Vagrant Story - Strategy Guide (Page 11)
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HEAVY MACES 01. Langdebeve 02. Sabre Mace 03. Footman's Mace (2-H)** 04. Gloomwing 05. Mjolnir 06. Griever 07. Destroyer 08. Hand of Light **Don't get this confused with the one-handed Mace also called Footman's Mace. STAVES 01. Wizard Staff 02. Clergy Rod 03. Summoner Baton 04. Shamanic Staff 05. Bishop's Crosier 06. Sage's Cane POLEARMS 01. Spear 02. Glaive 03. Scorpion 04. Corcesca 05. Trident 06. Awl Pike 07. Boar Spear 08. Fauchard 09. Voulge 10. Pole Axe 11. Bardysh 12. Brandestoc CROSSBOWS 01. Gastraph Bow 02. Target Bow 03. Light Crossbow 04. Windlass 05. Cranequin 06. Lug Crossbow 07. Siege Bow 08. Arbalest ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ARMOUR LIST ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SHIELDS 01. Buckler 02. Targe 03. Pelta Shield 04. Quad Shield 05. Circle Shield 06. Tower Shield 07. Spiked Shield 08. Round Shield 09. Kite Shield 10. Casserole Shield 11. Heater Shield 12. Oval Shield 13. Knight Shield 14. Hoplite Shield 15. Jazeraint Shield 16. Dread Shield HELMS 01. Bandana 02. Bear Mask 03. Wizard Hat 04. Bone Helm 05. Chain Coif 06. Spangenhelm 07. Cabasset 08. Sallet 09. Barbut 10. Basinet 11. Armet 12. Close Helm 13. Burgonet 14. Hoplite Helm 15. Jazeraint Helm 16. Dread Helm BODY ARMOUR 01. Jerkin 02. Hauberk 03. Wizard Robe 04. Cuirass 05. Banded Mail 06. Ring Mail 07. Chain Mail 08. Breastplate 09. Segmentata 10. Scale Armour 11. Brigandine 12. Plate Mail 13. Fluted Mail 14. Hoplite Armour 15. Jazeraint Armour 16. Dread Armour LEG ARMOUR 01. Sandals 02. Boots 03. Long Boots 04. Cuisse 05. Light Greaves 06. Ring Leggings 07. Chain Leggings 08. Fusskampf 09. Poleyn 10. Jambeau 11. Missaglia 12. Plate Leggings 13. Fluted Leggings 14. Hoplite Leggings 15. Jazeraint Leggings 16. Dread Leggings ARM ARMOUR 01. Bandage 02. Leather Glove 03. Reinforced Glove 04. Knuckles 05. Ring Sleeve 06. Chain Sleeve 07. Gauntlet 08. Vambrace 09. Plate Glove 10. Rondanche 11. Tilt Glove 12. Freiturner 13. Fluted Glove 14. Hoplite Glove 15. Jazeraint Glove 16. Dread Glove ----------------------- Miscellaneous Items ----------------------- Cure Root Roots of an herb that restores strength. Item effect: restores 50 HP. Almost any creature can surrender a Cure item, if the game thinks you're struggling to stay healthy. Cure Bulb Bulbs of an herb that restores strength. Item effect: restores 100 HP. Cure Tonic Extract of an herb that restores strength. Item effect: restores 150 HP. Cure Potion Potion made from an herb that restores strength. Item effect: restores all HP. Mana Root Roots of an herb that restores mentual acuity. Item effect: recharges MP by 25 points. Mana Bulb Bulbs of an herb that restores mentual acuity. Item effect: recharges MP by 50 points. Mana Tonic Extract of an herb that restores mentual acuity. Item effect: recharges MP by 100 points. Mana Potion Potion made from an herb that restores mentual acuity. Item effect: recharges all MP. Vera Root Roots of an herb that restores concentration. Item effect: Lowers RISK by 25 points. Practically any creature going can surrender a Vera item, whenever the game thinks you're not doing so well on keeping a low RISK. Vera Bulb Bulbs of an herb that restores concentration. Item effect: Lowers RISK by 50 points. Vera Tonic Extract of an herb that restores concentration. Item effect: Lowers RISK by 75 points. Vera Potion Potion made from an herb that restores concentration. Item effect: Clears all RISK. Acolyte's Nostrum Nostrum used by the acolytes of Lea Monde. Item effect: Restores 100 HP and MP. Saint's Nostrum The nostrum that a high priest received from the heavens. Item effect: Restores all HP and MP. You can win these occasionally from Deaths. Alchemist's Reagent An experimental potion made by Valnain's alchemists. Item effect: restores 25 HP; lowers RISK by 25. Sorcerer's Reagent Reagent made by sorcerers in ancient