Walkthrough - Guide for Saiyuki: Journey West

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      \    \    ___  ______   ___  ___    ___  ___  ___   ___  ______  __
       |    |  /   \ \_   _\ /  /  \  \  /  /  \  \ \  \ /  /  \_   _\ \_\
  _____/    | /  _  \  \  \  \  \   \  \ |  |  |  |  \  \  \     \  \
 /         / /  /_\  \ _\  \_ \  \  /  / \  \__/  /   \  \\  \   _\  \_  __
/_________/ /__/   \__\\_____\ \  \/  /   \______/     \__\ \__\ \_____\ \_\
                          ___   \    /
                          \  \__/   /
                           \_______/
                            
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                                 Journey West
                                 WALKTHROUGH




100% Spoiler free walkthrough.  Enjoy.  If you have something to contribute to
this walkthrough - be it an expansion to my job list, a new trick, or just a
corrected typo - please feel free to email me at [email protected].  Looking
forwards to hearing from you!




CONTENTS
  A) Disclaimer
  B) Version History
      i)   Version 1.0
  C) About this Guide
      i)   Saiyuki?
      ii)  How do I use this Guide?
      iii) Ooops, I found an error...
  D) The Basics
      i)   Controls
      ii)  The World Map
      iii) Combat
  E) The Walkthrough
      i)   Chapter I
      ii)  Chapter II
      iii) Chapter III
      iv)  Chapter IV
  F) Lists
      i)   Spell Scrolls
      ii)  Equipment
      iii) Potions
      iv)  Weapons
  G) Appendices
      i)   Guardians
      ii)  Jobs
      iii) Dojos
      iv)  Star Ore
      v)   Emperor
      vi)  Special Characters
  H) Credits





=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[A.    Disclaimer       ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

     This document was created and maintained by Goryus, the author.  It is 
  the sole property of its author, who bears the copyright and reserves all 
  rights.  It is protected by the "United States Code:  Title 17 - Copyrights", 
  the "Berne Convention for the Protection of Literacy and Artistic Works 
  (Paris Text 1971)", any and all copyright and patent laws applicable and/or  
  International Treaties.  It may not be hosted, used, or displayed without the
  express consent of the Author.
     It may not be altered, edited, or formated, nor may any materials be added
  or removed from this document, without the express written consent of the
  author.  It may not be offered for money and/or compensation (even 
  if profit attempt fails) or offered as a bonus or gift for accessing a web 
  page or purchasing an item.  It may not be added to an archive of any type.
  It must always remain in the English Language.  It will not be translated 
  to any language for any reason whatsoever.  It will not appear in any 
  publication.  This document was in no way intended for commerical, 
  promotional and/or profitable uses.  This guide is limited to personal and 
  private use only.  Any other uses MUST be priorly approved by the author, 
  Goryus .
     If this copyright is trangressed, the violators will face immediate civil 
  and/or criminal penalties to the fullest extent possible.  Any breach of
  copyright (which includes acts of stealing, plagiarism, pirating, uses not
  private and personal, posting without permission, etc.) is considered a 
  felony, and will be punished accordingly.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[B.  Version History    ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

v1.0
     - Completed the walkthrough
     - Completed most of the spell-scroll section; missing one scroll
     - Set up an equipment list
     - Completed the Star Ore, Jobs, Dojo, Guardians, Emperor, and Special
       Character appendices
     - Completted the "The Basics" and "About this Guide" section



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[C.  About this Guide  ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------[Saiyuki?]----------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     Saiyuki: Journey West is based on an ancient chinese legend chronicalled
  in a large book called Xi Yu Gi (notice the similarity in the names?).  You'll
  notice a number of parallels with the infamous Dragon Ball series, which also
  drew some of its inspiration from that self same story.
     Saiyuki is a tale about a young boy (or girl) named Sanzo.  Sanzo is
  charged by the lady Kannon to bring her mystic staff to India, and along the
  way collect "Guardians" that have scattered around the earth.  Along the way,
  he/she collects a number of friends to help out, six of which can be in
  battle at any given time.  Each of Sanzo's friends has the power to turn into
  a mighty creature of some sort, labeled as a "Were."  Only one can do so at
  any given time, and it drains from a collective pool of "Werepoints."  Sanzo
  cannot turn into such a beast, but makes up for the lack with phenomenal
  magic power and the ability to summon the guardians you find along the way.
     The game is a strategy RPG in the vein of Vandal Hearts, Rhapsody, and the
  like.  Not quite on par with FFT or VB, it still distinguishes itself as one
  of the better games of its genre in the industry.  If you're an sRPG fan,
  Saiyuki: Journey West is a must.  I enjoyed it a great deal; I hope you do,
  too.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------[How do I use this Guide?]--------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     This guide should be 100% spoiler free; I took great pains not to ruin
  any of the surprises or plot for you.  The only possible exceptions are the
  special characters, but if I didn't include them, you would never know if
  you could get them or not.
     Anywhere you see a line of alternating equal signs and dashes stretching
  across the entire page (like at the top of this section), it indicates a
  major section break.  Half the page (like the one directly above this
  paragraph) indicates a sub-heading; and a quarter of the page indicates a
  sub-heading under that.  Helpful notes are sprinkled liberally throughout
  the walkthrough part of this guide, which is organized by battle.  They'll
  alert you to any potential secret you might miss.
     If you're new to Saiyuki, consider reading my section on "The Basics."
  If you're an experienced player just looking to further your mastery of the
  game, feel free to skip it.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------[Oops, I found an error!]--------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     Hey, we all make mistakes, and me often more so than others.  If you spot
  some incorrect information, a typo, if you have some information to add, or
  if you just have some critique - good or bad - please feel free to send it
  to [email protected].  Looking forward to hearing from you!



