FAQ/Walkthrough - Guide for Wizardry: Tales of the Forsaken Land
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_________________________________________________ / \ / W I Z A R D R Y \ / \ \ T A L E O F T H E F O R S A K E N L A N D / \ / \_________________________________________________/ FAQ/WALKTHROUGH BY JERROLD NG (JIYAU@YAHOO.COM) VERSION 2.0 _______________________________________________________________ / INTRODUCTION \ \_______________________________________________________________/ Wizardry: Tale of the Forsaken Land brings back a long-gone genre which was one of my favorites back then - not really a name to it, but I just like to call 'em "block movement dungeon crawls". Despite being quite old-school, the game arrives onto PS2 with some impressive graphics, impressive combat system, and altogether great game play. The storyline deserves mentioning as well :- while I expected a simple, bland storyline (it's like that at the start), at the middle part the plot starts thickening a fair bit, and by the end there are a few major plot twists that would surprise even a seasoned RPG gamer. The dungeon design is fairly impressive - no two floors look alike (except the labyrinth floors). In a nice evolution of the old block movement of old, you've got slopes, multiple floors within a floor, curving paths and such that gives the game a fresh, yet old school appeal. And the combat system is superb - the use of Allied Actions make sure your battles are never dull. And battles never last long enough to be boring, which is a good thing since there's so much of it. All in all an excellent game, and despite the little hype it has, it's well deserved to be in anyone's RPG collection. Okay, enough with the reviews, let's get on with the good stuff. _______________________________________________________________ / CHARACTER CREATION \ \_______________________________________________________________/ Upon starting the game, you will be asked to create your character. No, don't panic just yet, you will be given a chance of creating the rest of your party later. The character you are about to create is basically the hero of the story, and the entire plot will revolve around him, basically. And yes, it's a him, not a her (unless there are some serious lesbian overtones here...). First you should give your hero a name, then choose his race :- Human Quite balanced. Other than having low faith (thus not making a good priest, at least at the start) they can be just about any class without any real penalties. Elf Their high wisdom and faith makes them ideal candidates for being priests and sorcerers. They've got poor physical skills so making them warriors will give them a disadvantage. They aren't too bad as thieves though. Dwarf The usual big, strong and scruffy race make excellent warriors. But they've got good faith as well, so they can be pretty good priests as well. If you want to make yourself a knight, a dwarf is your best choice. Gnome Really high faith makes them excellent priests, and they are really agile so they make good thieves as well. But they aren't all that impressive otherwise, so unless you really want a good priest you should skip this one. Halfling Excellent agility makes them a good thief, and best choice for turning into a ninja later. They've got average stats otherwise, so they aren't all that useful either. Upon picking your race, you now pick your "attribute" (more savvy RPG gamers would call it alignment). This is important as a team with a constant attribute will go up faster in trust and learn allied actions faster (see below for more info on that). If you are "Good" you should not be attacking friendly monsters, and should only choose the positive option when talking to other people. If you are "Evil" you should go around slaying even friendly monsters and pick the negative option when talking to other people. "Neutral" means it really doesn't matter either way. Be sure to act your attribute or it will change. If you've already gone through the first area and are creating the rest of your party members, be sure to take a note of their Personality. Acting positively towards his/her personality increases their trust, and vice versa. It's an important trick to ensure a steady growth in trust, which becomes very vital in the game later on. Alignment also determines one other important factor of the game - the NPCs that join you. Different characters will join your party depending on your leader's and your party's alignment. Being "Neutral" is the big advantage here since more characters will join your party than if you were of any other alignment. Once you are done, the next step is to pick your class from Warrior, Sorcerer, Priest or Thief (Thief only appears if you pick "Evil" as your attribute). There's four other classes, but they aren't available from the get go so I'll skip them for now. You can change the bonus points to distribute among your stats by going back one screen then forward again. You usually get 7-12 points, but in rare instances you may get 13-30 points (very rare instances, I might add). So if you really want to start out better, you can try re-rolling your bonus points over and over, but it's not going to effect the game terribly (you'll just be better off at the start). Warrior As you might expect, the beef of the party. Uses just about every weapon and armor available, and thus the best in the front row. If you are making a warrior dump most of your points to Power, then to Life and Agility (all that brute Power isn't going to matter if you can't hit straight). Sorcerer Your boy for attack magic. Weak as a puppy otherwise, and can't really equip much of anything, so best kept in the back. Dump points to his Wisdom and Life so that he has at least some decent HP. Priest Your boy for healing magic. He's not all that bad as the sorcerer, and can equip some fairly decent weapons and armor. It's still not recommended for him to be put up front, however. Note that you MUST have a priest in your party or you will not survive - they have the ability to turn undead, which becomes very important on a certain floor. And without a strong healer in your party, you will not last long at lower floors, where monsters can just lop off massive chunks of HP per blow. Dump points to his Faith and Life. Thief In my opinion the thief is the weakest class in this game. He can cast up to level 3 priest and sorcerer spells, but then again spells in those circles are generally crap anyway. He's weak physically, and is a little poorer in armor use compared to the priest. He can wield decent weapons though, but you will want him at the back row because of his weak defence. His only use is that he can pick locks easier. If you really want to use a thief, I suggest upgrading him to ninja later. When you make a thief, dump points to Agility, Power and Life. Next it's time to distribute the bonus points to your stats. IMPORTANT NOTE : Be sure to distribute those points properly - when your level goes up the new points distributed will be in ratio to the points you distributed here, as well as to your class. If you toss a lot of points to Power, for example, expect to gain just as much, if not more, points into that stat per level, especially if you're the fighter-type. You have to plan ahead if you're making an advanced class, or else you will never get the right stats. Now that you're done, you are ready to start the game! The section below gives you some tips on more advanced stuff, but it's nothing you can't discover by yourself, so you can skip it if you want. _______________________________________________________________ / ADVANCED INFO \ \_______________________________________________________________/ Rows and Ranks ============== Your party consists of six members, three in the front and three at the back. The ones in the front are the only ones that can attack with short-range weapons. Of course, they are also the ones who will get his by short-range attacks. The back row can only attack with ranged weapons, but don't worry, there are plenty of ranged weapons to be found in this game. When any of your front row members get killed, the person behind him/her will move forward to the front row. Obviously, fighter-types like the samurai, warrior and knight should be in the front, and the thief, priest and sorcerer at the back. Ninjas can go either way, but they are better at the back. When you get attacked from the behind (i.e. a monster walks up behind you) your rows switch, putting your weaker members up in the front. And it will take a full round to swap back to the original position, meaning the monsters get two free rounds of attacks on you. Therefore, DON'T get attacked from the back. It's bad. Trust me. Trust and Allied Actions ======================== Allied actions are team-based attacks that involve two or more of your party teaming up to perform a special attack/defence. The number of these actions you have is directly based on the overall trust in your party (represented by the circle with all those Japanese characters in the lower left corner of the screen). The overall trust is the average of your five party member's trust (your party leader doesn't contribute). It's important to keep raising your member's trust and thus raise the overall party trust and gain new and more powerful allied actions. In the later sections of the game, the monsters will become near unkillable without the right allied actions. Allied actions contribute a lot to the game. After a floor or so, you