__ __ ____ __ / /___ _ __ ___ / / / __/__ __ __ _ __ _ ___ ___ ___ ____ / // // -_)| |/|/ // -_)/ / _\ \ / // // ' \ / ' \/ _ \ / _ \/ -_)/ __/ \___/ \__/ |__,__/ \__//_/ /___/ \_,_//_/_/_//_/_/_/\___//_//_/\__//_/ M o n s t e r K i n g d o m - J e w e l S u m m o n e r ------------------------------------------------------------------------------- A walkthrough authored by snkupo Document version 1.1 - January 06, 2008 ------------------------------------------------------------------------------- =============================================================================== - TABLE OF CONTENTS - =============================================================================== o-----------------------------------------------------------------------------o | NAVIGATION: Each section has a [code] tied to it in the table of contents. | | Press CTRL + F to bring up a search box, then type the code of your choice. | | Now hit ENTER on your keyboard to jump down to the section itself. | o-----------------------------------------------------------------------------o BEFORE YOU START PLAYING - Introduction......................................................[SumoInt] - Controls and Overview.............................................[SumoCtr] - Gameplay Basics and Hints.........................................[SumoHin] - The Battle System.................................................[SumoWar] - Amalgamy..........................................................[SumoAma] - Elements Explained................................................[SumoEle] - Characters........................................................[SumoCha] THE WALKTHROUGH - A Lonely Hunter Traveling The Land................................[Vice001] - Back At The Training Grounds......................................[Vice002] - An Assignment To Aleh Muza........................................[Vice003] - After Returning From The Lighthouse...............................[Vice004] - Onwards To The Capital City.......................................[Vice005] - The Abomination in The Lighthouse.................................[Vice006] - Zandra and Her Missing Son........................................[Vice007] - Visiting Nuga Salan...............................................[Vice008] - The Jewel Festival in Mirac Nera..................................[Vice009] - After Visiting Vice's Dad.........................................[Vice010] - Escaping To Mirac Nera............................................[Vice011] - Ending I - Underground Maze.......................................[Vice012] - Ending II - The Monolith..........................................[Vice013] - Bonus Content.....................................................[Vice014] MISCELLANEOUS INFORMATION - Monster List......................................................[ZygaBea] - Monster Habitation................................................[ZygaLoc] - Evolution Chart...................................................[ZygaEvo] - Accessories.......................................................[ZygaAcs] - Consumable Items..................................................[ZygaItm] - Frequently Asked Questions........................................[ZygaFaq] THE END OF DOCUMENT - Greetings.........................................................[CozyGre] - Legal.............................................................[CozyLeg] - Version History...................................................[CozyVer] ============================================================================== Introduction - [SumoInt] ============================================================================== Hiya, I bet you're here to get some help or information in regards to Monster Kingdom: Jewel Summoner. That's great, and hopefully you've arrived at the right place. Anyway, Jewel Summoner is the brainchild of Cozy Okada, one of the masterminds from roleplaying game company Atlus. Jewel Summoner is a roleplaying game as well, but here, the focus is set on Monsters who are summoned by people described as Jewel Summoners. The Monsters are kept inside jewels, and unleashed when summoned by their owner in battle. When a Monster wins battles it earns experience, and eventually, it will level up to grow stronger and learn new abilities. Because each Monster is bound to an element, it is important to choose the right Monster to fight your opponents. For example, if you're fighting a Fire type Monster, the best thing you could possibly do is to summon a Water type Monster, since Water is strong against Fire. Read more about elements in the section I've dedicated to that subject here in this FAQ. Unlike Nintendo's Pokemon series however, I feel that there is much more value in the actual storyline of Jewel Summoner. The whole thing isn't just about catching Monsters and making your dream team of them. This isn't a game where you fall in love with a cute, yellow thunder mouse. It's pretty different. The Amalgamy system which is used to learn your Monsters new abilities, and even evolve them is pretty complex, which adds great depth to the game. Anyone who likes roleplaying games can safely give Jewel Summoner a try. I will however have to warn you if you don't like long conversations, since there's lot of them in the game. Think of it as Xenosaga, only without the cut-scenes. Now that you know a little about the game, lets continue. I'll try and lead you from the beginning till the very end of the game, so wish me luck. I'll do my best not to confuse you. ============================================================================== Controls and Overview - [SumoInt] ============================================================================== _____________________________________________________________ ,' L ,' `. R `. /-----' .-----------------------------------------. `-----\ / | / \ | \ / __ | / <-- Field Status --> \ | .-. \ / | | | / Abilities Effects \ | (/_\) \ | __ \/ __ |___ \| .-. `-' .-. | | |__ > < __| | | | ([ ]) ( O ) | | /\ | | | `-' .-. `-' | | |__| | | <-- Status Bar | ( X ) | | | | | `-' | | .--. |___| | | \ ( ) | | / \ `--' '-----------------------------------------' / \-----. [Home] [Select] [Start] ,-----' `.____`.___________________________________________________,' X Button - Confirm, Use Square Button - Use Field Ability, Item/ability details Circle Button - Back, Cancel, Speed battle up Triangle Button - Main Menu, Battle details L Button - Browse menu/abilities R Button - Browse menu/abilities Directional Pad - Move, Browse Analog Nub - Move, Browse ============================================================================== Game Basics and Hints - [SumoHin] ============================================================================== Jewel Summoner is far from a simple game, and there's a lot of stuff that you should know about in order to fully master it. Use this section as a reference guide, and read up on the information here if you wonder about something regarding gameplay mechanics. Chances are that what you're wondering about has been covered here in the Game Basics and Hints section. I hope so, at least. - Measurements and Currency: Being a little different from other console RPGs, health and magic is measured in Life Points (LP) and Jewel Power (JP) instead of the usual HP and MP which you'll find in games like Final Fantasy and Breath of Fire. Just remember that LP is health, while JP is magic, or more specifically described - Jewel Points which are consumed when your Monsters use their abilities. Then there's the currency (money) which is named Perla. - LP and JP: When walking around in the field, there will always be a bar on the left part of the screen. Here, each party member's LP (health) and JP (jewel power) is displayed. What you should know is that JP is shared between each party member and his or her summoned Monster. If Vice's default Monster has 89 JP, the JP value displayed for Vice on the status bar will be 89 as well. The LP value will not change if you choose another default Monster though, as LP belongs to the party member, and not the default Monster. In short, your JP value depends on your Monster, while your LP value depends on the party member. Summoning a new Monster will make the Monster's own JP bar appear, but the LP bar will not change. - Restoring JP quickly: To quickly restore a Monster's JP value, you can equip its jewel as second or third on your Rearrange screen. The second and third Monsters will regenerate JP faster than the default Monster ontop of the Rearrange screen. - Train: When you fight in a battle, the Monsters that have participated in the battle will earn experience after winning. Experience is what makes your Monsters level up to be stronger. Make sure you let all the Monsters you want in your team fight, as they won't level up without fighting. - Jewels and Monsters: The game's script might confuse you a little at times, but this isn't really anyone's fault. Just make sure that you know what jewels are, and what Monsters are. A jewel and a Monster is basically the same thing, since all Monsters are kept inside jewels. For example, a Monster named Mystic Hawk is kept inside a jewel with the same name. To equip a jewel is basically the same thing as 'equipping' a Monster. - The Monolith: The Monolith is a huge pillar on The Order's island, where you can read about and watch the Monsters you've encountered. If you catch a Monster, but don't have space to equip it on one of your characters, the Monster will be transferred to the monolith, so that you can go there later and switch one of your equipped Monsters with the one stored in the monolith. The monolith has 160 spaces in which you can store Monsters you've caught. Since there are 110 different Monsters in the game, you can have several Monsters of the same species stored in the monolith. - Save Points: In each dungeon, you will find savepoints, where you can save your progress to your Memory Stick, heal you JP/LP for free, and if you should want to, even return to the World Map without having to walk back to the dungeon entrance. They're pretty handy, those save points. You can also save your game from the main menu. This won't restore JP/MP. ============================================================================== The Battle System - [SumoWar] ============================================================================== - Basics: The battle system in Jewel Summoner is turn based. This means that the Monsters that your party members have summoned take turns attacking and using other abilities. On the lower part of the screen during battle, there are several icons. Each one represents a Monster that participates in the ongoing battle. The icons are colored, and displays what kind of elements the Monsters are tied to. For example, a Fire type Monster will have red icons, while Wind types have green icons. Make sure you always check what element your opponent Monsters are tied to. Read the Elements section of this FAQ for more information on that topic. - Navigation: There are several things you can do in battle, like using abilities, using items, running away, guarding and so on. You navigate between these options by using your directional pad. UP, DOWN, RIGHT and LEFT are the directions you use to navigate through the battle menu. - Health and Jewel Power: Each member of your party has a health bar measured in LP (Life Points). When there are no LPs left, the character as well as the Monster faints. You can refill LP by using items or Monster healing abilities. Then there's JP (Jewel Power) which is used by Monsters to pull of their abilities. JP is slowly restored by walking around or by using items. Both JP and LP will be completely refilled if you touch a save point. To make it clear, each Monster has its own JP value, but not its own LP value, since its LP really belongs to the party member that has the Monster equipped. Summoning a new Monster will make the Monster's own JP bar appear, but the LP bar will not change. Make sure you remember! - Summoning: Usually, there are several members in your party. Each member can summon Monsters from jewels that he or she has equipped. You equip jewels on the Rearrange screen in the main menu. The Monster inside the jewel that you put on the top of each party member's rearrangement list is the one that will be summoned by default, at the beginning of each battle. If you want one of your party members to summon another Monster, you can do that, but it will cost one turn to pull it all off. Each party member can have up to three jewels equipped at once, but they can only have one of their Monsters participate at once. In battle, that is. Remember that only Monsters inside jewels that you have equipped can be summoned during battle. - Auto Summoning: If one of your Monsters run out of JP during battle, one of your other Monsters will be summoned. You can't control which one of them will be summoned, though, so watch your JP meter. - Taking Turns: The icons on the lower screen also show you who's going to attack next turn. The Monster on the leftmost icon is always the one that is going to get the next turn. After spending their turn the icon of the Monster that just spent its turn will move back into the rightmost icon space. The turn order can however change depending on what your Monsters do. More on that in the two paragraphs below. - Regression: 'Regression' is the term that is used for a situation where a Monster attacks its opponent using an element that is particularly strong against the opponent, like Fire is particularly strong against Ice. In a situation where Fire is used against Ice, the icon of the Ice type Monster which was attacked by a Fire ability, will have to move to the right in the icon queue, and thus the Ice type Monster will have to wait longer before it gets its turn. - Intrusion: Normally, after a Monster attacks, its icon will move back to the right end of the icon queue. But, if you cause a regression like described above, the Monster's icon will often jump ahead in line. This is called an intrusion, and can be used greatly to you advantage. - Rage: If you cause too many regressions and intrusions, the Monster that you have been attacking might turn into a state of rage. If it does, red icons, looking almost like a blood-vein will star popping out of the Monster that is being attacked. Monsters that are in rage can not be affected by regressions and intrusions. Enraged Monsters are also more powerful than when they're not enraged. ============================================================================== Amalgamy - [SumoAma] ============================================================================== Not too far out in the storyline, you will get to use Amalgamy, which is a process where you alter your jewels, or Monsters, by using items from your inventory. To use Amalgamy head over to the Amalgamy Lab at The Order's Island, or access the Amalgamy tab in your main menu. There are two Meisters in the Amalgamy lab. Both of them can help you with fusion, but their reinforcement techniques are different, as explained below. Fusion Amalgamy Basics ---------------------- This is the Amalgamy technique that's most interesting. Using Fusion Amalgamy, you can learn your Monsters new abilities, and even evolve them. Both evolution and learning your Monsters new moves is done by spending Quartz stones you've found or bought. Just like there are different elements for Monsters, there are different elements for Quartz stones as well. When starting a fusion, you will have to select Quartz stones that you want to fuse with your Monster. Only Monsters that are currently stored in the Monolith can be used in a fusion. Note that at the very beginning of the game, you won't be able to use a lot of Quartz stones in the same fusion. When your Summoner Rank rises, so does the number of stones you can use per fusion. Fusion Amalgamy - Abilities --------------------------- When you've selected the Quartz stones you want to use in a fusion, you will get a preview of abilities that the Meister in charge of the fusion predicts your Monster will learn. For example, if you select Ice type Quartz, your Monster will likely learn ice type moves, even if the Monster itself belongs to a different element. This means that Fire type Monsters can learn Ice type moves, if that's what you desire. If the preview looks bad, you can cancel the fusion, getting your Quartz back. Note that the preview is not always 100% accurate, just like Meister Jerro explains early in the game. Fusion Amalgamy - Evolution --------------------------- Fusion Amalgamy can also be used to evolve your Monsters, so that they change appearance, and often they even change their element alignment. Most Monsters can evolve into several forms, since they have several evolutionary paths. What kind of evolutionary path a Monster will take, depends on what kind of Quartz stones you use during fusion Amalgamy. To show you an example, let us say that you have a Baby Wyvern Monster. If you want to evolve this Baby Wyvern into a Fire Wyvern, you must use 5 Fire Quartz and 10 other Quartz stones of your own choice during fusion. If you want the Baby Wyvern to evolve into a Dark Wyvern instead, use 5 Dark Quartz and 10 other Quartz stones of your own choice. This should make Fusion Amalgamy pretty clear. +----------------------------------------------------------------------------+ | Fusion Amalgamy - Important Reminders | +----------------------------------------------------------------------------+ | | | -> To carry out fusions you need to use Quartz stones. | | | | -> Just like Monsters are aligned to elements, Quartz stones are too. | | | | -> Fusion is used to learn your Monsters new abilities or evolve them. | | | | -> To learn a Monster Fire abilities, fuse it with Fire Quartz stones. | | | | -> If you start a fusion with several Quartz stones, but decide that | | you want to quit the fusion later, you can do so. If one of the Quartz | | stones has already been completely processed, you will still get the | | results from that Quartz stone when quitting, while the other, non- | | processed stones will be given back to you. | | | | -> You can learn Monsters abilities that are not of the same element | | as themselves. For example, you can learn Ice type Monsters Fire | | abilities. Fusions where you learn a Monster abilities that are | | different from its own elemental alignment takes more time than other | | fusions. | | | | -> Even if you turn off your PSP, fusions will continue processing. | | | | -> To evolve a Monster, fuse it with several Quartz stones of the same | | element. Usually, a Monster will evolve after you've fused it with | | 10 or 5 Quartz stones of the same element, in addition to 5 or 10 | | Quartz stones of any other element. | | | | -> If you want to evolve a Monster into a fire-aligned form, you | | will have to use fire Quartz stones during fusion. | | | | -> When evolving a Monster, you will usually have to carry out several | | fusions, since you can't fit all the Quartz stones in one fusion. | | | | -> After picking what Quartz stones to use in a fusion, you can add | | certain consumable items to alter the fusion process. One such | | item is the [Covenant] which speeds up the process by a great deal. | | | | -> Fusion Amalgamy is not always successful. However, to ensure a | | much higher success rate, let Meister Jerro do fusions where you use | | dark-aligned Quartz stones, and let Mikaela do fusions where you use | | light-aligned Quartz stones. Read more about element alignment in the | | section I've dedicated to elements in this FAQ. | | | +----------------------------------------------------------------------------+ Reinforcement Amalgamy ---------------------- This type of Amalgamy is used to increase you Monsters' stats. All kinds of stats can be increased; you can even increase your experience points without having to fight. Abilities can be reinforced as well, so that they deal more damage or heal better. Instead of using Quartz, you pay for reinforcement Amalgamy using Amalgamy Points. Talk to Mikaela to reinforce stats, and to Jerro for reinforcing abilities. Amalgamy Points can be gained by recycling Monsters at the monolith and fighting battles. ============================================================================== Elements Explained - [SumoEle] ============================================================================== In most RPGs, there is an elemental system. In Jewel Summoner, this system plays a very important role. If you don't master, or at least understand the elemental system, you have two choices: learn about it or stop playing. That might sound a little harsh, but in order to play the game, you need