times. Item effect: restores 50 HP; lowers RISK by 50. Yggdrasil's Tears Extract of Yggdrasil known to heal status abnormalities. Item effect: cures "Paralysis". You can win these from Goblins. Faerie Chortle Made by the faerie king as a remedy for use in battle against serpents. Item effect: cures "Poison". Win these from Poison Slimes. Spirit Orison Pellets made from flower petals and dried yak livers. Item effect: cures "Numbness". Angelic Paean A talisman bearing the icon of St. Iocus. Item effect: cures "Curse". Win these from Harpies. Panacea Potion made with odd bits of herbs. Item effect: cures "Paralysis", "Poison", "Numbness". Snowfly Draught Potion of dried snowfly wings. Item effect: cancels all magical effects cast on target. Win these from the Ichthious and Basilisk in the Snowfly Forest. Faerie Wing Powder that faeries use to accelerate movement and improve jumps temporarily. Item effect: imbues "Quickness". Win these from the Ichthious and Basilisk in the Snowfly Forest. Eye of Argon Temporarily enables Ashley to see traps set in the room. Item effect: reveals traps in the room You can win these from Bats and Stirges. Valens A Lea Monde red wine with a delicate, yet robust, flavour. Item effect: permanently adds a few points to STR. Prudens The most elegant red wine, with a gentle flavour and bouquet Item effect: permanently adds a few points to INT. Volare A Lea Monde white wine known for its honey-like fragrance. Item effect: permanently adds a few points to AGL. Audentia A Lea Monde quality sweet wine allowed to age to perfection. Item effect: permanently adds a few points to maximum HP. Virtus A sparkling wine made from a blend of three grapes. Item effect: permanently adds a few points to maximum MP. You can win these, very rarely, from Mimics. Elixir of Queens Elixirs given to soldiers by Lea Monde's monks in ancient times. Item effect: permanently adds a few points to HP. You can win these from the Crusaders of Iron Maiden B2. Elixir of Mages Elixir the mages of Lea Monde once used. Item effect: permanently adds a few points to maximum MP. You can win these from Deaths and Lich Lords. Elixir of Kings Item effect: permanently adds a few points to STR. I've won one of these from a Dullahan, but only rarely. Elixir of Sages Item effect: permanently adds a few points of INT. Elixir of Dragoons Item effect: permanently adds a few points to AGL. ============================================== 16. THE BESTIARY ============================================== Note that your encyclopaedia doesn't cover all the creatures you'll fight. Humans are excluded, and there are various modes of undead fighters (archers, halberdiers, etc.) covered by just one entry. Monster stats and tactics are detailed in the level guide text, but I'll be filling this section out properly for quicker reference. Encylopaedia List (01) Zombie (02) Mummy (03) Ghoul (04) Ghast (05) Zombie Fighter (06) Zombie Knight (07) Zombie Mage (08) Skeleton (09) Dark Skeleton (10) Skeleton Knight (11) Ghost (12) Wraith (13) Goblin (14) Goblin Leader (15) Orc (16) Orc Leader (17) Lizardman (18) Blood Lizard (19) Lich (20) Lich Lord (21) Death (22) Gargoyle (23) Imp (24) Gremlin (25) Mimic (26) Shadow (27) Silver Wolf (28) Hellhound (29) Bat (30) Stirge (31) Slime (32) Poison Slime (33) Dark Eye (34) Basilisk (35) Ichthious (36) Harpy (37) Quicksilver (38) Shrieker (39) Minotaur (40) Minotaur Lord (41) Minotaur Zombie (42) Durahan (sometimes written 'Dullahan') (43) Dark Crusader (44) Nightstalker (45) Last Crusader (46) Golem (47) Iron Golem (48) Damascus Golem (49) Ogre (50) Ogre Lord (51) Ogre Zombie (52) Giant Crab (53) Iron Crab (54) Damascus Crab (55) Air Elemental (56) Djinn (57) Fire Elemental (58) Ifrit (59) Earth Elemental (60) Dao (61) Water Elemental (62) Marid (63) Dark Elemental (64) Nightmare (65) Wyvern (66) Wyvern Knight (67) Wyvern Queen (68) Dragon (69) Sky Dragon (70) Flame Dragon (71) Earth Dragon (72) Snow Dragon (73) Arch