:7xZ37, +M: qN ,: =^^ 7, fM #M^>;^ ;;, +Z= 3x>^ 8Mx; q# '#M= MM hM8 xM xM= 87 7M: $# =y ;@M3: ;M+ :7;M> #M 8M7 ?M ?M> ?M=ZZ3=> ?MMZ, hM; MN >Z@+ x= ?M> Mh M7 =M ?M; >M+ > ' =HM, qM; $M7 yM; f?,:3M7:' 3y3;^:7$ MEZ+3Mf^ =MMMMy ##=,>8' 3M@7^ My ;M: xx#xhMfx^ hMM> ,' . .; . Ef;3@: ?M> xh=:^ ; ' FAQ/WALKTHROUGH by Kyshioku ASCII Art created via PicTexter ____________________________________ /Section 0 #vsnhs \ \_________Version_History____________/ 1.00 ---- - FAQ/Walkthrough created. - FAQ/Walkthrough submitted. 1.01 ---- - Updated the "Thanks To..." section. 2.01 ---- - Added a new section (Battle System) thanks to Kantolin of the Quest 64 board. Thanks for the suggestion! - Added another way to contact me in the "Last Words" section. - Took the major spoiler out of Shannon's description in the "Main Characters" section. - Due to a joking complaint from SomeCrazyGuy of the Quest 64 board, I added his title of "Wind Master" in the "Thanks To..." section. :P - Added an entirely original section inspired by the Quest 64 board! "New Quests" is now up! Go check it out! __________________________________ /Section 1 #taoco \ \_________The_Table_Of_Contents____/ NOTE: The five letter phrases beside the "#" are search functions. Use the Find command to search for that section for quick reading. Example. If you want to read about Dindom Dries... "Dindom Dries (#dindi)" Don't use the parentheses. Enjoy! Section 0 - Version History (#vsnhs) Section 1 - The Table Of Contents (#taoco) Section 2 - Basic Commands (#bccom) Section 3 - Main Characters (#macha) Section 4 - Battle System (#btysm) Section 5 - FAQ (#feasq) Section 6 - Walkthrough (#wktro) Section 6.1 - Melrode Monastery (#melmo) Section 6.2 - Melrode (#mrode) Section 6.3 - Holy Plain (#hopai) Section 6.4 - Dondoran (#doorn) Section 6.5 - Connor Fortress (#confo) Section 6.6 - Dondoran Revisited (#donre) Section 6.7 - Connor Fortress Revisited (#cofor) Section 6.8 - Dondoran Flats (#donfa) Section 6.9 - Glencoe Forest (#glore) Section 6.10 - Seagoing Ship (#seish) Section 6.11 - West Carmagh (#wamah) Section 6.12 - Larapool (#larpo) Section 6.13 - Cull Hazard (#cuaza) Section 6.14 - Normoon (#nomon) Section 6.15 - Windward Forest (#winfo) Section 6.16 - Larapool Revisited (#larre) Section 6.17 - Blue Cave (#bluve) Section 6.18 - Crystal Valley (#cryve) Section 6.19 - Isle of Skye (#isosy) Section 6.20 - Larapool Revisited Again (#lareg) Section 6.21 - East Limelin (#easel) Section 6.22 - Limelin (#lemin) Section 6.23 - Baragoon Mines (#baram) Section 6.24 - Dindom Dries (#dindi) Section 6.25 - Shamwood (#sawod) Section 6.26 - Greenoch (#gench) Section 6.27 - Boil Hole (#bohol) Section 6.28 - Baragoon Moor (#barar) Section 6.29 - Brannoch (#broch) Section 6.30 - Brannoch Castle (#roale) Section 6.31 - Mammon's World (#mmmwo) Section 7 - New Quests (#nwqst) Section 8 - Items (#iemss) Section 9 - Spirits (#spiit) Section 10 - Spirit Gem Magic (#spema) Section 11 - Thanks To... (#tnkto) Section 12 - Last Words (#lawod) __________________________________ /Section 2 #bccom \ \_________Basic_Commands___________/ So, you need to know the basic controls and commands of the game, eh? No problem, just look below... A - Select (Choose spirit/attack, attack, talk, etc.) B - Cancel, Adjust Camera R - Item Menu L - Unused Start - Pause Menu (Sound Menu, Map, Spirit Orb Menu, Statistics) C Left/Down/Right/Up - Choose Spirit Attack Z - Select (Choose spirit/attack, attack, talk, etc.) D-Pad - Unused __________________________________ /Section 3 #macha \ \_________Main_Characters__________/ These characters are more than just NPCs (Non-Playable Characters), they're a big part of the story. Main characters are the most important characters, and they will be mentioned here. "Brian" - The young Spirit Tamer Apprentice at the Melrode Monastery. When his father has gone missing for more than a month with no sign of where he currently is located, Brian decides to set off on a quest to find him. Most people believe Brian is on a quest to get the Eletale Book - he isn't. That is his father's quest. "(Lord) Bartholomy" - Spirit Tamer Bartholomy is Brian's father, and is one of the top Spirit Tamers in the Monastery. When the Eletale Book shows up missing, he decides to journey out to regain possession of it, but ends up missing... "Mammon" - What was contained inside of the Eletale Book has been unleashed in the form of the darkness that is Mammon. Epona cast Mammon into limbo, or as Mammon named it, Mammon's World... Mammon is the manifestation of the evil side of the Eletale Book's powers. "Shannon" - Her past is unknown. She mysteriously follows Brian through his journey, giving him advice and so on. What she actually does when you aren't meeting with her (you only see her in an inn) is a mystery. _____________________________ /Section 4 #btysm \ \_________Battle_System_______/ Quest 64 uses a very well-done, original battle system that is pretty easy to get used to. In Quest, the only places you don't encounter monsters are in towns. Fields, forests, dungeons, caves, all of them are where you fight. When you walk around, you'll randomly encounter a party of enemies. When the battle begins, a large, yellow octagon will appear. That is the battlefield. Another, smaller, blue octagon will appear around you. That signals your turn. The blue octagon represents your area of movement - you can't move any farther than its edge. When you go to the edge and end your turn by pressing A or attacking, it will be the enemy's turn. They, too, have a blue octagon, and move as far as you can. When it is your turn again, you can move again. If you manage to move all the way to the yellow edge of the octagon and go out, the word "Escape!" will appear above your head - only when you stand outside of the battlefield. When you press A or attack, you will end the battle. To attack, you use the Left, Right, Up, and Down C-Buttons to select a spell. For example, if you press C-Right, the Wind element menu, this will appear: _____________ |name of spell| ¯¯¯¯¯¯¯¯¯¯¯¯¯ _____________ _____________ |name of spell| |name of spell| ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ _____________ |name of spell| ¯¯¯¯¯¯¯¯¯¯¯¯¯ To access the top spell, press C-Up. To access the bottom spell, press C-Down. To access the left spell, press C-Left. To access the right spell, press C-Right. When you pressed C-Right, you automatically selected the Wind Cutter spell. If you press A only after pressing C-Right once, you will cast Wind Cutter Level 1. If you press any other C-Button, you will go to this screen: _____________ |name of spell| ¯¯¯¯¯¯¯¯¯¯¯¯¯ _____________ _____________ |name of spell| |name of spell| ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ _____________ |name of spell| ¯¯¯¯¯¯¯¯¯¯¯¯¯ Only with different (sometimes the same, but in different places) spells. If you haven't gained enough elemental spirits for that elements, however, you won't be able to select a spell. After summoning a certain amount of spirits to one element, you'll gain a new spell. The max amount of spirits you can have to one element is 50, making a grand total of 200 spirits to summon throughout the game, whether it be after battles or by searching through towns and dungeons. Another way to attack is to run up to an enemy when you get close and whack them with your magical wooden staff. When you get in position, the staff icon will float above your head. If you press A, you will smack the enemy with the staff. As the game goes on, you will find it does great damage, but getting so close is quite a risk against some enemies. Items are used to spice up the battles a little, too. Items like Celine's Bell and the Silent Flute freeze enemies - in other words, the enemy won't be able to attack. These do not work on bosses, unfortunately. After a certain amount of turns, the enemy will be able to attack again, so take advantage of the situation and strike hard! Some other items, like the Silver and Golden Amulets, increase your defense - x1.5 and x2, respectively. They only last a while, though! Healing items are a must, as well. Breads and drinks will heal your HP a certain amount, while Dew Drops and potions will replenish your MP a certain amount. Take this information and learn it! For even more knowledge, scroll your way down to sections 7, 8, and 9. _____________________________________________ /Section 5 #feasq \ \_________FAQ_(Frequently_Asked_Questions)____/ Q. Help! I don't know where to go! A. Well, check the Walkthrough, smart one. Q. What do I do now? A. How many of you people are there? Check the Walkthrough! Q. Which element should I choose to enhance? A. Whichever you feel like leveling up. However, you must remember to always level Water up at some point; it's Healing spells are vital to get through the game. Wind is a good one to level up if you like avoiding damage, causing damage and doing it multiple times in one turn. Water is good for closer attacks and healing. Fire is probably the hardest to use properly, as it has many power-up abilities and is a close-range element. Earth is good for shielding (Magic Barrier) and causing lots of random damage (Avalanche). Q. So what's with the sword and party members? Why aren't those in the game? A. Ah, I've heard this plenty of times before. The sword was supposedly meant to be in the game, but they took it out for unknown reasons. The party members were said to be in the game as Leila and Leonardo, maybe some more, but no official word has been released as to why they were removed from a party system. Q. Why are the rooms so empty? A. Apparently the game was rushed. That doesn't make it a bad thing, anyway - a couple times through the game and you'll hardly ever go into most houses. Q. I can't beat so-and-so! What should I do? A. Train, of course. Also have some healing items. A tip: never use one healing item until you're up to Solvaring in the Connor Fortress. Trust me, the training from it helps. Q. This game sucks! A. Then get the hell away from me. Q. Did you make up these questions? A. Yes. Also, why do so many FAQs put these sort of questions in? o_O; __________________________________ /Section 6 #wktro \ \_________Walkthrough______________/ About time. This is the actual guide section of the FAQ/Walkthrough. Enjoy. Remember to use the Search Function I noted at the Table Of Contents for quick searching. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~K E N N I S H I R E~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* __________________________________ /Section 6.1 #melmo \ \___________Melrode_Monastery______/ ITEMS ----- Honey Bread x1 Fresh Bread x1 Dew Drop x3 You'll start the game off in the Grand Abbott's room in the monastery. He'll speak to you, and after that, you may move. If you want the story, read the game's intro. I'm not wasting my breath. ;) So after that's done, exit the room via the right door (the only door o_O) and run on down the steps until you get to the library of the monastery. Wow. That's a big library, all right. Anyway, continue on until you come to a short green hallway. Much more dank than the library up above. Through that door lies the hall with the rooms of the monks... Yours (somewhere), Bartholomy's (somewhere), Gylmyne's and Gelis's and Marmaduke's and everyone else's. Ah! You're at a big door now. (I feel like I'm playing Dungeons & Dragons...) Instead of going through (now go back you anxious person...), go through the smaller door to your right. It's the courtyard. Grab the treasure chest which contains your first item, a Dew Drop. This recovers 10 MP. Go through the other door (the other door, the other door!) to enter the cellar. Claim the other two Dew Drops and head back to the inside of the monastery. Now you may head through the big door. When I first played Quest years ago, I saw this hall as a really long place. Now it seems really small, even though it's a video game. Anyway. Don't go down the hallway as it will only lead to the room with Cerius, the priest, and he won't give you squat. Instead, go across to the bakery. Speak with Pat to receive some Honey Bread. It recovers 100 HP. DO NOT USE THIS UNTIL YOU'RE AT LEAST AT LARAPOOL!!! Sorry, but I can't stress that enough. Sometimes, I go through the entire game without using some of these first items. Anyway, go open the chest to receive the monastery's last treasure, the Fresh Bread. Recovers 50 HP. Don't use this until you get to the first boss (in Connor Fortress). Now, go back out and exit the monastery. Speak with the guard, Marmaduke, if you want some plot information. Once you're out (gotta love that music), take a left on the dirt path until you reach the stable. Apparently, you were supposed to be able to ride this horse, but it, too, got ripped out at the last moment. *sigh* Oh well. There's a spirit in the haystack right next to the horse. Press A or Z to find it and bring up the Spirit Enhancement Menu. Now the tough decision... "Which spirit do I level up?!" Well, you'll always need to level up Water. Trust me. We at GameFAQs have tried to go through the game without Water, but never got past Cull Hazard. Kantolin the Wind Master of the Quest 64 board tried to go through the game with just Wind, but failed. Here's what I do: level any spirit up to 2 except Water, then level up Water the next time, then go back to your first spirit. For a harder game, choose Fire & Water. For an easier game, choose Earth & Water. For an easy game, choose Wind & Water. I've beaten the game with each combination, and it's about that order from hardest to easiest. It's your decision. Okay, so you've chosen your spirit. Good. Now go back along the path, this time avoiding the monastery, and go down to Melrode. __________________________________ /Section 6.2 #mrode \ \___________Melrode________________/ ITEMS ----- White Wings x1 Fresh Bread x1 All right, Melrode. Run across the town until you reach the fields with Kain and the sheep. Enter his house and steal his Fresh Bread. Exit and run to the right until you reach the corner of the plain. You should be able to see a blue wall, not the ocean. Summon the spirit and level up Water this time. Now, leave the plain and enter the building with a yellow sign above it. Talk to the person indoors to receive the White Wings, an item that transports you to Melrode. But you can only use it on the fields, not in caves, towns, or forests (bummer). When you use it, you can go back to get a new pair. Now, go to the building with a blue house as a sign above it. Inside you will meet Shannon (look at the Main Characters section for more info). Talk to the lady at the counter to save your game. Now leave the inn and run around town if you want to talk to people. If not, just head for the side of town with a blue wall and a door on it. That leads to the Holy Plain, the path leading to Dondoran Castle Town. __________________________________ /Section 6.3 #hopai \ \___________Holy_Plain_____________/ ITEMS ----- none ENEMIES ------- Were Hare Man Eater Hell Hound Big Mouth Parassault Bumbershoot This is where the battles begin. Randomly, you will encounter these creatures and the fights will start. Depending on your agility, you will either start first or after the enemy. You can gain agility by running around, and you can recover MP by running around. You can increase your defense by getting smacked around, and you gain Spirit Points with every battle. You can check your spirit points by looking at the Start Menu by moving the control stick left or pressing L or Z. With every 100 spirit points you receive, you can enhance spirits. At this point in the game, gaining spirit points is very, very easy. So, just follow the brown road (and don't annoy the neighbor's Hell Hound, deary, bwahaha! ^_^) until you get to a path with trees on one side surrounded by a wall, and trees on another side surrounded by walls and a beach. Head for the beach, but go for the corner (go across the area to the corner to get a spirit). Now go back to the dirt road, but you should see a house nearby. Go into it to meet Marion, the fortune teller. There's a spirit here. Level up the element you didn't level up last time. Leave the house and follow the road until you reach another house. In the fence, along the first corner you see, there's a spirit. Level up. Inside the house is a person who will warn you. "Be careful. A robber is about," he says. This is where the beginnning of the story truly unfolds. Run along the road again until you reach a fork. Take the right path, as the left takes you to the Connor Fortress, and you'll need a little bit of training before you go there. Enter the giant doors ahead and you'll enter Dondoran, the town of pottery. ______________________________________________ /Section 6.4 #doorn \ \___________Dondoran_Castle_Town_______________/ ITEMS ----- Yellow Wings x1 Dew Drop x3 Fresh Bread x2 Mint Leaves x1 Welcome to Dondoran! After enjoying the music for a bit, go along the stone path until a fork appears. Don't go up the path that leads, well, up. Take the other one, but then another fork will appear. Don't go down, go to the other, and get the Yellow Wings, which will bring you to Dondoran. Now, go back out and this time go down. Ignore the houses and enter the desert-like area. Take the spirit. Go back all the way up, past the forks and onto the road leading up to the inn. Save there - you'll see Shannon, too - now leave and go to the castle. Oooh, royal music. Search the castle for a door leading to Princess Flora's room. Take her treasure, then go back to the main hall on the first floor and enter King Scottfort's throne room. Speak with him to learn more of the robber: he has stolen the Earth Orb, a mighty jewel that holds the power of the earth inside. It is a very precious thing, one that keeps Celtland in balance. Well, go to your left to enter King Scottfort's bedroom. Take his treasure. There's a secret room right behind the King's throne, but you won't be able to enter it until you defeat Solvaring, the thief that stole the Earth Orb. Now, leave the castle, save at the inn, and leave Dondoran. It's time for some training. Now, here's what I do. For a beginner, train against the enemies until your Defense is 13-15, your Agility is at least 15, and you have at least 8-9 in your two main elements. After that, you should be ready. I'm skipping along to Connor Fortress, where you should be trained by now. Get ready for increasingly harder enemies. _______________________________________ /Section 6.5 #confo \ \___________Connor_Fortress_____________/ ITEMS ----- Giant's Shoes x1 Dew Drop x1 Honey Bread x1 Mint Leaves x1 ENEMIES ------- Bat Kobold Frog Knight Marionasty Man Trap This place can and will give you a beating. Go right and grab the spirit - if you get in a battle, do your