Shining Force Neo Walkthrough Author: Jimayo E-Mail: Jimayo@yahoo.com Any questions should have Shining Forces Neo as the subject or I will ignore it. Copyrighted to: (c) Denny Pick (Jimayo) - All Right Reserved Credits: Split Infinity for the Legal Information blurb. Brady Games for the contents of the chests(which ones are random and which are not) and the resistances of the bosses. If you write to ask me questions, make sure to put Shining Forces as the subject or else I will mark the email as spam. Legal Information This document is copyrighted to me, Denny Pick. It is intended for *PRIVATE* use only. It cannot be used in ANY form of printed or electronic media involved in a commercial business, in part or in whole, in any way, shape, or form. It cannot be given away freely, as bonus or prize, it can't be given away with the game and so on. It cannot be used for profitable or promotional purposes, regardless of the situation. Breaking any of these rules is in direct violation of copyright law. This document is protected by copyright law and international treaties. Unauthorized reproduction and distribution of this document, or any portion of it, may result in severe civil and criminal penalties, and will be prosecuted to the maximum extent possible under the law. Any characters, names, places, or miscellaneous objects are copyright of their respective companies. If you are a webmaster of the site that wishes to post this document, you may do so under one condition - you must e-mail me first for permission. If permission is granted, you cannot change a single character of this document, and you must leave it in txt format. *ONLY* following sites can host this guide: - www.gamefaqs.com - www.neoseeker.com Table of Contents 1. Introduction E001 2. Controls E002 3. Menu Options E003 4. Characters E004 5. Fighting Options E005 a. Force Arts E006 6. Walthrough a. Larcyle Fort E007 b. Greensleeves E008 c. Leaving Greensleeves E009 d. Return to Larcyle Fort E010 e. The Path to Cantore Village E011 f. Cascade Castle E012 g. The Sanctuary of Ice E013 h. Getting an Airship E014 i. Hail Prison E015 j. The Ruins of Oblivion E016 k. The Path to Hyatt E017 l. The Sanctuary of Fire E018 m. The Legion Hive Side Quest E019 n. The Ordeals of Light E020 o. The Dark Castle E021 p. The Tomb of the King E022 7. Weapons, Armors and Accessories E023 a. Weapons E024 a1. One-Handed Blades E025 a2. Two-Handed Weapons E026 a3. Bows E027 a4. Wands E028 b. Armors E029 b1. Shields E030 b2. Helms E031 b3. Armor E032 c. Accessories E033 d. Magic abilities E034 8. Secret Arts E035 a. Weapons E036 b. Shields E037 c. Helms E038 d. Armors E039 1. Introduction E001 This is an indepth walkthrough for the game Shining Force Neo. Shining Force Neo is an action rpg game. To make sure you are entering the correct areas, read the signposts. As well, the healing potions in this game are refillable, so feel free to use them whenever neccessary. You can refill them at any healing spring. The same goes for the goddess tears(mp refillers). As well, I will not be having a side quest section in this walkthrough. I will instead be inserting optional content into the main walkthrough like so: ***** Optional ***** The reason being, the actual sidequests in this game are so vital to your success, they really shouldn't be sidequests. Certain pieces of equipment are only available after you "unlock" them by getting your first one in a legion hive. All the secret arts are only obtained in the legion hives. All character class changes(excepting the main character) are only achieved through side quests. And while you could win without any of those things, it would make the game ridiculously difficult(and it's already hard enough). Some of the optional stuff is entirely unnecessary though(like the early game massive high level grinding) so feel free to skip any optional things that aren't listed as sidequests. 2. Controls E002 Left Analog - Move O - Attack X - Talk/Pick-up items/Open Chests or Doors ^ - Magic/Weapon Skill [] - Items Up/Down - Select Magic/Weapon Skills Right/Left - Select Items L1 - Enlarge Radar Map Display L2 - Display Map of the Gamefield R1 - Hold to Fix Max to His Current Position R2 - Hold to Fix Party Members to Their Current Position Start - Pause/Skip Cut Scene/Menu 3. Menu Options E003 Up - Equipment This options enables you equip weapons/armor/accessories. Right - Display Items This option allows you to view a list of all items, including those currently equipped. You can use the ^ button to drop an item in the list or the L2 button to sort the items in the list. Down - Options This brings up the options menu. It's self explanatory. Left - Status This brings up the status screen. Move left or right to scroll through the various status screens. Hit [] to view your party members status. 4. Characters E004 This section contains spoilers. To be fair, only minor ones though. 1. Max The main character of the game. This is the character you will be in control of throughout the game. 2. Meryl Max's childhood friend. She will be the first character to join your team. She is a spell-caster specializing in fire and darkness(eventually) spells. She can also cure petrify making you temporarily immune in the process. 3. Gaia Max's father. He joins for only a short period of time, unfortunately. He joins at level 100 and uses the long range holy spell Gaia Nova to punish your foes. 4. Graham Max's Mentor. This Centaur joins very early into the game. He has high defense but tends to wade in too deeply at times. Invaluable as a tank though. 5. Chiquitita A force from Cantore village, she joins after you rescue her from the clutches of the master of Cascade Castle. She heals and cast Holy Spells. 6. Baron The Vice-Commander of the Quinicine Holy Guard. He joins after the Crystal in Qunincine is destroyed. He is a ninja who attacks with throwing knives and can become invisible. 7. Rhinos He joins after speaking to the shades of his family. He has high defense, even higher hp and packs a wallop with his attack. However, his attack rate leaves something to be desired. 8. Mariel Graham's Daughter. She joins during the quest to the Realm of the Birdlings. She is much like her father, however, she has a lower physical defense. She easily makes up for that with a higher magical resistance and her healing ability though. 9. Dryu A baby dragon. He can join at two separate occasions(see the walkthrough for details). When he first joins you(at level 1, unlike all other characters) he is very weak. He doesn't become valuable until after his class change, when he gains immunity to fire, ice and lightning and a slew of attacks. 10. Freyja A birdling. You will first meet her at Hail prison, however, she does not join until Chapter 6 when you will be leading her and Klein on a quest for the bow of her father. She is immune to fire but weak against knockdown attacks(until after her class change). She can cast flame spells as well. 11. Klein A birdling. He is Freyja's significant other and is at all the same events she is. He is an archer with special arrows that can petrify or slow foes, or deal frost type damage. He is impervious to critical hits but weak against knockdown(until after his class change). 12. Adam The only optional character in the game. He is a robot who served as Max's nanny when he was a child. When he joins(as part of a side quest, see the walkthrough for details) he is a bit on the run down side. He is resistant to stun, knockback, juggle, and knockdown attacks. He is impervious to petrify and hp drain attacks. However, he has no natural healing. Despite all that he is rather useless until after his class change. 5. Fighting Options E005 This game allows for great customizability in your character. You can be a one-handed sword and shield fighter, a two-handed power weapon fighter, a magic user or a bowman. a. Force Arts E006 Your Force Frame is what allows such customization. As the game progresses you can garner Force Arts which you can spend Force Energy gained in battle to increase. Force Arts such as Attack, Protect, Max HP, Knockback, Critical, Resistance to Knockback, Flame Magic, Lightning Resistance, Orc Killer, etc. Tailor your force arts to suit your character type. 6. Walkthrough a. Larcyle Fort Part 1 E007 The game begins in Larcyle fort where Max has been training under Graham, a force who serves as Captain of the Border Guards. Max is seeking to become a Force, one of the guardians of this world. Force Frames, that which denotes a Force, grants it's bearer enhanced physical and magical abilities. During the opening cut scene, Larcyle Fort is invaded by monsters. Since the rest of the border guards seems to have an extreme case of laziness, it's up to you to remedy the situation. First, proceed up the stairs behind you. You will find some barrels you can slash with your sword. Breakables like these randomly contain items and force energy(used to upgrade the abilities in the force frame you will eventually garner). Go back down the stairs and directly along the stair wall you will find more breakables. Proceeding along the path, you will find two Orcs to kill. Kill them and move down the next set of stairs. There is a guard blocking the nest staircase. He tells you to loot the two treasure chests, which contain a healing water(completely refills your hp) and a blaze branch(which, when equipped allows you to cast blaze Lv. 1). Take them both and move up the next staircase. You will find three orcs, a fountain of healing water(completely refills your hp and your healing waters) and some breakables. Kill the orcs and destroy the breakables. Walk up the next staircase and speak to the guard. He tells you what to use to defeat the monsters up the next staircase. Equip your blaze branch and move on. The two ants on the walkway here are the only monsters you need to cast blaze on(Equip the blaze branch). Kill them and continue. Up the next set of stairs you will find a save point. Save your game and continue on. Up the next set of stairs you will find a crowd of monsters(orcs and harpies) and a monster gate. After you have defeated a certain number of monsters the enemy gate will no longer have a healing rate that makes it impossible to destroy. You can tell this has happened when the gate turns into a little black ball instead of a larger coloured ball. Destroy the gate and the breakables and move on. This is the only section of the game where you will only get experience for destroying a monster gate. After this force energy and sometimes items will drop from a destroyed enemy gate. Make note of the gated off area above the gate. We will be able to access that area later. Go along the walkway to the main gate where Graham is fighting a group of monsters. ***** Optional ***** You can ignore the monsters and proceed down the stairs at the left. There are three sets of breakables here. One each at the bottom of the two sets of stairs and one in the house. ***** End Optional ***** Kill the monsters and destroy the gate to move the story along. Afterwards Graham will give Max a recommendation to be allowed to take the trial of a force. Max will depart for Greensleeves. b. Greensleeves E008 Back in Greensleeves, you will meet Meryl for the first time. She is Max's childhood friend. She will temporarily join your party. If you go up there is a church. There is nothing there, but, if you are anything like me, you will want to go there to flesh out your map. To the right is where you need to go to continue the story. Meryl leaves your party here. You will need to proceed down the stairs and into the next area. Continue down and open the door. To the left are some breakables. Continue down and you will enter the training grounds where you will meet Max's father, Gaia. He will challenge Max to a duel. There is a chest and some breakables here. Ignore Gaia(he only does one damage per hit anyways) and open the chest to gain the Claymore, a two-handed sword. It has much greater power than your current short sword but you cannot use your shield with it equipped. Destroy the breakables and wail on Gaia. After you do some damage to him the duel will end. Disaster then strikes as a monster gate and some orcs appear. Gaia will assist you for now as you kill the orcs and destroy the monster gate. It is now up to you to clean the monsters out of this area. Proceed left. Here you will find an orc lying on the bridge. Kill it and proceed further left to find two breakables. Proceed down now to find breakables and a monster gate. Kill the monsters and destroy the gate and the breakables. Proceed to the right. On the intersection you will find some breakables. Break them and take the right path. Proceed to the next area where you will find a ton of breakables and a monster gate. Kill the monsters and destroy the gate and the breakables before taking the upper path. At the intersection you will find a breakable. Destroy it and proceed to the right. At the next area you will find some breakables and a monster gate. You know the drill. Afterwards, proceed down. In the next area you will find a chest containing a talon shield. Proceed down. Here, as you will see, the path connects to an area previously visited. You will want to proceed down. Kill the orcs on the bridge here and move to the next area. Here you will find a monster gate and some breakables. Proceed to the right. In this next area you will find the last monster gate. After you destroy Max will say it's time to return, however, while two of the doors here are currently inaccessible, the one on the left can be opened to find some breakables. Go back to where you first met Gaia to continue the story. Gaia will join your party. It's time to go visit Grandma. Go up to an area you have previously visited and talk to the guard blocking the stairs to the right. To the north is your home. No need to visit there now as you will be going there later. Proceed to the right. Welcome to the town of Greensleeves. To the upper right is the main square. Going to the lower left from here brings you to Max's former teacher. She can give you some information if you wish. Down from the main square is the elevator, currently inaccessible. To the upper left is the bar. There is a chest containing a light helm here and some breakables. To the left of the main square is two buildings. Only one of which you can enter at this time. The inaccessible one is where you will use your force energy to upgrade your force arts when you get your force frame. The other one contains a woman who can identify unidentified magical items(for a fee), a blacksmith who can upgrade your items(in a simple format of +1 through +9, each upgrade adding to the equipments base stats, but no upgrading accessories), a warehouse, where you can store items, and two shops, an item shop that will eventually sell you keys, and a weapon shop that you will never use, since you can get much better weapons from random drops of the enemy gates. You can, however, sell off any excess equipment you have right now. Proceed along the right path to the next area. Here you will need to go up the stairs and open any of the doors to enter the town hall and meet with Chairman Rebecca, your grandmother. Here your father will inform you that he feels you are not ready to take the Ordeal of a Force. After a private chat with your grandmother, it is time to go home. Do so. No one is there, but you will find a note on the table. It seems Meryl has left. Time to go find her. Go back to the town square and proceed to the elevator. Select the only option and go find Meryl. On the first bridge you will find an orc and some breakables. Proceed. At the intersection you will find some monsters. Going down leads to some breakables. Now go up. Kill the orc and proceed to the next area. Here you will find a monster gate and some breakables. Proceed right to the observatory. Move along the path killing any monsters in your way till you get to the far side of the observatory. Here you will find a chest containing a magic force shirt with the ability Life +10. This will raise your hp by 10%. Return to the intersection and proceed up to the next area. Follow the path to the next intersection, killing any monsters and destroying any breakables along the way. At the next intersection, you will find that only one door is currently accessible. Take it and proceed up. As usual, kill any monsters and destroy any breakables and monster gates. I'm going to stop repeating this now, as it no longer bears repeating. At the intersection, one door is inaccessible. Of the two that are, take the bottom one to a chest containing an etincelle rod. This rod has the blaze LV. 1 and the Spark LV. 1 spells, making the blaze branch obsolete. Take the other door and proceed to the next intersection. To the right is the herb garden, but it is best to head up and clean out the supply yard. Proceed along the linear route to the next intersection. The path on the left takes you back the way to the herb garden/supply yard intersection. Proceed right. Take the linear path until you reach Meryl who is beating up some orcs. Meryl says the orcs destroyed all the herbs and that you willneed to go to a secret area to get some. She joins the party and you find yourself back at the elevator. She will take you down into the force crystal santuary. Proceed up to continue the story. After the scenes, go home. After the scenes(seems the legions have hatched) proceed to the area where you first met Gaia. Meryl will join you. Here you will want to proceed to the area where you found the last monster gate during the incursion earlier. One of the two previously inaccessible doors is now open, and it leads to the crystal sanctuary. Proceed along the path to the wide open area at the bottom of the stairs. Here you will find a save spot, a healing fountain and a chest containing a magic zwiehander(Spinning Slash). Proceed down the linear path to the next area. Oh no! It's legions. Max isn't afraid of them though. Take them out. Proceed to the next intersection. Up is a dead end(monster gate though). Proceed to the left. At the next intersection, down is a very short dead end path. Left is a healing fountain. Up is the way to proceed. Here you will find Gaia. Enjoy his help. He is level 100 and has the Gaia Nova. He can kill any enemy(or gate) in this area with one blow. Proceed up. At the next intersection, you will find a healing spring and a save point. To the right is a dead end(monsters, of course). Proceed up to continue. When you come to the three way intersection, do not worry. All three lead to the same area. Proceed to the next intersection(you may miss it, but it's a wide open area with a path right and down). Down contains a healing spring. Right is to proceed. At the next intersection you can head up or down. Down leads to three paths up. On the right path is a path to the right that leads to the elevator. Up is the way to proceed. Just before the entrance to the next area, you will find a healing spring a save spot. Save. *** Optional *** There is a chance quite soon for some early high level grinding. I would strongly recommend it. It takes some time, but it saves a lot of time in the long run. To do so though, you need to prep right now. Take advantage of Gaia to grind out some easy levels. Since you are not forced into any scenes when you proceed up to the next area, return to find the monsters and gates respawned. Grind out to level 10(at least). Won't take long. However, since he can take out an enemy gate in one hit it is advisable to take advantage of this to gather up a large amount of force energy. 