Kurt Burgundy Faq Version 0.7 Written by Gerald Guess ---------------- Version History ---------------- 0.7 My first version of this guide. Included is Info on Kurt’s Story, Sidequests and character recruitment. ---------------- Future Versions ---------------- Looking to add more missions and the final area. I am also going to clean stuff up. This is just to help people get started. Hopefully I will finish soon. Any questions regarding anything on the game or suggestions or contributions, just e-mail Gguess9497@aol.com with the words Usaga in the Topic. Table of Contents I. Introduction II. Walkthrough A. Beginning Your Adventure B. The Road to Solophero C. Crossing the Vale of Swords D. Rescue Armand E. Platyphyllum and the Jade Forest F. Sadovos G. Gadeira 1. The Three Keys 2. Pirate’s Invitation H. Solophero 1. Coliseum Ruins 2. Deities’ Table *7 Wonders* I. Serin 1. Sunkin City J. Get Norff in Loch Vaan K. Longshank 1. Fugar’s Mansion 2. Monster Hunters (Get Mordeus) 3. Cemetary 4. Garden of Death L. Chapa, Village of the Chapas 1. Healer’s Hills 2. Monster Extermination 3. Insect Extermination M. Loch Vaan, Lakeside City 1. Mayor’s Nightmare 2. Regal Lion’s Treasures (Must have completed Mayor’s Nightmare) 3. Scared Knight 4. Sparkling Waterfall 5. Bottom of the Dry Well N. Defending Kimbali (10 Adventures Completed) O. Zomar, Tropical Village 1. Abandoned Castle P. Wanda, Carrier Central 1. Lumina Stones 2. Night Desert 3. Nakle Lines *7 Wonders* Q. Kimbali, Barricaded Town 1. Dragon of the Fiery Mountain 2. Dragon’s Haven 3. Two Moons Temple *7 Wonders* R. Leon is up to something (15 Adventures) S. Nivacolina, Snowhill Town 1. Leith Torles Tower T. Ancient Kingdom of Escata 1. Titan’s Flute 2. Escata Palace 3. Warmth of the Throne 4. Monsters of the Ruined Castle 5. Dagul Bos’s Castle 6. Hanging Gardens *7 Wonders* U. Iskandaria, City of the Hero 1. The Cavern of Murals 2. Lucky Glyphs 3. Desert Mirage 4. Crossing the Desert V. Jeanne’s Quest to conquer the Seven Wonders (20 Adventures Completed) W. Vaftom, City of Temples 1. Tribal Chief’s Trial 2. Danger in the Mines 3. Avalon *7 Wonders* X. Torle, Farthest Outpost 1. Ice Slab Sea Y. Jeannes Quest (25 Adventures Completed) III. Credits ======================================== I. Introduction ======================================== FAQ Basics This is only an faq to help you get through Kurt’s quest and finish the game with him. Tips on forging weapons, leveling up, etc. can be found in other faqs when they become available. Due to the nature of Kurt’s quest I will only give strategies on each adventure and the adventures will be in the section designated for the town it takes place. If you are playing a different character, these same strategies can apply. One thing that I suggest is to take your time through each adventure meaning explore the area and fight as many battles as possible. Kurt Age: 32 Former Outland Knight The eldest son of Lord Burgundy. He leaves home to travel around the world and gather great knowledge for mankind. A bit too serious and earnest at times. Suffers from a cursed gauntlet on his arm. Character Sayings Intro: “Hi I’m Kurt Burgundy, lets go an adventure together.” New Monster: “Huh, first we've seen of you.” Death: “Ugh, for..give mee.” Great Win: “Hey, nice job.” Long Fight: “Plenty more where that came from.” Chaos Battle: “Let’s finish it once and for all.” Survives a five Chain (Last) – “Oh you’re tougher than I thought!” Initiate a five Chain – “Is everyone Ready?” Hard Battle – “Woo, I like my victories to come a little easier.” Kurt's quest begins in an ominous looking place. He is wondering about the mysterious gauntlet on his arm. What is the gauntlet and why does it draw him into battle? Throughout the game Kurt will randomly be thrown into battle. These battles are time-based and only occur during the adventures. Your first opponent is the Scorpion. ======================================== KURT’S GAUNTLET BATTLES ======================================== LEVEL 1 ------- NAME: Scorpion LP: 2 ATTACKS: Shuriken X-Termination NAME: Zorus LP: 3 ATTACKS: Full Swing Boulder Shoulder Buster NAME: Greedy LP: 3 ATTACKS: Scratch Cry Roaring Dash LEVEL 2 ------- NAME: Chaos Crab LP: 4 ATTACKS: Body Double Crabubbles NAME: Blue Windsor LP: 5 ATTACKS: Fangs Wingslap LEVEL 3 ------- NAME: Mad Buc LP: 6 ATTACKS: Triple Strike Full Swing Fire Barrage NAME: Vergirius LP: 6 ATTACKS: Hammer Degeneration Weakness Meditation NAME: Agares (You will have access to the final area once you defeat him) LP: 9 ATTACKS: Halitocean Big Bite Torture Drive LEVEL 4 ------- NAME: Abaddon LP: 12 ATTACKS: Big Bite Jump Foul Odor Abysmal Voice Dust Breath NAME: Domliat LP: 9 ATTACKS: Crossfire Cross Blade Soul Eater Demon Blade ======================================== II. Walkthrough ======================================== ======================================== A. BEGINNING YOUR ADVENTURE ======================================== After the battle with Scorpion you will find yourself in the town of Gadeira in Lord Burgundy's residence. After an argument with his father he is disowned and kicked out of the house. Now that he is not going to be part of the knighthood, Kurt goes on a journey to learn about the mysterious gauntlet. Once you have control of Kurt you can go to the inn to get information and purchase some items from the shop. Once you are ready to move on you can choose an adventure. Kurt’s story advances with the more adventures you complete and the gauntlet battles must be completed until you defeat Agares to even be able to enter the final area of the game. Your first adventure will be "The Depressed Carrier." Kurt’s beginning stats and skills Strength 7 Fire 8 Skill 5 Earth 5 Spirit 9 Metal 3 Magic 9 Water 5 Endurance 18 Wood 11 HP 190 / 190 LP 17 / 17 HP recovery A Punch L1 ---------- Sword Arts L2 Gauntlet L1 Inconspicuous L2 Road Guide L1 Defuse L1 ======================================== B. THE ROAD TO SOLOPHERO ======================================== Three Keys Town: Gadeira Adventure: The Depressed Carrier Novice carrier Ventus opposes the Guardian Knights' toil collecting. Turns: Unlimited Monsters: Vegeplasts, Aquans, Beasts, Birds, Wildlings, Slime and Insects Allies: Ventus The adventure begins with a knight hassling a young man asking for payment. These guys are looking for some kind of protection money. Kurt arrives but cannot avoid having to pay and is not willing to fight over it. Instead of paying the toll to pass, the young man and Kurt decide to take an alternate route through the mountains. After the young man introduces himself as Ventus, the two decide to begin the perilous journey. Before you can even take a step (Depending on how long you took in town), Kurt will be drawn into a guantlet battle with Zorus (provided that you defeated Scorpion). Ventus' beginning stats and skills Strength 11 Fire 6 Skill 5 Earth 4 Spirit 5 Metal 3 Magic 6 Water 3 Endurance 10 Wood 3 HP 65 / 65 LP 16 / 16 HP recovery A Spear Arts L1 Obstacle Crossing L1 ------------ Toughness L1 ------------ Road Guide L1 ------------ After the battle inside the gauntlet Kurt realizes that after each battle he is unhurt and that no one else around him is aware of what happens. From now on should you be pulled into a gauntlet battle, take advantage of it and use these to gain new skills and abilities. Continuing with the quest, you should use the road guide skill every step because there is lots of treasure to be had. The first two sections of this quest are straightforward. You just need to travel down the Sevenfold Trail until you reach the exit taking you to the High Road. When you reach the High Road you want to take the northern path to reach the exit. Search around the area for hidden treasures. The exit is on the western side of the area. When you exit you will be in a forested area of the high road. When you reach the four-way path, take the road to the west to get to the exit. After exiting you will arrive in the village of Solophero. Hopefully you have aqcuired a lot of good items because the next quest is going to be tough. ======================================== C. CROSSING THE VALE OF SWORDS ======================================== Town: Solophero Adventure: Vale of Swords Between Serin and Solophero lies the Vale of Swords. Many travelers have lost their lives here. Turns: Unlimited Monsters: Insects, Undead, Demons, Vegeplasts, Birds, and Wildlings Allies: None The Vale of Swords will probably be one of the most difficult quests for Kurt. You could take