best, and if you get a beating, use Healing or run away, you don't want to use one HP restoring item until Solvaring, MP items are fine, just save a Mint Leaf or two - then keep running right and grab the other spirit. Keep following the path until you see a gate and a treasure chest. Take the treasure, but you'll see you can't open the gate. It has been sealed, so no one can get through to the Holy Plain and no one can get through to the Dondoran Flats. You'll have to reclaim the Earth Orb if you wish to progress further into the game. So go back to the entrance. If you're getting bloodied up a bit, return to Dondoran and come back or train some more. I beat this forest with 5 Defense and 8 Agility. Anyway, follow the sign and go the other way, reaching a house. Take the spirit and the treasure, then go along the path all the way to the end of the Connor Fortress. There are a couple more spirits along the way. By the time you get to the large double doors, you should have anywhere from 12-15 in both of your main spirits. I'm skipping straight to the battle with Solvaring, so hold on tight... If you're a newbie, he might be tough. _____________________________ /NAME Solvaring \ \ELEMENT Earth / /ATTACK 1 Earthen Spire\ \ATTACK_2________Molten_Beam__/ Solvaring will start out the battle with a declaration that pretty much means "I'm gonna kick your ass." Well, he won't lay a finger on you if you play your cards right. WIND/WATER ---------- If you are playing a Wind & Water game, this battle is too easy. Just make sure you have Wind Cutter Level 3, that's all you need. As soon as it's your turn, use Wind Cutter Level 3. He'll use Molten Beam. When he does, immediately hold right or left to dodge the attack. Use Wind Cutter Level 3 again. Hold left or right when he attacks. Cheap, yes, but effective and conservative nonetheless. If you need to restore MP, do so, but you shouldn't have to. FIRE/WATER ---------- You're doing it the tough way, eh? Well, this'll cause you damage all right, but if you can kill him off, good for you. Have Fireball Level 2 (or 3 if you have it). Run up as close as you can to Solvaring and fire away! (pun not intended... seriously) Try and dodge his Earthen Spire as well as you can, as it can cause up to 30 damage. Please, do not forget that healing spell! It may not work wonders now but later on it helps unbelievably! EARTH/WATER ----------- Novice player, eh? Well then, get Rock Level 2 or 3 (you should have 2 by now, try to get 3 if you want more damage to be dealt). All I can say is, since I've only done this once, use Rock Level 2 and 3 and heal, and try to avoid like in the Wind/Water strategy. Good luck. Congratulations, you've defeated Solvaring, the first boss. Now that you have the Earth Orb, take the other treasure from Solvaring's lair and leave the forest. Yea, you have to go all the way back, but it's worth it. Once outside of the Connor Fortress use either the Yellow Wings or travel on foot to Dondoran. ______________________________________________________ /Section 6.6 #donre \ \___________Dondoran_Castle_Town_Revisited_____________/ ITEMS ----- Healing Potion x1 Hero's Drink x1 Replica x1 Now that you have the Earth Orb, you can claim those items you couldn't get before. Go back to the castle - save along the way, you don't want to have to go through all that hell again - and go to King Scottfort's throne room. Talk to him if you want to, but the reason we're here is for treasure. Behind his throne is a secret door. Enter it and take the items, then leave. We're almost done with Kennishire for now. _________________________________________________ /Section 6.7 #cofor \ \___________Connor_Fortress_Revisited_____________/ ITEMS ----- none ENEMIES ------- Bat Kobold Frog Knight Marionasty Man Trap All you need to do here - you should be plenty ready for the enemies - is go back to that gate. Journey the right path until you reach the gate. Open it like you would a normal door. Welcome to Dondoran Flats! ______________________________________ /Section 6.8 #donfa \ \___________Dondoran_Flats_____________/ ITEMS ----- none ENEMIES ------- Frog Knight Frog King Death Hugger Cockatrice Mad Doll Goblin Apophis If you had trouble with Connor Fortress's enemies, this place will give you hell left to right. The enemies are very powerful and have lots of HP, so they won't go down like a Were Hare. First, follow the road. You'll want to take a detour to go by a cliffside shortly after entering the Flats to claim a spirit. Along the way you might see another area - check your map. A path leads to the Glencoe Forest, a place with its fair share of spirits and powerful monsters. If you want them, take the log to the forest - oh, and there are two spirits around the entrance, nab them - and I will be your guide... ______________________________________ /Section 6.9 #glore \ \___________Glencoe_Forest_____________/ ITEMS ----- Silent Flute ENEMIES ------- Dark Goblin Ghost Stalker Treant Hot Lips I haven't been to this place in a long time, but I could've sworn I saw an enemy here that was called Golem. Maybe it was the Ghost Stalker, I'm not sure. Anyway. Head straight so that you're on the side of the forest with the edge of the forest, trees, and on Brian's left, a pond. There's a spirit or two here, six spirits in the entire forest, so you'll want to get them. The monsters are very powerful the first time around, but when (if) you come back later, they'll be much easier. After you get that spirit, go around and grab the others, then walk along the upwards path. You'll see a cottage there. There's a spirit along its outer wall, so get that. When you enter, the creepy Connor Fortress music plays. Sounds like a murder, eh? Anyway, there's a girl there that mentions a path from here to someplace else. Grab the Silent Flute and leave the forest, because up ahead, there's a small place that leads to the Blue Cave that is blocked by rocks. You won't open it until you actually get to the Blue Cave later on. Leave the forest and get back on track. Go along the path to reach the Seagoing Ship, but first save at the house. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~C A R M A G H~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* _____________________________________ /Section 6.10 #seish \ \____________Seagoing_Ship____________/ There's really nothing here, so go back out. ____________________________________ /Section 6.11 #wamah \ \____________West_Carmagh____________/ ITEMS ----- none ENEMIES ------- Merrow Gremlin Orc Jr. Ghost Hound Skeleton Wolf Goat Well, this is the western region of Carmagh. A couple cities, a few dungeons, lots of secrets and baddies waiting. I guess we should start. Go on up and save at the wharf if you want to. Journey up past the bridge, then climb the cliff to get a spirit. The enemies shouldn't be that bad; you shouldn't encounter Ghost Hounds, Wolf Goats, or Skeletons yet. Follow the dirt road yet again and climb the next cliff for another spirit. Now the fork. There should be a road that leads to a bridge. Do not go there! It just leads to a dead end. Follow the other path to end up in Larapool. ________________________________ /Section 6.12 #larpo \ \____________Larapool____________/ ITEMS ----- Blue Wings x1 Silver Amulet x1 Wow, nice remix of Dondoran's music. Go to the Wings shop to receive the Blue Wings. Head for the inn. Woah! A basement, upstairs, and first floor! Imagine that! Save your game. On the top floor is Leila, a wind sorceress. The wind has stopped blowing, and she's very worried. But what's causing it? You'll have to find out. Leave the town now, you'll come back later for much more. Once out of town, follow the road back to the fork. Off to the right you should see a part of land that leads somewhere else. That's where you want to go. Keep following the path (grabbing a spirit along the way) and save at the house you come across (there's a spirit beside the house). Now enter the next dungeon just feet across the bridge... Cull Hazard. ___________________________________ /Section 6.13 #cuaza \ \____________Cull_Hazard____________/ ITEMS ----- Healing Potion x2 Hero's Drink x1 Honey Bread x1 Silent Flute x1 ENEMIES ------- Skelebat Blood Jell Wyvern Scare Crow Spirits, monsters, treasure, oh my! Seriously though, this place is long, eerie, and filled to the brim with monsters ready to beat the Celtic crap out of you. The Wyverns will be really bad if you don't level up Wind, especially if you encounter two at a time. Anyway, the only thing you need to worry about in this dungeon is keeping your health pretty even. Your health should be over 100, if it isn't train! Your elements should be in the 18-23 area, that's about what I had. Also, my Defense was around 30 and my Agility around 37. There's really no need for a guide to this dungeon. Just keep running, looking for chests and spirits. If you get lost as to where you're going, say, you forget which direction you were running in after a battle is over, when Brian jumps, he always faces the direction you were running before the battle, which is very helpful. When you get to the long, green "stem", as I call it, you're almost through Cull Hazard. Pass the stem, pass the green cliffs, then enter the final stretch. Along the final area is a path that leads to a giant, blocked hole. This leads to a place Boil Hole, a place much later in the game. You'll have to