Walkthrough - Guide for Guardian's Crusade
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____ \ / | | ___ ______ _ ___ ___ _____| |_____ | | | / / \ __| | | | | | | | | /_ ___ \_/ / __ | | | ____ | ____ ____ | | | / |/ \ ___ | | | | | |/ \ |/ | | \| | |_/ /| | | | | |__| | | ___ | | | | / | /| | | | \___ | | | | | | | | __ \ | | | | | | | | | | / | | | | | / \| | |___| | | | | | | | | | | | | | |__/ | | | | |___| |____| | | | | | | | | ___/ / | | |___| |_ | ___ | | | / | | \ / / \ |___| |_____/ | | \/ | _ | | | | |_| | ___ \ / ______ \ \/ / ____ ______ \/ | \ / / | | | | ______ | _ \ / /\ \ | | | | | | | |_| | | \/ \ | | | | | | | | \ /\ / | | _____| | | | | / \____/ \/ | | / | | | | \ ________ | |/ |______| | | \ | | | | | \ |_____ | | _ / | _ | ____| | | |_| ___ ____/ | | | | / | | | | | | |_| | / _ | | / | | | / | |_| | | |\ / | | | / \ | | | \______/ | | |_______/ \___/|__| |____| |______| TM _____________________________________________________________ | | | / / | /\ // / | / // | | -/- /| |\ & / \ /| |/ ---- | | / | | \ | |__ | |_____________________________________________________________| G U A R D I A N ' S C R U S A D E _______________________________________________________________ A Walkthrough by Henry LaPierre firstname.lastname@example.org Version 2 Revised for the North American release February 28th 1999 Copyright (c) 1999 Henry LaPierre Written for the Japanese release November 29th 1998 Copyright (c) 1998 Henry LaPierre Table of Contents: Menus and Controls The Walkthrough Shop Listings Items Listing Weapons Listing Armor Listing Helmets Listing Shields Listing Rings Listing Living Toy Listing Living Toy Ability Listing Living Toy Location Listing Monster/Enemy Listing Important Items Listing Character Statistic Screen Level UP Listing Baby's Forms Game Section Titles Random Notes Ascii Art Field Map Differences Between Japanese and North American Releases Credits and Thanks Copyright Notice and Disclaimer Random Thought Section 1, The Controls Title Screen Menu: Start new game Continue Settings Settings: Analog Controller: on/off Dual Shock: on/off Fast Battle Mode: on/off Auto Camera Mode: on/off* Map Rotation: on/off** Sound: Stereo/Mono Controller Configuration Default Settings *Auto camera mode causes the view to rotate according to the direction the player is facing. **Map rotation mode, set to "on", allows the corner map to rotate as your character does. Continue: Choose the memory card slot you wish to search, 1/2 Choose the file you wish to load, Yes/No Exit to game Controller setup(at default setting): Directional pad/Left analog stick: Movement of character Start/Circle: Brings up menu screen X: Accept/Talk Square: Tells what the current objective is(same as Nehani on non-battle menu) Triangle: Run/Cancel L1/R2: Rotate screen clockwise R1/L2: Rotate screen counter clockwise Select: Map on/off Non-battle menu(once menu is up, push left or right to see either character's statistics. At the bottom left you will see the game section's title. At the bottom right you will see the amount of rubies you have currently collected): 1. Items 2. Equipment 3. Living Toys 4. Baby 5. Nehani 6. Settings 1. Items: Choose character: Knight/Baby/Junk(Important) Objects Choose item(note, with Baby, you can only give or throw away) Choose one of the following: Use Give Equip Throw Away 2. Equipment: Choose the type of object you wish to equip from the following categories: Sword Breastplate Helmet Shield Ring Choose item to equip(lower statistic shown in red, higher in yellow) 3. Living Toys Choose the living toy you wish to use. Not all living toys are available for use outside of battle. 4. Baby Give Snack Transformations Go Fetch(search) Fly Give Snack: Baby can only eat from the items in the main character's pack. What you feed Baby dictates his growth and performance. Go Fetch: When Baby returns from searching, you are asked if you'll take the item that he brought back(Yes/No), then you'll need to praise/scold, or say nothing to Baby. Praising Baby for returning a good item makes him feel proud, whereas scolding Baby makes him mad at you. Saying nothing to Baby disappoints him. If Baby refuses to search for items, you'll need to rest for the night, as it's due to him being tired from being sent out too much. How you treat Baby dictates his attitude. Transformations: This is a listing of the forms Baby has learned so far, and can use in battle. Baby learns the forms by battling specific types of enemies. Fly: Once this option appears, you will have the ability to fly on Baby's back. Controls for flying: Directional pad/Left analog stick: Turn/Fly forward L1/R2: Bank left R1/L2: Bank right Square/Triangle: Fly forward X: Land(only over safe ground) 5. Nehani: Nehani is a small fairie that travels with your party. She tells you(sometimes in the form of hints) what the current objective in your journey is. 6. Settings: Analog Controller: on/off Dual Shock: on/off Fast Battle Mode: on/off Auto Camera Mode: on/off* Map Rotation: on/off** Sound: Stereo/Mono Controller Configuration Default Settings *Auto camera mode causes the view to rotate according to the direction the player is facing. **Map rotation mode, set to "on", allows the corner map to rotate as your character does. Battle Menu(note, the Baby and Living Toys selections appear once you reach certain points in the game): 1. Fight(choose target) 2. Living Toys(choose living toy, then choose target) 3. Items(choose item, then choose target) 4. Defend 5. Baby(choose from Attack, Defend, Help(protect Knight), Run, and Transform. Note, the Transform command will only be available based on Baby's luck and your keeping him happy. If either is off, the command may not be available) 6. Run(escape) Section 2, The Walkthrough Chapter One Labor Pains The game opens with a cinema of a stork on it's way to deliver a baby dragon to it's new parents during a thunderstorm. Suddenly, a group of blue dragon creatures attacks the stork. To make matters even worse, while trying to evade the creatures, lightning strikes the stork, causing it to drop the bundle containing the baby dragon. Chapter Two Little Lady's Wake Up Call The scene then cuts to show Nehani trying to rouse someone from a deep slumber. The person Nehani is trying to wake is you. While Nehani is trying to wake you, you will be asked to name your character(note, the default name is Knight). The right-hand sidebar selections are as follows: Space Default Erase(backspace) Exit(yes/no) After entering a name for yourself, Nehani is finally successful in waking you. Now that you're awake, Nehani tells you that the Mayor of your small village(Orgo) is looking for you. At this point, leave your house and proceed to the house Northeast of your own(the house with the red roof, to the East of the woman hanging clothes), and speak to the man inside. This is the Mayor of Orgo, and he will give you two items, one of which is a letter that needs to be delivered to the Mayor of the Village of San Claria, which is to the Northwest. This letter will then go into your Junk category in your items sub-menu. After receiving the two items from the Mayor(the second being an Angel's Tear), you will be able to leave your village(if you had tried to leave prior to acquiring the letter, you would have been blocked by another woman standing on the bridge leading out of town). Before leaving Orgo, search the area and houses for items(note, there is a key item in the mill, as well as two more important objects in the house with the dark porch), as well as gathering information from talking with the other townsfolk. Once you've explored enough, leave Orgo, and proceed Northwest to the Village of San Claria. Chapter Three Thirty Minutes, Or It's Free Upon reaching San Claria, locate the Mayor(he's on the second floor of the house at the top of the hill in the Northwest corner of the village) and give him the letter you were asked to deliver. The Mayor then tells you to return to your hometown of Orgo and tell your Mayor not to worry about the food shortages. Before returning to Orgo, you may want to take a look around San Claria, as there is a shop in which you can purchase items here(note, there is a key item in the house on the beach, next to the strung up fishing nets). After you've purchased whatever supplies you need, and have adequately searched the village, leave San Claria and return towards Orgo. Chapter Four The Beginning Of A Great Friendship Just before you reach Orgo, you will find a baby dragon wandering in the road. Upon attempting to speak to it, a spirit appears on the bridge between you and your home town of Orgo. The spirit asks that you help this lost baby dragon return to it's mother. After a few more brief words, including the fact that you will find what you seek in God's Tower, and that the world's fate now rests in your hands, the spirit leaves. Once the spirit has left, attempt to cross the bridge to enter Orgo. As soon as you walk onto the bridge, you are brought to the house of the Mayor of Orgo(the man who gave you the letter to bring to San Claria), the baby dragon(Baby) following along. The Mayor tells you to bring Baby to the Cave of Fear tomorrow, as he believes it to be a cursed monster. He thinks that bringing it to the Cave of Fear should get rid of it. After speaking with the Mayor, you are sent to your house to get some rest. After all this running around you must be tired. Chapter Five The Right Thing To Do? Upon waking up from your nap, leave Orgo and head to the Cave of Fear, located to the Northeast of San Claria(next to a broken bridge). Once you reach the Cave of Fear, Baby(in his native tongue) thanks you for bringing him this far, bids you farewell, and then runs into the cave. If you try to follow Baby, you will find that you cannot enter the Cave of Fear. Chapter Six Good Knight Now that you've safely escorted Baby to the Cave of Fear, you feel tired. At this point, return to either the inn at San Claria, or your home in Orgo to get some rest. Chapter Seven Guilty Feelings Once you fall asleep, you dream of the spirit that appeared to you earlier, and how he asked you to help the baby dragon(Baby). When you awake, return to the Cave of Fear(Northeast of San Claria) and you will find that you can now enter it. Chapter Eight Looking For Baby Once inside, proceed through the caves, finding items in chests as you make your way through(note, there are two important items in the caves). Inside the caves, you will encounter three creatures guarding an entrance. The monsters tell you that the pink monster(they are referring to Baby) came this way earlier. They then escort you into their city(Kell), to speak with their elder about Baby's whereabouts. Chapter Nine The City Within The Mountains After a few words with the city's elder, in which you learn that they are being terrorized by a monster(Mushmare), leave the elder's chamber and head to the storage room to the Northeast. There you will find the Mushmare that was spoken about(note, you must answer yes when you come to the door of this room in order to enter it). Once inside the room, the Mushmare will attack you. After defeating the Mushmare, speak to the creature in the doorway, and he will bring you back to see the Elder. For your help in getting rid of the Mushmare that was causing the problems, the elder reveals a hidden passage to you. He then tells you that the pink monster(Baby) that you are seeking, went through this passage earlier. After showing you the hidden passage, the elder gives you something as a symbol of their gratitude. You are then introduced to Mr. O'Neal, the first of many "Living Toys" that will accompany you in your travels. Now that Mr. O'Neal has joined you, the "Living Toys" selection is now available to you in both the Non-Battle and Battle menu screens. Upon checking your living toys category, you'll find that along with Mr. O'Neal, you also have received six other living toys. Cupid, Dark Postle, Nurse, Viper, Pyro and Jupiter have also sided with you(note, these six other living toys were created from six of the "junk items" in your inventory. If you did not find all six important items, you will be missing some of the above living toys). After looking around the City of Kell(note, there is now a chest containing the living toy, "Da Bomb", in the room where you defeated the Mushmare), proceed through the now open hidden passage that the elder revealed to you. Chapter Ten There You Are Once through the doorway, and in the passage it leads to, you will come to a room with what appears to be a locked door. This locked doorway is actually one of the eight teleportation gates that you will open later in the game. For now, pass through the hole in the Western wall to enter the inner cave passages and continue your search for Baby. Throughout the next passages, you will find chests containing items and living toys. After searching the caves, you eventually find a giant bird's nest. You see that Baby is hiding behind a cracked eggshell inside the nest, but before going to him, proceed past the nest and into the next entrance. By passing by Baby, you are then able to find a chest containing bronze mail in the next chamber. After receiving the bronze mail, return to the nest and find Baby. While talking to Baby, the owner of the nest returns, and she's not happy with what she finds, as it seems Baby has eaten her eggs. You are now faced with battling an enormous six winged golden bird(Galestork). After seemingly defeating the bird, you find a living toy and a heavy stone(goes into your junk item category). As you are talking to Baby, the bird stirs. Fearing for your lives, you and Baby make a run for it. You run through the chamber where you found the bronze mail, and from there, out onto a dead end ledge. Rather than face certain death at the hands of the golden bird, you decide to try flying from the ledge by holding onto Nehani. Unfortunately the combined weight of you and Baby is too much for her, and you instead fall off the ledge. Luckily for you, there was a river below to break your fall. Chapter Eleven A Kindly Old Couple You awake in an inn(the Coastal Inn) run by an old couple(Amos and Martha). Baby is still with you. As you are talking to the old couple, who mention that they pulled you from the river this morning, a merchant named Bonik comes into the room. Bonik leaves shortly after he's introduced, as do the old couple. Once everyone has left, go and see Bonik in the room next to yours. Bonik offers to sell you some items(or buy some of yours), but if you do try to buy something, he'll give you the following for free(note, if you exit his item selection screen, or choose not to buy any items from him, Bonik will give you the items free of charge anyway), Hamburger, Cheeseburger, Bubble Gum and a Terror Seed. He is holding the AFM324 for another customer, so he cannot give that to you. He tells you that he will soon be departing for Isten, then the scene fades and you are asked if you'd like to save your game(yes/no). When you awake(you had taken a nap upon the last