20,000 would be good. *** End Optional *** Proceed up. After the scenes, you get your father's force frame and then it's time for a boss fight. However, if you take the upper right path you will find a chest that has some keys. Then take the lower right path to find a locked chest that contains tears of the goddess. Now go back and fight the boss. You will need to kill all the legions before you can damage the boss. It won't be hard though. After the scenes(where Meryl gains her force frame), you will gain the mystic stone of return. It is a magic item so use ^ to access it. Use it now. It takes you to the Greensleeves main square. After the scene make sure you are in the green light and hit X to return to the town hall. After the scene open the chest to get 5 healing waters. ***** Optional ***** Return to where you first met Gaia. Take the left path and proceed all the way to the left. The upper door is now open. In here you will find four chests containing an unidentified rapier (lightning stab), fairy dust(makes you temporarily immune to stun, knockback and knockdown), a hunter beret, and a healing water. ***** End Optional ***** Now that you have your force frame you will be able to us all that force energy you have collected, right? Wrong. You need to collect force arts first. From now on every area has certain force arts you can collect from enemy gate drops. However, maxing out a Level will unlock the next higher level, up until a certain point(which is generally not the maximum level). Proceed to the elevator and take it to the middle level. From here proceed to the first intersection and go up then left. The next intersection has an entrance to Rainbow Prairie, SW. You don't want to go that way. Proceed up to the next intersection and take the now open upper left path. This leads to Rainbow Prairie, NE. c. Leaving Greensleeves E009 Out here on Rainbow Prairie, take the right path. Follow it all the way to the bridge. This bridge leads to the Hill of the 25 Sages. Do not cross it. Go down to find a locked chest containing an unidentified Frost Rod(Ice Pike Lv1, Hard Hit +5). This rod allows you to cast Frost Lv.1 and Ice Pike Lv.1. Going up and left leads to you an area with some tents and some enemies. This is an intersection. Down(leads to a hill) has a new type of enemy gate. A blocked one. Slashing the magic force surrounding the gate opens it and unleashes a slew of enemies. It is optional though. If you wish to destroy them save your game first and be ready to use your healing potions(Remember, they are refillable, so feel free to use them as much as needed). To the right is another one of these gates. Left leads back to the main path. To the left is an entrance to Rainbow Prairie, NW. Do not go here now. Proceed up across the bridge to the next intersection. Left leads to another entrance to Rainbow Prairie, NW. Proceed right to continue. At the next intersection, up leads to a dead end(monsters), lower right leads to a path to the upper section of the Hill of the 25 Sages(not for you, not right now). The upper right path into the mountains is the way to go here. Proceed along the linear path to the entrance to the Diagon Road. *** Optional *** Here you can start your grinding. Clear out all the enemy gates in order to garner some force arts. Specifically Max Hp Lv1, Weapon Atk Lv1 and Protect Lv1. You can leave and re-enter the area to respawn the gates and enemies. Max out Level 1 of each of these force arts(I would also recommend all the other defensive force arts. Resist Stun, Knockback the like) and you will now be able to move on to Rainbow Prairie - SW. Stay out of the mountains and use a 2 handed weapon with bash(using the bash skill knocks nearby enemies down, allowing some free swings at them) to kill the orcs and bugs on the plains area. Do not enter the underground area here(It's across the rivers in the center area). You will be cremated. The details of finding your way around in this area can be found in the legion hives side quest(as well as what force arts are available here). However, it is of benefit to learn to navigate yourself without any assistance. It's not that hard anyways. Also, there are three chests in the area. All in the lower area not in the mountains. They all contain random items, but they may be useful to you. However, more often than not, you'll just get Force and Force Arts. At approx. level 18(definately if you raised your protect to level 2 by now) you should be able to enter the mountainous area(Yes, I know it's doable earlier, if you're smart, however, why do it when it's possible, instead of waiting for when it's easy? You need to get your levels and force arts up before you move on anyways). If you opted not to raise your other defensive attributes(stun, knockback, and the like) you will find out quickly why I recommended you do so. The Cyclops up here have a good knockdown and knockback and will stun you. Bash comes in very handy. Once you have raised your protect to level 2, you will find they basically can't damage you. They will still annoy you if your stun/knockback/etc. levels are low (No Way!). Do not enter the cave in the mountains until you have raised your main three force arts to level 2. It is extremely difficult otherwise. In the mountains you will find your first legion hive. It's the orange cerated bug looking cave. Entering it will reset the monster gates and monsters in the area. The cave is currently locked by a type of key you don't yet have. It is for a future side quest. However, make sure to click on the black pillar with the orange pad next to it. It won't do anything now, but selecting it will unlock it for the future. It's a warp pad. Make sure to collect yourself a decent bow before you enter the regular cave. You may need it. Raise your level to 20-25 and your 3 main force arts to level 2. You can also begin raising your magic level to 2(instead of attack) if you wish to be a magic user. Now you can enter the cave in the mountains. There are some breakables and a chest(random) in the first section. In the great outdoors, there is a chest in the lower level. It is trapped (three enemy gates) and contains gold. Inside the second cave, you will find a much larger type of orc. Thankfully, because of your grinding, none of the enemies will pose much of a threat. In the chests you will find gold, a cross helm(Resist Chaos+, Int +5), a dragon sabre(Inflame, Hard Hit +5), a ring(Speed Up+, Life +20), and force energy. The cross helm is the best helm available at this point in the game, and the dragon sabre is the best one-handed weapon currently available. The ring is also likely to be the best ring you can find at this point in the game. Go back to the Diagon Road now. *** End Optional *** *** Optional 2 *** This is a sidequest, although a completely unnecessary one, it's for those who wish to gain some good equipment, while it is still useful. If that describes you then raise your level to at least 15 and your force arts(the three mentioned in the above optional) to at least Level 1. Make use of a two-handed weapon with bash to clear out the mountainous terrain in Rainbow Prairie, SW and enter the cave. Continue to make use of bash to clear out the enemies in the first cave and in the outdoor area. Use a bow or magic in the second cave. Simply move forward slow and draw enemies back to where you can lay into them with your bow. Enjoy the bounties of the cave(gold, a Cross Helm(Resist Chaos+, Int +5), a Dragon Sabre(Inflame, Hard Hit +5), a Ring(Speed Up+, Life +20), and random). Should you choose to grind just a little bit more, the cave is a great place to do so. Lot's of gates in a small area, with good items and new force arts available. Go back to the Diagon Road now. *** End Optional 2 *** The first area is a circular area with a hill on it. To the right is a bridge forward. Down from here leads to a dead end with a monster gate. Up is the way forward. To the right of the next area is a bridge that leads to a dead end with a monster gate. Right is the way to continue. Across the bridge is an area with a hill that goes up to a dead end. The path onwards is up. You will find a bridge to the left along this path. It leads to an optional area with lots of monsters and a legion hive. This area is unneccessary right now(although if you decide to go this way, make sure to click on the black pillar with the orange pad next to the legion hive. That will unlock it for later) so I will deal with it later. Feel free to explore it if you wish. Up from here leads to the the gate of Larcyle Fort. The fort is currently under attack. It's up to you once more. d. Return to Larcyle Fort E010 There are several monster gates in the clearing before the fort, but the one you need to deal with is the one directly in front of the gate. It is guarded by a powerful Cyclops. Shouldn't prove too much trouble though(won't be any if you grinded up). Inside Larcyle Fort it is under attack once more. It is up to you and Meryl to clean them out. You're already familiar with the layout so I'm not going to go over it again. But, the breakables have respawned(they usually don't) so make sure to destroy them again. At the Save point you will find a locked chest containing a healing water. Take note of the gated off area in the central square with the fountain(same place as before). Once you have cleared out the fort, that gate will be gone. You're on your way to where you fought with Graham before. The gate here is guarded by two Red Cyclops(among other monsters). It should prove no trouble as well. Watch the scenes, and then Graham will join you. Now you can go past where the gate was and follow the path up onto the wall. Up here you will find a room with a chest containing a Thieve's Bow(Harpy's weak spot, Critical Rate +30). You may want to hang on to that. Go back to where you fought with Graham at the exit gate. Go to the left and down. In the yard under the house is a chest containing a Breast Guard(Life +10, Guard +10). At this point the path gets much less linear. The areas now tend to have paths that twist around in all different directions. I will still give directions to the significant areas but they will be much more general. Make good use of your map. *** Optional *** If you chose to do high level grinding, it's time to continue. Now that you have Graham, you have your tank. Equip a long range attack(bow or magic) and prepare for battle. Return to Rainbow Prairie, NE. There are two exits to the right, both lead to a section of the Hill of the 25 Sages. It's time to go here now. Either section will do for now. I would suggest clearing out both. The upper mountainous section holds a legion hive. The lower plains area leads to our later destination, the Gunsrock Zone. Continuously clear out the area until you raise your level to 35 - 40 and your main force arts to level 3. Considering how easy it is to die right now, make sure you save frequently. Once you've raised your protect to level 3, you'll find you can go toe-to-toe with the enemies in this area now. Only the cyclops will pose any threat. You may get Attack Speed Level 1 Force Art in this area. I highly recommend increasing as high as you can. It is easily one of the most useful Force Arts in the game(unless you've opted to be a magic user). And, if you choose, resist flame will be very useful in the next area. Time to move on. Head through the plains area of the Hills of the 25 Sages to get to the bridge to the Gunsrock Zone. Here you will need a bow with Sneak Shot(Thieve's Bow is useful here). Equip it and head East. When you get to the monsters use sneak shot. Go down once you can and then left. Get to a safe spot in the mountains and return to Greensleeves to save. You will find the lizards in this area to be quite difficult at this point but you will be capable of defeating them. Continue to attack from afar and use Graham as a tank. Save frequently. There are four chests in this area. Three on top of the mountains, 2 are random, one has a Ring(Speed Up+, Quick+). There may be one other just below the summit(to the right). It will be random as well. One under the bridge to the dipless hills containing an Eagle Beret(Resist Lightning+++, Int +5). As per usual, when you get to the Legion Hive, make sure to unlock the warp pad next to it. Upon reaching level 50 you may want to try returning to Rainbow Prairie - SW and attempting the underground area. It is possible to clean it out at this point, but it will be very difficult to do given the sheer number of monsters down there. I would recommend returning here later after bringing your force arts up to level 6 in protect, whatever form of attack you are using, and max HP. Then you will find you take almost no physical damage here(although the ghosts will still damage you since their attack is dark element). You can find two treasures in here. The first is in the middle of the underground. It's a Death Scythe(Critical Damage +40, Consecutive Damage). It's additional Critical rate along with it's HP draining makes it very valuable. Once you have raised your own critical rate force art, you will have a weapon that almost always criticals(except to creatures immune to critical) and does at least double damage with every hit. You will never have low HP while using this weapon. There are two exits from the underground. If you go right and follow a long path(outside then back in and out again) around to the exit, that will lead to the Wolves Legion Hive. The closer exit down leads to a chest containing an Ogre Cleaver(Finish, Hard Hit +5). Raise your level to at least 60 and your force arts to least level 4 at either the Gunsrock Zone mountain area or the Rainbow Prairie, SW underground. You will then be able to clear out the rest of the Gunsrock Zone(for those anal retentive types like me who want the entire map fleshed out) and, more importantly, the Dipless Hills(reachable from Greensleeves, lower area, far right, through the locked door, or the Gunsrock Zone mountains area) area. There are 4 chests in this area. The two upper chests are random. The lower two chests(around the mountains) contain a Magic Shield(Lighten Petrify++, Resist Stun +10) and a Defender(Knockback Rate +30, Lightning Stab). At this point you are ready to move on to the Green Graveyard(reachable from Greensleeves, to the lower left of where you dueled Gaia). Continue to hide behind Graham and use a long range attack. Do not yet attempt to fight the succubi on the Tomb of the King building in the centre of the graveyard. Because of their movement you will not be able to use Graham as a shield to protect you from them. The two entrances to the Tomb of the King lead to eachother. They are useless. You may enter the underground area on the right side of the graveyard to collect the three chests. Two are random and third contains a Rune Helm(Resist Chaos++, Magic Power +30), imo, one of the best helms in the game. Do not break the statue. You will find yourself killed rather quickly if you do. Once you have raised your force arts to level 5 (particularly protect) you can return to destroy the statues. You will find the nagas aren't that much of a threat to you at that point, and the crystal golems are beatable(although they will do massive damage to you, possibly 1 hit kills). Do not exit the other side. The golems guarding the legion hive there are yet too powerful for you to defeat. Lots of nice drops in this area. Evil Shields are the best physical defense shields. Rune Shields have a high physical defense with some good resistance and magic attack bonuses. Holy Ankhs have the highest level holy magic spells, the Spark Scepter has the highest level lightning magic spells, and the Frost Scepter has the highest level frost magic spells. If you chose to wait on the underground area of Rainbow Prairie - Southwest, now is an excellent time to deal with it. Just as an fyi, the blocked off entrances to the Tomb of the King cannot be accessed until after you have completed the game. It is a bonus dungeon. Raise your level to 80(you're likely close at this point) and proceed to the Floating Island, reachable by traveling through the Gunsrock Zone(down on the plains) to the Cursed Temple and then to the Floating Island. Here you will find you are now capable of dealing with the Crystal Golems(Big Rock Monsters) in this area, although they will still damage you. From here you can move on to Mount Hydra. You will want to go back to your old tactic of hiding behind Graham to battle the foes here. A bow works fine against everything except the Crystal Golems. Use magic against them. It is extremely difficult at this point. You may find it easier to grind up your force arts at the Graveyard and then try it. Emphasis on physical defense and lightning resistance. The path that goes right is the one we need to follow to the cave. The paths that head down lead to the lightning legion hive. I find a Sacred Bow to be very useful here. Or being a magician. That works well too. Clear out the area and proceed to the underground passage. This is the primo place for grinding at this particular point in time. The monsters here are of the same level as the ones above ground, but are much, much, much easier to defeat. Make sure you take the right fork at the entrance to pick up the charm of light. The left fork is a linear path that leads to the inside of the Cursed Temple. Along the way you will find a random chest. Raise your level to 90 and your force arts to level 7(add Perfect Defense to the list, up to level 2) and you should be able to move on to the Cursed Temple. The Giant Devil Brothers here are mini-bosses. You will have to destroy all the enemies around them to be able to damage them. The treasure chests(3) in this area are random, so you may get some good items. After you have defeated the 5 Devil Brothers, you can move on past the doorway to enter the Cursed Cavern. Collect the final two treasure chests, one in the upper central area of the cave containing a Sacred Bow (Anti-Darkness, Knockback Rate+30), and one in the far right area of the cave containing a Holy Ankh(Legion's Weak Spot, Attack +30). Now return to Larcyle Fort. As an aside, it's a good idea to raise frost resistance from now on. Cantore Village is in a snow area. You will be running into frost magic using enemies. Just FYI. *** End Optional *** e. The Path to Cantore Village E011 Leave the Fort through the upper gate to enter the Southern part of Sinister Valley. At the only intersection in the first area, the path to the upper right leads to the first ordeal of light, which is not accessible at this point in time. The path to the next section is linear and straight forward. In the next area, the first intersection leads up and left. Up leads to a deadend with a treasure chest. The chest contains an Ogre Club(Rising Dragon, Knockback Rate +10). It's a good weapon at this point in time (unless you did the optional grinding). Follow the path along until you cross the second bridge and go up as far as you can. The chest contains a Bracelet(Guard +20, Resist Flame). Cross the third bridge and follow the path all the way down to find the third and final chest in this area. It contains a Shamsir(Hammer Fall, Consecutive Damage). Go back up and follow the path to Sinister Bridge. Just before heading out onto the very large bridge you will find a fountain and a save point. Be prepared for an ambush. Large numbers of monster will appear after the scene. If you didn't do any grinding it will be a challenge. The Ogre Club comes in very handy here. Welcome to upper part of Sinister Valley. From here on out, the routes tend to be winding, although still fairly linear. You will find 2 exits to the second section of upper sinister valley. Both are to the right. You will want to take the higher of the two exits. However, before you do, there are four accessible chests in this area of the cave(2 chests that are not accessible from here). There is one chest to the lower right of the entrance containing a Metal Slicer(Wolf's Weak Spot, Dash). This chest is trapped, so expect an ambush after opening it. You can find two chests in the upper left section of the cave. The lower chest contains a Metal Guard(Tiptoeing, Quick Recovery). The upper chest contains force energy. This chest is trapped. In this area of the cave you will also find a door that is locked by a type of key you do not have yet. Remember it's location for much later in the game though. It leads to one of the inaccessible chests. The last chest is to the far right. It is a bit above the upper exit. It contains a Kite Shield(Shield Armor +5, Perfect Defense +10). Now take the upper exit. From here, take the path to the left and follow it to an entrance to the previous area. This leads to one of the previously inaccessible chests. It is trapped and contains a Dragon Sabre(Rising Dragon, Down Rate +10). The exit from this area is to the far right. There are, however more chests. 