------------------------------------------------------------------------------ Valhalla Knights FAQ v0.3 ------------------------------------------------------------------------------ 4/2/07: A new source of motivation allowed me to make an extra push. With this update I've included both Fortress maps and a little mini-strategy for the Fortress Boss. I've also fixed some typos, added some information and re-worded some sections. Fortress Inside quests appear on the map but I have not added a quest section for them yet. Oh my, it's 3:00 AM... 4/30/07: Added the Wicked Forest map as well as switch locations on all maps. Using the maps, finding and completing quests should be easy so I haven't added additional quest info. However if you think it would be helpful and have an idea how it should be set up, feedback would be very much appreciated. Please email me (tidus560@gmail.com). 4/25/07: I haven't had much time to work on this FAQ, but I have been trying. This is my first update and with it I have added the Lost Road section. Both the Old Prison and Lost Road need more touching up, but this should be enough for beginners to be able to start out. In my next update I plan on having the Wicked Forest added, the beginning section tweaked with more info and more quest info for those who are still lost. Use CTRL+F to easily find the section you want to read. 1.0 - Getting Started 1.1 - Controls 1.2 - Attributes 1.3 - Status Ailments 1.4 - Subclasses 2.0 - Races 2.1 - Humans 2.2 - Elves 2.3 - Dwarves 2.4 - Halflings 2.5 - Machines 3.0 - Lower Job Classes 3.1 - Fighter 3.2 - Mage 3.3 - Priest 3.4 - Thief 4.0 - Higher Job Classes 4.1 - Anchor 4.2 - Knight 4.3 - Samurai 4.4 - Ninja 4.5 - Machine (Special) 5.0 - Walkthrough 5.1 - Beginning 5.1.1 - Rastul 5.1.2 - Hero 5.1.3 - The Inn 5.2 - Old Prison 5.2.1 - Map 5.2.2 - Quests 5.3 - Lost Roa 5.3.1 - Map 5.3.2 - Quests 5.4 - Wicked Forest 5.4.1 - Map 5.4.2 - Quests 5.5 - Fortress 5.5.1 - Map 5.5.2 - Boss 5.6 - Fortress Inside 5.6.1 - Map 6.0 - Legal & Thanks ------------------------------------------------------------------------------ 1.0 Getting Started ------------------------------------------------------------------------------ 1.1 - Controls Analog Stick: Move Character Directional Buttons: Menu Selection/Battle Shortcuts Circle: Cancel/Attack X: Activate/Attack Triangle: Menu Square: Crouch/Battle Menu L Button: Perspective View/Long Distance Target R Button: Fix camera Select: Change Character Start Button: Mini-map Toggle 1.2 - Atrributes (From the official instruction booklet) STR: The higher the Strengh, the more physical damage inflicted and the higher the character's maximum HP. INT: The higher the Intelligence, the more magic damage inflicted and the higher the character's maximum MP. RES: The higher the Resistence, the higher the tolerance against abnormal statuses and damage from spells. VIT: The higher the Vitality, the higher the tolerance against physical attacks. SPD: The higher the Speed, the better the character is at avading attacks. DEX: The higher the Dexterity, the more likely the character will land ranged attacks and succeed in inflicting critical attacks. LCK: Having higher Luck affects all of your attributes to a certain extent. All of the above attributes are pretty much self-explanatory, but there is one that does not have a very noticable affect. That would be SPD. I'm not 100% sure on this, but from my experience higher SPD seems to increase the movement speed of a character both in battle and on the field. Never before have I evaded an attack from an enemy, so don't raise SPD expecting high evade. 1.3 - Status Ailments (From the official instruction booklet) SpUp: Speed Up. Movement speed increases 20%. SpDn: Speed Down. Movement speed decreastes 20%. POIS: Poison. Suffers damage (5% of maximum HP) every 2 seconds. DARK: Darkness. Visibility is drastically reduced and lose ability to target others. SILE: Silence. Lose ability to use magic. PARA: Paralysis. Lose all ability to move for a certain amount of time. DISE: Disease. All parameters decrease by 25%. PTFY: Petrify. Lose all ability to move until ailment is dispelled. FALN: Fallen. Lose all ability to move until character is revived. For the most part, status effects aren't nearly as annoying as they are in other RPG games. Most wear off eventually or are easily cured by a Priest spell or item. Petrify and Fallen can be rather annoying if you don't have a spell or item handy, but the rest pose no real threat. 