go there to unblock it. Just run along for a minute or two and you'll see the light at the end of the tunnel. Could it be...? Yes, it is! The town of Normoon awaits! ____________________________________ /Section 6.14 #nomon \ \____________Normoon_________________/ ITEMS ----- Green Wings x1 Fresh Bread x3 Hero's Drink x1 Anyone else really like the music here? Sounds so... medieval. Anyway. Start by going into the windmills to take your treasure. Don't forget to look around town for spirits. There's one or two in the field of wheat, I believe. Save at the inn and don't forget to get the Green Wings from the Wings shop. By now, you're Defense should be above 25 and your Agility above 30. Your HP should be a very good amount, along with your MP. Your Elements should be in the 20s. If your Defense and Agility aren't that high, go back to Cull Hazard and mess around in there for a while. If you talk to some of the vagabonds near the Windward Forest up ahead, you'll hear that one of their fellow travelers left them. His name was Zelse and he was a magician. He disappeared into the forest... More trouble is coming up. Save if you haven't already and then go into the Windward Forest. I imagine your stats are well, so if they're fairly decent, let's go. ___________________________________ /Section 6.15 #winfo \ \____________Windward_Forest________/ ITEMS ----- Healing Potion x1 Honey Bread x1 ENEMIES ------- Lamia Thunder Jell Pixie Jack-o-Lantern Orc Temptress Arachnoid Termant Wow, that's a lot of enemies. Be on your guard, as the Termant/Arachnoid team can wipe your HP out pretty quickly if you don't stay away from them. The Windward Forest is the site of your second boss battle, a fight for the Wind Jade. Take the spirits you see (there are a few at the beginning of the forest) as well, you'll need them to take down the boss. Follow the path or cut through the trees to reach the cottage. There's no one in this house... eerie. There should be a spirit by the cottage as well, just like in Glencoe. After you have the spirits and your stats are well, follow the road again to reach a treeless path. Along the way you'll see someone standing in the middle of the area... _____________________________ /NAME Zelse \ \ELEMENT Wind / / \ \ATTACK 1 Wind Horizon / /ATTACK 2 Aeros Trine \ \ATTACK_3________Large_Cutter_/ Zelse can be a tough bastard. The Large Cutter will easily take off half your HP, and the Wind Horizon (the one that spreads across the screen) will do quite some damage, but it's much easier to avoid than Aeros Trine (powerful attack with multiple arrows thrown at you) and Large Cutter. WIND/WATER ---------- Well, all I can say is, "Good luck.". Since you don't have Earth's Magic Barrier spell and Zelse will continuously use Aeros Trine, I hope you have Healing Level 2 and some good healing items. Always use Wind Cutter Level 3 and MP/HP recoveries when needed. Eventually he should fall... FIRE/WATER ---------- Uh-oh. Bad choice. Despite the fact that Fire > Wind, you'll have to get close to do damage, and although you'll do big damage to him, he'll dish it back out two fold. Heal VERY often. If you can get far enough away so that you can still hit him with Fire Level 3 and he uses Wind Horizon, you should be safe for a while. EARTH/WATER ----------- Avalanche and Magic Barrier. You should have both by now. Use Magic Barrier first, then use Avalanche over and over and over! Abuse it! Recover MP when needed; you shouldn't need to recover HP that often. When Zelse has fallen, the Wind Jade will be yours. The wind is blowing again, and the Wind Jade is in the right hands. Now to go back to Larapool. My advice to you: don't use the Blue Wings if you got them unless you have next to no healing items (which shouldn't be an option, because you DO still have a good amount of breads, right...? Right?!). On your way back, fighting will help you train for the next dungeon. ______________________________________ /Section 6.16 #larre \ \____________Larapool_Revisited________/ ITEMS ----- Blue Wings x1 Silver Amulet x1 Back in Larapool, we can nab that Silver Amulet now. First, go get another pair of Blue Wings if you used yours already or didn't get a pair the first time around. Now go through the inn, down to the bottom floor. Leila's not on the top floor, so don't bother. You'll see her in a minute, anyway. Take the door that leads outside to a stone walkway. If you went through this door before, you would've noticed the door in the red wall across the walkway was sealed so you couldn't get in. Well, it's unlocked now, so enter. Leila's inside, waiting. The room's small, yet neat. Talk to her and she'll make the water disappear outside. Grab the Silver Amulet and go outside. You'll notice the water really is gone. Now, you can go to the next dungeon and visit the sorceress Epona! Go down the steps and run through the area until you reach other steps leading to an opening in the side of the walls. Do not go back inside the inn, as the water will reappear. I hope you're ready for a long, long walk and lots of fights, because the Blue Cave lies ahead. Walk up the steps and into the hole. _______________________________ /Section 6.17 #bluve \ \____________Blue_Cave__________/ ITEMS ----- Heroes Drink x1 Healing Potion x1 Dew Drop x1 Mint Leaves x1 Healing Potion x1 ENEMIES ------- Skelebat Blood Gel Scorpion Crawler Multi-Optics Mimic Okay... This is more of a maze than a dungeon. A good maze once you reach the Blue Caverns. There are so many places to get turned around, so be careful. The first part - inside the blue tunnels - is more or less as linear as possible. I'm going to assume you've gotten all the way through this, up to the Blue Caverns - it's the large area with blue walkways over a still blue water - so I'll guide you here only. Go forward, only stopping to get the spirit at the very first left turn, if you wish. Go past those first two turns up to the next two. Take the left. Keep running - grab some chips, it'll take a while - until you reach another turn. Go there. Voila, simple as that. You could stay to get the spirits and treasures... Here's a guide to get 'em. ------------------------ TREASURE ONE, SPIRIT ONE ------------------------ Take the first right from the entrance. Go along until you reach a fork, then take the left. ---------- SPIRIT TWO ---------- Take the second right from the entrance. After you reach another fork, take a right again. There's another fork soon after - take the left. --------- CHEST TWO --------- Take the second left from the entrance, then a right, then another left. Ignore the next fork and keep going to reach the chest. Back to the main path: after you finish the Caverns, the dungeon is almost finished. Keep going until you reach the light... ________________________________ /Section 6.18 #cryve \ \____________Crystal_Valley______/ ITEMS ----- none Sweet music. This is the Crystal Valley, land of the Stone Circle and Epona. Go down the path. The Stone Circle is of no use as of now, so ignore it. The house ahead is, yes, Epona's. Go on in. Epona's there, waiting. Talk to her if you wish. Go over to the creature and rest, forgetting not to save. Go through the door in the back and step on the circle... _________________________________ /Section 6.19 #isosy \ \____________Isle_of_Skye_________/ ITEM ---- Dragon Potion x1 ENEMIES ------- Thunder Jell Termant Pixie Grangach You'll begin this area on a ship, somehow. Go to the bottom of it to both save and retrieve a Dragon Potion from the chest. Upon leaving it, you'll be on the Isle of Skye... (still wondering who Skye is...) The enemies roam around, so be careful. There's a spirit near the gate by the house, so get that - your next boss fight is just around the bend. If you enter the house - you don't have to - you'll meet Colleen, the water sorceress, and Kiliac, the captain of the ship you just left. Colleen explains that the Water Jewel was stolen from her, and Kiliac still troubles her about not solving the problem. Leave the two to bicker once again and start finding the Water Jewel by leaving the house. Move along up the cliffside - be careful of the enemies, specifically the Pixie and Grangach - to reach another Stone Circle, this one you can use. Before stepping into it, look about for spirits nearby. After you claim those, step into the circle to reach the Underwater Valley. Blue and green, cool. The Stone Circle is right behind you for when you need to go back, it's just above you, floating. Run along the snaking path to the circular plateau ahead. Upon entering, a floating woman will speak... She's mad, trying to rule the world with the Water Jewel. Let's teach her a lesson, shall we? _____________________________ /NAME Nepty \ \ELEMENT Water / /ATTACK 1 Bubble Blast \ \ATTACK_2________Aqua_Inferno_/ Nepty's a simpler boss. With a large battlefield, Wind/Water mages will have little to no trouble with her. Fire/Water users will have a really hard time, whereas Earth/Water casters will be in the middle. Don't forget to heal when needed. WIND/WATER ---------- Easy battle. Just stay as far away as possible from her while only using Wind Cutter Level 3. She'll only have to cast Bubble Blast, and you are able to easily dodge it. Use a Giant's Shoe just once if you wish to, as its large range will give you an even easier time dodging attacks and causing damage. She'll fall eventually. FIRE/WATER ---------- Yipes... You're gonna have hell, because you'll need to be much closer than Wind/Water users. Try to stay as far away as possible from her while still being able to damage her. Since both of your elements are at a disadvantage and you'll be close, you MUST_BE_ABLE_TO_HEAL!!! Seriously, you're gonna have a tough time if your elements aren't at a high level. My advice: get in close and fight as hard as you can! When your HP gets low, keep casting Healing until she misses and your HP is decent, then kick ass! You'll either make or break the fight this way, and luckily, I had lots of Agility. You might want to work on that for this fight. EARTH/WATER ----------- Good for you! Cast Magic Barrier and kick ass with spells such as Avalanche, Spirit Armor and Rock Shower. You'll do fine, most likely. After the battle, Nepty will vanish and the Water Jewel will be yours! Leave via the Stone Circle and make for Colleen's house. Colleen and Kiliac are still there. Ignore them and head for the back door - before Nepty died, the door was sealed. Now, it's open! Go through it and claim the spirit. Step on the circle, and voila, just like that, you're once again in... ________________________________________ /Section 6.20 #lareg \ \____________Larapool_Revisited_Again____/ ITEMS ----- Blue Wings x1 You're coming here a lot for a lot, but not this time. There's no more to do in this town, so leave immediately. Work your way all the way back to the ship that carried you from Dondoran Wharf all over Loch Kilderey to here. Enter, then leave. Your work in the West Carmagh region is finally over! Now, you have some stuff to do in East Limelin... ________________________________ /Section 6.21 #easel \ \____________East_Limelin________/ ITEMS ----- none ENEMIES ------- Blood Jell Scare Crow Wyvern Cryshell Fish Man Caterpillar Finally, a new region to explore! This area has much less to do than West Carmagh, but its got its fine points, mainly its landmark, the marvelous, large, brilliant castle town of Limelin. It's so large that the game slows down every now and then in there! What you want to do first is go up and save in the house. Nearby a spirit *should* be there... I've seen it there before, sometimes I haven't. Maybe it's just my game. Anyway. Follow the dirt road the entire path as there are no spirits in your way - we'll get them after we visit Limelin. Along the way, you'll come across an outlook of a sort that allows you to see Limelin and the large bridge leading into it. Go there, and prepare to be fascinated (by Quest's standards, anyway) by the rich town of Limelin. __________________________________ /Section 6.22 #lemin \ \____________Limelin_______________/ ITEMS ----- Red Wings x1 Honey Bread x2 Healing Potion x2 Dew Drop x1 Healing Potion x1 Mint Leaves x2 Celine's Bell x1 Silver Amulet x1 There's a lot of stuff to nab in this town, but just about all of it is in the castle. To start, make your way for the inn and save. Then go find the Red Wings from the shop. Now we're going to get a few spirits. Over in the ports near the water there's one or two, I believe. Now go find the field of grass. Search all over inside of it, as there's a spirit or two there, as well. If I remember correctly, there's one near the house guarded with a gate. To get there, head to the left side of the town and look for a path. There should be a spirit next to the gate there. If not, well, I was wrong. Go through the right path anyway and enter the place there. There's a healing item in there, I think, and I believe it's a Honey Bread. Now for the castle. Go through the gates. There are a couple spirits near the fountain in the middle of the courtyard - yea, there's quite a bit of treasure here, isn't there? After you finish that enter the castle. Raid the castle's every room, nook, and cranny for spirits and treasures. Make your way through to the top all the while. Once you reach the top floor with the guards and large doors, that's where you really need to go - to Queen Deanna. Enter the room and search behind the throne at the middle design. It's a door - enter it. There's treasure behind it. When you're done raping the village of its belongings, leave for the next dungeon... Once you're outside, head over to the red area dead ahead of Limelin. Take a winding right once you can - you'll need to get a spirit on a ledge above the grassy field area of East Limelin. After you get that, go on, past the red, rocky area into the yellow, sandy area. Make your way down the cliff and enter the house for some stuff. Leave, and there should be a spirit near the house. Once you've got that, go through the door in the wooden wall away from the house to begin your long, dark journey through the Baragoon Mines. _______________________________ /Section 6.23 #baram \ \____________Baragoon_Mines_____/ ITEMS ----- Heroes Drink x1 Replica x1 Dew Drop x1 Silver Amulet x1 Healing Potion x3 ENEMIES ------- Termant Will-O'-Wisp Sprite Ghost This hellhole will take a while, even if you hacked the game and ripped out the battles. The two biggest pains in RPGs - dark areas and mazes, especially when put together - is not a good combination. However, it suits the area, so we'll go with it. (Even if the music does repeat every 15/30 seconds, literally.) Take the treasures at the start... Follow the path... Keep going... Go... Run... Get some chips... There are no forks in the mines, as it's... a mine... so you really don't need a guide until you get to the end. You should, however, after a very long journey, come to an area with stairs aplenty after a maze of stone that comes after a long journey down a wooden path. *phew* Just make sure you get all the treasures and spirits - you need them. By this time in the game, your elements should be well past the thirties, into the mid-forties. Anywhere from forty up is good. At this time, my elements were around Level 45 each and all of my stats were into the hundreds (because I trained for a long, long time). Follow the mines to reach a mazelike area with a red-garbed woman standing within the middle... _____________________________ /NAME Shilf \ \ELEMENT Fire / /ATTACK 1 Aeros Trine \ \ATTACK_2________Jade_Scream__/ Shilf won't go down without a good fight. Luckily for you, you can avoid her most powerful attack - Jade Scream - with ease. Just get into a good position and this battle will work well with all elements. WIND/WATER ---------- This battle will be just like an advanced Solvaring - except Shilf will have two long-ranged attacks, not just one. If you remember, Zelse also used Aeros Trine, the long-ranged triangle-like attack. Well, there's something to remember - get about halfway across the walkway and stay there. If you're in the right position, Shilf will 90% of the time use Jade Scream, of which you can easily dodge if you hold left or right as soon as she fires it. You could get closer, but your chances of doding will slim greatly. Shilf is of the Fire element, but you can still do some great damage to her. FIRE/WATER ---------- It'll be an even battle. Just get close enough to where you can attack with Homing Arrow/Hot Steam/Fireball/etc., any decently damaging middle-to-long ranged attacks. Jade Scream won't do as much damage as it will to Wind/Water users, but it will do a good deal, so don't forget to heal! Standing by a corner when she uses Jade Scream can help, as you can dodge it easily by cutting the corner as sharp as possible when she attacks. EARTH/WATER ----------- Perfect, you've got a good advantage. Activate Magic Barrier and charge in. Attack with Avalanche the entire time, and reactivate Magic Barrier when needed, as well as healing. It's pretty much the same strategy for every boss. She'll use Jade Scream more and more as you get further into the battle, so you can avoid damage much easier from it than Aeros Trine. Once the fight is over, go on through the yellow room to get to the end. Grab the spirits and chests and run up the slope to reach the next region of Celtland: the Highland. *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~H I G H L A N D~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* ______________________________ /Section 6.24 #dindi \ \____________Dindom_Dries______/ ITEMS ----- Giant's Shoes x1 ENEMIES ------- Blue Man Werecat Sandman Nightmare Magma Fish Yes! A new overworld theme! Great theme, too. But back to business. Start by running over to the tent and saving. Grab the spirit there, as well. Heading back out, you'll need to use your map in the Map Screen a lot, as we're going to the middle of the desert. Start by going through the passage up ahead - check your map, it's the narrow area linking your area to a giant, square area - and keep going. Trek your way through the dunes via your map; keep running for the center. Eventually, if you look at the sky, you'll see a large, green jewel floating up and down. Perfect. Run along to it to reach a small, yellow pyramid-like structure. Step into the middle, right under the jewel. You'll be transported to a dreadful paradise... Shamwood, Palace of Spirits. __________________________________ /Section 6.25 #sawod \ \____________Shamwood______________/ ITEMS ----- Healing Potion x1 Replica x1 Spirit Light x1 Celine's Bell x1 Dragon Potion x1 Silver Amulet x1 Dew Drop x1 Giant's Shoes x1 Silent Flute x1 Golden Amulet x1 I have an obsession with the music here. It's friggin' COOL. Anyway, I