will probably not even think about using individual attacks. It's that important. So trust building is important. Everybody's trust go up after a battle. If you leave friendly monsters, those with Evil attribute will have their trust lowered, and those with Good attribute will have their trust go up. The opposite occurs if you attack a friendly monster. Also, trust can be raised by building towards your member's personality. For instance, a Neutral Hobbit hates insect monsters. So if you kill tons of insect monsters his trust will sky-rocket (or at least go up faster than everyone else). And finally, conversations with NPCs you meet will affect trust as well. Positive responses raises trust of Good and Neutral members, while lowering the trust of Evil members. The reverse is true if you reply with a negative response instead. You can thus tell that it's easier to raise trust if your party members have the same attributes. It's suicide to go with a party of mixed attributes, so don't even try unless you are REALLY up for a challenge. In later bits, you can find items that can change your member's alignment, so don't worry too much if you did the wrong stuff to cause an attribute change. Switching Classes and Advanced Classes ====================================== All characters, NPCs or created ones, can change class. Created characters can change class by going to the guild, but there are requirements involved. You can skip those requirements if you locate items that immediately change class upon use (the orbs sold in B5 work fine). NPC characters can only change class using items. Guild class changes can also be done only once per level of experience. Also, when you switch class, you lose the abilities of your previous class. That means, if you switch from sorcerer to warrior, you lose all spellcasting skills, no exceptions. Your experience level will be recalculated for your new class, which may result in you going up or down a level or two. Samurais, Ninjas, Bishops and Knights are "advanced" classes, meaning your created members will require a bit of training in order to switch to them in the guild. The requirements for changing to them are listed below, though you can just go to the guild to check them as well. Samurai These guys can cast up to level 6 sorcerer spells, and fight just as well as most warriors. There are a few weapons and armor that warriors can equip, but they cannot. But they are otherwise pure killing machines - they have an ability to instantly kill an opponent (random, not quite as often as that of a ninja, but often enough to be useful). And the biggest advantage is their ability to equip katanas that no other class can equip. Katanas are one of the strongest weapons in the game. Requires Level 8, Non-Evil Attribute, 23 Power, 20 Life and 20 Agility. Ninja They can use up to level 2 priest and sorcerer spells (i.e. forget about using them for spells). They have the ability to instantly kill an opponent with their physical attacks, and at higher levels the frequency of this occurring is quite high (around once every two battles or so). They also have supernatural evade abilities, meaning they are exceptionally hard to hit. But if they are hit they suffer higher damage that everyone else, which is a fair trade-off. They are suited to be in the front (since not much monsters can actually hit them right) but once you find shurikens, put them at the back and laugh as they kill huge monsters with one shuriken. And finally, they also have better lock-picking skills (not quite as good as that of a thief, but with practice it's manageable). So it's really nice to have one around. Requires Level 12, Evil Attribute, 25 Power, 25 Life, 25 Agility and 25 Luck. Knights Like the samurai, but has up to level 6 priest spells instead. You can use them as backup healers, and they can turn undead, but other than that they aren't all that useful. In a direct opposite of a ninja, a knight will have a drastic drop in evade (i.e. they don't evade) but they do have more HP that everyone else, including warriors. Requires Level 8, Good Attribute, 20 for all stats except Luck. Bishop Can cast both priest and sorcerer spells (but not as well as a pure priest or sorcerer). They also can wear better armor than sorcerers, but not as well as priests. They can dispel, but pure priests do it better. And they have a useful, but not really important skill of appraising unknown items. But on the downside they go up levels the slowest - it's not as bad as you think though; they will be at most two levels below your party average. Requires Level 5, Non-Neutral Attribute, 23 Wisdom and 23 Faith. Some stats may be hard to obtain, but thankfully around halfway through the game you can buy items that immediately changes your class no matter your level, stats or attribute. NPCs vs. Created Characters =========================== Here's something debatable - should you party consist of created characters or NPCs? Well, I suggest a little mix of both myself. First of all, created characters can be renamed and can change class easily. But they will remain totally mute throughout the game. However, NPCs do contribute to conversation, so you can gain a little more insight into the plot (though it's not terribly important to know what they think, really). Spellcasting NPCs also have a big disadvantage - though they know all the spells, their spells start at level 1. So if you plan to replace your current spellcaster with an NPC spellcaster, be prepared to spend a lot of time and money to build them up to respectable standards. I myself would suggest keeping some of the early ones you find and ignore all but the fighter types. Or just put them in to loot their good stuff. And remember your overall trust is an average of your member's trust. If you drop a fella his trust doesn't change, but your overall trust might. You can however raise trust levels by dropping ones with low trust and adding ones with high trust. Spells ====== You will pick up plenty of the monster's grisly bits as you hack through mounds and mounds of them. These bits can be brought to Vigger's shop, where his wife will combine them for you to turn them into stones. Using these stones give you spells. You can use a stone repeatedly on the same person to power up your spells, and the effect of powering up is fairly drastic. In fact most spells at level 1 are nearly useless, so powering up spells are pretty important. A little into the game, a material shop will open on the first basement. You can sell a monster material here, and henceforth buy that material infinitely. In fact, that's where almost all your money will go later in the game, since dungeon shops sell stuff you can find elsewhere (and probably have a lot of already), and Vigger's shop is more of an expensive storeroom than a shop. Here's the complete listing of all the materials in the game and what common monsters drop them... Rotten Meat (Zombie, Undead Kobold, Rotting Corpse) Skull (Skull, Ghost) Devil's Horn (Lesser Demon, Greater Demon, Malefic) Vampire's Claw (Vampire, Vampire Lord) Undead Dragon Wing (Zombie Dragon) Pied Piper's Flute (Pied Piper) Giant's Tooth (Giants) Giant's Guts (Giants) Giant's Blood (Giants) Dragon Heart (Dragons) Dragon Scale (Dragons) Dragon Tail (White Dragon) Bogey Cat's Fur (Bogey Cat) Bogey Bird's Claw (Harpy) Frog Tongue (Giant Frog) Wyvern's Eyeball (Wyvern) Hound's Ear (Gaze Hound) Chimera's Head (Chimera) Slime's Goo (Bubbly Slime) Pixie's Wing (Pixie) Demon Egg (Dragon Fly) Cocoon (Spiders) Slime Jelly (Red Slime, Silver Slime) Fairy's Wing (Fairy) Broken Sword (Warriors, Orcs, Kobold) Thief's Blood (Thieves) Ninja's Hood (Ninjas) Priest Hair (Priests) Sorcerer's Earring (Sorcerers) Samurai's Beard (Samurais) Bishop's Bracelet (Bishops) It's fairly self-explanatory as to which monsters drop which materials, really. There are three boss materials which cannot be obtained anywhere else (i.e. there's only one of them in the game) - they are Incubus Wing, Golem's Flesh and Sword Fragment. Though they act like materials, they cannot be sold at the material shop thus cannot be re-bought. They are also materials required for the best spells (non-vellum type) of the game, so use them wisely. Be careful when the moon is red (check the circle where you also see your overall trust). When making or separating stones during this time, random things will occur. Might be good, might be bad, just quite unpredictable. This also occurs, in a lesser degree, during a yellow moon. It is great for getting the rare materials of the game, though. Vellum is another sort of spell. These are more powerful spells that Vigger's wife does not have recipe for, so you have to find them. They are the most useful spells in the game, so it's a good idea to hunt high and low for them. Unlike normal spells which require two monster materials, these require three, often rare ones. The list as it stands right now is as follows :- Hypnosis Vellum Guiding Vellum Sculpture Vellum Silence Vellum Healing Vellum Antidote Vellum Light-Up Vellum Resurrect Vellum Mutation Vellum Recovering Vellum Transfer Vellum Conversion Vellum Blazing Vellum Revival Vellum While I can't remember for the life of me where they are all found, most are in easy-to-locate positions, usually right where you need to pass through anyway. I didn't have any trouble locating them (except for the healing vellum, but that's because I missed the reaper door trick early on) - you shouldn't either. Death ===== At most floors, death will sometimes