Unlimited: SaGa Sidequest Guide by CarbunkleFlux Version .45 ===== Version History: === >Version .45 - Spelling corrections. Various format corrections. FAQ has a whole bunch of new questions on it- and all questions are now shown in the Table of Contents ^^. All of Gadeira's, Loch Vaan's, Zomar's and Wanda's sidequests are complete. Several other sidequests as well. *Note about Titan's Flute: I intend to add this soon, but I can't at the moment as Judy's quest doesen't have access to this sidequest* >Version .35 - Just started the guide. I've got only a few of the easier side- quests as well as the Nakle Lines walkthroughs complete here, but I intend to add more as I go through them. ===== A little bit about this FAQ: === The meat and potatoes of Unlimited Saga lie in it's huge number of side-quests. These quests are usually the only way for your characters to get any semblance of power or riches. However, a lot of these quests are confusing as all can be. I thought it'd be fun to make a walkthrough all the while poking fun at some of the dumber sidequest premises. Thus, this guide was born. ===== Some Legal Stuff: === -About Unlimited: Saga The Unlimited: Saga name as well as all character names, place names and trademarks mentioned from the game are entirely the property of Square Enix, of which I have no affiliation. I'm writing this FAQ for my own enjoyment as well as the benefit of other players such as myself...so don't sue me. Please? X_x -About this Guide Sorry, but this guide may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. *pant pant* So right, if I find out someone put this on their site without my permission, i'm not going to be a happy camper :P. I'm an agreeable person, though- so if you ask, 99% of the time i'll say 'Sure!' so just ask prior, please ^^. ===== Contact Info: === E-mail: AlphaDaos@aol.com If you're going to E-mail me with a question about the game or FAQ, please include '[Unlimited SaGa]' in the subject of your E-mail. Also, NO attach- ments or links whatsoever. I delete attachments from strangers right on the spot :P. Not to be mean, but it's just principle. Don't be disappointed if I don't get back to you right away. I can't be expected to answer every E-mail promptly. Also, be sure to look through the FAQ first to see if the answer to your question is contained here-in. ===== Table of Contents: === >(I) Some things you'll need to know -Leveling up -Gaining HP -Sparks of Inspiration -Earning Money >(II) Frequently Asked Questions -What's the point of HP? How do I recover my HP in/out of battle? -How do I open a treasure chest that's locked with powerful magic?! -How come I get crappy panels at the end of the Adventure? -What are 'Joint Bonus', 'Line Bonus' and 'Triangle Bonus'? -How do I make a Platinum (AKA Faerie Silver) weapon/shield/accessory? -How do I make a Damascus (AKA Black) weapon/shield/accessory? -What is Life Protection? -Does Life Protection Stack? -What easy-to-obtain accessories have a guarunteed Life Protection? -How do I restore Durability and what's the best way to preserve it? -How do I use Quick Fix? -What bestial stone can give a weapon/shield/accessory Forbidden Arts? -Why can't I use any Arts I learned when I get a 'Spark of Inspiration'? -How do I see how many turns I have left in an Adventure? -How do I recover LP? -How do I use the Healing Herbs? -What do panels like 'Seal Weapon', 'Pacifist' and 'Phobia' do? -What does Road Guide, Architect and Cave Guide do? -What kind of attacks hit all enemies? -What does the Treasure Chest's level affect? -How do I get Guns and why are they so weak? -What do the Detect spells do? -What is this 'Magic-First' tactic you keep mentioning everywhere? >(III) Sidequest Guide * WANDA * -Lumina Stone -Night Desert * LONGSHANK * -Fugar's Mansion -Cemetary -Garden of Death * GADEIRA * -The Seven Waterfalls -Legendary Leviathan -The Sevenfold Tail -The Three Keys -Pirate's Invitation * ZOMAR * -Abandoned Castle * LOCH VAAN * -Bottom of the Dry Well -Mayor's Nightmare -Regal Lion's Treasures -Scared Knight -Sparkling Waterfall * CHAPA * -Insect Extermination * VAFTOM * -Knight's Mausoleum >(IV) The Seven Wonders Guide -Nakle Lines >(V) Special Thanks to... Note: This guide isn't complete! More will be added to the Table of Contents as I update this Guide. ===== (I) Some things you'll need to know (I) === -Leveling Up: Leveling up in Unlimited SaGa is done with a group of 7 hexagonal tiles called the 'Growth Panel'. Every time you complete an adventure, whether it be sidequest or part of the main plot- you're presented with four panels to place in these tiles. What panels you place where will determine your skills and stats. Here is a diagram of the growth panel and what stats each tile affects when you place a panel on it: _____ _____ [__1__] [__2__] _____ _____ _____ [__3__] [__4__] [__5__] _____ _____ [__6__] [__7__] Panel 1: Raises strength and endurance. Panel 2: Raises strength and skill. Panel 3: Raises endurance and magic. Panel 4: Base panel. Raises all stats. Panel 5: Raises skill and spirit. Panel 6: Raises magic and endurance. Panel 7: Raises spirit and magic. So be sure to place powerful panels where they'd affect a certain stat the most. I'd recommend keeping panel 7 as a 'dummy' spot to place panels you don't want in, since Spirit isn't that important. This way, if you have a lot of good skills you'd like to keep, you always have a spot to put a new panel in and not lose too much power in the process. -Gaining HP: You also have the chance of gaining HP at the end of every adventure after you finish fiddling with your growth panel. Whether your characters gain HP or not (and how much they gain) depends on three things: 1. If the characters participate in battle: Be sure to cycle all 7 of your characters through your battle group throughout the quest. Make sure every character gets at least one hit in and is hit at least once. This way, you can ensure you always have an HP gain at the end of an adventure. 2. How much the party fights: The amount of enemies your party fights throughout the adventure has a role in determining how much HP you gain at the end. Be sure to kill every monster you see for the best benefit. 3. How much your characters are hit: How much damage your characters recieve in battle also has a role, but not a large one. Since preserving LP is an absolute must during adventures, it's not recommended to go around wasting your HP and LP drawing fights out. -Sparks of Inspiration: A 'Spark of Inspiration' (Lightbulb) occurs whenever your character learns a new Weapon Art. Weapon Arts are very important parts of your strategy when it comes to boss fights, as often a Weapon Art can make the difference between damaging only a boss' HP and damaging the boss' LP. Every attack on your weapon (and in Melee) has 5 Weapon Arts you can unlock at any time (Level 5 being the strongest). Here are some random tips to increase the chances of gaining 'Sparks of Inspiration': * Battle stronger enemies. The strongest ones are the 'Giant ' monsters and bosses. * Create large comboes and make sure you hit a high level Weapon Art with at least one person participating. * Constantly hit your highest level Weapon Art availiable during single character attacks. * Though dangerous, allowing bosses and other strong enemies to interrupt your comboes increases your chance of getting a 'Spark of Inspiration'. -Earning Money: You never earn money from monsters and selling the items they drop is not only a waste, but doesen't give you much. 'Well, how am I going to get money to buy that expensive Corundum Crown?!' you might ask. Well, a lot of the time you're going to increase your bank balance through random treasure chests strewn about the Adventures. Yes, it's dangerous and the defuse/locksmith skills aren't always availiable, but it's really your only way. Here's some tips to getting a decent cash inflow: * Keep Fortuneteller on hand. Fortuneteller will tell you what's in the chest before you open it, so you can scan the chest to see if money is inside. This way, you know whether or not to waste your time and LP opening it. * If an Adventure has Bag or Corpse type treasure chests and won't disappear when you fail it- by all means, keep redoing the adventure and search for chests! Bag and Corpse type chests almost never have traps and almost always carry a large sum of money. * Money is decreased, but not destroyed when you break chests open. So if you lack Defuse and Locksmith, there's nothing wrong with resorting to throw the chest at the wall several times. Though you might need some anger management therapy at that point. ===== (II) Frequently Asked Questions (II) === Q: What's the point of HP? How do I recover my HP in/out of battle? A: HP act as a shield for your LP; thus meaning, having a high HP makes it less likely that enemies can damage your LP. You can survive at 0 HP and easily, but it's always a good idea to keep it high so enemies don't damage too much of your LP. In the beginning, when your HP are low- HP will seem pointless to recover, but once you hit 200-300 your HP level will start to influence LP damage pretty dramatically. So always keep it high. To recover HP out of battle, you push in the R3 button and you'll get an option to 'rest'. Resting will recover a small portion of everyone's HP. In battle, anyone not participating in the fight for a turn will recover a small portion of HP. You can also recover HP through Magic Arts such as the Water Art, Purify. Purify is a handy spell to have, so