scene fading), you find that Bonik has already left for Isten. Make your way downstairs and speak to the old couple. Upon first speaking to the old woman(Martha), you will be able to rename Baby(note, the sidebar choices are the same as when you renamed your character at the beginning of the game. Also, the default name is Baby). After renaming Baby(if you choose to), speak to the old man(Amos) and he will give you the living toy, "Mapster". Using "Mapster" while not in battle, will bring up a field map of the known world(note, if you speak to the old woman(Martha) again after renaming Baby, she will act as the innkeeper and offer you a room for the night). After receiving Mapster, leave the Coastal Inn, and begin the next part of your journey by traveling to the town of Isten(note, from this point on, Baby will become a true party member and join in during the battles. You will also now be able to choose the "Baby" selection on the Non-Battle and Battle menu screens, in order to make Baby do specific things). Chapter Twelve Traveling Salesman Once outside the inn, travel Northeast until you come to a small wooden bridge. After crossing the bridge, proceed Southeast, and you will soon run into Bonik, the merchant who gave you the free items at the Coastal Inn(he is near the crossroads sign that points towards Isten to the South, and the Denime Plains to the West). Bonik is with three men from Isten, and upon your arrival, you overhear that a man from Isten was injured while using a weapon purchased from Bonik, and as such, will not be able to compete in a tournament that they are having. Due to this, the men from Isten demand that Bonik find them a stand-in for the injured man. Upon approaching the group, Bonik is led into Isten by two of the men. The third man then speaks to you, and let's you know that if you don't act as his stand-in in the tournament, that they will kill Bonik. After hearing this, you are brought into Isten as well. Chapter Thirteen First Impressions When you appear in Isten, you are inside Richten's house. Speak to Richten, then seek out a man named Marco in the house next to the Western gate(green roof). After speaking with Marco, proceed to the large house at the Southern end of town(green roof). Inside, you will find a young woman named Carmen in the bedroom on the second floor, and her father downstairs in the dining room. Speak to both of them, and you will find that the winner of the upcoming tournament(fight) not only gets to be the town's new Mayor, but they also get to marry Carmen. Carmen hopes that Marco's stand-in wins, as she loves Marco. Next, make your way to the meeting room(cafe) next door(building to the West). Inside this establishment, you'll find a fellow Dragon Knight(Dark Beat) having a drink at the bar(dressed in brown, and carrying a large sword on his back). Speak to Dark Beat, who introduces himself as the chosen one, then head to the inn for a night's rest(note, there is a piece of armor and a living toy in chests behind the cafe, at the Southern end of town). Chapter Fourteen Knight Against Knight Once you come downstairs after a good night's sleep, you will find Richten waiting for you in the lobby of the inn. He leads you to the town square, where you are forced to battle another Dragon Knight(Dark Beat) and his dragon(Ibkee) to decide who will become the town's next Mayor. With the word from Carmen's father, the current Mayor, the battle begins. After you are defeated(note, you cannot win this battle, so don't waste any items. Also, during this battle, Baby will acquire the ability to mimic certain enemy's forms while in battle, starting with Ibkee's. The option, "Transform" will then appear in his battle command menu), Carmen and the innkeeper bring you to your room at the inn to rest. Chapter Fifteen Moving On When you finally come to, Nehani tells you that Bonik got away safely, and that he has gone ahead to the port town of Zed Harbor. Now that the battle between you and the other Dragon Knight has ended, you are able to leave Isten if you'd like. Before you leave, visit Richten's house(next to the Eastern gate, the house with the woman looking in the window). You will find that Richten is not home, but inside the bedroom you will find a chest containing another living toy. Next, go and talk to Marco(in the house with the green roof, near the Western gate). He will give you five hundred rubies, as well as directions to Zed Harbor, which Nehani mentioned earlier). After talking to Marco, leave Isten by the Eastern gate, and head Southeast towards the port town of Zed Harbor. Chapter Sixteen Detour Upon nearing Zed Harbor, you will come to a crossroads sign that reads, South to Zed Harbor, West to the Desert. Instead of proceeding to Zed Harbor, turn here and enter the desert. Continue through the desert until you reach the cave at it's Southwestern corner. Inside the cave, you will find a man who is trying to break through a wall of dirt and ock in order to complete a tunnel that will allow free passage through the mountain range, from the desert to the lands South. After speaking with the man(Rogo), leave the cave, and make your way back through the desert to the port town of Zed Harbor. Chapter Seventeen Sold Out Upon reaching Zed Harbor, enter it and make your way to the ticket agency(near the rear dock, next to the man tending the cannon). Inside the ticket agency you will find Bonik buying a ticket to the ship that sails from Zed Harbor, to his hometown of Jungo. Bonik tells you that he sold jewels to the town's Governor for enough money to start his own business. With that said, he sings a song about himself as he walks out the door of the shop. At this point, speak to the ticket agent. He will regrettably tell you that there are no more tickets available. Apparently Bonik had just bought the last ticket. Your next task will be to find a way to get a ticket so that you can seek passage on the ship heading towards Jungo. Make your way to the Zed Harbor Cafe, and once inside, talk to the two patrons at the table next to the door(note, you can find items if you inspect the piano multiple times, as Knight will try to play it, and the patrons will throw apples at him). You will overhear them talking about how the Governor of Zed Harbor will give anything for an emerald that is hidden in a temple(Kuldo Temple) at the end of a bog far to the South, and protected by a ferocious beast. Chapter Eighteen Let's Make A Deal After hearing this, make your way to the house across from the ticket agency(the one with the large open door at the top of the steps). Once inside the house, enter the door across from the one you just entered by, and you will find a man standing next to a display cabinet. This man is the Governor of Zed Harbor, and a collector of valuable and precious. Upon hearing about the emerald(Beast Emerald), he offers you a trade. If you can get the emerald for him, he will give you a ticket for the ship in exchange. After making the deal, leave the house(note, there is a chest upstairs that contains the living toy, "Baron". The lid is stuck, so to open the chest, you must try four times. On the fourth try, the chest will open), and proceed to the rear dock. There you will run into three people. A knight(Kalkanor), a priest(Ramal) and a wizard(Gwinladin). They are also in search of the emerald, and scoff at the likes of someone like you even carrying their bags. After they depart, leave the port town of Zed Harbor and make your way back across the desert to the West, to the cave where you saw the man(Rogo) digging a tunnel earlier(note, before leaving Zed Harbor, you may want to explore the town, as hidden about are living toys, weapons, armor and many items). Chapter Nineteen The Old Man In The Mountain Once you enter the cave, you will see that the man(Rogo) has not only completed the tunnel through the mountain range, but he has built himself a house inside it as well. Rogo mistakes you for someone else, and demands that you deliver an item to a man named Galik, who lives in a house on the cliffs just behind the Village of Carmarthen. You are then given a stone slate(note, the stone slate goes into your junk items category). After receiving the stone slate, proceed South and exit through the other end of the finished tunnel(note, there are a few items hidden in the tunnel, as well as a merchant upstairs in Rogo's house if you need to purchase or sell anything). Chapter Twenty No Turning Back Once through the tunnel(note, if you try to go back towards Zed Harbor at this point, you will find that you can't get back through the tunnel, as Rogo is working on it again), head Southeast to the Village of Carmarthen. Chapter Twenty One Nobody's Home Once you reach Carmarthen, proceed to the house on the cliff just behind the main section of the village(down the path at the Southern end of the village). Upon knocking at the door, you find that Galik is not currently at home. Rather than wait around for him, take this opportunity to explore the Village of Carmarthen, and speak to it's citizens(note, inside a chest in the mine, you will find the living toy, "Miner". With it, you can search for buried treasure while not in battle. There is also a Bone Shield in the mine cart that you can find). After exploring Carmarthen, Galik has still not returned to his home, so head out of Carmarthen and make your way to the swamp to the West. You'll have to deliver the item to Galik after you've obtained the emerald that you originally came this way to find. Chapter Twenty Two Swamp Fever Once at the swamp, navigate your way through the maze of rotted, fallen logs and small islands, until you reach the Kuldo Temple at the Southwestern corner of it. Standing at the left side of the stairs that lead inside the temple is the merchant you met upstairs in Rogo's house(note, the merchant will only be here if you first met him in Rogo's house, then knocked on Galik's door in an attempt to deliver the item to him before reaching the temple). Instead of selling and buying items, the merchant will now act as a rest and save spot, should you feel either option is necessary. After resting and saving your game(if necessary), proceed into the Kuldo Temple. Chapter Twenty Three A Day Late, And A Ruby Short Inside the temple, you will find stairs leading to both higher and lower levels. Search through the higher level first, and you will find numerous chests containing items and living toys. After finding all the chests on the upper level, make your way downstairs to the temple's lower level(note, there are two chests in the dividing hallway on the ground level as well). In the lower level, you will find more chests containing a living toy, some healing items and a Sword of Might. At the Westernmost chamber on the lower level, you will witness the three people you met in Zed Harbor(the knight, the priest and the wizard) attempt to slay a giant winged lion. After seemingly killing it, the trio begin to leave, taking time to stop to stop and inform you that you are too late. Once they leave, inspect the body of the lion and you will get quite a surprise. It's not only still alive, but very angry as well. At this point the beast attacks you. After defeating the winged lion(you will receive a White Shield as your reward), leave the temple and make your way back to the Village of Carmarthen. Chapter Twenty Four Sign Here Once in Carmarthen, return to Galik's house on the cliff path. Upon trying his door, you find that he's now home. Talk to Galik and give him the stone slate from Rogo(it's automatically removed from your junk items category and given to him upon speaking to him). He then tells you about the warp gates(note, there is one in his basement), and the key needed to use them. After talking to Galik, explore his house, then leave Carmarthen and make your way back through Rogo's tunnel(Rogo has finished his touch-up work on it, and it is now reopened for passage through the mountain range) to the port town of Zed Harbor. Chapter Twenty Five An All Expense Paid Trip To Jungo Island Once back in Zed Harbor, return to the Governor, whose hobby it is to collect valuable and precious items(the house at the top of the steps next to the ticket agency). Once you enter the room where the Governor is, you see that the knight(Kalkanor), the priest(Ramal) and the wizard(Gwinladin) are already there. They have once again beaten you to the punch, and have already obtained tickets to the coming ship. To your surprise, it seems that you have an item that interests them(the heavy stone you received from the bird's nest earlier). So much so, that they offer to trade you the tickets for it. With that offer, you take them up on the trade, and the tickets go into your junk item category in place of the heavy stone. Chapter Twenty Six Ticket Please Now that you have a ticket, proceed to the rear dock, and present it to the sailor who is there. The sailor takes the ticket from you, and allows you to proceed down the dock towards the awaiting ship, the Zephyr. Chapter Twenty Seven Won't You Take Me On A Sea Cruise At the end of the dock you will find the Zephyr. Board the ship and head to the lower decks. Once below deck, you will automatically go to your cabin and rest(you will be asked if you'd like to save your game, yes/no). After resting, leave your cabin and explore the ship. In the cabin next to yours, you will find Dark Beat and Ibkee(his dragon, although Dark Beat hints that this is actually his sister, she's just in this form due to a curse brought forth by Karmine). After being reintroduced to Dark Beat and Ibkee, enter the ship's galley(the room on the other side of your cabin), and speak to the man and woman who are there. Next, make your way above deck(note, you can find a few items in the ship's storage hold on the lowest deck), and speak to the men that you'll find there, including the Captain in his quarters, and Bonik, who is wandering about on deck. After speaking to everyone(note, you must speak with everyone onboard the ship in order to progress the game), return to your cabin to await the ship's arrival in Jungo. Chapter Twenty Eight So Many Toys You'd Think It Was Christmas Nehani wakes you once the ship arrives in Jungo. At this point, leave the ship and seek out the Jungo inn. Upon nearing the inn(located in the Western section of the town), you observe a husband and wife talking, they are obviously very much in love. Once they finish, speak to the innkeeper(woman standing outside the inn), and she will return inside. Follow her inside, and you will be able to rent a room for the night if you'd like. After resting and saving your game(if necessary), enter the house of the couple who you saw talking earlier(next to the inn, but down the walkway a bit). Inside you will find the couple. Talk to the man, and you will find out that he and his wife are expecting a baby. They then ask if you can suggest a good name for a boy(answer yes). You will then be asked to input a name(note, the sidebar has the same selections as when you named both your character, and