appear and chase you down. Since he can move levels (within that floor), go through walls and move faster that you walk, it's pretty hard to avoid him. To avoid him, leave the floor or use a transfer potion to head back to town. Or just get nailed by him. It's actually not as deadly as it's made out to be. Your possessed character becomes a little stronger, but a little weaker in defence, but that's not really all that noticeable. As long as you keep him alive, it's only going to cost you a couple of thousand bucks to restore him in town (and you really don't have that much use for money anyway). Just make sure he's alive (use restrict shot or spell cancel AA). However, if he does die, it's time to hit the reset button - the character will be gone forever i.e. erased clear out of the game so that's generally a bad thing. Unless you plan to kick him out or something. And if that happens to your leader the game ends immediately. So it's not all that dangerous if you are careful. In fact, I explored two whole floors with a possessed leader and came out unscathed. Getting nailed by him also gives you one additional ability - you will be able to see reaper doors. If you are walking around and suddenly feel your controller shake, and no reaper is chasing you, you're near a reaper door. It can only be seen and opened if one or more of your members are possessed by the reaper. Appraising ========== Not having a bishop early in the game isn't that big a deal if you use a trick I commonly use in the game. When you find ? Items, do not use them yet; wait till you return to town. Once you do, save the game. Then start equipping all the items. Make a note of the items that are cursed, then re-load the game. Equip all the items again except skip those that you know are cursed (and no, they don't change if you re-load). Then go to Vigger's and sell off what you don't need. Appraise the cursed items there and then sell them off as well - despite being cursed, they fetch a good price - at least a few times more that the amount you put in to appraise them. Easy cash. Party Suggestions ================= My party? In case you're curious, I started of with a human fighter as my leader. Then I kept Kyo and Sara, and added the already-made hobbit thief, made a dwarf warrior and an elf sorcerer (actually I just took the already-made elf priest and turned him into a sorcerer). My two warriors in the front with Kyo. Sara, the thief and the sorcerer behind. This party worked fairly well for the first four floors or so. Later I replaced my hobbit thief with Rui (better trust, better stats, better skills). I eventually changed my party leader to a samurai, my dwarf to a knight, and my sorcerer to bishop (more healing spells, besides I needed more priest spells that sorcerer spells by then). Then near the 8th floor down, I found my first shuriken, and promptly tossed Rui out, gave Kyo the shuriken and put him to the back, then got Hina (female Samurai) to do her quest. Once I found Kulgan I replaced Kyo with him. I found this team to be such an ass-kicker that I kept it till the end of the game. What's nasty here is plentiful healing spells (you will need them) and THREE characters with instant kill attacks. And you can also do a quest to get an instant kill two-handed sword (Garcia's Second Quest), which I gave to my dwarf. That's FOUR characters with instant kills. Quite deadly. If I were to start again (I will) I'd drop the thief completely and keep a ninja (Kyo or otherwise) at the back row. And have two samurais in front, plus one knight or warrior to eat damage for them. Add one priest, and one bishop. Well yeah, like what I had before. Thieves aren't all that useful since, with practice, a ninja can unlock just about anything a thief can. A pure sorcerer isn't quite that useful either since you don't really need that much sorcerer spells - at least not as much as priest spells. On forethought, knights are somewhat overrated since their dispel ability is quite crap, and they have minimal healing spells. And dwarves are overrated as well because it's tough to raise their trust. And they're slow as hell. If you have a knight or samurai, don't bother giving them spells - they suck at using them anyway, so just use them strictly for hacking purposes. Playing Hints ============= First and foremost, do not rush this game. Blindly running through levels get you killed quick. You must take your time with every new level, killing everything you see to build experience, and exploring everywhere to maximize stuff you have. You will need to have your party go up 2-3 levels in experience before you should even think of going down a new level. And trust, as I have mentioned countless times before, is an integral part of the game. Going down to the lower levels without sufficient new AAs will get you killed really quickly. Even the monsters use AAs, so you should too. Explore every floor until you fill up all of it's map if possible. Go back to town to level-up and sell off/make spells of the junk you've collected a few times per floor. And find shortcuts! They are fairly easy to locate, and save you plenty of time and patience. And one final small point that might seem rather dumb, but people do miss this and regret it later - ALWAYS have at least one transfer potion handy. Early in the game you can find plenty, and even find a shop that sells 'em cheap. But once you start finding shortcuts, you will miss them, and you WILL regret it later in the game when you just HAVE to make a hasty retreat just to find out that you're out of transfer potions. If you are in need of combat hints, check the section below. _______________________________________________________________ / ALLIED ACTIONS \ \_______________________________________________________________/ Since Allied Actions (or AAs for short) are such an integral part of the game, I'll dedicate this section on proper usage of them. They are split into four categories. Most are learned the moment you gain a new level in overall party trust (eight levels in all), buy them at guilds or gain a new party member that has a unique AA (these appear regardless of whether you have that new member in the party or not). Offensive AA ============ Converge Attack (Trust Lv. 6) All three of your front characters team up on one hapless monster. Each character's damage go up slightly. Strange that this one is actually an advanced AA, but is actually WEAKER than Double Slash, one of the first AAs in the game. I don't actually use it at all. Sweep Attack (Trust Lv. 5) All three front attackers sweep across the front row of enemy ranks, doing damage to all of them. This one is only useful if you've got a long row of weak monsters in front of you, since the damage done isn't all that good. And it can miss as well, so don't try it on ninjas or other fast monsters. Rush (Trust Lv. 3) (Bought from Guild) All six members rush forward, hitting everything in sight for minor damage. I find this useful only when I'm traversing through early areas of the game again, and forced to fight large groups of wimpy monsters again and again. You might also want to use it to finish off weakened monsters. One nice point is that it ALWAYS hit, so it's nice to clear off ninjas and other such fast moving monsters. The big disadvantage is that it uses up all your member's turn so if there are any survivors they will hurt you bad. Just so you know, the damage done by Rush is based on your member's levels, not their weapons. And as long as even one is equipped with a weapon that can't hit undeads, Rush will not harm them. Ninja Attack (Trust Lv. 8) (Bought from Guild) Yes, you only get this at the highest trust level, and it's not really worth the effort, though it's powerful just the same. You basically need a ninja upfront with two fighters. The ninja jumps up and the two fighters attack, and finally the ninja comes down for a big strike. While it only targets a single monster, a great advantage is that fact that you can target ANY monster, even those hiding in the back row. And another advantage is the fact that the ninja's final attack has a ridiculously high chance of causing an instant kill - in fact, if you are fighting normal monsters you will almost always get instant kills. Double Slash (Trust Lv. 3) You earn this after your training section at the start, and I dare say that it will be the one you use the most. Two members will gang up to attack one opponent. Not only does the accuracy increases a fair bit (still can miss though), the damage nearly doubles that of ordinary attacks, making it very deadly at the right hands, and especially when either or both members have multiple hit weapons. By the time you gain Converge Attack, Double Slash will do equivalent damage, not including the fact you have one more free front attacker. Stun Attack (Trust Lv. 4) With a spellcaster of any sort at the back, you cast a spell on the character in front, which gives the weapon the ability to stun an opponent. When you hit the opponent, he will either stumble a little (no stun) or get electrified. Getting stunned means neglecting armor defence, so that translates to bigger damage. Stun does not work on all monsters, but if it does it's quite effective, especially teamed with Double Slash. Good for those really big monsters that attack by themselves (the Giants and Gaze Hounds of B5 are good examples). Fake Attack (Trust Lv. 6) (Bought from Guild) One front attacker does a fake attack while the other goes and hits him from the side. Near useless