on another adventure now, but you will just end up making the monsters in the vale stronger plus you need to do this adventure to get to Serin. Before you embark on this adventure, go back to Gadeira and strengthen the durability of your weapons. Once you are set enter the vale. It is a good idea to change your character order now so that Kurt is second (You'll find out soon enough). Once you are in the start by going south, southwest and southeast to reach the bridge. Once you step onto the bridge you will be attacked by a group of five Shroomers. After the battle is over the bridge collapses and your party of two is split up. If you put Kurt second in the order you should now have control of Ventus. Find the rope so that Kurt can get across. To find it go south, southwest, southwest and northwest. As soon as you reach the rope you will have control of Kurt. With Kurt go northwest, west, southwest and southeast to reach the rope. If things couldn't get any worse, the rope breaks and you find yourself at the bottom of the vale. Note: If Kurt was your lead character then he will remain at the top of the Vale and Ventus will be on the bottom. Top of the Vale The goal of Ventus is to find something to help Kurt reach the top of the Vale. From the broken rope go southeast and then northeast. From that point you can see down to the vale's floor where Kurt is. From there go north, east, northeast, northeast and north. Grab the Vine and return to the lookout point where you can see to the bottom of the vale. Once you make it back you will have control of Kurt until he makes it back up. Bottom of the Vale You need to find a way back up. The game will randomly switch between the two characters so remeber where you are and follow the instructions closely to get out of the Vale of Swords. From the starting point where Kurt landed go north, northeast, then south to reach a scaleable wall. Once you climb up you are halfway there. You must go up some more to the place where Ventus is waiting. From the place that you just climbed up go north, north, northwest, northeast, northwest, north, northwest, and finally northwest where Ventus will be dangling a vine for you to climb up. It was tough but you made it. All you need to do now is go to the vale's exit which is located near where you picked up the vine. When you exit the vale you end up in Serin. New adventures that open up. Gadeira - Pirates' Invitation You have two options open to you. You can rescue Armand or you can head through the Jade Forest and on to Sadovos. I recommend saving Armand first because he is not only a person that will join your team but he will help you get through the Jade Forest later down the road. ======================================== D. RESCUE ARMAND ======================================== Town: Serin Adventure: Big Ol’ Rascals What is the fate of Armand, the ringleader of the renegades opposing the knights. Turns: Unlimited Monsters: Wildlings, Birds and Undead Allies: Armand This adventure begins with a knight asking you if you’re part of Armand’s group. What if you were? Was he planning on fighting? The only thing for you to do now is to find and rescue Armand. The best strategy is to immediately get Armand and then explore the cave. Get to Armand by going north, east, south and east. At this point Kurt will say that he guesses it’s too late since the place has already been destroyed by monsters. After that, go to the east and finally southeast to reach Armand. Now that you have Armand all you need to do is to get to the exit and the adventures over. Don’t be so hasty to exit. Instead kill every creature in the cave so that you can gain HP and better skills at the end of the adventure as well as collect treasure. Note: Armand has very little protection, be sure to equip him with weapons and armor right away. Armand’s beginning stats and skills Strength 9 Fire 8 Skill 7 Earth 10 Spirit 12 Metal 6 Magic 1 Water 6 Endurance 1 Wood 17 HP 98 / 98 LP 21 / 21 HP recovery E Fashion L1 Maharaja L1 ------------ Fashion L3 ------------ ------------ Fashion L2 ======================================== E. PLATYPHYLLUM AND THE JADE FOREST ======================================== Town: Serin Adventure: Jade Forest Enter the eye of the Jade Forest, which swallows up all who enter. Find a way out! Turns: 180 Monsters: Vegeplasts, Birds, Beasts and *Giant Beasts Allies: Platyphyllum *Depending on your strength may or may not appear You now have three characters but you can get a fourth by doing the Jade Forest adventure right now. The Jade Forest is fairly easy and you should take full advantage of it by taking your time through it. Upon entering the forest you will be greeted by Platyphyllum who has been waiting for Kurt and his gauntlet. Platyphyllum’s beginning stats and skills Strength 5 Fire 8 Skill 4 Earth 2 Spirit 8 Metal 7 Magic 8 Water 6 Endurance 4 Wood 9 HP 188 / 188 LP 20 / 20 HP recovery D Wood Familiar L1 ------------ ------------ Road Guide L3 ------------ Arcane Tongue L1 Swimming L1 The first part of the path is a straight path to the eye. Use the Road Guide skill to find treasure on the ground and make sure that you use all of the turns available to you. If you time out then you will just have a chance to do it again but with stronger monsters. When you reach the moss covered sign, search it to enter the forest’s eye. Once inside the forest’s eye there will be lots of ways to go. The only direction you need to go is south. After about 5screens of walking south you will find yourself in the southern part of the Jade Forest. Once in this part of the forest check around for treasure and then find the forest entrance to exit the level. ======================================== F. SADOVOS ======================================== New adventures that open up. Solophero – Deities’ Table Now that you have made it through the Jade Forest you will arrive in the town of Sadovos. Visit the Magick Emporium to recruit another ally. The old man Josef is a strong magic user and his level 4 magic tablet comes with some powerful spells. You can also purchase magical items at the Magick emporium. Get a piece of equipment with a spell like “boulder” so that you can unlock those magically locked treasure chests. Josef’s beginning stats and skills Strength 14 Fire 23 Skill 22 Earth 17 Spirit 8 Metal 14 Magic 14 Water 21 Endurance 17 Wood 15 HP 480 / 480 LP 7 / 7 HP recovery D Magic Tablet L4 Arcane Tongue L3 Iron Will L2 Master Magician L1 Magic Tablet L3 Magic Tablet L2 Staff Arts L1 You should now have four missions open to you. I recommend going after the Coliseum Ruins. It’s a short mission and you will want to learn some new magic spells before you move on. I don’t recommend doing Deities’ Table since that is on of the seven wonders and may be difficult at this point. From now on this guide will only contain Information on each town and the missions. ======================================== G. GADEIRA ======================================== 1. THE THREE KEYS ------------------- Adventure: The Three Keys An isolated house far from town. This was the mansion of an aristocrat known for his eccentricities. Now, left unattended and without an owner, it is known as Monster Manor. Turns: 400 Monsters: Insects, Wildlings, Undead, Demons, Beasts, Giant Beasts, Giant Vegeplasts The 400 turn limit is excessive for how short this mission actually is. Most of your turns will be spent healing, disarming traps, and unlocking doors. I suggest not grabbing any keys except for the Copper and Silver ones because the rusty keys you find are pretty useless, plus it takes an extra turn to pick them up(not that you will run out of turns). You could use the Rusty Keys to open locked doors but having the Locksmith ability is just so much more convenient. Start by going to the 2nd Floor of the mansion. Once you are on the second floor go to the west, north, west, west, north and north again. Unlock the door at the end of the hall and inside the room you can get the Small Crystal Ball. Once you have the Crystal Ball return to the 1st floor. If you want the Copper Key, go straight south down the hall from the Crystal Ball room and then go west in the dead end hallway to get it. Now that you are back on the first floor with the Crystal Ball, Go north and unlock the three locks. Once you are inside the room place the Crystal Ball on the picture to reveal a ladder leading down to the basement. If you are looking for an extra challenge try taking on the Sabretiger in the room that is three steps east and one