5 accessible chests to be exact. Go back to the entrance to this area and to the right of it you will find a trapped chest containing a Blaze Tiara(Resist Darkness, Int +5). Take the bridge above this chest and go the upper left to find a chest containing a Round Shield(Technique +5, Resist Knockback +10). Go back across the bridge and to the right of the Blaze Tiara chest you will find a random chest. To the far right of this area you will find one of those blocked enemy gates. Opening it releases a host of Steel Golems. If you didn't do any grinding they are quite difficult, however, you can take them down with Frost. Return to the entrance to this area. Go down and you will find the lower section that the lower entrance is in. In this area you will find another of those weird locked doors and a trapped chest(in the middle of this section). It contains a Francisca(Spinning Slash, Attack +10). Return to the upper section, cross one of the bridges and go to the far right to find a random chest. Go to the exit and defeat the mini-boss gate. Welcome to the Great Snowfield. This place is a maze of caves and plateaus. If you don't care about the chests though, it is easy to navigate. Just follow the signs to Cantore Village. For the rest of us however, head to the far left. Enter the cave here and go right. This will lead to the exit of this cave and the entrance to another. Enter this cave and go right again. This leads to another cave with a chest containing a Halberd(Orc's Weak Spot, Lightning Stab). After getting the treasure return to the entrance to the area and go all the way left. You will come to a legion hive guarded by ghosts. If you did no level upping, this will be your first encounter with ghosts. You will find them to be a difficult enemy with their dark element regular attack and the ability to disappear. Lay waste to them and unlock the warp gate. Then head to the upper right. Ignore the warnings and go to the bridge. Across this bridge are 4 treasures and frost dragons. For those who did the level upping feel free to blast across the bridge and lay waste to all in your way. For those who didn't, these monsters will easily lay waste to you. However, you can use sneak shot to run past them and collect the treasure chests. They cannot pass the bridge so getting back is fairly easy. Make sure to save though, just in case. The 4 chests contain a Houtengeki(Power +5, Drain +10), large amount of force energy, a Feather Vest(Tiptoeing, Speed Up+), and a healing water. Return to the legion hive, there is a cave right next to the legion hive. It is a dead end containing a few monsters, feel free to clean it out or not. The way forward is the next cave to the left near the entrance to the area. Enter the cave, clear out the enemies then exit out the opposite side. Immediately after exiting, ignore the cave to your right and go up. Follow the chasm to the left, it will eventually become a rock wall. This will lead to the entrance of a cavern. Enter this interconnected series of four caverns. In here you will find a tresure chest containing Wizard Garb(Life +10, Quick Recovery). From here go back to the entrance to these caverns. Following the path up leads to a cave, this cave is a dead end containing two treasure chests. The first of which contains a Magic Shield(Counter Claw +5, Resist Stun +10), and the other is random. Going south from here will lead you to another cave entrance with a sign indicating the path to Cantore Village. From here follow the signs until the cut scene. Although, feel free to explore the area if you so choose, I certainly do. It's a trap, you have walked into an ambush. Graham temporarily leaves the party, but you are quickly joined by a new force. Meet Chiquita, the girl from Cantore Village. Chiquita can cast both magical healing and the light magic shine spell. While Graham`s ability to take a beating will be missed, Chiquita can mow down enemies. Now wipe out all of the enemies in the clearing. Afterwards Chiquita leaves the party and Graham rejoins, wecome to a boss fight. The smaller enemies - the undead, etc do not pose much of a threat, however, the Ice Golem can lay the beat down! If you did not do any level upping, you will want to avoid the Ice Golem while wiping out the smaller enemies before turning to concentrating on the golem. The Golem is weak against fire(+25% damage), surprise. It is immune to ice, again, surprise, and it is resistant to light and dark magic(-75% damage) which does come as an actual surprise. After defeating it, you will enter Cantore Village. You can find three treasure chests in the upper right section of town. You will find the first one in the hut with Elder Yoseph and it contains a single healing water with 5 uses(takes up only one item slot but can be used 5 times before it is drained). To the right you will find a chest with a Holy Rod(Undead`s Weak Spot, Hard Hit +5). The last one is in the back of the hut(there is a second door in the rear) and it contains Goddess` Tears. You can also find a Warp Gate which you can activate now for a future short cut to Cantore Village. The exit is to the far left. f. Cascade Castle E012 Follow the straight forward path to Castle Town Ruins. Here you will find plenty of undead enemies. The path onward is to the far right. It is relatively simple to find the quick path around the broken staircase. However, for those of us who wish to get the treasure chests, you will need to take a different route. The first chest can be found by going to the far left. From here, follow the staircase up the break, the staircase to the right before the break will lead you to the first chest. It contains a Knight Helm(Resist Darkness, Magic Power +10). Return to the entrance of the area. The second treasure chest is a rather difficult and convoluted path to take. Go to the far right up to the break in the staircase, take the staircase to the right. Instead of going up to go around the break in the staircase, go down to the left and up, the path from here is rather straighforward. When you reach the first intersection, go to the right. Follow that section all the way to the chest, it contains some random items. Now, return to the pathway beside the break in the staircase. From here, go up to get around the break in the staircase. This will lead you on to the boss fight at the entrance of Cascade Castle. Right before the boss fight, is a staircase down, you can follow this pathway to the third treasure chest. It contains a Silver Bow(Critical Damage +20, Attack +10). From here you will have to go fight the boss at the entrance to Cascade Castle before you can move on to the last four treasure chests. If you have not done any level uping, you will find this to be a rather difficult fight. The enemies are the rather powerful red lizards and the giant cyclops axe wielders. The final wave of monsters is giant cyclops with huge golden axes known as Titans. They are weak against fire(+50%), holy(+25%) and dark(+50%). The last four treasure chests are down the staircase to the left. They contain two random chests, one with a Great Sword(Power +5, Spinning Slash), and a bunch of keys. Now you may enter the castle. The entrance of the castle puts you on the first floor(duh) which is divided into two levels, the upper and the lower. You begin on the lower, but there's nothing much there - you must move to the upper to progress. You will be introduced to the four sub bosses. Feel free to explore the two rooms on the lower level - there are breakables and monsters in both of them. Also, beside the staircase leading to the upper level, is a warp gate - which you can activate for later short cut and a trapped object which upon breaking will release monsters. In the room to the left on the upper level, you will see a treasure chest - you will not be able to access it just yet. Move up through the two doorways to the room with the two staircases. One of the two staircases is gated off, the other one leads to a blocked off area of the basement. It is a deadend area and it would appear to be a bad idea to go down it since everytime you change floors, you reset all of the monster gates. However, if one goes up and to the right, one will discover a switch that needs to be flipped to progress through the basement. Make sure you flip the switch or else you will be doing a lot of BACKTRACKING! The first accessable treasure chest in this dungeon is a Braclet (Resist Knockback +10, Hard Hit +5). It is to the immediate right and down of the staircase to the basement. To the right of that area, is a section with several gates blocking access to ghost monster gates. This is problematical because the ghosts can move through the gates. Immediately upon entering this area, you should go up and enter the closed doorway. Clear the monsters in this room and then take the other doorway in the bottom right. This will give you access to the gated off central area with the ghost monster gates. To the far right, is a gated off area in the centre of the room. Access is gained through the central room where you accessed the ghost monster gate area. Now, you need to go through the upper left exit, then reenter through the lower right. This will bring you straight over to the entrance to the gated off area. Inside is a chest containing a Death Scythe(Critical Rate +20, Attack + 20). For those who didn't do the early high level grinding will find this to a superior two-handed weapon for the immediate future. It does good damage and criticals often allowing for superior damage combined with HP absorption. Move to the far upper area, then move left looking for the left entrance way. Follow this path to the first door leading up. This room contains a treasure chest with a Spark Tiara(Resist Darkness +, Soul +20). If you continue left, you will find a doorway leading down and to the left of that, is a staircase leading down to the basement. If you would like, all of the treasures on this floor do not take the staircase down just yet. Instead, take the doorway leading down. Inside you will find a caged off area containing a treasure chest with a Blaze Branch (Blaze Lv1, Blaze Lv1). To the right of this room is another room containing a treasure chest with random contents. To the south of the staircase is a series of rooms in which you will find a room containing another random chest. After which, take the staircase down. Upon entering the basement to the immediate left, you will find a series of interlocked rooms containing nothing but enemies and monster gates. This section is entirely optional, the path onward is to the right. Along the way, you will find many dead end rooms containing nothing but enemies and gates. To the lower right, you will pass through the doorway you opened with the switch earilier. The pathway to the far right of this area contains nothing but a large amount of enemies and three monster gates. It is a dead end as well, it is therefore, entirely optional as well. The path onward is the downward door just to the left of this area. Upon exiting this small pathway you will find, immediately to the left is a switch that will open one of the three doorways in the area where you first entered the basement(when you threw the switch). The path onward is downward, then left. Along the way you will find another switch for another door to the central area. More to the left is the stairs up to the blocked off section of the first floor. You can continue left past the stairs up to the find a room to the far left filled with strong(at least, strong if you didn`t level up) Crystal Golems guarding 4 random chests. Also you can find the last switch and door to the central area. Go up to the first floor. If you go to the south, you will find the treasure chest you saw at the beginning - you can now open it. It contains a Ring(Guard +10, Quick Recovery +). The path onwards is immediately to the left of the staircase. When you come to the intersection, if you follow it to the left, you will find the last treasure chest on this floor. It is random. The path onwards is up and to the right. This will lead you to the gated off area with a switch and the stairs to the second floor. The switch when thrown will lower the gate. Go up to the second floor. Upon entering the second floor, you will find yourself in a gated insection where you can only move north. Here you will discover that the door to the boss who kidnapped Chiquita is locked. The four sub bosses you met earlier will appear to tell you that you will have to kill them to unlock the door. There are two paths you can take to move throughout the second floor. For the purposes of this walkthough, we will go right. To the immediate north, is a room that leads to a room containing a trapped treasure chest with an Ogre Club(Undead`s Weak Spot, Hammer Fall). You will then have to fight your way out of the room through a large group of enemies. Again, move to the right and then up - this will lead you to the entry doorway of the first sub boss fight. Unlike with previous boss fights, you will not be able to wipe out all of the enemies. They will continously respawn, however, you will need to kill a certain number of them before you can damage the boss. Every so often, take a swing at the boss to see if you can damage it. This boss is weak against fire(+75%) and holy(+25%). It is resistant to ice(-25%), lightning(-25%), and dark(-75%). After exiting this room, move to the south, this will lead you to a room with four doorways. The doorway to the north, is the door you came though. The door to the right is the one you will want to take as it leads to another trapped chest. The chest contains a Frowst Tiara(Resist Lightning, Soul +20). This time, take the lower door which leads to the second sub boss fight. This one has four enemy gates. You will need to destroy all four of them before you can damage the sub boss. This boss is weak against holy(+100%) and resistant to dark(-90%). Next take the left doorway. In the room beyond, you have two pathways; one down, and one to the left. Take the lower path to reach a random chest. Now take the path to the left, this will bring you to the gated off room you initialy entered the second floor in. Here you will find the switch to lower the gate as well as, a health fountain and a save statue. There are two paths out of here. The lower path is into a maze that is all dead ends, so take the leftward path. There is a room immediately to the south which contains a trapped random treasure chest. Go up after getting the chest, the first path to the right that you will find leads to the magically locked door. Ignore it and take the next path to the left, follow this down until you come to an intersection. The path to the right leads to the maze you passed earlier. This entry way is the path to the centre where you can destroy the monster gate you couldn't reach before if you so choose. The other pathway leads to your third sub boss fight. Like before, you will need to kill enough enemies to be able to damage the boss. This boss is weak against fire (+25%), lightning(+25%) and holy(+25%). It is weak against ice(-50%) and dark(-50%). Afterwards, to the immediate left you will find a treasure chest containing a Man-Eater Claw(Giant's Weak Spot, Attack +20). Return the way you came and take the northern pathway to find the final sub boss fight. This boss is a melee figher who packs a serious wallop!! Do not get too close until you are capable of damaging him. He is weak against fire and holy(+25%) and resistant to the other three elements(-75%). Upon defeating him, go back to the formally locked door and enter for the main boss fight. This boss weirdly enough is an orc champion. You will have to destroy the monster gates in the room before you can damage the boss. This boss is weak against all elements(+25%). Upon defeating the boss, Meryl, will open up a secret passage. Enter the secret passage and go up the stairs to the third floor. Here you will find Chiquita and Chip. In this room are some breakables which you will not be able to break at this time. If you wish to break them, you will have to return and climb back up to the third floor. At this time, Graham will insist you return to Greensleeves. Here you will find that directly up of your warp platform is an elevator. Here you will store your extra forces. As you gain forces throughout the game, you will increase the power to the warp gates throughout the realm(convieniently only to the areas that shoudld be accessable at any given point in the story line, which means the monster gates next to legion hives that you have unlocked are still powered down). g. The Sanctuary of Ice E013 Head to the upper exit of Cantore Village. Welcome to the Great Snowfield North. In this area, you will not find any treasure chests. There are three points of interest. To the middle upper section of the area, is a legion hive. As usual, activate the warp gate. To the right of that is the exit from this area. If you choose to explore further, following the far upper right path and following that path around and down, you will come to the Temple of the Stars. It is a door leading to another Ordeal of Light - much like what you found in South Sinister Valley. You will of course need to head to the exit. Here you will find yourself in Quincine. The home to the Sanctuary of Ice. As is usual, it is under attack, another boss fight for you. This is one more ice golem same rules apply; kill all of the enemies before damaging the boss and it has the same weaknesses and resistances as the previous ice golem. Upon defeating the boss, a man will come out of the city. He will explain that he was too much of a pussy to keep the gate closed and he allowed the monsters entry into the city. Go down the elevator and enter the city. Feel free to activate the warp gate, heal up at the fountain, and save. The entrance to the town is in the lower section at the bottom of this area. Here you will find that the monsters have reached the town. It is of course your job to wipe them out! When you reach the town square, you will get a cut scene and be introduced to another force. After the cut scene when more monsters arrive, the force will leave it to you to deal with them. After you defeat them, he will introduce himself, meet Baron. He is the vice- captain of the Quincine Holy Guard. Baron will bring you to speak to the king. He will give you permission to check on the Santcuary of Ice. At this point you will find yourself standing in front of the elevator. Before entering it is time to go collect a couple of treasure chests. Go upstairs and follow the hallway up until you can take the path to the left. Follow this along to the two treasure chests. Inside the first you will find a Three Shot Healing Water, the second is a Blaze Bow(Giant's Weak Spot, Knockback Rate +20). Now go back to the elevator and walk down into the entrance to the town like you did before. Follow the path down to the town square and take the stairs at the lower part of the town square. Follow this down to the right to enter the next section of the town. Here you can find a third and fourth treasure chests that contains random items. One will be found in the upper section next to a well and the second in the lower section inside a room. Now return to the elevator once more, before you go down make sure you have a bow. The last treasure chest is found in the Santcuary of Ice, but it is only accessible to a ranged attack. As you follow the path up into the Sactuary of Ice, you will find to the left a treasure chest - shoot it and it's contents will fly over to the path you are on. It is a Goddess' Tears. Now follow the path up into the Sanctuary. Everything appears to be in order until you are suddenly attacked by monsters. They are normal monsters, so just wipe them and the gates out. Just when it seems everything is alright, the man behind the mask shows up and destroys the crystal. He leaves behind another boss. This boss is a Giant Legion, as before you will need to destroy the enemies with it before you can damage it. This enemy has no elemental weaknesses, instead, it is resistant to varying degrees. It is immune to fire, 50% resistant to lightning and holy and 25% resistant to ice and dark. Upon defeating the boss, you will find your next task is to get to the Sanctuary of Flame. In order to get there, you will need an airship, but all the airships belonging to Greensleeves and Quincine have been destroyed. You will need to find the former captain of the Quincine Holy Guard who apparently has his own airship. He can be found in the housing area of Quincine. When you reach the right sections you will trigger cutscenes. Meryl gets kidnapped, but Rhinos saves the day. Baron will come along and explain who Rhinos is and ask Rhinos to listen to the plea of Max. Rhinos says if you can