Strategy Guide - Guide for Septerra Core: Legacy of the Creator

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Septerra Core: Legacy of the Creator Walkthrough/FAQ v. 1.0
Compiled by Fred Delles
Email: [email protected]

Visit my website, "The Cool Nut Archives" at the following URL:

Best viewed under Wordpad under Windows 95/98

This is my first-ever FAQ, so if I get something wrong, don't flame me about 
it. This FAQ is also unofficial, so, obviously, do not harass Valkyrie Studios 
or Monolith if I blow something. E-mail me at the above address if you have 
any questions or corrections, or any name origins or weird facts for the "Did 
You Know?" section.


- Updates
- Walkthrough (currently unfinished)
- The Characters of the World of Septerra Core
- The Fate Cards of Septerra Core
- Spells and Spell Combinations
- Weapons, Armor, and Items
- Did you Know?
- Copyright Information


V. 1.0: The first edition of the FAQ! Mostly the walkthrough (unfinished), 
items, weapons, armor, and characters, along with the locations and powers of 
the Fate Cards. I've already beat the game; I just have to play it again to 
get through the walkthrough, using only one saved game to get through the 
first time.


The First Chapter - Oasis|

After the Chosen Doskias's mad rush to begin the Prophecy, he sends out his 
Chosen ships across the Shells to begin his operation. They pass through 
Shell Two, where Maya, Grubb, and Runner were doing their daily business - 
scavenging junk. Knowing that this was going to be trouble again - there was 
a war with the Chosen ten years ago, in which many people, including Maya's 
parents, died - Maya and Grubb ride on Runner back to the Oasis, the ruined 
city in which Maya lives in with the kindly Uncle, who took care of the young 
orphans whose parents died in the war. Unfortunately, Tori, one of the 
orphans, keeps getting out of line time and time again. After a brief argument 
with the P.O.'ed Mayor (who was searching everywhere in Oasis for any 
suspected weapon smugglers) and Uncle, Maya and Tori will end up going to 
Azziz's temple for their daily class.

Here, you will gain control of Maya. Go to the east room, and raid the fridge 
there for some Bread. The west room contains a bed, which is free healing. If 
your HP or Core power is low, go there to rest. You can also talk to Uncle for 
a bit on the war and the Chosen. Outside, you can chat with the locals, 
including the Workbots and Mayor, in case you want a bit of comic relief. Talk 
with other locals, including the ones in the "Old Junkers" bar, for more 
information on the world of Septerra. The "Stock Pile" contains weapons you 
can purchase. Buy the Engine for your gun - it increases your firepower and 
accuracy, and will help quite a bit when you go outside. Alternately, you can 
stock up on some Bread at the Item Shop - it raises your HP when you get 
injured in battle. Leave the city by going to the southeastern corner of the 
city (not to far from Mayor and the Workbots).

NOTE: Any time the icon is a gate and not an arrow, you can exit the place by 

Outside, you can go south to Grubb's Workshop and chat, but you still must get 
to class. Head west to the Badlands. You must take this treacherous path to 
reach Azziz's Temple.
At the Badlands, there are treacherous enemies. There are Wulves on the path; 
The light-colored ones are weak, standard fighters. The darker-colored ones 
are far more dangerous; Not only are they physically stronger, they can speed 
up their fellow Wulves, or they can summon other Wulves to join the fight to 
rip you to shreds. With those ideas in mind, head northwest. You will 
encounter more of the lighter-colored Wulves. Use the RifleShot skill (allow 
the bar to reach the first level) for about three rounds to take out each of 
the enemy Wulves you will encounter. Heal with Bread when your HP falls below 
10 HP.
Head west as far as you can until the mouse icon changes into a gate, and you 
can leave.

NOTE: Any time you feel you're lost in any location, stop your character and 
hit the TAB key for a map of the location. Yellow areas are locations in which 
your party can leave the place.

Another note: Save the game often. Remember, you can hit F5 for a quick save. 
You can also enter the Main Menu (click on the blue CD under the characters' 
stats sheet), and save a game there. Right now, save the game after you exit 
the Badlands - if you get in too much trouble, you can load and go back. You 
can't save during a full-motion video sequence or during a battle. 

After exiting the Badlands, enter Azziz's Temple. Walk northeast once inside, 
and you'll see the elderly Azziz finishing off a lesson with the other kids of 
Oasis. Apparently, Tori played hookey and skipped class for that day.
Have Maya step up to Azziz and talk to him. Talk to him about various subjects,
and learn more about the world of Septerra and its legends. You'll also learn 
about Core Power and Fate Cards. After the day's lesson, you will gain the 
Water Fate Card.

Head back east through the Badlands, making sure to fight off any Wulves you 
might encounter. Go back through Oasis, and back to Uncle's place. You'll find 
that Tori skipped class for that day, and will run off before he gets in lots 
of trouble with Uncle. 
Talk to Uncle. Maya will be a rat and turn Tori in. Uncle will tell Maya to 
bring Tori back from the Pumping Station.

After exiting (and stocking up on Bread at the Item Shop - you'll need it!), 
go to the Pumping Station just past the city of Oasis.
When you arrive, you find that Tori was the smuggler that Mayor was looking 
for! You also find that three Holy Guards from Shell Three will surround you, 
thinking that YOU are the smuggler! Tori makes like a total wuss and runs 
This is your first major fight. The enemies are weak, but so are you. Pound on 
the weaker Holy Guards (they have only 20 HP) with RifleShot and RifleVulcan 
attacks, taking out each of them one at a time. Heal with Bread when your HP 
falls below 10 HP. This shouldn't be too difficult - the two underling Guards 
will deal only 1-2 HP of damage per attack, and the sergeant isn't that much
stronger. Watch out for his healing and fire spells, though.