it's recommended that you hold on to it when you get it. - Q: How do I open a treasure chest that's locked with powerful magic?! A: For any magic-locked chest, you need to have an attack spell on hand (that's NOT on a familiar). Let's use Fire Arrows as an example. You'd need a weapon or accessory that allows anyone to use Fire Arrows, or your character must know Fire Arrows and have a weapon/accessory with the 'Fire Arts' skill on it. You go into the 'Skill' menu and select said weapon/accessory. Scroll down and Fire Arrows should be on the list. Highlight the treasure chest on the things to examine and use Fire Arrows. You should get a Reel similar to the Defuse and Locksmith Reels. Hit a Green Orb and you've unlocked the chest. - Q: How come I get crappy panels at the end of an adventure? A: The number and strength of the monsters you fight has a large effect on the strength of the panels you get at the end of the adventure. Try not to skip fights if at all possible so you can get the best growth at the end. Any quest with a boss has a higher likelihood of strong panels. - Q: What are 'Joint Bonus', 'Line Bonus' and 'Triangle Bonus'? A: Panels like to be next to eachother. Thus, when you arrange panels of similar type (IE: Share the same icon) in certain patterns, you get bonuses to your stats. A 'Joint Bonus' is when you put two panels of a similar type adjacent to eachother. For example... P = Panels of Similar Type. Joint Bonus / \ _____ _____ [__P__] [__P__] _____ _____ _____ [__3__] [__4__] [__5__] _____ _____ [__6__] [__7__] A 'Line Bonus' is when you arrange three similar panel types in a line on the growth panel. For example... P = Panels of Similar Type. _____ _____ [__1__] [__2__] _____ _____ _____ [__P__] [__P__] [__P__] - Line Bonus _____ _____ [__6__] [__7__] Finally, a 'Triangle Bonus' is when you arrange three similar panels in a 'triangle' around the center panel. For example... P = Panels of Similar Type. _____ _____ [__P__] [__2__] _____ _____ _____ [__3__] [__4__] [__P__] - Triangle Bonus _____ _____ [__P__] [__7__] These stat boosts are generally pretty good to have, so try to arrange your Growth Panel to gain lots of bonuses. - Q: How do I make a Platinum (AKA Faerie Silver) weapon/shield/accessory? A: Simple. Take any item made from Silver and combine it with a Bestial item. Be prepared to do the save/reset/reload dance, however- as you only have a 10% success rate of actually making the Platinum item. - Q: How do I make a Damascus (AKA Black) weapon/shield/accessory? A: Black weaponry can be the most powerful weapon-set in the game next to the Dragonscale Sword and Spear. You'll want to outfit your fighters with Damascus weaponry (Except Sword or Spear users, unless you're short some Dragonscale) for the best attack power. To make Damascus, you need the following base materials as weapons/accessories or just by themselves. You won't be able to do this with any armor made of these: Steel, Mullock. As well as these base materials. Same deal above applies: Some Copse/Cedar/Oak (Any of them is fine) and any Bestial Stone. Visit your nearest Blacksmith with this stuff in hand (Be sure to save prior!) and steel yourself (Ha, ha. Pun) for a save/reset/reload dance should you fail. First, you mix the Mullock with a single Bestial stone and you'll create a Mullock Lv.2. This is 100% guarunteed. Now for the hard part; mix the Steel with either Oak, Cedar or Copse (Any one of them will do) and hope you get a Steel Lv.2. You'll be able to tell if you got a Steel Lv.2 by your new weapon's attack power. It should be one less than the normal Steel version (Steel Sword is the best way to tell, as it's normal attack is 55. The Lv.2 version's attack is 54). Once you have both a Steel Lv.2 and Mullock Lv.2, mix them together and you'll have a Damascus weapon/shield/accessory! - Q: What is Life Protection? A: It's a skill you'll find on certain armors and accessories. This skill can make it more difficult for the enemy to damage your LP without bringing your HP to 0 or just doing a whole lot of damage. - Q: Does Life Protection Stack? A: Yes, the Life Protection ability does stack. 3 Life Protections plus a fairly good HP and Endurance can make you darn near invincible O_O. - Q: What easy-to-obtain accessories have a guarunteed Life Protection skill on them? A: Bone Cross and Angelite Ring are the only ones that are easy to obtain, to my knowledge. For this reason, you should harvest any Bone material, Angelite material and any weapon made from Bone whenever you come across them. Black Armlets also have Life Protection, but i'd avoid wasting Damascus on this unless you're either really desperate or have a huge abundance of it :P. - Q: How do I restore Durability and what's the best way to preserve it? A: There are two ways to restore weapon durability. One way is to use Quick Fix on a weapon with more than 0 Durability. This is only good until it reaches 20, however. The other way is to get a lot of items together and go to a Blacksmith- then you modify the weapon until it reaches the desired level. The latter strategy, however, has a chance to kill one of your weapon's abilities- so be sure to save prior to doing so and reload if such a loss occurs. The best way to preserve Durability would be to save your weapons for strong monsters and bosses only. Instead, use Melee on the weaker enemies. Practicing Melee isn't going to hurt your growth in any way, so it's always a good idea to use it often. - Q: How do I use Quick Fix? A: To use Quick Fix, you go into the item menu and go to the weapon you wish to fix. It has to be below 20 durability but above 0. Then you select it and use the Quick Fix option and you'll get a Reel. Hit the Green Orb and you'll have recovered durability! - Q: What bestial stone can give a weapon or accessory Forbidden Arts? A: Demonite. If you have a lot of mages and you come across some Demonite... KEEP IT. Definetely. It's a fairly rare stone for most of the game. - Q: Why can't I use any Arts I learn when I get a 'Spark of Inspiration'? A: The Weapon Art you learn is added to your Reel for that weapon attack. Say you learn Bear Crush for Punch. Now, it should be on your Reel as a blue panel, since Bear Crush is a Level 2 Weapon Art. Hit the panel and you'll perform your Weapon Art again ^^. - Q: How do I see how many turns I have left in an Adventure? A: To see how many turns you have left in any given Adventure- simply push Square. It'll show the number of turns you've taken and what the turn limit in the scenario is, if there is any. It'll also give you a handy mini-map if you have the Road Guide, Architect or Cave Guide skills. - Q: How do I recover my LP? A: You can only recover LP with the extremely rare Healing Herbs. Your priority should be preventing LP loss above all- so only use these Herbs as a last resort. I save mine for the Seven Wonders. - Q: How do I use the Healing Herbs? A: Go into the 'Skill' menu and push down on the D-Pad to cycle through your items. When you find an Herb, select it. You should have its Life Recovery or Life Restorer skill highlighted. Push Square now and you'll get a list of party members at the top of the screen. Push the D-Pad left or right to select the desired party member who's low on LP, then finally- select 'Life Recovery' or 'Life Restorer' ^_^. Boom! Herb used. - Q: What do panels like 'Seal Weapon', 'Pacifist' and 'Phobia' do? A: Those are negative panels. Seal Weapon seals the use of a particular weapon, Phobia makes the character lose attack power when confronted by a certain type of monster and Pacifist makes the character take damage when they attack a monster they have vowed not to kill. They provide decent stat boosts, but come with the handicap of permanently sitting on your Growth Panel. You can only replace a negative panel with another negative panel- and only a negative panel of the same type at that. My recommendation is to -never- place a negative panel if you can help it. The decent stat boost just isn't worth permanently ruining your Growth Panel. - Q: What do Road Guide, Architect and Cave Guide do? A: These skills serve two purposes. One purpose is to provide a mini-map for the corresponding dungeon type when you push Square. The more valuable use is that using it on a room you're in uncovers any hidden treasure chests. To use it on the room, go into the 'Skill' menu and if you've got the skill for that dungeon (Road Guide- Outside, Architect- Buildings, Cave Guide- Caverns), it'll be lit up. Highlight the skill and use it- if there's any treasure chests, your characters will find them most all of the time, with rare exceptions. - Q: What kind of attacks hit all enemies? A: There are many attacks you can use to hit all enemies. The ones I know for sure are: Weapons: Bow- Random Arrowshot (and any Weapon Art you learn with this attack) Magic Arts: Fire- Corona, Fire Screen Water- Ice Needles Metal- Shock Forbidden- Psycho Noise For accessibility, the Bow is your best bet. But if you want a truly powerful all-enemy attack, i'd say try to learn Corona ASAP. That spell has given me very impressive results for LP damage. For HP, Fire Screen is the best as it does loads of HP damage. Unfortunately, it doesen't damage LP terribly well. - Q: What does the Treasure Chest's level affect? A: It affects the difficulty of the Locksmith/Defuse Reel, the severity of the traps set on it- as well as the quality of it's contents. A high level chest will usually have a pretty rare item inside (or a whole LOT of KR), if you're