1.4 - Subclasses (From the official instruction booklet) In Zirjida's Guild shop, you can change your Main Job and also set or change your Subjob 1 and Subjob 2 from the menu. Subjob 1 and Subjob 2 are subjobs that you can set in addition to your main job. This allows you to create a character with the characteristics of several job classes. (For example, a Thief subjob will increase the amount of gold collected from treasure chests after battle and a mage subjob will allow the character to cast attack spells.) Subclasses are very interestingly done in Valhalla Knights. Assigning a subclass will give you the characterstics, as the instruction booklet stated, of the class of your choice. That being said, there are a few combinations I find extremely useful and some that do nothing. Let me explain a good example of a subclass setup and a bad one. Good: Th > Pr > Ma - I first started a character as a Thief to gain some HP to make things easier for leveling Pr/Ma. At level 7, I changed my main to Pr. At Pr level 7, I changed to Ma. From there I got to 7, then went back to Th as main again. I gained a lot of MP from leveling both Ma and Pr, so now I have a Th wielding a bow attacking from a range and casting healing/support/damage spells. I have the Behavior split evenly between Attack, Magic Attack and Support. Very helpful. Bad: Th > Fi - You don't gain anything by having a Fi subclass. The Fi class doesn't have any skills that carry over or any other ability for that matter. Having a Fi subclass doesn't let you wield a shield, either. To wield a shield you either have Fi as a main (or become a Kn). Fi > Th would make more sense since the Th subclass would give you more money from drops. Even then I wouldn't really recommend it, though, since you make plenty of money in this game anyway. Hopefully those examples explained a little bit how subclasses work. The general rule as I see it is that melee subclasses are useless. I only use subclasses for spells. ------------------------------------------------------------------------------ 2.0 Races ------------------------------------------------------------------------------ 2.1 - Humans Out of all the races, the human is the most well-balanced. Males have high Strength parameters while females have high Dexterity parameters. They are suited for all job classes, but do not particularly excel in any. (From the official instruction booklet) Starting attributes (Male): Fighter - 9 STR, 4 INT, 5 RES, 7 VIT, 6 SPD, 5 DEX, 4 LCK, 32 HP, 0 MP Mage - 5 STR, 8 INT, 7 RES, 5 VIT, 5 SPD, 6 DEX, 4 LCK, 23 HP, 13 MP Priest - 6 STR, 7 INT, 8 RES, 5 VIT, 5 SPD, 5 DEX, 4 LCK, 25 HP, 12 MP Thief - 7 STR, 4 INT, 4 RES, 7 VIT, 7 SPD, 7 DEX, 4 LCK, 30 HP, 0 MP Starting atrributes (Female): Fighter - 8 STR, 4 INT, 5 RES, 7 VIT, 6 SPD, 6 DEX, 4 LCK, 31 HP, 0 MP Mage - 4 STR, 8 INT, 7 RES, 5 VIT, 6 SPD, 6 DEX, 4 LCK, 21 HP, 13 MP Priest - 6 STR, 8 INT, 7 RES, 5 VIT, 5 SPD, 5 DEX, 4 LCK, 25 HP, 13 MP Thief - 7 STR, 4 INT, 4 RES, 6 VIT, 7 SPD, 8 DEX, 4 LCK, 29 HP, 0 MP 2.2 - Elves A race that is skilled at using magic. Males have high Resistance parameters while females have high Intelligence parameters. They are best suited for taking on jobs as spellcasters such as mages and priests. (From the official instruction booklet) Starting attributes (Male): Fighter - 9 STR, 5 INT, 6 RES, 6 VIT, 5 SPD, 5 DEX, 4 LCK, 31 HP, 0 MP Mage - 5 STR, 9 INT, 8 RES, 5 VIT, 4 SPD, 5 DEX, 4 LCK, 23 HP, 14 MP Priest - 5 STR, 8 INT, 9 RES, 5 VIT, 4 SPD, 5 DEX, 4 LCK, 23 HP, 14 MP Thief - 8 STR, 4 INT, 5 RES, 7 VIT, 6 SPD, 6 DEX, 4 LCK, 31 HP, 0 MP Starting attributes (Female): Fighter - 8 STR, 5 INT, 6 RES, 6 VIT, 6 SPD, 6 DEX, 4 LCK, 29 HP, 0 MP Mage - 5 STR, 10 INT, 7 RES, 5 VIT, 4 SPD, 5 DEX, 4 LCK, 23 HP, 15 MP Priest - 5 STR, 9 INT, 8 RES, 5 VIT, 4 SPD, 5 DEX, 4 LCK, 23 HP, 14 MP Thief - 7 STR, 5 INT, 5 RES, 7 VIT, 6 SPD, 6 DEX, 4 LCK, 