Dragon (74) Dark Dragon (75) Dragon Zombie (76) Kali (77) Ravana (78) Asura ============================================== 17. TRAINING DUMMIES ============================================== If you revisit a room to hear a hollow rattle rather than the noises of its usual inhabitants, you may have discovered a new Training Dummy. These inanimate sparring partners are marked with the Rood, and will happily take a few hits or spells directed against them. You can actually break them by getting a little bit, shall we say, 'overzealous': and the reward is an item in the class of potions, tonics and elixirs (not always worth the effort, in other words). If you want the Dummy to regenerate, you'll need to leave the area entirely (ie. that level map) and return. Initially useful for practising combo timings, Dummies also come in different creature classes so that you can build up a weapon's strengths against a specific class. The nature of the Dummies means that you'll often win Physical bonuses too, but this is very often at the expense of your Elemental ones. For this reason, it's recommended that you only use them briefly to take a novice weapon to a low level of competency. Even late in the game, there may be good reasons for doing this: you might wish to nurture another weapon type without reshaping the blade you already use for that class, so that you have a choice of both Blunt and Edged, or one-handed and two-handed, or long & short range weapons, versus a particular class. But because of the negative elemental drain, on the whole, it's nowhere near as effective - or as fun - as fighting the real thing. Hits on training dummies also count towards your acquisition of Battle Abilities, so after acquiring your new Abilities for the very first time in the Minotaur's arena then you could easily acquire the next one mere seconds later. However, you will need to attack a real opponent afterwards for the choice of new Ability to be granted. Training Dummies are 'unlocked' gradually according to your position in the game, but it's not really worth checking back until you have the Teleportation ability. By design, all of them are placed usefully near to Magic Circles. HUMAN Blackmarket, Wine Cellar (Crimson Blade) Worker's Restroom, Wine Cellar (Crimson Blade) BEAST The Dark Tunnel, Abandoned Mines B1 (Ogre) UNDEAD Hall of Sworn Revenge, Catacombs (Skeleton Knight) PHANTOM From Boy To Hero, City Walls North (Ghost) DRAGON The Boy's Training Room, City Walls South (Lizardman) EVIL Gharmes Walk, Town Centre East (Gremlin) The excellent Sam Minh, another VS FAQ author, has proposed that getting elixirs from these dummies is a case of beating them with record chains, either before or, as a method of, the kill. I haven't got this to work yet, but I'm still eager to learn the rule that decides whether you get potions or elixirs from them. Anybody? ============================================== 18. SECRETS AND EXTRAS ============================================== ----------------------------- (a) Getting the Rood Blade ----------------------------- We've already mentioned that the creatures in each room vary depending on your strength and power. Essentially, this trick relies on keeping yourself weak in order to find a wholly different, and unexpected, kind of occupant. The key is to enter the rooms of Iron Maiden B2 on less than 150 HP. Instead of Lich Lords or Ogre Lords, you'll find Last Crusaders waiting to take advantage of your vulnerability. What's special about these creatures is their equipment: all of them are packing Damascus weapons, including the 'Dainslaif' and 'Pinaka' Rhomphaia blades and - best of all - the 'Excalibur' Holy Win Rood blade that Guildenstern wields in the last battle! Fight the Crusaders for long enough and you'll start winning these items, as well as the superior gems and Spiral Hilt grips attached to them. Even if you don't win a weapon, you might pick up some useful Elixirs. My recommended