lucky. You can affect the chest's level if you have the Fortunetelling skill. You see, every success in fortunetelling can increase the chest's level. I'd recommend against overdoing it on Fortunetelling, though- as the Reels get harder and harder as the chest levels up- and hitting a Bomb sets off every single trap on the chest and brings it's level down to 1. Ouch! - Q: How do I get Guns and why are they so weak? A: Unfortunately, the only way to actually obtain a Gun to my knowledge is to pilfer it from a character who joins you with one. You can't actually forge a gun and if there is a way, I sure don't know how. Guns being weak are the biggest misconception about them, however. The reason for their rarity is that they are so obscenely powerful. The Gun's damage and ability to damage LP increases for every Gun Panel you place on your Growth Panel. Late in the game, hitting a White Hit!! Panel on the Gun Reel can do upwards of 800 damage as well as a nearly guarunteed LP damage. Learn to use the Gun Reel well and you'll have a heck of a powerhouse. - Q: What do the Detect spells do? A: Each Detection spell is used outside of battle to detect monsters of whatever type the spell happens to detect. In battle, they can increase the possibility of doing LP damage to that type of monster. Detect Aura works especially well for increasing LP damage since, in my experience, it works on nearly all monsters. Just cast it at the start of the turn and you're good to go. - Q: What is this 'Magic-First' tactic you keep mentioning everywhere? A: It's simple. Set someone to cast a spell, any spell. Once your first turn comes up, go to this person and have them try to combo the spell. Since magic is -very- slow to execute, the monster will interrupt your combo most all of the time. Then they will proceed to waste most, if not all of their turns on you. Now that they've gone and done that, you should have an easier time executing a combo. This tactic makes fights against normal monsters, quite frankly, a joke- and it's really useful against bosses. Make good use of it and you'll do just fine. ===== (IV) Sidequest Guide (IV) === Format: -- * NAME OF TOWN * (I'll put the name of the town all the corresponding sidequests take place in) -- Name of Adventure: The name of the sidequest, of course. HP and Panel Lv. Recommended: I'll recommend a general amount of HP and level of panels that I think would make the quest beatable. Monster Rate: The rate of monsters you'll encounter in the quest. Ranges from 'None' to 'High'. Premise: This is where i'll tell you what you're doing this adventure for. Goal: This is a bare-bones explaination of the goal. Usually 'Get to the end' or something. Walkthrough: Here I tell you how to get through the sidequest. Depending on where needed, instructions could be specific or vague. If the quest takes place entirely on a single linear path (See The Seven Waterfalls) then there's really no need to be too specific when it comes to directions. -- * WANDA * -- Name of Adventure: Lumina Stone HP and Panel Lv. Recommended: Any HP or Panel level is fine. I'd do this one relatively early in the game for the best results, however. Monster Rate: Medium. Premise: A retired inventor requires Lumina Stones for his invention (Wait, if he's an inventor that retired from inventing, then why is he..? Oh, forget it). So he advertises for a large number of adventurers to run into a desert during the night-time and collect said stones from around the oases. Little did these poor, unwitting adventurers know that he wasn't going to reward them at all :P. Goal: Collect at least one Lumina Stone and reach the finish before your turn limit runs out. Walkthrough: The desert this takes place in is just one big open area- and you don't really have to do much to complete the sidequest. If you want a lot of Lumina stones, just hug the edges of the map and circle every oasis you find. The Lumina Stones will be right on the ground for the taking- but don't believe the narrative. Regardless of the number of Lumina Stones you collect, you're going to get an invention and it will break in your hands. Nothing can change this, unless you refuse to collect them at all. The REAL treasure from this sidequest is the Magic Tablet you can get and it's very easy to get at that. To find this Tablet, simply go straight north from the beginning- then hug the topmost edge of the map left. Keep sticking to the edge and you'll come across the Magic Tablet just lying on the ground. Now, at around 40 turns the halftime whistle will ring and the exit will open up. At this point, you've got 40 turns left to return to the entrance and get your "reward" so you can complete this quest. Enjoy your Magic Tablet and...um...broken invention. - Name of Adventure: Night Desert HP and Panel Lv. Recommended: Any HP or Panel level is fine...unless you're aiming to kill the Sabertiger. At which point I say leave this quest till you have 200-300 HP and Lv.2-3 Panels. Monster Rate: Medium. Premise: A merchant is ferrying some feathers through a desert when he is assaulted by a mysterious shadow that is scared of these feathers. Instead of throwing the features at the shadow so it'll go away, he drops them and runs. He DROPS the FEATHERS that CHASE IT AWAY. Among 3 other large boxes. So when he reaches town he grabs you, shoves some feathers in your inventory- and sends you to deal with it. Sounds good. Goal: Grab the three packages all while avoiding the "mysterious shadow" :P. Walkthrough: Let me start by saying first that you should not worry about wasting the Retreating Feathers. Use them whenever the Sabertiger pops up. If you want to actually fight it, there's a far more convenient time that i'll detail in a bit ^_^. So with that said: Ok, from the entrance; you move forward one space, the start to hug the eastern edge of the map to the north. You'll eventually hit the north- east corner of the map, where your first crate is waiting. Grab it and start to hug the northern edge of the map to the west. Once you hit the northwest corner of the map, hug the western edge to the south. You'll find your second crate very easily. Once you find it, go southeast, then east, then east. Your third crate will be sitting right there. If you intend to fight the Sabertiger, now is a very convenient time to fight it as much as you want. Just don't get the third crate unless you want to end the sidequest and be sure to watch your turn limit so you don't lose the sidequest :P. Sub Boss Battle: Sabertiger Estimated LP: >Sabertiger: 4 LP The Sabertiger is pretty difficult if you're early in the game, but it's beat- able. The key is to rotate your first 3 people and to use the magic-first tactic (Cast a spell on the first turn you get, then try to combo it) so you can combo the Sabertiger. It's got a couple thousand HP, but once you get this amount down it's LP will start to drain like a leaky faucet. Just keep up the comboes and you've one dead Sabertiger :P. This is a good fight to learn level 2 and level 3 Weapon Arts, as well. When you grab the final crate, quest is done. --- * LONGSHANK * -- Name of Adventure: Fugar's Mansion HP and Panel Lv. Recommended: 0 HP and 1 LP would be overdoing it for this quest. Since there's no fighting, you can do it anytime at any strength. Just make sure you do this quest when you're weaker, otherwise your stats will actually go down just for participating in this. Monster Rate: None. Premise: Fugar and his wife are going to a party. His butler, since that's what butlers do, was sent to fetch her jewelry for this party while they went...somewhere or another. However, instead of fetching the jewelry, he manages to lose it in a room that I swear must be furnished with nothing but dressers. The sane, reasonable thing to do would be to simply search all of the dressers, but this butler we're dealing with is neither sane nor reasonable. This butler instead advertises for random adventures and invites them into Fugar's mansion to destroy the dressers with an axe. Goal: Vandalize Fugar's property to find the jewelry. Walkthrough: I'll make this short and simple. Go forward one step, then left until you hit one of the custom doors. Break this door in half with your trusty Key Axe. You will then be in Dresser World. Break the fourth dresser from the left to find the jewelry so the butler can keep his 'snore-inducing' job. There's also a Magic Tablet if you take the right path and explore the mansion a bit more, but it's usually a crappy one. - Name of Adventure: Cemetary HP and Panel Lv. Recommended: At least 200 HP and level 2-3 Panels. Monster Rate: Medium. Premise: The groundskeeper of Longshank's Cemetary is supposedly shutting every- one out and citizens demand blood. The groundskeeper's. Something has to give, however, since you can traverse the entire cemetary and the groundskeeper will only care if you barge inside his house (which would be understandable!). So what's the right thing to do in such a situation? Why, vandalize the graves until you find a key. Duh. Goal: Kill the Necromancer. Walkthrough: Due to the uncomfortably small turn limit, you've got to limit your exploration, here. Just hug the edges of the linear path straight to the end- and don't take any detours. You'll come across many graves, but don't search them yet. Not only is it not really worth it since you get into a difficult battle if you fail the trap Reel, but you really can't afford to since the grave you're supposed to search has a very difficult trap Reel. When you