reach the top of his mountain, he will give you a ride to where you're going. At this point, the king will have Baron join your forces. Exit the town through the elevator. ***** Optional ***** If you did the early high level grinding, you will find you are quite capable of entering the Northern Ice Fields. The enemies here are around level 80 and will pose a bit of a risk, but not much of one. The entrance to the first section of the Northern Ice Fields can be found in the upper part of the Quincine Front Egress. In the Northern Ice Fields there are three treasure chests. The first two can be found to the far upper left. They both contain random items. You can find two exits in this area that leads to other areas. The one in the upper central section of this area leads to Silver Horn Mountain. I would save this area for after you go to the second exit in this area, which can be found in the lower right, which leads to the Cavern of Quincine. Inside the cave, you will find three treasure chests. Two of which are entirely random, the third contains an Ancient Bow (Golem's Weak Spot, Knockback Rate +30). The opposite exit of the cave leads to a legion hive. Activate the warp gate here. If you choose to go to Silver Horn Mountain you will find that, as long as you maxed out your frost resistance, the Giant Frost Dragons in this area cannot do significant damage you. However, nor can you damage them even with their elemental weakness of fire(although, to be fair, mine is not leveled up, it might work if your fire spell force art is leveled up enough). That being said they provide the weapon you can use in this area to defeat the dragons. If you dash to the right upon entering you will come to a cabin with a chest containing a Gladius(Dragon's Weak Spot, Blackout+). Level this up at the Blacksmith and lay into the Dragons and they will fall for you. Just above the snake-like path that leads to the upper section of Silver Horn Mountain, you will find the second treasure chest accessible before entering the cave areas. It contains a Force Shirt (Life +50, Quick Recovery +++). At the peak of the mountain you will find another legion hive, as usual, unlock the warp gate next to it. Now it is an excellent time to enter the cave. For the purposes of this walkthrough, we will be taking the far right entrance. In this cave are seven treasure chests. They all have random contents. And last but not least, the middle-upper exit from the cave leads to the last two treasure chests on the mountain. They contain a 2 Shot Healing Water, and a Goddess' Tears. Take the far right exit into the other section of the Northern Ice Fields. In here to the far upper right you will find the last treasure chest in the optional areas. It contains a Frost Tiara(Resist Frost+++, Soul +40). Return to Quincine Front Egress. ***** End Optional ***** *** Optional 2 *** For those who did not do the early high level grinding you will not be able to deal with the enemies in the Northern Snow Field just yet. However, there are 2 random chests you may be able to reach at this time. Being random they may contain items of great use to you at this time, or they may not. If you wish to try, equip a bow with sneak shot and run along the left side of the area all the way to the two chests at the top of the area. At this point I would warp to greensleeves and then use the warp points in the Force Headquarters to get back to Quincine. *** End Optional 2 *** h. Getting an Airship E014 Take the exit to the right in order to get to the Ice Fort. There are 3(technically 2) paths to follow. They all lead to the Ice Fort so take whatever path you feel like. Do not enter the fort for now. Follow the path that leads right. The one southern path you will find leads to the entrance to the Frozen Lands. At this point in time the Frozen Lands has nothing of interest. It is just a dead end filled with giants, golems and succubi. In the Legion Hives section you will find the area has opened up considerably. If you follow the first level of the Ice Fort all the way to the right and then take the southern path, you will find 4 random treasure chests. Each is guarded by a blocked enemy gate. Touching the chest opens the enemy gate. If you are not a high level character, do not touch more than one gate at a time or you will likely die. If you then take the stairs to the right leading off of the Ice Fort, you can follow the path up to find another random chest, also guarded by a blocked enemy gate. The Ice Fort itself is a rather convoluted structure with many passages blocked off. There are two exits on this structure. One leads to Eversnow/Rhinos Mountain(this one is marked with a sign). The second leads to the second section of the Northern Ice Fields(no sign). At the summit you will find two treasure chest, each with a blocked enemy gate. These gates have considerably more powerful lizard enemies underneath, so try not to break more than one at a time. The chests contain a Kotetsu Sword(Inflame, Attack +10) and a Trinity Rod(Inflame, Hard Hit +5). ***** Optional ***** For those with low level characters, they may want to try for the Frost Tiara(Resist Frost+++, Soul +40) in the second section of the Northern Ice Fields. The path is linear and it is possible to dash to the chest using sneak shot. It is, however, extremely difficult. Good luck! ***** End Optional ***** Take the exit that leads to Rhinos Mountain. In the far lower right of this area, you will find two treasure chests with random contents. And just above them is a legion hive. The enemies guarding the legion hive are much more powerful than the rest of the enemies in the area though, so be careful. If you run into Rhinos before finding the treasures, do not worry. You will not have to take off until you are ready. i. Hail Prison E015 You will find that you need to make a pitstop at Hail Prison to refuel the airship. But something seems to be very wrong here. No guards are in sight. What is going on? Max decides to investigate. As you step out into the middle of the courtyard, you will be ambushed by a few weird looking monsters. After you defeat them you can explore the area. On the left side of the courtyard you will find three chests with random contents. To the upper left you will find a healing fountain. To the upper right is a save post. Below that is the entrance to Hail Prison. And finally, below that is a chest containing a Muramasa(Giant's Weak Spot, Feint Slash). Now enter Hail Prison. The path on this floor is straight forward. You will have to flip a few switches along the way to open the path. There are two chests on this level. The first contains Fairy Dust x 5. The second is random. Head down to the next floor. It is a boss fight floor. The boss on this floor is trapped behind a gate. It is another one of the fights where the enemies continuously respawn and you will need to kill enough of them to be able to damage the boss. I am not positive, but I believe you need to release the boss before the killed enemies will count towards the boss. This boss is weak against fire, holy and dark by +100%, and weakagainst ice by +25%. It is resistant to lighting by -75%. On the left side of the floor is a locked door which leads to a random treasure chest. Head on down to the next floor. In the area you first arrive at is a random chest. In the second room you will meet Klein. Another force who hates humans. The path here is straighforward as well. Along the way you will find three more chests with random contents. One is behind a blocked off enemy gate. The next floor down is a boss floor as well. This boss fight has three enemy gates you need to destroy before you can damage the boss. This boss is weak against fire, holy and dark by +100%, and weak against ice by +25%. It is resistant to lighting by -75%. As on the other boss floor there is a random chest in the section to the left. The path on the next floor is rather straight forward as well. The first chest you come to contains a Temple Guard(Life +10, Quick Recovery+). The next two chests on this level are random. On the next floor is a boss fight with the mad scientist Greid. It is a straightforward boss fight, but some of the enemies are almost as dangerous as the boss. Greid is resistant to all elements at -75% damage. After the fight you can find a chest containing a Rod of Vampire(Drain +10, Attack +10) in the cage where Klein was held. Head back up to the roof of Hail Prison. Here you will get on your airship to go to Hyatt. Whoops, the ship couldn't make it. The ship has to land in San Tovance. j. The Ruins of Oblivion E016 To initiate the next adventure you will need to go down into the marble cafe. At the very bottom you can find a woman standing alone who you can talk to. She will mention a place where you can speak with the Spirits of the Dead and says she's willing to answer your questions. However, you will need to have Baron ask the questions to get any answers. Afterwards, speak to Rhinos, he will tell you it will take at least two weeks. Max will tell Rhinos the story of the Ruins, Rhinos, of course, will want to go visit his dead wife and child. To get there, you will have to take a trip to the far right of town which brings you to the Parched Desert. The enemies here (not surprisingly) are fire-based so fire resistance is very worth while! The path through this first section is rather straightforward. There are two optional sections that are just filled with monsters, one of which has rather extremely large and powerful Giants armed with hammers. This pathway leads to a Legion Hive. If you go this way unlock the warp gate. The other of which just has the regular enemies you have been facing in the main desert. Along the way on the main path in large clearing areas, you will run into the most dangerous regular enemies of the desert. The Sandworms are extremely difficult because of how they move through the desert under the sand making it hard to get a bead on them. The exit to the next area is on the far right. In this next section, at the entrance you will immediately see a cave that will lead you to the Ruins of Oblivion. However, there are five treasure chests in this area you may want to get your hands on - all of which are on this side of the cave system. In the very centre of this area is a depressed area around an oasis. In the centre of the oasis are three chests. From left to right they contain: a Charm of Light, a Sidewinder(Anti-Wing, Attack 10), and the third is random. Down from here in the even more elevated section of the desert are the other two treasure chests. They are guarded by boatloads of Giants with hammers. Again from left to right the chests contain: a Goddess' Tears, and Mirror Blade(Power +20, Dash). Either of the two caves will take you to the upper part of the desert, take one now. In the upper central section of this desert you will find the Corridor of Oblivion, a cave which leads to the Ruins of Oblivion. The cave is guarded by a mini boss gate. The main monster of which is a Blaze Golem. Defeat it and enter this cave and move through it. Welcome to the Ruins of Oblivion. This section is a bit of a maze. Immediately to the left is a warp gate which you can activate, following the main path up leads to a central clearing of sorts. This clearing is filled with Giants so proceed with caution if you are a lower level player. In the lower middle of this clearing you will find a set of stairs. These stairs lead to a ruined area filled with Giant Cyclops with Axes. This section is entirely optional, however, you will find four random treasure chests on top of the structure in the middle, each one guarded by a blocked enemy gate. And to the south of this structure you can find another random treasure chest. The stairs in the upper middle of the clearing lead to the area you need to go to, but they are blocked. The path onward can be found in the lower left of the clearing. The doorway to the next area is in the upper middle section, however, if you continue to follow the path all the way to the lower right you will find the last treasure chest in this area. It contains a Rune Shield(No Down +10, Resist Knockback +30). Now take the entrance to the next area. Upon entry you will find most of the ruins are underwater. The first treasure chest with random contents is on the deadend pathway which leads up. Follow the path to the right to progress. In the very upper area you will find a switch which will lower the gates thereby releasing the water. There are two chest still on this upper section. The first can be found in the centre pathway that splits the ruins of the city into two sections - it is on the very centre platform and it has random contents. The second is on the far lower left and it also contains random items. Enter the first section of the city. In this first section you can find two treasure chests each with random contents. There are two passageways into the next section in the city, take either one of them and you can find three key points. In the upper central area is the blocked off boss gate. In the two buildings on either side of it are the treasure chests. Both treasure chests contain random contents and are both guarded by blocked off enemy gates. These will be you first encounter with the rather dangerous undead enemies known as Samurais. They are able to appear and disappear(like ghosts) and pack a serious wallop. Unlock the boss gate and defeat the enemies here, the leading enemy being a Samurai Lord. It is weak against holy(+25%) and resistant to all other elements at -25%. Behind the gate they guarded, is a Mirage Vest (Life + 30, Guard +20). Move on to the next section where you will find yourself in a section of desert with numerous Nagas and another boss. This boss is a Red Dragon, it has no elemental weaknesses and is immune to fire, resistance to lightning, ice, and holy by -75%, and resistant to dark by -25%. Upon defeating it, enter the next area. It is one long corridor, so do not worry about getting lost. In the area following, go up the steps and approach the alter where Max will have a conversation with his parents. Suddenly the man behind the mask appears, banishes the shades of Max's parents and sics a Giant boss legion on Max. Max realizes that he cannot defeat it alone. You will need to dash through the corridor which now has legions and their gates in it. You can kill them or skip them, but the boss will follow and if it gets close damage you. When you exit Meryl and Rhinos rejoin and you can now fight the Boss. I was able to damage it without defeating any enemies. It is resistant to all elements at -50%. After defeating it you need to get to the northeast exit of the Parched Desert, Middle to move on to Hyatt. You can either walk out of the Ruins of Oblivion or warp to San Tovance. k. The Path to Hyatt E017 The path to Mt. Bakaus is a straight Shot up through the Parched Desert, East. However, there is an entire area to the right that is optional and contains 7 treasure chests and a legion hive. The first chest is towards the bottom left of the area is random. There is another random chest in the bottom right of the area. In the wide open area you will find three spots of interest. The legion hive, an exit to the right that is not accessible due to a closed gate. In the middle of this area is a treasure chest containing a Durandal(Lightning Stab, Knockback Rate +30). To the upper right is another random chest. To the left of that is another random chest and two more random chest are even more to the left. Now head for the Holy Mt. Bakaus, West. This is an extremely convoluted area that where you will need to navigate through an underground cavern to get to all the various sections(and chests) in this region. At the first intersection you can go up to get a random chest. The next intersection has a path going up as well. It leads to a dead end. To the right is the first entrance to the cave. You can go even further to the right to find some more dead ends. Now head underground. The second section you come to is an intersection. You can go up or you can left. Up is the path on while left leads to optional areas with chests. We'll go left of course. Go up from the third section on the left and to the right on the third section up you will find a random chest. On the left of the next section up you will find another random chest. As you move up you will pass a staircase to the outside. Ignore it and continue up to find the last random chest in this section. Then take the staircase up. Go down to find a random chest, then go all the way up to find a teleportation spot. This leads to a dead end area with a chest containing an Elemental Garb(Life +40, Quick Recovery++). Now return to the first intersection in the underground area. Take it up to find the next staircase outside. This one leads to a path onwards. From here go south and follow the path to the random chest. Then go back and head up. The path is straightforward, but there is one small dead end off shoot. Keep heading up to find the next staircase down. From here follow the path down to get to a random chest. The path to the right just above the chest leads to an optional staircase that leads to some treasures. I would recommend going that way. From here follow the path down and left, past the warp spot to find a random chest. Then warp out. In this new area, up leads to a chest containing a Spark Scepter(Anti-Weapon, Knockback Rate +20). Take the warp point to the right now and follow the path up to the next warp point. This warp point leads to a chest containing a Devil Reaver(Harpy's Weak Spot, Consecutive Damage+). Now go back 2 warp points and take the warp point to the left. This takes you to the last chest in the area(random). Get back underground and take the exit to the upper right which leads to the entrance to Hyatt. Meet Mariel, Graham's daughter. Now enter Hyatt. l. The Sanctuary of Fire E018 Follow the path and you will come to what appears to be a dead end. However, you will find they have cable cars here. The cable care will take you to the Hyatt Central Hall. From here you can take the elevator to the Hyatt Royal Palace. In here you will find 2 treasure chests containing a Goddess' Tears and a 3 shot Healing Water. Mariel will leave to go check on the realm of the birdlings. A report has it that the legions have invaded their mountain and Mariel wants to rescue them. Max decides to help. Head to the ropeway that you didn't come from to find Mariel and head to Holy Mt. Bakaus, East. ***** Optional ***** There is an underground area under this side of Mount Bakaus as well. This one is optional. You do not need to move through it to progress through the upper area. However, it contains a legion hive and several treasure chests. If you have done the early high level grinding, you can collect this treasure now. If not, it is possible. I did it on my first playthrough where I was a low level character. It is a very long and difficult process, though. The first entrance is immediately to the right of the exit from Hyatt. Go down the stairs and take the first right. This leads to the legion hive. Activate the warp gate and take the next path down. This leads to an exit and a random treasure chest. Take the exit out to find a little blocked off section of the above ground with a random chest. Go back down into the underground. The next pathway to the left leads to another exit. The pathway to the left of this one has another random chest. The next pathway to the left leads to another random chest and another exit. The pathway to the left of this one has a random chest right near the beginning and as you progress further along, you will come to an entrance to the West Bakaus Cave. This is a section you could not reach before. It contains random chest as well as a chest with a Soul Eater(Golem's Weak Spot, Spinning Slash). Now return to the East Bakaus Cave. Follow the path all the wayback to the right and take the first path to the upper right from here. It leads to another exit. The path up to the right of this is where you first entered, exit here, and go back to the exit from Hyatt. ***** End Optional ***** From here head left, take the first path down and follow that all the way to the right to find a random chest. Now, return to the intersection you first entered this pathway at(the intersection on this pathway where you can go down is just a dead end). From here go all the way to the left, the intersection down along the way