Baby). After inputting a name(any name), you will be given a living toy(note, you can find another living toy if you talk to the yellow penguin creature that is walking around on the town's upper level). After receiving the living toy, leave the house and proceed to Bonik's shop at the Eastern corner of the town's upper level(green roof). You will find Bonik standing outside. Talk to Bonik and he will go inside, locking the door behind him so that he can get ready for his shop's grand opening sale. After talking to Bonik, walk down the steps to the town's lower level, and enter the house closest to the dock(the house that the little girl is standing next to). Once inside, you will see Ibkee playing with some of the children who now live on the island. Proceed downstairs and you will find Dark Beat reading up on several topics, including the Church of Artema, and someone called Karmine. After speaking with Dark Beat, leave the house and make your way out of the town of Jungo by way of the exit on the upper level to the South. Follow the path that leads to the Southeast, and you will come to a lighthouse. Climb the lighthouse, and atop it, you will find a chest containing another living toy. Once you've received the living toy, return to the town of Jungo and talk to the sailor on the dock. The sailor will ask if you'd now like to return aboard the ship, yes/no(note, attempting to re-board the ship before getting the living toys from both the lighthouse and the couple, as well as speaking to Dark Beat and Bonik, will result in the sailor telling you that the ship is not quite ready to set sail). After telling him yes, you will return below deck, to your cabin onboard the ship. Chapter Twenty Nine Seasick Once the ship sets sail again(this happens as soon as you are in your cabin), make your way above deck, and you will find that the ship has been caught in a storm. Open the chest at the bow of the ship to receive another living toy. After receiving the living toy(you may talk to the ship's Captain and crew if you'd like, but it's not necessary), return below deck and speak to the three passengers who are there(a seasick man in the cabin that Dark Beat was in during the last voyage, and a man and woman in the ship's galley). Once you've spoken to all three people, attempt to go back above deck. Upon trying to climb the stairs that lead above deck, the boat rocks violently, causing Baby to become seasick. After helping Baby to his feet, you make your way above deck. As soon as you are(above deck), you realize what made the ship lurch so badly... a giant sea monster has just swum past it. Between it's wake, and the raging storm, the rocking of the ship proves to be too much to handle, and you and Baby are swept overboard into the turbulent waters of the sea. Chapter Thirty The Natives Are Restless You come to on an island beach, Nehani by your side. Baby is nowhere in sight. Your task is now to find Baby. Hopefully he too survived being thrown overboard. Make your way to the Village of Kerple, located at the center of the island you are now on. Once there, you will see Baby being held captive by spear wielding natives. You now need to speak to three of the natives in order to find out what they want in return for Baby's release. Speak to the native in the hut directly across(to the East) from where Baby is on the altar, then talk to the native(Chief) in the central hut to the South(note, there is another living toy for you to find inside the chest in this hut). Finally, speak to the taller of the two natives in the top-most Western hut. From speaking to these three natives, you find that they are being terrorized by a monster that resides in the Serpent's Head Shrine at the Northern end of their village(up the steps). They tell you that they will release Baby if you rid them of the monster. With that, you are now able to enter the Serpent's Head Shrine. At this point, proceed up the steps at the Northern end of the village, and you will find the Serpent's Head Shrine entrance. Enter the shrine, and make your way through the caves(note, the caves contain items, living toys and armor hidden in chests throughout), until you reach the rear chambers. Here you will find the monster that the natives fear so much. It is a giant devil plant called Yugonga. Once the plant spots you, it attacks. After defeating Yugonga(it casts Dream Rain, which can cause confusion), you may return to the village(note, there are two rooms in the cavern that are accessible now that the plant is gone. One room has two chests that contain a living toy and a shield, while the other has a blue energy spire, that upon nearing, you find that you do not have the key necessary to reveal it's true purpose). Once back at the village, the natives meet you at the entrance to the shrine, and praise you with many thanks. They then release Baby, who runs to you. Next, they show you their gratitude by performing a dance in your honor. As if that's not enough, you are then invited to the Chief's hut to receive another gift of thanks. This next gift will help you get off the island. The Chief then gives you the Chester Flute. He tells you that if you play the flute at any seashore beach, it will call forth a large waterbug, on which you and Baby can travel across large bodies of water. After receiving the flute, enter the hut that was previously blocked by natives(the hut at the Northeast corner of the village, where two natives are now standing out in front), and open the chest inside to receive the living toy, "Samurai"(note, there is an apple hidden in one of the boxes in this hut as well). After receiving the Samurai, leave the Village of Kerple, and proceed to either the beach to the North(preferred), or the beach to the East. Chapter Thirty One A Little Traveling Music Once at the beach of your choice, use the flute(one of the items you were given back at the village) as the natives directed. A giant waterbug will then skim across the water to the shore and allow you and Baby to travel across the water on it's back. Chapter Thirty Two Thanks For The Ride Once you've gotten the control of the waterbug down, proceed to the Southern coast of the continent directly North of Kerple Island(the island that you are currently leaving), and steer the waterbug towards one of the beaches that are there(note, there encounters to be had at sea). Once you get to the beach, the waterbug asks if you would like to disembark, yes/no(note, the waterbug will ask you this whenever you steer it to any beach). Upon disembarking from the waterbug, proceed to the town of Den Heldar, a short distance to the Northwest. Chapter Thirty Three Not All There Once in Den Heldar(the buildings of the town form a square with an open area in the center), enter the door at the top left(Northwest). Inside, you will find a woman(Gamella) at a table in one of the rooms. Speak to Gamella, and she will tell you that Ibkee came through the town recently, and that he went to the tower to the North(North Tower, note, a lot of the townsfolk of Den Heldar talk of Ibkee and Dark Beat going to the North Tower). It seems that some of the townsfolk from Den Heldar are being held captive at the tower(Gamella's father, the Mayor, included), and Dark Beat and Ibkee have gone there to see what they could do to help release them. At this point leave the town of Den Heldar(note, there is a living toy that will be given to you if you try to enter the door next to the weapons and items shop), and head up the road to the tower to the North(North Tower, to get there from Den Heldar, follow the road East a short distance, then at the fork, travel North to the tower). Chapter Thirty Four The Tower To The North Upon reaching the North Tower, enter it and make your way up to it's roof(note, the stairs leading up are at the rear. There are also many items, armors, weapons and living toys for you to find in chests located throughout the tower). Once you've reached the roof(and opened the chests that are there), turn around and make your way back down the stairs. At the bottom of the stairs, you will see a blue dragon type creature(gargoyle) enter a previously hidden doorway. Follow the gargoyle(note, once through the doorway, there is only one way to go), and he will lead you to the tower's underground level. In the underground level, you will again meet up with Dark Beat and Ibkee. The duo are listening at a door to find out what's going on in the next chamber. You startle them by calling out to them. With the surprise spoiled, as whoever is beyond the door must have heard the commotion you and Dark Beat have just made, they proceed through the door to follow the gargoyle further. Follow them through the door to help them find out what has become of the missing citizens of Den Heldar. Upon following Dark Beat and Ibkee through the door, you are confronted by two demons. These two demons work for Karmine, someone who Dark Beat considers an enemy. While Dark Beat and Ibkee battle one of the demons, you and Baby attack the other. After defeating your demon opponent, you find that the others have also defeated their adversary. With the demons out of the picture, there is no-one left to hold the townsfolk captive, so they emerge from the room they were being held in, to thank you. Once the townsfolk have been released, Dark Beat heads back to Den Heldar with Ibkee to collect the reward that was offered. The remaining townsfolk then step forward to thank you, the last one mentioning that there is still a man from Trisken not accounted for. After telling you this, the man runs away to freedom. At this point, enter the room that the townsfolk came out of(the room in front of you), and walk into the blue glowing energy spire at the end of the corridor it leads to. Chapter Thirty Five The Solomon Ring Once through the energy spire(warp), you will find the man from Trisken lying on the ground in front of a very technical looking device(a guardian). As the man tells you he cannot move, the machine comes online and attacks you. After defeating the guardian device, a chest is revealed in it's place. Open the chest to receive an item called the Solomon Ring(note, you are then automatically given the Solomon Ring, which goes into your junk items category). After receiving the Solomon Ring, and hearing of Kalkanor, from the man from Trisken, return back through the energy spire to the North Tower, then from there, return to Den Heldar. Chapter Thirty Six A Gift Of Thanks Once back in Den Heldar, return to Gamella's house(Northwest corner door), and speak to her father, the Mayor, whom you just freed from the North Tower. For your part in helping the people of Den Heldar, the Mayor gives you a living toy. After receiving the living toy, leave Den Heldar, and make your way to one of the nearby beaches. Chapter Thirty Seven Across The Bay Upon arriving at the beach, use your flute to call the waterbug so that you can again travel across the water. When the waterbug arrives, instead of heading directly towards Trisken, there are a few places you should go to beforehand. The first being the island off the Western coast of the continent you are currently on. Chapter Thirty Eight Someday I'll Be A Real Boy Once on the island(Zeppetto Island), you will find a small house at the Northern end of it(note, there is a giant wind-up device on it's roof). Enter the house and make your way upstairs. There you will find the owner of the house, the inventor who created the living toys that you've been acquiring throughout your travels(note, there is a helmet in the drawer behind him). Upon speaking to him, Mr. O'Neal(one of your living toys) leaps forth and introduces you to his maker, Zeppetto Jr. He is the third generation(he is named after his grandfather, not his father) in a family of inventors. After speaking to Zeppetto(and acquiring the helmet), return to the beach and summon the waterbug once again. Chapter Thirty Nine Speak Now Or Forever Hold Your Piece When the waterbug arrives, ride him back to a beach near Isten(the town located towards the Northeast section of the continent you were just on), then make your way into the town(Isten). Next, enter the house at the Northeast corner of town, and speak to the woman inside who is standing near the door(in the blue dress). The woman tells you that Marco is being held captive in the church(building in the Southeast corner of town with the dark blue roof). Upon learning this, leave the house and proceed to the church. Speak to the follower who is standing in front of the door to the church, and she will tell you that non-believers are not allowed inside the church during services. At this point, you shove the follower aside, and enter the church. Inside you will see a gargoyle similar to the one you followed to the lower levels of the North Tower near Den Heldar. As you approach the gargoyle, it attacks you. Once you defeat the gargoyle, Marco will be freed. This comes as a great delight to his fiancee' Carmen, who then bursts into the room. When Marco tells Carmen what you did, she shows her gratitude by inviting you and Baby(Nehani too) to their wedding. The wedding is held the next day in the town square, with the reception being held at the Cafe in town. Once the wedding festivities are over, leave Isten and return to the nearest beach(to the Southeast. Note, if you speak to Carmen, or Marco, at their house just below the Western gate, she/he will give you a living toy. Also, if you return to the Coastal Inn before going back to the beach, you can find another living toy in a chest in the back room that was previously blocked by a cat). Chapter Forty Skimming The Pool Once back on the beach, use the flute to call the waterbug. Your next destination will be the large continent at the Southeast(curve shaped continent). Proceed across the sea on the back of the waterbug, towards the capitol city of Trisken(located at the central Southern location on the map, the city in the mountain range with its Southern side surrounded by water). Chapter Forty One Heading To Trisken When you arrive on the Southern continent(dock at one of the beaches to the Southwest, so that you can reach Trisken by foot), proceed to the city of Trisken(note, there is a watchtower towards the Southwest corner of the continent, as well as an abandoned house to the South of that, where you can find another living toy hidden in a chest outside). Chapter Forty Two To Catch A Crook Once in Trisken, make your way to Trisken Castle, which is located at the Southern end of the city. Upon entering, you will see Kalkanor, Ramal and Gwinladin are there, and are being addressed by the King. Talk to the three of them(the knight, the priest and the wizard), as well as the Noblewoman and the blonde man(Nobleman) standing in the castle's entry hall next to the guard. The Noblewoman then exclaims that her purse has been stolen from her. Apparently there is a thief loose in the castle. After the exit has been sealed off, talk to the blonde man(Nobleman) waiting in the entry hall once more. He'll get nervous and run off