29 HP, 0 MP 2.3 - Dwarves A race that is skilled at using weapons. Males have high Strength parameters while females have high Intelligence and Resistance parameters. Their potential to grow into fighters skilled at melee combat is unmatched. (From the official instruction booklet) Starting attributes (Male): Fighter - 10 STR, 3 INT, 4 RES, 8 VIT, 5 SPD, 6 DEX, 4 LCK, 35 HP, 0 MP Mage - 6 STR, 7 INT, 6 RES, 6 VIT, 5 SPD, 6 DEX, 4 LCK, 26 HP, 11 MP Priest - 7 STR, 5 INT, 8 RES, 7 VIT, 5 SPD, 4 DEX, 4 LCK, 29 HP, 10 MP Thief - 9 STR, 4 INT, 4 RES, 7 VIT, 6 SPD, 6 DEX, 4 LCK, 32 HP, 0 MP Starting attributes (Female): Fighter - 9 STR, 3 INT, 4 RES, 8 VIT, 6 SPD, 6 DEX, 4 LCK, 34 HP, 0 MP Mage - 6 STR, 7 INT, 7 RES, 6 VIT, 5 SPD, 5 DEX, 4 LCK, 26 HP, 12 MP Priest - 7 STR, 6 INT, 8 RES, 6 VIT, 5 SPD, 4 DEX, 4 LCK, 28 HP, 11 MP Thief - 7 STR, 4 INT, 5 RES, 8 VIT, 6 SPD, DEX, 4 LCK, 31 HP, 0 MP 2.4 - Halflings A race that is both small and fast. Males have high Speed and Dexterity parameters while females have high Speed and Intelligence parameters. They use their speed to their benefit and are well suited to be thieves. (From the official instruction booklet) Starting attributes (Male): Fighter - 8 STR, 4 INT, 5 RES, 6 VIT, 7 SPD, 6 DEX, 4 LCK, 29 HP, 0 MP Mage - 4 STR, 8 INT, 8 RES, 5 VIT, 5 SPD, 6 DEX, 4 LCK, 22 HP, 13 MP Priest - 5 STR, 8 INT, 8 RES, 5 VIT, 5 SPD, 5 DEX, 4 LCK, 23 HP, 13 MP Thief - 7 STR, 4 INT, 4 RES, 6 VIT, 7 SPD, 8 DEX, 4 LCK, 28 HP, 0 MP Starting attributes (Female): Fighter - 7 STR, 4 INT, 6 RES, 6 VIT, 7 SPD, 6 DEX, 4 LCK, 28 HP, 0 MP Mage - 4 STR, 9 INT, 7 RES, 5 VIT, 5 SPD, 6 DEX, 4 LCK, 22 HP, 14 MP Priest - 5 STR, 9 INT, 8 RES, 4 VIT, 5 SPD, 5 DEX, 4 LCK, 22 HP, 14 MP Thief - 5 STR, 4 INT, 4 RES, 6 VIT, 8 SPD, 8 DEX, 4 LCK, 25 HP, 0 MP 2.5 - Machines This race can be selected only after certain requirements are met. The full robot consists of a lower vehicle that serves as the main hardware, and is piloted by an android in charge of the software. They cannot use spells, but have a very high defense and can equip weapons that only they can use. Males have high Strength parameters while females have high Speed parameters. MAchines can only take on the specialized job class of machine. (From the official instruction booklet) Attributes coming soon. ------------------------------------------------------------------------------ 3.0 Lower Job Classes ------------------------------------------------------------------------------ 3.1 - Fighter [Fi] The main role of this job class is melee combat using weapons as well as the ability to wield a shield, allowing them to have a higher AL (Armor Level) than other job classes. When leveling them up, this job class has an easier time increasing the Strength parameter. (From the official instruction booklet) My experience with the Fighter has been a pleasant one. I control a Dwarven fighter as my main most of the time and he completely controls the entire battle. Shields can block sometimes which is nice, but I prefer to dual wield longswords for Brave Heart. A couple of Brave Hearts will more often than not clear the entire enemy group. Add on to that a high HP count and you have yourself a monster. 3.2 - Mage [Ma] Mages mainly cast attack and status ailment spells to inflict magic attacks upon the enemy. Compared to other job classes, the mage can cast spells more quickly. When leveling up, this job class has an easier time increasing the Intelligence and Resistance parameters. (From the official instruction booklet) I don't have a character with Mage as his/her main, but rather a Priest with the Mage subclass. I don't control this character and have her set to heal most of the time, but when I do see a spell used by her the damage is usally very high. I haven't actually seen a Mage cast a spell, so I'm not sure exactly how much faster they're cast, but I plan on looking into it. If it's worth it, I might try going Ma > Pr instead. 