as far as I can tell. Neither the front nor the fake attack does any decent damage whatsoever, and the attack still can miss (so don't try it on high-agility monsters). Hold Attack (Trust Lv. 4) Pretty much the same as Stun Attack, but misses more often. However, those who are immune to stun attack might be weak against hold attacks. But it misses often enough until I rarely use it. Jump Attack (Trust Lv. 5) A back caster of any sort will levitate his front attacker, and the attacker can thus hit any opponent in any rank while opponents cannot hit him. Doesn't really do big damage, so it's useful if you just do not want that character to be hit. You can do a flawless defence combining this with restrict shot, thus rendering your entire front rank un-hittable. A disadvantage is of course, he only attacks after everyone else (including monsters) have taken their turns - and the low damage makes it only useful against spellcasters at the back row... after they already did the damage. Back Attack (Trust Lv. 4) (When Rui joins) One front attacker acts as decoy while the other two attacks from the back. Decent damage as long as your decoy has plenty of life (he will not dodge any attacks, so don't act hero and put your ninja as a decoy). Another useful feature is that the two attackers will repeatedly back attack as long as someone is hitting the decoy, so you can indirectly have them attack more than once per round. But the disadvantage is that the monsters aren't guaranteed to hit the decoy, so you'll waste all three front attacker's actions if monsters hit your non-decoys instead. Useful if you mix in Back Attack with Restrict Shot on your two non-decoys so you'll guarantee that attacking monsters will always get countered one way or another. Sacred Cross (Trust Lv. 8) (Bought from Guild) You will need a knight up front with either a priest or bishop right behind him. Basically a souped-up version of Dispel attacks, it targets "Immortals" (i.e. undeads). Doesn't seem to be that much of an upgrade from your basic Dispel Attack, since my priest can dispel just as much undeads that the Sacred Cross does. So all the effort to actually get this AA (Trust Lv.8, exorbitant price) seems to be quite a waste, unless I'm missing out on something here... End Lash (Trust Lv. 5) (Bought from Guild) Two front attacks will attack all enemies on the extreme ends of their rows. This move looks pathetic, but with careful use it will become your most valuable AA. The point of the attack is that you will give a physical hit to the back row, which becomes invaluable when you start meeting spellcasters that just love to hide behind big strong warriors or some such. Combine it with shots from your rear group and you can pretty much guarantee the spellcasters will be dead before they can even cast one spell (and that's good since their spells will hurt much more than any of the warrior's physical attacks). And other advantage occurs when one of the rows only has one monster standing in the center - this means he gets hit by two end lashes, one from each side. The damage is fairly low, but then again your target here are spellcasters, which don't have that much life in the first place. Crisscross (Trust Lv. 7) (Bought from Guild) Your center front attacker knocks your opponent into the air, then the two side front attackers fly up and hits him hard. This one is really a hit or miss AA, literally. If it misses (and it does quite often) you will do pathetic damage, but if it hits, it usually does enough damage to kill whatever monster it's targeting. Unless he's a boss, in which case it will almost always miss. And it uses up the action of all three front attackers. So it's really your choice whether you want to take the risk or not. Defensive AA ============ Front Guard (Trust Lv. 1) Your three front attackers guard everyone from some status changes or enemy rush attacks. You will want to use this if you eye three or more like monsters in two rows, since that means they are capable of using rush attacks. And rush attacks by monsters are BAD. Alternatively you can Front Guard while your back row attacks or cast spells for maximum protection. Deploy (Trust Lv. 6) (Bought from Guild) Your entire party will scatter when attacked by breath attacks, effectively blocking or halving damage for each member. Obviously, you'd want to keep this handy when fighting monsters with breath weapons (and there are plenty, especially near the end). A good thing about deploy is that it doesn't use up actions of your members, so that can still freely attack (and perform one other AA). Spell Shell (Trust Lv. 6) (When Michelle joins) Your rear three members erect a spell shield that absorbs half the damage of attack spells and negate effect spells. This one is vital if there is a large group of enemy spellcasters in the battle - at least those you can't kill before they cast spells. Of course, this also renders your front attackers totally unprotected from physical attacks. Warp Attack (Trust Lv. 8) (When ??? joins) The back row casts a spell that turns the entire front row invisible and immune to any attacks - all the attacks in the front row goes to the back row. All physical attacks on the front row will miss, but all arrow or spell attacks meant for the front row will hit the back row instead. I've only read about this one in Pei Pei's journal so I'm not really sure about this one, or how one actually gets this AA. Or even if it is in the right category. Spell AA ======== Assisted Spell (Trust Lv. 6) One other back member will assist a spellcaster, which causes his spell to double in level. This generally means a huge improvement in damage (you can't cast effect spells using this option). I've seen damages TRIPLE using spell assist. In fact, my favorite tactic is to use Assisted Spell with a level 10 or higher Zakreta or Megadeth - it will kill nearly everything on the screen! Just don't try this on bosses since most bosses have barriers against these things. Sweep Spell (Trust Lv. 7) (Bought from Guild) Sweep spell uses up the turns of all your back members, but it extends the range of an attack spell. A spell that targets one monster will target one row instead, and a spell that targets one row will target everyone instead. The damage doesn't change however - only useful if you get very high strength but low level spells. (I would just spend some money upgrading your stronger spells instead). Silence Breaker (Trust Lv. 7) Three back members will cure a front member of silence. But... why? You don't use front members to cast spells anyway so who cares if they're silenced or not? And it's way too cumbersome to swap silenced spellcasters to the front (and too dangerous too). And despite what it says, it does not cure death possession, so don't bother. Spell Sword (Trust Lv. 5) (Bought from Guild) Overpowers an enemy curse if successful. I've never seen a monster that uses a curse attack yet, so I have no idea what this one is for. Assisted AA =========== Assisted Shot (Trust Lv. 4) (Bought from Guild) When one shooter shoots, the other two join in to increase damage and accuracy. This attack can be done twice by two different shooters, and specifically targets the same monsters your front attackers are currently targeting. In effect, this is letting your back row attack twice each, which is good if you have a strong shooter (thief or ninja) behind. But that also negates any rear protection they can offer. Restrict Shot (Trust Lv. 3) This is definitely your bread-and-butter AA - you will not survive this game without this AA! Basically, two of your rear members will guard two of your front attackers. Any physical attacks done on them will automatically be blocked, and the attacking monster also gets a face-full of arrows/knives/shurikens. I've noticed that damage done by a Restrict Shot is also higher than usual. Also, you don't need to have a rear member armed with a ranged weapon - if he doesn't have one he'll just fling a rock instead. The protection lasts the entire round, you can have two of your rear shooters counter multiple times for nice damage. Spell Cancel (Trust Lv. 3) Yet another bread-and-butter AA - this ability lets you cancel one spell an enemy is casting. The nightmare of spell-casting monsters everywhere, this AA is vital when you are fighting bosses that use spells fairly often (and there are a few). It's also useful to kill off spellcasters hiding in the back row. Like the restrict shot, if the shots hit they do higher than usual damage. At the highest trust level (Lv. 8) you can cancel two spells instead of one. I think that getting Grace teaches you one of the above AAs, but for the life of me I can't remember which one... Combat Hints ============ Upon raising your trust levels some, you will eventually learn how to perform two Allied Actions. From then on combat will consist of mixing together these two AAs for maximum effort. AA combinations I have found useful are :- - Double Slash + Restrict Shot - You'll do this is nearly every other combat. - Double Slash + Spell Cancel - Great if there's a single spellcaster (or two at higher trust levels). - End Lash + Restrict Shot - You'll kill spellcasters and guard your party from physical attacks at the same time. - End Lash + Spell Cancel - If you meet a group of 4 or more spellcasters this will end their misery. - Stun Attack + Double Slash - Great for monsters that fight alone. While it doesn't work all the time, the combination will produce damages nearly four times the usual. - Restrict