to know what kind of attacks and Monsters to use against your enemies. - Element Basics: Each Monster in Jewel Summoner is aligned to one of eight elements - Light, Dark, Fire, Ice, Wind, Earth, Thunder and Water. Light and Dark are special elements, and are strong against each other. To find out what each of the other six elements are strong or weak against, check the diagram below. Each element is strong against another element, which means that there is no element that is 'better' than the other ones. Each element has its own strength and weakness. +-----------+----------+----------------------------------------------------+ | STRONG | WEAK | EXPLANATION | +-----------+----------+----------------------------------------------------+ | Fire | Ice | The elements to the left are the six main | |----------------------| elements. Each of them are strong against one of | | Ice | Wind | the other elements, and weak against another one. | |----------------------| For example, Fire is strong against Ice, and Ice | | Wind | Earth | is weak against Fire. In a battle situation, | |----------------------| you should, for example, never use an Ice type | | Earth | Thunder | Monster against a Fire type Monster, since Fire | |----------------------| type Monsters are strong against Ice. | | Thunder | Water | | |----------------------| These rules are very important, so remember them. | | Water | Fire | | +-----------+----------+----------------------------------------------------+ +-----------+----------+----------------------------------------------------+ | STRONG | STRONG | EXPLANATION | +-----------+----------+----------------------------------------------------+ | Light | Dark | Light and Dark are different from the six | | | | other main elements, since they are both | | | | strong against each other. | +-----------+----------+----------------------------------------------------+ - Element Colors: During battle, there are several icons on the lower part of the screen. One icon per Monster. The icons are colored so that you can quickly find out what kind of element each of the Monsters are tied to. This is a small diagram displaying what element each color is representing: +-----------+--------------+ | ELEMENT | COLOR | +-----------+--------------+ | Fire | Red | |--------------------------| | Ice | Light Blue | |--------------------------| | Wind | Green | |--------------------------| | Earth | Orange | |--------------------------| | Thunder | Yellow | |--------------------------| | Water | Dark Blue | |--------------------------| | Light | White | |--------------------------| | Dark | Black | +-----------+--------------+ - Element Alignment: Finally, each of the six main elements are connected, or aligned, to either Light or Dark. This is not as important as the rules mentioned above, but still worth explaining. For example, Earth is connected to Dark while Fire is connected to Light. This means that Earth and Fire are a little stronger against each other than two elements which are both connected to Light. Another example is Wind and Thunder, which are both connected to Light. Because they are both connected to Light, they do not get this little power boost against each other. What each of the six main elements are connected to, is explained in the diagram below. +------------+-------------+------------------------------------------------+ | ELEMENT | ALIGNMENT | EXPLANATION | +-------------+-------------+-----------------------------------------------+ | Fire | Light | Elements that share the same alignment will | |---------------------------| not get the small power boost that elements | | Ice | Dark | which do not share alignment get receive | |---------------------------| when being used against each other. For | | Wind | Light | example, if you use Wind against Fire, | |---------------------------| there will not be any boost in power, since | | Earth | Dark | both share alignment to Light. If you use | |---------------------------| Fire against Earth however, there will be a | | Thunder | Light | power boost, since they do not share | |---------------------------| alignment. Try not to forget. | | Water | Dark | | +-------------+-------------+-----------------------------------------------+ ============================================================================== Characters - [SumoCha] ============================================================================== Vice -- Sex: Male - Age: 18 - Height: 175cm - Weight: 61kg -------------------------------------------------------------------------- Vice is a man that travels around as a hunter. He helps people, carrying out missions that they give him, almost like a bounty hunter or mercenary. Vice's mother was killed by an Abomination when he has little, creating in him an insatiable thirst for revenge. He has received no formal training as a Jewel Summoner, but is still able to summon a Monster from a jewel that his mother left him. Vice dislikes talking about his own feelings. In addition, he isn't too friendly towards other people, and tends to keep them at distance. Lynn -- Sex: Female - Age: 19 - Height: 173cm - Weight: 56kg --------------------------------------------------------------------------- Hailing from a southern island, Lynn might appear as a little rough, but has a warm heart on her inside. She traveled to the mainland in order to receive training, in order to satisfy her own grudge against Abominations. Lynn is a very calm person, and is relied upon by the other Jewel Summoner trainees. She doesn't like to show her emotions to other people, which makes it hard for the others to know what she's really thinking. She is also a descendant of the long-lost Mauluk Tribe, and believes that the Monsters contained inside jewels are gods. She became a Jewel Summoner in order to protect her tribe from a prophecy claiming that Abominations will destroy the world. Grey -- Sex: Male - Age: 18 - Height: 170cm - Weight: 54kg -------------------------------------------------------------------------- A member of The Order that wants to be a Jewel Summoner. He's a trainee that looks on Vice as a rival, and admires the ancient figures who are said to have lived with Monsters and tamed them. He acts on impulse, is restless and proud, but has a self-conscious side as well. Grey is spoiled and selfish and cares little for the people around him. He joined The Order to rebel against his father, and tends to treat Monsters as mere tools. He likes streetwear, and looks more like a punk than a Summoner trainee. Bargus -- Sex: Male - Age: 24 - Height: 194cm - Weight: 89kg --------------------------------------------------------------------------- Many people think that Bargus looks older than his true age, 24 years. He's not very hot-headed, and seems to accept all kinds of persons, no matter how they treat him. He masks his true self, seeming to want something more than to be a Jewel Summoner. A very mysterious man with great skills. Elycia -- Sex: Female - Age: 16 - Height: 157cm - Weight: 46kg ------------------------------------------------------------------------------ A sweet, gifted Jewel Summoner trainee. Elycia is charming, but her looks belie how ruthlessly she's willing to seek after rare jewels. She thinks that her problems are everyone's, but is very talented at most things. Her attitude often gets her into trouble, especially when she's near Grey. Her personality is pretty unstable, which makes it hard for the others to really know how to talk to the often hyperactive Elycia. Razni -- Sex: Male - Age: 70s - Height: 178cm - Weight: 70kg ---------------------------------------------------------------------------- Razni is the head of The Order, and organization that researches jewels and opposes the use of jewels as an energy source. He's very experienced, and acts as a Jewel Summoner and a Jewel Meister, being able to refine and amalgamate jewels. While little is known about the man himself, Razni wants to restore the world to its previous state, so that men can once again live together with Monsters. A very vice, powerful man. ============================================================================== A Lonely Hunter Traveling The Land - [Vice001] ============================================================================== +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | 1000 Perla................[ ] Biscuits................[ ] | | | +-------------------------------------------------------------------+ Jewel Summoner starts out in a forest, where a lonely hunter named Vice is currently chasing an Abomination. Vice believes that his deceased mother was killed by a Abomination, and is traveling around, trying to find the one that murdered his mother. The only thing that he's got to remind him of his mother is a strange jewel. The jewel lets Vice summon his very own Monster - Schatten. You'll get to fight the Abomination, but this battle is far from an introduction to how the battle system in Jewel Summoner really works. Just use the Normal Attack option several times to take the Abomination down. After winning, Vice goes back to speak with the mayor who gave him the mission to kill the Abomination that you just defeated. The mayor gives you [1000 Perla] and five [Biscuits]. Since the Abomination you killed wasn't the one that murdered Vice's mother, the mayor recommends talking with The Order, and organization not far from this small countryside town. ------------------------------------------------------------------------------ Aleh Muza ------------------------------------------------------------------------------ After leaving the mayor's house, try entering the residence in the western part of town. There aren't a lot of houses here in Aleh Muza, and besides from an item shop, the mayor's house this western residence is the only place you can go, if you don't want to leave town right away. Talk to father and son inside the residence. There isn't a lot of stuff you'll need from the item shop this early in the game, so just try and leave Aleh Muza for now. A man in red clothes stops you. He asks you if you were the one that killed the Abomination, and explains that the Abomination isn't dead, and that it will return. For all you know, this man might be lying, so just ignore him and leave town. On the world map, head for Azure Monde, a port town just east of Aleh Muza. ------------------------------------------------------------------------------ Azure Monde ------------------------------------------------------------------------------ A young fellow explains that the bridge that connects Azure Monde to the island that The Order have their headquarters on isn't lowered right now, so you'll have to wait a while before contacting The Order after all. Talk to the three persons that are hanging out at the plaza in the middle of town, then head into the only residence on the town map. The young man from earlier is here, and so is his old man. Talk to them, then lead Azure Monde. A red dot appears on the world map. Head over to that dot to reach the Training Grounds. ------------------------------------------------------------------------------ Training Grounds ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | 500 Perla................[ ] Biscuit................[ ] | | Antidote.................[ ] Biscuit................[ ] | | | +-------------------------------------------------------------------+ A group of jewel summoner trainees are talking outside of the training grounds. After they've left, try walking into the training grounds yourself. Upon touching the blue laser fence, which is really a trap, fight a Fire Wyvern. As earlier, just use the Normal Attack option. Once inside the ruins, touch the save point to heal, and of course save your game. Overhear another conversation between the trainees, then follow them into a new room. In the next room, the trainees split into two groups. One goes west and one goes east. Follow the group that headed east. When you catch up to the team, consisting of Grey and Bargus, they have found a water jewel that they're fighting about. After they've both left, grab [500 Perla] from the treasure capsule on the ground. Head back to the room where the two groups split up. There is an capsule in the northern part of the room, at the other side of a gap. Just ignore this capsule for now, and head west, following the second group of trainees. Head south now and follow the path until you find a treasure capsule containing a [Biscuit]. Now go north instead. There's two capsules here, just before another of those laser fences that trigger battles. You'll get an [Antidote] and a [Biscuit]. Run into the fence, kill the Behemoth, then continue north. Ignore the western part of the area, since there is another capsule at the other side of a gap, which you can't reach now there. Lynn and Elycia are arguing. Follow them. Touch the save point down here, fight a Griffin after running into a fence, and overhear a conversation between Lynn and the professor. Let them run off south, then head west yourself. A Young Trent is attacking Elycia in here. Kill it off, then let Anhj introduce herself. She's a member of The Order. You'll have to fight her, but winning is impossible, so just let her take you out with her Unicorn Monster. Follow the others back to The Order afterwards. ------------------------------------------------------------------------------ The Order ------------------------------------------------------------------------------ Back at The Order's island, inside the Monolith room, Razni introduces himself to you. Razni is the head of The Order. The Monolith is the huge pillar in the background. Razni says that it is somehow related to jewels and Monsters. Razni wants you to demonstrate your summoning. Just fight Razni's Shenron and let it defeat you. Vice's jewel now fuses with the Monolith, but even Razni has no idea why. Razni recommends staying here at The Order, training together with the others you met in the Training Grounds some moments ago. Razni gives you the {Mystic Hawk}, which is a replacement jewel, which lets you summon Mystic Hawk, a Monster. Jewels and Monsters are basically the same thing, since you summon Monsters by using jewels. Mystic Hawk is the only jewel in your inventory right now, since Schatten was fused into the Monolith. Leave the Monolith room and let Anhj tell you about The Lounge, which is the common room where you can relax. Now, head into the Academy. The other trainees are in here as well, and so is Skipper, which is Anhj's assistant. Lynn falls into a trance, but that's not very unusual for her, Skipper explains. Go back into the Lounge and call it a day. Elycia and the others are in here as well. They're all pretty gloomy, but don't let them get to you. At night, Vice decides to go check up on the Monolith, just for kicks. Grey is waiting, and he's not very happy about all this. Use your Mystic Hawk in the upcoming battle to beat Grey's Baby Wyvern. Go back to sleet after Anhj tells you to. After waking up again, go see the others at the Academy. You're going to have to choose two of the other trainees to team up with in the upcoming training exercise. Choose whoever you like talking to, it doesn't really matter a lot, save for different dialog for each of the characters and different starting jewels. In this walkthrough, I'll go with Elycia and Lynn. If you choose to have Elycia on your team, you won't be able to have Bargus join you, though. The same goes for Lynn - she does not want to join you if Grey is on your team. Now leave the Academy with your team. Razni wants to speak to you outside. Something has happened to the Monolith, he says. Now you can actually use the Monolith to equip, rename or recycle jewels that Vice, or the other party members have with them. You can also view the profiles of Monsters that you have encountered earlier. Remember this for later. Outside again, the Study Room has been unlocked. Go there to learn about the battle system and elements. This is important, so I recommend going there. Afterwards, go back to the World Map, then head over to the Training Grounds. ============================================================================== Back At The Training Grounds - [Vice002] ============================================================================== +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Wind Prisms..............[ ] Thunder Prisms.........[ ] | | Fire Prisms..............[ ] | | | +-------------------------------------------------------------------+ Anhj has prepared a challenge for you. Since there are two teams, one lead by yourself and one lead by Skipper, you're going to try and find a Quartz rock that has been hidden in the training grounds before the other team finds it! Anhj explains that Quartz, when amalgamated with jewels, can bring changes to a Monster. These changes can be very useful, or very bad. More on that later. Unfortunately (or fortunately, depending on you) the seal that protected this place from Monsters has broken, so now, you will encounter battles while running around inside the training grounds. The encounters are random. Now talk to everyone to have the other group leave. Anhj gives you five of each: [Wind Prism] [Fire Prism] [Thunder Prism]. Using prisms, you can catch Monster that you meet, and summon them yourself for use in battle. For example, if you meet a Fire type Monster, you must use a Fire Prism in order to catch it. Lowering the Monster's LP (health) makes it easier to catch - remember this! Now head into the training grounds and save your game at the save point. ------------------------------------------------------------------------------ Training Grounds ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Mythril..................[ ] 500 Perla..............[ ] | | Light Prism..............[ ] Light Prism............[ ] | | Target Quartz............[ ] | | | +-------------------------------------------------------------------+ Access the main menu by pressing the Triangle button. Now, just to give you a quick explanation of things to come, you can navigate the in the main menu by using the L and R buttons and the directional pad. The most important thing right now can be found under the Jewel tab - the Rearrange option. Whenever you catch a new Monster, you can rearrange it so that any of your party members can use it. In other words, you can equip the jewels that Monsters are kept inside using the rearrange option. You can also use the Abilities option to use Monsters' abilities outside of battle. For example, Vice's Mystic Hawk Monster has an ability named Scothing Touch which can be used to heal your party members, even outside of battle. You'll quickly meet a Monster after entering the training grounds. You can see what kind of element the Monster has on the lower part of the screen, where your own party members and their Monsters' elements are displayed as well. Try catching the Monsters you meet, if you've got prisms that match their elements. For example, if you meet a Sand Worm, you can catch it using a Earth Prism, since the Sand Worms element is Earth. Once a Monster has been caught, you can choose who to equip its jewel on. Each of your party members can have up to three jewels equipped at once, and you can rearrange equipped jewels using the Rearrange option on the main menu. During battle you can summon the Monsters that are inside the jewels which you have equipped. Summoning Monsters during battle can be very useful. For example, if you are fighting a strong Fire type Monster, but your current Monster is weak against Fire, you can summon another Monster that is not weak against Fire. Summoning requires one turn in battle, but that's usually a pretty small sacrifice. Now head north from the save point. Talk to the summoner that is hanging around here. She says that it's smart to catch many different kinds of Monsters. This is smart, since you'll want to have several Monsters of different elements equipped at once, so that you can easily summon another Monster in battle, if your current one should prove useless against certain opponents. She also says that you should train your Monsters equally, which is very smart as well. Make sure you try and catch the Monsters you meet, and don't forget to equip them on your party members. In the room where the two trainee teams split up earlier, head west, then go north. Continue north until you meet a Summoner. She tells you about caterpillars that can learn healing abilities, since their element is Light. Go left, then save your game at the save point. Head one screen west, then you'll meet a summoner near the room where you saved Elycia earlier. Go directly south from this summoner to find [Mythril]. Now head into the area where you saved Elycia and exit south. Pick up a [Light Prism] from the capsule on the ground here, then go south to find [500 Perla] near some water. Head east now and follow the path until you find another [Light Prism]. From here run west, then go south at the first intersection. There is no point in continuing west right now. Grab the [Target Quartz] from a capsule on the ground, then head back and report to your lovely teacher, Anhj. Your summoner rank will rise to level 2, which lets you control Monsters up to level 9. Your max LP also rises. Congrats, you've beat Skipper's team! Head back to The Order so that you can start learning about Amalgamy. ------------------------------------------------------------------------------ The Order ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Communication Jewel..............