3.3 - Priest [Pr] Priests mainly cast healing spells to restore HP and support spells to assist their party. When leveling up, this job class has an easier time increasing Intelligence and Resistance parameters. (From the official instruction booklet) The Priest class is pretty much required if you want to survive. Without the Aid spell being cast frequently my party would have been wiped many times. The Priest class saves your ass - remember that. 3.4 - Thief [Th] Thieves can use ranged weapons such as bow and arrow, and are less likely to be detected by the enemy. When leveling up, the Thief has an easier time increasing Vitality and Speed parameters. (From the official instruction booklet) In the beginning of the game, you might find the Thief outclassed by the Fighter. The Fighter will be dealing more damage, will have more HP and will just be able to survive easier. However, raising a Thief is definitely worth it. The movement speed Thieves get is nice, but the main reason I raised a Thief was for the bow and arrow. You won't find a bow and arrow until the Wicked Forest, which was frustrating for me, but once you get them you'll be very happy. :) ------------------------------------------------------------------------------ 4.0 Higher Job Classes ------------------------------------------------------------------------------ To change into a Higher Job Class, you need a special item. I do not know where to get all of these items yet, but I'm looking into it. Only the Machine race can use the Machine job class. 4/25/07: Killer9495 from the GameFAQs forums notes that the last monster you kill will determine what drop you obtain. Therefore, if you want a Higher Job Class card, you'll need to make sure the monster that holds it is the last you kill. I have yet to confirm this myself, but it seems like a legitimate claim so I have put it here. 4.1 - Anchor [An] Anchors have very high MP points and are experts in casting spells. This job class can cast all attack and healing spells. (From the official instruction booklet) The Anchor Card drops from Priests and Sorcerors. 4.2 - Knight [Kn] Like the Fighter, Knights can wield shields to increase their defense. Though they mainly use physical attacks, Knights can also cast healing spells. (From the official instruction booklet) More info to be included in the future. What I DO know, thanks to SFMrAnderson, is that the strategy guide lists the following as locations for the Knight Card: Location: Gehena Abyss / Time: Present A / Enemy: Greater Demon, Greater Demon Lord Location: Gehena Abyss / Time: Past / Enemy: Greater Demon, Grim Reaper, Will O' Wisp Location: Gehena Abyss / Time: Present B / Enemy: Greater Demon x2, Greater Demon Lord x2, Green or Blue Will O' Wisp 4.3 - Samurai [Sa] Samurai can wield a Katana, a very powerful melee weapon. As a result, they can inflict critical hits much more often than any of the other job classes. (From the official instruction booklet) More info to be included in the future. Nyst from the GameFAQ forums notes that the Samurai card is dropped by Female Samurai in Akatoki. Gustuf also provided this information: http://kimagure.sub.jp/vk/map/akatoki1.gif Point A: kunonichi appears Point B: Male samurai appears but female samurais are within the group Point C: rarely female samurai appears 4.4 - Ninja [Ni] Ninja can wield a Ninja Katana, a very powerful melee weapon, but they can also use ranged weapons such as a bow and arrow. (From the official instruction booklet) Kunoichis in Akatoki drop the Ninja card. 4.5 - Machine [Ma] This is a special job class that belongs only to the Machine race. Machines can equip almost any weapon and also have additional weapons that only they can use. This job class cannot equip any defensive armor, but naturally have a high defense. (From the official instruction booklet) More info to be included in the future. ------------------------------------------------------------------------------ 5.0 Walkthrough ------------------------------------------------------------------------------ 5.1 - Beginning 5.1.1 - Rastul "Hey! I found one!" After a very short opening sequence, the game starts you off battling against a dragon. You cannot lose this battle, so use this as a chance to familiarize yourself with the battle system. Go back to 1.1 to fully review the controls, or I'll just list the essential ones here. Move with the analog stick, target the dragon with R and