Shot + Jump Attack - Renders your entire front row un-hittable by physical attacks. - Restrict Shot + Back Attack - Ensures physical attacks will always get countered one way or another. - Double Slash + Assisted Shot - The best combo if maximum damage is what you want; but there's no defence in this one. - Crisscross + Assisted Shot - More of the maximum damage category; use on single monsters. - Double Slash + Spell Shell - Great for battles against spell-happy bosses like the Vampire Lord. - Double Slash + Deploy - This one is really for monsters with breath weapons; you can have your rear members cast spells for more damage. - Front Guard + Spell Assist - Use Jakreta or Megadeth to cause untold havoc; at least to those who don't have spell resistance. - Double Slash + Spell Assist - Great with bosses, the Spell Assist clears out his sidekicks while the double slash hurts him bad. No defence though. If you want you can replace Double Slash with Converge Attack, though I'm warning you it's not as good damage-wise. Another option is to replace it with Ninja Attack, if you are able to get it. _______________________________________________________________ / WALKTHROUGH \ \_______________________________________________________________/ I'll try to provide a spoiler-free walkthrough (if you haven't already been spoiled by what I wrote up there). This is only for the main quest - the side quests (the ones you get at the tavern) will be covered in the next section. Path to Allied Actions ====================== A big training stage if anything. You must have Kyo and Ricardo to start this off (or else Kasta won't let you in). Nothing too hard. You should immediately go back and level up after your first fight with Kobolds to have a better chance. Early on you'll reach a square room with exits in four directions. Take the one going right to get Sara, a capable priestess. You'll want to be around level 4 by the time you reach the clear canyon floor area. Just a little further up you'll meet a threesome that you will see a lot of for a while for more training on items and such. Past that there's fork in the path. Go right to help the poisoned man to put yourself in the good books. Then go back and take the other path. You'll meet the swordsman who will teach you your first Allied Actions - Restrict Shot, Front Shield and Double Slash which will quickly become your staple AAs for the rest of the game. You'll meet your first boss, Virgo, here. Just double slash like crazy and she'll go down in due time. Once you have done all that, you can head upstairs. Ignore the first exit up the stairs (that goes to the exit, and another nasty fight). Instead, go further up the stairs. At the top, drop down the hole. After the brief chat with the thief, hit the switch to open an important short cut. Now get your butt back to town, 'cuz you're now able to create other party members! At the guild you can also learn Rush, which is fairly useful later. B1 (Old Fort) ============= Back here again. You'll be given another brief tutorial about vellums, then you get your first vellum. Go back to where you recruited Sara, and you'll meet Queen Otelier and Le'Dua. After all that, return to the area with the spiral stairs. Be careful now, your first meeting with death is near. If you're quick, you can dodge pass it and go over to the first exit (the one you skipped before) and cross the bridge there (you can also jump down to the canyon below if you want). You'll meet Rui for the first time here, who will give you some training with fighting undeads. Basically, all you can do now is dispel and cast spells (you DO have a priest and a sorcerer, right?) since you don't have any magic weapons yet. Nevertheless, you will fight two undead kobolds, which shouldn't be too hard if you're careful. B2 (Old Jail) ============= Upon descending, you will feel your controller shake a little. No, there's no reaper nearby, rather a reaper door. You can only see and use reaper doors if one of your members are possessed by the reaper. Inside is a small room with the healing vellum (Parazkea). You'll meet plenty of NPCs to chat with around here. Basically, the area consists of three circular floors with an open central area, and cells on the walls. You'll also find an elevator; it's not powered up yet, but that's the main aim of this floor. You'll bump into the soldiers Le'Dua requested you to find eventually. After talking to them (and getting yet another quest) you should go back to Le'Dua for big EXP and a nice item. Anyway, to clear this floor, first descend down to the third floor. You'll find the lift straight away. In the lift room there's a cracked wall - run into it to break it. Ignore the path it opens up since it's basically a dead end for now. Now go over the other red-colored room (on the map, that is). You will need to pass a one-way door to do that. You'll find another elevator here, but that's for later. Once you reach the red room, you'll be in a battle for your life against... three pixies? You can kill 'em with your eyes closed. Watch the scene, then pull the switch. The center lift will go up, forming a bridge to a new area. Break the crack that is also in this room, then follow the path back to the third floor first elevator. Now go back to the bridge. Be careful now... your first tough boss is just a step before the bridge. The reaper looks hard as nails, but he isn't actually that bad if you have been doing some training around here. His spells hurt, so use spell cancel. Double slash like crazy until he falls. Your priest should heal your front character after they get nailed by his attacks. You can ignore the zombies beside him - they are weak enough to be a non-issue. After a battle like that, I suggest going back to rest. Granted, you have to do that elevator raising bit all over again, but better that that going down and getting killed before you can save, right? Anyway, pass the new bridge is a hole. Drop down until you reach the fourth floor of the jail. Death lurks around here too, so be careful. At the end is a little room where you can power up the elevator. Now that it's done, head through the one-way door to the fourth floor elevator. The decent to B3 is here. Also, you should flip the switch right behind to activate the other elevator you saw. From now on, you can simply ride the elevator 1 down to here and skip all of B2 completely. B3 - Labyrinth ============= Don't even try to map this place since it's totally random every time you enter. You'll bump into a priest pretty soon after you enter - he'll read your fortune. You'll get good or bad stuff happen to you as per his reading. For some reason, mostly bad stuff happen to me - it's really not much of a big deal even if it is good stuff, so just ignore him. First of all, finding the staircase down is fairly easy - it's always on the outer corridors (i.e. don't go into any doors) so after running around a bit you should find it. But don't go down so soon! Look around this floor to find magic stones, kill more monsters to gain experience. Because you will need it when you go down a floor into what is arguably the most annoying floor of the game. B4 - Old Graveyard ================== This place is a nightmare. It consists of two layers, one upper area you start in, and the tunnels underneath. Not only do you meet hordes upon hordes of undead, you are stuck on paths filled with pits that drop you down to the tunnels below... over and over again until you find the right path. The lower floors aren't all that bad (unless you drop on a monster falling down) but the upper floor is nasty. You only have single paths to walk on so monster battles are inescapable. And while pits can't be crossed by you, they can be crossed by monsters so you'll have to watch your back - rear ambushes occur all the time here. You'll eventually meet Matsuri, and complete the quest given to you by the solders from B2. You'll also meet the same party from B1, Anmarie, Rune and Oscar. Your conversation can lead you to fighting Rune and Oscar, but they really can't do much if you put up restrict shot. You'll also meet Kulgan the Agile here for the first time, and for the first time the plot thickens. Anyway, to clear this floor, you have to locate red-colored pits on the map (all other pits are pink in color). From your starting position, go up a little, then right (you'll be on an elevated bridge which you will appear on often when you take the teleporter in the tunnels below). Now go further right a bit, then down all the way. Then right all the way, and up a little. From here locate a special pink pit you can step on without falling (you'll activate a pit trap, just hit the right sequence to pass it). Just to the west of that pit on the map is the first red pit. Drop down, follow along and you'll be in the upper right area of the map. Locate the large gravestone on the ground and push it to open a new path. By the way, if you're doing Gustav's quest, the pit where his shield is located is near here. From the stone, go left a bit, then down, then up to another elevated bridge. From here you can go up, then a off to right. There are two pits next to each other; one of them is another pit-trap that you can step over. Go up from there and you'll reach a gate. Here a mini-boss battle will occur where you fight thieves. They suck, so don't worry too much. Loot the stuff in the little room behind the gate, then follow the thief down the next red pit. You will pass a locked door and a teleporter. Heed good