just leads to a dead end. Follow the path down and you can take either fork - both lead to the same location. Continue to follow the path along until you reach the bridge leading up, take the bridge to find a random chest. Now go back across the bridge and follow the path until the next intersection. Follow the path to the left. Along the way there is a path north that leads to a random treasure chest. At the end of the path you will find a warp point that leads to another random treasure chest. Go back to the intersection. Follow the path to the next intersection(I know it's only about two steps), the path to the north leads to another cave entrance. The path downwards leads onward. Follow that to the next intersection and take a left. At the immediately three-way intersection, you will want to continue left and take the path up and around. Continue to follow the path through numerous convoluted twists and turns to reach a random treasure chest. Go back to the three-way intersection. If you read the sign, it will tell you the path leads to the Parched Desert, Dune. ***** Optional ***** If you did the early high level grinding, you may be capable of dealing with the enemies in the Parched Desert, Dune. If you wish to give it a try, you may first want to collect some Fairy Dust. Otherwise, even with maxed out protection against Stun and Knockback, you will find the Dragons in this area can Knock you down making it impossible to kill them. If not you may have to just skip the fights(at least, with the dragons). Possibly, with a good shield and one-handed weapon, they will not be able to knock you down or back so you may want to try that instead. Follow the left wall to the exit and go out. Now you can lower the gate in the Parched Desert, West. Go back over and follow the wall all the way around to the bottom right. Along the way you will find a treasure chest containing a Thor's Hammer(Hammer Fall, Blackout++). When you reach the bottom right you will find a treasure chest containing a Sylph Scepter(Electric Charge, MP Drain+). In the upper right section of this area, you will find a path that leads to a treasure chest. It contains a Blazed Tiara(Resist Flame+++, Magic Power +10). Along this path, you may find a new type of dragon that has a stone breath attack which will turn you to stone. These dragons are nearly impossible to kill. If you run into them, I would strongly suggest sneak shot and running right on by. ***** End Optional ***** Go back to the brick bridge intersection you were on and take the path to the right this time. Take the first path down to find a random treasure chest. Go back to the intersection, follow the path to the right where it will lead to one last intersection. Up leads to a warp point which brings you to the last treasure chest in this area which contains a Holy Ankh(Orc's Weak Spot, Attack +20). The path down from the intersection leads to the Volcanic Cavern, North. This is our goal. The path is fairly straightforward. Follow it until you reach the first intersection. The path going up is to progress. Take the path going down to find the first treasure chest. It contains a Dragon Shield(Counter Claw +10, Perfect Defense +20). Move back to the intersection and take the path up to a plateau, which is the next intersection. On it you can find a random chest. Take the lower path to reach a third plateau that is also an intersection. On this plateau is another random chest. The lower path leads to the lower exit and the lower level of the Volcanic Cavern, South. This is currently an optional area. The lefts leads to the upper exit and the upper level of the Volcanic Cavern, South. This is the path to progress. ***** Optional ***** Take the lower exit to reach the optional area. These are the same enemies as above, so you do not need to be at a high level to defeat them. Follow the path down. On the third outcropping to the right you will find a random chest. At the next area you will find a large area. This has two ways to go. Up leads to a legion hive. Activate the Warp Gate and then take the left path to proceed. At the intersection you will want to go left to reach an Evil Edge(Golem's Weak Spot, MP Drain+). Return to the intersection and go up to reach the upper part of Volcanic Cavern, South. Follow the path to the intersection and go down. The path to the right leads to the other entrance to this area. At the intersection go left to reach the last chest in this area. It contains an Evil Shield(Lighten Petrify+, Perfect Defense +20). Return to the intersection and go down to progress. Enter the Realm of the Birdlings. At this point in time you will want to ensure you have Meryl in your party. You can recruit a character early here, that you will otherwise have to wait to get. Now skip the next paragraph. It is for those who chose to skip the lower area. ***** End Optional ***** Follow the path to the first intersection and go down. Left leads to the lower area. At the next intersection take the path left to reach a chest containing an Evil Shield(Lighten Petrify+, Perfect Defense +20). Go back to the intersection and go down to progress. Enter the Realm of the Birdlings. Follow the upper path all the way left and take the path down to the second inner level. Take the bridge to reach a chest containing a Dragon Helm(Resist Darkness, Magic Power +30). Go back to the second level and follow that path all the way around to the right. Take the path down and then right to reach a random chest and the warp gate for this area. Go back the way you came and go left to get to the path down to the third level. To the right is a dead end with some breakables. Down leads to the central arena. Go down to it for a boss fight. Here there is also a random chest that you can get now or later, your choice. The chest might already be broken open by the time you get there. The boss is a Legion Wing. It has no weaknesses and is resistant to fire and ice at -50% and lightning and holy at -25%. It is not too difficult. As usual you will need to destroy all the little enemies before you can damage the boss. ***** Optional ***** If you brought Meryl as your third teammate then an earthquake will break a whole in the floor, separating Max and Meryl from Mariel. Here you will find a Dragon's Egg with a Force Frame on it. The egg hatches as you watch and a Dragon Force is born. Dryu joins the party now. Follow the path to the left which will rotate to become down. In the next area you will find you are lost. Just keep taking paths until Dryu peeps up. He knows the way out. Follow him to the Realm of the Birdlings. Take the path down to reach Dragon Mountain. Here you will find Freyja and Klein. Freyja will explain that there will be no more earthquakes because it was a sign that Dryu would be born. The next paragraph is only for those who did not have Meryl in their party. ***** End Optional ***** Take the path down to reach Dragon Mountain. After the battle you will find Freyja and Klein waiting at the entrance to Dragon Mountain. A small Dragon is with them. Talk to them to have Freyja explain that the earthquakes were a sign of the Dragon's birth. You will automatically return to Hyatt. Suddenly there is an explosion, it sounds like Hyatt is under attack. Return to the elevator to find out that the legions have invaded the sanctuary. Take the elevator down to find out that Rhinos is busy battling the legions. Rhinos will tell you that Lord Chaos has activated the Flame Barriers, which means you will have to destroy the legions in an area to lower the barrier. The path to take is to just keep moving up to the lower levels. It doesn't really matter how you get there as long as you get to the upper middle section. I know that sounds kind of confusing but you'll see what I mean as you go. When you reach the upper middle section, you will get into a boss fight. This boss can be an extremely difficult fight if you are a lower level character. Quite possibly your first challenge all game. For lower level characters you should follow the strategy of staying away from the boss and using a ranged attack. You will want to make sure you use a fast bow, if you use a bow and possibly a bow with Legion's Weak Spot. You will find that you can damage this boss without needing to destroy all the other monsters with him. This boss has no weaknesses. It is immune to ice, resistant to lightning, and holy, at -25% and also resistant to fire and dark at -25%. Go up to reach the Sanctuary of Fire. Here the man in the mask will destroy the last crystal and then transport Max and himself elsewhere. After the cut scene you will have to fight the man behind the mask. For lower level characters this will be the hardest boss fight to date - it may seem next to impossible. He is resistant to fire, ice, and lightning at -75%. He is also resistant to holy and dark at -95%. If you are a melee fighter, you will want to use a one-handed sword and a shield. The trick to defeating the man behind the mask is never to get too deep into a combo. If he backs away he may cast Gaia Nova and a direct hit will definately kill you. One hit then move, try not to stay close because he will occasionally do an area effect spellthat turns you to stone. Just keep chipping away and eventually you will defeat him. Congradulations, it is all over, you have defeated Vandolf! But wait, after you destroy the mask allowing Vandolf to control Cain, you hear Vandolf's voice again. It seems Vandolf has gained enough strength to repair his body. He summons the Dark Castle and only Cain's sacrifice and the timely entrance of Meryl and Rhinos saves Max. Vandolf will use the power of the Dark Castle to summon hordes of legions, you will find now that all the monsters in every area have increased in power. m. The Legion Hive Side Quest E019 While sleeping you'll be tasked by your parents to become a Shining Force. When you wake up, Chairperson Rebecca, King Liebenheim, and Lord Chaos will task you with the same thing explaining how to do so. Afterwards Rebecca will give you 23 Seals of Darkness and suggest that you also take down the legion hives. Afterwards you will automatically go back to Headquarters and put together a party. ***** Optional ***** Dryu joined the party as a level one character. Now would be a good time to go fight some very high level monsters to bring up his levels. ***** End Optional ***** This section is a giant Optional section. The following is a side quest but, imo it is integral to the game. Certain weapons and armors are only "unlocked" when you get the first one in a Legion Hive. The majority of the Secret Arts can only be gotten in Legion Hives. So skip this section at your own risk. Also, if you did the high level optional grinding, I would recommend not just warping to the legion hives, but warping near and doing some walking. The reason being that the weapons and items garnered in the Legion Hives become "unlocked" when you aquire them from the Hives. They are then available as regular drops and most of the abilities they start with suck, and, the rings and bracelets can be great, but, none of these items start with a + of any kind, making them super worthless. ***** Optional ***** At this point we can do can now talk to Chairperson Rebecca and choose the Just came to say hello option. A soldier will appear to give a report about a meteor and some strange tracks leading to the legion hive on the diagon road. Since this would be the first Legion Hive I would recommend, it seems like a good time to do this sub-quest. ***** End Optional ***** Go to the Diagon Road(the path to Larcyle Fort way back near the beginning of the game). Go to the Legion Hive(the directions can be found back in the first go through of the Diagon Road) and enter it. If you went here earlier and activated the Warp Gate it will be usable now. You can just warp to the Harpy Legion Hive instead. You will need to use one of your seals of darkness to open the door here. It is an easy Legion Hive so bring whoever you want along with you. This is the Harpy Legion Hive. It is filled with Harpy's and the Harpy Force Legion Hive Boss. The area is just one big cavern and the enemies and Boss are of little consequence. The Harpy Force is immune to lightning and resistant to fire at -50% as well as ice, holy and dark at -25%. The Harpy Force can do some serious damage so you may lose your backup characters in this fight. No biggy. ***** Optional ***** If you did the optional above with Rebecca, then after defeating the Harpy Force a robot will appear. Go to the very upper middle section of the cave to recruit Adam(You need to talk to him). He is a robot force that served as Max's nanny when he was a child. ***** End Optional ***** In the central area of the cavern, you will find three treasure chests. They contain key x99, a Sky Striker(Power +10, Attack +10), and your first Secret Art Harpy Slayer. A Secret Art can be attached to a certain piece of equipment and provides whatever bonus ability the Secret Art claims to have. In this case all harpies can be slain with one hit. Secret Arts can be attached to equipment at the Force Art "shop". ***** Optional ***** Next up is a class change. Return to Larcyle Fort with Graham in your party and talk to the soldier's at the bottom of the stairs near the warp gate. This will trigger the potential for a class change. Now all you have to do is defeat the Orcs in the Orc Legion Hive and the class change will occur. Graham will then become impervious to lightning and learns higher level versions of Spark. He also increases his Attack Power. ***** End Optional ***** Next up is the Orc Legion Hive. Go to the Hill of the 25 Sages, which you can get to from Rainbow Prairie, NE. Take the upper exit which leads to the upper section of the Hill of the 25 Sages. Of course, if you've been here before, you can warp straight to the Legion Hive. Otherwise, look around the small area to easily find the Legion Hive. As per usual, you will need to unlock the door with a seal of darkness. This is another easy hive. It's just filled with Orcs and has an Orc Force as it's boss. This boss is immune to ice. It is resistant to all other elements at -25%. I found it even easier than the harpy. In the three chests you will find Key x 99, a Gale Ring(Drain +5, Resist Lightning++), and the Secret Art Orc Slayer. The Gale Ring is the best ring for a melee or bow character. It raises the number of hits in a combo and the consecutive damage done. Unfortunately this one, having no +, is worthless. Good thing the special abilities are not that spectacular. ***** Optional ***** It's time for another class change. Put Meryl in the party and go speak to Rebecca. Then all you have to do is defeat the Giants in the Giant's Legion Hive. Meryl will then become impervious to petrification, learn higher level versions of Blaze Feather(that unique spell of hers where she sends out a fan of fire), replaces the Hell Blast Spell with the Dark-type Chaos Gate spell and increases her physical resistance. ***** End Optional ***** Next on the agenda is the Giant's Legion Hive. If you haven't been there yet, you can reach it through Greensleeves, take the exit to Rainbow Prairie, SW. If you've never been here before, there are three random chests, all in the plains area. In the mountainous region of this area, you will find the Legion Hive(top left). Despite Giant's being generally powerful, this cave is suprisingly easy. Just make sure you max out your resistances to knockback and stun and the like. The Titan Force has no weaknesses, is immune to dark, resistant to fire, lightning and ice at -75% and resistant to holy at -25%. The three chests contain a 3 shot Healing Water, an Ogre Shield(Technique +5, Resist Stun +40) and the Giant's Rage Secret Art. Next up is the War Wolf Legion Hive. As usual, if you've been there before you can warp there. Otherwise you can reach it in the same area you were just in. Go to the underground section which can be found in the upper middle in the plains. Across the bridges and such. If this is your first visit here, you can find two treasures in here. The first is in the middle of the underground. It's a Death Scythe (Critical Damage +40, Consecutive Damage). It's additional Critical rate along with it's HP draining makes it very valuable. Once you have raised your own critical rate force art, you will have a weapon that almost always criticals(except to creatures immune to critical) and does at least double damage with every hit. You will never have low HP while using this weapon. There are two exits from the underground. If you go right and follow a long path(outside then back in and out again) around to the exit, that will lead to the Wolves Legion Hive, our goal. The closer exit down leads to a chest containing an Ogre Cleaver(Finish, Hard Hit +5). Head for the Hive and be prepared for a very difficult fight. I'm kidding, this one is easy too. The Wolf Force is immune to ice, resistand to lightning by -50% and resistant to the other three elements by -25%. In the three chest you will find a Charm of Light, a Speed Star(Null Damage +10, Guard +10), and the Secret Art Devil Spark. Next up is the Lizard Legion Hive in the Gunsrock Zone(if you've never been you can get there through lower part of the Hills of the 25 Sages, or through the Dipless Hills which you can get to in Greensleeves. There are four chests in this area. Three on top of the mountains, 2 are random, one has a Ring(Speed Up+, Quick+). There may be one other just below the summit(to the right). It will becrandom as well. One under the bridge to the dipless hills containing an Eagle Beret (Resist Lightning+++, Int +5). The Legion Hive is in the mountains as well. The Lizard Force is immune to fire, resistant to lightning at -50% and resistant to the other elements at -25%. In the chests you will find a Georgius' Bow (Inflame, Attack +10), an Armageddon(Power +5, Hard Hit +5) and the Secret Art Lizard Slayer. ***** Optional ***** Make sure Chiquita is in your party and go to Cantore Village to talk to Elder Yoseph. Now all you need to do is destroy the ghosts in the Ghost Legion Hive. Chiquita will become immune to ice and learn higher level versions of Shine, Holy and Heal. ***** End Optional ***** Next up is the Ghost Legion Hive. It's in the Great Snowfield South. You can either warp right there(if you've been there) or warp to Cantore Village and walk there. It is, not surprisingly, filled with ghosts. Since their attack is dark based, they can do a lot more damage than others, but, as long as your resistance to darkness is fairly high, it's not that hard. This boss is resistant to dark at -90% and the other 4 at -50%. Your prized for winning are a Holy Tiara(Resist Darkness++, Soul +20), a Phantom Sword(Harpy's Weak Spot, Hard Hit +5) and the Secret Art Wizard Folklore. Next on the list is the Skeletons Legion Hive. It's in the Great Snowfield - North, if you've never been there before (you likely have). The Skeleton Force actually has a weakness, ice +50% and is resistant to fire -25% and resistant to the others at -75%. Your prizes are a Flamberge(Finish, Hard Hit +5), Wand of Osiris(Critical Damage +10, Knockback Rate +20) and the Secret Art Third Eye. Next up is the Legion Legion Hive. It can be found in the Cursed Cavern(the Cavern at the heart of the Cursed Temple). For those who have never been here you need to go to the Gunsrock Zone - the Cursed Temple - the Floating Island(no chests) - Mount Hydra(no chests) - Secret Temple Passage(2 chests, one to the right at the beginning holds a Charm of Light, the other, along the linear passage way is random) - the Cursed Temple(3 chests, all random). Then you need to defeat 5 mini bosses. The Devil Brothers are rather easy to defeat at this point in the game but can provide a moderate challenge if you dive into combat with the lesser enemies and ignore the Devil Brothers presence. As usual you will need to defeat the enemies surrounding the Devil Brothers to kill them. This Legion Hive is a moderate challenge. Some of the legions have a stone breath that can petrify and the boss packs a moderate punch and has a ranged lightning attack. It is immune to lightning, resistant to holy at -50%, and resistant to the remaining elements at -25%. The prizes for winning are a Force Sabre(Power +5, Attack +10), which comes with Gaia Nova, and is, imo, the best 1 handed sword in the game, a Force Buster(Critical Damage +30, Attack +10) and the Secret Art Earth