step north from the entrance. When you defeat it you can pick up the Silver Key. Sabretiger LP: 4 Attacks: Deathcry Gulp Howl The sublevel is the final area of this crazy mansion. Start by going north and then search the area to the east of the intersection. You will come to a locked door and inside will be three treasure chests. You can use the Copper Key to unlock the door. If you go to the west from the intersection you will end up in another part of the sub-level which contains a locked door and some more treasure chests. You can use the Copper Key to unlock this door as well. If you go north from the second section and then continue east down the hall, you will eventually reach a third locked door. This is you final treasure room. If you decided to explore the path north down the hallway then you have reached the door leading to the boss. The door leading to the boss is a Level 80 door and can be opened using the Silver Key. BOSS: Necromancer LP: 7 Attacks: Seal of the Abyss Degeneration Fire Arrows BOSS: Balloonhead x 2 LP: 1 Attacks: Slingball Hallucination Strike Inspiration 2. Pirates’ Invitation ------------------------ Adventure: Pirates’ Invitation An invitation from a pirate: “Come to Solitary Isle” Turns: 400 Monsters: Beasts, Giant Beasts, Vegeplasts, Undead, Wildlings, Aquans Magic Tablets: Water Dragon Scroll Lv3 A message in a bottle washes up in a port town. The sender was the infamous Captain of the Pirates. It’s an invitation for skilled adventurers to visit the pirates’ hideout. You set sail for the isolated island hideout. Upon arriving at the dock, a girl runs toward you, dragging a big sword. “Hi! Welcome to our hideout! While Daddy’s away sailing the seas, I’m the Pirate Captain! It’s so cool, innit?” She looks like an ordinary girl, but the sword she’s holding is worthy of a pirate captain. “A short time ago, a huge ship ran aground here. I want to check it out, but I can’t solve the puzzle on the second story wall. What should I do? I’m in trouble!” “Just do me a favor. Let’s collect seashells on the beach and solve the puzzle upstairs. C’mon, let’s go!” Go up the steps to the second floor to begin. The object is to collect seashells on the beach to solve the puzzle. As you walk through the area you will hear the sounds of huge waves crashing below. You need to find a way down and collect those seashells. Start by traveling north and then northwest. If you have the Obstacle Crossing ability you can travel northwest, if not just continue north, northwest, northeast and then south to arrive at steps leading down to the beach. Once you are on the beach, follow the path to the end and you will see seashells. Select one of them to grab to see if you get one or more. Once you reach for the seashells then the tide will pull them back out to sea. For more seashells to appear go back one step and wait for the giant tidal wave. When you go back to the dead end you will see more seashells. Repeat this process until you have three seashells and then take the stairs back to the upper level. Now that you are on the upper level again, get back onto the path and then go southeast, east, northeast to another set of steps, and southeast. To the east is a locked door and inside is a magic tablet. After exiting the room with the magic tablet, go southwest and then southeast into the small hollow where you will see three holes in the wall. Place your three seashells in the right hollow, the upper hollow and then the left hollow. The wall to the west should disappear allowing you to continue to the west. Once you go west go northwest at the fork and then continue until the end. At the shipwreck you must fight a Sabretiger to finish the adventure. ======================================== H. SOLOPHERO ======================================== 1. COLISEUM RUINS ------------------- Adventure: Coliseum Ruins The ruins of an arena where gladiators might have competed. Who gathers there now? Turns: 120 Monsters: Demons, Undead and Wildlings Three Champions Challenge Recently, the ruins of a coliseum were found in the basement. It’s sad that three men continue to exchange blows in the cursed, ancient battleground… The arena is where the fights were performed. But there is no keyhole on the sturdy door blocking the way. Nobody knows how to open it. Also, a strange vegeplast monster prowls the area, and it devours anything in sight. Nothing much remains in the coliseum. The object is to find and activate the three switches that open the door. The directions given will lead you to the switches. You have a lot of turns so if you want to explore then do so at your own risk. 1st Switch First go t o the southeast to see the lost soul in the four-way corridor. From there go northeast and then east. Check the barrel and a monster will appear. When asked if you would like to get the object that’s stuck in the monsters mouth, say yes. This will activate the first of three switches required to open the door. 2nd Switch From the original four-way intersection go southwest, south, and southwest to reach another barrel with a vegeplast on it. Just as you did to get the first switch, do the same to activate the second switch. Now there is only one more switch to go. 3rd Switch From the second switch go back up northeast, southeast, north(don’t check the monster), northeast, northeast, east, and south. Check the barrel and activate the third switch from the monster. After activating the third switch you hear the sound of a door opening somewhere. The door is located down the hall from where you activated the second switch. If you have a lot of turns left you may want to explore the place for treasure. If you have been fighting a lot you should get some good panels at the end of the adventure. Once you make it to the arena you will be attacked by three minotaurs. Depending on how strong you are these guys vary in difficulty. BOSS: Minoton x 3 LP: 3 Attacks: Bash One-Two Minos Shield Strategy Work on these guys one at a time. The have strong attacks and your best bet is to deal a lot of damage to one of them at once instead of dispersing it. I f you have a spear it is really helpful when trying to do LP damage. After they are defeated continue northeast to reach the exit of the arena and the end of the adventure. Through the locked door near the end a magic tablet can be found. 2. DEITIES’ TABLE *7 Wonders* ------------------------------------ ======================================== I. SERIN ======================================== ---------------- 1. SUNKEN CITY ---------------- Adventure: Sunken City After their town sinks into the mud, the town’s former residents ask you to find a memento. Turns: 300 Monsters: Aquans, Undead, Demons, Wildlings, Giant Beasts Recommended Skills: Obstacle Crossing, Architect Known for its beautiful red rooftops, the famous city of Roanne was once called Florid Roanne, and was inhabited by aristocrats who used it as a summer resort. But Roanne was swallowed by an unprecedented flood, and the city submerged into the marsh. Only the beautiful rooftops covered in mud remain. Roanne, little more than an abandoned city covered in mud, is now known as Miry Roanne. You came to this sunken city because you were hired by a former resident who longs for the memory of Roanne. Bring back a meaningful memento! Start by going northwest to the next rooftop. You may notice the shadow of a fish on the water. If five fish gather then you will be attacked by the school. You can avoid these fish by going into the windows. You may want to fight though because sometimes they drop magic tablets. Next go southwest(Window), northwest, northwest, south, southwest, northwest, southwest, northwest, southwest, southwest(Window), northwest and east to exit screen number one. On the second part of the adventure go west, southwest(Window), southwest, southwest, north(Window), northwest, west, west, northwest, northwest, northeast(Window), north, northwest, northeast and finally north to reach the music hall. Just as you make it to the music hall a giant beast leaps down to attack. BOSS: Tao-Tie LP: 8 Attacks: Monkey Blade Kick Triple Kick If you have the Rear Blade technique Bopeep then you can kill it in one hit. Once you have defeated Tao-Tie grab the Melody Disc from the pedestal to end the adventure. ======================================== J. GET NORFF IN LOCH VAAN ======================================== Once you have completed five adventures you’ll get to see more of Kurt’s story. More importantly though is that you can now go to Loch