Odom's advice and ignore the teleporter. Once you emerge, go south and search around and you will eventually find a sack with a key near the graves at the upper center area of the map. This opens the locked door you have passed earlier. That door leads back up to B2, second elevator - another shortcut. Back to B4, proceed to the upper left area of the graveyard, then back south, and locate another movable gravestone. Descend, then follow the path. From there go down until you reach a third pit trap. Past that is the stairs down to B5. Phew! B5 (Waterfall) ============== This "floor" (and I use that very roughly) is basically a giant spiral path down the waterfall, with stops at interconnecting caves. There are a few shops at the start, some weird orc activity, and yet another encounter with the cute elf girl. You should explore all the caves for treasure and such. Early on you will find a pixie guarding a door - it's related to Geese' Quest (no.20 on the list below). She will disappear after that quest is done, but before that you can get some nice treasure if you give her a Carcass or Cathedral stone. When you eventually find a cave that has a broken wall, bust it open but don't go through it yet, just make a mental note of it's location. You can go another few levels down to find the music shop and spring room (both of them are related to quests you can do). Okay, now you can head back to the broken wall area. Pass it, then locate the pit you can jump down on, and proceed. If you follow the caves a little, you will find another broken wall which you can destroy. This leads back to a few levels above the spring and music shop, so you can go back up if you want (the wall can't be broken from the other side, less you get any bright ideas). Anyway, pass the break in the path, you will meet Virgo again, this time with two Gaze Hounds as backup. Concentrate on Virgo entirely; if you've done your training, you should be able to beat her within a round or so. Then you can concentrate to fighting the Gaze Hounds. If you've got at least some neutral or evil members in your party, you might bump into the hobbit thief Daniel again. Save his arse from the orcs and he'll be registered as a member. Never did get him myself since my party consisted of all Good members at the time, but I am told he is here somewhere. Further down you'll find a really nice shortcut in one of the caves - it leads all the way back up to the snowy alter in B1, so that's going to save you a lot of walking. But before you head back to town, go down a little more to reach a dead end and a gondola. Ride the gondola up, get off but don't send the gondola back down. Use a transfer potion to get back to town (Kasta's Shop nearby sells 'em if you're out). Take the new shortcut back to where the gondola was. Then hop down the now open shaft. A long cut scene occurs culminating in a new NPC for your addition - Michele, the elf sorceress. Ignore the pit there, and descend down to B6. B6 (Moldy Fort) =============== Hopefully you have both Resurrect (Carcass) and Poison Cure (Poizkea) - both are found near stairs to B6. You will need them both now. B6 is one of the larger floors, and will take a fair bit of exploring. First order of business (besides building levels) is to locate a path to the rightmost long room - you'll need to go to the uppermost room, go right, then down and then drop down from there. You'll meet Orphe and Aoba here, and if you are evil (or neutral) they might just join you. Down the long room you'll find two doors. One going back left is a one-way door, so unless you're really itching to get out, don't use it. The door opposite will lead you to Kaza's room, where he will chat with you a little bit. Hey, is that your controller vibrating? Another reaper door is nearby. Further down and to the left you will notice a pink area if you used Maps. You can't use maps here (not even the spell) so plan your path carefully before moving. Here's the most straightforward path - Once through the door, hug the right wall until you reach a T-junction. Side-step left, then go straight - there should be a staircase to your right. Go up those stairs. At the top, go right, then left, then left again. Now go straight and you'll reach a door. Pass that room and go straight ahead to a green room. Green room means safety, right? Not a chance. After a brief chat, it's boss time. Incubus is nasty since both his spells and his physical attacks hurt. But what also hurts are the two ghosts by his side - you should try to take them out with a spell ASAP (ole' Horseface himself is pretty much immune to spells you cast). You should be able to survive his physical attacks (make sure your priest is always free and casting Fiealds, Safeal or Lafeal) so use spell cancel. You probably have converge attack by now. It looks powerful, but it's not - using double slash and your third frontman attack actually does more damage. Once Incubus is down you can take a breather, then continue. You'll soon reach a room with puddles of ooze - stepping on them gets you poisoned. There's two passages going left. The one furthest from you is a dead end leading to some treasure and a vellum, so take it if you want. You can bypass the ooze by breaking the walls to your right. The left passage nearest to you is what you want to take. Follow it along until you reach a room with what looks like two drains on the floor. The one nearer to you just drops you down to the dead end mentioned above, so skip that and take the drain further from you. Keep going, and don't jump down any pit you see (they all lead to the afore-mentioned dead end). There's a room where the door is blocked by oozes on the floor. No choice there; you've gotta step on them to proceed. That's why you should have Poizkea. At the very end you'll reach what looks like a bridge - there's a bag on the opposite side (I've yet to figure out how to get that). Now drop down. You'll be in the room with a skeleton chained to the wall. If you have Hina her quest will begin here. Otherwise, go forward to locate the stairs down to B7. The other passage leads to a one-way door back to the area before the mapless room - so ignore it. B7 (Labyrinth) ============= Another randomly changing floor. Don't actually bother exploring this floor until you get down to B8 since that will immediately open a short cut from B1 to B8. Just run around, locate the stairs going down, then HEAL YOURSELF because a boss fight (two, actually) is up next. B8 (Sham Sanctuary) =================== You'll be hit by not one but two boss fights on the get go here. First one consists of a battle with master ninjas. Like all other ninjas, physical attacks will most likely miss, so slap 'em sideways with spells or guaranteed-hit-attacks like End Lash. Don't use Rush - you'll want your front to be guarded with restrict shot. And don't let them hit you - the odds of them killing you instantly is fairly high. And focus on one ninja - if you keep them all alive long enough they'll do a converge attack which cannot be restricted, and will pretty much guarantee their victim gets insta-killed. The next boss fight is actually HARDER. The flesh golem is your primary concern (wipe his flunkies out with one strong Zakreta). He hits hard. Very hard. If he connects all his hits he can kill just about any of your warriors almost immediately. So use restrict shot. Keep your priest free for Lafeal and Fiealds. Spells don't work much so don't bother. His spells do hurt, but it won't kill you as long as you keep healing. As always, double slash, with Zaiba for good measure. Once he's defeated, pick up some of his flesh and get out on the double. You're no match for any of the monsters here, not yet. Do your town stuff, use the new portal that will appear, then go back up to B7 and train there (and grab those magic stones). Once you're confident enough, go back to B8. The first area of B8 consist of tons of corridors, teleporters, doors and one-way doors. Again, there are the relatively useless pink teleporters, and the important red teleporters. The first red one you can reach is at the middle right of the map. You should be able to get there without using any teleporters. Once you use it, you will appear at the opposite end of the map, the middle left. Use maps to locate a green square room just above the FIRST red teleporter. You'll have to cross the entire span of the map rightwards until you reach the green room. A long series of flashbacks occur here. Once you've seen all that, go out through the other door. Go straight forward (ignore the door to the left for now). and you'll end up in the right half of the largest room on this map. You will see red step on the floor - search it to activate it - notice the waters around you stop flowing. You might not realize it, but you've just drained the lake at the bottom of B5. It's another shortcut. If you've done side-quest no.12 (Garcia's quest) when you go back to town and head to the tavern Garcia will mention that Grace and Wolfe are down at B5. Use the snowy alter shortcut, then go down to the lowest level (jump down the pit near the staircase to B6). A new path here will lead you to a Grace, Wolfe and a boss. This particular nasty, the Raver Lord, is not all that tough, at least compared to the Vampire Lord. He's got nasty attacks so use restrict shot, daiba, double slash to end his misery real quick. After this, both Grace and Wolfe become available as members in the tavern. Now then, take the teleporter here and you'll be back to