at your leisure. Corridor of Shade Enter here from the Rue Morgue, Town Centre South. Revelation Shaft As you enter, push the crate over the edge and use a weapon to destroy the top carry crate. Drop down onto the push crate and pick up the remaining carry crate on the stack. Take it to the chasm's edge and line it up with the high Cloudstone, then place the nearby carry crate on top on top. From this high vantage you should be able to jump across and grab the Cloudstone, but use Invigorate to aid you if in you're having trouble. Gambler's Passage Orc HP 240 / MP 25 Human Special Attacks: none Besides a weakness to Blunt weapons and a strength versus Piercing ones, this demi-human hog-beast is also slightly more susceptible to Water affinity attacks. The Miner's End Boss: Air Elemental HP 380 / MP 160 Phantom Special Attack: Lightning Bolt Prize: Grimoire Foudre (Warlock spell, Thunderburst), Mana Bulb Soil Fusion will enhance your weapon attacks against this creature. If you've acquired anything else, Gnome items on weaponry and Sylph items on armour and accessories will help. If you're suffering too greatly from his Lightning Bolts, try timing the Windbreak defence ability to halve damage. The Treaty Room Magic Circle Poison Slime, Slime Damned slime! Use that Magic Circle, as you're about to undertake a time challenge. Way Of Lost Children Orcs, Orc Leader HP 280 / MP 110 Human Special Attacks: casts Herakles, Prostasia Unlike his minions, the shamanic orc leader possesses great defence against Blunt weapons and is weaker against Edged blades. Here's the time challenge: twenty rooms, numerous dead ends, and just two minutes to find the right path through to the Bandits' Hollow. Don't worry if you get lost or foul up: the worse that can happen is for you to be teleported back to the Treaty Room. It's not a locking door challenge either, so you're free to return to the Treaty Room of your own volition before the two minutes expires, if you wish. I haven't spotted any bonus for doing this perfectly on first attempt, and correspondents have reported same, though I still need to know if there's a time reward. The fastest route through from the Treaty Room is south (to Way of Lost Children), east (to Desire's Passage), east (to Senses Lost), north (to Crossing of Blood), east (to Fool's Gold, Fool's Loss), north (to Tomb of the Reborn), north (to The Lunatic Veins), and finally, unavoidably, east (to Bandits' Hollow). Calling up the Main Menu pauses the timer as well as the game, so you've got a chance to get your compass bearings. If you want simpler directions from rushing through then that's forward through the door of The Treaty Room, left, forward, left, right, left, then keep going to the end. If you choose to explore a little first, there are three treasure rooms where you'll find chests and traps: these are Hidden Resources (requires Chest Key), Acolyte's Burial Vault and Suicidal Desires. One last tip: if you've become reasonably strong, it's often faster to stop and kill the creatures in your path before they get a chance to slow you down with their own attacks. Otherwise, gulp down a Faerie Wing and watch that Riskbreaker move! Hidden Resources Mimic, Imp HP 150 / MP 70 Evil Special Attacks: casts Poison Mist and Stun Cloud These can be quite tough against a crossbow that is Piercing rather than Blunt, but you're in such a small space that a hand-weapon can be as effective. That would mean letting them near enough to cast spells, but the Restoration spell becomes available in this room. Chest (requires Chest Key): 'Eviscerator' (S) Kudi, Tower Shield (I), Breastplate (I), Fusskampf (H), Trinity gem, Saint's Nostrum x 3, Grimoire Mollesse (Shaman spell, Restoration) Desire's Passage Slimes There's a Cure Panel trap just before the door, if you're suffering from any status ailments. Senses Lost Orc Leader, Orc Cast a preparatory Eureka for two Traps before attempting to dash through this dog-leg. Crossing of Blood Orcs Diabolos and Death Vapour traps guard two exits. Very often you'll find this beneficial, as one Orc regularly stumbles into a trap upon spotting you. The Abandoned Catspaw Slimes Hall of Contemplation Orcs, Orc Leader Hall of the Empty Sconce Orc, Orc Leader Acolyte's Burial Vault Mimic, Imps Chest (unlocked): 'Affinity' (H) Corcesca, Framea Pole, Circle Shield (H), Gauntlet (H), Hellraiser gem, Grimoire Vie (Shaman spell, Surging Balm) The Fallen Bricklayer Not a pub I'd recommend, by the sound of it. Cry of the Beast Orcs Staircase down to... The Ore of Legend Orcs, Orc Leader Suicidal Desires Mimic, Imps Chest (unlocked): 'Dog's Nose' (H) Footman's Mace plus Sarissa Grip, Target Bow (I) blade, Barbut (S), Gnome Bracelet, Elixir of Queens, Vera Bulb x 3 Hit that Eye of Argon or Eureka before you take a single step, because this is the second-deadliest trap room in the whole of Vagrant Story. Predictably enough, there's a Trap Clear panel to deactivate the lot, and you'll find that it's the lone tile high to your right. Lambs to the Slaughter Slime, Poison Slime There's a Heal Panel trap on the south wall that's worth bumping into purely for its RISK reduction. A Wager of Noble Gold Orc, Orc Leader Kilroy Was Here Orc Leaders Fool's Gold, Fool's Loss If you approach from the west then you can drop straight down to the left via that wooden catwalk. Those coming from the south will have to wait around for the Cloudstone to ferry them across. Tomb of the Reborn Boss: Earth Elemental HP 380 HP / HP 160 Phantom Special Attack: Vulcan Lance Prize: Grimoire Gaea (Warlock spell, Gaea Strike) Equip the Gnome Bracelet for better defence. If choosing between the Earth armour of Terra Guard and the Air weapon enchantment of Luft Fusion, bear in mind that the latter would probably bring about the end of the battle in a shorter time. Also, this is an opportunity to try out your level 1 Thunderburst spell and also throw in any Air Break Arts you have before chaining a single combo. If you're watching the clock move into the last few seconds then also keep in mind that the time challenge doesn't end with this boss. Oh, no. You still have to negotiate two more doors before it's all over, so be ready to get cracking as soon