attack with X or O. You can also press Select to switch between your characters if you want to. After defeating the dragon, Rastul and party will have a small conversation. Rastul seems to have something on his mind, but who knows what it is? 5.1.2 - Hero "Create-a-Hero" Now that that is over with, you get to create your very own hero! Isn't that swell? The choice is completely up to you, but I'll let you know before hand that you're limited to Human-only at this point. I personally created a Female Thief, but again it's entirely up to you. Ah, now would be a good time to introduce you to a little trick that you can use now and in future character creations. When entering a name, if your name is one or nine letters long, you will recieve ten bonus points to assign to your attributes. For example, if you enter a name like Esmeralda (that's the name I chose :P) you'll get the points, but a name like Cloud will give you less. As for one letter, you could do something stupid like naming your character A or you could do something like A Hitler, apparently. I haven't tried the one letter name trick myself, so I'd just choose nine letters. If you're having difficulty think- ing up a 9 letter name, here's a site that might help: http://www.nameplayground.com/?letters=9 I have no idea why this trick works like it does, but what the hell, right? 10 extra bonus points is nice. If anyone reading this happens to have a better explanation of how this works, please email me (tidus560@hotmail.com). 5.1.3 - The Inn "Who am I?" After creating your character, you'll find yourself being awakened by a voice you don't recognize. You'll have a conversation with a guy named Noir, who seems to have no visible figure, and what else can you do but follow his advice? Once you are given control of your character, use the analog stick to move yourself toward the door in front of you. Approach it and press X to exit the room. Don't bother talking to anyone in this room unless you really want to. Approach the door and exit. "Where the hell do you think you're going, kid?" Thought you were taken care of, did you? Perhaps by some beautiful, golden-haired young maiden who found you wounded in a forest? Afraid not. Seems you were dumped at an inn and left to pay the bill yourself. You must have been here for a year or something, because the bill is 3000G. It would have been nice to wake up with amnesia and a million dollars, but nope. You're completely screwed. Oh well, looks like this short, fatass inn- keeper is actually pretty generous. He's giving you a chance to pay off your debt, so let's do it. Exit the inn. The guy you meet outside will explain the buildings to you if you want, but it's a waste of time as far as I'm concerned. Once you have control of your character again, enter the Guild straight ahead. Seems you didn't have 3000G on you, but you have 500G, which will be just enough to get yourself a party member. Approach the...thing...at the counter and choose Change Party from the menu. Then select Find Member. You're now at the Character Creation menu again. This time you can choose whatever race you want (with the exception of Machine) and I highly recommend you make a Priest. Without a Priest, you'll find the beginning really difficult. I personally made a female Elven Priest. Use the 9-letter trick if you want. Once you're done, choose Add Member in the Change Party menu and put your newly made character in your party. Talk to the thing at the counter and choose Quest Info this time. Recieve "The Golden Wolf" quest and exit the Guild. Head north on your mini-map until you reach the end, where you should see a man standing. Talk to him and you'll recieve the "Golden Pelt". Take it to the Shop (to the left of the Guild) and give it to the shopkeeper. You don't have any money to buy anything, so return to the thing at the Guild and recieve your quest reward. Now that that's taken care of, head north again and exit, saying that you're ready. On this next screen, Deadland, head directly north until you reach a door. Now in the Garden, head to the red circle on the mini-map and go down the stairs into the Old Prison. Open the chest in front of you then head south