starting technique is to get all the way through to the Judgment crossroads in Iron Maiden B3 as usual. Reduce your health by fighting either the Lich Lords in the treasure rooms to each side (St. Elmo's Belt and Dunking The witch) or the last Ogre and Ogre Lord with Break Arts, then go back through The Iron Maiden, B2, and enter Tormentum Insomniae in low health. Instead of an Ogre & Ogre Lord, you should find a Last Crusader. Keep stepping between the two rooms. A warning, here. The rood blade is given out about as rarely as the Minotaur's Hand of Light, so you won't get hold of one easily. Make sure you have space for the whole weapon - blade, grips and two gems - as I'm not sure the game likes giving away this special prize as disassembled components. If you're still getting nowhere then try different killing methods rather than doing the same thing on the same hit locations each time. If you want to venture further back into B2 then, by starting at the far B3 end, at least you'll be well-placed to heal and run for The Keep when you've got what you came for. The rood blade also possesses some unusual combination properties. Place it in the first slot of Combine / Blades and, as long as the weapon you add to it is sufficiently powerful, you'll produce that second weapon in Damascus while retaining its design. ~~~~~~~~~~~~~~~ prize list ~~~~~~~~~~~~~~~ The Eunic's Lot (1) Shrieker x 2 (2) Dark Crusader with 'Brionac' (H) Rhomphaia plus Power Palm, Polaris gem, Sigguld gem (+30 vs Dragons) The Oven at Neisse (1) Dark Crusader with 'Mjolnir' (S) Rhomphaia plus Power Palm, Basivalen gem (PHY/FIR/WAT + 20, -10 all else), Altema gem (+30 vs Evil) The Mind Burns (1) Shrieker x 3 (2 with Kris (D), 1 with Agrippa's Choker) (2) Dark Crusader with 'Pinaka' (D) Rhomphaia plus Power Palm, Galerian gem (PHYS/LIT/DRK + 20, -10 all else), Titan Malachite gem The Rack (1) Ogre (2) Dark Crusader with 'Sarnga' (H) Rhomphaia plus Murderer's Hilt, Vedivier gem (+5 all), Djinn Amber The Cold's Bridle (1) Ogre (2) Dark Crusader with 'Izanagi' (S) Rhomphaia plus Murderer's Hilt, Berion gem (+10 all), Ifrit Carnelian The Spider (1) Shrieker x 3 (2) Dark Crusader with 'Ascalon' (D) Rhomphaia plus Murderer's Hilt, Gervin gem (+15 all), Dao Moonstone Tablillas (1) Dark Crusader with 'Isolde' (H) Rhomphaia plus Spiral Hilt, Tertia gem (+20 all), Malid Aquamarine Brank (1) Dark Crusader with 'Dainslaif' (S) Rhomphaia plus Spiral Hilt, Lancer gem (+25 all), Seraphim Diamond (+30 Light) Tormentum Insomniae (1) Ogre Lord (with Griever, Cross Choker), Ogre (2) Last Crusader with 'Excalibur' (D) Holy Win plus Spiral Hilt, Arturos gem (+50 everything), Berial Blackpearl gem ----------------------------- (b) Enemy Occurrence ----------------------------- As mentioned at the start of the level guide, there's no fixed number or type of enemies you might encounter when entering a room. On first play you'll find bats and wolves make up your initial opponents, for example, but by second play you'll have spotted that zombies and ghouls start cropping up earlier than before. Essentially, Vagrant Story offers a reactive difficulty level. There's some form of points system, tied into your current health and power, that determines the occupants of any room you enter. If you're incredibly low on health, then the Wine Cellar might offer little more than a bat to fight. A little stronger, and you might find more bats, or wolves replacing those bats. Stronger still and you could face bats, wolves and Undead in the same room. Even later in the game, you might come back to somewhere like the Crumbling Market to discover that the expected Dullahan has been replaced by a Lich or Lich Lord more worthy of your exceptional health and prowess. The Last Crusader trick is a special case of this rule, offering up more deadly enemies with incredible kit when you least expect it, but that's not to say you won't get unusual results on other levels too. Try re-entering