[ ] Detect.............[ ] | | | +-------------------------------------------------------------------+ Once back on The Order's island, enter the newly opened Amalgamy Lab. Anhj introduces you to the two Jewel Meisters who are experts on Amalgamy, Jerro and Mikaela. Mikaela is a calm woman, while Jerro is an old perv that loves big breasts and fit bodies, just like me and you. Mikaela is also a childhood friend of Elycia, which is rather interesting. These two meisters will be assisting you in using Amalgamy, which is the process of altering jewels by combining them with items. In other words, you can use items to alter your Monsters, since jewels and Monsters are basically the same thing. Let Mikaela explain how Amalgamy really works, when she offers to do so. Mikaela explains that the Amalgamy fusion process will take a while, so you should come back here tomorrow to check the result. Afterwards, head back to the Amalgamy Lab for a pretty perverse conversation. After leaving the lab again, you can either go back to the training ground to grind some experience with your Monsters, or continue with the storyline by entering the Lounge. After a good night's sleep, you'll have to go back to the Academy. From now on, you and the other trainees will start handling the requests that The Order gets from people. The two teams will still work separated from each other. Skipper's team is to oversee a tower construction in Radieux Monde, while your own team is to visit a village named Aleh Muza which is being attacked by Monsters. Go outside and head into the Amalgamy Lab. Anhj teaches you the field ability [Detect]. This field ability can be used to let you know how many treasure capsules have been hidden in any dungeon. To use field abilities, simply press the Square button. Browsing between abilities is done by pressing the L and R buttons. After leaving the Lab once, go back there to receive the Amalgamy result, which is a jewel named {Hawk Man}. You can retrieve it from the Monolith. Mikaela also gives you the [Communication Jewel] which lets you access the Amalgamy lab from the main menu, under the Amalgamy tab. Check it out for yourself. Here you can start new Amalgamy projects or check the status of your ongoing projects. Now, exit to the world map and head north to Aleh Muza. ============================================================================== An Assignment To Aleh Muza - [Vice003] ============================================================================== Talk to the villagers inside the Aleh Muza residence to find out that the Abomination that you beat earlier has returned. Head into the mayor's house. The mayor also says that there have been confirmed sightings of the Abomination, and that other Monsters have been attacking the village as well. Vice knows where to go, so just leave the village again, and head over to the Old Road, which has appeared on your world map. ------------------------------------------------------------------------------ Old Road ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Lure.....................[ ] Angel Feather..........[ ] | | 3000 Perla...............[ ] Biscuit Tin............[ ] | | | +-------------------------------------------------------------------+ After some verbal fighting, start running downwards along the old road. Ignore the female summoner, since she just repeats the whole thing about elements being weak and strong against each other, then continue running down the road. You'll meet a Katarina Monster in the next area. Catching it is impossible, no matter what you do, so don't bother throwing prisms at it. Beat the Monster, then watch the man who's running away from you far ahead. Head east to a nearby save point, then continue east again to meet some people from a caravan. Vice agrees to protect the caravan members from Monsters the coming night, and stays with them. Talk to everyone that is hanging around near the fireplace, then prepare to fight three Wolves. The wolves are all Ice type Monsters, so use flame attacks against them. After killing the wolves, head further east to meet the Abomination named Dritt, as well as two Wolves that act as guards. The enemies are all Ice types, so Fire attacks are great against them. Take out the Wolves first, then defeat Dritt. If you've got a Monster like Mystic Hawk in your party, using healing abilities is also recommended. When you've won the battle, your Summoner Rank will rise up to level 3. Now you can control Monsters up to level 12. In addition, new capabilities have been unlocked in the Amalgamy Lab. The caravan leader gives you the field ability named [Lure]. It can be used to get a higher Monster encounter rate. Back in town, the mayor gives you [3000 Perla] in reward. Now return to the Old Road, then run east past the place where you protected the caravan. Go north at the last intersection to find two treasures, [Angel Feather] and [Biscuit Tin]. Return to The Order now that you've found the two items mentioned above. ------------------------------------------------------------------------------ The Order ------------------------------------------------------------------------------ In the Lounge Anhj is waiting for you. She says that a client is waiting for you at the Academy. Go there. The caravan leader from earlier is the one that wants your help this time. He wants you to escort him to the caravan's next destination. The caravan will be waiting for you on the New Road out on your world map. Before heading there, let me tell you that from now on, you can buy Quartz stones and Prisms from the shop in Azure Monde. Make sure you remember! Now head over to New Road to meet up with the caravan. ------------------------------------------------------------------------------ New Road ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | 3000 Perla..................[ ] 5000 Perla............[ ] | | | +-------------------------------------------------------------------+ Talk to the caravan leader then run east to find a save point. Continue east for a small conversation, then wait for a man named Zacht to appear. After he's left, continue east along the road. Catch Monsters you want to have yourself, then head north at the first fork to find [3000 Perla]. Head east again, talk to the summoner, then run south. Follow the path until you reach Radieux Monde. The caravan leader gives you [5000 Perla] in reward. Lucky! ------------------------------------------------------------------------------ Radieux Monde ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Bronze Belt..............[ ] 10,000 Perla...........[ ] | | Bronze Bracelet..........[ ] | | | +-------------------------------------------------------------------+ The leader says that he has one more request for you. He takes you to the saloon where you'll meet up with the other team from The Order. Your lovely friends, remember? You'll be staying here for a while, since the caravan leader wants you to escort him later as well. The other team heads back to their rooms, so now you've got some free time to spend in town. Head over to the southern residence and speak to the fine-looking girl that is watching over the house while her father's working over at the lighthouse in town. Afterwards, go to the item shop and talk to the caravan leader. He says that you should meet him at the new road early next morning. The item shop is selling [Bronze Belt] and [Bronze Bracelet]. Buy them, and equip them to boost your stats. Each of your party members can have two accessories equipped, so buy belts and bracelets for them all, if you want to. Exit town and head over to the Lighthouse northwest of Radieux Monde. Right now, there isn't anything to do at the lighthouse, so head back to Radieux Monde and sleep at the saloon. Listen to the conversation between the barmaid and the mysterious man, then, the next morning, listen to Elycia and Lynn when they explain about the strange light last night. Skipper explains in depth what he believes happened last night, and it doesn't sound good. Outside, fight the three Baby Behemoths. You might want to catch one as well. An Abomination is attacking the Lighthouse. Follow it. The Abomination is trying to break the Lighthouse, and makes lots of objects fall down from the air. When running away, you're stopped by Zacht. Defeat his Katarina Monster. Anhj comes to bring Vice back. Follow her to the caravan. Turns out that the Abomination from earlier was the one that Vice has been searching for all this time. Too bad you had to escape, isn't it? The caravan leader gives you [10,000 Perla] for escorting him back to Azure Monde. After receiving your payment, head back to The Order's island. ============================================================================== After Returning From The Lighthouse - [Vice004] ============================================================================== Anhj is waiting for you in the Academy. She believes that Skipper's theory about the weird flash last night is correct. A man named Nahda has requested your assistance with something, Anhj explains. He lives in a village named Hasi Maza, which can be found at the northern end of the world map. Go there now. ------------------------------------------------------------------------------ Hasi Maza ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Nahda's Jewel..............[ ] Covenant..............[ ] | | | +-------------------------------------------------------------------+ There's a lot of snow and smoke here, and Vice is pretty angry for some reason. He doesn't feel like telling the others why, though. Well, examine the residence in the northeastern part of town to meet a woman that knows Vice from earlier. Hasi Maza is Vice's hometown, which is why she knows him from before. The house in the northeastern part of town is actually Vice's house, but it has been locked. There's no point in trying to go there again, so instead, head into Nahda's house in the middle of town. Nahda is the man that requested assistance from The Order. He wants to find out why he can't seem to summon the Monster inside a jewel that he has had for a long time. Leave Nahda's house. Go to the residence in the southern part of town and talk to the woman there again. She's the one you met over at Vice's house. Go to the saloon, talk to the people there then return to Nahda. He gives you [Nahda's Jewel] so that you can take it back to The Order's island and investigate it there. Talk to Anhj in the Academy, head over to see Skipper in the Lounge, then head over to the Amalgamy Lab where you must talk to Mikaela. She says that the Monster that was kept inside the jewel is gone. Mikaela says that she needs some time in order to examine the jewel, so you'll have to return tomorrow. Now head back to Hasi Maza in order to see Nahda. Monsters have appeared near Vice's house, so you'll need to go there and wipe them out first. Take out the Frost Wolf, or catch it if you want it in your collection of Monsters. Now you can finally go and see Nahda in his house again. He gives you a [Covenant] which is an item that can speed up fusions. Head back to The Order. Walk into the lab to meet Jerro again. Jerro has examined Nahda's Jewel, and says that he needs an item from the far east named Ancient Remedy, if he is to try and bring back the Monster that was once contained in the jewel. Jerro says that you need to obtain permission from the jewel's owner before proceeding though, so go back and ask Nahda. Permission is granted, of course. Tell Jerro back at The Order that you got permission to continue. Head out to the World Map, and from there, travel south to the Lighthouse. ------------------------------------------------------------------------------ Lighthouse ------------------------------------------------------------------------------ Remember the Vice met after fighting the first Abomination at the beginning of the game? He's hanging around outside of the Lighthouse. Have a chat with him. He introduces himself as Zygard, then leaves. Lynn knows a great deal about Zygard, or, rather the name Zygard, since that was what The Order's first Jewel Summoner called himself. She thinks Skipper might know more about this mysterious man, so head back to The Order and walk into the Lounge. Listen to Skipper's story, then go back south to Radieux Monde. ------------------------------------------------------------------------------ Radieux Monde ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Reveal..............[ ] | | | +-------------------------------------------------------------------+ Elycia runs into Kasaar, one of her friends. Kasaar thinks that he's heard about the Ancient Remedy that you're searching for, since his grandfather told him about it once. He believes that it grows in the Summoner Training Grounds! Exit town, then try entering the Training Grounds north of here. Jerro stops you though, giving you a new field ability named [Reveal]. Using reveal, you can uncover hidden treasure capsules and passages in dungeons. ------------------------------------------------------------------------------ Training Grounds ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Silver Bracelet..........[ ] Necronomicon...........[ ] | | Mythril..................[ ] Ancient Remedy.........[ ] | | | +-------------------------------------------------------------------+ Save your game near the entrance, then run along the path until you reach the room where the two trainee teams split up at the beginning of the game, when you were spying on them. In this room, there is a treasure capsule at the other side of a gap, remember? By using the Reveal Field Ability near the gap, you will be able to see a block acting as a bridge, so that you can walk over the gap and get the [Silver Bracelet] from the capsule. Make sure you equip it on one of your party members. Alright, now head east, the follow the path until you can head west into a new room. There is a block in here, which you can remove by using Reveal. Behind it, there is some [Mythril] waiting for you. Head back to the room where you found the silver bracelet, then exit west. Go north, then west at the first intersection to find another capsule at the other side of a gap. Use Reveal to get to the other side, and grab the [Necronomicon] from inside of the capsule. Necronomicons are great, since they can instantly process all the Quartz you want to use in a fusion. Head north, then go west to find the second save point of the training grounds. Head west to the room where you save Elycia at the beginning of the game, then continue south. Now just follow the path until you reach a room with another block, just west of where you found the Quartz piece that Anhj made you search for earlier. Use Reveal to get rid of this block, then continue west to find the [Ancient Remedy]. Once again, your Summoner Rank rises. Backtrack to The Order. ------------------------------------------------------------------------------ The Order ------------------------------------------------------------------------------ Give the Ancient Remedy you found in the training grounds to Jerro. He's waiting for you in the Lab as usual. Jerro is going to start experimenting now, so head outside. Talk to Mikaela about Kasaar, which she seems to like a lot, then go into the Lounge to meet Skipper. Razni is waiting for you inside the Monolith building, so pay him a visit. Razni tells Vice that his jewel, which merged with the Monolith at the beginning of the game, originally belonged to The Order, and that Maera, who was a great Jewel Summoner (and Vice's mother) stole it and escaped from The Order a long time ago. After a little while, Anhj gives you your next mission. Turns out that the saloon owner in Radieux Monde wants you to eliminate some Monsters for her. An Abomination has been sighted near Radieux Monde as well. What are you waiting for? Head south to Radieux Monde. Of course, you might want to do some fusion Amalgamy before leaving. Talk to the owner of the saloon. She wants you to kill some Monsters that have been causing havoc on the New Road, north of Radieux Monde. Do as she says, and head over to the New Road. Time for adventure! ------------------------------------------------------------------------------ New Road ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | 10,000 Perla................[ ] | | | +-------------------------------------------------------------------+ Run north along the road until you meet an Abomination - the same one who destroyed the Lighthouse. At first, the Abomination commands three Baby Behemoths to attack you. Kill them all off. Afterwards, use items or a Monster ability to heal your LP if needed, then continue pursuing the Abomination. You'll run into Zacht's Katarina again. Beat it down, then continue west. Defeat three Baby Behemoths again, then wait for Zygard to appear. Chat with Zygard, wait for him to leave, then, wait for miss Anhj to appear. Report to her, then head back to Radieux Monde in order to claim your reward from the saloon owner that gave you the mission you've just completed. She gives you [10,000 Perla]. It's time to head back to The Order now. ------------------------------------------------------------------------------ The Order ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Nahda's Jewel................[ ] | | | +-------------------------------------------------------------------+ First, visit Jerro at the Lab to get [Nahda's Jewel] back. Unfortunately, Jerro was not able to make Nahda's Monster return to the jewel. You'll have to go and deliver an empty jewel to Nahda later after all. Sad stuff. Alright, now head into the Academy and talk to Anhj to get your next mission. The government in the capital city have requested your help this time. Now, talk to everyone before leaving The Order's Island. Buy prisms of all sorts from the item shop in Azure Monde, then head out to the World Map. Now, Mirac Nera, the capital city, will get unlocked in the southern end your map. Before going there though, head north to Hasi Maza and deliver Nahda's Jewel, then go south to Mirac Nera. ============================================================================== Onwards To The Capital City - [Vice005] ============================================================================== Mirac Nera is a pretty big city. It even has two city plazas! Anyway, what you're here to do it to head for the State Office in the middle of the city, so do that now. The Chancellor meets you. Something is familiar with him, don't you think? He wants you to head to the west where the government is running a mining facility, since an Abomination has been sighted there. The chancellor has contracted Zacht as well, so he will be following you to the mine. Wow! Oh well, Zacht decides to head over to the mines by himself. Thank god. Talk to everyone before leaving the State Office. Leave the city now, and head west to reach the mining facility. This is going to be fun! I hope! Yeah! Wooh! ------------------------------------------------------------------------------ Mining Facility ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Biscuit Tin..............[ ] Angel Feather...........[ ] | | Mythril..................[ ] Family Pack.............[ ] | | Earth Ring...............[ ] Moon Teardrop...........[ ] | | Desert Rose..............[ ] Covenant................[ ] | | Necronomicon.............[ ] Amulet..................[ ] | | Beef Steak...............