on the mini-map until you encounter an enemy. You should remember the battle controls, so beat the thing up. It will drop a chest when defeated, and in it you should find a "lump of gold". There's no point getting more than one. With that, head north and exit for a scene. Return to the inn and give the lump of gold to the innkeeper. He'll return your Pendant (?) and from now on you can rest and save at the inn. Now that that's over, the real game begins. You're mission is to continue on through the Old Prison and then keep going from there, following the directions of Noir. Every time you find a new area, more quests (and sometimes new items at the Shop) will be available. My advice to you right now is to "farm" the Old Prison for 1000G and buy yourself another party member. 5.2 - Old Prison 5.2.1 - Map Garden ___ ______________^_________ _________ | | | : |D En : \ | | ||-- | | |----------\ /-----\ \ | D3|___|| | ___|..|___ |..| \ | |.. _/ | | / : : | | | | |---| |-----\ | | / /-------- | | |____________D| \| | __| | ______| |___ __ | | | | : | __ | T |D4: : | |S3| | | --\ | | | ------| |--- _| |_ | |--- | |__|..| _______| | / \ | |___ | : | | | |____/ / \ \_Q1 | : | | ---\..| | | D2| S4| | /--- / | | | | /----\ \ / /--- | | / _| -- |_______| | \_ _/ | | / /__ ______| |___ | | _| |_ | | | | T |D5: : | |S5| | | | |..|__ ------| |--- -- | | | : | _____|..| |__ __| | |../-- | | |___ ________/ \__ | | | | : : | | : : D| : | | |-- -----| |--- |---..---|----- | | |__|<\ | : : | |..| ____\ \ |..|..|--|-----| | | | | | | |S1|__:____ _| \Ex/ |..|..|..|__________________| | v |Q3: : |D1 Q2 | Lost Road |..|..|..|--------------------- | |S2| | -------- N ^ W< O >E v Legend: S En = Entrance Ex = Exit D = Door S = Switch T = Teleport Q1 = Quest 1 (The Sin) Q2 = Quest 2 (The Ocean View) Q3 = Quest 3 (The Alchemist 1) < = One-way Note: Doors that have a number next to them require you to hit the "switch" of the same number. 5.2.2 - Quests Refer to the maps for quest locations. The Sin: I would like you to take me to the castle. I've been there once a long time ago, but since there are so many monsters there now, I don't think I'd make it alone. I need to get to the first level of the underground where the entrance is sealed. I want to retrieve an item I lost there. I'll give you a nice reward...so please take me there. The Ocean View: Just the other day, I went to the castle to draw a painting. There, a monster attacked me but I was saved by a dwarf woman. She said she was an adventurer in the castle. She said she became an adventurer because she wanted to see the ocean. I've never seen the ocean myself, but I want to give her a painting of my image of an ocean as a token of my gratitude. I was saved by her at the far end of the first level of the under- ground. Please deliver this painting to her. The Alchemist(1): I want to go collect some items I use for experiments. What I'm looking for in particular is a stone, but it's not just any stone. It's a stone with mysterious powers. I think we can find it under the castle somewhere. Please come with me and help me find it. 5.3 - Lost Road 5.3.1 - Map _____,---, / | / /---\___/ Old Prison | |______________________________ _^_ \ D| \ /En/ \-- /--------------/ /------\ \ / / / / _____ / / \ \/ / / / | | / / \ / __ | | |__ __| / / ____\ \_/ \ | | \ \_/ / / __/ | | \ / / /----\__\ | | \ /--------/ / \D | | | \_____________/ | | __| |______________________ ___| | |S1: | / | --| |---\ \-----------,__/ \__/| | | | \ \ /D1/ | | | | __| | / /------------/ | |..| |T |D2| / ______________ | |S2| ----- / / / | -- ________/ / / | __ / | __________/ | | | | / /------| | / /| | |--| | | \ \/ /---------/ | | | | | | \ / | | | | | \ \D_| / \ | | \ \ _| \_ __ | Q1 | | | \ \ / \ /Q2\ \____/ | | \ \ \__/| | \ / ____ \ \ \ \ \ \/ \__/ \ \ \_____\__\_________\ | \ D /--\_ _/ __ ------------------------| | / \ / \____________ | | \__/ \_ \ | | \-----------\ \ | | _________ \ \ | | ____ | \____/ \__________/ \_____/ \ | /----\ | |Ex| \------------------------------\____/ v N Wicked Forest ^ W< O >E v S Legend: En = Entrance Ex = Exit D = Door S = Switch T = Teleport Q1 = Quest 1 (The Adolescent Confession) Q2 = Quest 2 (The Challenge) Note: Doors that have a number next to them require you to hit the "switch" of the same number. 