as you're done turning this chap to sediment. The Lunatic Veins Slimes Almost there... The exit you're about to take is a one-way door rather than a Latch, so you won't be able to return after passing through. If you haven't grabbed all of the treasure, now's the time to consider letting yourself be teleported back the Treaty Room for another exploratory foray. Bandits' Hollow Magic Circle Blood Lizard, Imps Cast Eureka to see both a Trap Clear (which is the panel beside the lower rolling cube) and a Heal Panel. You must avoid stepping on the Trap Clear if you want to use the Heal Panel. If the thing is still there when you try to climb up, you may need to shoot out or spear the push crate that's wedged into a corner of the top ledge. Destroying it makes a lower wall edge that's one cube closer for you to grab when you jump. Often, as with the Wolves back in Wine Cellar, the Imps will attack and destroy it beforehand if they consider it to be in their way. Also on this tile, under the crate, is the Heal Panel - assuming you haven't removed it with Trap Clear. The second one-way door won't be opened on your first play, and there's also an Iron Key door that's inaccessible right now. That leaves only one wooden door you can take, but save, save, save first. Dining in Darkness Boss: Sky Dragon HP 675 / MP 0 Dragon-class Special Attacks: Tail Attack, Thunder Breath Remove that Gnome Bracelet! You want the Sylphid Ring instead. You may have acquired a Gaea Strike in the past few minutes, but the area of effect is too pitiful at level 1 to reach many hit locations. So equip a Piercing weapon for the head or an Edged weapon for its tail, decorate your grip with Dragonite and cast Soil Fusion to get the job done quickly. Windbreak its breath attack if you can and keep your RISK low or you may be surprised by the power of this boss. Mind you, doesn't it have the loveliest translucent wings? Ahem. Prize: Tearose Sigil, Grimoire Demance (Warlock spell, Drain Mind), Elixir of Queens While the Tearose Sigil will let you have a crack at the goodies held in the Iron Maiden (recommended), the Drain Mind spell starts you on the road to self- sufficiency and should be tried out as soon as you find yourself short of mana. Subtellurian Horrors There's a bit of work to do before you're free. Jump to the Cloudstone, using Fixate to aid you if necessary. The other side of the abyss is blocked by a wall of crates, but the rightmost stack is only two cubes high rather than three and leaves a vital gap. You can reach that gap by jumping and grabbing when the Cloudstone is lined up against the right-hand wall. If your agility is low then use Invigorate or Faerie Wings to aid you. If you happen to have a crossbow on you then you can make the second jump even easier by shooting out some of the crates beforehand. Ignore the frictionless cube here, as it's only useful when you're coming back from the other side and want to get back up to the door. To return to the surface, you'll take a very short detour through two new rooms of Undercity West. ** NB Additional Room for 100% Completion Work, then Die This staircase isn't accessible on your first play, as it's on the opposite side of the other one-way door that leads into Bandits' Hollow. To get to it, you need to come down from Hope Obstructed in Undercity West (requires the Gold Key). Follow it to the end and you'll enter Bandits' Hollow via the final, unexplored one-way door. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Undercity West ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Crumbling Market Magic Circle Dullahan Unlatch the door in the Crumbling Market as you pass through (it leads to the Hall of Poverty), but don't take it yet - head east instead. And if you fancy a laugh, try Eureka too. You won't be going *there* on first play, oh no. Tears From Empty Sockets Dark Skeleton ... The title might lead us to believe that this is one unhappy Lea Mondean, but don't fall for it. He'll still have your guts on the cobbles as soon as look at you, so be the cause of those tears and head on up to the fresh air of Town Centre East with a light conscience. The only other exit is a Gold Key door that you'll ignore for now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Town Centre East ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ If you have the Cattleya Sigil then this will likely become your new base of operations for the rest of the game. Your next port of call is Undercity East, where you'll retrieve items and powers to open up more of the map. For now, explore both the Town Centre East and the City Walls North to get the lay of the land. Rue Lejour Magic Circle There's a side door here to the City Walls North. The more obvious path leads to Town. Kesch Bridge Magic Circle Crimson Blades The other end of City Walls North can be reached through the wooden door here (some spatial dilation/contraction, surely?). You're now entering a region with the toughest Crimson Blades in the game, but that's also a euphemism for 'Crimson Blades with the most desirable kit'. I spent hours robbing and looting these fellows, and I think it paid off on the whole. Point o' fun: if you can kill a Crimson Blade in mid-air while he's jumping over the water, he'll fall with a resounding splash. Hurrah! Rue Crimnade Crimson Blades Previously you met a defensive-type Crimson Blade magic-user: this area and the next contains offensive-types. Don't get carried away on the old RISK. A regular trick with these areas is that each Crimson Blade is weak to a different weapon. If you enter an area with three Blades then regardless of what you're packing - Blunt, Edged or Piercing - you'll find that one takes lots of regular damage, one takes half that damage and one takes almost nothing at all. Getting rid of the easiest first and leaving the toughest till last for a one- on-one means that you don't have to worry so much about escalating RISK. WORKSHOP Junction Point Tools for Wood, Leather, Bronze, Iron, Hagane This workshop is sealed with the Cattleya Sigil, won from the Dark Elemental in Fear of the Fall. Read back over Town Centre South if you haven't got it yet.
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