[ ] | | | +-------------------------------------------------------------------+ - NOTE: From this part of the game and onwards, it is important that you train several Monsters, so that each of your party members has more than just one trained Monster each. This way, you can just switch Monsters if you run into a tough situation where you're low on JP, or facing an enemy that isn't weak against your currently summoned Monster's abilities - Listen to what Anhj has to say, then start moving. There are several entrances here at the mining facility. First, leave the place then return so that you can walk into the entrance behind the place that Anhj was standing before you left. In here, you will find a [Biscuit Tin] and [Mythril]. Now go back outside, then enter the westmost entrance. The northern one is a dead end. Once inside, run west down some stairs. There are many new Monsters in here, so make sure you catch some of them using prisms. Anyway, at the bottom of the stairs, go north. You'll find another set of stairs, so walk to the top of those. Right now, you won't be able to progress further north or east, so go west and keep running until you find a save point. Head west from the save point and run up some stairs to meet your friends from The Order. There is a block on your left side. Ignore it and go north to find an [Earth Ring], then return and remove the block using the Reveal field ability. Press the switch on the other side, then go east down the stairs again. Head south at the first fork to find a room with a treasure capsule in. This capsule contains a [Desert Rose]. Head back to the save point, and go south from there. Continue west until you run into Zacht's Katarina Monster. Give it a good beating to show him who's the boss around here, then watch that coward Zacht escape. Remove the block on your left side using Reveal, and grab the [Necronomicon] from the room on the other side. Head back to where you met Zacht, then go north from there. Continue north past some platforms and summoner. As you can see, there are some stairs leading downwards in here. Before going down those stairs, run north to find a [Beef Steak]. At the bottom of the stairs, head east into a new room, where you will find a save point. This is the second save point of the mining facility. Go south from the save point, then head east to meet the Katarina Monster again. Holy cow, does Zacht never learn? It certainly doesn't look like it. Anyways, kick Katarina's butt this time as well, then go east to a new room. There is a treasure pod at the other side of a gap in here, but you need a new field ability to get there. Head east. There is a capsule at the other side of a gap here as well. Ignore it for now, and remove the block in the northern part of the room to get [Angel Feather], [Family Pack] and [Moon Teardrop]. Go back, then exit to the south. Remove the block here to find a [Covenant] and an [Amulet]. Nice! Head east past some stairs and into a new room. Use Reveal to make a bridge block appear in the gap, then save at the other side. Before continuing, make sure that you've got several Monsters trained, as there's several battles just ahead. +----------------------------------------------------------+----------------+ | Boss Battle: Viert | Element: Fire | +----------------------------------------------------------+----------------+ | You'll meet two Pixy Devils and a Viert Monster in the next room. Take | | down the devils first, then take out the Viert. Since the Viert is a | | Wind type Monster, Ice is great against it, but you should be fine even | | if you don't have any Monster with Ice abilities. Once you've beat the | | Viert once, watch the scene, then prepare for more battle. If you're low | | on JP, switch your Monsters out with other ones from your rearrangement | | screen. The battle is against the Viert and two new Pixy Devils, just | | like earlier. Shouldn't be too hard. Zygard appears, breaks a machine, | | then leaves the rest to you. Defeat the Abomination once more. This is | | the last time you'll have to fight it. | | | +---------------------------------------------------------------------------+ Your Summoner Rank rises after the battle, so be happy. There's still treasure left in the mining facility, but you can't get them yet, so leave the facility. Head back to the capital city, Mirac Nera. ------------------------------------------------------------------------------ Mirac Nera ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Hover................[ ] | | | +-------------------------------------------------------------------+ Head over to the State Office and tell the chancellor that you've killed the Abomination in the mining facility. You'll get introduced to Eazard, the man that rules the whole country. He's real mighty! Eazard is a busy man, and leaves after thanking everyone - especially Vice - for carrying out the job successfully. Your reward is the field ability [Hover]. Using this ability, you can hover in the air, traversing areas you couldn't cross earlier. The ability can only be used in certain places, though. Let Skipper and his team leave town now, then head back to the mining facility to get some items. ------------------------------------------------------------------------------ Mining Facility ------------------------------------------------------------------------------ +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | 5000 Perla...............[ ] 2000 Perla..............[ ] | | Ice Ring.................[ ] Fortune Belt............[ ] | | Holy Water...............[ ] Astral Crown............[ ] | | Apollo Cape..............[ ] Wind Ring...............[ ] | | | +-------------------------------------------------------------------+ Since you got the Hover ability in Mirac Nera, you can now get the remaining items from the mining facility. Allright, there are several entrances at the beginning of the area, remember? Head into the northern one first, hover over the gap there, and run into the nearby building. In here, you will find [5000 Perla] and an [Ice Ring]. Grab those two items, head back outside again, then head into the western main entrance. Run down the stairs, then walk west to the first save point of the mining facility. From here, make your way all the way down to the second save point. You've been there earlier, remember? Hover over the gap north of the save point, grab the [Holy Water], then continue north into a new room. Head west, then follow the path up some stairs. You will eventually end up in a dead end, where two capsules containing an [Apollo Cape] and [2000 Perla] can be found. Now, head back, and go east instead of returning back south to the second save point. Head south at the next intersection to find a [Fortune Belt]. Further east there is a lonely soldier, but there is no point in seeing him. Hover south from where you found the fortune belt, and go one room east to find the very last item, which is an [Astral Crown], placed at the other side of a gap. Hover to get the crown. Now you can exit the mining facility. Since you now know how to hover, you can go back to the bottom of the Training Ground dungeon, and hover over the gap there to find a [Wind Ring]. Afterwards, head back to The Order to see Anhj. ------------------------------------------------------------------------------ The Order ------------------------------------------------------------------------------ At the Academy, Anhj explains that an Abomination at the top of the lighthouse near Radieux Monde is preventing the workers from finishing their work. Your job will be to kill this Abomination. Without further ado, go south towards the Lighthouse, once you're prepared. ============================================================================== The Abomination in The Lighthouse - [Vice006] ============================================================================== +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Biscuit Tin..............[ ] Biscuit.................[ ] | | Mythril..................[ ] Orichalcum..............[ ] | | Angel Feather............[ ] Angel's Trumpet.........[ ] | | Soma Goblet..............[ ] Orichalcum..............[ ] | | Dew Ring.................[ ] 2500 Perla..............[ ] | | Thunder Ring.............[ ] 1000 Perla..............[ ] | | Holy Ash.................[ ] Necronomicon............[ ] | | Angel Feather............[ ] Angel's Trumpet.........[ ] | | 1000 Perla...............[ ] Necronomicon............[ ] | | Antidote.................[ ] Holy Water..............[ ] | | Desert Rose..............[ ] Soma Goblet.............[ ] | | | +-------------------------------------------------------------------+ After heading down a small set of stairs you will run into a block. There's doors at both right and left sides of this block. Head into the one on your right side and keep walking a little while to find [Biscuit Tin] and [Mythril]. Go back to the block, remove it using the Reveal ability. Run down some stairs, hover over a gap and grab the [Angel Feather] at the other side. Hover back over the gap, and continue downwards. Hover over the gap at the bottom. You'll find a dark area. In the western part of this dark area, there is a [Soma Goblet] inside a capsule. Take it, then head a little north and hover east over a gap. Exit in the southeastern end to find another dark room. Use Reveal to remove the block in this room. At the other side you will find a room that is not darkened. There is a square mark on the floor. Just ignore the mark for now, and pick up the [Dew Ring] and [Thunder Ring] from above the mark. Now backtrack to where you found the first block in the Lighthouse. Head left from here to find a save point. Go north from the save point, east up some stairs, then remove to block in the room at the top. Run through the room behind the block to find two treasure capsules containing [Holy Ash] and an [Angel Feather]. Go back to where you removed the last block, and exit in the southwestern corner. Keep running until you find another save point. Make sure you save your game here. Continue running upwards along the stairs ahead. At the very top of the stairs, grab [1000 Perla] from a capsule left of the nearby door. Then, head through the door. Save using the save point, then run up one of the stairs ahead. It doesn't matter what one you choose, as you'll end up at the same place, without missing any items, no matter what one you choose. They aren't very long either, after all. In the next room there's some stairs leading west. Before heading up there, grab the [Antidote] from the capsule at the bottom of the stairs. Run upstairs, head into the door at the top, run down a small set of stairs to find three capsules - one of which is at the other side of a gap. The capsules contain the following items: [Desert Rose], [Biscuit] and [Orichalcum]. Now exit in the upper left end of the room. After reaching the top of the next stairs, you will find a room where you can hover over to the right part to find an [Angel's Trumpet]. North of the trumpet there is a block. Remove it. There's lots of items behind the block: [Orichalcum], [2500 Perla], [1000 Perla], [Necronomicon], [Angel's Trumpet] and finally, another [Necronomicon]. Exit the previous room in the upper right end, then run up to the top of some stairs where you'll find another room with a block in. Remove the block and run through the passage behind it. Continue running to find a balcony with some [Holy Water] on the ground. Return to where you removed the last block, then head north. Walk until you find another save point. Near the save point there is a capsule containing a [Soma Goblet]. Go east now. Zygard is waiting for you here, warning you about the Abomination ahead of here. Ignore his warning, and keep running upwards into an elevator. +-------------------------------------------------------+-------------------+ | Boss Battle: Funft | Element: Thunder | +-------------------------------------------------------+-------------------+ | Funft has two Thunder Golem guards. All of the enemies, including the | | boss, are thunder type Monsters, which means that earth type abilities | | are great for using against them. Funft's Plasma Bite ability does only | | hit one target each time it's used, so don't worry too much about it. | | Concentrate on defeating the golems first, and heal whenever needed, | | using either items or abilities. Whatever you do, do not use thunder | | abilities on Funft, as it will restore a little of his LP. | | | +---------------------------------------------------------------------------+ As always, your Summoner Rank rises after defeating Funft. Head back to see Zygard again. Zygard does something that might look a little terrible, but I won't spoil it for you. Go back to The Order afterwards. In the Academy, Anhj says that a woman named Zandra in Mirac Nera wants your help. So, what can you do? Just head over to Mirac Nera at once, and speak to Zandra in the westmost residence in town. She's a lady with brown eyes and black hair. Zandra explains that her son Gymil has been missing for a while. He's a soldier, and was last seen in the mining facility west of Mirac Nera. Head over to the mining facility right away, after talking to Zandra. ============================================================================== Zandra and Her Missing Son - [Vice007] ============================================================================== +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Gymil's Letter...........[ ] Trap....................[ ] | | 15,000 Perla.............[ ] | | | +-------------------------------------------------------------------+ Now that you're in the mining facility, make your way down to the second save point. You've been there several times before, remember? Hover north from the second save point, then head east as far as possible to meet Zandra's son. He gives you [Gymil's Letter]. Bring it back to Zandra in Mirac Nera. Zandra says that an enormous Abomination is flying towards Mirac Nera. Vice and his friends head over to the city plaza, where they can see the Abomination. Zacht appears as well, wanting to fight you. Take his Monster down, as usual. The big Abomination has reached the plaza now. Give it a good beating, since it's not strong at all, to receive yet a Summoner Rank upgrade. Now you can handle Monsters up to level 24. Head over to the State Office to report your bravery. Your reward is [15,000 Perla]. Try leaving Mirac Nera now, to meet Zandra again. She stops you, so don't worry about not finding her. Give her the letter you got from her son. Zandra gives you [Trap] which is a field ability. Using traps, you can capture Monsters in dungeons, but traps can only be placed at special square marks that can be found on the ground in certain rooms. Depending on when and where the traps are placed, different Monsters can be captured by using this field ability. Try it out sometime you want to. Zegalia Ruins will now appear on the world map just east of Mirac Nera. Go there right away to check the place out. I promise you won't regret it. I also promise that to make progress with the storyline, you'll need to go there. ----------------------------------------------------------------------------- Zegalia Ruins ----------------------------------------------------------------------------- +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Light Prism..............[ ] Mythril.................[ ] | | Holy Water...............[ ] Anima Nectar............[ ] | | Soma Goblet..............[ ] Ring of Fortitude.......[ ] | | | +-------------------------------------------------------------------+ Run northeast until you reach the throne room. The throne has been destroyed by an Abomination. Or at least, Vice says so. Examine the throne again to find a secret passage. Run downstairs and grab the [Light Prism] on your left side before exiting the current room in the eastern end. Go south at the first fork to find a room with a pillar in the middle. Use Reveal to make a square-formed bridge appear. Walk onto the pillar and grab [Holy Water and [Soma Goblet]. Head back to the previous corridor, exit east. There's a container in the next room. Hover over a gap to get it. The item is a [Mythril]. Continue east to find a dark room with an [Anima Nectar] inside. Head one room back, go south. Two weird pillars can be found in this room. If you try examining the pillars, you won't see anything but weird letters, looking similar to Russian. I doubt Russian people have been here earlier, though. Anyway, near the westmost pillar there is a block. Remove it using the Reveal ability to find yet another pillar. Oh well. Go back to the first two pillars and run south. There is a save point in this room, so make sure you heal and save there. Remove the block left of the save point, and continue walking to find another pillar. Go back to the room with the save point, and exit to the south. Walk through a corridor to find a dark room. In the dark room, there is one exit leading north and one leading right. Head into the northern one and examine the crystal there to start a battle against a Dritt Abomination. Beating it shouldn't be hard at all. Afterwards, exit to the east. Go north from here to find a room with some machines in. Head east from the machine room, then go south to find a block. Remove the block to find a [Ring of Fortitude] at the other side. Now head back to where you found the block just a second ago, and go east. Follow the path until you find a room with some tables in, just right of the entrance. There's also some prison cages in the western part of this room. Save in the bottom left cage. In the cage just north of the one with the save point, there is a jewel hanging on the wall. Examine it for a small scene. Some boulders will fall down, blocking the way out of the cage. First examine the boulders, then examine the cracks in the wall, just left of the crystal. Examine the boulders again to trigger another scene. Now, examine the cracked wall. Sorry if this is taking too long -- blame the developers, not me. Run through the hole in the wall to meet Zygard. He was the one that blew the wall open. He says that there is no Abomination for Vice to fight here in the ruins, and recommends heading back to The Order right away. Things go out of control, mainly because of Vice's temper, so you'll have to fight Zygard's Monster, Griffin. There is no way to win this battle, but no way to loose either, since Zygard is such a nice guy. Wait for Anhj to come running, wanting to fight Zygard. Zygard defeats her, and for some reason, your Summoner Rank rises afterwards. The whole place starts shaking, and Zygard runs away. Head back to The Order. ----------------------------------------------------------------------------- The Order ----------------------------------------------------------------------------- +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Illuminate...............[ ] | | | +-------------------------------------------------------------------+ Skipper is waiting for you in the Academy, so go see him right away. Lynn tells another prophecy now. She says to go back to 'the peak that breathes fire'. Now where might that be? You don't remember? That's not weird, since you've never been at such a place. Lynn has been however. Anyway, when you get the chance to ask Lynn what this is all about, ask her. Lynn explains that she comes from an island named Nuga Salan. Lynn says that the prophecy just now was a warning, and that she must return to Nuga Salan. Buy some prisms, do some Amalgamy, then return to the academy once you're ready. Anhj gives you [Illuminate], which is a new field ability that lets you light up dark rooms and areas. Nuga Salan is an island located south of the main continent. Go there. ============================================================================== Visiting Nuga Salan - [Vice008] ============================================================================== The elder greets you once you arrive at Nuga Salan. Head out to the World Map again after speaking with the elder. Just north of Nuga Salan, an area named Flamme Mort has appeared. Why don't you go examine the place? ----------------------------------------------------------------------------- Flamme Mort ----------------------------------------------------------------------------- +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Fire Prism...............[ ] Flame Ring...............[ ] | | Holy Ash.................[ ] War God's Axe............[ ] | | Beef Steak...............[ ] Vishnu Mask..............[ ] | | Snake Amulet.............[ ] Anima Nectar.............[ ] | | Mythril..................[ ] Panacea..................[ ] | | Gold Pocket Watch........[ ] Mythril..................[ ] | | 10,000 Perla.............[ ] Melon Crate..............[ ] | | Elixir...................[ ] 20,000 Perla.............