5.3.2 - Quests Refer to the maps for quest locations. The Adolescent Confession: I fell in love with a really pretty girl! But I saw the girl go inside the castle and my mother told me never to go near that castle so I can't go after her. Please Mr. Adventurer, find her and tell her how I feel about her! The Challenge*: I've heard about you before. You're pretty good for a novice adventurer. But just because things are going pretty well for you now doesn't mean things will stay that way. The castle curse isn't something the likes of you can break. If you insist on going on, then try and defeat me first. If you can't even defeat me, it won't be long before you'll become a monster yourself. I'll be a tthe far end of the tunnel...It'll be a one on one fight just between you and me. Of course, that is if you've got the guts. Finding Tess (Garden): I have a favor to ask of an adventurer. I've lost my beloved dog, Tess. She had been acting strange lately and people who last saw her say she was heading toward the castle. If something where to happen to Tess, I don't know what I'd do. Please find my Tess for me! *Upon completion of this quest, a Dwarven Fighter will join your party. 5.4 - Wicked Forest 5.4.2 - Map Lost Road ^ |En| ________ \ \ / \ ____________________ \ \ ___ / /----\ \ | | _______Q3 \ \ __ / \ / / ____ \ \ | |------| |-----| | / S4| \ \/ \ \ / / / / \_\ \ | | / / | | / /----\__/ \ __/ / / / / | | | |_____/ / | | / / __\ \ / / / / \____/-| | | ______/__ | |__/ /_______ / _ \_/ / / / ____ | | | | /Q1\ | S4 | \__/ \ /___/ / / \_| | | | ____\ /__ | |--\ /----\__/ \_ D1 | | | Q2 | | | / \ | | | | ____ | |---| | \____/-| | | |/ /---| |\ \| | | | _____ / \ | | | | | | | | | | | | | | | | / | | | | | | | ____ | | | | | __| | | | | | | / -\__/ | | | | | | / S2 \ | | | D| | |T |D3 | | | | | / / \ / | | | | | | | | | | | ---- | | | | |/ / \ \--/ | \ \ \ / | | | | | /S3\ | | | | _ _/Fortress \_____ | \ \ | | | | | |\ \--\ // /| | | |_______^_ __ / / \ \___| |__/ | | | \__________/ | | \ D4(Ex)| /S1\_/ / \ \ | |______________| | _/ /--------- \_____ / \-----------\D2| | |S4/ -- --------------------- -- N ^ W< O >E v Legend: S En = Entrance Ex = Exit D = Door S = Switch T = Teleport Q1 = Quest 1 (The Flowers) Q2 = Quest 2 (The Green Light) Q3 = Quest 3 (Catch the Thief) Note: Doors that have a number next to them require you to hit the "switch" of the same number. 5.4.3 - Quests Refer to the maps for quest locations. The Flowers: This is a request for someone entering the castle. I want to go and give flowers to daddy, but since he's beyond the castle I'm told that I can't. That's why I need someone to go and deliver the flowers to him for me. Mommy said we can't see him anymore, but I don't think so. Mommy said that daddy was sleeping somewhere deep inside the forest. Once you've given the flowers to daddy, please come to the chapel. I'll be waiting. The Green Light: I didn't get a good look back then, but I know I saw a mysterious light. I'm sure that it must have been a fairy. I want to go and see for myself again. It was inside the forest near a strange monolith. Please take me there and also be my witness. Catch the Thief*: Help me, please! Someone catch the thief for me! I've had something very valuable stolen from me. If it gets out into the world...or gets in the hands of one of my competitors I'll be ruined! I'm positive the thief was hired by someone jealous of my success! What kind of a terrible person would do such a thing? Please get back my irreplaceable item from that thief! Of course you will be generously rewarded for your services. Oh...and make sure when you get the item back, you don't look inside. *Upon completion of this quest, a Halfling Ninja will join your party. 