as Kalkanor walks over. After he runs off(it seems you've found your thief), look for him upstairs. As you approach him, he realizes coming upstairs was a bad idea, as there is no way to escape from the castle here, so he then runs back downstairs. Chase him back downstairs, and once you and the others have cornered him, he will turn and attack you. After you defeat the thief, baby runs off. Before chasing after Baby, talk to the Noblewoman, and she will give you a Water Ring in appreciation of your good deed. After receiving the Water Ring from the Noblewoman, leave the castle and begin your next task... finding Baby. Chapter Forty Three With The King's Permission To find Baby, leave Trisken by the Eastern gate, and proceed to the Northeast(note, there are many items to find within the city of Trisken. You may want to fully explore the city before leaving if you haven't done so already. The recruiter by the Western gate will test you in battle if you answer yes to his question, then if you win, you will receive another living toy. There is a living toy in a chest in the bell tower, and you can find yet another living toy by talking to the watchmaker, the man you rescued from the North Tower, who lives with his wife in the house next to the bell tower. The man walking around the fountain gives you a wallet if you speak to him, it then goes into your junk items category. If you bring the wallet to the man walking near the Western side of the city, near the old man, he will give you one thousand rubies for returning it to him. The training building allows you to train Baby against six different enemies, one of each different elemental alignment. Winning at these battles makes Baby perform better in combat. You must have Baby with you to compete in these battles). You will soon find Baby at the now-closed gates to the Trisken Eastern Pass that leads to Garam. Upon catching up with Baby and speaking with him, the King arrives and gives you permission to use the Eastern Pass. With the King's approval, the guards step aside, and you are allowed free passage through the gates. Chapter Forty Four The Guardian Of The Tomb Once through the gates, make your way North, then East to the Village of Garam. After arriving in Garam, head up the path at the Eastern edge of the village(speak to the man at the head of the path, and you will find out that the recent earthquake has knocked a piece of the cliff into the sea, revealing a cave. Apparently a giant had been living in the cave, and in their haste to seal it, the villagers mistakenly sealed a little girl named Ann into the cave with the giant as well. This man is Ann's father, and he then asks if you will rescue Ann for him from the cave. Upon answering yes, you will be able to use the path), and it will lead you to the cave that Ann is supposedly trapped in. Upon entering the cave, you realize that it is actually a tomb. At it's rear(note, there is a living toy in a chest at the front of the tomb), you will find the guardian of the tomb, a giant mechanical druid-like creature(Ruval). Inspect the guardian(Ruval) and he will come online. Due to not recognizing you, the guardian(Ruval) perceives you as a threat and attacks you. After defeating the guardian(Ruval), it falls over, and a small girl(Ann, the girl everyone in the village is worried about) runs forth to stop you from totally destroying it. After hearing her out, start to make your way out of the tomb. Towards the entrance, you will see Kalkanor, Ramal and Gwinladin enter the tomb. They confront the guardian(Ruval), and when it starts to move again, Gwinladin(the Wizard) engages it in battle. Once the wizard defeats the guardian(Ruval), the trio turn to leave. You rush at them, angry for the unnecessary act that they have just performed, but when you reach them, Kalkanor attacks you. After Kalkanor defeats you(note, you cannot win this battle, so don't waste any items), the trio turn and leave the tomb, but not before telling you that they are working to bring world peace, and that their next destination is God's Tower so that they can stop Karmine and the Artema Cult forever. After they depart, leave the tomb, and talk to Ann's father on the path leading back to the village again. He will then run to the tomb to find his daughter Ann(note, if you return towards the tomb and speak to them there, they will return to the village). Chapter Forty Five Winter Wonderland Your next task is to head North through the next mountain pass, to the snowy Village of Denvrado. Although Denvrado is just a village that you need to pass through, there are a few items that you can acquire while you're here. First, talk to the man(Shawn) on the cliff's edge at the Northeastern corner of the village. If you answer yes to his question, he will point out a giant tower in the distance, composed partly of glowing energy. This tower holds the key to the mystery of where Baby came from, and so desperately wishes to return, for this is the infamous God's Tower. Next, talk to the man and woman(in the pink coat) in the center of the village. Upon answering yes to the man's questions, he will sing for you. When he is finished singing, the man will ask if you'd like to buy a record of the song for one thousand rubies. As an added bonus, if you buy the record from him, you will be given another living toy as well. Once you've explored Denvrado thoroughly(note, most of the villagers tell you of Aruvin, the Wiseman who dwells in the shrine to the Northwest), leave by the Western exit. Chapter Forty Six The Church Among The Ruins Once outside the Western exit, make your way through the next mountain pass, until you find a church(holy shrine) to the Northwest amongst some ruins. Inside the church(holy shrine), you will be able to rest and save your game if you talk to the tall green disciple in the seat next to the door. After resting and saving your game(if necessary), enter the back room of the shrine, and you will find an old man levitating a few feet off the ground, fast asleep. This is Aruvin, the Wiseman that the villagers of Denvrado spoke of. Attempt to wake Aruvin up, and you find that he's too tired right now to converse with you. Rather than wait around for Aruvin to wake up, leave the shrine and head towards the tower that the man in Denvrado pointed out earlier(God's Tower). God's Tower is towards the Northeast, and to get there, you'll need to pass through the Dark Bog. Chapter Forty Seven Stabbed In The Back After traveling Northeast through the Dark Bog, you will come to a break in the mountains that leads up a path to a long bridge. Once on the bridge, you spot Kalkanor, Ramal and Gwinladin at the opposite end. They are speaking to none other than Karmine. Apparently thinking that they have the upper hand, Kalkanor orders Gwinladin to use his magic to entrap Karmine. Instead of doing what Kalkanor ordered, Gwinladin instead hands the jewels the trio had been collecting over to Karmine. It seems that Gwinladin has been working for Karmine all along, and has now shown his true face. He is actually Karmine's faithful servant Glor. Karmine then transforms Glor into an enormous bone dragon, and orders him to dispose of the two(the knight and the priest). Once the orders are given, Karmine turns and enters the tower, leaving the wizard to do his dirty work. Once the wizard, in the form of the bone dragon, defeats his two former allies, you step forward and engage him in battle(the wizard, while still in bone dragon form). After defeating the wizard, you go to Ramal's side. She mentions Trisken before losing consciousness. At this point, attempt to re-enter the tower, and you will be stopped by an energy barrier. Nehani thinks that Aruvin, the Wiseman at the shrine you recently visited, may know a way to get past the barrier, and help Kalkanor and Ramal. So leave the bridge and make your way back through the Dark Bog, to the church(holy shrine) amongst the ruins. Chapter Forty Eight Some Good Advice Once back at the shrine, speak to Aruvin in his back room, and he will not only help you with your problem(he sends an assistant to carry Kalkanor and Ramal back to Trisken), but he will give you another living toy as well. Aruvin also speaks of a grave danger occurring at God's Tower. At this, Baby attempts to leave for the tower by himself. You let Baby know that you are all in this together, and that where one goes, we all go. Chapter Forty Nine Very Bad Things After receiving the living toy from Aruvin, return to God's Tower and you will find that the energy barrier has been removed. Enter the tower doorway, and proceed up the right-hand stairs(note, there are chests that contain items, armors and a weapon in the surrounding rooms, as well as up the left-hand stairs). On your way up the tower stairs, you will come across an opening in the wall(blue blocks form a bridge leading towards it, allowing you to reach it). You may use this opening in the wall to rest and save your game if you'd like to. After resting and saving your game(if necessary), proceed to the top of the set of stairs that you are currently on(note, there is a Fire Ring in a chest towards the top of the stairs). Once at the top, you will come to another mechanical device(Anzo), similar to the one you fought in the North Tower, near Den Heldar. Upon inspecting it, it comes online and attacks you. After defeating the device, you will be given another living toy. Behind where the device was, you will now find a ramp leading to a platform with an energy ring pulsating on it. Walk into the energy ring(warp) on the platform, and you will be brought to another set of stairs that spiral upwards. Continue up this next series of stairs, and at the top of these, you will come to yet another mechanical device(this device seems to have two names, as when you first see it, it is called Lanzo, yet when you battle it, it is called Ranzi). As before, this device comes online when you inspect it. Once online, the device sees you as a threat and attacks you. After defeating this device, you are given another living toy. After receiving the living toy, walk into the next energy ring(behind where the device was), to be brought to the top of the tower. Walk forward into the next chamber to see Karmine standing next to a fatally wounded dragon. Baby reacts very badly to this. You soon find out why, as Baby begins to cry out... Mama!!! Baby attempts to run to his mother's side, but Karmine knocks him away, the impact of the blow rendering him unconscious. Just as Karmine is preparing to do away with you, by way of awakening an ancient evil known as Xizan, Dark Beat and Ibkee appear. They try their best, but at this point they are no match for Karmine, and are quickly defeated. Seeing this, you become enraged, and run at Karmine. The battle between you and Karmine then begins(Baby is still unconscious). Upon besting Karmine in battle, he disappears, but not before telling you that you were too late, the evil has already been awoken. After Karmine is gone, go to Baby and see if he's still alive. Upon your checking on him, Baby's mother(Celestia) cries out to her child, obviously more upset over his condition than her own. At this point, Celestia uses her magic to revive Baby. Upon regaining consciousness, Baby runs to his dying mother's side. Baby's mother then starts to die, as she had spent her last bit of energy reviving Baby. Dark Beat and Ibkee then begin to stir, as the whole tower starts to shake violently. You call to Baby, and the two of you make your escape. As you are leaving the tower's top chamber, a spirit(the one who entrusted Baby's care to you at the game's beginning) appears and calms Baby's dying mother. Outside on a high ledge, Dark Beat climbs onto Ibkee's back, as do you with Baby. You then all take flight, Nehani flying along behind, in an attempt to escape the shaking tower. As you fly away to safety, the tower crumbles, and in it's place, appears a giant tentacled creature. This creature is Xizan, the evil the Karmine has awoken. The creature(Xizan) then sprouts immense wings and flies off. Chapter Fifty Destiny You are brought to a place called Picard. You are all alone, Baby and Nehani are not with you. Your first task is to find them(note, there is a living toy in the room you appear in). You will find Baby and Nehani in the room with the light green door(the third room to the right from where you started). After Baby and Nehani have rejoined your party, enter the library(pink door). Once in the library, you will need to read all the material that is pertinent to your task at hand, before you will be allowed to leave. The books that you are required to look at are as follows: On a rack on the lower section, rear wall, shelf to the right: This book tells the locations of the four legendary holy items(sword, armor, helmet, and shield). On a rack on the lower section, rear wall, shelf to the left(up steps): This book tells, in the form of a cinema, how Xizan was defeated during his first reign of terror. On a rack on the right-hand raised area, rear rack, center shelf: This book tells of sealing the evil that is Xizan. On a rack on the right raised area, front rack, first shelf, face door: This book tells of the Solomon Ring. From reading these books, and seeing the cinema, you realize that Karmine and his henchmen had been eliminating the five guardians that had a hand in entrapping Xizan in the energy prism, and who together were what was keeping him(Xizan) imprisoned. With their deaths, Karmine had seemingly not only released Xizan, but ensured his freedom forever. After finishing in the library, enter Dark Beat's room(purple door). Speak with Dark Beat and he will give you the key to the warp gates, so that you may have an easier time finding the legendary holy items. After receiving the key to the gates, make your way to the warp gate hub(yellow door), and you will find that the barrier that had previously prevented you from entering this room, has now been lowered(note, before entering the hub, you may want to explore the upper level of Picard, as there are more weapons and armor to be found). Once you enter the warp gate hub, you will see eight doors, each represented by a different colored door. Upon walking through any of the eight doors here, you will be warped to another set location on the world map. The location that each door corresponds to are as follows(clockwise from the starting point. Note, once through each gate, you must use the key that Dark Beat gave you in order to re-open them for a return trip to the hub. Also, on the field map, the warp gates are represented by small white circles): White: Picard Pink: Galik's house, on cliff path outside of Carmarthen Red: Other side of the mountains to the West of Denvrado Orange: Mountains near Aruvin's holy shrine Yellow: Southern side of Jungo Island Light Green: Southeast of Den Heldar Dark Green: Mountains West of Trisken Purple: Kell caverns Now that you have access to the warp gates, enter the gate of your choosing(dark green would be closest), and return to Trisken(note, after