[ ] | | | +-------------------------------------------------------------------+ Some King Behemot Monsters come running at you once you've entered Flamme Mort. Take them down. The other team will stay behind guarding the place, so head east inside the cave yourself. Remember to save near the entrance. There is a summoner just east of here. Walk past her, into a new area. Continue running until you see a treasure capsule, just below a door leading west. There is a [Fire Prism] inside the capsule. Now, behind the door leading west there is some [Holy Ash] waiting for you. Head southwest into a new area and grab the [Beef Steak] from the ground. Now, from the steak, head southwest. Continue following the path until you reach a passage leading south. There is a [Snake Amulet] just east of this passage. Take it, then walk through the passage to find some [Mythril] at the other side. Now hover east over a gap, grab the [Gold Pocket Watch] at the other side before going east again. Here you will find the second save point of Flamme Mort. Save your game and heal. You will see there is a path below the save point. Before go to the north room to continue the journey, take the passage which is below the save point and hover east through the gap and enter the next room at the north. In this room you will find a large square on the floor and two capsules. Forget about the square and grap the [10,000 Perla] and [Elixir] from the capsules. Now go back to the second save point to continue. Now from the save point go north and keep running until you find a dark room. Use Illuminate to light the place up. Run west in the now lightened room and remove the block you find. There is a [Flame Ring] at the other side, so make sure to take it, then return to the room where you removed the block. Run west to find another save point. From the save point, hover west over a gap. You will find the [War God's Axe] at the other side. Take the axe, then head north to find [Vishnu Mask]. East of the mask there are gaps, and a path. Follow the path first to find some [Anima Nectar], then hover east over the gaps. Continue east until you find a gap, which does not let you hover over it. Use Reveal here to make a pad appear. Now you can safely hover to the other side of the gap. Lucky! In the next room, there is a gap in the right end and a passage in the left end. Head into the passage in the left end to find another save point. This is the third save point in Flamme Mort. Head north from the save point and keep walking north until you find some relics floating in the air, close to some pillars with weird writing on. You aren't able to understand what's written on the pillars yet, so go one room back, and head east. From here there is only one way to go for a while, so follow it until you run into a block. Remove the block using Reveal and fight the Magma Tortoises who are waiting inside. After beating the tortoises, the game tells you that 'a seal has been broken'. This means that one of the relics from earlier has been removed, which is good. Now go south from this room to find a [Panacea] close to where the block was placed before you removed it. Alright, now head back to the previous save point, then a little north, but before you reach the relics, head west. Some Ashen Lions are waiting for you at the end of the road. The last seal, or relic, gets removed after the battle. So, walk past where the relics were blocking the road earlier. There is a save point not too far ahead. West of the save point there is a dark room containing [Mythril] and a [Melon Crate]. Head back to the save point, go north. Continue running until you find the Abomination you've been looking for. +-------------------------------------------------------+-------------------+ | Boss Battle: Siebt | Element: Fire | +-------------------------------------------------------+-------------------+ | Two Fire Wyverns are guarding Siebt. If you've been training regularly, | | your monsters should be at a higher level than them, so just go ahead | | with defeating them. Now, concentrate on Siebt. He's a fire type monster, | | so using Water abilities is the best thing you can do here. Watch out | | for Siebt's Heat Rush ability, which targets all your monsters at once, | | then just defeat him. The battle shouldn't be hard at all. | | | +---------------------------------------------------------------------------+ The elder gives you lots of money. Your share is [20,000 Perla]. You might want to buy some stuff at the item shop before heading north to The Order again. I don't need to tell you this, but your Summoner Rank has once again leveled up. Anyway, back at The Order, go into the Academy to see Anhj, as usual. She says that the great Jewel Festival is going to start today. The festival is held in Mirac Nera, the capital city. Head over there right now. ============================================================================== The Jewel Festival in Mirac Nera - [Vice009] ============================================================================== +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Decode..................[ ] | | | +-------------------------------------------------------------------+ Talk to Kasaar at the northern plaza, then go see the State Office. Listen to Eazard as he explains how Jewel Power came to be. After the speech, both Zacht and an Abomination appear. They're not on the same team though. Deal with the Abomination yourself, and let Skipper fight against Zacht. The Abomination is an Acht, and not very hard to beat. First take out the Golems that are guarding it, then defeat the Abomination itself. If you don't take out the Golems first, Acht will just heal himself and the Golems in an infinite circle. After the battle, your Summoner Rank rises. Zacht tried to run away, Zygard stop him. Zygard warns Vice -- he says that he shouldn't trust The Order. Especially not the ones close to him. Anhj comes running, and recognizes Zacht. She calls him Nyssif, which is his real name. After Zacht has left, Anhj has a new mission for you. The client that has requested help lives in Mirac Nera, in the item shop. Go there now to find out what it is you need to do. The shopkeeper wants you to investigate Zegalia Ruins, since he believes the country's army is planning a full scale attack there. Officially, the attack is going to be carried out in order to kill some Abominations, but the shopkeeper thinks that this is only an excuse, and not the real reason behind the attack. The shopkeeper gives you the [Decode] field ability, which is used to read the ancient writing on those strange pillars you've seen earlier. Go east from Mirac Nera, and head into the ruins again. ----------------------------------------------------------------------------- Zegalia Ruins ----------------------------------------------------------------------------- +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Earth Prism..............[ ] Family Pack..............[ ] | | Elixir...................[ ] Necronomicon.............[ ] | | Orichalum................[ ] Covenant.................[ ] | | Holy Ash.................[ ] Mythril..................[ ] | | 30,000 Perla.............[ ] | | | +-------------------------------------------------------------------+ You've been here earlier, so just head down to the two first pillars and use the Decode ability to find out what is written on them. Then, head west from the two first pillars and read what's written on the third pillar. Go south to the first save point, and head west from there to find the fourth pillar. Now, from the save point you saw a moment ago, head south. Keep on running for a long time, through all the areas you walked through last time you were here. After a while you'll reach the room with all the machines. From there, go east, then head north to find a huge square-formed room. Examine the wall in the northern part of the room. A secret passage opens up. Crazy stuff! Head inside! Run down the stairs in the next room (after reading the text on some pillars), and in the next room, below another set of stairs, you will find an [Earth Prism] and an [Elixir]. Take those two items, then continue east. Head north now to find a dark room. Light it up using Illuminate, then grab the [Orichalum] from the balcony. The item below the balcony can not be reached right now, so just keep on reading. Ok, go back south out of the dark room, then head east. You will arrive in a corridor with several passages in. First, head into the upper left passage to find the item that you saw below the balcony a moment ago. This is some [Holy Ash]. Back in the corridor, choose the lower right passage this time to get a [Family Pack]. From the room with the family pack in, head east and continue walking until you find a small room containing [Necronomicon] and [Covenant]. Now, head back to the corridor. Finally, back in the corridor again, walk through the upper right passage. Continue following the path. You will find a save point after a while. Ignore the passage at the other side of the gap in this room, and head west instead. Continue west until you find a room with a giant supportive pillar in. From this room, head north, then go east to find another pillar with ancient writing on. South of the pillar, there is some [Mythril] waiting for you. Head east from the room with the pillar and press the switch ontop of the stairs. Head east down another set of stairs, then save at the bottom. Zygard is waiting for you ahead of here. Just attack his monster until the battle ends. There is no way to defeat him. Suddenly, Razni and Anhj appears. Watch the battle, then dance a little, since your Summoner Rank levels up. Head back to Mirac Nera and report to the owner of the item shop. The owner gives you [30,000 Perla]. Go back to The Order. ----------------------------------------------------------------------------- The Order ----------------------------------------------------------------------------- Razni is waiting for you inside the Monolith building, so go there. Razni tells you a little information regarding Zygard, then leaves. Mikaela approaches you afterwards, wanting to talk with Vice. Listen to what she says, then head north to Hasi Maza, Vice's hometown. ----------------------------------------------------------------------------- Hasi Maza ----------------------------------------------------------------------------- Go inside Vice's house in the eastern part of town. Vice's father meets you. Let Vice's father talk until he's done, then go to the Zegalia Ruins again. ============================================================================== After Visiting Vice's Dad - [Vice010] ============================================================================== +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Covenant.................[ ] Sage Cloak...............[ ] | | Moon Teardrop............[ ] Melon Crate..............[ ] | | Mythril..................[ ] Fellowship Bracelet......[ ] | | | +-------------------------------------------------------------------+ Make your way to the square-formed room in Zegalia Ruins, then progress to where you met Zygard and Razni last time you were in the ruins. Zygard meets you, and he says that he is here to escort Vice and the others. Follow Zygard down some stairs, where another save point is located. Before heading north to meet up with Zygard, head left from the save point instead. There is a pillar and a block in this room. Remove the block to find a room with another block, and a passage in the lower left corner. Remove the block and keep walking until you find a [Covenant] and [Moon Teardrop]. Head back to where the previous block was located, then walk through the passage in the lower left end of the room. There is some [Mythril] and a block at the other side. Remove the block to find a trap square at the other side. Now head back to the save point. Now it is time to head right from the save point. Continue right until you find a room with two passages. One in the upper right end, one in the lower right end. Head through the upper one first to find a [Sage Cloak] and another block. Remove the block to get a [Melon Crate] and a [Fellowship Bracelet]. Now head back and walk through the lower right passage from earlier. There is nothing but a pillar there. Go back to the save point and head north to meet Zygard. Follow Zygard further north after a short conversation. You'll meet Ningnir, as well as some one else... someone special. After a lot of text, your Summoner Rank will rise. Now, after leaving the ruins, go to Mirac Nera. ----------------------------------------------------------------------------- Mirac Nera ----------------------------------------------------------------------------- Try going into the State Office. You'll meet the gloomy chancellor and some soldiers. They'll escort you to Eazard's whereabouts. You'll have to stay at the State Office for a while now. The next morning you should head over to the Mining Facility, west of Mirac Nera. ----------------------------------------------------------------------------- Mining Facility ----------------------------------------------------------------------------- +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Orichalum................[ ] Sage Hat.................[ ] | | Thunder Prism............[ ] Melon Crate..............[ ] | | Moon Teardrop............[ ] Witch's Rouge............[ ] | | Obsidian Mirror..........[ ] Soma Goblet..............[ ] | | | +-------------------------------------------------------------------+ Have you started to notice that a lot of the stuff going on right now is actually backtracking to places you've been earlier? Anyway, head down to the entrance of the main building to find a bridge that has been lowered down to the floor. Now, you can't get past the gap above it, as the bridge has been lowered. Head outside again, then walk into the northmost building. Hover over the gap in there, and walk north to find the Control Room. Examine the control panel and switch out the old batteries in it. Head back to the bridge from earlier, which has now been raised. Walk past the bridge. In the next room there are lots of cryo glasses. Keep walking until the path splits. Head left at the fork to find an [Orichalum]. Back at the fork, go right. Continue right until you run into a [Thunder Prism]. Left of the prism there are some stairs. There is a [Moon Teardrop] at the bottom. Now head to the top of the stairs again and go west, following a path south of the one that brought you here. In the next room you will find a save point. Go one room right and head south up some stairs. At the top of the stairs, head east down another set of stairs. Hover over the gap down here to find an [Obsidian Mirror]. Hover back south again and head east into a new area. Follow the path until you find a switch. Step on it, then continue east to find a room with a [Sage Hat] in. After getting the hat, run back to the previous save point to heal and save your progress. Now, at the top of the stairs east of the save point, head south instead of continuing east like you did earlier. A hover pad has appeared since you pressed the switch some seconds ago. Well, hover east over the gap, grab the [Melon Crate] and then continue running east. Ignore the block north of the melon crate, and head further north instead. Follow the path, and when it splits, continue east to reach a save point. From the save point, go north to find a switch on the floor. Step on the switch to activate it. Now, head west from the save point. You will run into a room containing [Witch's Rouge] and a [Soma Goblet]. Alright, with those two items in your inventory and the switch activated, head back to the room where you found the melon crate. There is a block in this room, remember? Remove the block and walk through the passage. A hover pad has been raised in here, as you activated the switch earlier. Hover north over the gap to find a save point. Now run down the stairs left of the save point. Time for some fighting. +-------------------------------------------------------+-------------------+ | Boss Battle: Neunt | Element: Earth | +-------------------------------------------------------+-------------------+ | Make sure that your monster never fall below 1/2 of their total LP during | | this battle, as Neunt's fury ability deals some nasty damage when used. | | You should also ignore the usually elemental relationships, as most | | elemental abilities will simply be reflected if you use them on Neunt. | | Fire abilities are effective against him though, and will not be | | reflected. The same goes for normal, non-elemental abilities. | | | | Get rid of the lion guards first, as usual, then concentrate on Neunt | | itself. Eat food and heal your monsters regularly, and you'll be fine. | | Also, the boss has an ability where it can boosts its own attack power | | the next turn. When he does this, guard your monsters the following turn. | | | +---------------------------------------------------------------------------+ Now it's time to go back to The Order again. ----------------------------------------------------------------------------- The Order ----------------------------------------------------------------------------- Speak with Razni and wait for Zygard to appear. Watch the following fight, then listen to what Zygard explains about Anhj. I was shocked the first time I heard it, you might be too. Zygard says that you should return to the monolith once you're ready. Buy some healing items, maybe some equipment as well, then return to the monolith again. Also, from now on you can only use Amalgamy from the main menu, not from the lab at The Order. You'll have to fight Licht, which is not hard to defeat at all, at level 24. After the battle, you'll get Deus, a monster. Now defeat Skipper's team in Azure Monde, then head for Mirac Nera. ============================================================================== Escaping To Mirac Nera - [Vice011] ============================================================================== +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Stuffed Dragon...........[ ] Icarus Wing..............[ ] | | Easter Egg...............[ ] Solomon's Ring...........[ ] | | | +-------------------------------------------------------------------+ If you've got Elly in your team, head over to the northern plaza to get a [Stuffed Dragon] from Kasaar. If you have Elly in your party, you can also take a quick trip over to Nuga Salan and talk to the elder there. He will give you an [Easter Egg]. There's also nice stuff for you if you have Grey in your team: Just go to the Old Road area and talk to the Caravan Leader in order to get the [Icarus Wing]. If you have Bargus in your party, you can get [Solomon's Ring] by speaking to Nahda in his house in Hasi Maza. You can't get all four items on one savegame, only two of them, depending on your members. Now go to the State Office. Eazard gives you a choice this time. Depending on what you answer, you will either continue directly to the Monolith, where the true ending is, or go to the prison in the Underground Maze. Game Ending 1 - I don't Mind = Go to the Monolith Game Ending 2 - I'm Ending This = Go to Prison/Underground Maze Choose whatever you'd like. I'll cover both paths in the walkthrough, just below this paragraph. To get the ending you don't choose now, you'll have to replay the whole game again, so you might want to take backup of your current savegame before proceeding. ============================================================================== Ending I - Underground Maze - [Vice012] ============================================================================== +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Gold Bracelet............[ ] Dew of Eden..............[ ] | | Sentinel Bangle..........[ ] Shadow Ring..............[ ] | | Golden Apple.............[ ] Melon Crate..............[ ] | | Perceus Bracer...........[ ] Desert Rose..............[ ] | | 1000 Perla...............[ ] Elixir...................[ ] | | 5000 Perla...............[ ] Elixir...................[ ] | | Soma Goblet..............