Talisman. ***** Optional ***** Put both Baron and Rhinos in your party and speak to King Lebenheim in Quincine. Now you need to clear the Vampire Legion Hive in the Frozen Lands. They will both class change together. Baron will become immune to frost, learns some new juggle attacks and can throw more projectiles. Rhinos becomes immune to criticals, learns some frost-type spells and his attack power increases. ***** End Optional ***** Next up is the Vampire Legion Hive. It can be found in the Frozen Lands(a vastly expanded area than it was previously) below the Ice Fort. Straight down from where you initially enter the area you will find 3 random chests. The path onwards is to the right side and on the far right you will find another random chest. Finally, go down at the first intersection to find the last random chest. Follow the spiral to reach the Legion Hive. Don't forget to activate the Warp Gate, just in case. This is either a moderate challenge or an extreme challenge, depending on your resistance to dark. The Vampire Force is resistant to frost at -75% and resistant to everything else at -50%. It is a physical attacker with a petrifying attack. If your resistance to petrification is low, make sure to bring Charms of the Flesh with you. Your prizes in here are a Leviathan (Golem's Weak Spot, Attack +20), a Crescent Axe(Power+5, Attack +10) and the Secret Art Darkness Awakened. Next up is the Worms Legion Hive. This is in the Parched Desert - East. This a moderate to difficult challenge. The worms can pack a serious punch, especially the Worm Force. The trick I find is to ignore your allies death and conserve your healing waters until you need them and then use two to juice your allies back to full health. Gaia Nova can take out the regular worms rather quickly as well. And the Worm Force can take a fair amount of damage from it as well. The Worm force is weak against dark at +25%, immune to fire, resistant to lightning at -50% and resistant to the others at -25%. Your prizes here are the Punisher (Power +5, Attack +20), a Chain of Mars(Int +20, Attack +30) and the Secret Art Sign of Life. ***** Optional ***** Put both Dryu and Meryl in your party and go to San Tovance to speak to Joen. Now all you have to do is clear the Impact Legion Hive and Dryu will Class Change. He becomes immune to Flame, Lightning and Frost and learns new Lightning, Frost and Light spells. ***** End Optional ***** Next up is the Impact Legion Hive. It's in the Parched Desert - West. It's filled with Succubi, Orcs with Hammer, Giants, those Giant Undead beasts, Samurais, Golems and the like. Lots of knockback and stun and just generally a lot of power. This cave can be difficult. The Mithril Golem boss is immune to holy, resistant to fire, lightning and frost at -90% and to dark at -25%. I find the best way to take him down is dark arrow. Spam the crap out of it while staying out of reach. Your prizes in this cave are Fairy Dust x 32, Brave Ring(Lizard's Weak Spot, Anti-Wing), and the Secret Art Unbeatable Courage. Next up is the Dark Stalkers. They can be found on Rhinos' Mountain. You will need a high resistance to darkness, but as long as you have that, this one is a piece of cake. The boss doesn't seem to be much like a boss, and you may, like I was, be surprised when you find the fight is over. The Dark Master is immune to holy and dark, and resistant to the other elements at -75%. Your prizes here are Goddess' Tears, a Moon Beret(Resist Lightining++, Int +5) and the Secret Art Nihilistic Blow. Next up is the Succubi Legion Hive. It's in the Quincine Front Egress, but it can only be reached through a cave in the Northern Ice Fields. It's a moderate challenge mostly due to the shear number of enemies that are capable of damaging you. Once you wittle down the numbers it gets pretty easy. The Queen Force is resistant to all elements at a rate of -75%. Your prizes here are a Wing of Medula(Resist Flame+, Int +20), a Valkyrie(Power +5, Attack +10), and the Secret Art Divine Spirit. Next up is the Frost Legion Hive. It's in the Northern Ice fields(the section you just went through to get to the Succubi Legion Hive). This one is filled with Ice Enemies(bet you couldn't guess). It is a moderate challenge if your frost resistance is high(the challenge being to keep your allies alive, since you don't take very much damage). The Blue Dragon Boss here is immune to Ice, resistant to Dark at -25%, and resistant to the other elements at -75%. Your prizes are a Crystal Guard(Life +10, Guard +10), an Ice Brand(Silence, Hammer Fall) and the Secret Art Heaven & Earth. Next up go to Hyatt and speak to Lord Chaos about the issue of the Birdlings. You may want to swing over to San Tovance and buy a boatload of Charms of the Flesh. Then head to the Realm of the Birdlings and speak with Klein. They will want to get the bow of the past birdling chiefs. It is in the Stone Legion Hive which can be found in the lower section of the Volcanic Cavern - South. This can be easy or difficult depending on your supply of Charms of the Flesh and your resistance to petrify. The Stone force is immune to dark with no other resistances or weaknesses. After you defeat the boss the usual three chests will appear with a fourth at the back of the cave. Go to the fourth chest and open it. Klein and Freyja will get their class changes. Freyja becomes immune to knockdown and learns higher level flame attacks. Klein becomes immune to knockdown and learns a higher level version of the freeze shot, and higher level flame spells. Now Klein and Freyja will open the door to the third ordeal of light. And if you didn't get Dryu earlier, he joins now. Return to the Stone Legion Hive and collect your prizes, Charms of the Flesh x 32, an Evil Eye(Harpy's Weak Spot, Attack +10) and the Secret Art Blessing of the Goddess. ***** Optional ***** Make sure Mariel is in your party and go speak with Lord Chaos. Now you can go clear out the Flame Legion Hive to get Mariel's Class Change. She will become immune to Stun, learn holy spells, learn higher level spark and heal spells and her attack power will increase. ***** End Optional ***** Next up is the Flame Legion Hive. It is found in the East Bakaus Cave. High Flame Resistance is very beneficial. Far and away the most dangerous foes in the cave are the Fire Dragons. It is, however, not too difficult at this point in time. The Red Dragon Boss is immune to fire, resistant to dark at -25%, and resistant to the remaining elements at -75%. Your prizes here are Volcano Garb(Life +20, Quick Rocovery+), a Volcano Wand(Harpy's Weak Spot, Hard Hit +5), and the Secret Art Hymn of Power. Next up is the Lightning Legion Hive. For this one I would strongly recommend bringing Graham. His immunity to lightning will be invaluable. This legion hive is found in Mount Hydra. The Gold Dragon Boss here is immune to Lightning, resistant to dark at -25% and resistant to the other elements at -75%. You must have the highest lightning resistance you can possibly manage or you will be slaughtered. If you can get your Lightning resistance above 90, this is not too hard. Your prizes in this cave are a Goddess' Tears, a Force Scepter (Power +10, Attack +20), and the Secret Art Feat of Striking. Next up is Demon Legion Hive. This can be found at the top of Silverhorn Mountain. This is a very difficult Hive. The Demon Brothers here are more powerful than many of the other bosses. And the boss will kill you in one or two hits. Stay back and spam Gaia Nova and it will fall soon enough. The Devil Father is immune to dark, resistant to frost at -75% and resistant to the other elements at -50%. Your prizes a Holy Shield(No Down +30, Immovable +10), a Demonish(Wolf's Weak Spot, Attack +10) and the Secret Art Swordmaster's Secret. ***** Optional ***** With Adam in your party go to Max's home in Greensleeves. Afterwards go clear out the Golem Legion Hive in the Green Graveyard. Adam will Class Change. Adam learns some unique and powerful spells and attacks(including Gaia Nova and a petrify attack). He becomes extremely useful after this. ***** End Optional ***** Next up is the Golem Legion Hive. This can be found in the Green Graveyard. This is a very hard hive, but, surprisingly enough, only a few enemies should give you trouble. The Boss is retardedly hard, and only with a ridiculously high defense will you live through a single blow from it, but other than him the only real difficult ones are the blue rock golems that look like the boss and the mithril golem like creatures. The trick to the boss is ranged attacks and ignoring your comrades. Let them die, clear the cave and dodge the boss while pounding him from afar. The Hell Golem is immune to dark and resistant to the other elements at -90%. I still found Gaia Nova to be quite effective though. Your prizes here include Sylvain's Bow(Power +5, Attack +20), a Chance Maker(No Down +40, Perfect Defense +30) and the Secret Art Golem's Soul. Last, but certainly not least is the Dragons Legion Hive in the Dipless Hills (next to the non-elevator entrance to the Crystal Sanctuary). If this is your first trip here then, there are 4 chests in this area. The two upper chests are random. The lower two chests(around the mountains) contain a Magic Shield(Lighten Petrify++, Resist Stun +10) and a Defender(Knockback Rate +30, Lightning Stab). This hive is actually not too hard(although your allies will likely get the shaft), but the boss is retardedly difficult. The Archdragon is immune to holy and dark and resistant to the other three by -95%. So spells are out. What I did was crank my dragon killer force art, bring the Osiris Rod and resurrect three other dragons to take the Archdragons attack for me, then attacked with a Georgius' Bow that had Lizard Killer(since dragons are lizards, that affects them as well, as does anti-wing and anti-scale). Lay into it from afar and it should eventually drop. Avoid the Stone Breath though, that's dangerous. Your prizes here are a suit of Dragon Armor(Life +10, Guard +20), a Dragus Slayer(Golem's Weak Spot, Down Rate +30), and the Secret Art Power of the Dragon. So that's all of the Legion Hives, eh? Well, let's go talk to Grandma about our achievment. What, that's not it? Well, how about we tackle that last legion hive. It's in the Hill of the 25 Sages in the lower plains area at the temple area in the middle. Activate the pedestal and enter the lair of the Legion King. This boss is surrounded by three different types of legion, each pack with it's own boss. Take out all the legions before going after the Legion King. He has a ridiculous amount of hit points and he is resistant to holy by -75% and the rest by -90%. Despite that, I found this boss to fall hard to Gaia Nova(so you a class changed Adam comes in handy). Transport outside to find your reward. A Chaos Mobius (Angelic Embrace), a 5 shot Healing Water, a 3 shot Goddess' Tears, a Charm of Light X 2, 500,000 energy and the Secret Art Demonic Pact. n. The Ordeals of Light E020 ***** Optional ***** You may notice that you have three Darkness Orbs left. If they aren't for Legion Hives, where do they go. Well, you can find two doors like this in North Sinister Valley, one in the Lower North Sinister(found in the upper middle section of the area), and the other in Upper North Sinister(found in the upper left of the lower right section of the cave). I find the fastest way to get there is to warp to the Ghost Legion Hive and go to North Sinister from there. In the door found in upper sinister you can find a trapped chest containing the Secret Art Knight's Code. In the door in lower sinister you can find a trapped treasure chest containing a Charm of Light. ***** End Optional ***** Warp to Larcyle Fort and enter Sinister Valley. At the first intersection go up and you will find the entrance to the first Ordeal of Light. Now, unfortunately, I can't give any directions because the floors here are randomly generated. You'll have to figure it out yourself. What I can tell you, is that it is a lightning themed dungeon, so Graham is invaluable in here, and that Chiquita is a good choice because the lower levels of the dungeon(it's 10 floors) are full of undead enemies. There are no enemy gates, instead you will get your Force Energy from crystal formations that you can smash with your weapon. That being said, if you clear each floor of enemies, the last enemy drops a significant amount of Force Energy. You will find many chests, all random, some locked. Locked Doors, as well as healing fountains, some of which are multi-use, some of which disappear after a single use. You will also find some teleport points. These will not move you to otherwise inaccessible areas, and they are not two way, so use them if you wish. I believe they all send you back to the starting point of the floor(every one I've used does), so, there you go. Your goal is the warp pad on each floor. At the bottom you will find a save pedestal and the boss' room. This boss is the Spark Demon. He is immune to Lightning, and resistant to the other elements at -50%. He's not that hard, and you do not need to defeat his minions to be able to damage him. If the minions don't do much to you, feel free to ignore them and just take down the boss. They regenerate continuously anyways. He will go down especially hard if you have Devil Killer Force Art mastered. Afterwards the exit and two chests will appear. In the chests are a Force Guard (Life +10, Guard +20) and the Secret Art Source of Life. At this point in time it would behoove you to do anything you need Meryl to do if you haven't already. Her or Dryu's Class Change, for example. The next Ordeal of Light is found in the Great Snowfield North. You can get there by warping either to Cantore and taking the upper exit out of town, or warp to Quincine and take the lower exit from the Front Egress. It is on the right side of the area. This ordeal is frost based, making for some interesting possible choices. Meryl and Freyja both have fire attacks, which means their damage is through the roof. But Baron and Rhinos are pretty much invincible in here. Your choice. The same rules apply as in the last ordeal. Although this time doors can be trapped as well. Get to the bottom to face the boss. This time the boss is an Ice Demon. He is immune to ice, resistant to fire and lightning at -75% and resistant to the others at -50%. His enemies seem to be a little more dangerous, but as before regenerate continuously. No need to fight them, just take him down asap. Your rewards here are a Force Crown(Resist Flame++, Int +5) and the Secret Art Magic of Insanity. As you leave Meryl will collapse, so you cannot use her for a while. The last Ordeal of Light is in the Realm of the Birdlings. It is fire based so the Birdlings are a great choice to bring, as is Dryu and Mariel. The same rules apply as the last two ordeals. The enemies here are of a significantly higher level than in the previous dungeons though. And you get to face Demon Brothers. There is many a boss easier to defeat than these ****ers. Get to the bottom to face the boss. The boss here is called Balrog(why he gets a name and the other two don't baffles me) and he is a fire demon. He is immune to fire, resistant to lightning and frost at -75% and resistant to light and dark at -50%. He is much stronger than his brothers. A good strategy is level 3 Frost Blades (from the Armageddon). Just run around him letting the tips hit him(which keeps you out of his Hell Blast range). Other than that ranged spells like Dark Arrow and Shine work well. Another tactic I have used to good effect is to use a one handed sword and swing while moving in a circle around him so he can't get a bead on you. You have now gotten Max's Class Change. You will find that you have increased HP, MP, Strength, Intelligence and Dexterity as well as a faster HP regeneration rate. Your prizes here are a Force Shield(No Down +10, Resist Stun +20) and the Secret Art Oracle's Shield. Vandolf will now open the way to the Dark Castle. o. The Dark Castle E021 Go to your Command Center. The Warp Spot that was inactive is now active. Warp to the Dark Castle. The way forward is blocked off so flip the switch and go up the stairs. After the scene take the other set of stairs down. Here you can flip the switch to make a shortcut, then open the door and head down the stairs. After the scene in what appears to be a training room of sorts, a gate will open. Through there you will find a set of stairways down to a new area and set up that opens a shortcut to the warp gate. Take the staircase down. Here you will actually start to run into monsters. Follow the linear path until the intersection. This is actually one looping path. Down leads to two switches you can use to create shortcuts as well as an entrance to the centre area where you can find a chest containing Goddess' Tears. In the upper middle section is a statue you can destroy to open the doors to the central room on the ground floor and create a warp point to the warp gate on the first floor. Destroying that statue was the goal in this tower. Exploring the rest of this tower is entirely optional. However you can find 7 random chests, a Goddess' Tears and the Secret Art Quick Reflex in this tower, so it behooves you to explore. ***** Optional ***** The Book of Master is sealed behind the last Darkness Seal to the right side of the Tower on the main floor. As well going down leads to a random chest and a stairway down. Going up leads to a random chest. Up from the central hall leads to a staircase going up to the third floor. Finally at the middle right side is the entrance to the Battle Tower, the middle left is the entrance to the Research Tower. Take the stairs down. Follow the path to the lower right and you will find a random chest. Again you can find an entrance to the Battle Tower in the middle right. In the cell to the upper left of this area is a block on the wall that is lighter than the others. Click on it to open a door that leads to a secret passage around to the other side of the basement. Over here you can find a switch that opens a shortcut and stairs up to the main floor. Take the stairs. Up here you will find a passageway back down with the remaining locked gate(and a switch to open it). Along the way you will find a room. There is another secret passage in the lower left of this room that leads to a random chest. There is nothing else down here so head to the third floor stairs. Take the ones on the right since they lead to a dead end with a random chest. Now take the ones on the left. At the first intersection, you can go right to a dead end or down. At the next intersection take the upper path to a dead end with a random chest. Then take the lower path. In the room here are the stairs to the 3rd floor and a path to the right which leads to a random chest. The third floor leads to the Research Tower, 3F. This is a dead end containing a random chest. ***** End Optional ***** Now we move on to the Battle Tower. Take the entrance in the basement there. You will follow a linear path towhat appears to be a dead end. Along the way you can find two hidden doors that lead to random treasure chests. At the "dead end" is another secret door. Past it you can find two more that also lead to random chests. Theres a third secret door in a room along the way to the stairs up, but it just leads to a dead end. Take the stairs up at the end. Head to the right to find a random chest, then go up the stairs and flip the switch to open the door. In the lower left corner of this floor you can find a random chest. In the room in the upper right corner is a secret door that leads to a random chest, and below that on the walkway is another secret door that leads to a random chest. The two sets other sets of stairs leading down just connect to each other. So take the stairs up. Follow the linear path to the first intersection. The stairs down lead to a dead end so take the stairs up. There is a chest on a walkway to the right along the way(random). At the next intersection take the stairs going down to the left to reach another random chest. The stairs going up to the left are the path onwards. At the next intersection, just to the right where the path widens, you can find two hidden doors. The left one leads to a random chest, the upper one leads to a dead end. To the right is the stairway leading up. At the first intersection, right leads to a dead end, down leads to another intersection where down is a random chest