After defeating the guards, you will steal a Heal Fate Card from the sergeant, 
and run off, heading back to Oasis. The Holy Guards, only knocked down from 
Maya's attack, will get back up and chase you.

Back in Oasis, news spread that Maya was the smuggler. The Mayor used Grubb's 
Workbots to capture Maya if she enters the city. However, the Workbots are too 
damned pacifist, and will not really to anything in means of force. Talk to 
them, and the Workbots will hilariously go on strike after Maya reminds them 
of Mayor's poor treatment towards them.
Go back to Uncle. He will have Maya find Tori and set things straight. 
Unfortunately, that's in Outlaw Canyon, and Maya never traveled such a 
distance. So, she must persuade Grubb to help her. Exit Oasis (LOL at the 
little skit with the Mayor and striking Workbots) and hoof it to Grubb's
Talk to Grubb about the problems, and he and Runner will join. Go to the 
Badlands and fight the enemies there for some experience and a level or two - 
you'll need it for the trek. Remember to take the Power Generator from the 
floor near Grubb's bed before you leave.

NOTE: Grubb is a weak, but speedy fighter, and Runner is a slow, but powerful 
fighter. If Runner gets in too much trouble, use Grubb's Repair skill on him - 
ordinary healing items aren't as effective on the mechanical pooch. If you 
need to cast a spell (i.e. Kyra's Heal), use Grubb to do so. Note that while a 
spell can be cast as early as 1/3 of the bar being filled, a spell is more 
effective if the bar is 2/3 full, or maxed out.

Return to Oasis. Neither Mayor nor the Workbots will not bother you as you 
enter the city. Get Engines for your party members, and Bread with the rest of 
the money. If you're broke, either fight off more enemies in the Badlands, or 
sell off items you don't need (Skins, etc.) Rest up at Uncle's house.

Exit Oasis, and go to the Pumping Station. Go around the ramp and search the 
sand for the Conduit Wires. After picking them up, climb the series of ramps 
until you reach a control box and a large fan. Look at the control box, and 
select Grubb. He will open the box. Then, select the Conduit Wires and use 
them on the box. After soing so, select the Power Generator and use that on 
the control box. Grubb will then short out the fan, and you can proceed. After 
exiting, you will enter the World Map. Head southeast, traveling on the pipes. 
You will then enter a large series of Desert Pipes.

Once you enter the Desert Pipes, head southeast, and continue southeast, 
fighting off Unicorn Beetles and Arachnids. Take out the Arachnids first; they 
have the potential of badly injuring a character with one shot. However, these 
battles aren't too tough if you heal with Bread (or Repair on Runner) after 
each fight. Once you reach the cliff edge, go southwest, until you reach a 
massive crab blocking a stairway up the pipes. Fight the crab. Don't worry if 
you're only dealing 1 HP of damage per attack - just pound him with a bunch of 
Level 1 attacks, and he'll go down after 11 HP of damage.

Climb the stairway-like ramp. You will encounter a junction in which you can 
go right or left. Head right, and continue along the path to a chest with a 
Healing Potion, SmellSalts, and a HeartStone. Head back to the same junction, 
and continue left. The pipe will turn northwest. Continue along the path until 
you reach another ramp that will take you back to the sand. Head southeast, 
past thelong pipe sticking out in the sand. Then, turn east and go between the 
two large elbow pipes. You'll see another ramp. Climb it, and after reaching 
the top, head southeast. You should be on the World Map. Enter the town. DO 
NOT enter Outlaw Canyon yet, especially if you are low on Bread and need 
healing. Also, remember to save the game.

Galdon is almost like a town straight out of a Western movie. After entering, 
search the saddlebags of the three Helgaks (the floating horse-like animals 
tied to various posts) for a couple of Roots. Enter the saloon - the locals 
will treat you like the junk your people collect and deal with. Talk to the 
three dudes messing around near the automated bronco Helgak. Have Maya and 
Grubb pick on them, and your cliched bar brawl will occur. Fight the three 
dudes (they have about 45-50 HP). Remember to heal when necessary, and fight 
them one at a time. Watch out for their Barrier and Poison spells.

After defeating the three, talk to the bartender about Tori. You can also buy 
supplies and rest for the night. If you have the money, buy the Grenade for 
Maya, and more powerful armor and boots for the team. Use the rest of the 
money for Bread and the Inn fee. Exit the saloon, exit Galdon, and enter the 
World Map - we've off to Outlaw Canyon.

Right when you enter Outlaw Canyon, the outlaws will demand your money for 
safe passage. However, Maya becomes quite pugilistic on them, and a battle 
will occur. After defeating them, head northwest, and then northeast. Climb 
the nearby ramp. (It's pretty hard to find, but take a close look at the 
cliffs, and you'll find something that looks like a ramp.) Once on the upper 
level, head over the bridge. After crossing it, head northwest, and then take 
the bridge northeast.

NOTE: Any time you encounter a group of enemies, take them out one at a time. 
An injured enemy deals just as much damage as a healthy one.

You will then find Tori's camp. At the same time, a Holy Guard will appear, 
accusing Maya and Tori of smuggling weapons to the warriors allied with the 
Chosen. Unfortunately for him, a couple of minions enter the scene and fry the 
Holy Guard. Angry at the destruction that occurred the last time the Chosen 
messed around with Oasis, she commands Tori to go back home and warn the 
people of Oasis about the possible danger. Maya will then try to figure out 
what just happened, and will also try to find out why Wind City is involved.