Vaan, Longshank, and the Chapa Village. You’re next location should be Loch Vaan to get Norff as a character and then to Longshank to take on an easy adventure. To get Norff in Loch Vaan go inside the Crimson Spellshop. After a little bit of dialogue Norff will be in your party. Before doing anything in Longshank you should have six characters. Once you are ready to move on go to Longshank and select the adventure Fugar’s Mansion. Norff’s beginning stats and skills Strength 9 Fire 6 Skill 4 Earth 3 Spirit 2 Metal 10 Magic 5 Water 9 Endurance 7 Wood 7 HP 136 / 136 LP 13 / 13 HP recovery C Magic Tablet L2 Magic Tablet L1 -------------- Architect L1 -------------- -------------- Wood Familiar L1 ======================================== K. LONGSHANK ======================================== -------------------- 1. FUGAR’S MANSION -------------------- Adventure: Fugar’s Mansion An urgent request from Fugar’s butler! Turns: 67 Monsters: None The master of the mansion told his butler to find his wife’s jewelry, so that it could be worn to a party. However, the butler forgot where he put the jewelry. Being a butler for thirty years, his pride wouldn’t allow him to admit his lapse. There is not much time until the master returns, so he urgently requests assistance. “The jewelry has to be somewhere on the first floor. Please, find it quickly! You can break the custom-made doors and dressers. Here, you can use this tool designed for them. After getting the details of the mission the butler lets you borrow a Keyaxe. The Keyaxe will enable you to smash open the custom made dressers and doors throughout the first floor of the mansion. After you take your first step forward take the exit to the southeast and go all the way down the hall and enter the room at the end. Inside you will find a “magic tablet”. After you get the tablet go back towards the entrance and take the other path. At the end of the hall is a custom-made door. Good thing you have a tool for smashing custom-made objects. After you smash the door you will enter a room with six dressers. The jewelry is in the fourth dresser. After you get the jewelry the adventure is over. I wonder how the butler will explain about the damge done on the first floor. -------------------------------- 2. MONSTER HUNTERS (Get Mordeus) -------------------------------- Adventure: Monster Hunters The monster hunters, formed by mercenary soldier Mordeus, are taken over by the Temple Knights. Turns: Unlimited Monsters: Birds, Beasts, Giant Beasts, Vegeplasts and Insects Allies: Mordeus The adventure starts out with Kurt wanting to join Mordeus on his monster hunt. Mordeus lets him join and the hunt begins. Mordeus’ beginning stats and skills Strength 13 Fire 2 Skill 17 Earth 8 Spirit 21 Metal 5 Magic 28 Water 8 Endurance 7 Wood 4 HP 275 / 275 LP 9 / 9 HP recovery A -------------- Iron Will L1 -------------- Axe Arts L3 Kick L2 Iron Body L2 Dagger Arts L2 Cave B1 Follow the path and when you get to the four-way go east to enter the cave where the monster hunt takes place. At the first four-way intersection take the northwest path and at the three way path take the path directly north. Once you get to the three-way go northeast until you reach a two way and go south and through storage area #2 and down the stairs. Cave B2 From the stairs go northwest and then continue northwest until you reach the fork to the west. Go southeast twice from there and continue south. You can take a shortcut to the stairs leading down by going over the rocks blocking the path to the southeast (You need the Obstacle Crossing ability). If you don’t have Obstacle Crossing just go southwest, southwest, south, southeast, east, and west. Take the stairs down to B3. Cave B3 This floor is relatively straight-forward. Follow the cave to the east and when you reach a fork in the road go southeast until you reach the end of the path. Once you reach the end the quest will end. ---------------- 3. CEMETARY ---------------- Adventure: Cemetary What’s in the graveyard protected by the mysterious groundskeeper? Turns: 80 Monsters: Undead, Demons This is an old cemetery, attracting few visitors. They say that the strange groundskeeper keeps away all visitors...Curse you...Curse you...You can search our graves no more than three times...An eerie song is heard over the wind. The object of this adventure is to find the key and then exit the graveyard. If you exit the graveyard of your own free will then the adventure is over. If you use up all 80 turns then you can enter the graveyard again and search the graves that haven’t been checked three times. The groundskeeper key is behind a tombstone in the northeast part of the graveyard. Once you have the key return to the groundskeepers house and fight him. Horrors! The groundskeeper is a necromancer! After the Necromancer is defeated return to the entrance and exit the graveyard. BOSS: Necromancer LP: 7 Attacks: Seal of the Abyss Degeneration Fire Arrows BOSS: Skeletons x 4 LP: 1 Attacks: Skull Boomerang Slash Whirl Slash ------------------- 4. GARDEN OF DEATH ------------------- ======================================== L. CHAPA, VILLAGE OF CHAPAS ======================================== --------------------- 1. Healer’s Hills --------------------- Adventure: Healer’s Hills Go gather herbs on Healer’s Hills. Turns: 100 Monsters: Wildlings, Birds, Insects, Beasts, Vegeplasts, Giant Beasts Spring has come, so now is the best time to pick up herbs. We decided to go pick up herbs as the Chapas requested. Shouldn’t be a problem at all. In this adventure you can return to town anytime. You may want to do this adventure a couple of times to get money. Along the path you will occasionally find bags which contain money. These bags usually have a poison trap on them but it is not that big of a deal. You need to collect enough herbs in order to complete the adventure. Once you collect four herbs the adventure is over. The hills that the herbs can be found on are the green areas of the map. After the adventure is over you get to keep the herbs that you found. These herbs are the only way that you can restore LP so use them wisely. ------------------------ 2. Monster Extermination ------------------------ Adventure: Monster Extermination There has been a serious monster outbreak in the hills. Turns: 100 Monsters: Wildlings, Birds, Vegeplast, Insects Monsters have infested the great herb-gathering hill! Defeat all the monsters to save Healer’s Hills! To save the Healer’s Hills from monsters you must defeat all of the monsters that you can. After fighting for a while you will see a !! appear over you which means that you’re about to fight the “Boss Monsters”. The boss is actually a trio of Gatorgrass. Gatorgrass is tough and you will have your hands full if this is the early part of the game for you. If you are far into the game then this will be a piece of cake. BOSS: Gatorgrass x 3 LP: 3 Attacks: Seed Cannon Big Bite Gust Strategy Fight them one at a time and don’t go for combos. These guys love to interrupt combos. If you have the Spirit Bow with Random Arrow Shot then use that because it hits all of them at once. Make sure that your characters are equipped with shields or weapons that have a parrying ability. All of its attacks except for the Gust attack can be blocked or deflected. After you defeat them the adventure is over. ----------------------- 3. Insect Extermination ----------------------- Adventure: Insect Extermination There has been a major outbreak of insects in the hills. Time to Exterminate them. Turns: 100 Monsters: Wildlings, Birds, Vegeplast, Insects The great herb-gathering hill has been infested with Insects! Let’s get rid of them all to save Healer’s Hills! Instead of collecting herbs on the hills you’ll need to grab and bag insects. Whenever you are on a hill and an insect shows up on the hill, select the insect to grab it. It’s not that difficult but you will need to do the reel to catch it. If you fail on the reel the insect will fly away and you will have to find it on another hill. Once you catch four insects the adventure is over. ======================================== M. LOCH VAAN, LAKESIDE CITY ======================================== ---------------------- 1. Mayor’s Nightmare ---------------------- Adventure: Mayor’s Nightmare Track down the mysterious ghost that haunts the mayor every night! Turns: 45 Monsters: Birds, Vegeplasts, Undead, Beasts, Giant Beasts, Giant Birds The mayor hasn’t slept for weeks due to a pesky ghost. At dawn, we chased the ghost from the mayor’s room all the way