and left leads to an entrance to the central tower, third floor. It is a previously inaccessible section, but, even though there is a staircase to the second floor, it is also a dead end. At the initial intersection, the path left leads to a central area with a teleporter to the 4th floor and a random chest on top of a set of stars. Take the teleporter up. Here you will fight the Devil Father and his minions. The Devil Father is a Devil Brother. He is resistant to holy at -25%, dark at -75% and the remaining elements at -50%. Despite how hard Devil Brothers are, this boss is rather easy. Use your favorite method to take him down. Upon his deefeat the Devil Father's Statue will appear. Destroy it and use the newly appeared warp gate to get to the castle's entrance. Now it's time to enter the Research Tower. Here you will need to defeat the Giant's with Hammers and their monster gate to open a gate with a switch inside. This switch will open the gates to the baby dragons. Kill them to open a couple of doors to the passageway onwards. The other gated section is inaccessible at the moment. Follow the path left and up at the first intersection. Go all the way up to reach a switch that opens a room with a random chest inside. To the right of here is another switch that opens another room with a random chest inside. Now go down and all the way right to find a switch that grants access to the previously inaccessible gated off area. There is a random chest inside. Now go back and take the left intersection you passed on the way here. Activate the switch to open the door to the room to find a random chest. Go left some more to find a switch that opens another room. Go back to the first intersection and go down. At the next intersection go all the way to the left to find two switches. The lower switch opens the door to the lower room. In here is a random chest. ***** Optional ***** At the far right end of this hallway there is the entrance to the basement of this tower. There is nothing of any importance here, but there are 4 optional bosses you can destroy for around 100,000 energy each. There is 1 Worm and 3 Dragons. You will have to destroy all the enemies of the same type as the boss before you can harm the boss. Good luck. ***** End Optional ***** Take the stairs in the middle of the floor up to the 2nd floor. On this floor you will find Dark Masters. Nasty new enemies with high defense, attack and attack speed. They also move through the floor. In the upper right and left hand corners of the floor are random chests. The elevator to the third floor is in the lower left. At the first intersection the upper path leads to a dead end and the right path is the way onwards. At the second intersection the right path leads to a dead end and the upper path leads to the boss. This boss is a Mithril Golem. It is immune to holy, resistant to dark at -75%, and resistant to the other three at -90%. Just like all other golems, simply avoid it's attacks while doing whatever forms of attacks you like. You may go directly after the boss without killing surrounding enemies. Destroy the statue and warp back to the entrance to the castle. Now you can enter the previous locked area in this tower's basement. Take a left and go down the stairs. Go right into the central area and head for the previously sealed door. After the scene enter the area previously blocked off by the dark door. Inside is an elevator. Take it to Dark Central. Here there are four monster gates. The upper monter gate hides a teleport point. Destroy it to move on. In this new area is a blocked monster gate that closes off the central path. You will need to destroy it to move on. I'm not sure if you need to destroy all the monster gates or just this one (since I've already destroyed the other three) but you can make two chests appear. One containing a 5 shot healing water, and one with a massive amount of force energy. To the right is a path onwards, but to the left is a door that leads to a hidden path. Go that way. At the halfway point you can find a hidden door that leads to 3 chests. All are random, one is trapped. Take the entrance to the Dark Central Throne Room. Time to fight Vandolf. You can't hurt Vandolf until you deal with the three waves of enemies he summons. Each contains an avatar of light. All will come in order(Spark Demon, Ice Demon, Balrog). The avatars are no stronger than they were the first time, but you are. I actually found the regular monsters that accompanied them harder to take down. Vandolf is resistant to all elements at -75%. He will move if you approach him so ranged attacks are a must. Although I have trapped him in the entrance and wailed on him. Now you have to defeat Vandolf a second time. His resistances haven't changed, although as a legion he is now much more vulnerable to Gaia Nova. In the center of the arena is a black hole thing that just casts spell after spell. You need to destroy it before going after Vandolf. I found the best way to destroy him is melee attacks. He won't cast spells as long as you stay close. He'll just keep warping away(but not very far, conveniently). Congratulations on winning the game. p. The Tomb of the King E022 After the credits and the final scene you can make a clear save. Do so and then continue the game from that save file. Now the door on the left side of the Tomb of the King in the Green Graveyard will now open. Enter it. In here you will find a multitude of statues and the right door which is blocked. Destroy all the statues then kill all the enemies that appear. Once they are destroyed, exit via the left door and enter either the upper or lower door. Destroy the statues here then kill all the enemies that appear. Now exit and enter the left door again. Exit through the right door and climb to the roof to find a chest containing the Secret Art Reincarnation. Now enter the door just below the chest. Step on the special floor plating that appears and destroy all the enemies that appear. 8 pedestals will then appear that have to be selected in the right order. Selecting them will make them disappear, however if one disappears in a flash of blue light, you selected it in the right order. For example, if you do the one at the bottom as the seventh pedestal and it disappears in a flash of blue light, then it is the seventh pedestal to be selected. By trial and error you can find the correct sequence. Once inside you are on your own. The dungeon is random(and is just like the ordeals of light). I will tell you this, inside you can find the last force arts including new series that directly affect your primary stats. And in the random chest you can find the last set of weapons and armors that didn't appear prior to now. Good luck. 7. Weapons, Armor and Accessories E023 Weapons, Armor and Accessories have a varying rate of attributes based on how upgraded the item is. All weapons, armor and accessories can have magical abilities attached to them. Most you will have to have identified at the shopping area. a. Weapons E024 Weapons have different attack scores, combo lengths, critical rate, stun rate, juggle rate, knockdown rate, combo damage bonus rate, flame attack rate, frost attack rate, lightning attack rate, light attack rate, dark attack rate, and spells and abilities. All melee weapons have differing lengths. The longer the weapon the greater the range of attack. Every weapon has a special ability. There are two abilities per weapon class. Taunt Provokes nearby enemies to rush blindly at you for 20 seconds. Sacrifice You take the damage that would be dealt to your allies for the next 60 seconds. Haste Increases your attack speed by 40% for the next 20 seconds. Bash A wave of force knocks down all nearby enemies. Slow Reduces the movement speed of enemies around you. Sneak Shot You become invisible for 10 seconds and all your shots are critical hits. Meditate You are briefly immobilized whil your MP Gauge refills. a1. One-Handed Blades E025 All One-Handed Blades except the Rapier and Kotetsu Sword have a juggle attack. Short Sword(Taunt) Basic one-handed weapon. Broadsword(Taunt) More powerful than the Short Sword, although slower. Rapier(Taunt) Similar to the Broad Sword, but sacrifices stun rate for critical rate and damage. Gives a 25% bonus against armored and scaled foes. Knockback attack. Shamshir(Taunt) More powerful than the Broad Sword and Rapier and has a longer combo. Gives a 25% bonus against Lizards and Snakes. Dragon Sabre(Sacrifice) More powerful than the Shamshir. Gives a 25% bonus vs. armed foes. Francisca(Taunt) More powerful than the Dragon Sabre, but slower and with a small combo. Gives a 50% bonus against Golems and armored foes. Knockback attack. Stun Blade(Taunt) Similar to the Dragon Sabre but weaker crit. with a much higher stun rate. Man-Eater Claw(Taunt) Weakest weapon the game(tied with a rod and some bows) but has the second longest combo in the game and a high attack speed, critical rate and critical damage. Also comes with the spell invisible. Kotetsu Sword(Sacrifice) Equal in power to the Shamshir but with much higher critical damage. Knockback attack. Ice Brand(Taunt) Equal in power to the Francisca but faster, with a longer combo, quieter, lower stun/juggle/knockdown rate. Comes with the spells Frost Lv.2 and Ice Pike Lv.1. Also gives a frost attack bonus. 50% bonus vs. flame-type enemies. Frost element. Mirror Blade(Taunt) Equal in power to the Ice Brand but with a smaller combo, higher critical rate, lower critical damage and a higher juggle rate. Comes with the spell phantom. Resist Critical bonus. Gladius(Taunt) Equal in power to the Broad Sword but has a lengthy combo and a very nice combo damage bonus. Evil Edge(Sacrifice) More powerful than the Man-Eater Claw but weaker than the Short Sword. Gives a Dark Attack bonus and has the spells Dark Arrow Lv.1 and 2. Gives a 150% bonus vs. Golems and the Undead. Dark Element. Gives an MP drain of 5% and an elemental resistance bonus. Defender(Taunt) Equal in power to the Ice Brand but slower. Gives a 50% bonus vs. armed foes. Gives a defense, resist stun, resist critical, and resist knockback bonus. Soul Eater(Sacrifice) Equal in power and speed to the Defender but with a smaller combo. Gives an HP drain of 5%. Dragus Slayer(Taunt) Equal in speed, but more powerful than the Soul Eater. Has a nice combo and a fairly high critical rate and damage. Gives a flame attack bonus. Gives a 150% bonus vs. Dragons and a 50% bonus vs. scaled foes. Ogre Cleaver(Taunt) Most powerful one-handed blade in the game. Slowest as well. Very small combo. Has high stun, juggle and knockback rates. Knockback attack. Gives a 50% bonus against Orcs and Goles. Gives a 150% bonus vs. Giants. Phantom Sword(Taunt) Equal in power and speed to the Broad Sword. Has a lengthy combo and a high critical rate and damage. Gives an attack bonus to all elemental attacks. Has the spells Hell Blast Lv.2 and Phantom. Knockback attack. Gives a 50% bonus vs. the Undead and a 150% bonus vs. winged foes. Aerial damage up. Force Sabre(Sacrifice) Equal in power and speed to the Dragus Slayer. Slightly smaller combo. Gives a higher bonus to all elemental attacks than the Phantom Sword. Comes with the spells Gaia Nova Lv.1, 2 and 3. Gives a 100% bonus vs. Legions. Gives a 50% bonus vs. all elemental type enemies. Chaos Dagger(Sacrifice) Euqal in power but slower than the Short Sword. Gives a Dark Attack bonus. Comes with the spells Cahos Gate Lv.1, 2 and 3. Dark element. Gives an MP drain of 5% and a petrify attack. a2. Two-Handed Weapons E026 All Two-Handed Weapons have a Knockback attack. Claymore(Haste) The first Two-Handed weapon of the game. Good attack speed for a Two-Handed weapon, but weak(for a Two-Handed weapon). Zwiehander(Bash) Stronger but slower than the Claymore. Metal Slicer(Haste) Equal in power and speed to the Zwiehander. Does higher critical damage. Gives a 50% bonus vs. Golems and armored foes. Ogre Club(Bash) More powerful but slower than the Metal Slicer. Has a very high Stun/juggle/knockback rate. Juggle attack. Gives a 50% bonus vs. Giants and Golems. Great Sword(Haste) More powerful than the Ogre Club. Good Stun/Juggle/ Knockback rate. Thor's Hammer(Bash) More powerful but with a smaller combo than the Great Sword. Very high stun rate. Gives a Lightning attack bonus. Comes with the spells Spark Bomb Lv.1 and 2. Lightning Element. Juggle attack. Gives a 100% bonus vs. Golems. Muramasa Blade(Haste) Only slightly more powerful than the Claymore(weaker than the Zwiehander) and slower but has a high critical rate and an extremely high critical damage. Gives a 50% bonus vs. the Undead. Houtengeki(Haste) More powerful and equal in speed to the Zwiehander. Weaker than the Ogre Club. Has a large combo and a good critical rate and damage. Juggle rate is fairly high. Gives a 50% bonus vs. Snakes and scaled foes. Devil Reaver(Haste) Slightly more powerful than Thor's Hammer and with the same speed. Good critical damage. Gives a 200% bonus vs. Devils. Giant Hammer(Haste) Equal in power to Thor's Hammer and with the same speed and combo length. An extremely high critical damage. Extremely high stun/juggle/knockback rates. Juggle attack. Gives a 150% bonus vs. Giants. Halberd(Bash) Equal in power to the Ogre Club. The longest weapon in the game. Fairly good combo length. Gives a 50% bonus vs. armed foes. Death Scythe(Haste) Weaker and slower than the Claymore but with a long combo and a high critical rate and damage. Gives a dark attack bonus and has the spell Dark Arrow Lv.2. Gives a 200% bonus vs. Orcs, Lizards, Wolves, Snakes, Giants and Dragons. Has an HP drain rate of 10%. Crescent Axe(Bash) Slightly weaker than the Great Swordbut with a longer combo and a high juggle rate. A light element weapon. Gives a 100% bonus vs. the Undead. Durandal(Haste) Equal in power and speed to the Great Sword but with a longer combo. Good critical rate and damage. Gives a 25% bonus vs. Orcs, Lizards, Wolves, Snakes, Giants, Dragons, and the Undead. Punisher(Haste) The most powerful weapon in the game. Doubles the strength of the Devil Reaver. High critical damage. Very high stun/juggle/knockdown rates. Leviathan(Bash) Equal in power to the Durandal. Gives a Flame attack bonus and has the spell Flame Lv.3. Flame element. Gives a 50% bonus vs. Devils and the Undead. Gives a 100% bonus vs. dark-type foes. Apocalypse(Haste) Weakest Two-Handed weapon in the game. However, has the longest combo in the game, a high critical rate and the highest combo damage bonus in the game. Each hit will do over double the damage of the previous hit. Has the spell Chaos Gate Lv.2. Gives an HP drain of 5%. Flamberge(Bash) Equal in power to the Crescent Axe but faster and with a longer combo. Has the spell Phantom. Gives a resist stun/critical/knockback bonus. Demonish(Haste) Equal in power to the Claymore but slower. Has a decent combo. Gives a Dark attack bonus and has the spell Dark Arrow Lv.3. Dark element. Gives a 300% bonus vs. Light-Type foes. Gives an HP and MP drain of 5% and has a petrify attack. Force Buster(Bash) Equal in power to the Devil Reaver but with a longer combo. Has a good stun and juggle rate. Gives a 50% bonus vs. Legions and a 150% bonus vs. all elemental type foes. a3. Bows E027 Bows are the weakest form of melee attack in the game(I don't count wands as melee weapons) but they are ranged and very fast. All bows but the skystriker have a knockback attack. All bows but the skystriker and Storm Shot have a 50% bonus vs. winged. All bows but the Evil Eye, Ancient Bow, and the Storm Shot are S ranked speed. The mentioned three are A ranked. Bows have only three combo lengths. 4, 6 and 8. Middle Bow(Slow) A weak bow with a middle sized combo. Battle Bow(Slow) A stronger bow than the Middle Bow but with a small combo. Thieve's Bow(Sneak Shot) Equal in power with the Middle Bow and with the middle sized combo. Decent critical rate and damage. Steel Bow(Slow) More powerful than the Battle Bow with the small combo. Gives a 100% bonus vs. armored foes. Hunter Bow(Sneak Shot) Equal in strength with the Battle Bow but with the middle sized combo. Decent critical rate. Gives a 100% bonus vs. wolves. Silver Bow(Slow) Equal in power to the Thieve's Bow and has the middle sized combo. Gives a 50% bonus vs. Wolves and a 100% bonus vs. the Undead. Blaze Bow(Slow) Equal in power with the Silver Bow and has the middle sized combo. Has a Flame attack bonus and the spells Blaze Lv.1 and 2. Flame element. Gives a 200% bonus vs. frost-type foes. Spark Bow(Slow) Same as the Blaze Bow but with Lightning Attack bonus and Spark Bomb Lv.1 and 2. Lightning element. Gives a 100% bonus vs. flame and frost-type foes. Shield Bow(Slow) Equal in power to the Spark Bow but has the small combo. Gives a defense, resist stun/crit/knockback bonus. Evil Eye(Sneak Shot) Equal in power to the Shield Bow and with the small combo. Has a high critical rate and petrify attack. Frost Bow(slow) Same as the Spark and Blaze Bow but with Frost. Has the spells Ice Pike Lv.1 and 2. Frost element. Gives a 200% bonus vs. flame-type foes. Sidewinder(Sneak Shot) Equal in power to the Frost Bow but has the long combo. High critical rate. Gives a 150% bonus vs. Snakes and a 50% bonus vs. scaled foes. Skystriker(Sneak Shot) Equal in power to the Hunter Bow and has the middle combo. High critical rate. Gives a 200% bonus vs. winged. Harpy Slayer. Aerial Damage up. Sacred Bow(Slow) Equal in power to the Skystriker and with the middle combo. Gives a Light attack bonus and has the spell Holy Lv.1. Gives a 100% vs. Devils and the Undead. Ancient Bow(Sneak Shot) Equal in power to the Steel Bow and with the small combo. Low critical rate and damage. Gives a 50% bonus vs. Giants and Dragons and a 100% bonus vs. Golems. Georgius' Bow(Sneak Shot) Equal in power to the Ancient Bow and with the middle combo. Fairly high critical rate and damage. Gives a 50% bonus to Lizards and Snakes and a 150% bonus to Dragons. Sylvain's Bow(Sneak Shot) More powerful than Georgius' Bow and with the long combo. Fairly high critical rate and damage. Gives a 150% bonus vs. Giants and Devils. Valkyrie(Slow) Equal in power to Sylvain's Bow and with the long combo. Very high critical rate. Gives a Light attack bonus and has the spell Shine Lv.2. Light element. Gives a 150% bonus vs. Devils, a 50% bonus vs. the undead, and a 250% bonus vs. dark-type foes. Meteor Bow(Slow) More powerful than the Valkyrie and with the long combo. Very high critical rate and a high critical damage. Gives a bonus to all element attacks and has the spell Heaven Nova Lv.3. Gives a 200% bonus vs. Legions and a 100% bonus vs. all elemental-type foes. Storm Shot(Slow) The most powerful bow in the game. Has the small combo. Gives a Lightning attack bonus and has the spells Hell Blast Lv.2 and Spark Lv.2. Has a high stun/juggle/knockback rate. Gives a 100% bonus to winged foes. a4. Wands E028 Wands are your main source of spells. As such I will not deal with what use they have as weapons, since you would have to be an idiot to use them for melee combat. All wands have the meditation ability. Blaze Branch Gives a Flame attack bonus and has the spell Blaze Lv.1. Volcano Wand Has the highest Flame Attack bonus in the game. Gives the spells Blaze Lv. 2 and 3 and Flame Lv.2 and 3. Frost Rod Gives a frost attack bonus and has the spells Frost Lv.1 and Ice Pike Lv.1. Frost Scepter Has a much higher frost attack bonus than the Frost Rod and has the spells Frost Lv.2 and 3 and Ice Pike Lv.2 and 3. Storm Wand Gives a Lightning attack bonus and has the spells Spark Lv.2, Spark Bomb Lv.2 and Hell Blast Lv.1. Sylph Scepter Has a higher Lightning attack bonus than the Storm Wand and hss the spells Hell Blast Lv.1 and 2, Spark Lv. 2 and Phantom. Spark Scepter Gives a higher Lightning attack bonus than the Sylph Scepter and has the spells Spark Lv.2 and 3 and Spark Bomb Lv.2 and 3. Holy Rod Gives a Light Attack bonus and has the spells Shine Lv.1 and 2. Holy Ankh Has a much higher Light attack bonus than the Holy Rod and has the spells Shine Lv.2 and 3 and Holy Lv.1 and 2. Force Scepter Has a higher Light attack bonus than the Holy Ankh and has the spells Shine Lv.2, Holy Lv.2 and Gaia Nova Lv.2 and 3. Shadow Wand Gives a Dark attack bonus and has the spells Dark Arrow Lv.1 and 2 and Invisible. Rod of Vampire Has a higher Dark attack bonus than the Shadow wand and has the spells Dark Arrow Lv.1 and 2 and puppet. HP drain of 10%. Wand of Osiris Has a higher Dark attack bonus than the Rod of Vampire and has the spells