leaving God's Tower, Baby will now have the command, "Fly", in his non-battle command list for use while traveling). Chapter Fifty One Trouble In Trisken Once you arrive at Trisken, you find that it is overrun with the same blue gargoyle creatures that you encountered earlier. After defeating all the gargoyles(there are eight of them, inspect them to enter into battle with them), confront the wizard(Org, dressed in green) standing outside the inn. Once confronted, the wizard will attack you. After defeating the wizard(and what he summons during the battle), make your way into Trisken Castle(the guard who was blocking your entrance will have moved aside), and speak to the King. The King then gives you another living toy. After receiving the living toy, head upstairs and enter the castle's bedroom. There you will find Kalkanor and Ramal recuperating after their bout with the traitorous wizard Glor. Chapter Fifty Two Liberating The Port Town After liberating Trisken, make your way back to Zed Harbor(note, remember that you can now fly from location to location on Baby's back). Once in Zed Harbor, you see that the blue gargoyle creatures have also infested the port town. Proceed to the rear dock, and there you will encounter the leader of the gargoyle creatures, Bosmie. After a few brief words, he will leave(note, he actually jumps onto the stack of crates nearby), and you are then faced with the task of ridding the town of the gargoyle menace. After defeating all the gargoyles, return to the rear dock and confront the leader(Bosmie) again(he will have come down off the crates at this point). After defeating Bosmie, the leader of the gargoyles, and thereby liberating the port town of Zed Harbor, leave the town and begin your quest for the four legendary holy items(note, if you speak to the Governor at his house, he will give you another living toy). Chapter Fifty Three The First Of Four To find the first of the legendary holy items, the legendary holy helmet(note, the locations of the legendary holy items are represented on the field map by small white circles with red dots inside of them), begin by returning to the island of Kerple(where Baby was held captive by the natives). Once on the island, return to the native village(Kerple Village), and from there, enter the Serpent's Head Shrine. Make your way to the rear of the shrine caverns(towards where you fought the Yugonga plant), and once there, enter the chamber with the energy spire in it. Now that you have the warp gate key from Dark Beat, the energy spire, upon your walking into it, will take you to a corridor leading to the guardian of the holy helmet. Approach the guardian(inspect it) and it will do battle with you. After defeating the guardian, a chest will appear in it's place that contains the legendary holy helmet. Once you've obtained the helmet, return through the energy spire and leave the Serpent's Head Shrine so that you can start your journey to your next destination... Castle Ryan. Chapter Fifty Four The Haunted Castle Castle Ryan is an abandoned castle located on the Western continent(on the field map, it's East of Den Heldar, nestled between the Northern side of the mountain range and the Southern side of the lake). Enter the castle, and in the rear you will find the stairs that lead down to the lower levels(note, there are items to be found throughout the castle, including six living toys). In the basement of the castle, you will find an owl. The owl will tell you of the four switches(there is one switch in each corner of the uppermost level of the castle, each one accessible by the stairs in the rooms off the main room at the center of the castle). After talking to the owl, he will then act as a rest and save spot should you talk to him again. After learning of the switches from the owl(as well as resting and saving your game, if necessary), head to the upper level of the castle, and trigger all four switches(note, you will be asked if you wish to push each switch, yes/no, when you inspect them). After pushing all four switches, the ground will begin to rumble and shake. What has just happened, is that you have just revealed the entrance to another of the energy spires that leads to one of the legendary holy items. This new energy spire can be found in the room to the South of the castle's main central room. Proceed to the entrance that you have just revealed, and walk into the energy spire(note, you must still possess the key given to you by Dark Beat). You will then be brought to a corridor that leads to the guardian of the legendary holy sword. Approach the guardian and it will come online(after you inspect it) and attack you. After you have defeated this guardian, a chest containing the legendary holy sword will appear in it's place. After receiving the sword, return through the energy spire, and leave Castle Ryan. Chapter Fifty Five Stumped??? Your next challenge awaits you in the Denime Plains(on the field map, these are located towards the upper Northern section of the Western continent, slightly Southwest of the town of Isten). Once you arrive at the Denime Plains, you will notice that there are many large trees that have fallen, and have been hollowed out like small tunnels. At the Southern tip of these grasslands, you will find a large tree stump with an entrance at the base of it. Enter the tree and make your way through it's passages, to it's lowest level(note, there are chests containing armor, a shield and a living toy in the tree). There you will find an entrance which leads to a chamber containing a chest and a glowing pool of energy. After opening the chest and receiving the sword from inside it, walk into the pool of energy(note, you must still possess the key given to you by Dark Beat in order to access the energy pool), and you will be brought to a corridor leading to the guardian of the legendary holy armor. Approach the guardian and do battle with it(inspect it to trigger it to attack you). After defeating the guardian, a chest containing the legendary holy armor appears in it's place. After obtaining the armor, return by way of the energy pool to the tree stump, and from there, make your way back outside. Once outside, ride Baby(or use other means of travel) to the icy continent at the Northeast. Chapter Fifty Six I Can Walk Like A Penguin Once you are on the icy continent, make your way to the igloo Village of Penguii(the village at the Western side of the continent). Once there, talk to the blue penguin who is ice fishing(answer yes to his questions) to receive another living toy. While still in Penguii, inspect the giant snowman to receive yet another living toy. Once you've received both living toys, and have explored to your liking, leave Penguii, and travel to the ice cave(Nord Temple) to the Northeast. Chapter Fifty Seven Sliders Once you arrive at the ice cave(Nord Temple), enter it to begin your quest for the final legendary holy item, the legendary holy shield. Just inside the ice cave(Nord Temple, note, the passage to the Southwest leads to a chamber containing a living toy, as well as the other passages leading to many other items), head to the passage to the East, as it will lead you to the upper levels of the cave. Upon reaching the chamber containing the ice slides, run down the following slides in this order so that you can find the cave containing the energy spire that will take you to your desired destination: Far West East West Only one that is available Once you reach the cave that contains the energy spire(note, there are other items that can be found by exploring the other slides), walk into it(note, you must still possess the key given to you by Dark Beat in order to access the energy spire) to be brought to the final guardian, the guardian of the legendary holy shield. Travel the short corridor the energy spire brought you to, and engage the final guardian in combat. After defeating the guardian, a chest containing the legendary holy shield will appear in it's place. After receiving the shield, return through the energy spire to the ice cave(Nord Temple), and from there, make your way back outside. Once outside, return to Picard by way of the warp gates(note, you must use the key given to you by Dark Beat in order to open the gates for a return trip to Picard. Chapter Fifty Eight Unfinished Business Before returning to Picard, there are a few more living toys you can gather if you stop by the following places... First, Rogo will give you a toy that he has found while digging if you speak to him in his tunnel at this point in the game. A miner in the right-hand mine shaft in Carmarthen will give you a toy if you speak to him. The detective in the Den Heldar common will give you a toy if you speak to him now. Next, if you return to Garam, you will now be able to enter the Artema Church that was previously locked. Once inside, speak to the follower that is there, and you will have to engage him in battle. After defeating the gargoyle that he mutates into, and saying no to taking the spinach that was left on the altar, you will be able to receive the living toy from the sealed chest in the other room. There is also a new dungeon you can explore before returning to Picard as well(in the demo at the beginning of the game there is an area that looks like your characters are running through empty riverbeds, this is that area). This dungeon is located at the Westernmost point of the mountain range that surrounds God's Tower. To get to it, either fly directly there on Baby's back, or take the waterbug to the Northern tip of the Southeastern continent, then follow the road to it's end at the Western tip of the mountain range(you will need to cross back and forth over log bridges to cross the rivers that break up this section of the continent. The entrance to the dungeon is a cave. Once inside the cave, you'll see that the dungeon is composed of drying out riverbeds. Follow the riverbeds to the West(you'll need to pass through several entrances), and eventually you will come to a cave entrance. Inside the cave you will find a chest beneath a small waterfall containing the living toy, Ninja, as well as the boss of this dungeon in the rear chamber of the cave. The boss of this dungeon is the Holy Dragon, and upon waking him, he believes you to be a part of Kalkanor's group who had come here before and stolen his precious stone(one of the stones that Kalkanor and the others were collecting, to, as they thought, keep Xizan sealed away forever. At this, the Holy Dragon attacks your party. Upon his defeat, you find the living toy, D' Artagnan. After receiving the toy, and thoroughly exploring the riverbed dungeon, leave it and return to the world map so that you may continue with the more important matter at hand. Once back on the world map, take to the sky on Baby's back and fly to Zeppetto's Island. Once there, enter his house and speak to him upstairs in his bedroom. If you've found all the living toys by this point, he will give you his finest creation, the living toy, Legend. After giving you the toy, he disappears. It seems that Zeppetto wasn't really the grandchild of the original Zeppetto, but rather the ghost of Zeppetto himself. Once you've received the living toy from Zeppetto, return to your hometown of Orgo. Once there, go to your house and take a nap. After awaking, you will notice a new living toy on your desk(a dirty toy, that upon cleaning, resembles a living toy). Mr. O'Neal is against your taking the toy, as Zeppetto warned that it was dangerous. You then must decide(yes/no, note, if you choose not to take it, you can re-inspect the desk later to take him if you'd like) whether or not you'd like to take the toy with you. Before heading after Xizan, you may want to stop by Jungo Island, as Bonik has finally opened his shop there. You may wish to stop there before heading to Picard, as he has many useful items for sale). Chapter Fifty Nine A Very Important Test Once you've finished collecting all of the legendary holy items(and have stopped by Bonik's if necessary), and have returned to Picard, seek out Dark Beat(in the room with the purple door). Upon speaking to Dark Beat, he will attempt to put the holy armor on, but it won't let him. When you try putting the armor on, Dark Beat realizes that you are in fact the chosen one, the legendary knight, and not him as he had previously thought. With the armor on, you disappear, sent on a test. You are then warped to the small island at the Southeast corner of the map. Here you must battle Darwin, the spirit of the previous legendary knight, to see if you are worthy of undertaking the task of destroying Xizan. Upon besting Darwin in Battle, and thereby passing the test, he(Darwin) asks if you are ready to fulfill your destiny, and confront the evil Xizan, yes/no(note, if you answer no, you will be able to leave and do more level raising, or buy more equipment. To continue with the game's plot after answering no, just return to the small island and speak to Darwin. He will again ask you if you are ready to confront Xizan, yes/no). After answering yes, you, Baby and Nehani take to the sky and rocket towards Xizan's location. Unfortunately, Karmine has other plans, and attempts to stop you by blocking your path. At this point, Dark Beat arrives riding on Ibkee, and tells you to go on ahead and deal with the more important matter at hand, Xizan, and that he will take care of this nuisance himself. With that, you fly ahead, leaving Dark Beat to face Karmine. The two then battle it out high above the clouds. Chapter Sixty Flying Into History As Dark Beat and Karmine are fighting, the scene cuts to show you and Baby riding towards the shadowy figure of Xizan on the horizon. After a heartfelt speech by Nehani, you close in on Xizan, and the battle between good and evil begins. Chapter Sixty One The Fight Of Your Life... And Everyone Else's During the battle with Xizan(after inflicting a set amount of damage upon Xizan), Baby will tell you that he(Xizan) has been weakened, and that you should attempt to recapture him in the energy prism, as the previous legendary knight and dragon did. In order to do this, you must command Baby to transform into a full size dragon(to do this, go to "Baby" on the battle menu, then choose "Guardian", the bottom choice. Note, once Baby transforms, he will summon the energy prism on his next turn), so that he can use his magic to summon the energy prism. After encasing Xizan in the energy prism, you will need to continue damaging him in order to further weaken him, so that the prism will be able to shrink him(Xizan) down to a size that will be totally encased inside it(the prism), Once this task is accomplished, to your horror, Xizan proves too strong for the prism, and breaks free. At this point, not only is Xizan free of the prism, but now you must battle him in an even more powerful form than that of the giant tentacled beast he was before(note, any living toys that were tossed out of the previous battle with Xizan, will now be reusable). After even more fierce battling, Xizan proves to be too powerful