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[D.    The Basics      ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------[Controls]----------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     The first part of any thing detailing how a game works has got to be what
  buttons do what.  This guide is no exception.

  Directional Pad: Move the cursor around on the world map
                   Change your selection

  Triangle:        Cancel button
  :               N/A
  X:               Accept button
  O:               Displays information 

  Select:          
  Start:           Confirm Selection
                   Open Menu

  L1/R1:           Rotate the battle map
                   Cycle throw characters in the menu screen
  L1:              Change camera zoom
  L2:              Change camera angle


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-----------[The World Map]--------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     If this is your first Strategy Role Playing Game (sRPG), the world map
  is probably giving you a headache.  Rather than moving around under an
  overhead camera, walking everywhere, most sRPGs have you select your
  destination from a map like this.  To do so, move the cursor over the desired
  location and press X.  Sanzo will attempt to move there, stopping only in
  the case of some unusual event (like a battle).

     Pressing start on the world map opens up the menu screen.  Here, you can
  save or load a game, set the game options, or change around your party.  The
  Character Information section gives you information on each specific
  character one at a time, as well as allowing you to equip/de-equip them.  The
  Party Information screen allows you to view your party's stats as a whole,
  your inventory, and most importantly, to use potions (which permanently up
  your stats).

     Each person can equip up a helmet, and armor, and up to six accessories.
  You have to equip people with "Spell Scrolls" for them to gain access to that
  spell, which takes up one accessory slot.  Though they do have weapons, the
  only way to improve those is to stop by a smith and have your weapon reforged,
  which costs a good deal of money.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------[Combat]-----------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     The heart and soul of Saiyuki: Journey West is its combat system.  This
  section is a rather detailed explanation of it, and probably helpful for
  both experienced player and beginner alike.


=-=-=-=-=-=-=-=-=-=-
----[Game Flow]-----
=-=-=-=-=-=-=-=-=-=-

     Game Flow is basically how the battles progress.  Each character is
  assigned a number based on their speed, with your characters winning any
  ties.  They start with 1 and go all the way up to however many total
  units are on the screen (which can go all the way up to 16, only 6 of which
  can ever be yours).  When the first 'round' starts, character number 1
  moves first, followed by character number 2, etc.  Once the last character
  has moved, a new round begins, starting back at 1.

    If a character dies, all these numbers are reassigned.  You can find them
  easily enough by placing your cursor over the unit in question and looking
  at the blue bar above their stats, which should contain their number.  In
  this way, you can see who's going to be moving next and base your decisions
  off of that information.

    The game counts the number of rounds that elapse before the battle ends.
  The more quickly you finish the battle, the more Werepoints you get at its
  end.   More on this later.


=-=-=-=-=-=-=-=-=-=-
------[Acting]------
=-=-=-=-=-=-=-=-=-=-

     When one of your character's turns comes up, you will be prompted to act.
  Pressing triangle will allow you to exit the menu and use your cursor to
  get information about other units, and pressing it again will reselect your
  character.

     There are generally five actions you can take: Move, Attack, Spell,
  Potion, and Werechange (Summon for Sanzo).  Selecting the first allows you to
  move your character around on the battlemap, something like the game of
  Chess.  Selecting attack will generate a field around your character in the
  'range' of their attack - that is, how far the attack goes.  You can select
  any enemy within that range to strike at.

     The damage your attack does is given by (Off * 2) - EDef, where Off
  represents your Offense stat, and EDef represents your enemies' Defense
  stat.  Attacking from behind will give your a 20% bonus to your damage after
  the blow has landed; attacking from either side will get you a 10% bonus
  instead.  Attacking head on doesn't get you anything, so be careful to use
  the terrain to your advantage.  Speaking of which, height differences also
  factor into the damage you're doing.  You get an extra 10% damage added to
  your attack if you are least 2 height above them, and an extra 10% knocked
  off if you're at least 2 below.