[ ] | | | +-------------------------------------------------------------------+ - The Maze is a very big dungeon, and getting to the end of it might be confusing. Because of this, I ask of you that you read the following paragraphs very carefully. There are several save points in the dungeon, each of which has been capitalized when mentioned for the first time - First, talk to your two team mates, then talk to the soldier outside of the prison twice. The shopkeeper from the item shop in Mirac Nera comes to rescue you. Yatta! Save Bargus' parents (the whole thing goes automatically, you don't have to lift a finger yourself), then go west to the underground maze that has appeared on the world map. Run down the stairs at the beginning, then head into the passage in the lower right end. The FIRST save point can be found here. Head through the southmost passage leading left from here to find some Mithril Tortoises that you need to beat. The game tells you that 'the influence of evil' is weakened once you've won the battle. Now, back in the room with the first save point, head through the southmost passage leading right. You will reach the room with the save point again, but at a higher level. Hover over the gap to find a [Gold Bracelet]. Hover left from here, remove a block and go south at the fork to find a switch on the floor. Activate it, head one room back and go west to find another dark room. Illuminate to lighten up the room. In the middle there is a capsule, as you can see. Use Reveal to make a hover pad appear, so that you can get the item, which is a [Sentinel Bangle]. Now go back one room and hover further west. Run down some long stairs to find some Golden Kirins. Defeat them all to lower 'the evil power' again. Now return to the first save point. The upper left passage is where you should go now. Remove the block in there, and defeat the Triceratops monsters behind it. From where you removed the block, head one room north to find some stairs leading north and a passage leading west. Run up the stairs to find a [Golden Apple] and a block. Remove the block to find a [Perceus Bracer], then walk back down the stairs and through the passage leading west. There's [1000 Perla] for you there. Now, return to the room with the first save point again. This time, run through the passage in the upper right corner of the room. Afterwards, head as far north as possible (not up the stairs) and walk through the passage leading right. Now run south, and when you get to the broken floor, head into a new passage to the east. At the end of the path there is a switch for you to activate, and a block. Remove the block to find a prison room with yet another switch. Activate it, then head back. Run up the stairs you passed two rooms ago, then go east from the top of the stairs. Head east past a bridge to find some Steel Griffins. Defeat them. Backtrack to the first save point. Go directly north from the save point this time. When the path splits, go left, then hover over the gap at the end of the path. Head north from here, follow the path the only direction it leads until you find the SECOND save point, near some broken floor. Head east from the save point. Use reveal to make a hover pad appear, then hover over the gap to find [5000 Perla]. Exit in the lower left corner of the room now. There is nothing to the south, so exit in the upper left corner again. Run down some stairs, and in the next area grab a [Soma Goblet] and remove a block. At the other side of the block, keep running to find a [Dew of Eden], then go back to where you removed the block. Head through the passage in the northern end of this room this time. This is where the THIRD save point is. North of the save point there is a pillar in the middle, and passages at all sides of the pillar. First, go west to find a room with lots of purple mini pillars. Hover over the gap in this room and go north to find a block. Remove the block to find a [Shadow Ring] and a trap square. Now head one room back south (to where you removed the block) and exit east to find a new pillar ontop of an altar. Continue east from here to find the FOURTH save point. North of the save point there is a [Melon Crate] and a [Desert Rose]. Now go east from the save point. Head east once more, then west to find [Elixir] and another [Elixir]. Now head east out of the rooms with the elixirs, then go east once again. You will arrive in a very long corridor with lots of passages. Exit this corridor in the southern end to find another altar with a pillar ontop. West of the altar there is a block for you to remove. Run west now until you reach the FIFTH save point. Holy cow, this is starting to get mad. Dash north from the save point to find a huge area with purple lava on all sides. There is a path in the middle, so just keep on walking north. Eazard is waiting for you at the throne in the northern part of the area. Eazard makes a Steel Behemoth attack you. The Steel Behemoth is not stronger than any other monster you've faced in the maze, so taking it down shouldn't be too hard. Listen to Eazard's explanation, then prepare for battle. +-------------------------------------------------------+-------------------+ | Boss Battle: The Destroyer | Element: Dark | +-------------------------------------------------------+-------------------+ | First of all, you can't see the targets' LP bar clearly, but killing | | them of is possible, you just don't know exactly when the targets die. | | | | This is a giantic creature, but beating it isn't as hard as it might | | look. There are three targets. The main target is dark-aligned, while | | the two other ones are ice and water-aligned. Concentrate on the ice | | target first (using either normal or elemental abilities), then attack | | the water target, using either normal or elemental abilities. If you use | | the elemental abilities that are supposed to be strong against each | | of those two targets, the damage might be mirrored back on your own | | monster. So, for example, avoid using thunder against water in this | | battle. Start attacking the dark target using elemental abilities once | | the two other ones have been defeated. | | | | The boss likes to disable your monsters' ability to use items. If this | | happens to you, make sure you either heal the monster using a light | | healing ability, or let another monster use healing items on the one | | that can't use items. The battle isn't too tough, if your monsters | | are on level 25 or higher. Keep on attacking the dark target of the | | boss until it dies. That's all there is to it. That, and healing. | | | +---------------------------------------------------------------------------+ ============================================================================== Ending II - The Monolith - [Vice013] ============================================================================== +-------------------------------------------------------------------+ | I t e m C h e c k l i s t | | | | Covenant.................[ ] Light Prism..............[ ] | | Panacea..................[ ] Elixir...................[ ] | | Dark Prism...............[ ] Panacea..................[ ] | | Angel Ring...............[ ] Sacred Arrow.............[ ] | | Soma Goblet..............[ ] Elixir...................[ ] | | Gold Apple...............[ ] Gold Belt................[ ] | | Necronomicon.............[ ] 10,000 Perla.............[ ] | | Soma Goblet..............[ ] Melon Crate..............[ ] | | Ring of Fortitude........[ ] Covenant.................[ ] | | Blessed Herb.............[ ] Pandora's Box............[ ] | | Holy Melon...............[ ] Dew of Eden..............[ ] | | | +-------------------------------------------------------------------+ - The Monolith is a very big dungeon, and getting to the end of it might be confusing. Because of this, I ask of you that you read the following paragraphs very carefully. There are several save points in the dungeon, each of which has been capitalized when mentioned for the first time - Head over to Azure Monde. Mikaela will meet you there. She calls Anhj here as well. Ask Anhj to help you, buy some healing items at the shop, then go to The Order. Anhj leads you to the Monolith dungeon. There are several exits here. First exit in the lower right to find a [Coventant]. Go back to the first room again, and exit in the upper right corner. At the fork, go east to find a switch. Activate it and run back to the fork. Head west this time. In the next room the path splits again. To the left there is a [Panacea] and a passage leading south back to the first room. Ignore the passage that leads back to the first room, and head east instead. You'll find a passage leading east, and a gap that you can hover over to the north. Head east through that passage. Continue east, and hover over a gap. Go one room east, then head north at the fork. Continue north past two paralel stairs, then go west to a new room. There's a fork here that leads to four different directions. If you head south from the fork you will find the FIRST save point. Ok, now head north from the fork, and hover west over a gap. Go south at the first fork to find a [Dark Prism]. Go back the the giant fork near the first save point now. Once again, go north, then hover north over a gap. On the other side, use Reveal to make a bridge block appear on your right side. Walk over the bridge, up some stairs and activate the switch at the top. Now head back to the giant fork near the first save point again. Go west this time, then just west of you close to an entrance leading north there is a hover pad. Hover south two times, then head west at the first fork. You will arrive in another room with a huge fork leading to four directions, but here, there is no floor in the middle. Hover south over this hole to find a switch. Activate the switch, then hover east to arrive in the very first room of the monolith dungeon. Ok, now make your way back to where the hole in the ground was (at the second giant fork), but this time, approach it from the east, since a hover pad has appeared here now after you activated the switch. Hover over the hole, and then run west. At the next intersection, go west to find a pillar. Now, back at the intersection, go north to find the SECOND save point. I hope you're still with me. Head west from the save point, and follow the path until you find an [Angel Ring]. Southeast of the ring you will also find a [Soma Goblet] and an [Golden Apple]. Now head back to the second save point again. This time, head east, and exit the save point room in the northern end. In the middle of the next room, activate a switch. A little east of the switch, there is a hover pad. Hover, then grab the [Necronomicon] at the other side. Now exit this room in the lower right corner. On your left side in the next room, there is a hover gap and a passage. Walk west through the passage first to find another switch located in the room you were in just a minute ago. Activate the switch, then exit in the lower right corner again. In the next room, head right this time, as a hover pad has appeared there. Hover over the gap, then run up some stairs to find the THIRD save point. Now take a break or something, as navigating through the dungeon sure is heavy stuff. You're back again? Great. Ok, from the third save point run north up to the top of some stairs. There is a door leading south at the top. Walk through it. Continue running up stairs until you get to the top, where the path splits. To the south there is just a gap without a hover pad, so head through the passage leading north instead. In the middle of this room, you will find the FOURTH save point. Good job. There are several passages leading out from this room. First, run through the upper left one. Head north at the first fork to find [Soma Goblet] and a [Ring of Fortitude], then run south. Continue following the path until you reach an intersection. Head south to activate a switch, then go east from the intersection. Grab the [Blessed Herb] and [Holy Melon] from the two platforms, then go back to the fourth save point. This time, run through the lower left passage. Hover west over a gap. Now keep running west until you meet a giant monster. Well, sacred dragons. Defeat them, then head back to the fourth save point. This time, exit in the upper right end of the room. There are two hover pads near the entrance. Hover over the southmost one to get a [Light Prism] and continue hovering east. When you get to the far eastern end, run back to the beginning of the room, and hover over the northmost hover pad this time. Keep on hovering east from here until you arrive at a platform with two hover pads on. Hover over the northern one first, to find an [Elixir] in the upper left corner of the room. Make your way back to the platform with the two hover pads on, then choose the soutmost one this time. Head east to meet some Sacred Lions. Kill them off, then go back to the room with the fourth save point. Finally, from the room with the save point, head through the passage in the lower right corner. At the intersection, head south then exit east. In the next room, you can head east to find a trap square. However, that is not related to making progress. What you need to do instead is to use the Reveal ability in the middle of the room to make a bridge block appear on your left side. At the other side of the bridge, there is a [Panacea], [Sacred Arrow] and [Elixir]. Now go back to the save point room and exit north by using the Reveal ability in the northern end. Grab the [Gold Belt] in the small room. Head back to the save room and exit south. Now, a hover pad has appeared here. Hover east. Now run upstairs until you find the FIFTH save point. There's two paths leading north from here. Choose the eastern one first, then grab [10,000 Perla] on the left side. Keep on running north, then hover south over a gap in the next area. Now go west until the two paths meet each other. Hover west to find the SIXTH save point. Before continuing west, exit in the upper right corner and keep on walking right until you find a [Melon Crate]. Now return to the room with the save point, and exit in the lower right corner. Run down some stairs in the next area to find a [Covenant]. Now, return to the save point, then go west. Keep on running west until you see two passages. Head through the eastmost one. Run past a room with a hole in the floor, and grab the [Pandora's Box]. Now run back and choose the westmost passage. Follow the path until you find some huge stairs. Do not run to the top yet. Head east instead, then go north. Follow the path to find [Dew of Eden]. Go back to the huge stairs. Run to the top. The FINAL save point can be found at the top. Just ahead of here, Razni is waiting. After two battles with normal monsters, the final battle will start. +-------------------------------------------------------+-------------------+ | Boss Battle: Razni | Element: Light | +-------------------------------------------------------+-------------------+ | First of all, you can't see the targets' LP bar clearly, but killing | | them of is possible, you just don't know exactly when the targets die. | | | | The boss has three targets. One light, one thunder and one wind. Defeat | | the wind and thunder targets first by using elemental abilities. Unlike | | the boss of the first ending, these targets will not reflect damage | | to your own monsters when attacked with certain elements. Keep on dealing | | damage to the wind and thunder targets, while healing your own monsters, | | until they are defeated. Then, take the last light-aligned target out. | | | +---------------------------------------------------------------------------+ After the battle, watch the credits, then save your progress. ============================================================================== Bonus Content - [Vice014] ============================================================================== After completing the main storyline and saving your progress after watching the credits, the protector from Zegalia Ruins will call you from the world map. She tells Vice to meet her right away. Go to the ruins and see her. She will give you the best Summoner Rank, so that you can control monster as strong as LV99. She also tells you that you need to destroy some Abomination souls, also known as Arch Abominations. Before taking these Abominations out, you can head to a new dungeon accessable from the world map. This dungeon is named '???' and is located just west of The Order. At the end of the '???' dungeon, you will fight and obtain Licht and Schatten. After getting them, head over to Hasi Maza to trigger a scene. Afterwards, you can start taking down the seven Arch Abominations. The Arch Abominations are located at the following places: - Light House - Flamme Morte - Mirac Nera (two of them) - Mining Facility (two of them) - Old Road ============================================================================== Monster List - [ZygaBea] ============================================================================== o-------------------o-----------------o------------------------------------o | MONSTER's NAME | # | MONSTER's ELEMENTAL ALIGNMENT | o-------------------o-----------------o------------------------------------o | King Wyvern | 1 | Wind | |-------------------|-----------------|------------------------------------| | Baby Wyvern | 2 | Wind | |-------------------|-----------------|------------------------------------| | Wyvern | 3 | Wind | |-------------------|-----------------|------------------------------------| | Dark Wyvern | 4 | Dark | |-------------------|-----------------|------------------------------------| | Fire Wyvern | 5 | Fire | |-------------------|-----------------|------------------------------------| | Baby Behemoth | 6 | Earth | |-------------------|-----------------|------------------------------------| | Behemoth | 7 | Earth | |-------------------|-----------------|------------------------------------| | Dark Behemoth | 8 | Dark | |-------------------|-----------------|------------------------------------| | King Behemoth | 9 | Dark | |-------------------|-----------------|------------------------------------| | Wolf | 10 | Ice | |-------------------|-----------------|------------------------------------| | Frost Wolf | 11 | Ice | |-------------------|-----------------|------------------------------------| | Stone Wolf | 12 | Earth | |-------------------|-----------------|------------------------------------| | Thunder Wolf | 13 | Thunder | |-------------------|-----------------|------------------------------------| | Ice Wolf | 14 | Ice | |-------------------|-----------------|------------------------------------| | Steel Wyvern | 15 | Dark | |-------------------|-----------------|------------------------------------| | Steel Behemoth | 16 | Dark | |-------------------|-----------------|------------------------------------| | Fenrir | 17 | Ice | |-------------------|-----------------|------------------------------------| | Armadillo | 18 | Earth | |-------------------|-----------------|------------------------------------| | Giant Armadillo | 19 | Earth | |-------------------|-----------------|------------------------------------| | Rhino | 20 | Earth | |-------------------|-----------------|------------------------------------| | Triceratops | 21 | Dark | |-------------------|-----------------|------------------------------------| | Mammoth | 22 | Dark | |-------------------|-----------------|------------------------------------| | Baby Dragon | 23 | Ice | |-------------------|-----------------|------------------------------------| | Dragon | 24 | Earth | |-------------------|-----------------|------------------------------------| | Thunder Dragon | 25 | Earth | |-------------------|-----------------|------------------------------------| | Fire Dragon | 26 | Earth | |-------------------|-----------------|------------------------------------| | Sacred Dragon | 27 | Light | |-------------------|-----------------|------------------------------------| | Forest Dragon | 28 | Water | |-------------------|-----------------|------------------------------------| | Sea Dragon | 29 | Water | |-------------------|-----------------|------------------------------------| | Poison Dragon | 30 | Dark | |-------------------|-----------------|------------------------------------| | Fay Hare | 31 | Wind | |-------------------|-----------------|------------------------------------| | Pixy Hare | 32 | Wind | |-------------------|-----------------|------------------------------------| | Elf Hare | 33 | Wind | |-------------------|-----------------|------------------------------------| | Sacred Hare | 34 | Light | |-------------------|-----------------|------------------------------------| | Dark Hare | 35 | Dark | |-------------------|-----------------|------------------------------------| | Lion | 36 | Fire | |-------------------+-----------------+------------------------------------| | Fire Lion | 37 | Fire | |-------------------|-----------------|------------------------------------| | Wind Lion | 38 | Wind | |-------------------|-----------------|------------------------------------| | Blue Lion | 39 | Wind | |-------------------|-----------------|------------------------------------| | Ashen Lion | 40 | Wind | |-------------------|-----------------|------------------------------------| | Steel Griffin | 41 | Dark | |-------------------|-----------------|------------------------------------| | Caterpillar | 42 | Light | |-------------------|-----------------|------------------------------------| | Sacred Lion | 43 | Light | |-------------------|-----------------|------------------------------------| | Stone Tortoise | 44 | Earth | |-------------------|-----------------|------------------------------------| | Mythril Tortoise | 45 | Dark | |-------------------|-----------------|------------------------------------| | Crystal Tortoise | 46 | Light | |-------------------|-----------------|------------------------------------| | Fire Tortoise | 47 | Fire | |-------------------|-----------------|------------------------------------| | Magma Tortoise | 48 | Fire | |-------------------|-----------------|------------------------------------| | Mystic Hawk | 49 | Light | |-------------------|-----------------|------------------------------------| | Thunder Bulture | 50 | Thunder | |-------------------|-----------------|------------------------------------| | Roc | 51 | Wind | |-------------------|-----------------|------------------------------------| | Phoenix | 52 | Fire | |-------------------|-----------------|------------------------------------| | Griffin | 53 | Thunder | |-------------------|-----------------|------------------------------------| | Tropical Bird | 54 | Water | |-------------------|-----------------|------------------------------------| | El Birdo | 55 | Water | |-------------------|-----------------|------------------------------------| | Ella Bird | 56 | Water | |-------------------|-----------------|------------------------------------| | Crane | 57 | Wind | |-------------------|-----------------|------------------------------------| | Royal Crane | 58 | Wind | |-------------------|-----------------|------------------------------------| | Sand Worm | 59 | Earth | |-------------------|-----------------|------------------------------------| | Beetle | 60 | Thunder | |-------------------|-----------------|------------------------------------| | Crystal Beetle | 61 | Wind | |-------------------|-----------------|------------------------------------| | Beetle King | 62 | Fire | |-------------------|-----------------|------------------------------------| | Scorpion | 63 | Earth | |-------------------|-----------------|------------------------------------| | Mantis | 64 | Water | |-------------------|-----------------|------------------------------------| | Mantis Queen | 65 | Ice | |-------------------|-----------------|------------------------------------| | Golem | 66 | Earth | |-------------------|-----------------|------------------------------------| | Thunder Golem | 67 | Thunder | |-------------------|-----------------|------------------------------------| | Magma Golem | 68 | Fire | |-------------------|-----------------|------------------------------------| | Armored Golem | 69 | Dark | |-------------------|-----------------|------------------------------------| | Horned Mare | 70 | Windt | |-------------------|-----------------|------------------------------------| | Kelpie | 71 | Light | |-------------------|-----------------|------------------------------------| | Unicorn | 72 | Light | |-------------------+-----------------+------------------------------------| | Young Trent | 73 | Light | |-------------------|-----------------|------------------------------------| | Trent | 74 | Light | |-------------------|-----------------|------------------------------------| | Snow Trent | 75 | Light | |-------------------|-----------------|------------------------------------| | Palm Trent | 76 | Light | |-------------------|-----------------|------------------------------------| | Baby Kirin | 77 | Thunder | |-------------------|-----------------|------------------------------------| | Kirin | 78 | Thunder | |-------------------|-----------------|------------------------------------| | Silver Kirin | 79 | Thunder | |-------------------|-----------------|------------------------------------| | Thunder Kirin | 80 | Thunder | |-------------------|-----------------|------------------------------------| | Fire Kirin | 81 | Thunder | |-------------------|-----------------|------------------------------------| | Blazing Kirin | 82 | Fire | |-------------------|-----------------|------------------------------------| | Frost Kirin | 83 | Ice | |-------------------|-----------------|------------------------------------| | Ice Kirin | 84 | Ice | |-------------------|-----------------|------------------------------------| | Bird Man | 85 | Wind | |-------------------|-----------------|------------------------------------| | Hawk Man | 86 | Earth | |-------------------|-----------------|------------------------------------| | Frog Man | 87 | Water | |-------------------|-----------------|------------------------------------| | Sahagin | 88 | Ice | |-------------------|-----------------|------------------------------------| | Bird Lord | 89 | Wind | |-------------------|-----------------|------------------------------------| | Hawk Lord | 90 | Earth | |-------------------|-----------------|------------------------------------| | Frog Lord | 91 | Water | |-------------------|-----------------|------------------------------------| | Sahagin Lord | 92 | Ice | |-------------------|-----------------|------------------------------------| | Pixy Devil | 93 | Dark | |-------------------|-----------------|------------------------------------| | Reaper | 94 | Dark | |-------------------|-----------------|------------------------------------| | Ahriman | 95 | Dark | |-------------------|-----------------|------------------------------------| | Angel Kitten | 96 | Light | |-------------------|-----------------|------------------------------------| | Blue Ray | 97 | Water | |-------------------|-----------------|------------------------------------| | Desert Ray | 98 | Fire | |-------------------|-----------------|------------------------------------| | Storm Ray | 99 | Thunder | |-------------------|-----------------|------------------------------------| | Steel Ray | 100 | Dark | |-------------------|-----------------|------------------------------------| | Viper | 101 | Earth | |-------------------|-----------------|------------------------------------| | Naga | 102 | Earth | |-------------------|-----------------|------------------------------------| | Shenron | 103 | Light | |-------------------|-----------------|------------------------------------| | Deus | 104 | Light | |-------------------|-----------------|------------------------------------| | Licht | 105 | Light | |-------------------|-----------------|------------------------------------| | Schatten | 106 | Dark | |-------------------|-----------------|------------------------------------| | Anemos | 107 | Wind | |-------------------|-----------------|------------------------------------| | Ningnir | 108 | Water | |-------------------|-----------------|------------------------------------| | Tatsukko | 109 | Ice | |-------------------|-----------------|------------------------------------| | Kagutsuchi | 110 | Fire | +-------------------+-----------------+------------------------------------+ ============================================================================== Monster Habitation - [ZygaLoc] ============================================================================== - Even though you're going to make most of your monsters using Fusion Amalgamy, you've got to start somewhere, with natural monsters - +--------------------------+ +----------------------------+ |Old Road Monsters | | Training Grounds Monsters | +--------------------------+ +----------------------------+ | El Birdo | | Fay Hare | | Stone Tortoise | | Sand Worm | | Golem | | Stone Tortoise | | Sand Worm | | Fire Tortoise | | Wolf | | Sahagin | | Sahagin | | Baby Kirin | | | | Caterpillar | +--------------------------+ | | +----------------------------+ +--------------------------+ | New Road Monsters | +----------------------------+ +--------------------------+ | Mining Facility Monsters | | Baby Behemoth | +----------------------------+ | Sand Worm | | Mystic Hawk | | Wolf | | Baby Kirin | | Frost Wolf | | Fire Kirin | | Sahagin | | Baby Dragon | | El Birdo | | Baby Wyvern | | Stone Tortoise | | Bird Man | | Golem | | Pixy Devil | | | | Armadillo | +--------------------------+ | Crane | | Desert Ray | +--------------------------+ | Blue ray | | Zegalia Ruins Monsters | | El Birdo | +--------------------------+ | Dark Hare | | Crystal Tortoise | | Frost Wolf | | Golem | | Blue Lion | | Stone Wolf | | Giant Armadillo | | Frog Man | | Dark Wyvern | | Reaper | | | | Tropical Bird | +----------------------------+ | Frost Kirin | | Thunder Wolf | +----------------------------+ | Angel Kitten | | Flamme Mort Monsters | | Magma Golem | +----------------------------+ | Frog Man | | Trent | | Armored Golem | | Bird Lord | | Forest Dragon | | Thunder Golem | | Sahagin Lord | | Kelpie | | Scorpion | | Blue Ray | | Viper | | Lion | | | | Snow Trent | +--------------------------+ | Roc | | Fire Lion | +--------------------------+ | Dragon | | Underground Maze Monsters| | Kirin | +--------------------------+ | Storm Ray | | Crystal Tortoise | | Magma Tortoise | | Wolf | | Pixy Hare | | Frog Lord | | Wyvern | | Mithril Tortoise | | Ashen Lion | | Forest Dragon | | | | Behemoth | +----------------------------+ | Ahriman | | Sahagin Lord | | Triceratops | +----------------------------+ | Armored Golem | | Monolith Monsters | | Steel Griffin | +----------------------------+ | Thunder Wolf | | Magma Tortoisese | | Thunder Dragon | | Pixy Hare | | Palm Trent | | King Wyvern | | Fire Kirin | | Baby Kirin | | Blazing Kirin | | Thunder Golem | | Mystic Hawk | | Horned Mare | | Crane | | Armored Golem | | Pixy Devil | | Unicorn | | Desert Ray | | Wyvern | | Magma Golem | | Thunder Wolf | | Baby Wyvern | | Lion | | Fenrir | | Frost Kirin | | Rhino | | Baby Dragon | | Giant Armadillo | | Frog Man | | Dark Hare | | Ice Kirin | | Poison Dragon | | Tropical Bird | | Steel Behemoth | | Steel Ray | | | | Sea Dragon | +--------------------------+ | Stone Wolf | | Scorpion | | El Birdo | | Viper | | Lion | | Griffin | | Phoenix | | King Behemoth | | | +----------------------------+ ============================================================================== Evolution Chart - [ZygaEvo] ============================================================================== - You evolve Monsters by using Fusion Amalgamy at The Order's island. Read more about Amalgamy in the section dedicated to the subject in this FAQ - +-----------------------------+--------------------------------------------+ | Monster Name | Baby Wyvern | +--------------------------------------------------------------------------+ | Evolution Possibility I | Wyvern (Requires 5 Wind + 5 Random) | |--------------------------------------------------------------------------| | Evolution Possibility II | Dark Wyvern (Requires 5 Dark + 10 Random) | |--------------------------------------------------------------------------| | Evolution Possibility III | Fire Wyvern (Requires 5 Fire + 10 Random) | +-----------------------------+--------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Wyvern | +--------------------------------------------------------------------------+ | Evolution Possibility I | King Wyvern (Requires 10 Wind + 20 Random) | +-----------------------------+--------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Dark Wyvern | +--------------------------------------------------------------------------+ | Evolution Possibility I | Steel Wyvern (Requires 10 Dark + 30 Random)| +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Baby Behemoth | +--------------------------------------------------------------------------+ | Evolution Possibility I | Behemoth (Requires 10 Earth + 10 Random) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Behemoth | +--------------------------------------------------------------------------+ | Evolution Possibility I | Dark Behemoth (Requires 10 Dark + 20 Rand) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Dark Behemoth | +--------------------------------------------------------------------------+ | Evolution Possibility I | King Behemoth (Requires 10 Dark + 30 Rand) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Wolf | +--------------------------------------------------------------------------+ | Evolution Possibility I | Frost Wolf (Requires 5 Ice + 5 Random) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Frost Wolf | |--------------------------------------------------------------------------+ | Evolution Possibility I | Stone Wolf (Requires 10 Earth + 20 Random) | |--------------------------------------------------------------------------| | Evolution Possibility II | Thunder Wolf (Requires 10 Thunder + 20 R) | |--------------------------------------------------------------------------| | Evolution Possibility III | Ice Wolf (Requires 10 Ice + 20 Random) | +-----------------------------+--------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Ice Wolf | |--------------------------------------------------------------------------+ | Evolution Possibility I | Fenrir (Requires 10 Ice + 30 Random) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Armadillo | |--------------------------------------------------------------------------+ | Evolution Possibility I | Giant Armadillo (Requires 5 Earth + 10 R) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Giant Armadillo | |--------------------------------------------------------------------------+ | Evolution Possibility I | Rhino (Requires 10 Earth + 30 Random) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Rhino | |--------------------------------------------------------------------------+ | Evolution Possibility I | Triceratops (Requires 10 Earth + 30 Random)| |--------------------------------------------------------------------------| | Evolution Possibility II | Mammoth (Requires 10 Ice + 30 Random) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Baby Dragon | |--------------------------------------------------------------------------+ | Evolution Possibility I | Dragon (Requires 5 Fire + 10 Random) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Dragon | |--------------------------------------------------------------------------+ | Evolution Possibility I | Thunder Dragon (Requires 10 Thunder + 20) | |--------------------------------------------------------------------------| | Evolution Possibility II | Fire Dragon (Requires 10 Fire + 20 Random) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Thunder Dragon | |--------------------------------------------------------------------------+ | Evolution Possibility I | Sacred Dragon (Requires 10 Light + 30) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Forest Dragon | |--------------------------------------------------------------------------+ | Evolution Possibility I | Sea Dragon (Requires 10 Water + 20) | |--------------------------------------------------------------------------| | Evolution Possibility II | Poison Dragon (Requires 10 Dark + 20) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Fay Hare | |--------------------------------------------------------------------------+ | Evolution Possibility I | Pixy Hare (Requires 5 Wind + 5 Random) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Fay Hare | |--------------------------------------------------------------------------+ | Evolution Possibility I | Elf Hare (Requires 10 Wind + 10 Random) | |--------------------------------------------------------------------------| | Evolution Possibility II | Sacred Hare (Requires 10 Light + 20 Random)| +--------------------------------------------------------------------------+ | Evolution Possibility III | Dark Hare (Requires 10 Dark + 20 Random) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Lion | |--------------------------------------------------------------------------+ | Evolution Possibility I | Fire Lion (5 Fire + 10) | |--------------------------------------------------------------------------| | Evolution Possibility II | Wind Lion (10 Wind + 10) | +--------------------------------------------------------------------------+ | Evolution Possibility III | Blue Lion (10 Water + 10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Fire Lion | |--------------------------------------------------------------------------+ | Evolution Possibility I | Ashen Lion (10 Fire + 20) | |--------------------------------------------------------------------------| +-----------------------------+--------------------------------------------+ | Monster Name | Ashen Lion | |--------------------------------------------------------------------------+ | Evolution Possibility I | Sacred Lion (10 Light + 30) | |--------------------------------------------------------------------------| +-----------------------------+--------------------------------------------+ | Monster Name | Caterpillar | |--------------------------------------------------------------------------+ | Evolution Possibility I | Beetle (5 Light + 5) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Stone Tortoise | |--------------------------------------------------------------------------+ | Evolution Possibility I | Mythril Tortoise (5 Water + 5) | |--------------------------------------------------------------------------| | Evolution Possibility II | Crystal Tortoise (5 Ice + 5) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Fire Tortoise | |--------------------------------------------------------------------------+ | Evolution Possibility I | Magma Tortoise (5 Fire + 15) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Mystic Hawk | |--------------------------------------------------------------------------+ | Evolution Possibility I | Tropical Bird (5 Water + 5) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Thunder Vulture | |--------------------------------------------------------------------------+ | Evolution Possibility I | Roc (5 Wind + 10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Tropical Bird | |--------------------------------------------------------------------------+ | Evolution Possibility I | Phoenix (5 Fire +10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | El Birdo | |--------------------------------------------------------------------------+ | Evolution Possibility I | Ella Bird (5 Water + 15) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Crane | |--------------------------------------------------------------------------+ | Evolution Possibility I | Royal Crane (5 Wind + 15) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Sand Worm | |--------------------------------------------------------------------------+ | Evolution Possibility I | Scorpion (5 Earth + 5) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Beetle | |--------------------------------------------------------------------------+ | Evolution Possibility I | Crystal Beetle (5 Wind + 10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Crystal Beetle | |--------------------------------------------------------------------------+ | Evolution Possibility I | Beetle King (10 Fire + 20) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Scorpion | |--------------------------------------------------------------------------+ | Evolution Possibility I | Mantis (5 Water + 10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Mantis | |--------------------------------------------------------------------------+ | Evolution Possibility I | Mantis Queen (10 Ice + 20) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Golem | |--------------------------------------------------------------------------+ | Evolution Possibility I | Thunder Golem (15 Earth) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Magma Golem | |--------------------------------------------------------------------------+ | Evolution Possibility I | Armored Golem (5 Fire + 15) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Horned Mare | |--------------------------------------------------------------------------+ | Evolution Possibility I | Kelpie (5 Wind + 10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Kelpie | |--------------------------------------------------------------------------+ | Evolution Possibility I | Unicorn (5 Light + 10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Young Trent | |--------------------------------------------------------------------------+ | Evolution Possibility I | Trent (5 Light + 10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Trent | |--------------------------------------------------------------------------+ | Evolution Possibility I | Snow Trent (5 Light + 15) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Snow Trent | |--------------------------------------------------------------------------+ | Evolution Possibility I | Palm Trent (10 Light + 20) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Baby