for your party to defeat, and launches a devastating attack(Armageddon) that kills both you and Baby. Luckily, due to your having the Solomon Ring(you found this earlier in the game, it's located in your junk items category), Nehani is able to use it to bring both you and Baby back to life, and at full health and magic strength levels as well(note, you will again have a full living toy inventory at your disposal). At this point, the fate of the world is in your hands, as you must now battle Xizan in his most powerful and true form. Chapter Sixty Two Destiny Fulfilled After defeating Xizan, you are heralded as a hero, and have lived out the prophecy of the legendary knight and his dragon. You are then treated to a slow pan over many of the characters and locations that you met and visited throughout the game as the credits roll. Section 3, The Lists Shops: San Claria Items Shop: Item Effect Cost Candy Bar HP 30 10rb Peach Potion PP 20 10rb Angel's Tear Cures Poison 10rb Mind Berry Cures Confusion 15rb Freedom Root Cures Paralysis 20rb Sick Weed Casts Poison 10rb Rotten Weed Casts Confusion 15rb Toadstool Casts Paralyze 20rb Kell Items Shop: Item Effect Cost Candy Bar HP 30 10rb Peach Potion PP 20 10rb Angel's Tear Cures Poison 10rb Mind Berry Cures Confusion 15rb Freedom Root Cures Paralysis 20rb Sick Weed Casts Poison 10rb Rotten Weed Casts Confusion 15rb Toadstool Casts Paralyze 20rb Bonik(at the Coastal Inn) Item salesman: Item Effect Cost Hamburger HP 80 100rb Cheeseburger HP 150 500rb Bubble Gum Cures Terror 20rb Terror Seed Casts Terror 20rb AFM324 Alexander-Fire-Magnum 324 0rb Isten Items Shop: Item Effect Cost Candy Bar HP 30 10rb Peach Potion PP 20 10rb Angel's Tear Cures Poison 10rb Mind Berry Cures Confusion 15rb Freedom Root Cures Paralysis 20rb Sick Weed Casts Poison 10rb Rotten Weed Casts Confusion 15rb Toadstool Casts Paralyze 20rb Weapons/Armor Shop: Weapon/Armor Element Attribute Base Cost Short Sword None 100rb Long Sword None 110rb Copper Sword None 150rb Iron Sword None 200rb Leather Armor None 100rb Padded Armor None 110rb Studded Armor None 150rb Iron Armor None 200rb Wooden Helmet None 100rb Iron Helmet None 1050rb Wood Shield None 100rb Wicker Shield None 110rb Copper Shield None 150rb Iron Shield None 200rb Ring of Calm Protection against Confusion 9980rb Freedom Ring Protection against Paralysis 9980rb Zed Harbor Items Shop: Item Effect Cost Candy Bar HP 30 10rb Hamburger HP 80 100rb Cheeseburger HP 150 500rb Peach Potion PP 20 10rb Bubble Gum Cures Terror 20rb Terror Seed Casts Terror 20rb Go Go Bean Cures Sleep 25rb Snoozeweed Casts Sleep 25rb Weapons/Armor Shop #1, Western side of town: Weapon/Armor Element Attribute Base Cost Steel Sword None 300rb Pirates Sword Water 400rb Sage Sword None 500rb Viking Sword Earth 600rb Laminated Armor None 300rb Brigand Armor Water 400rb Studded Armor* None 500rb Viking Armor Earth 600rb Wooden Helmet None 100rb Iron Helmet None 1050rb Full Shield None 300rb Pirate Shield Water 400rb Studded Shield None 500rb Viking Shield Earth 600rb Brave Ring Protection against Fear 9980rb Wake Ring Protection against Sleep 9980rb *Note, the Studded Armor sold at this shop should actually be called "Sage" Armor, but due to poor translation, it was mislabeled. It does have different statistics than the Studded Armor sold at the Isten Weapons/Armor shop, as well as a higher price. If you give it to Baby, it will also go into a separate slot than the Isten Studded Armor in his inventory listing. Weapons/Armor Shop #2, Eastern side of town: Weapon/Armor Element Attribute Base Cost Mystical Sword Water 750rb Smash Sword Earth 900rb Raid Sword Water 1050rb Elven Sword Light 1250rb Eelskin Armor Water 750rb Rock Plate Earth 900rb Neptune's Armor Water 1050rb Elven Armor Light 1250rb Viking Helmet None 1250rb Viking Shield Earth 600rb Eelskin Shield Water 750rb Marble Shield Earth 900rb Oyster Shield Water 1050rb Elven Shield Light 1250rb Cobra Ring Protection against Poison 9980rb Heat Ring Protection against Freezing 9980rb Rogo's House inside tunnel merchant Item salesman: Item Effect Cost Candy Bar HP 30 10rb Hamburger HP 80 100rb Cheeseburger HP 150 500rb Peach Potion PP 20 10rb Bubble Gum Cures Terror 20rb Terror Seed Casts Terror 20rb Go Go Bean Cures Sleep 25rb Snoozeweed Casts Sleep 25rb Carmarthen Items Shop: Item Effect Cost Hamburger HP 80 100rb Cheeseburger HP 150 500rb Spinach Snack HP 250 800rb Peach Potion PP 20 10rb Sick Weed Casts Poison 10rb Rotten Weed Casts Confusion 15rb Toadstool Casts Paralyze 20rb Wooden Cross ??? 1000rb Weapons/Armor Shop: Weapon/Armor Element Attribute Base Cost Elven Sword Light 1250rb Dragon Sword Darkness 1450rb Scorpion Sword None 1650rb Dwarf Sword None 1900rb Dragon Armor Darkness 1450rb Scorpion Plate Darkness 1650rb Dwarven Mail None 1900rb Roman Armor None 2150rb Wooden Helmet None 100rb Iron Helmet None 1050rb Dragon Shield Darkness 1450rb Scorpion Shield None 1650rb Dwarven Shield None 1900rb Zeus' Shield None 2150rb Ring of Calm Protection against Confusion 9980rb Freedom Ring Protection against Paralysis 9980rb Jungo Items Shop: Item Effect Cost Candy Bar HP 30 10rb Hamburger HP 80 100rb Cheeseburger HP 150 500rb Peach Potion PP 20 10rb Bubble Gum Cures Terror 20rb Terror Seed Casts Terror 20rb Go Go Bean Cures Sleep 25rb Snoozeweed Casts Sleep 25rb Weapons/Armor Shop: Weapon/Armor Element Attribute Base Cost White Sword Light 2400rb Broad Sword None 2700rb Thunder Sword Wing 3000rb Fire Sword Fire 3300rb White Armor Light 2400rb Bone Plate None 2700rb Thunder Plate Wind 3000rb Fire Armor Fire 3300rb Wooden Helmet None 100rb Iron Helmet None 1050rb White Shield Light 2400rb Bone Shield None 2700rb Thunder Shield Wind 3000rb Fire Shield Fire 3300rb Brave Ring Protection against Fear 9980rb Wake Ring Protection against Sleep 9980rb Kerple Island Items Shop: Item Effect Cost Hamburger HP 80 100rb Cheeseburger HP 150 500rb Spinach Snack HP 250 800rb Peach Potion PP 20 10rb Sick Weed Casts Poison 10rb Rotten Weed Casts Confusion 15rb Toadstool Casts Paralyze 20rb Wooden Cross ??? 1000rb Den Heldar Items Shop: Item Effect Cost Hamburger HP 80 100rb Cheeseburger HP 150 500rb Spinach Snack HP 250 800rb Peach Potion PP 20 10rb Sick Weed Casts Poison 10rb Rotten Weed Casts Confusion 15rb Toadstool Casts Paralyze 20rb Wooden Cross ??? 1000rb Weapons/Armor Shop: Weapon/Armor Element Attribute Base Cost Jousting Sword Wind 3600rb Cobra Sword Darkness 3950rb Sword of Ra None 4350rb Kuldian Sword None 4700rb Jousting Armor Wind 3600rb Cobra Armor Darkness 3950rb Armor of Ra None 4350rb Kuldian Armor Darkness 4700rb Iron Helmet None 1050rb Viking Helmet None 1250rb Jousting Shield Wind 3600rb Cobra Shield Darkness 3950rb Shield of Ra None 4350rb Kuldian Shield Darkness 4700rb Cobra Ring Protection against Poison 9980rb Heat Ring Protection against Freezing 9980rb Trisken Items Shop: Item Effect Cost Candy Bar HP 30 10rb Hamburger HP 80 100rb Cheeseburger HP 150 500rb Peach Potion PP 20 10rb Bubble Gum Cures Terror 20rb Terror Seed Casts Terror 20rb Go Go Bean Cures Sleep 25rb Snoozeweed Casts Sleep 25rb Weapons/Armor shop #1, Southwest corner of town: Weapon/Armor Element Attribute Base Cost Eagle Sword None 5100rb Crusader Sword None 5500rb Hawk Sword Wind 5950rb Crusher Sword None 6350rb Eagle Plate None 5100rb Crusader Armor None 5500rb Hawk Armor Wind 5950rb Chain Mail None 6350rb Wooden Helmet None 100rb Iron Helmet None 1050rb Eagle Shield None 5100rb Crusader Shield None 5500rb Hawk Shield Wind 5950rb Granite Shield None 6350rb Ring of Calm Protection against Confusion 9980rb Freedom Ring Protection against Paralysis 9980rb Weapons/Armor Shop #2, Near bridge to Trisken Castle: Weapon/Armor Element Attribute Base Cost Cleaver Sword None 6800rb Black Sword Darkness 7300rb Celtic Sword Light 7800rb Demon Sword Darkness 8300rb Bar Mail None 6800rb Black Plate Darkness 7300rb Celtic Plate Light 7800rb Leopard Armor Darkness 8300rb Iron Helmet None 1050rb Viking Helmet None 1250rb Marble Shield None 6800rb Black Shield Darkness 7300rb Celtic Shield None 7800rb Leopard Shield Darkness 8300rb Brave Ring Protection against Fear 9980rb Wake Ring Protection against Sleep 9980rb Garam Items Shop: Item Effect Cost Candy Bar HP 30 10rb Hamburger HP 80 100rb Cheeseburger HP 150 500rb Peach Potion PP 20 10rb Bubble Gum Cures Terror 20rb Terror Seed Casts Terror 20rb Go Go Bean Cures Sleep 25rb Snoozeweed Casts Sleep 25rb Weapons/Armor Shop: Weapon/Armor Element Attribute Base Cost Demon Sword Darkness 8300rb Royal Sword None 8800rb Artesian Sword None 9350rb Onyx Sword None 9900rb Leopard Armor Darkness 8300rb Royal Armor None 8800rb Artesian Armor None 9900rb Onyx Armor None 10450rb Iron Helmet None 1050rb Viking Helmet None 1250rb Leopard Shield Darkness 8300rb Royal Shield None 8800rb Artesian Shield None 9900rb Onyx Shield None 10450rb Cobra Ring Protection against Poison 9980rb Heat Ring Protection against Freezing 9980rb Denvrado Items Shop: Item Effect Cost Hamburger HP 80 100rb Cheeseburger HP 150 500rb Spinach Snack HP 250 800rb Peach Potion PP 20 10rb Sick Weed Casts Poison 10rb Rotten Weed Casts Confusion 15rb Toadstool Casts Paralyze 20rb Wooden Cross ??? 1000rb Penguii Items Shop: Item Effect Cost Candy Bar HP 30 10rb Hamburger HP 80 100rb Cheeseburger HP 150 500rb Peach Potion PP 20 10rb Bubble Gum Cures Terror 20rb Terror Seed Casts Terror 20rb Go Go Bean Cures Sleep 25rb Snoozeweed Casts Sleep 25rb Bonik's Shop, Jungo Island Weapons/Armor Shop: Weapon/Armor Element Attribute Base Cost Flame Sword Fire 9980rb Water Sword Water 9980rb Gaian Sword Earth 9980rb Avian Sword Wind 9980rb Sword of Chaos Darkness 9980rb Sword of Order Light 9980rb Platinum Sword None 62000rb Platinum Plate None 62000rb Platinum Helmet None 62000rb Platinum Shield None 62000rb Ring of Calm Protection against Confusion 9980rb Freedom Ring Protection against Paralysis 9980rb Brave Ring Protection against Fear 9980rb Wake Ring Protection against Sleep 9980rb Cobra Ring Protection against Poison 9980rb Heat Ring Protection against Freezing 9980rb Items Listing: Item Use Where Found Candy Bar Restores 30 HP Common Hamburger Restores 80 HP Common Cheeseburger Restores 150 HP Common Spinach Snack Restores 250 HP Common Peach Potion Restores 20 PP Common Apple Restores 1 PP Zed Harbor Cafe Angel's Tear Cures Poison Common Mind Berry Cures Confusion Common Go Go Bean Cures Sleep Common Bubble Gum Cures Terror Common Freedom Root Cures Paralysis Common Sick Weed Casts Poison Common Rotten Weed Casts Confusion Common Snoozeweed Casts Sleep Common Terror Seed Casts Terror Common Toadstool Casts Paralyze Common Wooden Cross ??? Common Cute Toy Becomes Living Toy Orgo Mill Dusty Toy Becomes Living Toy House in Orgo Rusted Toy Becomes Living Toy House in Orgo Wind Up Toy Becomes Living Toy Shack in San Claria Mysterious Toy Becomes Living Toy Cave of Fear Cool Toy Becomes Living Toy Cave of Fear Warp Gate Key Allows use of warp gates Picard Record A record Man in Denvrado Rose A sensual rose Flower girl in Trisken Lily A dried lily Flower girl in Trisken Sad Letter Makes you feel sad Go Fetch Happy Letter Makes you feel happy Go Fetch Seashell A pretty seashell Go Fetch Bug This bug has wings Various locations Strange Bug An odd little creature Rogo's Tunnel Spring A metal spring Go Fetch Weapons Listing: Attack Name Base Element Where Found 0 Short Sword None Start game with +1 Long Sword None Common +2 Bronze Sword None Cave of Fear +3 Copper Sword None Common +4 Iron Sword None Common +5 Steel Sword None Common +6 Pirates Sword Water Common +6 Buccaneer Sword Earth Zed Harbor Governor's +7 Sage Sword None Common +7 Sword of Might None Kuldo Temple +8 Viking Sword Earth Common +8 Crystal Sword None North Tower +9 Attack Sword None Riverbed Dungeon +9 Mystical Sword Water Common +10 Smash Sword Earth Common +11 Raid Sword Water Common +12 Elven Sword Light Common +12 Twisted Sword None Denime Plains +13 Aztec Sword None Nord Temple +13 Dragon Sword Darkness Common +14 Scorpion Sword None Common +15 Dwarf Sword None Common +17 White Sword Light Common +18 Broad Sword None Common +19 Thunder Sword Wind Common +20 Fire Sword Fire Common +21 Jousting Sword Wind Common +22 Cobra Sword Darkness Common +23 Sword of Ra None Common +24 Kuldian Sword None Common +25 Eagle Sword None Common +26 Crusader Sword None Common +27 Hawk Sword Wind Common +28 Crusher Sword None Common +29 Cleaver Sword None Common +30 Black Sword Darkness Common +30 Dark Sword Darkness Castle Ryan +30 Holy Sword None Castle Ryan +31 Celtic Sword Light Common +32 Demon Sword Darkness Common +33 Royal Sword None Common +34 Artesian Sword None Common +35 Onyx Sword None Common +35 Flame Sword Fire Bonik's +35 Water Sword Water Bonik's +35 Gaian Sword Earth Bonik's +35 Avian Sword Wind Bonik's +35 Sword of Chaos Darkness Bonik's +35 Sword of Order Light Bonik's +40 Miracle Sword None God's Tower +41 Great Sword None Picard +70 Platinum Sword None Bonik's Armor Listing: Defense Name Base Element Where Found 0 Leather Armor None Start game with +1 Padded Armor None Common +2 Bronze Mail None Kell inner caves +3 Buccaneer Mail Light Isten +3 Studded Armor* None Common(Isten*) +4 Iron Armor None Common +5 Laminated Armor None Common +6 Brigand Armor Water Common +7 Studded Armor* None Common(Zed Harbor*) +7 Kuldian Armor None Common +8 Viking Armor Earth Common +8 Crystal Armor None Serpent's Head Shrine +9 Eelskin Armor Water Common +10 Rock Plate Earth Common +11 Neptune's Armor Water Common +12 Elven Armor Light Common +12 Quilted Armor None Denime Plains +13 Obro Armor None Nord Temple +13 Dragon Armor Darkness Common +14 Scorpion Plate Darkness Common +15 Dwarven Mail None Common +16 Roman Armor None Common +17 White Armor Light Common +18 Bone Plate None Common +19 Thunder Plate Wind Common +20 Fire Armor Fire Common +20 Splint Mail None North Tower +21 Jousting Armor Wind Common +22 Cobra Armor Darkness Common +23 Armor of Ra None Common +25 Eagle Plate None Common +26 Crusader Armor None Common +27 Hawk Armor Wind Common +28 Chain Mail None Common +29 Bar Mail None Common +30 Black Plate Darkness Common +30 Dark Plate Darkness Castle Ryan +30 Holy Armor None Denime Plains +31 Celtic Plate Light Common +32 Leopard Armor Darkness Common +33 Royal Armor None Common +35 Artesian Armor None Common +36 Onyx Armor None Common +40 Miracle Armor None God's Tower +41 Full Plate None Picard +70 Platinum Plate None Bonik's Helmet Listing: Defense Name Base Element Where Found 0 Wooden Helmet None Start game with +10 Iron Helmet None Common +11 Viking Helmet None Common +29 Holy Helmet None Serpent's Head Shrine +49 Zeppetto Helmet None Zeppetto Island +69 Platinum Helmet None Bonik's Shield Listing: Defense Name Base Element Where Found 0 Wood Shield None Start game with +1 Wicker Shield None Common +2 Bronze Shield None Cave of Fear +3 Copper Shield None Common +4 Iron Shield None Common +5 Tower Shield Wind Zed Harbor cannon +5 Full Shield None Common +6 Pirate Shield Water Common +6 Bone Shield None Common +7 Studded Shield None Common +7 Crystal Shield None Serpent's Head