Search the dead Guard for a couple of useful supplies. Then, snag Tori's 
Helgak mounts. The game will then go auto-pilot as the group chases the Chosen 
ship. However, the three get blown up the Chosen ship's nostril and right 
inside. No, it isn't THAT gross. 8-) The three will overhear Doskias and 
Dugan's plan to dissolve the Holy Guard as part of Doskias's still-enigmatic 
master plans. Maya vows revenge against Doskias, but must warn the Holy Guard 

The Second Chapter - Wind City|

After disembarking from the Chosen ship, you'll find yourself on the grass-
lands of Shell Three. Note the tower in the north and the woods in the south. 
Don't bother with either - the tower serves nothing at the moment and the 
woods contains ultra-powerful enemies that'll really boot your rear.

Enter the pentagon-shaped village of Southfarm. After chatting with the locals 
(and a couple of drunks at the bar), enter the northernmost building, and 
purchase one Acid Vial. (Plus supplies, if you need 'em.) Talk to some of the 
people, especailly with Grubb. One of them should give you bird seed. Return 
to the World Map, and head on over to the Graveyard.

Once in the Graveyard, head on north. You will see a mist on the ground; 
examine it and you will then fight one of the Living Dead. He should be easy; 
just wail on him with as many hits as possible.
After defeating the Living Dead, you will see a pool of zombie blood. Use the 
Acid Vial on the blood, and you will have some acidic solution. You'll also 
notice a headless statue at the western end of the area. Leave the Graveyard.

Enter Wind City, and its main section of the city. (The Resivoir is closed off 
for now.) Talk with the various locals, and have Grubb fix some of the 
peoples' items for free stuff. You'll pass by an array of shops - they have 
awnings over the doorways and green-colored marble floors. Shop if you want, 
and then enter the Capitol building. Once inside, head northeast to the 

The Library contains a broken model of Septerra (Grubb can't fix it), plus 
lots of books. Look at some of the books for some facts on the world of 
Septerra, its demi-gods, and its legends. You'll run into a bunch of monks who 
haven't got much to say. However, you'll eventually run into a talkative monk. 
He provides lots of information on Marduk, Bowman, the monks, and the weird 
statue in the Graveyard.
Head back east past the Septerra model, and you'll find another set of 
shelves... and a head. It's bolted by an iron collar to the table. Remember 
the headless statue you found at the Graveyard? Use the Acid Vial on the head, 
and add the head to your inventory.

Return to the Graveyard, and go back to the headless statue. REMEMBER TO SAVE 
YOUR GAME! The upcoming fight is a damn tough one. Select the head, and toss 
it on the statue. The statue of Draxx will then rumble, shake, and will start 
to fight your party. Draxx has about 150 or so HP, but can deal lots of damage 
on your party.

NOTE: Try to use healing spells (using Fate Cards, not items!) on the undead. 
It will damage them significantly.

Use your firepower on Draxx, firing off your most powerful attacks. Have 
Runner and Grubb attack Draxx, and Maya zap the Living Dead. Zap the closest 
ones to minimize the damage to your party. Heal if a character is low on 
health, and watch out if a character is poisoned (loses HP each turn) or 
cursed (all stats decrease). Once Draxx is defeated, you then can pass 
through his altar and enter the Catacombs.

The Catacombs have lots of Living Dead. Just pound on the closest ones (if 
they are in a line near Runner, zap 'em with his Beam attacks), and they 
should go down quickly. Go northwest. After passing theough a stone arch, go 
northeast. Cross the green river of goo and flip the switch at the end. Walk 
over the green goo and head northwest. Enter the door, and head northeast, 
following the wall. At the end, head southeast until you reach the end of the 
narrow corridor. At the end of the corridor, climb the stone steps, and follow 
the brick path to an illuminated stairway. Climb the stairway, and enter the 
Cathedral. You will find the Holy Guard there.

Maya will tell the group about Dugan's plans to dissolve the Holy Guard. 
Bowman doesn't believe them at first, but once Dugan's forces show up, they 
must react. Runner scampers off with Layla and the rest of the Holy Guard 
(much to the chagrin of Grubb), and Corgan comes with Maya and Grubb; this 
group is your new party as you will make your escape. Bowman will stall off 
Dugan as the two groups escape - only to die.

Head southeast across the bridge over green goo. Once you reach the arch, head 
southeast. Dugan will send his thugs, Duke and Araym, to attack your group. An 
encounter ensues. Attack Duke first - his attacks are stronger. Then take out 
Araym. After fighting, you will leave the Catacombs and enter the northern 
part of the cemetary.

Inside the Graveyard, take the northwest route. You'll reach an intersection. 
Head southeast until you reach another junction. Head northeast from that 
junction until it turns. Take the turn. Go around the church and head 
southwest. You'll find a switch. Click on the switch and it will open another 
exit in the Graveyard. Follow the path back to the intersection and head 
northwest. Turn northeast through the gate. You'll run into - you guessed it - 
Duke and Araym. Like before, take out Duke first, then Araym. Heal when 

You'll meet with Layla again. Corgan will tell her about Bowman's death, and 
Doskias's plan to control Wind City, using it as a supply station as he 
ventures to the Core of Septerra. The group must go to the Shell Five to get 
help from the armies of Ankara and Jinam, but must travel to Armstrong to 
collect supplies. If you want, you can rest up in one of the tents for free. 
Go north past Layla, then turn east. This one-way path is simple... except 
for the enemies. The Wulves and Cats should be easy if you pepper them with 
Level One attacks. Once you re-enter the World Map, head west to Armstrong.

Sadly, Armstrong was practically nuked, flash-broiled, and given the works at 
the hands of the Chosen. The group angrily confronts Selina, and must fight 
her and two Chosen guards. The battle is a little tough. Take out the two 
guards first, then perform full-power attacks on Selina. You will win a 
Barrier Fate Card after the battle.