get to the third and final 'open' area (You'll know it's the last one because it's the smallest of them), go to the bottom-right corner of the area. You'll find a gravestone. Search it and if you hit the trap Reel correctly, you'll get the groundskeeper's key. Now, you're free to explore the graves if you like (don't worry, the key remains with you even if you fail the quest!) or go straight back to the beginning and barge in on the groundskeeper. This time, however, his reaction is going to be quite differen't... -Boss Battle: Necromancer, Skeleton x 4 Estimated LP: >Necromancer: 7 LP >Skeleton: 1 LP Horrors! This fight can be either very hard or laughably easy. It all depends on your setup. If you've got all-enemy attacks, then this is going to be easier- but it's perfectly beatable without them. Try setting someone to use magic and having your characters with all-enemy attacks smack the skeletons while the characters without all-enemy attacks focus on the Necromancer. Whenever your first turn comes up, move over to the magic-user and have him/her try to combo the spell. The skeletons and Necromancer will proceed to waste most all of their turns. Now, it should be safe to combo- and the resulting combo attack should annihilate the skeletons. Then, all that's left is to repeat the process on the Necromancer- except focusing entirely on him XD. If any skeletons manage to survive, just repeat the first strategy and they're bound to go down that turn unless you're really unlucky. Once you beat the Necromancer, you'll unlock the door and enter another room in his shack. This room contains three very high level treasure chests. I think their contents are randomized, but feel free to try and disarm/unlock them if you've got 20-30 turns to spare. Here's what I got from them- you may or may not get the same thing from these chests: Chest 1: Silk Chest 2: Whole lot of KR Chest 3: Lead Staff So yeah, it was only partially worth it for me. Maybe it will be far more worth the trouble for you. Either way, now that you've killed the Necromancer- just leave and the quest should be over. - Name of Adventure: Garden of Death HP and Panel Lv. Recommended: Any amount of HP or LP is fine. Monster Rate: Medium. Premise: Some guy randomly decided to go for a walk one pleasant afternoon in a place called the Garden of Death. Now, if it ended with his unfortunate demise, i'd say he had it coming due to his lack of common sense. Unfortunately, he escaped and only managed to lose an important letter in the process. Can you guess where your party comes in here? I thought so. Goal: Find the letter. Walkthrough: Ok, this quest is really frustrating for many people- and it has a lot to do with a single oversight they make in the starting area. This oversight is a group of monsters standing idly in the room. Examine these monsters and they will swarm into a small group- it will then be revealed to you that OH MY GOD THEY HAVE THE LETTER. This is a very bad thing as they proceed to disperse and hide in the hollows strewn about the Garden. Once this is done, you roam the Garden searching for these hollows and scaring the monsters out of them. You start to find these hollows in the second area of the Garden, so make you way there, first. Once you scare the monsters from each hollow, it'll say something to the effect of 'We'll get you, now!'. This is your cue to make your way back to the first area of the Garden. You should make your way to the southernmost portion of the map, where water is- then head east. You'll find a wall as well as the monsters breaking it. Wait. Follow those monsters! Once confronted, the monsters shrink down and give the letter up- and the guy you did this job for runs in. He apparently was on your tail the whole time. How you react to the situation at hand has no affect on whether you complete the sidequest or not, so feel free to be as cruel as humanly possible to the poor guy ^_^. Quest over. -- * GADEIRA * -- Name of Adventure: The Seven Waterfalls HP and Panel Lv. Recommended: Any level Panel or amount of HP is fine. Monster Rate: Low. Premise: For some reason or another, your group leader decides s/he would like to see the Waterfalls of the Sevenfold Tail that s/he may or may not have seen during the other two Adventures you go through there. So you get to wander through a linear path looking at a bunch of waterfalls that may or may not defy the laws of physics. Don't get too excited, now! Goal: Examine all of the Seven Waterfalls while searching for the 'exciting' portion of the attraction. Walkthrough: You basically wander forward. You will come across a sign that advertises the Sevenfold Tail and it's blustery weather. This is where your first waterfall is, as well- so examine it by going into 'Skill' then using the 'Action' command on the room. You should get a close up of the room and a description of the waterfall. Then you continue onward and do this for every waterfall you come across. There are seven of them and you can't miss a single one of them as they are all on this single linear path. The one positive thing about this quest is that all the treasure chests are 'bag' types. They thus, only contain poison and needle traps and usually carry a large amount of money. So it might actually be more beneficial to -not- complete this quest and use the Road Guide skill (Any level is fine) to uncover all of the chests then leave. You can amass a large amount of money quickly doing this. - Name of Adventure: Legendary Leviathan HP and Panel Lv. Recommended: At least 250 HP and level 3 Panels should be fine. Monster Rate: Low. Premise: For some reason or another, your group leader decides s/he would like to challenge the Legendary Leviathan in a hidden lake around the Sevenfold Tail area. So you get to find this hidden lake and go fishing for a large Aquan monster using Waterfowl in a manner that would have Animal Rights activists up in arms. It doesen't help that this Leviathan will likely kill you, either. Hooray. Goal: Reel in and proceed to kill the Legendary Leviathan. Walkthrough: This should be easy even for someone who, by some miracle, has not participated in a quest involving the Sevenfold Tail. Basically, you advance forward on the linear path until you come across a sign and the first waterfall (they're in the same room). Then you continue until you reach the second waterfall (Squall Falls). Examine this waterfall by going into the 'Skill' menu and using the 'Action' command. You should uncover a hidden path behind it. Advance through this hidden path and you should eventually come across a large lake. This is your destination. So now, you've got to go around this lake (Take the north path- it's shorter so you'll waste less turns) looking for peninsulas. Go onto these peninsulas (called 'Watersides of Relaxation') and you may find a Waterfowl sitting there. Don't examine the Waterfowl or it'll fly away and that's not what you want x_x. Instead, rest there and waste turns using L3/R3. Eventually, you'll see the Legendary Leviathan's shadow move past and the Waterfowl will get nervous. Go into the 'Skill' menu and you'll see this shadow in the list of things to examine- and use 'Action' command on it! You've got a Legendary Leviathan! And now, it will kill you! -Boss Battle: Legendary Leviathan Estimated LP: >Legendary Leviathan: 10-11 LP The Legendary Leviathan turns out to be just a souped up version of one of the late Aquan enemies. If you've been fighting these guys before, expect an easy fight here. If not, you're in for a bit of a ride. Make sure you've got some daggers or swords equipped in the second weapon slot of every character, as the boss' 'Big Bite' attack is almost guarunteed to take an LP from you every time it hits. If you've got Fire Shield, use it to negate the 'Splash' attack so you don't take heavy LP damage on your whole party. From here, just cycle your characters and have a mage cast first so you can combo. Once it's HP is gone, you should have no trouble getting at its LP this way. Once you defeat the Leviathan, the quest is over. Woo-hoo. - Name of Adventure: The Sevenfold Tail HP and Panel Lv. Recommended: Any level Panel or amount of HP is fine. Monster Rate: Low. Premise: For some reason or another, your group leader decides s/he would like to traverse the Sevenfold Tail during 'No Travel' season. This may or may not senselessly put your group in unnecessary danger since it's horribly windy. Not that this affects the local monsters or anything. The Fish float just as well in the air whether it's windy or not. Go fig. Goal: Cross the Sevenfold Tail while dodging random wind traps. Walkthrough: You basically wander forward. You will come across a sign that advertises the Sevenfold Tail and its blustery weather. Then you wander forward some more. And some more. All the way along the linear path until you reach the end. The difference between this and the 'Seven Waterfalls' Adventure is that now, whenever you are in narrow paths- a random wind gust will attack you and you'll get a trap Reel. Fail this Reel and it will blow you back one space, only to make you use the trap Reel again until you either get to the last waterfall you passed or God has mercy on you and you hit a Green Circle. Once you get to the top of the Sevenfold Tail, the game will congratulate you flatly and the quest ends, your time throroughly wasted. - Name of Adventure: The Three Keys HP and Panel Lv. Recommended: At least 200 HP and level 2-3 Panels. If you want to beat the Sabertiger, however- bump that up to 300 HP and 3-4 Panels. This quest can also be significantly shorter with the Locksmith skill. Monster Rate: Low. Premise: An old mansion on the outskirts of town used to be owned by an insane rich man. One day, this insane rich man sort of went 'Poof!' and disappeared. Now the house is owner-less and the landlords can't sell it because it's got a small problem with monster infestation. Among the random adventurers applying for this wonderful adventure in killing things- you got chosen. Now go! Go to Monster Manor and play exterminator. Goal: To discover the horrors that lie beneath the mansion. Walkthrough: At first, the mansion's large map will be kind of confusing. Don't worry, though- it's actually not as big as it seems. There are two ways to get to the basement, which is where you'll find the boss. 1. The Lazy Way: Go to the second floor- at the room at the northwest corner of the floor, you'll find a Crystal Ball. Take it. Go back to the first floor, head straight north and proceed to use the Locksmith skill to open all 3 locks on the door leading to the basement. 