Kirin | |--------------------------------------------------------------------------+ | Evolution Possibility I | Kirin (5 Thunder + 5) | |--------------------------------------------------------------------------+ | Evolution Possibility II | Fire Kirin (5 Fire + 10) | |--------------------------------------------------------------------------+ | Evolution Possibility III | Frost Kirin (5 Ice + 10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Kirin | |--------------------------------------------------------------------------+ | Evolution Possibility I | Silver Kirin (10 Thunder + 20) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Silver Kirin | |--------------------------------------------------------------------------+ | Evolution Possibility I | Golden Kirin (20 Thunder + 40) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Fire Kirin | |--------------------------------------------------------------------------+ | Evolution Possibility I | Blazing Kirin (10 Fire + 5) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Frost Kirin | |--------------------------------------------------------------------------+ | Evolution Possibility I | Ice Kirin (10 Ice + 20) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Bird Man | |--------------------------------------------------------------------------+ | Evolution Possibility I | Bird Lord (5 Wind + 15) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Hawk Man | |--------------------------------------------------------------------------+ | Evolution Possibility I | Hawk Lord (5 Earth + 15) | |--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Frog Man | |--------------------------------------------------------------------------+ | Evolution Possibility I | Frog Lord (5 Water + 15) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Sahagin | |--------------------------------------------------------------------------+ | Evolution Possibility I | Sahagin Lord (5 Ice + 15) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Pixy Devil | |--------------------------------------------------------------------------+ | Evolution Possibility I | Reaper (5 Dark + 10) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Blue Ray | |--------------------------------------------------------------------------+ | Evolution Possibility I | Desert Ray (15 Fire) | |--------------------------------------------------------------------------| | Evolution Possibility II | Steel Ray (10 Dark + 30) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Desert Ray | |--------------------------------------------------------------------------+ | Evolution Possibility I | Storm Ray (15 Thunder) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Viper | |--------------------------------------------------------------------------+ | Evolution Possibility I | Naga (5 Earth + 15) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Naga | |--------------------------------------------------------------------------+ | Evolution Possibility I | Shenron (10 Light + 20) | +--------------------------------------------------------------------------+ +-----------------------------+--------------------------------------------+ | Monster Name | Silver Kirin | |--------------------------------------------------------------------------+ | Evolution Possibility I | Golden Kirin (20 Thunder + 40) | +--------------------------------------------------------------------------+ ============================================================================== Accessories - [ZygaAcs] ============================================================================== +------------------------------+--------------------------------------------+ | ACCESSORY NAME | DESCRIPTION | +------------------------------+--------------------------------------------+ | Bronze Belt | Increases max LP by 10 % | |---------------------------------------------------------------------------| | Silver Belt | Increases max LP by 20 % | |---------------------------------------------------------------------------| | Bronze Bracelet | Increases max JP by 5 % | |---------------------------------------------------------------------------| | Silver Bracelet | Increases max JP by 10 % | |---------------------------------------------------------------------------| | Snake Amulet | Protects against poison/venom | |---------------------------------------------------------------------------| | Witch's Rouge | Protects against blocking of item/summon | |---------------------------------------------------------------------------| | Flame Ring | Increases Fire resistance, lowers ice | |---------------------------------------------------------------------------| | Sentinel Bangle | | |---------------------------------------------------------------------------| | Ice Ring | Increases Ice resistance, lowers wind | |---------------------------------------------------------------------------| | Wind Ring | Increases Wind resistance, lowers earth | |---------------------------------------------------------------------------| | Gold Bracelet | | |---------------------------------------------------------------------------| | Earth Ring | Increases Earth resistance, lowers thunder | |---------------------------------------------------------------------------| | Thunder Ring | Increases Thunder resistance, lowers water | |---------------------------------------------------------------------------| | Dew Ring | Increases Water resistance, lowers fire | |---------------------------------------------------------------------------| | Black Amulet | Increases magic Resistance by 5 % | |---------------------------------------------------------------------------| | Ring of Fortitude | Increases physical defense by 5 % | |---------------------------------------------------------------------------| | Fellowship Bracelet | Increases catching-chance by 25% | |---------------------------------------------------------------------------| | Astral Crown | Restores 5 % of max JP each turn | |---------------------------------------------------------------------------| | Vishnu Mask | Increases luck by 50 % | |---------------------------------------------------------------------------| | Fortitude Belt | Increases money income by 25 % | |---------------------------------------------------------------------------| | Sage Hat | Increases AP income by 25 % | |---------------------------------------------------------------------------| | Apollo Cape | Protects against freeze/burn/shock | +---------------------------------------------------------------------------+ ============================================================================== Consumable Items - [ZygaItm] ============================================================================== +------------------------------+--------------------------------------------+ | CONSUMABLE ITEM NAME | DESCRIPTION | +------------------------------+--------------------------------------------+ | Fire Prism | Fire-based monster capture item | |---------------------------------------------------------------------------| | Ice Prism | Ice-based monster capture item | |---------------------------------------------------------------------------| | Wind Prism | Wind-based monster capture item | |---------------------------------------------------------------------------| | Earth Prism | Earth-based monster capture item | |---------------------------------------------------------------------------| | Thunder Prism | Thunder-based monster capture item | |---------------------------------------------------------------------------| | Water Prism | Water-based monster capture item | |---------------------------------------------------------------------------| | Light Prism | Light-based monster capture item | |---------------------------------------------------------------------------| | Dark Prism | Dark-based monster capture item | |---------------------------------------------------------------------------| | Biscuit | Restores a little LP to one ally | |---------------------------------------------------------------------------| | Beef Steak | Restores moderate LP to one ally | |---------------------------------------------------------------------------| | Honey Melon | Restores lots of LP to one ally | |---------------------------------------------------------------------------| | Biscuit Tin | Restores a little LP to all allies | |---------------------------------------------------------------------------| | Mythril | Restores a little JP to one ally | |---------------------------------------------------------------------------| | Orichalcum | Restores moderate JP to one ally | |---------------------------------------------------------------------------| | Holy Water | Restores a little JP to all allies | |---------------------------------------------------------------------------| | Holy Apple | | ----------------------------------------------------------------------------| | Moon Teardrop | Restores moderate JP to all allies | |---------------------------------------------------------------------------| | Angel Feather | Revives and restores 25% of max LP | |---------------------------------------------------------------------------| | Soma Goblet | Revives and restores 50% of max LP | |---------------------------------------------------------------------------| | Antidote | Cures poison/venom | |---------------------------------------------------------------------------| | Smelling Salt | Cures sleep/coma/charm/confuse | |---------------------------------------------------------------------------| | Angel's Trumpet | Cures sleep/coma/charm/stun/confuse | |---------------------------------------------------------------------------| | Blessed Herb | Cures paral/curse/slow/heavy/stone/silence | |---------------------------------------------------------------------------| | Panacea | Same as blessed herb, for all allies | |---------------------------------------------------------------------------| | Holy Ash | Cures burn/freeze/shock | |---------------------------------------------------------------------------| | Anima Nectar | Increases max LP by 15 | |---------------------------------------------------------------------------| | Golden Apple | Increases max LP by 30 | |---------------------------------------------------------------------------| | Fire Quartz | A crystal used for fusion, or to attack | |---------------------------------------------------------------------------| | Ice Quartz | A crystal used for fusion, or to attack | |---------------------------------------------------------------------------| | Wind Quartz | A crystal used for fusion, or to attack | |---------------------------------------------------------------------------| | Earth | A crystal used for fusion, or to attack | |---------------------------------------------------------------------------| | Thunder | A crystal used for fusion, or to attack | |---------------------------------------------------------------------------| | Water | A crystal used for fusion, or to attack | |---------------------------------------------------------------------------| | Light | A crystal used for fusion, or to attack | |---------------------------------------------------------------------------| | Dark | A crystal used for fusion, or to attack | |---------------------------------------------------------------------------| | Obsidian Mirror | Used to instill the ability "Conserve JP" | |---------------------------------------------------------------------------| | Necronomicon | Used to instantly fuse all quartz in fusion| |---------------------------------------------------------------------------| | Covenant | Doubles fusion spd. for one session | |---------------------------------------------------------------------------| | Desert Rose | Doubles fusion spd. for one session (12hrs)| |---------------------------------------------------------------------------| | War God's Axe | Used to instill the ability "Might LV3" | |---------------------------------------------------------------------------| | Sage Cloak | Used to instill the ability "Wisdom LV3" | |---------------------------------------------------------------------------| | Gold Pocket Watch | Used to instill the ability "Savvy Learner"| |---------------------------------------------------------------------------| | Sacred Arrow | Used to instill the ability "Nirvana" | |---------------------------------------------------------------------------| | Pandora's Box | Used to instill the ability "Giga Twister" | |---------------------------------------------------------------------------+ | Book Of Origins | Used to instill the ability "Astral Link" | |---------------------------------------------------------------------------+ | Arrow of Indra | Used to instill the ability "Indra's Wrath"| |---------------------------------------------------------------------------| | Emerald Plate | Used to instill the ability "Terranova" | +---------------------------------------------------------------------------+ | Glacial Pearl | Used to instill the ability "Sub Zero" | |---------------------------------------------------------------------------| | Gjallarhorn | Used to instill the abliity "Tidal Blade" | |---------------------------------------------------------------------------+ | Hihiirokane Sword | Used to instill the ability "Inferno" | |---------------------------------------------------------------------------+ | Aegis Shield | Used to instill "Conserve JP" | |---------------------------------------------------------------------------| | Emerald Plate | Used to instill the ability "Terranova" | |---------------------------------------------------------------------------| | Easter Egg | Used to amalgamate Kagutsuchi | |---------------------------------------------------------------------------+ | Stuffed Dragon | Used to amalgamate Tatsukko | |---------------------------------------------------------------------------+ | Solomon's Ring | Used to amalgamate Ningir | |---------------------------------------------------------------------------| | Icarus Wing | Used to amalgamate Anemos | +---------------------------------------------------------------------------+ ============================================================================== Frequently Asked Questions - [ZygaFaq] ============================================================================== Q: I summoned another Monster, but my LP value was left unchanged! A: The LP value belongs to the characters in your party, not your Monsters. Q: To evolve a Monster, I need to fuse a jewel with lots of Quartz stones, but hey, I can't fit that many stones in one fusion. A: You can carry out several fusions. When you've fused enough Quartz stones into a jewel, the Monster will evolve. It doesn't matter how many fusions you carry out as long as the required number of Quartz stones are fused into the jewel. You can also add more Quartz to ongoing fusions. Q: Ok, but won't it be hard for me to keep track of how many Quartz of each type I've fused into a jewels, since I have to carry out several fusions? A: On each Monster's status screen, you can check what kind of, and how many Quartz stones have been fused with the Monster's jewel. Q: I'm confused! What's the difference between a Monster and a jewel? A: Monsters are kept inside jewels. Equipping or altering a jewel is the same thing as 'equipping' or altering the Monster inside. There's no difference. Q: I can't seem to use Amalgamy on my Monsters! A: Only Monsters that are stored in the Monolith can be used in Amalgamy. Q: So, where do I use Amalgamy? A: In the Amalgamy Lab at The Order's island. Q: What can I do with Amalgamy? A: Evolve Monsters, learn them new abilities, and boost their stats. Q: Is there a level requirement that I need to fill before evolving a Monster? A: No, you can evolve Monsters at any level. Q: My Monster evolved faster than you said it would -- I didn't have to spend as many Quartz stones as you said. A: Don't worry. Fusion Amalgamy is not 100% stable. There will be small differences all the time, no matter what you do. Q: My monsters can only have 4 abilities each. Is there a way to expand this? A: In most cases, you can earn a fifth ability slot by fusion 12 quartz stones into the monster in question. It doesn't matter what kind of quartz you use. Q: How do I earn Amalgamy Points? A: Win battles or recycle Monsters from the Monolith. Q: Where can I find the Monolith? A: In The Monolith building on The Order's island. Q: How many Monsters are there in Jewel Summoner? A: 110 different ones. Q: How do I get Quartz stones? A: Buy them from item shops. Monsters drop them as well. Q: Where do I get prisms? A: Buy them from the item shop in Azure Monde. Monsters drop them as well. Q: What are prisms used for? A: Catching Monsters. I.e. Fire Monsters can be caught by using Fire prisms. Q: Where are the strongest monsters in the game found? A: There's lots of them in the '???' dungeon. Q: When I try to catch Monsters, they always run away! A: Try catching them after lowering their LP. Q: What does LP and JP mean? A: LP is health, while JP is Jewel Power, which is consumed by using abilities. Q: I always seem to run out of JP way faster than I'd like to. A: This is why you should have several Monsters with you. If one runs out of JP, simply use another Monster. Q: What happens if one of my party members gets defeated in battle? A: He or she will be unable to fight, but after the battle, they'll get 1 LP. Q: What does my Summoner Rank mean? A: A higher rank means that you will be able to control stronger Monsters, have a bigger amount of maximum LP, and sometimes, it even gives you more options at the Amalgamy Lab. Your rank rises as you progress through the storyline. Q: My monster does not evolve, even though i use the correct materials. A: Some monsters can only be evolved at certain times a day. This includes the popular Caterpillar monsters. I do not have the times written down, so mailing me about it, asking for help, doesn't serve any purpose. ============================================================================== Greetings And Thanks - [CozyGre] ============================================================================== Thanks to everyone on the GameFAQs Jewel Summoner message board, especially BeyondLegend, for some great information on Monster evolutions. Thanks to the development team for making a nice game, and thanks to you for reading my FAQ. Nana Mizuki is the artist I'm going to recommend listening to this time. Yup. - Credit goes to GhostOfLegault at GameFAQs for PSP ASCII art. - Big thanks to Nanda for pointing two items I missed in Flamme Mort! ============================================================================== Legal - [CozyLeg] ============================================================================== This document is intended for personal, private use only. It is protected by international copyright laws, and may not be reproduced on any website not listed below, or in any printed publication that has not received written permission from me, the author. Breaking these rules can get you into legal trouble. You are free to print the document out on paper, download it to your computer and tell your friends about it. Anything is fine, as long as you don't alter anything, or claim it as your own work. Selling this document for money, or hosting it on your own website is unacceptable. Only a small handful of sites are allowed to host this document. All of them can be found listed below. New permissions will most likely not be handed out. If you're reading this document on any site not listed below, you're dealing with thieves. The ONLY site that is allowed to host this document is: - GameFAQs.com (latest version can always be found here!) ~ This document is copyright (c) 2012 snkupo ============================================================================== Version History - [CozyVer] ============================================================================== Version 0.3 - April 11, 2007 ---------------------------- This is the first version I've uploaded. It covers quite a bit of the main storyline, and explains about Amalgamy, lists all the monsters in the game, and contains information about the battle system, about the elements and so on. Look forward to next update. Version 1.0 - April 13, 2007 ---------------------------- Finished. You can reach me at mail if you have questions or contributions. Version 1.1 - January 06, 2008 ------------------------------ Added two items missing from the Flamme Mort section in the walkthrough. Thanks to Nanda for telling me about their locations. ------------------------------- PEACE FOREVER ---------------------------------