Catacombs or Sanctum on very low health and spot the number of slimes replacing the usual skeleton enemies. Admittedly, there are places where the enemies never change. You're unlikely to find anything but Crimson Blades by stumbling through town on low health. But it's an interesting tactic to consider, and one that you might exploit for a Title-winning time of less than 10 hours for completion. If you're weak, your enemies might not be so daunting. And if you're au fait with Raging Ache, they'll fall even quicker. Get the idea? ----------------------------- (c) Record Game Times ----------------------------- The previous tricks came courtesy of Vincent Merken, who says he finished the entire game in 10 hours *on first play* by adopting this technique of staying weak and moving on, thus inviting weaker opposition, rather than resting up and getting strong. Furthermore, Vincent contends that it's possible to get through the entire game this way and rely on no more than one weapon and a couple of spells. I'm hoping he'll do a Speed FAQ of his own at some point to inform the rest of us mere mortals (although I understand his hands are tied in some respects, so he couldn't give anything away), but within the remit of this FAQ I'm happy to record any other speed tricks and techniques other players might have found. Director Yasumi Matsuno himself told the Japanese games press that he thought it could be finished in 3-4 hours, although a mistranslation of the quote led some Western game sites to erroneously report that Vagrant Story was *only* 3-4 hours in length. Currently, the suggested record seems to stand at something around 80 minutes. Even if you've taken longer, I'd be casually interested to hear how long you took to finish the game first time, and also how long you've been spending on it since... (average current time for first play seems to be 25-30 hours). ----------------------------- (d) Getting the Minotaur Club ----------------------------- The good news is that you can win this weapon, and pretty soon in the game too. On the other hand (like me, tch...), you may fight the same battle for hours and turn up zilch. It's possible to get it on your first fight, according to some, but it's a very rare prize. If you don't succeed on first go (and the odds are against it) then there are several places to try later. The weapon itself is the 'Hand of Light', and you'll already appreciate both its range and STR potential from being on the business end of it. There are subtle differences in the weapon assemblage that you'll win, though, depending on where you win it. MINOTAUR I've now confirmed that you can win items from creatures in the Time Challenges. So once you've acquired the Kalmia Sigil for the Keep, stepping into the Time Challenge repeatedly will provide you with an endless sequence of battles with the game's first Minotaur. Prize: Hand of Light (I) plus Czekan Type grip MINOTAUR ZOMBIE Once you've acquired the Stock Sigil, it's also possible to fight the Minotaur's Zombie incarnation repeatedly by teleporting out and back to the Blackmarket. Prize: Hand of Light (H) plus Runkasyle grip MINOTAUR LORD The Minotaur Lord in the Temple of Kiltia is also a recurring enemy, and once you have the Silver Key from his room then the easiest way to keep fighting him is to switch Puzzle Mode to OFF in the options, run back outside and take the side door to the Limestone Quarry, then step back into the Temple of Kiltia and climb up to the Temple of Meschaunce. The Minotaur Lord's Hand of Light has a Titan Malachite attached, and this is one of the most useful gems for tackling Lich-type opponents. Prize: Hand of Light (H) plus Runkasyle grip, Titan Malachite gem Quite apart from its comically huge and unwieldy appearance, the Hand of Light also has some other bizarre properties. Like the rood blade, it's a metal converter: place it in the second slot of Combine / Blades, stick any other item in the first slot and