to the mountainside. This is a relatively short adventure. In order to get everything you may need to do this on a couple of times. Start by going southeast, southeast, southwest, and west. From there north leads into a storage area and south goes into the Grand Hall. If you search the crate in the storage area you will have to battle beasts. This is a tough battle but they may drop a magic tablet. From the entrance go south then southwest into Gold Lions Chamber. Search the dresser to reveal a secret passage and the follow the passage until you reach the room with the gory corpse. Search the corpse and then remove the sword. Once the sword is removed you must do battle with the Edgelord. BOSS: Edgelord Regal Lion LP: 9 Attacks: Sparrow Dive Gale After the fight you take the rusty swords and mark the edgelord’s grave with them. Engraved on the handles was the name “Regal Lion.” When you report back to the mayor the mayor tells you his story. The story of Regal Lion and his three followers; Blue-Eyed Vernal Lion, Green-Eyed Gold Lion, and Scarlet-Eyed Elder Lion. Remember his followers because their names will be important in an upcoming adventure. Regal Lions treasure was never found. As a reward the mayor gives you a Mystic Orb. ------------------------------------------------------------------- 2. Regal Lion’s Treasures (Must have completed Mayor’s Nightmare) ------------------------------------------------------------------- Adventure: Regal Lion’s Treasures The Regal Lion is said to have left a vast hidden treasure. No one has ever found it... Turns: 100 Monsters: Aquans, Insects, Wildlings, Giant Beasts Upon entering the dungeon, the orb you obtained from the mayor...turned to transparent green. The object is to place the orb in the correct holes. The orb is green now but if you take too long the orb will heat up and turn to a bright red. Besides time there are other ways of turning your orb different colors. If you cover the orb in cold water it will go down in temperature and putting it in hot water will make it go up in temperature. From coldest to warmest the orb colors are blue(cold), green(warm), and red(hot). If worrying about the orb wasn’t enough you must also deal with the dangers of the cave. The first is a group of Croakers that will block the path. You can either fight them, wait for them to go away or find another way around. If your orb is red however, you will not be able to avoid this fight. The second obstacle is the Gellicle. This guy fights you if you put the orb in the wrong hole. Fortunately for you the orb vibrates when you are near the correct hole and when you search the hole a message saying “offer your token” will also appear. If you are not very strong, try to get the orbs right so that you don’t have to fight the Gellicle. If you are strong and you can defeat the Gellicle with relative ease then keep fighting them to get magic tablets. Gellicle LP: 8 Attacks: Tentacles Thrust Magic Tablets: Wood Lv1, Water Lv1, Earth Lv1 Begin by going to the northeast and then east to reach the gushing cold water. Continue to go northwest two times. At this point your orb should vibrate. If you went to the west you would reach a three way intersection. Go one more space to the east and place the orb into the hole. Return to the gushing cold water and douse the orb in it to turn it blue. If you have the skill Obstacle Crossing then you can just go west to reach the same spot that you would end up at by taking the three way path. At the three way intersection go south and then west; your orb should vibrate at this point. Go one more step to the north and place the orb into the hole. Once again return to the cold water source but this time go northeast three times to reach a dead end. This is a hot water source. Douse the orb in the hot water to turn it blood-red. The orb will start making a sound and it will be impossible to avoid the fights with the croakers. Go back southwest and south. You will be attacked by a group of croakers. Continue south one more time and the orb will vibrate. Place the orb in the hole to the west to activate a hidden passage. Go back to the north toward the hot water source but this time, go west two times to reach the Dry Grotto. You should see a hole. Go into the hole to find the treasure room of Regal Lion. Once you are at the bottom of the Grotto, follow the path until you are confronted by the guardian. To get any further you are going to need to defeat this guy. Regal Lion should have guarded the treasure himself because this guy is much weaker. BOSS: Humans? LP: 4 Attacks: Charge Slash Once the guardian is defeated search the various rooms for treasure. Make sure that you search the room in the northwest to pick up the Dragonscale Knife. You can also get items out of the various treasure chests in the area. Once you have gotten all of the treasure return to the entrance of the Grotto to conclude the adventure. ------------------ 3. Scared Knight ------------------ Adventure: Scared Knight An Undead-fearing warrior dropped an important sword in the Caves of the Undead. Go get it back! Turns: 120 Monsters: Undead A necrophobic adventurer’s precious sword was taken away when he stepped into a cave, unaware it was the Undeads’. You were asked to retrieve the sword, which may be in the hands of the Undead. You’re now going into the cave jam-packed with the Undead. Another easy adventure that you’ll want to take your time with. If you explore the Cave you can find many different treasures including the Spirit Bow. Getting the Spirit Bow and finishing the adventure From the starting point go southeast and then follow the north path till you reach a three-way intersection. At the intersection go southeast, northeast to a four-way and then follow the northeast path to the end and the Spirit Bow will be there to take. Return to the four-way intersection and this time go to the northwest. You will encounter a group of Undead. There are two ways to deal with them. The first is to fight and defeat four groups of them which is the best way to improve your chances of getting more HP and better abilities at the end of the adventure. The second way is to break down the wall near the Spirit Bow location to let sunlight into the area where the undead are blocking your way. After you take care of them, continue one step past them and you will run into a group of undead warriors that hold the sword you are looking for. ----------------------- 4. Sparkling Waterfall ----------------------- Adventure: Sparkling Waterfall Lead the dancer to her lover, who never returned from the Sparkling Waterfall. It lies beyond the Caves of the Undead. Turns: 60 Monsters: Undead Recommended Skills: Locksmith A dancer asked you to take her to the cave, so she could put a flower bouquet where her boyfriend lost her life. She said his body was found near the Sparkling Waterfall. She can’t wait to dance for his spirit, now that her dream of becoming a dancer finally came true. You should find the “Sparkling Waterfall” where the sparkling sand is pouring. If you decide to explore the cave on your own you will most likely come to a dead end where a group of the undead blocks your way. There are two ways to deal with them. The first is to fight and defeat four groups of them which is the best way to improve your chances of getting more HP and better abilities at the end of the adventure. The second way is to break down the wall on the outer path letting the sunlight destroy them. If you already did the Scared Knight adventure then you know what to do. If not, go southeast and then follow the north path till you reach a three-way intersection. At the intersection go southeast, northeast to a four-way and then follow the northeast path to the end and the Spirit Bow will be there to take. Return to the four-way and go northwest until you reach a fork in the path. Going to the north leads to a locked door which may contain a treasure chest behind it. If you decided to go northwest you will reach the Sparkling Waterfall. As the dancer that you lead into the cave approaches the corpse, you are suddenly attacked by a group of undead monsters. BOSS: Pinhut x 3 / Green Pinhut x 3 / Pinhut Titus LP: 1 / 1 / 4 Attacks: Double Hammer / Splinter Splitter / Blunt Double Sonic Voice Doublebeat Occult Sweet Slumber Dynamo Attack Dynamo Punch Strategy If you have the Random Arrowshot ability for the bow, this battle should be relatively easy. You should focus on taking the Pinhuts (blue) out first, then the Pinhut (green) second and finally