After the battle, head northeast. Once you reach an intersection, head north-
west. Once you reach another intersection, head northeast until you reach a 
chest containing the supplies. Backtrack to the entrance, get back on the 
World Map, and head back through the Mountain Pass, and trek through the long 
trail of the Mountain Pass until you reach Layla again. Ain't "fetch quests" 
wonderful? ;-)

Give Layla the supplies. Corgan will also tell about the destruction of 
Armstrong, and they find that Ankara and Jinam, the countries that can stand 
against the Chosen, are warring with one another yet again. They must get to 
Shell Five ASAP! You must go to the Helgak Port to travel there, but must go 
through the graveyard. Make sure Corgan is in your party.

NOTE: There will be a "cut scene" where Selina will talk with her lover 
Doskias aboard his Chosen ship. He commands Selina to stay in Wind City and 
cut off all the supply lines to the small villages. After Selina leaves, three 
Magi arrive. (Remember them toasting the Holy Guard in Outlaw Canyon?) Doskias 
will announce that he is going to dump Selina. Dugan is also brought in. 
Seeing no further use for him, Doskias plans to have Dugan executed. Dugan 
turns around and flees.

Once in the graveyard, follow the dirt path. When you reach the intersection, 
head southwest all the way through the gate. Once through the gate, head 
southeast toward the exit. Once on the World Map, go west across the bridge, 
and you'll find the Helgak Port. Enter it.

You'll see a couple of Chosen Guards talk with the desk clerk, but they'll 
leave before you arrive. Talk to the clerk, especially about passports. You'll 
need passports to ride to Shell Five. With Wind City closed off, head to 

Once inside, you'll notice two guards at the gate. Unless you think you can 
boot their rears, just zip your lips and pass by them quietly. Enter the 
Weapons Shop to the southeast. Talk to the people there, especially with 
Corgan. Corgan will recognize Maxon, who's actually a monk helping to get 
people out of Wind City with a secret passage before the Chosen nuke the 
place. He will then open the grate, allowing you to enter Wind City's library.

Once inside, talk to Abbot. Ask about passports and he'll give you some fakes 
to exit Shell Three. Chat with him a little, then exit the place using the 
secret passage. Exit Southfarm. Go back to the Helgak Port and give the pass-
ports to the desk clerk. You then can leave the Shell.

Once inside the airship to Shell Five, you'll run straight into a battle 
between the Ankaran and Jinam forces. The airship is destroyed, and crashes 
onto a Shell Five continent...

This walkthrough will be continued...

The Characters of the World of Septerra Core|

Grading of the characters:

All the ratings you see here are based on when I played the game, and does not 
necessarily reflect the opinions of other players.

Attack: Attack power and accuracy
Defense: Ability to absorb or avoid damage
Speed: Rate in which the character can do actions
Magic: Power of that character using Fate Cards and absorbing magical damage
Skills: Usefulness of the character's skills throughout the game
Fighting (normal): Overall fighting power against regular enemies
Fighting (boss): Overall fighting power against boss enemies
Overall: Overall usefulness of the character throughout the game, compared to 


A young woman from Shell Two, who scavenges useful items from the junk piles. 
As a girl, her village was destroyed and her parents killed when the Chosen, 
the inhabitants of the topmost Shell, decided to bring their airborne 
conflicts to her peaceful home town. She is the main character of the Septerra 
Core story; hoerver, she will encounter eight other characters who will help 
her save the world from destruction.

Being a permanent member of your party, Maya has lots of useful skills and 
almost no weaknesses. Her skills, though must be store-bought, are pretty 
useful (Heat Seekers, etc.) for taking out multiple enemies, or groups of 
enemies. Her only real weakness is the lack of extremeties, i.e. she does not 
fully excel in any stat. However, she also has no real lack of anything.

Attack: B   Defense: B+  Speed: C   Magic: B-  Skills: A-
Fighting (normal/boss): B+/B
Overall (not an average): B+


A reclusive mechanical wizard who can turn the junk of the second Shell into 
almost anything he can think of. He created machines like the Workbots and 

Grubb, well, is your stereotypical mentally strong/physically weak mage. He 
has a total lack of fighting offense or defense, and his Core spells will 
really whup your enemies. Unfortunately, he just doesn't have the usefulness 
of many of the other characters - Selina or Led could emulate him, and then 
some with their improved offense and defense. But don't ditch the skinny 
mohawked dude - he's quite useful when teamed with Led (after getting his 
LedCombo and Led's GrubbCombo), and just rips enemy robots to shreds with his 
Repair ability, or heals allied robots with ease.

Attack: F   Defense: F   Speed: B+   Magic: A   Skills: B-
Fighting (normal/boss): D/C
Overall (not an average): D (against or allied with no robots, or without Led), 
B- (fighting or allied with robots, or with Led)


Runner is Grubb's mechanical companion, an enormous and affable robot that can 
walk on two or four legs. While Runner seems like a massive overgrown puppy-
dog at times, he's a ferocious ally in combat.

Runner, plain and simple, sucks. He has lots of power in each of his attacks, 
but he's just too damn slow and is a total hinderance to your Core energy 
total. He also can't cast spells well, and does not heal well with healing-
based items. Ditch him to the scrap heap.

Attack: A   Defense: A   Speed: F   Magic: F   Skills: D-
Fighting (normal/boss): F/D+
Overall (not an average): F


A member of the courageous and dedicated Holy Guard, the protectors of Shell 
Three and Marduk, Corgan is a skilled defensive swordsman with a knack for 
diplomacy. His one true love is Layla.

Corgan is just mediocre in almost everything. He's slightly better at fighting 
than Maya or Selina, but a bit slower. His magic skill kinda blows, and he has 
a lot of useful skills (Core Force and Protect), but the others are pretty 
sucky (Charge). It's up to you if you want to take him.