call this the Palace of Spirits because it has 9 spirits within. Also, it holds the story's most mysterious NPC: Lavaar. Start off by running past the Aisle of Flames. Shamwood's one hell of a beautiful place, I'll tell you. Run up the stairs to get to the treasure room. There are ten chests here. Pillage them all - the Spirit Light and Dragon Potion are beyond great, as they restore all HP and MP, respectively - and take the spirits you find. There are, like I said, 9 spirits total here, so you should, by now, be able to start leveling up a different element. Find all of them. There's one outside on the ground, four where Lavaar is at - we'll get there in a minute - two out on the green edges, and one or two here and outside, making a total of 9. If you've leveled up... Wind/Water - level up Earth Fire/Water - level up Earth Earth/Water - level up Wind Those work nicely. Now, make your way up to the top floor and room, where Lavaar awaits. Talking to him (Or is Lavaar female? I and the Quest 64 board still debate over this...), you'll learn more of the Day of Grief, the Eletale Book, Mammon, Epona, and Celtland. Awesome speech for the story, if I do say so myself. After you've spoken with Lavaar, raped the area of spirits and pillaged all chests of their belongings, leave Shamwood and exit the desert into the Dries. Take a left along the wall once you're in the Dries to reach a hut. Speak with the man inside to learn that Dindom Dries was once a green, lush valley thriving with life until the Eletale Book's evil was unleashed. Go to the back and take the Giant's Shoes. Leave the hut and find your way over to a dirt area. Follow the road to reach Greenoch... ________________________________ /Section 6.26 #gench \ \____________Greenoch____________/ ITEMS ----- Replica x1 This town is totally in ruins. The insides look worse than the outsides, in my opinion. Either way, enter the inn and save. If you speak with Shannon, you'll learn that the King of the Highland, King Beigis, has gone mad with power and is planning to rule Celtland. He's taken the power of fire and abused it, burning down Greenoch, killing innocents. What a freak. Let's go show him a lesson! Oh... Wait, we can't. We don't even know where his castle is... yet. Let's go find it by heading on for the last jewel in the fiery hellhole... Boil Hole. _______________________________ /Section 6.27 #bohol \ \____________Boil_Hole__________/ ITEMS ----- Dragon Potion x2 Giant's Shoes x1 Replica x1 Healing Potion x1 ENEMIES ------- Nightmare Magma Fish Flamed Mane Red Wyvern Rocky This dungeon, like Baragoon Mines, is pretty straight-forward. Just follow along the dungeon's paths... Nab the chests when you can, and don't be worried about spirits - you'll be able to find the one or two that are in here pretty easily. The only enemies within this dungeon you truly need to keep an eye out for are the Red Wyvern and Rocky. Encountering two Red Wyverns will still be tough, even if your stats are high and your elements are maxed. Rocky isn't as bad, his health and defense are high, but his attacks aren't all that much to worry about. The enemy is the single most annoying foe in the game because of his EXTREMELY slow movement... Oh well. Remember, if you run out of health items (which you shouldn't... you should have PLENTY), don't forget Healing. If you run low on MP, recover it! If you have no MP recovering items left, run around in circles until you recover a lot. Escape all battles until its full by casting the Escape spell. Once you reach a room with smoking volcanoes, your trek is coming to an end. Standing in the middle of this burning sweatspa is a man in red, much like Shilf. Could it be? The "fiery madman" you heard of in both Limelin and Greenoch? Yes... It's Fargo. _____________________________ /NAME Fargo \ \ELEMENT Fire / /ATTACK 1 Magma Bomb \ \ATTACK_2________Inferno______/ Fargo's not really much of a pushover... He's just a more powerful alternate for Shilf. WIND/WATER ---------- Just keep your distance and he'll only have to use Magma Bomb. Inferno is one hell of a damager, so look out for that! Use the Giant's Shoes if he gets too close - which he shouldn't. Just repeat the Wind Cutter strategy. FIRE/WATER ---------- Yipes. You gotta get closer for this, unless you want to spend five hours with Homing Arrows. Cast Hot Steams and Fireballs, and do not by any means forget your Healing spells. Power Staff Level 2 is really helpful for a battle like this, so use it. I recommend going all out on this bastard. EARTH/WATER ----------- Like all the others, it's easy. Magic Barrier, Avalanche. Bam, he's down. After you avenge all those peoples' deaths, the Fire Ruby will be yours... You have them; all four jewels are now yours! The only thing left is the Eletale Book... Move up the path and go through the opening. Continue through Boil Hole until you see the light... The end of your journey is approaching, but you've still got a lot of things to do. Prepare for some tough enemies... ________________________________ /Section 6.28 #barar \ \____________Baragoon_Moor_______/ ITEMS ----- Dragon's Potion x1 Celine's Bell x1 Replica x1 Spirit Light x1 Giant's Shoes x1 Silent Flute x1 ENEMIES ------- Rocky Gloom Wing Winged Sunfish Ogre Red Rose Knight White Rose Knight Ooh, god, this music ROCKS. Anyway. Follow the path but take a right. The left just leads to the tip of the volcano you just left - Boil Hole. Go along and find your way to the house. Enter it, talk to the man if you wish to, go upstairs and start pilfering through the area. Leave and go back to the path. As you can see, things are getting bad. Real bad. Baragoon Moor is now charred; blackened with the taint of Beigis's fiery wrath. The ground is even cracked almost fully; there's a small bit of land you can cross to make it to Brannoch. Look for it along the wall and cross. The enemies - specifically the Rose Knights - will travel in groups. You'll usually always see both Red and White Rose Knights together in battle, usually two or three at a time. Red Rose Knights use the Large Cutter technique while White Rose Knights fire Homing Arrows. Beware of the Ogres: they're the strongest monsters in the game yet. But they're not THE strongest... Take this opportunity to - if you leveled up Wind/Water or Fire/Water and are leveling up Earth, which you should - level up Earth so you have Avalanche and Magic Barrier. This will make fights much easier, especially Wind/Water/Earth mages. Travel across the moor and up the stairs. Look for spirits along the wall in front of you. After that, go across the giant bridge in the middle of the moor. There's a spirit at the end. The middle of the bridge is where Rose Knights will most often attack you. I always thought that was neat; it's as if the Knights are guarding the entrance to the town. Heh. Once you've claimed the treasures for yourself, enter Brannoch. ________________________________ /Section 6.29 #broch \ \____________Brannoch____________/ ITEMS ----- Black Wings x1 The once prospering town of Brannoch has been burnt to a crisp... Most doors are locked and the people, even the soldiers, are afraid. Most fear the end of their lives and Celtland are soon to come... This place is, I think, the most story-filled town in all of the game. It tells of the fear instilled in the world because of the Eletale Book's disappearance, the plagues that have been caused throughout the lands, and the peoples' non-existant spirit. Climactic, I think. Let's get this show on the road and stop Beigis, rescue your father and save Celtland! Look for the inn and save. Go find the Wings shop and get the Black Wings. Go up the slope in the back and enter the castle grounds. We're hurrying through this, so I hope you'll keep up with me. You'll notice the gigantic castle up ahead - fascinating, yet ominous. You'll have to go in to begin the end of your journey, but... the front door is sealed. You can't get in! Oh... wait a second, you can! Go along the left side of the castle to get to the back. Up the stairs - take a look at the sea and sky... Sad, yet beautiful. Ah, I LOVE THIS ATMOSPHERE!!! Once you're up the stairs, you'll be on a green platform. Run along it, ignoring the door. Keep going and you'll get a spirit. Go back and enter that door you saw... _______________________________ /Section 6.30 #roale \ \____________Brannoch_Castle____/ ITEMS ----- Heroes Drink x1 Mint Leaves x1 Silver Amulet x1 Healing Potion x2 Celine's Bell x1 Dragon's Potion x1 Golden Amulet x1 Spirit Light x2 Eletale Book x1 ENEMIES ------- White Rose Knight Red Rose Knight You only have two different enemies to face here, so that's a plus. But, you'll be fighting them *a lot*. Like, every two steps, it seems. But not to worry: with Healing on your side and Wind magic, it's easy. Fire and Earth is good too, but I'm most used to Wind. Just keep going through the castle... When you reach an area with four paths like a cross, search each of them for a chest. Remember which door you came from after you get the chest and search for the other door, and go through. After a while of traveling, you'll come across another door which is optional. At the end of it, however, is a spirit or chest. Then keep running along, killing off the Rose Knights one by one... *yawn* Okay, soon you'll get to a golden door. Finally, some action! Enter it, but be prepared for a boss fight two