the Pinhut Titus. Magic should be used if you have it because magic works well against the Undead. -------------------------- 5. Bottom of the Dry Well -------------------------- Adventure: Bottom of the Dry Well The Dry Well of Loch Vaan. What lies inside? Turns: 40 Monsters: Undead, Slime, Aquans, Insects Recommended Skills: Swimming, Locksmith This well used to be famous for its sacred water. But a merchant set his eye on it, and pumped up all the water in the well. Now this well is dry and deserted. One wizard came here to research the water, but never returned. Search for the clue in the well to figure out where he went... The ladder you see against the wall is your only outlet. You can leave anytime but the adventure doesn’t end until you find out what happened to the wizard. Start by going northeast, north and onto the Dried Water Source. If you use the Cave Guide skill near the dried water source you will find a bag containing Undine’s Choker. Next go southwest, west and north to reach a dead end where a water obstacle is blocking your way. Use the Swimming skill to get past it and get the magic tablet on the other side. From the magic tablet go south until you reach the rusted door. Once you unlock the door you will find unknown remains. Examine them two times and then read the diary that you find. He said he hid something near the water source. Undine’s Choker was the prize and you should have gotten it already. Exit by using the ladder and the adventure’s over. ================================================ N. DEFENDING KIMBALI (10 ADVENTURES COMPLETED) ================================================ After you have completed 10 adventures, you get to see more of what is going on with the Temple Knights Leon and Jeanne. Not much is known yet but new towns are opened up to you. The town of Zomar, Wanda, and Kimbali.Your next location is Kimbali but be sure to stock up on new equipment and upgrade the durability on your weapons. When you enter Kimbali you will wonder if Edel is there. After meeting Edel a scene takes place with a shrine knight insulting the Outland knights. Later that night monsters attack the village. With Edel’s help you must secure each district of the village and then defeat the remaining monsters at the main gate. ***More than 7 Characters*** With Edel joining the team your character total will now be eight. Before the adventure begins you must decide who stays home. Since Kurt is the man character he cannot be left behind. My recommendation is to leave behind whover you think is the most useless at this point. This is a tough adventure and you are going to need your best team. Adventure: Waiting for the Shrine Turns: Unlimited Monsters: Undead, Wildlings, Beasts, Demons, Giant Beasts Allies: Edel Edel’s beginning stats and skills Strength 26 Fire 8 Skill 16 Earth 11 Spirit 5 Metal 7 Magic 12 Water 9 Endurance 11 Wood 8 HP 168 / 168 LP 14 / 14 HP recovery E Shield Arts L1 Sword Arts L3 Eavesdrop L1 Fortitude L3 -------------- Bow Arts L2 Obstacle Crossing L1 After the initial encounter you will see a map of the town and Edel will advise you on how to take the town back. Edel comes with the Eavesdrop skill so make use of it. Use it often to see where the enemies are so that you can destroy them quickly. Once you have cleared a district of the monsters, only then should you move onto the next one. Once you have cleared the three districts of the enemies and made blockades, go to the main gate and defeat the group of monsters there to finish the adventure. ======================================== O. ZOMAR, TROPICAL VILLAGE ======================================== ---------------------- 1. Abandoned Castle ---------------------- ======================================== P. WANDA, CARRIER CENTRAL ======================================== ---------------------- 1. Lumina Stones ---------------------- Adventure: Lumina Stones Calling all those competing in the Lumina Stone collection Race! Turns: 81 Monsters: Wildlings, Slime A retired inventor gathered adventurers, and organized a race to gather as many Lumina Stones as possible. The goal of the retiree is to collect the Lumina Stones. He will exchange the Lumina Stones gathered by the adventurer for his latest inventions. Lumina Stones can be found around the oasis. The item rank will change depending on the number of Lumina Stones gathered. It is necessary to collect more than nine stones to get a high quality item. During the race, the whistle will be blown twice to signify that the gate for the finish line has been opened. Near the end of the tournament the whistle will be blown three times. If you don’t get back to the exit by then, you will be disqualified! You only have one chance at this adventure so make sure that you do not waste turns healing or grabbing chests. Start by going east to run into a group of fortunetellers arguing. One fortuneteller said north while the rest said south. It’s up to you which way you want to go but to get a lot of them fast, go northwest, northwest (stone), northwest (stone), west (stone), north, northeast (stone), northeast (stone), northwest (stone), east (stone) and southeast to reach the fortuneteller that went off alone. For being so trusting the fortune teller will give you a Bestial item. After you talk to the fortuneteller head south (stone), northeast (stone), north (stone). You will also note that there is a magic tablet here. Get it along with the stone and continue southeast, south (stone), east (stone), south (stone), south (stone), west and west (stone). Following these directions you should have 15 stones and plenty of turns remaining. A good idea is to start heading to the exit but don’t be so quick to leave. Collect treasure if you stumble across any and stay really close to the exit. At around 59 turns a group will stagger past you. At 71 turns a group that doesn’t think they will make the exit will give you three Lumina Stones. Finally at 74 turns an old man will come up from behind and ask if you can give him a stone. You don’t have to but if you do he will reward you with two random items. Once you have the items from the old man go to the exit and collect your prize. ---------------------- 2. Night Desert ---------------------- Adventure: Night Desert What are the suspicious shadows that appear in the desert at night? Turns: 180 Monsters: Wildlings, Slime, Birds A merchant crossing the desert during night was attacked by a mysterious shadow. Although the merchant was able to escape the desert with few injuries, his merchandise was scattered all over the desert. Although the identity of the mysterious shadow is still unknown, it’s dangerously strong. You must avoid the shadow and recover the merchandise. “I know its small comfort, but please take this special feather, which the monster hates. It might come in handy.” At the beginning of the adventure you will receive five retreating feathers from the merchant. Retreating Feathers are used to scare away the creature that prowls the desert at night. Sabretiger LP: 4 Attacks: Deathcry Gulp Howl Start by going to the east and then go north five times and northeast once. That should lead you to crate number one. If the Sabretiger pounces out of the shadows you will either need to fight it or use the Retreating Feather. I suggest fighting because you will get more hit points for finish the level beaten up. If you aren’t strong enough to defeat it then use the feather to escape. When you get the crate you will also receive an extra feather. From where you picked up the first crate, travel southwest two times and then west to reach the second crate. For getting this crate another feather is your reward. The final crate can be found by traveling northwest and then west two times from crate number two. Once you have found all three crates you will be transported to the entrance and the adventure will be over. --------------------------- 3. Nakle Lines *7 Wonders* --------------------------- ======================================== Q. KIMBALI, BARRICADED TOWN ======================================== -------------------------------- 1. Dragon of the Fiery Mountain -------------------------------- ---------------------- 2. Dragon’s Haven ---------------------- -------------------------------- 3. Two Moons Temple *7 Wonders* -------------------------------- ============================================= S. LEON IS UP TO SOMETHING (15 ADVENTURES) ============================================= Once you have completed 15 adventures you get treated to another cut