Attack: B+  Defense: B+  Speed: C+  Magic: D-  Skills: C+
Fighting (normal/boss): C+/C+
Overall (not an average): C


The daughter of General Campbell of Ankara, Led is a skilled mechanic with her 
weapon as a giant wrench. Her robotic legs were the result of an accident 
during military training. Ever since, her father refused to let her fight for 
her country, and threw her to a remote Ankaran base to prevent her from 
getting into trouble.

Led rocks! Sure, she has pretty crappy physical prowess, but she has very 
powerful magic, and her skills are quite powerful. She has the best skills; 
not one of them is completely worthless. Repair is like Grubb's, only faster 
(but weaker), and the GrubbCombo is one of the game's best skills. Her Core 
power is second only to Grubb. Team Led with Grubb, Araym, or Selina. Just 
watch her defense - it's pretty low.

Attack: D+  Defense: D   Speed: B   Magic: A-  Skills: A
Fighting (normal/boss): A-/C
Overall (not an average): B (teamed without Grubb)
A (teamed with Grubb)


One of Doskias's generals, and his lover, Selina is a dark, mysterious, and 
powerful warrior with a knack for mystical Core spells. She allied herself 
with Maya to save the world, but her loyalty toward Maya is complicated with 
her love for Doskias.

Selina is easily up there with the best. Her fighting power is quite high, and 
her magic prowess is only behind Led and Grubb. She's also quite speedy, and 
has fair defense. Her skills are fairly useful, with the potent (but expensive)
Curse Strike and the cheap and quick Core Force. If you're confused on what to
pick as a third party member, pick her.

Attack: B+  Defense: B   Speed: B   Magic: A-  Skills: B-
Fighting (normal/boss): B+/B+
Overall (not an average): A-


A thief, bounty hunter, and former demolitions expert, Araym ended up helping 
out after being rescued from Duke. His detachable, spider-like arms were the 
result of a mining explosion.

In terms of overall fighting, Araym is argubly the best character in Septerra 
Core. He's very speedy, has high attack power (and can hit multiple enemies 
for free), and his magic and Core power makes the cut. Steal and Mug are 
useful abilities almost anytime, and while Taser and Venom aren't THAT useful, 
his speed might make up for the expensive Core cost. A must-have for almost 
any party.

Attack: A-  Defense: C   Speed: A+  Magic: B-  Skills: A
Fighting (normal/boss): A+/C
Overall (not an average): A


A part of the Underlost, Badu is quite an enigma, with a mysterious language, 
and his former home in the Mold Forest. The Chosen imprisoned his tribe for 
slave labor, working to extract corite from the mines of Shell Seven.

Badu is an okay character, with obvious strengths and weaknesses. While slow, 
he can deal tremendous damage very quickly with Core Knife, and is a big help 
against bosses. Unfortunately, I never really cared for him that much - he's 
too slow to be highly useful, his skills just aren't what I want, and his 
magic isn't too hot. If you know you're going to fight a very powerful enemy, 
take him; otherwise, forget it.

Attack: A   Defense: A-  Speed: D   Magic: C-  Skills: D-
Fighting (normal/boss): D+/A
Overall (not an average): C-


A Jinam cyborg forced to fight for his country, Lobo acquired free thought by 
a friendly mechanic, and became that mechanic's "son". Lobo then became a 
pirate, fighting against the country that created him. He also desires revenge 
against Conner for killing his "father".

Other than his weak magic (about as bad as Runner), Lobo is about as powerful 
as Maya, and then some. His gun power and multi-target skills are quite useful 
against groups of minor enemies. He is halfway decent in almost any party, but 
more useful with characters like Grubb or Led.

Attack: B   Defense: B   Speed: B   Magic: D-  Skills: B+
Fighting (normal/boss): B/B-
Overall (not an average): B-

Locations of the Fate Cards of Septerra Core|

Water: From Azziz after the first lesson 
Heal: After the Holy Guard fight 
Rock: After fighting the Draxx statue in the Shell Three Mourn Graveyard
Barrier: After the fight with Selina at Armstrong
Air: In a storage cylinder in Ankaran Base 
Summon: Awarded by Gunnar 
Fire: After the fight with Lava Boss 
Cure: Given by the Underlost Chief in Shell Seven 
Resurrect: At the grave of Bowman (in Catacombs) 
Bless: After fight with Connor 
Law: After fight with first Magi 
Slow: After fight with second Magi 
Mirror: After fight with Hell God 
All: After fight with Balcaam 
Achilles' Heel: same as above 
Chaos: After fight with Doomsday Brain 
Speed: To the northeast, near fallen bridge in Chosen Temple Area 1 
Cloak: In Chosen Temple Area 3-Found with Chosen Talisman 
Curse: In chest to the far southeast in Catacombs Area 3 
Vampyre: Same as above 
Joker: After the fight with Alisa

Spells and Spell Combinations|

Here, you will find all of the spell combinations found throughout the game.