B8, where you hit the switch. Go back a room, and now take the door here to another red teleporter. From here you have to go up to reach the next green room. There's more stuff, mainly concerning your hero's memory, then after that you can proceed to the third and final crystal. Past the third crystal is the rather annoying twisting-turning room. Looks just like any ordinary big room, but some of the squares here turn you around for a bit - what's dangerous is the fact that there are plenty of monsters wandering about, and you don't want to walk towards a monster just to have you back turned to him when he attacks. There's a bag in the center of the room - it holds a key to the door just south. That's another shortcut - from the first room of B8 it's just one teleport and a quick walk to this door (you should have passed by it before). And this also immediately renders the B5 shortcut useless. Past the twisting room is another long corridor with more twists, and is a death hotspot; a rather nasty combo. At the very end, an emotional scene occurs, and Kulgan joins after that (he's good, quite a fair bit better than Kyo or any ninja you might have - I mean, 90 Agility?). Then it's down to B9. B9 (Labyrinth) ============= Yes, another Labyrinth. Once again, don't bother to stick around; just look for the exit and head straight down. Unlike the previous Labyrinths, the exit in this one might be in a lower floor; use Maps to locate large rooms that have staircases going down. The monsters here aren't that bad, so fight some if you have to. Once you get down to exploring B9 proper, you might bump into a mysterious wizard/god/demon named Gimrey. He's quite hard to find since he only appears on one specific square (I've only encountered him once myself). Upon meeting him he will ask you to sacrifice one of your members in order to gain a powerful item (the higher that member's trust, the better the item). That's the evil choice. If you refuse, he sics two Flame Dragons on you. As long as you have Deploy AA you shouldn't have any problems. Once you defeat the dragons he will reward you by raising all your member's Max HP by 20. B10 (Testament) =============== Yep, like before, the moment you step foot into B10 you face a boss - yeah, it's her again. This time Virgo has the services of two giants. Not a tough boss - take out both the giants while using spell cancel to prevent Virgo from actually doing anything. Once both giants are dead, Virgo will be a pushover. And like before, get your butt outta here on the double. Back in B1 a portal will conveniently open that takes you back to B10 - go back to B9 and do some more training. All done? Here's how to properly clear B10. B10 is basically small rooms all connected by teleporters. It's not all that big, and with some trial and error you should figure out most of it fairly easily. First off, you need to reach a red square seen on the Maps spell. To get there, from the first room, take the warp in the southeast. Then take the northeast warp (not like there's much of a choice). Now you'll be in a four-warp room, in the northeast. Take the northwest warp. You'll be in another four-warp room, this time with a plate (red square) nearby. Switch on the plate to open the main door. Now take the warp nearest to the plate (northeast). Then take the southwest warp. You'll be back at the entrance room. To make it to the open door, back at the entrance, take the northwest warp. You'll be in a small rectangular room with four warps. Take the one right next to the one you're standing on (southwest). Then the northeast, then southeast. You'll be in a square, four-warp room again. Take the warp furthest from you (northwest). You are now facing the door. There are two fragile walls on either side, so break them to claim the treasures within (don't take the warps unless you want to trek through all those warps again) - you will find a new vellum (Blazing aka Megadeth) and a katana (Kikuichimonji, the one Hina has). Now take the door. You'll bump into Virgo again, a little depressed. You can meet her again in B7 and then in Kasta's shop in B5, where she can then join your party. Back to the floor at hand, after a few cut scenes, it's time for a boss. Surprise... the second boss of the game is also the second-to-last boss of the game. Don't be scared if you're only doing single points of damage to the Reaper, he's just got overly high defence. He has preference to casting spells, so use Spell Cancel (it's alright this time since he's always the first monster to attack). First thing you need to do is to get rid of the four annoying ghosts tagging along with him - it's a long battle, and while their damages are weak, it adds up after a while. Use Daiba to ensure that your entire party can hit them (this also lets you do at least some damage to the Reaper himself). Kill all the ghosts, then concentrate on hitting the Reaper (you should be doing at least double digit damages with Daiba, if not you're too weak). He's got a lot of HP so you'll need to be patient. Make sure Spell Cancel is done every round. He sometimes does physical attacks, and you'll need either Carcass or Cathedral (prefebly Cathedral) here - like a ninja, his attacks can cause instant kills. He's also got an unblockable attack called "Underworld Cry" which might cause fear to your party members. With patience, the Reaper should not be a problem to you. Incidentally, if you haven't explored all the reaper doors, then it's too late for you - upon killing the reaper, his possessing form will never appear again... Once you're done, go over and pick up the sword fragment, then chat a little bit more. Kaza makes a brief appearance here, and might just join your party (I don't know what's the exact condition to get him to join, but I believe it's probably a neutral or evil alignment). Then proceed and grab the best (?) weapon of the game, the Queen's Guard Sword. You might want to return to town here, because the final stage is almost upon you. Dimension World =============== You will discover a startling truth just as you enter, and then it's insane battles all the way. If you can't tell by now, all the game's toughest monsters are here, and boy they can pack a wallop. The main idea here is to drop down floors until you reach the lowest one, which just consists of four teleporters. Doesn't matter which one you drop on, since they all bring you to the topmost floor. From there you can drop off the edges to teleporters you see by the sides of the floor when you first entered. From here, the one teleporter you want to drop onto is at the eastern drop. There's two squares to drop off from, you'd want the south drop. Walk up to the large platform. You NPC members will give you a final pep talk, then a scene will occur, culminating in the battle to end all battles. Your battle with Bu'Shin begins... He/She/It is quite cheap since restrict shot is disabled, so your only choice is Spell Cancel for defence. Use priests or bishops for healing. Daiba is a must to do decent damage. When he is using his "Male" face attack Bu'Shin himself, he's considered a front row attacker. When he switches to his "Female" face, attack the Otelier on his body instead - she's considered a back row attacker, so if you have Ninja Attack AA that's a big bonus. He's got some cheap unblockable attacks, but if you've got a good priest it shouldn't be a problem. It's a long fight, but surprisingly quite easy if you know the trick. Once you've taken care of Bu'Shin, pat yourself in the back, because you've just finished Wizardry - Tales of The Forsaken Lands! You'll get to save the game, which lets you go back to Town and explore to see if you've missed anything. You can't do missed side quests however; that option is disabled in the tavern as is your Quest Confirmation option in your party menu. But if you head back to the Labyrinth, a new shortcut would have opened up - go back to Gotz's (the trap-making orc) room, and you'll notice the boulder is missing. Go down and then... Max Floors (The Abyss) ====================== This is the game's bonus dungeon - basically a collection of random floors filled to the brim with the all the monsters of the game (their color shade indicates how powerful they are). There's a few undead-run shops here, and you can also meet the monster shop owner every now and then. I've yet to survive long enough to see bottom, but there might be something of interest there... If you need more help, fellow Wizardry fan Forsetti has made some maps of few of the floors in the game. Check those out here :- http://www.gamefaqs.com/console/ps2/game/32532.html _______________________________________________________________ / SIDE-QUESTS \ \_______________________________________________________________/ You get these from the tavern - the harder ones appear as you go down floors. Don't worry if you seem to be missing some :- the quest list isn't listed chronologically. I'm listing them as they appear in the quest list; again, you will not be doing them in the order as I have listed below. 