2. The Hard Way: Explore every inch of the map until you uncover three rusty keys with which to open these wonderful locks as well as a Silver Key to access the boss. If you're going to take this path, you should probably know that you'll have to fight a nasty Sabertiger to get the Silver Key. So unless your party is geared to handle that, you might be better off waiting until you get the Locksmith Skill instead. There's also a Copper Key you can get to unlock some doors in the basement that lead to random treasure. Here is the location of the Silver and Copper Keys: -Silver Key: Large room directly east of the 1F Main Hall. At the top portion, you'll get ambushed by a Sabertiger. It has 5 LP, so just lay on the comboes and you'll earn your Silver Key. -Copper Key: From the 2F Stairs, go straight west until you can't go went anymore. Go south, then continue west. You should hit a dead end room shaped sort of like an upside-down sideways L. The Copper Key is lying right on the floor. Either way, like in the Lazy Way- go to the room at the northwest corner of the second floor. You should keep a fourth Rusty Key handy to unlock it if you don't have Locksmith. Grab the Crystal Ball inside, then advance back to the door north of the 1F Main Hall and open it. Now, you'll find a portrait of the insane rich man. It's missing it's right eye. Go on ahead, examine the portrait and put the Crystal Ball in. The wall will move to reveal a ladder to the basement ^_^_^. Once in the basement- you can explore and find treasure behind the doors you need the two special keys for if you like. If you'd like to advance straight to the boss, however, go west at the first intersection. Take the northeast exit and then go east next chance you get. Continue east until you come to a room that has a northwest exit. Go northwest and you'll come across a locked door. Use either the Silver Key or Locksmith to unlock it- then advance inside. Horrors! There's a Necromancer in the basement! -Boss Battle: Necromancer, Two Random Undead Monsters Estimated LP: >Necromancer: 7 LP >Most Undead Monsters, but there may be exceptions: 1 LP This battle should be easy, especially if you already smacked this guy around in the Cemetary Adventure. The same strategy applies: Set someone to use magic and have your characters with all-enemy attacks smack the random undead monsters while the characters without all-enemy attacks focus on the Necromancer boss. Whenever your first turn comes up, move over to the magic- user and have him/her try to combo the spell. The undead and Necromancer will proceed to waste most all of their turns. Now, it should be safe to combo, and the resulting combo attack should annihilate the undead ^_^. Lather, rinse, repeat until the Necromancer is toasted. Once the Necromancer is dead, you've finished the quest. Pat yourself on the back a couple of times! Or not. - Name of Adventure: Pirate's Invitation HP and Panel Lv. Recommended: At least 250 HP and level 2-3 Panels should be A-OK. Though you may want to build up your HP a bit more to save on the frustration factor. Monster Rate: Medium. Premise: Your main character happens upon a note stuffed in a bottle one day while doing...something in Gadeira. The note simply says 'Come to Solitary Isle' with no indication of where 'Solitary Isle' may be, just the extremely vague and unhelpful hint that the island is by itself. Your main character assumes that the note is from a pirate, since only a pirate can be this stupid. Thus, since your main character is feeling suicidal, you charter a boat and somehow make it to Solitary Isle. Are you in the mood for a puzzle? Goal: Solve a really dumb puzzle and help a very confused pirate girl. Walkthrough: As you arrive, you come across a pirate girl who has a lack of attention span and thus, can't solve a simple placement puzzle. She invites you to go collect seashells by the seashore. You can't refuse a girl with a very large sword, can you? I thought not. Advance along the linear path and up the ascending steps to the cavern. Once inside, head north. You may notice a tidal wave crashing below. This is a little important in a few minutes, so keep it in mind. You may also notice that there are Sabertigers mingling amongst the other monsters. This is a rare occurrence, but it's common in this particular sidequest and -very- annoying. Try to avoid fight- ing them if possible, as you have to fight one to finish the quest in a bit. Either way, head northeast, north, north, east then south. You'll find some descending steps. Take them and you'll be on the seashore. Head all the way to the end. You'll notice a large group of seashells- so collect until you get three. Don't worry if they're all gone and you don't have three, as the periodical tidal waves carry a bonus of replenishing them- even if they damage you in the process. So just waste turns till the seashells are re- plenished and collect away. Once you've got 3, head back upstairs. Now, head as far southeast as possible- as in the southeast corner of the map, you'll find three hollow areas in the wall. Examine it and place the seashells in this order: right hollow, top hollow, left hollow. If you end up messing this order up, don't worry- you've got more than enough turns to trek back to the seashore and grab 3 more shells. When you finish the puzzle, a path will open up. Follow it and you'll find the boss. Boss Battle: Sabertiger Estimated LP: >Sabertiger: 4 LP You've probably fought a couple as regular enemies already, so this ought to drain your hopes and dreams for the future quite nicely. Rotate the front of the party so you take as little LP damage and try the 'magic-first' tactic to get off level 3-4 comboes. It'll go down very easily after its HP are all gone- especially with its laughable amount of LP. Detect Aura also works wonders when it comes to increasing LP damage, so make sure to get that off occasionally at the beginning of a turn. It works very well as the spell you cast when using the 'magic-first' tactic... Over is the quest. -- * ZOMAR * -- Name of Adventure: Abandoned Castle HP and Panel Lv. Recommended: At least 250 HP and lv.2 Panels required. Monster Rate: High. Premise: There's an abandoned castle near Zomar that's supposedly a treasure bonanza just waiting to happen. Problem is, the place is cursed. Sound like your idea of fun? It sure sounds like your main character's! So off you go to get locked in a castle of fun to die! Goal: Solve the convoluted puzzle before the low turn limit suffocates your will to live :P. Walkthrough: The low turn limit has driven many people crazy since this place has one very annoying and long-winded puzzle. Not to mention, it's got a whole bunch of filler space just waiting to soak up your turns like a sponge. For this reason, you should probably avoid most treasure chests, so you have as much room for error as possible. So from the beginning, you go north twice. An old man will appear, giggling at you and walking down the path to the east. Well? What are you waiting for? Follow him! Right down the stairs. Once below, follow the path until you reach the first fork and head southeast. You'll find a small room with someone's skeletal remains. Search them once and you get a very vital key. In this room is also a pair of Obsidian Boots you'll find very useful- so don't forget to grab them! If you want an easy sub-boss fight, search the remains again and you'll fight a Skeleton. Woo-yay. -Sub-boss battle: Skeleton Estimated LP: >Skeleton: 1 LP If you really need my help to kill this thing, you probably shouldn't be doing this side-quest yet :P. Once that's done, return to the fork and head straight west along the linear path to the stairs. You'll eventually find yourself in the entrance hall again and your main character will mope about losing the old man's trail. Make your way north, east, north, north and you'll find the old man yet again- you'll 'see' him unlock a door to the northeast of your position. So follow him into the 'room that old man entered'. You'll undergo a...strange scene about a very dirty kitchen and you'll find a recipe for well...something anyway. Read it. The recipe itself isn't important- but the number at the end sure is. Just keep 2475 in mind for a couple of minutes. Or just check back here. Yeah. Anyway, make your way back to the center of the entrance hall (where the stairs are) and go upstairs to 2F. Now, you'll be in a narrow room- on