Dark Arrow Lv.1 and 2, Chaos Gate Lv.1 and Puppet. HP drain of 10%. Etinecelle Rod Has an equal Flame attack bonus as the Blaze Branch and an equal Lightning attack bonus and has the spells Blaze Lv.1 and Spark Lv.1. Etinecelle Wand Has a higher Flame attack bonus and Lightning attack bonus than the Etinecelle Rod and has the spells Blaze Lv.2 and Spark Lv.2. Trinity Rod Has a slightly higher Flame attack bonus and Lightning attack bonus than the Etinecelle Wand with a Frost attack bonus that matches and has the spells Flame Lv.1, Ice Pike Lv.2 and Spark Lv.2. Ice Torch Has a higher Flame attack bonus and Frost attack bonus than the Trinity Rod and has the spells Blaze Lv.2, Flame Lv.2, Frost Lv.2 and Ice Pike Lv.2. Armageddon Has a very high Flame, Frost and Lightning attack bonus and has the spells Flame Lv.3, Spark Bomb Lv.3, Frost Lv.3 and Hell Blast Lv.3. Rod of Lucifer Has the highest Light and Dark attack bonus in the game and has the spells Holy Lv. 3, Dark Arrow Lv.3, Chaos Gate Lv.3 and Heaven Nova Lv.3. Has an HP and MP drain of 10% and a petrify attack. b. Armors E029 There are multiple armor types than call all be equipped at once. Each type has it's specialty in defense. b1. Shields E030 Almost all shields give a small defense bonus but their specialty is resitance to stun/crit/knockback. Small Shield A weak shield, low in all area, but does not add much noise to your steps. Talon Shield Higher defense bonus than the small shield and increased resistance to knockback. Louder. Metal Shield Higher defence bonus than the Talon shield but lower resistance to knockback. Increased resistance to knockdown. Louder and slows your walking speed. Kite Shield Same defence bonus as the Talon shield but increased resistance to stun, crit and juggle. Lower resistance to knockback. Magic Shield Same defence bonus as the Kite Shield with the same resistance to sutn and crit. Higher resistance to knockback and knockdown but a lower resistance to juggle. Resistance to Flame, Frost and Lightning as well as an attack bonus in those elements. Has a small perfect defense bonus. Tower Shield Higher defence than the metal shield but louder and slows down your footspeed even more. Equal to the Magic Shield in resistance to stun and crit but higher resistance to knockback and juggle. Lower resistance to knockdown. Tri-Shield Same defence as the Tower Shield but quieter and doesn't slow you down. Same resistances as the Tower Shield. Chance Maker No defence bonus but a high perfect defense bonus. As quiet as the Small Shield. Highest resistance to stun/crit/knockback. No resistance to juggle or knockdown. Gives a bonus to stun/juggle/knockdown/cumulative damage rate and adds 2 to your combo length. Golden Shield Same defense as the Magic Shield. As loud as the Tower Shield. Equal resistance to critical as the Chance Maker but lower resistance to stun/knockback than the small shield. Force Shield Higher defense than the Tri-Shield with a higher perfect defense than the Chance Maker. Quieter than the Tri-Shield. Higher resistance to stun/ crit/knockback than everything but the Chancemaker. Among the highest for resist juggle/knockdown. Gives a Petrify, Light and Dark resistance bonus and gives all elemental attacks a bonus. Round Shield Higher defence than the Magic Shield along with equal resistance to stun/crit. Higher resistance to knockback/juggle/knockdown. Hawk Shield Has an equal defense to the Tri-Shield with a perfect defense bonus(higher than the Magic Shield but lower than the Chance Maker). Second highest resistance to crit/juggle. High resistance to stun/knockback/knockdown. Ogre Shield Equal defense to the Force Shield and equal perfect defence to the Chancemaker. Loud as the Metal Shield. Highest resistance to knockback/knockdown. High resistance to stun/ juggle but a low resistance to critical. Dragon Shield Same defense as the Hawk shield with a perfect defense equal to the Ogre Shield. Almost the equal of the Force Shield in resistance to stun/crit/knockback/juggle/ knockdown. Highest flame resistance bonus. Evil Shield Highest defense with a perfect defense to match the force shield. No resistance to stun/crit/knockback. Highest Darkness resistance bonus and a Darkness attack bonus. Holy Shield Defense equal to the Dragon Shield with a similar resistance to stun/crit/knockback/ juggle/knockdown. Highest perfect defense. A slightly lower resistance to petrify bonus than the Force Shield. Resistance to Flame, Frost and Lightning bonus to match the Magic Shield. Higher resistance to Light and Dark than the Force Shield. A light attack bonus. Rune Shield A poor man's Holy Shield. Lower perfect defense and resistance with higher resistances to Petrify, Flame, Frost and Lightning. No resistances to Light and Dark. b2. Helms E031 Helms vary in what they can bring to the table. Some are for defense, some are for resistances and some are for magic. Light Helm A cheap helm that provides a very slight defense bonus. Hunter Beret Matches the light helm but increase your foot speed and resistance to stun. Power Helm Higher defence than the Hunter Beret but increases your noise level. Blaze Tiara No defense but increases your Flame resistance greatly and gives a small bonus to Flame attack. Spark Tiara Like the Blaze Tiara but for Lightning. Frost Tiara See above(Frost, of course). Knight Helm An upgraded Power Helm. Feather Beret Like the Hunter Beret but with the defense of the Power Helm and a greater resistance to stun. Eagle Beret Like the Feather Beret but with a higher resistance to stun and bonus to your juggle rate. Cross Helm An upgraded Power Helm that also adds resistance to all elements. Rune Helm Like the Cross Helm but with higher resistances to the elements as well as a resistance to petrify bonus and a bonus to your Flame, Frost and Lightning attacks. Wing of Medula No defence but has a small perfect defense bonus, and very high resistance to stun, small bonuses to your resistances to crit/knockback/juggle and higher resitances to all elements(and petrify) than the Rune Helm. Also has higher bonuses to your Flame, Frost, Lightning and Light attacks. Gives an MP drain of 2%. Holy Tiara Equal defense to the Power Helm and equal perfect defense to the Wing of Medula. Has the highest elemental resistances(except for fire) of any helmet. A higher resistance to petrify than the Wing of Medula. Has small bonuses to your Flame, Frost and Lightning attack and a large bonus to your Light attack. Moon Beret Higher defense than the Rune Helm and with the same perfect defense as the Holy Tiara. Increases your movement speed. High resistance to stun. Highest resistance to petrify. A small bonus to resistance to Flame, Frost and Lightning and a large bonus to resistance to Light and Dark. A fairly large bonus to Light and Dark attacks. Gives a large bonus to juggle rate. Dragon Helm Highest defence bonus with a perfect defence bonus to match all the other Helms. Increases your footstep noise. Has the highest resistance to Flame and a modest resitance to the other 4 elements. Chaos Tiara No defence bonus but the same old perfect defense bonus. Equal to the Moon Beret in resistance to petrify with a high resistance to physical. Gives a high Light and Dark attack bonus. Force Crown Equal to the Dragon Helm in defense, perfect defense and noise. Gives a modest resistance to stun bonus and a good resistance to petrify bonus. Equal to the Wing of Medula for all elemental resistances and attack bonuses. b3. Armor E032 Armor is your main source of defence. Force Shirt Weakest armor. Provides a modest a small resistance to stun/crit/knockback/juggle/knockdown. Recover Vest Higher defense than the Force Shirt. Same resistances except no resistance to crit. Druid's Garb Same defence as the Force Shirt but quieter. Higher resistance to stun/juggle/knockdown, no resistance to crit, and a lower resistance to knockback. Has a small bonus to Flame, Frost and Lightning resistance and attack. Breast Guard Higher defence than the Recover Vest with a small perfect defense bonus. Same resistance to stun/crit but higher resistances to knockback/juggle/knockdown. Metal Guard Higher defense than the Breast Guard with the same small perfect defense bonus. Louder as well. Equal resistance to crit/juggle/knockdown but a very small resistance to stun. Wizard Garb An slightly upgraded version of the Druid's Garb with lower resistances to knockback/juggle/knockdown. Hunter Vest A higher defense than the Breast Guard but lower than the Metal Guard. Quiet and increases foot speed. Has the same resistance to crit as the Force Shirt and the same resistance to stun as the Druid's Garb. The same resistance to knockback as the Breast Guard. A much higher resistance to juggle than any armor so far. Feather Vest Higher defense than the Hunter Vest with the same small perfect defense bonus as the two Guards. A higher foot speed bonus than the Hunter Vest. Highest resistance to stun/knockdown so far. No resistance to crit. Temple Guard The best physical defense armor so far. Loud armor. Speed Star Same defense as the Metal Guard with the same higher perfect defense of the Temple Guard. Extremely high foot speed bonus. Second highest resistance to knockback and highest resistance to juggle/knockdown. No resistance to stun/crit. Elemental Garb An upgraded version of the Wizard Garb. Now with a perfect defense bonus and resistance to petrify. Mirage Vest Equal defense and perfect defense to the speed star. Very high physical resistances. Volcano Garb An upgraded Elemental Garb. Has the highest defense and perfect so far. Has the highest resistances and magic attack bonuses(except Light and Dark). Chaos Garb Low defense like the Force Shirt but has the highest Perfect Defense. Very high resistances to all physical attacks except crit. Has the highest resistance to petrify and a resistance to physical. Has the highest resistance to Light and Dark. Crystal Guard Highest defense of any armor. Second highest perfect defense. Loudest armor. High resistance to all physical attacks except crit. A small resistance to petrify as well as the highest resistance to Frost. Force Guard The second highest defense and perfect defense. Higher resistance to all physical attacks than the Crystal Guard(except crit). A moderate resistance to petrify with reasonable resistances to all elements. c. Accessories E033 There are two types of accessories, rings and bracelets. You can wear one of each. They all provide the same resistances to the elements (except the Chaos Mebius which has no resistance to the elements), in equal measure. All accessories are magic and will have some magic ability. They cannot be upgraded at the smithy. Ring Standard ring with standard resistances. Gale Ring Provides a small defence bonus and a cumulative attack bonus. Brave Ring Provides a small resistance to stun and bonus to your stun/juggle rate. Bracelet Same as the ring. Chaos Moebius Provides a resistance to petrify and physical. Gives an MP drain of 2%. Chain of Mars Adds a small physical defense bonus. d. Magic abilities E034 Life +10 Raises HP by 10%. Life +20 Raises HP by 20%. Life +30 Raises HP by 30%. Life +40 Raises HP by 40%. Life +50 Raises HP by 50%. Soul +10 Raises MP by 10%. Soul +20 Raises MP by 20%. Soul +30 Raises MP by 30%. Soul +40 Raises MP by 40%. Soul +50 Raises MP by 50%. Power +5 Raises strength by 5%. Power +10 Raises strength by 10%. Power +20 Raises strength by 20%. Int +5 Raises intellegince by 5%. Int +10 Raises intellegince by 10%. Int +20 Raises intellegince by 20%. Technique +5 Raises Dexterity by 5%. Technique +10 Raises Dexterity by 10%. Technique +20 Raises Dexterity by 20%. Angelic Embrace Raises Strength, Dexterity and Intelligence by 20%. Attack +10 Raises Attack by 10%. Attack +20 Raises Attack by 20%. Attack +30 Raises Attack by 30%. Attack +50 Raises Attack by 50%. Counter Claw +5 Raises Attack by 5% Consecutive Damage Raises combo strike damage by 5%. Bows are not affected. Consecutive Damage+ Raises combo strike damage by 10%. Bows are not affected. Guard +10 Raises Defence by 10%. Guard +20 Raises Defence by 20%. Guard +30 Raises Defence by 30%. Guard +50 Raises Defence by 50%. Shield Armor +5 Raises defense by 5%. Shield Armor +10 Raises defense by 10%. Null Damage +5 Raises Min. Defence by 5%. Null Damage +10 Raises Min. Defence by 10%. Hard Hit +5 Raises the rate of stunning monsters by 5% of original rate. Hard Hit +10 Raises the rate of stunning monsters by 10% of original rate. Knockback Rate +10 Raises the rate of Knockbacking mobs by 10% of the original rate. Knockback Rate +20 Raises the rate of Knockbacking mobs by 20% of the original rate. Knockback Rate +30 Raises the rate of Knockbacking mobs by 30% of the original rate. Down Rate +10 Raises the rate of knocking down mobs by 10% of the original rate. Down Rate +20 Raises the rate of knocking down mobs by 20% of the original rate. Critical Rate +10 Raises the rate of Criticals by 10% of the original rate. Critical Rate +20 Raises the rate of Criticals by 20% of the original rate. Critical Rate +30 Raises the rate of Criticals by 30% of the original rate. Critical Damage +30 Raises Attack by 30% when hitting with Critical. Critical Damage +40 Raises Attack by 40% when hitting with Critical. Blackout Increases stun period of Stun Attack slightly. Blackout+ Increases stun period of Stun Attack. Blackout++ Increases stun period of Stun Attack greatly. Finish Raises damage when hitting knocked-down monsters. Slash Raises damage when hitting juggled monsters. Resist Stun +10 Raises Resistance to Stun by 10% of the original level. Resist Stun +20 Raises Resistance to Stun by 20% of the original level. Resist Stun +30 Raises Resistance to Stun by 30% of the original level. Resist Stun +40 Raises Resistance to Stun by 40% of the original level. Resist Knockback +10 Rasies Resistance to Knockback by 10% of the original level. Resist Knockback +20 Rasies Resistance to Knockback by 20% of the original level. Immovable +5 Increases Resistance to Knockback by 5% of the original level No Down +10 Raises Resistance to Knockdown by 10% of the original level. No Down +20 Raises Resistance to Knockdown by 20% of the original level. No Down +30 Raises Resistance to Knockdown by 30% of the original level. No Down +40 Raises Resistance to Knockdown by 40% of the original level. Perfect Defense +10 Raises Resistance to Critical by 10% of the original level. Perfect Defense +20 Raises Resistance to Critical by 20% of the original level. Perfect Defense +30 Raises Resistance to Critical by 30% of the original level. Perfect Defense +40 Raises Resistance to Critical by 40% of the original level. Quick Recovery Shortens stun recovery time shortly. Quick Recovery+ Shortens stun recovery time. Quick Recovery++ Shortens stun recovery time moderately. Quick+ Raises attack speed moderately. Speed Up Raises Speed. Speed Up+ Raises Speed considerably. Magic Power +10 Raises spell attack by 10%. Magic Power +20 Raises spell attack by 20%. Magic Power +30 Raises spell attack by 30%. Resist Flame Raises resistance against Flame Attack slightly. Resist Flame+ Raises resistance against Flame Attack. Resist Flame++ Raises resistance against Flame Attack moderately. Resist Flame+++ Raises resistance against Flame Attack considerably. Resist Frost Raises resistance against Frost Attack slightly. Resist Frost+ Raises resistance against Frost Attack. Resist Frost++ Raises resistance against Frost Attack moderately. Resist Frost+++ Raises resistance against Frost Attack considerably. Resist Lightning Raises resistance against Lightning Attack slightly. Resist Lightning+ Raises resistance against Lightning Attack. Resist Lightning++ Raises resistance against Lightning Attack moderately. Resist Lightning+++ Raises resistance against Lighning Attack considerably. Resist Darkness Raises resistance against Darkness Attack slightly. Resist Darkness+ Raises resistance against Darkness Attack. Resist Darkness++ Raises resistance against Darkness Attack moderately. Resist Darkness+++ Raises resistance against Darkness Attack considerably. Resist Chaos Raises resistance against all four elements slightly. Resist Chaos+ Raises resistance against all four elements. Resist Chaos++ Raises resistance against all four elements moderately. Resist Chaos+++ Raises resistance against all four elements considerably. Lighten Petrify Shortens time petrified slightly. Lighten Petrify+ Shortens time petrified moderately. Lighten Petrify++ Shortens time petrified considerably. Tiptoeing Lowers footsteps(noise) considerably. Silence Lowers the sound you make when attacking. Inflame Adds Flame element to weapons. Freeze Adds Frost element to weapons. Electric Charge Adds Lightning element to weapons. Curse Adds Dark element to weapons. Bless Adds Light element to weapons. Drain +5 Absorbs 5% of damage down, healing HP. Drain +10 Absorbs 10% of damage down, healing HP. MP Drain Absorbs 1% of damage done with weapons, recovering MP. MP Drain+ Absorbs 3% of damage done with weapons, recovering MP. Orc's Weak Spot Raises attack against Orcs by 100%. Harpy's Weak Spot Raises attack against Birdlings by 100%. Lizard's Weak Spot Raises attack against Lizards by 100%. Snake's Weak Spot Raises attack against Snakelings by 100%. Wolf's Weak Spot Raises attack against Beastling such as Wolflings by 100%. Devil's Weak Spot Raises attack against Devils by 100%. Undead's Weak Spot Raises attack against the Undead by 100%. Giant's Weak Spot Raises attack against Giants by 100%. Golem's Weak Spot Raises attack against Giants by 100%. Dragon's Weak Spot Raises attack against Dragons by 100%. Legion's Weak Spot Raises attack against Legions by 100%. Anti-Scale Raises attack against those who have scales by 100%. Anti-Scale Raises attack against those who have wings by 100%. Anti-Weapon Raises attack against those who use weapons by 100%. Anti-Armor Raises attack against those who wear armor by 100%. Anti-Darkness Raises attack against Darkness element creatures by 100%. Spinning Slash Gives you an extra omni-directional strike. Lightning Stab Gives you an extra strike by thrusting forward greatly. Rising Dragon Gives you an extra hit by juggling monsters. Hammer Fall Gives you an extra wide-range forward strike. Dash Gives you an extra strike by dashing forward. Feint Slash Gives you an extra strike by slashing back quickly. Ice Pike Lv1 Makes the last hit of the combo Ice Pike Lv1. Spark Lv1 Makes the last hit of the combo Spark Lv1. Holy Lv1 Makes the last hit of the combo Holy Lv1. 8. Secret Arts E035 Secret Arts are special abilities that can be placed on a piece of equipment. They are reusable. a. Weapons E036 Hymn of Power Secret Art that raises Attack, and Stun Blow ability. Giant's Rage Secret Art that Knockbacks and knocks down all like a Giant. Power of the Dragon Secret Art that flings all up. Also raises Stun Blow. Heaven & Earth Secret Art that gives extra hits to those who dwell in the sky. Demonic Pact Secret Art that Raises HP at the sacrifice of MP. Nihilistic Blow Secret Art that raises the damage of Criticals. Swordmaster's Secret Sword Master's secret that raises the rate of Criticals. Devil Spark Quick like lightning Secret Art that raises attack speed. Orc Slayer Slays Orcs with one hit. Lizard Slayer Slays Lizards with one hit. Harpy Slayer Slays Harpies with one hit. Feat of Striking Boosts attack for every hit. Not compatible with bows. Reincarnation Ultimate Secret Art. Turns fallen foes into energy. Darkness Awakened Dark Secret Art where Damage done is given to HP. b. Shields E037 Quick Reflex Sercret Art that avoids Stun Blow. Rare to be stunned. Oracle's Shield Raises all Resistances. Knight's Code Raises Resistance to Knockback. A knight never runs from powerful enemies. Golem's Soul Secret Art that won't let you get knocked down, like a Golem. c. Helms E038 Wizard Folklore Secret Art that raises Intelligence and Magic Power. Divine Spirit Raises MP greatly by a divine spirit. Earth Talisman Secret Art that raises resistance to all spells. Magic of Insanity Insane Secret Art that sacrifices HP to raise all Magic Power. d. Armors E039 Sign of Life Gushing sign of life raises HP healing amount greatly. Blessing of Goddess Secret Art, gives you enormous Defence by grace of the Goddess. Unbeatable Courage Unbeatable courage boosts stun recovery time greatly. Third Eye Raises Resistance to Critical by using the Third Eye. Source of Life Mana, source of life, raises HP and MP.