1) Kyo - Help me conquer my fear This one is done at the very start. First, you must go to the place he was nearly killed in - locate the square room where exits go up, down, left and right. If you enter the room Kyo will tell you where to go from there. Go there and walk up to the altar. Then just finish the floor and you would have cleared this one. Reward - Get Kyo as a member 2) Ricardo - Tell me what trust is Just like the above quest. At the square room, go left instead and you will enter a small room. Head to the skeleton in the corner and search and you will be ambushed. Defeat both thieves. Then just finish the floor and that's that. Reward - Get Ricardo as a member 3) Lisa - Charm to fulfill a love Easy one, just go back to the tavern with a pixie wing in hand. Pixies are found all over the first floor. Reward - 300 EXP, Hair Ornament 4) Lydia - Help my boyfriend Another easy one. Just go back to the square room and watch the scene that unfolds, then go off to the room where you did Ricardo's quest. Reward - 350 EXP, Magic Stone 5) Lydia - Change my boyfriend Not so easy. To make him tired of his shop, sell him every sellable material there is in the game (until his inventory list is complete). Check the "Advanced Info" section for a complete listing of the materials you need to sell, and what monsters drop them. Reward - 50,000 EXP, Shield 6) Maria - Train me to be a priest Upon meeting undeads, let them hit you until one gets gets you paralyzed, then go back to the tavern. No problem. Reward - 400 EXP, Magic Stone 7) Maria - Train me to be a bishop You'll need a Carcass spell first. Once one of your member dies, cast the spell at him. Sometimes he will turn to ash (a big gray cross replaces the red one). Once that occurs, go back to the tavern. Reward - 1000 EXP, Cloak 8) Helga - I'm opening a magic stone shop! You will want the Labyrinth stone - you'll get it when you find the trap-making orc Gotz on the first floor. Give it to Helga at the tavern. Oh, you should also go to her room on B1 and see what happens. Reward - 800 EXP, Magic Stone 9) Helga - I'm opening a weapons shop To get a Hound's Ear, go down a fight a Glare Hound on the fifth floor onwards and you'll get one. Go back to the tavern to get your reward. Also, after a while, when in town an announcement of Helgamart will be opened. bring a dragon heart and go back to Helgamart. Refuse to let her go and see what happens. Reward - 5000 EXP, Mace 10) Helga - I'll sell special swords Nothing to it. After you get the Houndsword (it's a special item, not a weapon), fight 30 battles or more then return to town (you don't have to do it all in one sitting) and a warrior will remark that he wants the weapon. Go back to the tavern. Also, after a while, when in town an announcement of Helgamart opening will occur. Now go there. Oh, and you might want to bring a Dragon Heart too. Reward - 8000 EXP, Vellum 11) Garcia - Find a girl named Rui Get down to B2 (Old Jail) and look for Rui - she's on the second floor, in one of the cells. Help her out, and that's that. Back to the tavern you go. Reward - 400 EXP 12) Garcia - Deliver an axe This one's tough. Go down to B8 (Sham Sanctuary) and go to the big room in the lower left corner of the map (use Maps spell if necessary). A really tough battle with a Vampire Lord will occur here. To defeat him, you must kill the two front vampires within one or two rounds or the Vampire Lord will decimate you with Zakuld. And no, you can't use Spell Cancel because the other two vampires will cast spells first (really worthless ones, to piss you off further). Try Daiba and a strong Zakreta (Zakreta should kill at least one of the vampires). Once both vampires are dead, old Vampire Lord himself is a pushover - Spell Cancel non-stop (his physical attacks are pathetic) - and he'll be down in no time. Watch what enfolds, then go back to Garcia at the tavern. Reward - 38,000 EXP, Two-handed Sword 13) Lorenzo - Check if he's dead or alive Head down to the fourth floor of B2 (Old Jail) and go into one of the cells there, then search the skeleton. Then head back to the tavern. Reward - 1500 EXP, Dagger 14) Anonym - Tell me who I am Head back down to the fourth floor of B2 (where you did Lorenzo's quest) - you'll meet a fairy there. After that talk, head back to the tavern. Reward - 2000 EXP, Staff 15) Merrick - I want to make a wonder drug Get him two Dragon Hearts. Dragons first appear in B3. Reward - 4500 EXP, Cloak 16) Palo - I want to sleep soundly This is a rather disturbing quest. Head to B4 (Graveyard) and drop down to the tunnels located in the lower right of the map, then go to the furthest right room. Be prepared to fight a rotting corpse (he's quite pushover when you use spells). Reward - 11,000 EXP, Charm 17) Rose - Find out about my husband Yet another disturbing quest. Head down to B4 (Graveyard) then walk around the upper area and you'll bump into Giorgio eventually. Ooh... spooky. Reward - 10,000 EXP, Hair Ornament 18) Gustav - Recover our party's shield Similarly themed to the above two quests. Back to B4 and drop down into the tunnel located mid-right of the map. There should be a bag on the ground - get it. Reward - 11,000 EXP, Shield 19) Paul - I wanna do the right thing Head down to B5 (waterfall) and locate the Fairy's Spring - head down the outside path, all the way until you reach the break in the path. It's in a room nearby. Check the spring. Dang, don't you wish there were more of these in the game? Reward - 12,000 EXP, Wrist 20) Geese - Please find Hannah Back down to B5. Somewhere above the Fairy's Spring is a room guarded by a fairy. If you accept this quest a little scene will occur and you will end up fighting a Lesser Demon. He's not tough. Use Restrict Shot (he doesn't cast spells all that often) and double slash repeatedly and he'll go down like a ton of screaming bricks. Reward - 21,000 EXP, Wrist 21) Fawn - Please bring back our music Back down to B5. Nearby the Fairy's Spring, find the music shop. Then watch the scene, and head back to the tavern. Listen to the rather nice song, and pick up your reward. Reward - 12,000 EXP, Hair Ornament 22) Walter - Find a certain book Walter's Book of Festivals is located in the unmappable region of B6 (Moldy Fort) - it's quite hard to locate since there isn't a map, and it consists of multiple floors up and down as well. Keep wandering the area and you should find it eventually. Reward - 30,000 EXP, Ring 23) Hina - Help my brother This quest can only be done with Hina in your party. You should have reached B8 (Sham Sanctuary) since only then will you be powerful enough to kill the boss here. Get Hina, then use the teleport to B8. Then go up, pass the Labyrinth, then up again. Now you're in the tail end of B6, where you should have passed a skeleton chained to a wall. A Greater Demon will appear, and you're in for a tough fight. His physical attacks hurt more than his spells (though both hurt a lot) so use restrict attack. Daiba or Zaiba to power up your front crew, then double slash repeatedly. Don't use converge attack since it won't do as much damage. Leave your free back row member to heal. Reward - Nothing... except now Hina is happier 24) Elizabeth - I want to go to the labyrinth This final quest only appears when you've cleared nearly all the side-quests of the game. It's not hard... just quite tedious. You are supposed to take two old folks down the labyrinth (all the way to B6), stopping at what they call "sight-seeing spots" on each floor. Nothing too hard if you know your way around well. Here are the stops :- B1) Spring of Fortune - The pool just by the exit B2) Prison of Evil - Where you did Lorenzo's quest B3) Labyrinth - Go down to B4, then go back up to B3 B4) Grave of the Gorgeous Couple - After falling down the first red pit, once you are back to ground level head east then south a little. In a dead-end surrounded by pits you'll find the grave B5) Sage's Spring - Where you did Paul's quest B6) Hell of Mold - This is the unmappable area. Just walk right through it like you normally do They will leave and transfer back to town after you leave the "Hell of Mold". Go back with them and claim the reward at the tavern. Reward - 40,000 EXP, Robe _______________________________________________________________ / UNSOLVED \ \_______________________________________________________________/ In this section I'll list down things that I am unable to find or otherwise solve, and I asking for anyone who has solved them for help - you will be acknowledged for your contribution. My e-mail is email@example.com - Item in B6 - There's an item across a broken bridge at the end of B6 (Moldy Fort) that I've never been able to reach. What's in it? How do you get there in the first place? (Contributor's Note : Probably just something meant for greedy fellows - attracting them to drop down below). - Missing NPCs - I'm probably missing a few NPCs. The ones I have are : Kulgan, Michelle, Rui, Wolfe, Grace, Hina, Ricardo, Kyo, Sara, Virgo. Anybody else? And how do you get them? (Contributor's Notes : Kaza, Daniel, Aoba and Orphe can also join your team, depending on your alignment). - Last AA - Pei Pei's notes on Allied Actions mentioned the AA called Warp Attack, but I can't seem to find it anywhere? - Max Dungeon Help - Anybody cleared the Abyss dungeons? Anything worth going through all of it for? _______________________________________________________________ / ACKNOWLEDGEMENTS \ \_______________________________________________________________/ - RACJIN, for making such a masterpiece of an RPG - Atlus, for publishing said masterpiece - Http://www.gamefaqs.com/ for hosting this FAQ/Walkthrough - All the helpful members of Gamefaqs board - Lachrymite, Kotonk, hectorm71, kamikaze62, synbios1978, Shni23 and all the others who contributed! - Forsetti, who made some great maps _______________________________________________________________ / COPYRIGHT ATLUS/RACJIN \ \_______________________________________________________________/