Shrine +8 Viking Shield Earth Common +9 Eelskin Shield Water Common +10 Marble Shield Earth Common +11 Oyster Shield Water Common +11 Twisted Shield None Denime Plains +12 Elven Shield Light Common +12 Obro Shield None Nord Temple +13 Dragon Shield Darkness Common +14 Scorpion Shield None Common +15 Dwarven Shield None Common +16 Zeus' Shield None Common +17 White Shield Light Common +19 Thunder Shield Wind Common +20 Devil's Shield Darkness North Tower +20 Fire Shield Fire Common +21 Jousting Shield Wind Common +22 Cobra Shield Darkness Common +23 Shield of Ra None Common +24 Kuldian Shield Darkness Common +25 Eagle Shield None Common +26 Crusader Shield None Common +27 Hawk Shield Wind Common +28 Granite Shield None Common +29 Marble Shield None Common +30 Holy Shield None Nord Temple +30 Dark Shield Darkness Castle Ryan +30 Black Shield Darkness Common +31 Celtic Shield None Common +32 Leopard Shield Darkness Common +33 Royal Shield None Common +35 Artesian Shield None Common +36 Onyx Shield None Common +40 Miracle Shield None God's Tower +41 Steel Shield None Picard +70 Platinum Shield None Bonik's Ring Listing: Name Element Purpose Where Found Ring of Calm None Protection against Confusion Common Freedom Ring None Protection against Paralysis Common Brave Ring None Protection against Fear Common Wake Ring None Protection against Sleep Common Cobra Ring None Protection against Poison Common Heat Ring None Protection against Freezing Common Water Ring Water Protection against Fire Trisken woman Fire Ring Fire Protection against Water God's Tower Earth Ring Earth Protection against Wind Castle Ryan Wind Ring Wind Protection against Earth Nord Temple Living Toys: Living Toys are small robotic helpers that you will find throughout your travels in the game. These little helpers are mainly used during battle(although a few, such as Mapster, can be used outside of battle) as extra party members or ways to replenish your HP/PP levels. To use them, just choose "Living Toys" from your battle menu, then choose which living toy you'd like to call upon from the list provided. Any living toy that is knocked out of battle(usually due to extreme damage, although there are no hit points noted for any of the living toys) will be usable again during the next battle. You may only use three living toys at a time. Here is a listing of the known living toys in the order that they appear on the non-battle living toy list: C = Continuous, stays out for duration of the battle M = Multiple, can be used more than once, but must be re-summoned S = Single, can only be used once per battle Toy Usage Toy Usage Angel M Assassin C Avalanche C Baron C Championo S Cheergirl M Classique S Clericy C Confuso S Contributor C Cupid M D' Artagnan C Da Bomb C Dark Cross S Dark Postle C Ditchmobile M Douwner M Dr. Gas S Dr. Snooze M Draken S Earshot C Foreman C Freakz S Freud M Frooze M Frostall S Gabriel M Generosity C Heal Bat C Hobo Joe C Holy Cross S Hornet M Insectorfly M Jupiter C Kimoni M Legend C Mapster C Marilyn M Mermaid C Mi Armour M Miner C Minicar C Mossman M Mr. O'Neal C Mudsy M Ninja C Nurse M Peacemaker S Phoenix M Pippanic M Psychodoc M Pyro C Resetter M Ringsider C Sacribat C Samurai C Sermone C Stare C Sumode S Tarantula M Terroroid M Timeout C Toughwall C Vampire C Vegas C Verseus C Viper M Voodoodoll S Walkbomb S Whyme C Windmeister C Living Toy Ability Listing(in order of appearance on battle menu): PP Name Spell/Ability 20 Angel Heal all(large) 2 Assassin After three turns it fires machine gun 2 Avalanche Attacks with Earth spells 2 Baron Turns 10% of your damage to rubies ?? Championo Uses half your available PP to attack 2 Cheergirl Boosts offensive power 2 Classique Casts Sleep on all 3 Clericy Heal(small) 2 Confuso Casts Confusion on all 5 Contributor Throws 20 rubies at enemy(large attack) 10 Cupid Heal all(medium) 20 D' Artagnan Causes major damage with his lance 2 Da Bomb Bomb all(explodes) after three turns 2 Dark Cross Casts Darkness on all 2 Dark Postle Damage to all(Darkness, small) 2 Ditchmobile Casts Speed up 2 Douwner Enemy offense and defense down 2 Dr. Gas Casts Poison Gas on all 4 Dr. Snooze Casts Sleep on all enemies 4 Draken Takes half of everyone's HP 5 Earshot Listens to enemy, finds weakness 2 Foreman Attack, exit dungeon non-battle 2 Freakz Casts Terror on all 2 Freud Casts Sleep 15 Frooze Casts ice attack 2 Frostall Casts ice on all 50 Gabriel Heals entire party to maximum 2 Generosity Gives a random reward if you win battle 10 Heal Bat Attack(small) same HP in return 2 Hobo Joe Steals item from enemy 2 Holy Cross Eliminates all darkness 2 Hornet Poison attack 2 Insectorfly Enemy defense down 2 Jupiter Damage to all(Light) 10 Kimoni Heal(medium) 50 Legend Massive damage 2 Mapster Attack(small), map in non-battle 20 Marilyn Fully restores one party member's HP 2 Mermaid Casts water attack 2 Mi Armour Defense up 2 Miner Attack, dig treasure non-battle 2 Minicar Casts Powerful Attack(almost always misses) 2 Mossman Enemy offensive power lowered 2 Mr. O'Neal Attack(small) 2 Mudsy Enemy speed down 2 Ninja Casts ninja-like attack spells 5 Nurse Heal(small) 0 Peacemaker Random attacks, knocks party to one HP/0 PP 2 Phoenix Returns all to normal condition 2 Pippanic Casts Confusion 2 Psychodoc Takes 20 HP, gives 10 PP 5 Pyro Attack(Fire, medium) 20 Resetter Restarts battle 2 Ringsider Tells what is going on in battle 20 Sacribat Attack, sacrifices one living toy per use 10 Samurai Attack(medium), causes return of other toys 50 Sermone Revives you if knocked out 2 Stare Attack, overhead view in towns 2 Sumode Casts a powerful strike(mostly misses) 2 Tarantula Casts Poison against all enemies 2 Terroroid Casts Terror 5 Timeout No damage to either side for three turns 4 Toughwall Creates shield to cover character 5 Vampire Attack all enemies, lose 10% HP 2 Vegas Cast Games of Chance(can harm you) 2 Verseus Causes double damage 5 Viper Paralyze enemy 4 Voodoodoll Casts spell one out of four trys 2 Walkbomb Attack, based on distance you've walked 4 Whyme Draws enemies attention 2 Windmeister Casts Wind(attack large) Living Toys Location Listing(in order of finding): Mr. O'Neal Received after defeating Mushmare in Kell Cupid Received with Mr. O'Neal if you have correct item Dark Postle Received with Mr. O'Neal if you have correct item Jupiter Received with Mr. O'Neal if you have correct item Nurse Received with Mr. O'Neal if you have correct item Viper Received with Mr. O'Neal if you have correct item Pyro Received with Mr. O'Neal if you have correct item Da Bomb Found in Kell storage room Phoenix Found in Kell inner caves Walkbomb Found in Kell inner caves Timeout Found in nest after defeating bird in Kell caves Mapster Received from the owners of the Coastal Inn Kimoni Found in Isten Contributor Found in Richten's house in Isten Baron Found in Governor's house in Zed Harbor Minicar Found in Zed Harbor, near rear dock Heal Bat Found in church library in Zed Harbor Vampire Received from nun upstairs in Zed Harbor church Miner Found in Carmarthen mine Psychodoc Found in Kuldo Temple Foreman Found in Kuldo Temple Clericy Found in Kuldo Temple Freud Found in Kuldo Temple Angel Found in Kuldo Temple Ditchmobile Received from couple in Jungo after entering name Ringsider Received from yellow penguin creature in Jungo Mi Armour Found in lighthouse on Jungo Island Terroroid Found in chest on bow of ship after leaving Jungo Mudsy Found in hut on Kerple Island Pippanic Found in Serpent's Head Shrine on Kerple Island Hobo Joe Found in Serpent's Head Shrine on Kerple Island Samurai In hut on Kerple Island, after defeating Yugonga Insectorfly Found in Den Heldar Douwner Found in North Tower Tough Wall Found in North Tower Vegas Found on the roof of North Tower Mossman Found in the lower level of North Tower Windmeister Received from Gamella's father after freeing him Whyme In chest at Coastal Inn, blocked early by cat Marilyn Received from Carmen, after she marries Marco Stare Found at house to the Southwest of Trisken Dr. Snooze Received from Trisken recruiter, pass test Tarantula Received from watchmaker, in house in Trisken Sacribat Found in Trisken bell tower Sumode Found in Garam Tomb Hornet Given by man singing in Denvrado, buy record Gabriel Given by Aruvin, after coming from God's Tower Dark Cross Given after defeating first God's Tower guard Holy Cross Given after defeating second God's Tower guard Verseus Found in chest in Picard Generosity Received by King of Trisken after liberation Cheergirl Given by Zed Harbor Governor after liberation Assassin Found in Castle Ryan basement Dr. Gas Found in chest in upper level of Castle Ryan Classique Found in chest in upper level of Castle Ryan Freakz Found in chest in upper level of Castle Ryan Confuso Found in chest in upper level of Castle Ryan Earshot Found in Denime Plains Resetter Found in large tree stump in Denime Plains Mermaid Given by fishing penguin in Penguii, say yes Frooze Found on giant snowman in Penguii Draken Found in Nord Temple Northeast of Penguii Frostall Found in Nord Temple Northeast of Penguii Avalanche Given to you by Rogo in tunnel later in game Voodoodoll Given to you by Carmarthen miner later in game Sermone Received from Den Heldar detective later in game Championo Found in chest in Artema Church later in game Ninja Found in chest in riverbed dungeon D' Artagnan Found after defeating Holy Dragon, riverbed dungeon Legend Given by Zeppetto after collecting all living toys Peacemaker Found in your house in Orgo after sleeping Monster/Enemy Listing: Name Where 1st Found Attacks Main Item Lil' Worm Near Orgo Body Smash Candy Bar Body Whip Knoygn Near Orgo Spike Wheel Candy Bar Headbutt Monkeytail Near Orgo Tail Whip Candy Bar Nails Jelfishman Beach near Orgo Electric Air Freedom Root Limb Grab Jester Near Cave of Fear Green Magic(t) Spinach Snack Whip Attack Bonefly Near Cave of Fear Ring Shot Padded Armor Poison Dart(x) Dino Near Cave of Fear Tail Whip Hamburger Bite Bearaphant Cave of Fear Nails Hamburger Bite Snakera Cave of Fear Poison Spew(x) Mind Berry Bite Fat Bat Cave of Fear Body Hurl Mind Berry Tornado Thorntaus Cave of Fear Needle Screw Rotten Weed Bite Blue Boy Cave of Fear Power Blast Spinach Snack Revival(powerup) Mushmare Kell Storage Room Tongue Iron Sword Blood Suck(takes HP) Galestork Kell Inner Caves Diving Beak Living Toy Power Gale Giant Ant Near Coastal Inn Chin Attack Hamburger Moth Spew(x) Oger Near Coastal Inn Bludgeon Candy Bar Wave Beam Dark Beat Isten Competition Hyper Punch None Horizon Beam Ibkee Isten Competition Tail Whip None Wave Cannon Snap Dragon East of Isten Chin Attack Angel's Tear Blood Suck(takes HP) Giant Flea Desert Nails Hamburger Blood Suck(takes HP) Sand Ghost Desert Sand Breath Angel's Tear Punch Sand Worm Desert Bite Hamburger Under Bite Tao Tao Desert Tornado Angel's Tear Headbutt Psycho Cat Near Carmarthen Cat Mirage Snoozeweed Hatchet Mantis Near Carmarthen Magic Cut Rotten Weed Tail Whip Fatal Frog Swamp Tongue Sick Weed Poison Spew(x) Treead Swamp Punch Bubble Gum Bats Attack(t) Fang Fish Swamp Bite Angel's Tear Poison Spew(x) Doorface Kuldo Temple Squash Wicker Shield Bite Knightless Kuldo Temple Robo Blade Iron Armor Flying Sword Mimick Kuldo Temple Nails Freedom Root Lock Darts(p) Boomda Kuldo Temple Nails Cheeseburger Fireball Krimshaw Kuldo Temple Microwave Hamburger Bite Zenia Kuldo Temple Fire Breath Go Go Bean Drill Attack Winged Lion Kuldo Temple Meteo White Shield Claw Fang Attack Zakra Jungo Island Evil Pollen(x) Sick Weed Split Attack(divides) Dino Rex Jungo Island Tail Whip Hamburger Bite Sting Bird Jungo Island Beak Attack Go Go Bean Lullaby(s) Crabeira Jungo Island Beach Claw Punch Terror Seed Sea Bubbles(c) Wasp Kerple Island Laser Attack Angel's Tear Poison Dart(x) Rose Devil Kerple Island Evil Pollen(x) Angel's Tear Stem Bash Flower Eye Kerple Island Bite Angel's Tear Poison Gas(x) Kersey Serpent Shrine Crystal Candy Bar Kersey Magic(c) Death Serpent Shrine Reaping Hook Spinach Snack Sucking Life(takes HP) Yugonga Serpent Shrine Dream Rain(c) None Limb Grab Serpentine Sea Encounter Bite Freedom Root Electroshock(p) Anemione Sea Encounter Bite Angel's Tear Phantom Spew Hog Fish Sea Encounter Bite Bubble Gum Tornado Shelliod Sea Encounter Violent Jam Freedom Root Paralysis Coacher Near Den Heldar Punch Wicker Shield Hit and Run(leaves) Rambull Near Den Heldar Horn Attack Hamburger Poison Milk(x) Cockatrice Near Den Heldar Beak Attack Toadstool Paral Gas(p) Buffoo North Tower Electric Air Ring of Calm Thunderbolt(p) Big Roach North Tower Bite Sick Weed Poison Spew Blue Monster North Tower Jet Punch None Missile Gun Gas Missile Guardian North Tower Warp Prism Drill Solomon Ring Burst Shot Gargoyle Isten Church Nails None Fireball Crabby Fish Near Trisken Claw Punch Candy Bar Electrify(p) Bobo Dragon Near Trisken Tail Attack Hamburger Magma Attack Thedeon Near Trisken Bite Hamburger Poison Spew(x) Toy Knight Trisken Recruiter Robo Blade None Giant Sword Thief Trisken Castle Mud Attack None Punchfest(p) Steal(steals item) Tortaurus Eastern Pass Bite Peach Potion Land Attack Kabra Near Garam Bite Rotten Weed Viper Rush(x) Shrenrider Near Garam Hammer Punch Spinach Snack Electrify(p) Ruval Garam Tomb Blaster None Earthbomb Kalkanor Garam Tomb Combo Attack None Robo Blade Rock Viper Mountain Pass Volcanic Hit Hamburger Underbite Liobird Near Holy Shrine Fang Attack Bubble Gum Rage Tornado Octagug Dark Bog Body Hurl Leopard Shield Limb Grab Glor God's Tower Death Breath None Nail Blade Hangry God's Tower Hip Press Go Go Bean Nails Anzo God's Tower Laser Cannon Living Toy Mind Rings(c) Ranzi God's Tower Laser Cannon Living Toy Mind Rings(c) Karmine God's Tower Robo Blade None Phoenix Dive Horizon Beam Checkmate(p) Org Trisken Dark Force None Velmine Trisken Fire Breath None Heavy Stomp Bosmie Zed Harbor Horizon Beam None Nose Blow Combo Hack Guardian #1 Serpent Shrine Hand Cannon None Delta Shock Cyclops Near Castle Ryan Blaster Go Go Bean Chain Attack Iron Golem Castle Ryan Hatchet White Shield Tomahawk Dark Demon Castle Ryan Nails Rotten Weed Blaster Feghradragon Castle Ryan Bite Peach Potion Laser Attack Swordster Castle Ryan Slicing Attack Demon Sword Skull Spell(c) Guardian #2 Castle Ryan Hand Cannon None Delta Shock Pythore Denime Plains Closing Attack Toadstool Rocky Road Guardian #3 Denime Plains Hand Cannon None Delta Shock Whip Neck Icy Continent Fire Breath Peach Potion Tail Whip Crytis Icy Continent Limb Grab Hamburger Chomp Tentaclite Icy Continent Poison Spurt(x) Freedom Root Blood Suck(takes HP) Hydra Nord Temple Fire Breath Cheeseburger Poison Gasp(x) Ice Breath(f) Eyevee Nord Temple Limb Grab Spinach Snack Hypno Eyes(s) Mad Dragon Nord Temple Fire Breath Bubble Gum Ice Breath(f) Guardian #4 Nord Temple Hand Cannon None Delta Shock Zain Riverbed Dungeon Tail Whip Peach Potion Water Breath Lizard Man Riverbed Dungeon Bubble Bomb Cobra Ring Screw Dive Holy Dragon Riverbed Dungeon Ice Breath(f) Living Toy Super Sound(c) Blue Swoosh Darwin Island Sanctuary Tech Sword None Robo Blade Bloody Cross Xizan Form #1 Storm Cloud Haven's Wall None Dark Whip Xizan Form #2 Storm Cloud Hypnos Claw(s) None Blood Suck(takes HP) Black Hole Armageddon Xizan Form #3 Storm Cloud Hell's Wind(can fail) None Key: (t)=casts Terror (c)=casts Confusion (f)=casts Freezing (x)=casts Poison (s)=casts Sleep (p)=casts Paralyze Important Items: 1. Courage Start game with 2. Smile Start game with 3. Letter for San Claria Mayor Received from Mayor of Orgo 4. Cute Toy Found in chest in mill in Orgo 5. Dusty Toy Found in house in Orgo(dark porch) 6. Rusted Toy Found in house in Orgo(dark porch) 7. Wind Up Toy Found in shack on beach in San Claria 8. Mysterious Toy Found in Cave of Fear 9. Cool Toy Found in Cave of Fear 10. Heavy Stone Received after finding Baby in bird nest 11. Stone Slate Received from Rogo in his tunnel 12. Tickets Trade heavy stone for them in Zed Harbor 13. Solomon Ring Found in North Tower 14. Wallet Given by man near fountain in Trisken Character Statistic Screen: Current Level Maximum HP(hit points) Maximum PP(psychic points) Strength Power Agility Luck(type) Attack Defense Experience(total experience gained) Next Level(experience needed to raise a level) Level UP Listing: These are Knight's Level up increments(Note, Baby needs the same amounts of experience to raise levels, but his statistic increments may vary depending on how you've raised him): Level Max HP Experience Level Max HP Experience Needed Needed 1 18 0 51 840 616,688 2 26 15 52 866 649,455 3 33 33 53 892 682,222 4 41 55 54 919 714,989 5 48 82 55 946 747,756 6 54 115 56 974 780,523 7 61 156 57 1,002 813,290 8 69 207 58 1,031 846,057 9 78 270 59 1,060 878,824 10 88 348 60 1,090 911,591 11 99 445 61 1,120 944,358 12 111 566 62 1,151 977,125 13 124 717 63 1,182 1,009,892 14 138 905 64 1,214 1,042,659 15 153 1,140 65 1,246 1,075,426 16 169 1,433 66 1,279 1,108,193 17 186 1,799 67 1,312 1,140,960 18 204 2,256 68 1,346 1,173,727 19 223 2,827 69 1,380 1,206,494 20 243 3,540 70 1,415 1,239,261 21 264 4,431 71 1,450 1,272,028 22 286 5,544 72 1,304,795 23 309 6,935 73 24 321 8,673 74 25 346 10,845 75 26 359 13,560 76 27 372 16,953 77 28 386 21,194 78 29 400 26,495 79 30 415 33,121 80 31 430 41,403 81 32 446 51,755 82 33 462 64,695 83 34 479 80,870 84 35 496 101,088 85 36 514 126,360 86 37 532 157,950 87 38 551 190,717 88 39 570 223,484 89 40 590 256,251 90 41 610 289,018 91 42 631 321,785 92 43 652 354,552 93 44 674 387,319 94 45 696 420,086 95 46 719 452,853 96 47 742 485,620 97 48 766 518,387 98 49 790 551,154 99 50 815 583,921 100 Baby's Forms and Attacks: Chomp: Standard attack Hammer(attack): Happens randomly Headbutt: Happens randomly, causes Baby to become dizzy Hammer: Happens randomly, can cast Confusion Glove: Happens randomly, can cast Sleep Sword: Happens randomly, can cast Paralyze Ibkee: Received after fighting Dark Beat and Ibkee in Isten Knoygn: Received from monster of the same name Psycho Cat: Received from monster of the same name Treead: Received from monster of the same name Fatal Frog: Received from monster of the same name Zakra: Received from monster of the same name Jelfishman: Received from monster of the same name Crabby Fish: Received from monster of the same name Bobo Dragon: Received from monster of the same name Dino: Received from monster of the same name Snakera: Received from monster of the same name Buffoo: Received from monster of the same name Eyevee: Received from monster of the same name Guardian: Received while battling Xizan Game Section Titles: Departure = Game's beginning(chapters 1-12) The Journey = Upon leaving the Coastal Inn(chapters 13-30) Wider Worlds = Upon acquiring the waterbug(chapters 31-47) The Destiny = After reaching God's Tower(chapters 48-57) Last Battle = After collecting the four holy items(chapters 58-End) Section 4, Random Notes Baby acts like extra storage space in terms of items. If you fill your main character's inventory, any further items(except those won after a battle) will give you the option of giving them to Baby(thereby going into storage). Baby can carry up to one hundred of each item in the game. If you receive an item after winning a battle, but your main character's inventory if full, you will be asked if you would like to exchange it for one of the items already in your inventory, and if so, which. Certain spells cast upon your character(such as confusion, terror or sleep), during a battle, will be removed if you are hit with a physical attack. Baby's "Transform" command in his battle menu is available based on how you are treating/feeding him. If he is happy, you stand a better chance of him being able to transform. Candy bars are a good item to feed Baby if you want to keep him happy. He also enjoys bugs. If Baby's "Transform" command disappears(this usually occurs after leaving Trisken for a short time), it may still return. Even if it does not, Baby still has the ability to transform randomly, you just can't order him to do it specifically. Baby's HP level depends on how well you're raising him(keeping him fed well, happy, not overexerting him, and not letting him get hit constantly while in battle). Some things that change Baby's attitude and luck are, hitting him(in battle), scolding him, disappointing him, running from battles too often, letting him stay hurt(in battle, not healing him), making him angry(feeding him things that you would cast on an enemy), ignoring him(not talking to him in battle every once in a while), overexerting him(too many games of Go Fetch without resting in-between), doing things out of order, or taking an overly long time to do a certain area of the game(drawing it out). Avoid these things and feed him well(always use the "Give Snack" option in Baby's non-battle menu, rather than just giving him items by way of the "Use" option in the "Items" menu) and you should raise a happy and healthy Baby. Any living toy that is knocked out of battle, or only usable once(per battle), will be usable again in the next battle. They cannot be permanently destroyed. Nehani will randomly cast a heal spell(Pixie Dust) on your characters during battle. If Baby has been killed prior to this in the battle, he will be resurrected. Nehani will randomly attack the enemies with a face slap(low damage). If Baby is killed during a battle, upon your winning the battle, Baby will return with one hit point. Enemies below your character's current level are represented onscreen as small white ghosts that try to avoid you if you approach them. Enemies above your character's current level are represented onscreen as larger pink horned ghosts that come after you if they spot you. Throughout most of the game(up till around level 23), the amount of hit points you receive per level raised, is equal to the level you are currently attaining(for example, at level thirteen, you will receive thirteen hit points). At some point in the game(around level 23), the amount of hit points that your character receives upon leveling up will reduce to half the attained level(for example, at level forty, you will only receive twenty hit points). The amount of experience and rubies you earn from each battle is random. The amount your statistics(other than HP) raise at each level up is random. The amount of rubies you can carry stops at 999,999 There is a sunken ship off the Western Coast of the Southern Continent. It's just for show, it does nothing. There are a number of(for lack of a better word) pits that contain extremely high level versions of the game's normal monsters. The level that the monsters in these pits are, is based on what level your character is at. They will always be higher leveled than you are. They also carry different items than their normal counterparts, mostly valuable weapons, armors, rings and shields(for example, Treead has a Celtic Shield, Fat Bat has a Bone Shield, Octagug has a Steel Sword, Shelliod has a Brave Ring, Bonefly has Bar Mail, Dino Rex has a Dwarf Sword, and the Fatal Frog has a Thunder Plate... and so on). All of these pits are only accessible by flying. Some of these pits are in the following locations: Across the river, West of Rogo's Tunnel. Small grassy clearing between river and mountain. West of Rogo's Tunnel. Small grassy clearing between mountain and river. West of Isten(near San Claria). Small grassy clearing in the center of a mountain range. Above Trisken. Small grassy clearing in the center of the mountain range. Northeast of Castle Ryan. Small grassy clearing in center of lake. The best line in the game occurs if you leave Knight's name as the default name(Knight). Upon talking to Carmen after her wedding to Marco, she says, "Thank you for participating in our wedding Knight". :) The battle between Dark Beat and Karmine at the game's end doesn't make much sense. They are fighting way up in the air, high above the clouds. With only Ibkee's ability to fly keeping Dark Beat from falling. Keep in mind Karmine's new form allows him to fly. If Dark Beat and Ibkee defeat Karmine, won't Ibkee then turn back into a little girl? That's what they claimed earlier in the game. Won't the two of them(Dark Beat and Ibkee) then fall to their deaths? Just something to think about. Section 5, the Field Map ______ _/ |___ / | / 4 | ___________ | / / \ _/ 3 _/ _/ D \_ | / _/ E \ \ ___/ / C F \ \ / / B \ | / ___ \ J \ | / / \ \ A | |___/ / Q \ | | | | | H G | ______ \ / | I _/ / \ \___/ / / / \ / M / | \___ | K / | \ \ L / | \ | | _____ ____/ 6 \ \ P | / \ / 2 | | N | / R \ | | \ / | | \___ / | O | | | ___| | \ | | | / 1 / \ / \ / | | \_ / \_____/ \__ / \ / \ | \___/ | Z | | | ________ | | __/ \_____/ | ________ _/ | / \ _/ V _| / \ / T / | | / W Y / | S | / U ____/ \ / |____________ ___/ \ / \______________/ \ / ___ \____/ / \ / \ | 5 | \ / \___/ A. Orgo K. Carmarthen U. Abandoned House B. San Claria L. Galik's House V. Trisken C. Kell M. Kuldo Temple W. Garam D. Coastal Inn N. Castle Ryan Y. Tomb E. Isten O. Den Heldar Z. Denvrado F. Tent P. North Tower 1. Aruvin's Shrine G. Zed Harbor Q. Zeppetto's House 2. God's Tower H. Desert R. Jungo 3. Penguii I. Rogo's Tunnel S. Kerple 4. Nord Temple J. Denime Plains T. Watchtower 5. Darwin 6. Riverbed Dungeon Section 6, the Differences Differences between the Japanese and American releases: 1. There is some different music. The American version has heavier, more rock type music in the opening and cinema sequences. 2. The American version has a different title screen. In my opinion it doesn't look that good. It looks like badly cut out photos were pasted up. The Japanese title screen was similiar to my ascii art title. 3. There is a new absolutely terrible looking video demo of in-game play that follows the title screen if you don't immediately begin playing. 4. The American version has removed the second Tamsoft intro cinema, in which Knight repairs the cord to the neon sign that Baby broke in the first cinema. When he's finished repairing the cord, Nehani relights the sign and Knight gives her a thumbs up, as Baby looks relieved that he's no longer in trouble. 5. The American version has removed the opening prologue to the game. This prologue appeared in the form of text overlain onscreen, while Nehani flew over many of the game's locations on her way to your character's house before the game begins. The American version begins with Nehani already at your character's house. 6. New very annoying "X=Select/Triangle=Return" blinking/alternating with menu selections writing on status/menu screens. 7. Holding Start+Select+L1+L2+R1+R2 to reset game removed. 8. Added controller configure. 9. Very rough translation, many grammatical errors(missing words, wrong form of word used, doubling up of same words, same term for two different items). 10. Removed "Time Played" feature from in game settings screen. 11. Names changed. 12. Clock now goes past forty hours. 13. Removal of the living toy "Rust Bucket". This toy cast a spell called "Russian Roulette", in which he pointed a gun randomly at one of any of the characters in the battle, then fired. Section 7, the Credits Thanks to Tamsoft for this extremely captivating game Thanks to John Stapleton for his reading recommendations Thanks to Greg Hawkes for being the nice guy he always is Thanks to Pup for snuggling Bandit to keep him warm while he was sick Thanks to Bandit for making it through his nasty cold :) Thanks to Phyllis, Flo, Dan and Rob for putting up with my e-mails :) Thanks to the parking lot guy at the corner of Baxter and Bayard :) Thanks to Trunkten for no particular reason 0_o And you... Please do not use this faq on your website without asking me for permission first. Permission is NOT granted to reprint this summary in a for-profit magazine or publication without my prior consent. Nor is it granted for this document to be used as any type of "source material" for for-profit magazines to use in any way, be it basing their own articles from, reading prior to get ideas, or outright copying. I do not write these walkthroughs so some hack writers can sit back and get paid for it. I also forbid this, or any of my walkthroughs to be used as, or turned into issues or mailings for RPG or other newsletters, be they free or for profit. In no way do I wish this faq to be cut up into sections or altered in any way. Nor do I wish for import game dealers to use this or any of my works to sway people into buying the game from them, when without a walkthrough or translation, they wouldn't have purchased the game(ring any bells Game cave? I heard you try to charge extra for faqs, and I don't write them to make you money). It is to remain in it's original state and in one piece if used on websites. Permission is not granted for anyone to "update" or "alter" any of my work, be it changing names so an import walkthrough better fits an American release(if I write an import walkthrough, I will update it myself), or add things to an already existing walkthrough. That should cover just about everything. I realize it seems like a lot, but you'd be surprised how many people who are out there just to screw you over. A specific note to Game cave, I adamantly deny your use of this faq in any way. Do not give it away free, do not sell it, do not give it away as a "free" gift to those who buy your smaller guides, do not give it to those who buy the game from you, do not tell people that you will give it to them if they purchase the game from you, do not put it on your website................................................. Get the picture? You are not authorized to use this faq in any way, shape or form...PERIOD! This walkthrough was written by Henry LaPierre, email@example.com. Feel free to E-mail me with any questions you may have on the game, and I'll do my best to try and help you out :) Thanks for reading :) This faq is copyright (c) 1998/1999, Henry LaPierre All rights reserved Random thought: Wasn't the cover of the new Rolling Stones live album the absolute worst? I had to flip it over in the jewel case so instead all I see is the yellow and black stripes. And to Dave Matthews(guest vocalist on Memory Motel), if you're going to guest on a live Stones song, especially one that's being taped, at least learn the lyrics first. :)