steps into the room! Into the room, there's only a path linking two doors' entrances to a large, square platform. In the middle of the battlefield is a huge, red, silver-haired, green-cloaked demon. His name is Guilty, and he's King Beigis's guardian. Let the battle begin... _____________________________ /NAME Guilty \ \ELEMENT Fire / /ATTACK 1 Raptor Slash \ \ATTACK_2________Burning_Soul_/ Guilty will have you running in circles, so if I were you, I'd keep track of which door is the one you want to go through and which door you came from. You don't want to backtrack. WIND/WATER/EARTH ---------------- This will be easy, as you can stay away from Guilty while dealing good damage. He'll continuously use Raptor Slash, and that misses often, especially if your Agility is high. Stay away from him while circling the room, casting Wind Cutter the entire time. Heal when necessary, and attack when he misses. FIRE/WATER/EARTH ---------------- Okay... Burning Soul will have your arse in this match. Stay away while using Hot Steam, Homing Arrow, Power Staff, Fireball, Magma Bomb, Vampire's Touch... Anything! I know I haven't said this pretty much anywhere in this guide, but now is the time! Water him down! (pun intended ;) Walking Water, Water Pillar, anything that can kick his ass will work! Heal very often! EARTH/WATER/WIND ---------------- *yawn* Magic Barrier, Avalanche. Zip bam boom, he's dead. Another fallen fighter. Go through the castle until you come across a chest and a door. Search the chest then enter the door... Leonardo! The young prince of Carmagh! You may have seen him before in Limelin. He's here to help you! But how'd he get here by himself...? Oh well, who cares. Save and take everything from the chests. Leave and go on... Eventually you'll get to another fancy door. This room has a depression in it, filled with rocks... What happened? There are chests nearby, I believe, so take the things from there. Wait... Who's there? In the back? It's Shannon and someone else... Yes... Your father! Bartholomy! He looks like he's in a great deal of pain! What has Shannon done to him? Talk to them, then go through the door... Travel down the halls and enter the big doors. Be ready, this next fight won't be easy. ________________________________ /NAME Beigis \ \ELEMENT Fire / /ATTACK 1 Soul Blade \ \ATTACK_2________Emerald_Shriek__/ Boy, two boss fights so quickly... Not cool, nor healthy. Oh well, I hope you saved at Leonardo, because if you fall during this fight, then you're going to have a fit, saving back at Brannoch or further back... *shudder* Oh well. Beigis isn't going down easily, and with 1900 health, he's gonna pack one heck of a fight! WIND/WATER/EARTH ---------------- Yikes. I hope you have Avalanche and Magic Barrier as stated back in the moor, because you'll have a hard time otherwise. You can still beat him without it, I have plenty of times, but it's easier with these. Cast Magic Barrier first. Get over to where he is - he'll use Emerald Shriek, taking out a good chunk of your HP - and cast Avalanche. The general Earth strategy. Do this until a little bit of health is left. Use a Healing Potion - NO SPIRIT LIGHTS YET - a couple times. Hopefully he'll miss. Strike with Avalanche, or recharge the Magic Barrier. FIRE/WATER/EARTH ---------------- See WIND/WATER/EARTH strategy. EARTH/WATER/WIND ---------------- See WIND/WATER/EARTH strategy. Yea, same strategy used for all variations. Beigis has finally fallen...! Your stats should be very high by now. You should have two maxed elements and one that is above Level 25. Defense and Agility should be *well* over 80. Health should be in the 300s. MP should be anywhere from 175-225. Go up the blue ramp and open the door... No music. Eerie. Follow the halls, up the stairs until you're on the roof... Nice view. I've said it before and I'll say it again, I LOVE THIS ATMOSPHERE!!! Hah... There. Go across the place until you reach... Shannon? Wha? Oh well, talk to her. She doesn't sound right... But she's giving you... the Eletale Book? Woah! Sweet, you've reclaimed the book! But something's wrong... Why hasn't the game ended? That's right... There's the final battle to face. Go over to the... thing over there, and you'll be transported to a very twisted dimension... ______________________________ /Section 6.31 #mmmwo \ \____________Mammon's_World____/ ITEMS ----- Dark Gaol Key x1 ENEMIES ------- Pale Rider Pinhead Judgement Spriggan This is the climax, the final trial in Celtland. You've earned the four jewels, the Eletale Book, you've eradicated almost every evil from Celtland... This is it. The abomination that Lavaar lashed out upon the world, the archdemon that stole the Eletale Book, the shadow in limbo that you have to face... He's ahead. Let's begin by entering Mammon's Monastery. Every area in Mammon's World has a background, some the same as others, some not. Each area is like a floating platform; it's an area with things on it and an infinite background to match it... Mammon's Monastery is twisted, so let's just get out of it. Take a right and enter the door down the steps. You may encounter Judgement; they're easy to dispatch of. Wind Cutters and Avalanches work nicely on them. After going through that door, you'll end up in a different area. Every time you enter a door you'll go to another dimension. Keep finding Mammon's Doors to progress through the dimension... What's creepy is that eventually you'll be in a house. Nobody's home. It's dark. There's an eerie mist in the air. That music makes it all the scarier... *shiver* Just exit. After that, you'll find yourself in Melrode soon... Mammon's Melrode. All the doors are locked... It's dark. The atmosphere reeks of shadows and death... Find the doors leading to the Monastery. Enter. Soon you'll meet Epona in a green-tinted room... Save. This is the final checkpoint before Mammon... After Epona, you'll come across Shannon. She'll give you the key to Mammon's spot - the Dark Gaol Key, and then, with a flash of light, you'll be on a twisted, floating pathway with a star-dotted sky. As you ascend, you'll notice a giant, purple, floating demon... This, my friends, is Mammon. Get to the top, and he'll speak. After his declaration of independence (heh...), he'll take your challenge and fight... _____________________________________ /NAME Mammon \ \ELEMENT Omnielemental / / \ \ATTACK 1 Serpentfire Arrows / /ATTACK 2 Crossfire Heatwave \ \ATTACK_3________Twilight_Supernova___/ Hehe. Quite a name list, eh? Friggin' sweet battle music! One, two, ready, and let's show this bad guy who's the man! ^_^! WIND/WATER/EARTH ---------------- Stay away! Cast Magic Barrier and stay away from Mammon. If you want to get close, however, cast Avalanche all the time. Just beware that Serpentfire Arrows will have your arse, being that close. Crossfire Heatwave will get you thrice over as well. But, it's your decision. Stay away and keep the Wind Cutters coming! To dodge the Serpentfire Arrows, when they're coming for you, run in a small circle to avoid getting hit. To avoid Crossfire Heatwave, just stay as far away from Mammon as possible and stay inbetween two walls of flames. To avoid Twilight Supernova, that just depends on luck and Agility. FIRE/WATER/EARTH ---------------- See above strategy, just switch Wind Cutters with Homing Arrows, Hot Steam, Vampire's Touch, Fireball, Power Staff, etc., etc... EARTH/WATER/WIND ---------------- See WIND/WATER/EARTH strategy. Once you've sapped all 2300 point of health from Mammon's being, he will slip into the eternal rest that is death, and finally find happiness. You'll be teleported back to Shannon, and she'll speak. Why hasn't she disappeared? She was bound to Mammon for life. Has she been freed? She's thrown aside her dark ways and set course for a new path in life. She goes on to discover who humans truly are; what they're like, etc., etc... You go on home to Melrode, your father beside you. The evil which once sprouted about Celtland has dissipated, and you have become a true Spirit Tamer... *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~ T H E E N D ~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* _________________________________ /Section 7 #nwqst \ \_________New_Quests______________/ This section, inspired by the Quest 64 board, is for those of you who consider yourselves exceedingly great at this game, and have done or are attempting to do some new, cool thing in this game. What this section is really about is doing record things or cool things in this game and getting a bit of fame by getting your name and what you did posted here! Just contact me ("Last Words" section) and give me this information, please: Name: (username (you can say your real name if you want, you don't have to, but the username is needed)) Feat Done: Where: (only if this is in a specific area or two, otherwise, put N/A) Time: (optional, if you don't know the time it took you just put N/A) Description Of Feat: Thank you! -=-=-=-=-=-=-=- ACCOMPLISHMENTS -=-=-=-=-=-=-=- Name: Kyshioku Feat Done: Completed Quest 64 in one sitting. Where: N/A Time: 9 Hours (aprx.) Description: I sat down and didn't move from the chair - I completed this game in one, full sitting. From Melrode to Mammon's World, I completed the game without stopping. I did save. __________________________ /Section 8 #iemss \ \_________Items____________/ HP HEALING (Use these to recover your