5.5 - Fortress 5.5.1 - Map Wicked Forest ^ |En| ___________| |___________ __ __ __ |S1 D1 S2| __ __ __ |DA| |DB| |DA| -----------\--/----------- |DC| |DC| |DD| | | | | | |_____________| |_____________| | | | | | | | | | | | | | | | | | | | ------------------------------------ | | | | | | | |________________________________________| | | | | | | | | | | | ---------------------------------------------- | | | |______ _____________ _____________ ______| | | | | | S4 |____| S3 | | | | ------| | | | | T |D4 | | | |------ | |_|__ __|______|____|______|__ __|_| | | D3 D2 | ------------------------------------------ __ Fortress Inside __ |DB|_______ ^ ________|DD| |___ _|D5| |Ex| |D5|_ ____| | || |_______ | | _______| || | | || | | __| |__ | | || | | || | | | | | | || | | || | | | BOSS | | | || | | || |__ __|______|__ __|______|__ __| || | | || || | | | -------------------------------------------- | | ---| |______________________________________________| |--- | :S5: | | |-----------------------------------------------| | |_____| |______| N ^ W< o >E v Legend: S En = Entrance Ex = Exit D = Door S = Switch T = Teleport Note: Doors that have a number next to them require you to hit the "switch" of the same number. Note: DA takes you to DA, DB takes you to DB, etc. 5.5.2 - Boss This is the first real boss you'll fight and he's tough. When I fought him I used a Fighter, a Mage/Priest and a Thief/Mage/Priest but you might want a couple of more people for this fight. His normal attacks deal decent damage but what you need to watch out for is his special. It hits the entire party and it HURTS. Make sure your Priest has Parallel Aid and that his/her Behavior is set on high healing. You're going to need it. What I did was take control of my Fighter and had him equipped with a Claymore. With him I focused completely on STR so his attacks hit for 15ish damage with a 70ish damage special. My Ma/Pr was set to the back row and used strictly healing magic (though I had a few Behavior points set to Items in case she needed a Charge Flask). My Th/Ma/Pr was also in the back row with a bow. Her Behavior was split evenly between Magic Attack and healing with a single point on Attack. With the boss focused on my Fighter, things were easy until he used his special. At that point, I ran around dodging the boss' attacks until my Ma/Pr healed the party fully with Parallel Aid. Eventually my Fighter's attacks and specials and my Thief/Mage/Priests Magic Attacks took him down. It definitely wasn't an easy battle. Once defeated, you'll get a short scene and you'll be able to enter the inside of the Fortress. New quests will also be available at the Guild. 5.6 - Fortress Inside 5.6.1 - Map ^ |Ex| | | | | | | ____________|--|______________ | |____ | Q3 | |------------| |---| | |____| | | | | | | ------------- | |------------| |---| |---- | ____ _ ||_________________________| | | | | _____|D |______________ | |___|___| | | D| |D | | | | | | ---| |---/ \---| |_____ | |_ _|___| |__| | | | | |__| | | | | | | | S3| |D2 | ------------------- | | |_____|--| |\ / ______________________| |___________| || | | D| |D | || |__ | |- -|--| |---------| |--------| | || | | | | | | |---| ___| | |-----| | || |--| | |---| | S1 | | T |D1| | Q1 | || |Q2| | | | |--- |___| |__|_ _| | || |--| | |---|--| |--------D| |D | || |__| | | ________ __|D |-----------| || | | |___| | | | | | |-----|__| || |__ | |___| | | | | | | |S2| |/ | | | | | | | | |__|_ _|--| |D3 | | |_ _| |-------| D| |D |______| |______________________|__|-------------- | | |En| v N ^ W< O >E v Legend: S En = Entrance Ex = Exit D = Door S = Switch T = Teleport Q1 = Quest 1 (The Merchant) Q2 = Quest 2 (The Casket of Time) Q3 = Quest 3 (The Digital Clock) Note: Doors that have a number next to them require you to hit the "switch" of the same number. 6.0 - Legal & Thanks Copyright (C) Damien Rodriguez, 2007 This guide was written by Damien Rodriguez (Hitokiri_Tidus). Feel free to distribute but please give credit to me. For any questions, comments, suggestions or fixes please email me (tidus560@gmail.com). I've put forth quite a bit of effort into this, but this is my first guide so please go easy on me. Thanks: A big thanks to all the users of the GameFAQs forums. Much of this guide was put together using different threads I read. When I used anything contributed by a member of the forums, I gave credit, but there were a few names I couldn't remember. If you would like credit for any quotes that belong to you, please send me an email and I'll be sure to give credit where credit is due.