scene which will help explain what happens in the end of Kurt’s Quest. In the scene at the Burgundy Mansion Leon is thinking evil thoughts. What could he be up to? Complete five more adventures and you’ll find out. For now three more locations are opened up; Nivacolina, Escata, and Iskandaria. ======================================== T. NIVACOLINA, SNOWHILL TOWN ======================================== ------------------------ 1. Leith Torles Tower ------------------------ ======================================== U. ANCIENT KINGDOM OF ESCATA ======================================== ---------------------- 1. Titan’s Flute ---------------------- ---------------------- 2. Escata Palace ---------------------- Adventure: Escata Palace Escata Palace, destroyed by Dagul Bos. It appears that a wealth of treasure remains... Turns: 100 Monsters: Wildlings, Undead, Demons Recommended Skills: Obstacle Crossing Minister Hogg was known to be extremely stingy. He lost his life during Dagul Bos’s attack, but his secret savings hidden somewhere in the castle have not yet been found. The purpose of this adventure is to find the secret savings that is hidden within the palace. You must first find the clue to where it’s at and then search the correct location. Begin by going up the right staircase and then north until you reach the end of the hall. Go down the stairs to the west and once you are at the bottom go into the big room to the north and search the bookcase. Between some books is a picture with Hoggs signature on it. This picture shows the location of his secret savings. Go back up the stairs and then south down the long hallway. To the side of the hallway will be two chambers. Check the bottom chamber to find the secret stash that minister Hogg has hidden. Once you open up the level 99 treasure chest, the adventure is over. ------------------------- V. Warmth of the Throne ------------------------- Adventure: Warmth of the Throne Escata Palace, destroyed by Dagul Bos. The throne is still warm... Turns: 100 Monsters: Wildlings, Undead, Demons Recommended Skills: Obstacle Crossing Escata Palace destroyed by Dagul Bos. It’s been said that the throne is still warm. The purpose of this adventure is to find out if anything is still left in Escata Palace. Since the palace has already been destroyed you will find that many paths will be blocked off by debris. This would be a good time if you are low on money to search the palace for treasure. Starting from the entrance, climb the right staircase. After you are at the top go north until you reach a three way intersection near the end of the hall and then go east. Once you reach the end of the hall go to the north or south and enter the darkened King’s Chamber. Light the lamp that is in the room and prepare for the boss. After you defeat the boss, the adventure is over. Boss: Undead LP: 6 Attacks: Big Bite Jump Foul Odor ---------------------------------- 4. Monsters of the Ruined Castle ---------------------------------- Adventure: Warmth of the Throne Escata Palace, destroyed by Dagul Bos. It looks like monsters have moved in. Turns: 100 Monsters: Wildlings, Undead, Demons Recommended Skills: Obstacle Crossing Escata Palace destroyed by Dagul Bos. Your mission is to exterminate all of the monsters left. In this mission you want to walk around destroying all of the monsters that you can. After you have destroyed enough a !! will appear meaning that you have to fight the boss. Boss: Demons x 3 LP: 7 Attacks: Blunt Double Hellfire Detect Blood Orc LP: 3 Attacks: Full Swing Boulder ------------------------ 5. Dagul Bos’s Castle ------------------------ Adventure: Dagul Bos’s Castle The castle of the Anubito Leader Dagul Bos. Challenge him if you dare. Turns: 100 Monsters: Wildlings, Undead, Insects, Demons, Aquans, Vegeplasts, Birds, Giant Beasts, Beasts Start by going to the northwest to reach a three-way path. Next go northeast down the outer walkway and down the descending stairs. The stairs lead down into the basement. Follow the path and you will emerge back on the first floor but in a different spot. You now have two ways that you can go. If you go to the southeast and down the stairs you will eventually end up at a dead end. There is however a high probability that you will find treasure chests. The southwest path will lead you to a three way intersection. At the three way intersection go southeast then go southwest, southwest and northwest to reach a three way intersection. From there go southwest then southwest to go to the second floor of the castle. Once you climb the stairs follow the path till you reach another set of stairs. Once you have descended the stairs all that is left is a straight path to the end. To your dismay the leader of the Anubitos is nowhere to be found. Instead you get three Minotons, hardly a challenge at all. BOSS: Minoton x 3 LP: 3 Attacks: Bash One-Two Minos Shield ======================================== W. ISKANDARIA, CITY OF THE HERO ======================================== ------------------------- 1. The Cavern of Murals ------------------------- ---------------------- 2. Lucky Glyphs ---------------------- ---------------------- 3. Desert Mirage ---------------------- Adventure: Desert Mirage A mirage. Is it a figment of the imagination...or is there something on the other side of the desert? Turns: 120 Monsters: Wildlings, Beasts, Birds, Demons, Slime, Undead A giant oasis shrouded in mystery. Many adventurers seek to unravel its mystery, yet never make it back alive. Even when the Oasis is in view, the sandstorm obscures its whereabouts, or the oasis simply disappears while you are moving. However, new rumors have surfaced among oasis-seeking adventurers. Use a special method to seek out the oasis and it will not disappear... Follow the path from the West Entrance until you exit into the deserts Antlion Hill. When you first get there you will notice a piece of paper fly out from the sandstorm. The paper is a note from another adventurer. This adventurer has found a way to get near the oasis. On the note the adventurer says: “Wandering about, I have discovered a way to get near the oasis. With the oasis in sight, go southwest, east, then...” It’s unfortunate he didn’t know the last direction. Of course if they told you it wouldn’t be much of an adventure would it? It also says to waltz with the oasis. Wonder around the desert a bit and when the oasis appears go southwest, east, and northwest. It didn’t work for me each time but continue to do those directions every time the oasis appears and you will eventually find it. ---------------------- 4. Crossing the Desert ---------------------- Adventure: Crossing the Desert Secure a pedestrian route and break through the desert! Turns: 80 Monsters: Wildlings, Beasts, Birds, Demons, Slime, Undead Antlion Hill. This is the center of the desert, where severe sandstorms brew regularly. Only an experienced adventurer can make it through this area. In order to make it out of Antlion Hill, you must check your direction while the sandstorm is calm. Should the storm start up again, you will become lost. There are also rumors that monsters will appear when the sandstorm picks up strength... Head for the Southeast Point. Follow the path from the west point until you reach Antlion Hill. The goal is to make it to the Southeast Point. The best way to accomplish this is to go south, east or southeast. The best advice is to continue in one direction like southeast until visibility becomes poor. When that happens go either south or east to see if the visibility clears up. By continuing in the southeast direction you will eventually reach the Antlion Hill’s End and Southeast Point. Now that you have made it, the adventure is over. =============================================================== X. Jeanne’s Quest to conquer the Seven Wonders (20 ADVENTURES) =============================================================== Jeanne has realized the power of the seven wonders and seeks to conquer them all. Is this the power that made Iskandar the man that he was? Or was it something else. All questions will be answered soon enough. In the meantime you can now visit the towns of Torle and Vaftom. Go to Iskandar Plaza and witness the Festival of Regina Leone. Kurt will get in a fight with an Anubito. In this fight no weapons are allowed, only melee attacks. Anubito LP: 6 Attacks: Bash Dog Paddle After the fight you end up in Iskandar’s Mausoleum. A messenger by the name of Hiro tells you that Lord Burgundy is to be assassinated during the