each side of the room is a statue of some kind of fearsome monster. They have the numbers 2, 4, 7 and 5 split between them on convenient little buttons. Hmm...that look familiar? First go east and exa- mine the demon statue. Push 2. Go all the way west and push 4 on the dragon stat- ue. Return to the demon statue, push 7. Go back to dragon, push 5. All the locked doors will now open up! Now, head west and upstairs to 3F. Follow the path until you get to a room with a lot of exits- and go north. Welcome to the throne room! You'll find the old man giggling and sitting on the throne. After a bit of mocking, the old man will disappear to the basement on his throne. Okay. So take the picture of the king that appears and head south twice. Take the Queen Picture and go back to the frame where the King Picture was. Put the Queen inside and take a ride on the throne! You'll find yourself back on 2F. Go north and take the Joker Picture- then put the King Picture in the frame. Now make your way back up to 3F and put the Joker Picture in the Throne room's frame. Now take ANOTHER ride on the throne! Head south, south, east, south, east, east and you'll be face to face with the old man once more. After a fairly...interesting conversation, he'll throw a Wyvern at you. Boss time! -Boss Battle: Wyvern Estimated LP: >Wyvern: 5-6 LP This Wyvern isn't too hard. He has an annoying tendency to shave LP off very quickly, but you shouldn't have too much trouble with him if you use the mage- first tactic to combo him. If you've got anything above level 2 Weapon Arts, he'll be quite dead in one or two comboes o_o. Curse is lifted, but the game-designers were feeling particularly sadistic, so they're forcing you to walk out >_<. So go west and then head in a southward direction. You'll find yourself in the basement. You should know the way out from here. Quest over. -- * LOCH VANN * -- Name of Adventure: Bottom of the Dry Well HP and Panel Lv. Recommended: Any amount of HP or level of Panel should be fine. Just make sure you have Locksmith on at least one person as that skill is absolutely necessary to completing the quest. Swimming is also a nice skill to have for this, but it's not necessary. Monster Rate: Low. Premise: One day, a mage decided to investigate something or other in a dry well. Being the celebrated genius that he was, he locked himself in a small room inside and could not escape*. The townspeople, being worried that he might hurt himself, decide to send you into the well to see what happened to him. Thus begins a fantastic adventure that will last a total of two minutes. * = I know it says in the diary that he sprained his ankle or something else lame, but look at it this way: how many doors do you know lock themselves? :P. It was probably some excuse so he didn't look bad >_> <_<. Goal: Find the Mage's Corpse and then leave. Walkthrough: Head in a leftward direction until you can't go left anymore. Then head south. You should find a rusted old door. Now this is where Locksmith comes in handy- use it on the door and unlock it. Inside the room, you'll find the old mage's corpse. Examine it once and your people will go 'Whelp! Time to leave!', but don't leave just yet- stay a little longer. Examine the corpse once more and a diary will pop out, detailing how the mage lost a life and death battle of wits to a door (or *cough* how he 'sprained his ankle' and noone would come help despite his cries. Riiight, we believe you.). It should also say that he left something 'really nice' (Don't ask me how he did this while locked inside that room) near the water that only an intrepid adventurer could find. This is the information you were looking for. Now, leave the room and head northward until you find a water patch you have to swim through. Use the swimming skill and voila! You'll find a Magic Tablet! Now you can leave via the ladder you entered ^_^. There's also an Undine's Choker if you care to examine the large open room just northeast then west of the entrance, where you get a message about the water reserves. Use Cave Guide to uncover the Choker, then just take it ^^. It's a decent Water Arts accessory, so it could be a big help to Water elemental mages. - Name of Adventure: Mayor's Nightmare HP and Panel Lv. Recommended: At least 300-350 HP and level 3-4 panels. Monster Rate: Low. Premise: The mayor is being haunted by a mysterious ghost from the mountains. This has become so much of a problem that he's hired random adventurers to hunt it down and get rid of it, if possible. Now, the real question is why he was reluctant to hire an excorcist, instead :P. Goal: Find the ghost's corpse then kill it. Er...again. Walkthrough: Ok, head southeast until you can't head directly southeast anymore. At this point, you'll be at a fork with a path leading southwest and another path leading east. Take the southwestern path. You should be in some kind of blue building and your character will moan about where the ghost is. Continue onward and go south first chance you get. You should be in some kind of main hall area. There are five exits in this room. Take the exit leading southwest and you should be in what your hero remarks as a 'ladies room'. Examine the dresser and you should find a hidden path! Now, take this hidden path and you'll find a corpse O_O. Examine the corpse and your main character will suddenly want the sword embedded into it for a special reason we don't know yet. So...um...humor your main character and try to pull the sword out. Lucky you, the corpse will come to life. It's boss time! Boss Battle: Regal Lion Estimated LP: >Regal Lion: 9-13 LP After disturbing you by making an entirely random, but dramatic sounding speech, the Edgelord...REGAL LION!! Open Your Eyes, Ultimate Form, Savor Every Bit of What My Sword Will Do to You will start to attack you. *pants* *wheezes*. Either way, this boss is very difficult. You should come prepared with and on your swords/daggers and make sure they are equipped in your second slot. He can thankfully only attack one character at a time, so keep your 3 highest LP people up front. The annoying thing about this boss is that he's resistant to physical attacks- but he should still go down easily if you abuse the 'magic-first then combo after the enemy wastes their turns' tactic. If you have a hard time doing LP damage to him, then go all out on him with magic. Fire Arrows, Bubble Blow, any spell you can muster should hit him for 1 LP every time if his HP is at 0. After you beat Regal Lion, the quest ends. - Name of Adventure: Regal Lion's Treasures HP and Panel Lv. Recommended: If you could beat 'Mayor's Nightmare' to open this sidequest up, you will likely have no trouble with this one at all. Monster Rate: High. Premise: Regal Lion's Treasures lie in some random underwater cavern somewhere around Loch Vaan. With the ORB in hand, you must traverse a convoluted and entirely unexplained puzzle only a moron like Regal Lion could dream up. Armic volunteered to give us an explaination. Here it is: 'When the Orb turns blue, it means you go. When it turns red, you stop. Oops. It turned green. Now what do we do?'. If that doesen't explain every aspect of this puzzle, then what will? Ha, ha, ha, ha...right. Just go to the walkthrough. Goal: Find Regal Lion's Treasures! Walkthrough: The obscenely low turn limit here puts you on a very tight shift. You have very little lee-way to actually explore the dumb place while being able to complete the quest, so this quest may take more than one try if you rest too much. So, here's the deal: The ORB turns Green, Red and Blue. Depending on it's color, you can offer it to one of the Lion Emblems to be able to advance. You need to offer it to three lion's heads, each when it's a specific color- but only certain Lion Emblems will actually accept it. If you insert it into a Lion Emblem that DOESEN'T want it, you'll fight a very hard Aquan sub-boss. So, here's what you do: From the entrance, go north then east. There will be cold water gushing from an underground water source. Examine it and place the ORB in. It should turn nice and blue! Now, backtrack to the entrance. Go west, northeast then northwest. Here's your first Lion Emblem. Place the Blue Orb- it should accept. Now, go back southeast and then head east, northeast, north, east. Here's the second head. If your ORB isn't green yet- then Rest until it turns Green. Once it does, place it in the Lion Emblem. It should accept. Now, backtrack to the entrance. This should take 37 turns at the very most, so you're free to waste a couple- so if you wanna boost your Growth Panel and get some higher level Weapon Arts, feel free to go north of the Entrance and place the ORB in the Lion Emblem that's there. You'll fight...IT. Which is a fairly difficult Aquan sub-boss. I'd suggest fighting it maybe twice if it's not too hard for you- but make sure there's LP to spare and at -least- 50 turns left when you move on. You've still got a boss to fight, you know. If it helps, the Aquan sub-boss also randomly drops Magic Tablets. Either way, from the Entrance now- head north, east, northeast, south. You'll hit a group of Aquan monsters blocking the way. Choose to 'Wait and Observe' then move on. If your ORB is red already, however- you'll have to fight a fairly easy battle. Anyway, head south again then west. Here's your third and final Emblem. If the ORB is red, put it in! Otherwise, Rest until it does. Once you do this, a path in the Grotto should open up. Make your way to this path by going east, north, north, then