Spell Combo             Cost  Effects
Heal                    10    Heals one ally
Heal + Mirror           30    Harms one target
Cure                    10    Removes poison from one target
Cure + Mirror           30    Poisons one target
Bless (!)               25    Raises all stats (Power, etc.) of one target by 
Bless + Mirror          45    Lowers all stats of one target by 1/4
Resurrect               18    Revives an unconscious ally with about 1/2 their 
                               Hit Points
Resurrect + Mirror      38    Pounds one target with mega-damage
Cloak                   25    Cloaks one target, increases evade %
Cloak + Mirror          45    Removes cloak from one target
Joker                   25    Puts Berserk, Curse, Stun, Slow, and Poison on 
                               one target
Slow                    25    Slows one target
Slow + Mirror           40    Speeds one target (Why bother when you could use 
Speed                   25    Speeds one target
Speed + Mirror          40    Slows one target (Why bother when you could use 
Air                     12    Damages one target with Air damage
Chaos                   25    Berserks one target
Chaos + Mirror          45    Dispels adverse status
Chaos + Law             50    Deals chaotic damage
Chaos + Law + Mirror(#) 70    Insane, substantial damage (6x regular power)
Curse                   25    Curses target (lowers stats by 1/4)
Curse + Mirror          40    Blesses target (raises stats by 1/4)
Fire                    15    Fire damage, one target
Earth                   9     Earth damage, one target
Water                   6     Water damage, one target
Vampyre                 20    Drains HP from one target
Achilles' Heel          15    View enemy's HP and stats (except bosses)
Barrier                 15    Halves enemy damage on one target
Barrier + Mirror        35    Removes a barrier from one target
Barrier + Air           27    Air barrier, also dispels air-based damage on 
Barrier + Chaos         30    Barrier also dispels Berserk effects on target
Barrier + Curse         35    Barrier also dispels Curse effects on target
Barrier + Fire          30    Fire barrier, also dispels fire-based damage on 
Barrier + Law           40    Barrier also dispels all adverse effects
Barrier + Resurrect     33    Holy barrier, also dispels undead-based damage 
                               on target
Barrier + Earth         24    Earth barrier, also dispels earth-based damage 
                               on target
Barrier + Slow          35    Barrier also dispels Slow effects on target
Barrier + Water         21    Water barrier, also dispels water-based damage 
                               on target
Law                     25    Dispels all adverse effects on one target
Law + Mirror            45    Berserks one target
Summon                  20    Summons Bowman for physical damage
Summon + Air            32    Summons Simurgh for air-based damage
Summon + Chaos          45    Summons Gemma for tremendous damage, plus casts
                               Berserk on target
Summon + Fire           35    Summons Ouroboros for fire-based damage
Summon + Heal           30    Summons Kyra to tremendously heal one target
Summon + Joker          45    Random summon for mild damage, plus several 
                               status ailments
Summon + Law            45    Summons Marduk for insane damage
Summon + Resurrect      38    Summons Thanatos for hell-based damage
Summon + Earth          29    Summons Humbaba for earth-based damage
Summon + Water          26    Summons Sedna and Pilitak for water-based damage

Any card combo + All(*) N+10  Spell or spell combo affects all allies or 

(!) - Stat-boosting/lowering with Bless is not cumulative.
(*) - the amount of the original spell plus 10 Core Energy. For example, if I 
wanted to cast Kyra's Heal on the entire party, I would spend 10 for the spell
plus 10 for "All", so it would cost 20 Core Energy. I didn't put all the "All" 
combos up for redundancy's sake.
(#) - Cannot be combined with "All"

Weapons, Armor, and Items|

Engines: Used by Maya, Grubb, Runner, Araym, and Lobo

Name              Strike      Power       Cost        Other
Small Engine      10          10          50
Engine            15          15          300
Turbo Engine      12          10          325         Core +2
Medium Engine     30          30          400
Strong Engine     45          45          400
Force Engine      38          29          450         Core +3
Power Engine      70          70          900
Might Engine      55          55          800         Core +3
Small Blitzer     95          95          1,500
Blitzer           135         135         5,000
Weak Blitzer      140         140         5,200       Core -5
Turbo Blitzer     120         115         5,200       Core +4
Power Blitzer     210         210         10,000
Force Blitzer     185         180         9,500       Core +5
Turbine           275         275         40,000
Weak Turbine      280         285         35,000      Core -5
Force Turbine     255         260         35,000      Core +5

Swords (part 1): Used by Corgan

Name              Strike      Power       Cost        Other
Sword             15          15          400
Short Sword       30          30          600
Medium Sword      45          45          750
Bastard Sword     70          70          1,100
Honor Blade       60          60          1,200       Core +2
Long Sword        95          95          1,650
Broad Sword       135         135         6,000
Strike Blade      145         115         5,200
Steel Blade       210         210         12,000
Power Blade       170         225         11,000
Rune Steel        275         275         50,000
Honor Strike      265         245         45,000
Demon Sword       295         295         ???

Swords (part 2): Used by Selina

Name              Strike      Power       Cost        Other
Sword             15          15          400
Short Sword       30          30          600
Medium Sword      45          45          750
Bastard Sword     70          70          1,100
Witch Blade       60          60          1,200       Core +2
Long Sword        95          95          1,650
Broad Sword       135         135         6,000
Witch Power       115         145         5,200
Steel Blade       210         210         12,000
Witch Strike      225         170         11,000
Rune Steel        275         275         50,000
Power Witch       245         245         45,000      Core +7
Demon Sword       295         295         ???

Wrenches: Used by Led

Name              Strike      Power       Cost        Other
Light Wrench      30          30          450
Wrench            70          70          550
Large Wrench      70          70          850
Power Wrench      60          85          750
Iron Wrench       95          95          1,350
Steel Wrench      135         135         4,500
Strike Wrench     150         115         4,200
Gear Wrench       120         155         4,000
Impact Wrench     210         210         9,000
Mag Wrench        190         225         8,000
Core Wrench       245         245         8,000       Core +5
Shell Wrench      275         275         38,000

Knives: Used by Badu

Name              Strike      Power       Cost        Other
Knives            60          60          800
Power Knives      70          70          900
Core Knives       55          55          850         Core +5
Bone Knives       95          95          1,650
Metal Knives      135         135         5,500
Relic Knives      115         120         5,000       Core +4
Speed Knives      120         115         5,000       Speed +2
Sharp Knives      210         210         11,500
Blood Knives      180         225         11,000
Strike Knives     225         170         11,000
Slash Knives      275         275         43,000

Healing Items:

Name              Cost        Description
Bread             50          Heals 50 HP to an ally
Root              350         Heals 250 HP to an ally
Cornucopia        600         Heals 500 HP to an ally
Potion            1,000       Heals entire party for 200 HP
Elixir            2,500       Heals entire party for 450 HP
Herb              50          Heals poison to an ally
Ward              80          Neutralizes poison, stun, curse, and/or berserk
Core Rune         100         Restore 25 Core Energy
Core Relic        400         Restore 75 Core Energy
Core Sphere       750         Restore 150 Core Energy
Soul Stone        5,000       Restores HP and Core to entire party
Smelling Salts    250         Resurrect an individual with about 1/3 HP
Kyra's Tear       2,000       Resurrect an individual with full HP


Standard - Equipped by Maya, Grubb, Corgan, Led, Selina, and Araym 
(Not Led if shoes/greaves/boots)
Robot - Equipped by Runner and Lobo (and Led if springs/hydraulics/shocks)
Primitive - Equipped by Badu

Name                    Type        Armor       Speed       Cost
Vest                    Standard    10          0           150
Light Vest              Standard    15          -1          350
Light Sheath            Standard    13          0           340
Medium Vest             Standard    26          -1          500
Leather Vest            Standard    33          -2          800
Hard Sheath             Standard    48          -3          900
Flack Vest              Standard    43          -2          1,000
Heavy Sheath            Standard    65          -4          1,200
Chain Vest              Standard    64          -3          1,300
Power Vest              Standard    96          -4          4,000
Bulky Shell             Standard    115         -5          3,500
Light Shell             Standard    96          -1          3,600
Heavy Shell             Standard    136         -5          15,000
Heavy Mail              Standard    165         -6          15,000
Knight Mail             Standard    176         -7          45,000
Bukly Mail              Standard    186         -7          46,000
Light Plate             Standard    175         -4          47,000
Coat                    Robot       10          0           240
Plastic Coat            Robot       15          -1          450
Thin Coat               Robot       13          0           425
Medium Coat             Robot       26          -1          600
Metal Coat              Robot       33          -2          1,000
Hard Coat               Robot       48          -3          1,100
Heavy Coat              Robot       43          -2          1,350
Hard Robo               Robot       65          -4          1,450
Robo Cover              Robot       64          -3          1,500
Robo Vest               Robot       96          -4          5,000
Heavy Robo              Robot       115         -5          5,000
Thin Robo               Robot       96          -1          5,000
Robo Mail               Robot       136         -5          16,500
Bulky Robo              Robot       150         -6          16,000
Metal Cover             Robot       176         -7          50,000
Heavy Cover             Robot       187         -7          48,000
Light Cover             Robot       175         -4          48,000
Skins                   Primitive   30          0           50
War Skins               Primitive   43          -1          1,250
Ancient Skins           Primitive   43          0           1,300
Animal Skins            Primitive   64          -1          1,400
Leather Skins           Primitive   96          -2          4,500
Relic Bone              Primitive   84          0           5,000
Heavy Skins             Primitive   136         -3          15,500
Petrified Bone          Primitive   125         -1          16,000
Medium Bone             Primitive   176         -5          50,000
Shoes                   Standard    0           0           40
Leather Shoes           Standard    3           +1          100
Greaves                 Standard    5           0           135
Speed Shoes             Standard    6           1           150
Fast Shoes              Standard    9           2           300
Hard Greaves            Standard    12          0           350
Armored Shoes           Standard    12          2           450
Light Shoes             Standard    9           3           500
Wing Shoes              Standard    16          3           600
Wind Shoes              Standard    24          4           900
Boot Greaves            Standard    37          1           800
Light Boots             Standard    15          5           800
Speed Boots             Standard    34          5           1,100
Armor Greaves           Standard    38          3           1,000
Wing Boots              Standard    44          6           1,500
Heavy Greaves           Standard    51          4           1,300
Light Greaves           Standard    31          7           1,300
Springs                 Robot       0           0           100
Medium Springs          Robot       3           1           135
Metal Springs           Robot       5           0           150
Hard Springs            Robot       6           1           240
Armored Springs         Robot       9           2           450
Plate Springs           Robot       12          0           500
Quick Springs           Robot       12          2           500
Speed Springs           Robot       9           3           600
Heavy Springs           Robot       16          3           650
Hydraulics              Robot       24          4           1,000
Armor Hydraulics        Robot       28          1           950
Light Hydraulics        Robot       18          5           1,100
Medium Shocks           Robot       34          5           1,250
Heavy Hydraulics        Robot       39          3           1,350
Quick Shocks            Robot       44          7           1,650
Covered Shocks          Robot       51          4           1,500
Light Shocks            Robot       31          7           1,500
Claw Ties               Primitive   9           1           450
Claw Skins              Primitive   12          2           500
Light Ties              Primitive   9           3           450
Claw Pads               Primitive   16          3           700
Claw Sandals            Primitive   24          4           1,000
Hard Ties               Primitive   29          1           900
Light Sandals           Primitive   17          5           900
Claw Wraps              Primitive   34          5           1,200
Hard Wraps              Primitive   39          3           1,300
Claw Straps             Primitive   44          6           1,600
Hard Bindings           Primitive   51          4           1,500
Light Treads            Primitive   35          7           1,500

Protection Items:

Name              Use                                 Specifics
Mind Shield       Protects partially from Berserk     (n/a)
Iron Heart        Raises Max HP                       HP +8
True Strike       Adds to Strike                      Stk +8
Silver Clove      Protects partially from Undead      (n/a)
Armor Seal        Raises Armor                        Arm +8
Card Token        Adds to Core                        Core +2
Power Token       Adds to Core                        Core +5
True Sight        Adds to Perception                  Per +15, Stk +8, Pwr +8, 
                                                       Core +1
Fire Guard        Protects partially from Fire        (n/a)
Aegis             Protects partially from Stun        (n/a)
Rock Guard        Protects partially from Earth       (n/a)
Ear Plugs         Protects partially from Sonic       (n/a)
Heart Stone       Protects partially from Poison      (n/a)
Wallet            Protects partially from Steal       (n/a)
Metal Buckle      Adds to Strength                    Str +15, Arm +8, Pwr +8,
                                                       HP +8
Solid Strike      Adds to Strike                      Stk +12
Gloves            Adds to Power                       Pwr +8
Gear Muscle       Adds Power to robots                Pwr +12
Quicksilver       Adds to Speed                       Spd +1
Holy Shield       Protects partially from Curse       (n/a)
Knuckles          Adds to Power                       Pwr +10
Quick Light       Adds to Speed                       Spd +2
Iron Buckle       Adds to Strength                    Str +28, Arm +15, 
                                                       Pwr +15, HP +15
Titan             Adds to Vitality                    Vit +14, Arm +8, Spd +1, 
                                                       HP +8
Cat's Paw         Adds to Agility                     Agy +15, Stk +8, Pwr +8, 
                                                       Spd +1
Psyche Knot       Adds to Psyche                      Psy +10, Core +2
Psyche Ring       Adds to Psyche                      Psy +15, Core +3
Long Sight        Adds to Perception                  Per +25, Stk +12, 
                                                       Pwr +12
Hydraulic Muscle  Adds Power to Robots                Pwr +19
Mind Barrier      Protects fully from Berserk         (n/a)
Restore Ring      Protects status partially           (n/a)
Aqua Guard        Protects partially from Water       (n/a)
Lockpurse         Protects fully from Steal           (n/a)
Red Star          Protects from Core Drain            (n/a)
Titan Ring        Adds to Vitality                    Vit +25, Arm +12,
                                                       Spd +3, HP +12
Snake Tail        Adds to Agility                     Agy +25, Stk +13, 
                                                       Pwr +13, Spd +3
Sturdy Heart      Adds to HP                          HP +15
Gauntlet          Adds to Power                       Pwr +12
Myomer Muscle     Adds Power to robots                Pwr +24
Hew Stone         Protects fully from Poison          (n/a)
Blue Star         Protects fully from Core Drain      (n/a)
Lightning Guard   Protects partially from Air         (n/a)
Hero Heart        Adds to HP                          HP +26
Armor Relic       Adds to Armor                       Arm +18
Power Aegis       Protects fully from Stun            (n/a)
Holy Relic        Protects fully from Curse           (n/a)
Steel Buckle      Adds to Strength                    Str +55, Arm +27, 
                                                       Pwr +27, HP +27
Deep Sight        Adds to Perception                  Per +45, Stk +22, 
                                                       Pwr +22
Even Strike       Adds to Strike                      Stk +28
Titan Charm       Adds to Vitality                    Vit +55, Arm +24, 
                                                       Spd +6, HP +24
Eagle Wing        Adds to Agility                     Agy +55, Stk +28, 
                                                       Pwr +28, Spd +6
Psyche Charm      Adds to Psyche                      Psy +66, Core +6
Card Token        Adds to Core                        Core +10

Skill Items

Name              Cost        Equipped by
Grenade           1,000       Maya, Lobo
Napalm            2,350       Maya, Runner, Lobo
Buzzsaw           2,150       Grubb
Shrapnel          2,500       Maya
Blades            2,500       Grubb, Araym
Venom             3,500       Araym
Heat Seeker       6,000       Maya, Runner
Blast             15,000      Runner
Taser             12,000      Grubb, Araym
Beam              10,000      Maya, Lobo
Arc Blast         15,000      Grubb
Sphere            15,000      Maya

Unanswered Questions (so far)|

Despite playing Septerra Core quite a bit, there are some things left
unanswered by either me or the contributors (none yet):

Notice the birds you can use the Bird Seed on? What do they do? Where are they
(there are ten of them), and what do they have to do with the tower?

Did You Know?|

Maya (the heroine) was named after the software development kit Maya(TM) for 
Windows NT. This software produces computer-generated high-polygon graphics 
and fluid animation. Maya FX(TM) and Maya Artisan(TM) are also two other 
computer-generating graphics programs.

Alisa (Aspertine's daughter) was named after Alisa Kober, Valkyrie Studios' 
vice-president of art and animation.

When Grubb talks to the WarBots in Oasis in Shell Two (later in the game, 
after obtaining the ship from Lobo), he tries to override the Warbots' warlike 
program by saying, "Master override sequence THX one-one-three-eight." Don't 
tell me the writer wasn't thinking of the movie "THX-1138" by the "Star Wars" 
creator George Lucas.

Copyright Information|

Copyright 1999 Fred Delles. All rights reserved. This FAQ is not in any way 
licensed by Valkyrie Studios, TopWare CD-Service AG, or Monolith. You are 
allowed to publish this FAQ on any website, provided that (1) it is not 
altered in ANY way, (2) that I am given credit for this work, and (3) that you 
do not make ANY money off this FAQ in any way, shape, or form. Other than 
that, go nuts! 8-)

Some information on weapons, items and succinst descriptions of the locations
of the Fate Cards were derived from the "Official Septerra Core Official 
Strategies and Secrets" hint book by Paul Schuytema. This book is a better 
source than this FAQ, so use that if you still have further trouble and I'm 
unable to help. It costs money, but hey, it's official...

SEPTERRA CORE: LEGACY OF THE CREATOR Copyright 1999 Valkyrie Studios, Inc., 
all rights reserved. Septerra Core is a trademark of TopWare CD-Service AG.

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