festival. Kurt won’t let that happen and takes Hiro with him into the Mausoleum to stop the fiendish plot. You can only choose six characters at this point so I suggest having characters with the treasure chest abilities like defuse, locksmith, and fortuneteller. Hiro’s beginning stats and skills Strength 7 Fire 7 Skill 7 Earth 7 Spirit 6 Metal 5 Magic 1 Water 9 Endurance 8 Wood 2 HP 146 / 146 LP 14 / 14 HP recovery D Aura L1 -------------- Road Guide L1 Inconspicuous L1 Bow Arts L1 -------------- Diplomacy L1 Adventure: Lord Burgundy’s Assassination Turns: Unlimited Monsters: Giant Beast, Slime, Insects, Giant Vegeplasts, Beasts, Allies: Hiro The beginning area is pretty straight forward. If you follow the path southwest, northwest, southwest, and southwest to eventually reach a set of descending stairs. Once you are down the stairs you will end up in a greenish area. Follow the path east, east, north, northwest, west and west to reach another set of descending stairs. The stairs lead to the Hall of Heaven (a bluish area) that contains many paths. Go northeast, southeast, southeast, northeast and northwest to reach the spot where Lord Burgundy is to be assassinated. When you get there you will need to do battle with two assassins. That is the quick and easy way to finish the Mausoleum. If you want to get good panels at the end you will need to explore a bit more. Boss: Assassins x 2 LP: 3 Attacks: Shoulder Tackle Angled Slice After the fight with the assassins the adventure is over. Exploring the Mausoleum When you reach the Hall of Heaven, go northeast, northeast, northwest, and southwest to reach a set of ascending stairs leading to the upper levels. Once you go up the stairs go southeast, east, east and north to reach a fork in the road. If you go to the northwest you will reach a set of ascending stairs. If you go to the northeast you will reach a set of descending stairs. Descending Stairs The Descending stairs lead to the Hall of Hades. From the stairway go southwest, southwest, southeast, and northeast to reach another set of ascending stairs. When you are in the Hall of Hades you will notice that something is moving around. If you hear the steps rapidly approach then prepare for a tough boss battle. After the battle the door to the Conquerors Room in the Hall of Hades and Heaven will now be opened. Boss: Giant LP: 12 Attacks: Grasshopper Thrust Titan Thrust If you are really brave and decide to take the ascending stairs in the Hall of Hades you will end up on the green floor again. Go to the west, west, and southwest to reach a fork in the path. Both the northern and southern path lead to a set of ascending stairs. The northern stairs leads back to the beginning of the adventure. Take the southern stairs and when you emerge at the top floor go northwest, northeast, northeast, northeast, and northwest to reach the descending stairs. Down the set of descending stairs go west, north, northwest, northwest, northwest and northeast to reach a set of ascending stairs. Take the stairs back up to the top floor then go southwest, southeast, southwest, southeast, and east to reach a four-way intersection. Going to the south will lead you to the same point if you had taken the ascending stairs in the section “Exploring the Mausoleum”. Ascending Stairs If you took the ascending stairs, follow the path until you reach a four-way intersection. At the four-way, go west to reach one set of descending stairs and east to reach two sets of descending stairs. If you went to the east the descending stairs will be to the north or to the south. The stairs to the south will lead to a set of ascending stairs and a set of descending stairs. To reach the ascending stairs, follow the path north. The ascending stairs will lead you back to your starting point of the adventure. The descending stairs will take you to the same point where you had to decide to go north or south after coming up from the Hall of Hades. When I did this adventure I used over 700 turns and a lot of it was fighting monsters. Every Panel at the power up screen was a Level 5 for every character. ======================================== Y. Vaftom, City of Temples ======================================== ------------------------- 1. Tribal Chief’s Trial ------------------------- Adventure: Tribal Chief’s Trial Back when this town was a small fishing village, they had a test to choose a tribal chief who would unify the villages. Turns: 100 Monsters: Aquans, Birds, Giant Birds Back when this town was a small fishing village, they had a trial to choose a tribal chief who would unify the villages. High intelligence, good judgement and spiritual harmony were some of the qualifications. But at the same time, valor and prowess to resolve disputes were also required. This old tradition has long been forgotten, but the cape which was used for the trial remains unchanged. The first thing that you will notice when you go into battle is that there is a participant limit of 3. The narrow path makes it impossible for 5 people to fight at once. This adventure could be very tough depending on how strong you are and how strong the monsters are. There are two orbs in this level which you must touch. Once you touch them a boss will appear. Once you defeat both bosses go to the main ritual area to complete the trial. I suggest defeating all of the minor enemies in the area first before attempting the trials. Begin by following the Ocean Road and go north at the first fork. At the second fork in the road go west, southwest, and southwest to reach the Twin’s Cape. On the altar is the Orb of Trial. Touch it to take the trial. You will lose a lot of hit points and possibly life points plus you have to fight a boss. When I played this adventure this was my boss. It may be different depending on when you do the quest. After you defeat them go back to the north and then travel northeast, northeast, east, northeast, southeast, east, northeast, and east to reach the eastern Twins’ Cape. Examine the orb on the altar to face the second of two trials. ------------------------ 2. Danger in the Mines ------------------------ ---------------------- 3. Avalon *7 Wonders* ---------------------- ======================================== Z. Torle, Farthest Outpost ======================================== ---------------------- 1. Ice Slab Sea ---------------------- Adventure: Ice Slab Sea Seek Out Eternal Ice. Turns: 200 Monsters: Aquans, Demons, Undead, Birds, Giant Birds A certain merchant has requested you bring back high quality icethat never melts. This request has led you to this dangerous sea full of ice floes. Find Eternal Ice and complete this mission. Navigating the Ice Floes may or may not be that hard depending on how lucky you are. Occasionally when traveling through the ice floes, the current will pick up and the only way to withstand it is to get a circle on the reel. To begin the adventure, start by moving southwest and then take the southern path at the fork. Follow the path until you reach the Great Ice Floe where you have four paths to choose from. Go southwest, west, and then follow the ice floe and onto the Glacier. When you reach a fork in the path where there are only two paths to travel, go northwest, southwest, west, northwest, northeast and follow the path north to reach the second area of the Ice Slab Sea. In the second area go southeast and follow the Glacier until you come to a fork. Go northeast, southeast, east, northeast, northwest, northeast, north and then follow the ice floe to the third part of the Ice Slab Sea. The last part is just a straight path through the ice floes. When the current gets strong, it is a little bit harder on the reels than in the previous areas. Once you grab the Eternal Ice the adventure is complete. ============================================== AA. Jeannes Quest (25 ADVENTURES) ============================================== Realizing the power of the Starship Anchor and the power of the seven wonders, Jeanne Maure decides to take on the seven wonders. If you go to the adventure screen in any inn you will also notice that To Starship Anchor has been changed to Jeanne’s Challenge. No new towns open up either. If you have completed 25 adventures, you should be powerful enough to beat the game now. ===================== III. Credits ===================== Squareenix – Without them bringing this game out in the U.S. this FAQ would not be possible. Copyright 2003 Gerald Guess This guide is written by Gerald Guess and cannot by copied or redistributed without my permission.