northwest. Keep heading west and you'll find it. Now hop in the secret entrance and make your way along the happy fun linear path to the boss! Boss Battle: Humans? Estimated LP: >Humans?: 8 LP Despite the odd name and the classically insane intro speech and dramatic pan- ning, this boss is actually a complete joke compared to the Lion himself. He can't hit your whole party, he does negligable damage- and he's just plain weak overall. His low HP means you could be hitting his LP around the second or third turn and...yeah. You won't have much trouble with him at all, so long as you use the magic-first tactic with abandon. Now that you've defeated that challenging boss, take a look around. If you've got enough turns left, loot the place! If not, just go north then west and take the Dragonscale Dagger as that's the best treasure here. Otherwise, once you've taken your pick of the loot- just head back to the Grotto and you'll end the quest. - Name of Adventure: Cave of the Undead HP and Panel Lv. Recommended: Any HP or Panel level is fine. Bring a couple of all-enemy attacks to make your life slightly easier. Monster Rate: Low. Premise: A knight one-day decided to go on a pleasant jaunt through a happy land of flowers and puppies that just happened to be called the Cave of the Undead. He didn't think he'd find undead in the Cave of the Undead- but gosh! Like common sense would dictate: He did find undead in the Cave of the Undead. A group of kleptomaniacal skeletons, to be exact. They pilfered his sword and he ran out of the cave screaming in retaliation. Since he has such great fear of low-level undead, he decided it's best to hire a group of adventurers to go fetch his sword for him. What a wuss. Goal: Obtain the Knight's Sword from pathetic undead enemies. Walkthrough: The turn limit may be on the low side, but this sidequest is cake otherwise. It's populated entirely by fairly weak undead, so it's hard to get anywhere near death in this sad little place. So to start- go straight east from the entrance and keep heading east until you run into an undead shuffling around in the background. Examine it and you'll find a huge group of skeletons. You can do one of two things to get rid of them: 1. Fight them off 4 times. This is more beneficial to you in the long run, but slightly more difficult. All-enemy attacks can wipe the skeletons out, easily. Not to mention they drop the Mullock material as well as Magic Tablets at random, if you're strapped for either one. 2. Break through a wall to allow sunlight in to do all the work for you. For this current group, option 1 only applies. Killing all four groups of ske- letons will let you enter a large room that may have a corpse-type chest in it. I don't know if the contents are randomized, but I got a Copper Metal Greaves from mine- so it was partially worth it. Once you take care of this group, head back to the intersection just outside where the undead were. Now head northwest, northeast, northwest and you'll encounter the second group of skeletons. If you don't feel like fighting them, option 2 now applies. The broken part of the wall is northeast them west from the intersection outside the area where the undead are. Simply examine the broken wall and hack at it till it breaks, then the passage is undead free ^_^. There's also a Spirit Bow in a corner northwest of the broken wall, it's a decent Ash material weapon but nothing spectacular. Whichever way you decide to get rid of the second group of skeletons, advance into the passage and you'll come across a third and final group. Your main will note that one of them has the sword and chaos ensues! Boss Battle: Large Group of Low-Level Undead Estimated LP: >Most undead, though there are exceptions: 1 LP This fight is no worse than the previous groups of skeletons. In fact, it's downright sad. Just let loose with all-enemy attacks and you'll mow them down faster than an uncut yard :P. Sword found, quest over, induce yawn. - Name of Adventure: Sparkling Waterfall HP and Panel Lv. Recommended: At least 100-250 HP and lv.2-3 Panels. Bring a couple of all-enemy attacks to make your life slightly easier. Monster Rate: Low. Premise: 'Tis a touching tale of love and intrigue. A woman asks you to bring her to her boyfriend's deathbed in the Cave of the Undead so that she may dance in his memory. Unfortunately, there's no jokes I could possibly make about this premise, so pretend that there's a joke after the colon and you should be just fine: Goal: Lead the dancer to her dead lover. Walkthrough: As an initial note- i'd be careful about resting due to the really low turn limit :P. Thankfully, this place is very short. Exact directions time! From the entrance, head southeast, east, northeast, northwest,then northeast. If you didn't get the Spirit Bow during the 'Cave of the Undead' sidequest, follow the northeast path and you'll find it just lying on the ground at the end. Other- wise, just follow the path straight northwest and you'll be on your way to the end. Once you hit the end, you'll be treated to a cutscene of a generic corpse treasure- chest and text describing the events henceforth. After this amazing display of raw emotion, love and sacrifice- you get into a boss battle. Boss Battle: Pinhut Titus, Pekkan x 3, Pinhut x 3 Estimated LP: >Pinhut Titus: 4 LP >Pekkan: 1 LP >Pinhut: 1 LP To be frank, Pinhut Titus is a joke. His Pekkan henchmen are far stronger, despite their lack of LP and will most likely give you a much harder time. At the start of the fight, your priority will be to get rid of the Pinhut Titus. Comboes are going to be mostly useless since they all interrupt comboes quite often, so you may want to save your combo for the last two turns only. Pinhut Titus should go down very quickly if you have level 2 or 3 skills- then you should focus on all-enemy attacks to wipe out the Pinhuts. If you've got no all-enemy attacks, then focus one at a time with two hit comboes or level 3-5 weapon arts. Once the Pinhuts are gone, you now have your major challenge. If you're still early in the game (Armic's Scenario) then you're going to have a very hard time damaging the LP of the Pekkans. For the weaker parties: Rotate the front 2 party members to spread the LP damage out, use the mage-first tactic to get level 3 or higher comboes and most importantly: concentrate on ONE PEKKAN AT A TIME. I cannot stress this enough. Weaker parties will not be able to kill the Pekkans fast enough if they're spreading their attacks out among the three. You have a much higher chance of damaging LP focusing on one, and the faster you do that critical 1 LP damage, the better. Yay, you beat the quest! Insert plot-twist here. Go you! -- * CHAPA * -- Name of Adventure: Insect Extermination HP and Panel Lv. Recommended: Any amount of HP or level of Panel should be fine. Monster Rate: Medium. Premise: Apparently a group of insects that resemble flying green carrots have decided to undergo the futile task of outright attacking the Healer's Hills. What would possess a bunch of bugs to do this is beyond my comphrehension. Perhaps one day, we shall know the answer. In the meantime, go and catch them all so scientists can study their mysterious hill-attacking ways. Goal: Catch all of the Bugs pestering the poor Healer's Hills. Walkthrough: Basically, you visit every green patch on the map and catch the flying green carrots buzzing around there. When you encounter one of the buzzing carrots, examine them using the skill menu. There are two patches on the first map and 3 on the second. Just visit each one (and make sure to explore every part of said patch) and you should find all of the insects easily. If you manage to screw up and miss the trap Reel, however- the insect will fly away. To remedy this, just take a step out of the room then back in. The insect will return ^_^. Once you catch them all, the quest is over. -- * VAFTOM * -- Name of Adventure: Knight's Mausoleum HP and Panel Lv. Recommended: At least 350-450 HP and level 3-4 Panels. Monster Rate: Medium. Premise: Your main character decides that they'd like to try raiding the tomb of a very important historical figure. Respect for the dead? Oh, please. Goal: Enter Iskandar's Tomb. Walkthrough: You'll start in a four-way intersection. To make this quest easiest on you (especially since you've got such a low turn-limit), head south. You'll eventually find your way to a fork. Head northwest and follow the path till you find descending stairs. Head down ^_^. Now, follow the path until you hit the next fork. This fork is very important, so keep it in mind. Now, head south. At the next fork, head west- then head northwest at the next one you come up to. You should be in a room called the 'Blossom Room' with descending stairs. Go down- and you'll be in the Hall of Heaven. Great! Once in the hall, head northeast, then south. You'll notice something stom- ping around as you go. Not to worry, you'll know what it is soon enough. Just wait in the large room you should now be in (IE- Rest) and make sure all your weapons are fixed up and ready to go. After enough turns, a boss will stomp right on in. Boss Battle: Wildlings Estimated LP: >Wildlings: 8-12 LP Since this boss refuses to disclose its name, i'll just call it Wildlings. Fortunately, it's not terribly hard too. It just has the ability to do very good LP damage- so you've got to work on comboing it to death, literally. Detect Aura and 'magic-first' tactic should do the trick for that. Make sure to have good shields and/or weapons with / ready