health!) ---------- Fresh Bread - Recovers 50 HP Honey Bread - Recovers 100 HP Healing Potion - Recovers 150 HP Spirit Light - Recovers all HP MP HEALING (Use these to restore your magic!) ---------- Dew Drop - Recovers 10 MP Mint Leaves - Recovers 20 MP Heroes' Drink - Recovers 50 MP Dragon Potion - Recovers all MP BATTLE ITEMS (Use these in battle for different effects!) ------------ Silent Flute - Freezes enemies (doesn't work on bosses) Celine's Bell - Freezes enemies (doesn't work on bosses) Giant's Shoes - Doubles movement area Replica - Use to exit a battle Silver Amulet - Increases Defense in battle by 1.5% Golden Amulet - Increases Defense in battle by 2% WINGS (Use these anywhere other than caves or forests to return to a town!) ----- White Wings - Use to return to Melrode Yellow Wings - Use to return to Dondoran Blue Wings - Use to return to Larapool Green Wings - Use to return to Normoon Red Wings - Use to return to Limelin Black Wings - Use to return to Brannoch OTHER ITEMS (Special items that are part of the story!) ----------- Earth Orb - The essence of the Earth element Wind Jade - The essence of the Wind element Water Jewel - The essence of the Water element Fire Ruby - The essence of the Fire element Dark Gaol Key - A demonlike key that leads to Mammon Eletale Book - The force that keeps Celtland and all life in balance ____________________________ /Section 9 #spiit \ \_________Spirits____________/ MELRODE MONASTERY ----------------- 1. Outside of the Monastery in the stable, next to the horse. Hidden in the haystack. MELRODE ------- 1. In Kain's shepharding field, over in the corner where the gate and wall connect, where you can see the door that leads to the Holy Plain. HOLY PLAIN ---------- 1. Near Miriam (the fortune-teller in the blue hut) and her house, there's an area with trees and the shore. Near the corner of the grass is a spirit. 2. Inside Miriam's (the fortune-teller in the blue hut) house. 3. Inside the gate by the house with a red roof. DONDORAN -------- 1. In the quarry (the sandy area). DONDORAN CASTLE --------------- 1. In the treasure room; behind the throne. 2. In the castle library. CONNOR FORTRESS --------------- 1. On the way to Dondoran Flats, near a tree next to the sign at the fork. 2. On the way to Dondoran Flats, near a tree on Brian's right. 3. Inside the hut. 4. Near a forked tree on the way to Solvaring's hideout. 5. In front of the tree straight ahead of the door to Solvaring's hideout. DONDORAN FLATS -------------- 1. After a sharp left when you come straight out of Connor Fortress. 2. At an immediate right after the log leading to Glencoe Forest. 3. End of the northern path, on an overlook. GLENCOE FOREST -------------- 1. Northeast end of the first lake. 2. Northwest end of the first lake. 3. Center of the western wall on the side of the first lake. 4. In front of the cottage. 5. Near the stone entrance to the Blue Cave. 6. Near the western wall leading to the valley. WEST CARMAGH ------------ 1. On top of the cliff right after the docks. 2. On top of the cliff by the fork in the road. 3. Beside the cottage near Cull Hazard. CULL HAZARD ----------- 1. East of the plateau-ish rock. 2. Next to the chest by the plateau-ish rock. NORMOON ------- 1. Middle of the wheat field. 2. Northwest corner of the wheat field. 3. Northeast corner of the wheat field. WINDWARD FOREST --------------- 1. Near the path after the first turn. 2. Behind the house. 3. Inside the house. 4. Behind a tree at the site of the battle against Zelse. LARAPOOL -------- 1. On a slope to the Blue Cave after the water is drained. 2. By the basement entrance (outside) to a watery area. 3. By a wall at the entrance to the Blue Cave. BLUE CAVE --------- 1. Wrong turn at the first arrow. 2. Wrong turn at the fourth arrow. 3. Base of a pillar near the end of the tunnels. 4. From the Blue Maze beginning - take a left. 5. From the Blue Maze beginning - take a right, take a left. 6. From the Blue Maze beginning - go straight, take a right, take a left. CRYSTAL VALLEY -------------- 1. Behind Epona's house. ISLE OF SKYE ------------ 1. On the dock. 2. By the gate in front of Colleen's house. 3. In Colleen's house. 4. Colleen's back room. 5. Behind the Stone Circle. EAST LIMELIN ------------ 1. Near the curve into the main field. 2. Wrong turn to the Baragoon Mines - on an plateau overlooking the main field. 3. Underneath the scaffold by the mines. 4. In the shack. 5. In the shack. 6. To the right of the steps near the mines. LIMELIN ------- 1. By the port. 2. By the fence of the condemned house. 3. Near the gate of the field. 4. Behind the jail. 5. By the shackles in the jail. LIMELIN CASTLE -------------- 1. The middle of the gardens. 2. By the bookshelf in the library. 3. Behind the relief in the grand hall. 4. Behind the relief in the grand hall. BARAGOON MINES -------------- 1. By the entrance door. 2. Left at the entrance to the stone halls. 3. In the room before Shilf and after the stone halls; one of the platforms. 4. In the room before Shilf and after the stone halls; in a corner of the room. 5. By the chests after the battlegrounds with Shilf. DINDOM DRIES ------------ 1. In the first tent. 2. Southwest corner of the desert; near Greenoch. 3. Middle of the desert. 4. At the wrong turn when entering Greenoch. 5. Edge of the lava field. 6. Craggy section of the road. 7. Near the entrance to Boil Hole. SHAMWOOD -------- 1. On the ground at the side of Shamwood. 2. In the treasure room. 3. In the treasure room. 4. North side of the flourishing balcony. 5. Northeast corner of the very tip-top. 6. In Lavaar's room. 7. In Lavaar's room. 8. In Lavaar's room. 9. In Lavaar's room. BOIL HOLE --------- 1. Near a bend in the second roofed area. 2. Southern corner of Fargo's room. BARAGOON MOOR ------------- 1. Corner of the inn. 2. Second floor of the inn. 3. Eastern edge of the bridge. 4. Northern edge of the bridge. 5. The end of the bridge. BRANNOCH -------- 1. Outer platform near the back entrance to Brannoch Castle. BRANNOCH CASTLE --------------- 1. In the corner of the first optional room (side of the wall; not needed to go through) 2. Corner of the room with Leonardo. _____________________________ /Section 10 #spema \ \_________Spirit_Gem_Magic____/ This is the magic you gain after a certain number of spirits you collect for a certain element is attained. WIND MAGIC ---------- 1 = Wind Cutter Level 1 4 = Wind Cutter Level 2 6 = Restriction Level 1 8 = Evade Level 1 10 = Silence Level 1 12 = Wind Cutter Level 3 13 = Large Cutter 16 = Restriction Level 2 20 = Wind Bomb 24 = Evade Level 2 28 = Cyclone 32 = Slow Enemy 37 = Wind Walk 42 = Silence Level 2 47 = Ultimate Wind WATER MAGIC ----------- 1 = Water Pillar Level 1 3 = Water Pillar Level 2 4 = Water Pillar Level 3 6 = Healing Level 1 10 = Soul Searcher Level 1 15 = Ice Wall 17 = Ice Knife 19 = Escape 23 = Exit 24 = Return 25 = Healing Level 2 33 = Soul Searcher Level 2 35 = Walking Water 40 = Drain Magic 46 = Invalidity EARTH MAGIC ----------- 1 = Rock Level 1 4 = Rock Level 2 7 = Spirit Armor Level 1 10 = Rolling Rock Level 1 13 = Weakness Level 1 16 = Rock Level 3 19 = Magnet Rock 21 = Spirit Armor Level 2 24 = Avalanche 27 = Confusion 31 = Weakness Level 2 34 = Rock Shower 36 = Magic Barrier 39 = Rolling Rock Level 2 43 = Weak All FIRE MAGIC ---------- 1 = Fireball Level 1 4 = Fireball Level 2 7 = Power Staff Level 1 10 = Homing Arrows Level 1 13 = Hot Steam Level 1 16 = Fireball Level 3 19 = Compression 22 = Power Staff Level 2 24 = Fire Pillar 28 = Homing Arrow Level 2 30 = Fire Bomb 32 = Vampire's Touch 36 = Magma Ball 40 = Extinction 44 = Hot Steam Level 2 _____________________________ /Section 11 #tnkto \ \__________Thanks_To..._______/ CJayC - For putting this FAQ on GameFAQs, truly my favorite site on the Internet, as well as making the site in the first place. Thank you! SomeCrazyGuy - For the attack name "Aeros Trine" (used by Shilf and Zelse), as well as others that I may use to replace my own later. Also one of the Wind Masters of Quest. Thank you! Kantolin - For his very well thought out theories of the game and strategies. I don't believe I have used a strategy of his yet, but if I have, then the credit is all yours, Wind Master! Thank you! S Xero - For good theories and explanations (I believe one of them was about Brian vs. Link? My memory's a bit rusty.). Thank you! Me - for writing the whole thing You - for reading this RPGClassics' Quest 64 Shrine - This site has just about all of the Quest 64 information you could want. Most of the monsters' locations, items' locations, and spirits' locations came from there. Thank you! _______________________________ /Section 12 #lawod \ \__________Last_Words___________/ I know I must have made a mistake somewhere. Please, e-mail me telling me about any mistakes you find while reading. Or, if you have a different way of doing something that you think is helpful, send it in and I'll put it up, giving you credit for it. Feedback of any sort is accepted. My e-mail address is shadowzelse@mchsi.com Please, do e-mail me! You can also post on the Quest 64 message board, as I'm always there. Thank you for reading this FAQ/Walkthrough. Quest 64 is property of THQ, Imagineer, Nintendo, and all others who took part with it. This guide is to be used ONLY on GameFAQs. If it appears anywhere else, e-mail me so I can chew them out. -=-=-=-=-=-=-=-=-=-=-= T H A N K Y O U =-=-=-=-=-=-=-=-=-=-=-=-