you'll produce that first item in the same metal as the Hand of Light (Iron or Hagane). In reverse, there are some alternative combinations possible that result in existing weapon types. It doesn't seem possible to make a Damascus Hand of Light, incidentally. ----------------------------- (e) Record Combo Chains ----------------------------- In all honesty, mine's a mere 22 Chains. This isn't the place for a high score chart, but I'd be interested to hear from anybody who has bona fide tips on massive chains. My only advice is that, as far as I can gather, it's not enough to keep up a rhythm or observe the appearance of the '!': there seem to be regular waypoints where the timing window moves slightly as Ashley pauses or rushes, in order to catch you out at the same chain lengths every time. ----------------------------- (f) Evolve Or Die ----------------------------- You'll need to crack of handful of old-fashioned cube puzzles to make your way through some of Vagrant's Story's rooms and passages. If you then return to a room where you've already beaten a serious cube puzzle to progress, you'll be thrown into a time challenge version of the same puzzle called Evolve Or Die. There's no prize for beating any of the time challenges, and no secret awaits you for doing them all or trouncing the suggested times. It's just a minor diversion with a touch of humour, thrown in for good measure. If you look through the Options via the Main Menu then you'll see a Puzzle Mode toggle. This is ON by default, and means that you'll enter an Evolve Or Die time challenge every time you return to a solved puzzle. Switching the puzzles OFF won't remove any that you haven't yet encountered, but any puzzle you've beaten will remain solved so that you don't have to do it more than once. (Sometimes the crates you'll find with Puzzle Mode OFF aren't an exact copy of the solution, just useful steps to get you out of the room). YOUR PLACE ON THE FOOD CHAIN I haven't tried for a complete list, but here's a rough summary of the ranks you can win. As you can see, the extensive range of loser titles implies that you're supposed to fail often and win rarely, so don't be put off by that 'average' time being consistently tough to beat. Little Green Man - Beat the challenge with a superb time. Homo Sapiens - Win in roughly the given time. Neanderthal - Ooh, just missed it. Baboon - A couple of seconds late. French Poodle - Capybara - A kind of guinea pig, apparently. Dodo Bird - Platypus - Horny Toad - Scallop - Sea Slug - Amoeba - Amino Acid - Mmm, primordial soup. Game Designer - Bottom of the evolutionary scale. Unplaced: Protozoa, Pregnant Yak... ----------------------------- (g) The Bird ----------------------------- Silly one, this, but if you look up into the sky in first-person PAUSE while in an exterior town location then, very occasionally, you might catch sight of a bird with a long wing-span circling in the skies above. Because of the excellent ambient background sounds (Lea Monde still has some 'ordinary' wildlife, then, despite the corruption of Bats and Wolves by the Dark?) I must admit that I assumed it was a bird, and not something more serious... ----------------------------- (h) Fine Wines ----------------------------- I normally reserve nothing but disdain for those "you can get Gau's Dad as a secret character!!!" rumours, so here's the deal. In the second intro scene, Ashley tells Merlose that if he finds any Lea Mondean fine wines - all of which will have been laid down for at least 25 years, remember - then they're hers. I stocked up all of my wines to the end of the game, and finished, and saved a Game Clear Data without using any of them. You get nothing for doing that. It's an intriguing piece of personable character dialogue, nothing more. Wines are basically elixirs with interest, so you just miss out on improving your stats by putting them by. Go on, prove me wrong.
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