in your characters' second weapon slot- as blocking can really help reduce the damage this guy will do. Once its HP are gone, its LP will start falling very quickly, so don't let the large amount of LP discourage you. Just keep coming it and boom, it's gone. It also randomly drops Magic Tablets, if you need them. When you beat it, you'll hear a noise- and a blue room will appear on your map. Ignore this- and head back upstairs the way you came. Make your way back to the fork I told you to keep in mind and take the northeast path on it. Eventually, you'll come across the descending stairs leading to the Hall of Hades. Once inside, head southwest then north. Getting a feeling of Deja Vu? You should be :P. Wait in the large room and the boss stomping around will come to you. Boss Battle: Giants Estimated LP: >Giants: 9-13 LP You are likely going to have a hard time with this boss. It's got a lot of HP, a very high Endurance and Skill- and can Stun you. All you can do is hope it uses Grasshopper a lot, since even though it has a Stun effect- it doesen't do LP damage very often. What you should first do, is focus on whittling its HP down. Throw your strongest attack spells and Weapon Arts at it (You'll probably learn a few if you don't have any, trust me :P) in its direction while rotating your group members around so the LP damage is spread out. The 'Magic-first' tactic may help increase damage, but this guy also has a ridiculous number of turns so he may still be able to interrupt your comboes. Once he starts taking LP damage, it's time to change your strategy around. Use the 'magic-first' tactic with Detect Aura (if possible) or any other spell, then try to get a two-hit combo of level 2 or higher Weapon Arts. His LP will go down occasionally at first- but as his HP get lower and lower, the LP damage you do will increase dramatically. Just repeat till he dies. I suggest stalling the fight for 1 or 2 turns, though- since this boss is particularly good for learning Weapon Arts. Once you kill the Giants, another door will open and an area that looks like a Yin-yang symbol will appear. Make your way to the pink part of the Yin/Yang and the quest is as good as over XD. ===== (IV) The Seven Wonders Guide (IV) === The Seven Wonders are easily the largest and most difficult of the sidequests. Each character can access certain Wonders as a sidequest depending on what cities they have access to and what Wonders they go to as part of the plot. Here, I will detail how to get through the sidequest versions. The same format as the Sidequest Guide section applies- here it is again for reference: -- ~ NAME OF WONDER ~ Town this is accessed in: The town you access this Wonder from. HP and Panel Lv. Recommended: I'll recommend a general amount of HP and level of panels that I think would make the quest beatable. Monster Rate: The rate of monsters you'll encounter in the quest. Ranges from 'None' to 'High'. Premise: This is where i'll tell you what you're doing this adventure for. Goal: This is a bare-bones explaination of the goal. Usually 'Get to the end' or something. Walkthrough: Here I tell you how to get through the sidequest. Depending on where needed, instructions could be specific or vague. If the quest takes place entirely on a single linear path (See The Seven Waterfalls) then there's really no need to be too specific when it comes to directions. -- ~ NAKLE LINES ~ Town this is accessed in: Wanda HP and Panel Lv. Recommended: At least 400-500 HP and level 4-5 Panels. Be warned: The insanely hard boss still might give you a hard time, even with these requirements filled. Monster Rate: High. Premise: Your group leader randomly decides to go conquer the Nakle Lines! Little did they know that the Nakle Lines was planning for this- and has set a gigantic number of spike traps! Sure to annoy the aspiring conqueror >_<. Goal: Complete the map and defeat the boss. Walkthrough: Ok, this dungeon is like one gigantic puzzle. At your starting position, each path leads to a line design. You must complete this design by uncovering every part of the map. When you complete the design, you are rewarded with an orb depicting that design and you fight a sub-boss. From there, you are transported to the laboratory and have to use the orb to unlock one of the barriers. Then you lather, rinse, repeat until you manage to complete ALL of the Nakle Lines designs. It's hard to do a walkthrough since you have to uncover each space of the designs to complete them, so i'll instead detail the trouble spots of each design. Due to the low turn limit, you'll also want to skip over a lot of the treasure chests you encounter. -Giant Line (Northern Path): When you reach the middle of the 'skirt' area, you'll get a line of text displaying '?'. What it's trying to tell you, is that there's a hidden room. Try to go directly south and hold the analog stick in that direction. You'll find that the wall isn't real and end up in a small room ^_^. Flip the switch inside. When you finish completing the rest of the Giant (up to the collar), go to the top left portion of the collar area. Hold the analog stick southeast, where there's no exit. After a moment, you'll find another hidden door! Complete the head- and you'll discover that there's still a space not filled (the Giant's face!) so go back to her upper neck and you'll get a message about feeling a 'mysterious power'. Hold the analog stick directly north. Last secret passage uncovered, design complete. -Bird Line (Northeast Path): When you reach the Bird's torso, first take the north exit and press that switch. Then go south, then right. Press that switch, too. Now you can complete the wings. Once you complete the wings, the Invisible Wall blocking your way to the head will disappear ^_^. -Sword Line (Southeast Path): On each end of the hilt you'll find a switch. Each switch unlocks half of the blade for you to trasverse- but only one can be active at a time. So push one, uncover the half of the blade it unlocks then push the switch at the tip. Once this is done, return to the hilt and push the other side's switch- then uncover the other half of the blade. When you push the switch at the tip of the blade this time, it'll unlock all the Invisible Walls. Now you can uncover the hilt's gem and Sword Design is complete ^_^. -Butterfly Line (Northwest Path): Fairly straightforward. Just make sure you complete each area before you enter the magic portals, otherwise you waste a lot of turns x_x. -Swirl Line (Southwest Path): Once you enter that first magic portal, your characters will be confused (not in battle) by the swirl. The directions are now sort of reversed. To go north, you must hold the analog stick in a southern direction now, for example. Otherwise, it's straightforward. Take the bottom exit in the first room and uncover that portion of the swirl first to save turns. Once you complete the Swirl, return to the center for your confrontation with Malig and Maane. Again. Sub Boss Battle: Malig and Maane Estimated LP: >Malig: 1-2 LP >Maane: 1-2 LP These guys are fairly annoying because of their high skill. They're sprite-swaps of an easy demon enemy- but don't go in expecting an easy bout. Their ripper attack usually shaves an LP if your HP is around half, which is annoying. However, they have a weakness- Blackout. If you've got skills that 'Blackout' the enemy (Rear Blade Lv.4: Bopeep, Stunner Lv.4: Bloody Mary, Punch Lv.4: Raksha, Multi-Shots Lv.3: Shadow Arrow) then abuse then with imputiny and you've got this fight won easily. Otherwise, cast a spell first turn and then try to combo them. At least these guys drop Magic Tablets, making them somewhat worth the trouble. Whew! Almost done ^_^. Once you complete all of the designs and unlock each of the Barriers in the laboratory, the inner circle will become connected by paths. Go into the circle and make your way to the center for the very masochistic excercise of fighting Tagut. Boss Battle: Tagut Estimated LP: >Tagut: 7 LP This guy is absolutely horrible! I don't know whose bright idea it was to make a hard boss that paralyzes and takes off loads of LP, but i'd like to strangle them for making me go through the painful task of fighting it. Make sure you've got daggers with or swords with on your second slots, because you need every chance to block you can get, since every one of his attacks is almost guarunteed to shave off an LP or two >_<. Beware of Cross Thunder as it has the added bonus of paralysis and just...eww. I hate this guy. Cycle your characters around to keep the LP damage spread out. This way, your characters survive longer. He's got a lot of HP, so it's very hard to damage his LP. Due to this, you're going to need to rely on the magic-first tactic and combo it away. Just be sure to rescue any paralyzed character, as you need all 5 of your turns. Thankfully, he's only got 7 LP, so enough of that should finish him off. You can get a Magic Tablet for defeating Tagut, but personally I would never want to fight him again :P. So it's your call. Woooow, you've conquered one of the Seven Wonders. Amaaaaaaaaazing! :P - ===== (V) Special Thanks to... (V) === -Square Enix for making this awesome game ^_^. -CJayC for giving us GameFAQs. -The people at the Unlimited Saga board on GameFAQs- i'd not know nearly as much about the game mechanics if it weren't for their help and support. -Atamus1 for figuring out how to open those stupid doors in the Titan's Flute sidequest X_X_X. Thank you! -Midnightfrolic for submitting some forging information to me ^^.