     On top of that, Luck factors into the damage you do by adding random
  amounts of damage to your attack - or subtracting from it.  Though your
  predicted damage is always (Off * 2) - Def, there's no way to quite pin
  down what your actual damage will wind up being.

    The third type of command allows you to cast a spell.  Selecting it will
  bring you to a list of all the spells available; selecting one of those will
  generate a field much like selecting the attack command does.  The spell
  does damage based on your elemental affinity, your Magic (Mgc) stat, and
  its Magic Offense stat (MO).  This generally takes the form of Damage = 
  Mgc + (XLvl * 2) + MO - EMgc, where XLvl represents your level of affinity
  with that element, and EMgc is the Magic stat of whomever it is being cast
  on.
  ______
 /      \   Not all magicks follow this formula.  The only way to be sure
|  NOTE  |  exactly how the damage is calculated is to check out the section
 \______/   on each individual spell.

     Potion is relatively simple: it allows your character to use a healing
  potion on anyone standing next to them, or on themselves.  Werechange will
  be explained in the next section; which brings us to the Use command.  This
  command is not always available, but it appears when you're standing next to
  an object that can be manipulated in some way - a piece of artillery, a
  treasure chest, even a log bridge you can dislodge.  Selecting Use and
  targeting that object will "trigger" it, and cause whatever effect it has to
  occur.


=-=-=-=-=-=-=-=-=-=-
----[Werechange]----
=-=-=-=-=-=-=-=-=-=-

     One of the biggest parts of combat is your characters' ability to 
  Werechange.  This will take one of your party members - excluding Sanzo -
  and turn them into a powerful were-creature for as long as you have the
  "Werepoints" to sustain them.  In this form, you have access to extremely
  powerful, wide range attacks that can not only mangle enemies, but even
  destroy much of the scenery.

     When a character Werechanges, all enemies next to them take damage, and
  all destroyable terrain next to them is destroyed.  This takes one Werepoint.
  Everytime they attack after that, points are used based on how poweful the
  chosen attack was.  The weakest takes 1 point; the most powerful take 6.
  Once you run out of Were points, you're reverted back to your human form.
  While you remain Were, you have double the HP and improved stats; but
  beware, enemies will tend to concentrate their fire on you.  If you die as
  a Were, you're still just as dead.

     Under some of the scenery you can destroy will be treasure chests.  The
  Walkthrough contains a description and point location of the hidden treasures
  so that you don't have to go around destroying everything in sight (although
  you still can, if you want to =P).


=-=-=-=-=-=-=-=-=-=-
----[Summoning]-----
=-=-=-=-=-=-=-=-=-=-

     Sanzo has the ability to Summon a guardian he has collected.  Doing so
  will cause it to float over his head for the next three rounds, and improve
  your party members in ways specific to that guardian.  In addition, Sanzo
  will gain a new attack for as long as that guardian remains active, which
  is generally much more powerful than any attacks he/she has access to.
  These summons make Sanzo a true force to be reconned with, as his Mgc stat
  is generally absurdly high.

     For more information on the guardians, check out the appendix on them.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[E.   The Walktrhough   ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---[Chapter I:  Journey's Companions]---
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


=-=-=-=-=-=-=-=-=-=-
-----[Battle 1]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Monkey Rock
  OBJECTIVE:  Remove charm from rock
     Being the first battle in the game, this isn't terribly difficult.  Run
   across the bridge and drop it, forcing the monsters to take the long way
   around.  Work your way up the mountain, after grabbing the Healing Potion
   at (6,7).  At the top you'll find an imp, weakest of all the monster types.
   Beat it into the dirt, but don't remove the charm yet.  Instead, stay where
   you are one space away from it and turn around.  Your enemies will be
   reaching you shortly, and from here only one can come at you at a time, AND
   you've got the advantage of height.  This is a great opportunity to gain a
   level or two.  Once your heal spells have worn themselves out, go get the
   charm to end the battle.
  ENEMIES: Imp
           2x Wolfman
           2x Centipede
  TREASURES: (6,7) Healing Potion


=-=-=-=-=-=-=-=-=-=-
-----[Battle 2]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Mt. Darkwind
  OBJECTIVE:  Defeat all enemies
     A lot of enemies for just the two of you.  Fortunately, you have an ace up
   your sleeve: a magic monkey named Goku.  When his turn comes around, move him
   right into the middle of that group of enemies and select "Werechange."  It
   should only take a couple of turns for him to reduce the entire gang to
   rubble.  Make sure to use Sanzo's Heal spell to keep his/her HP up; not only
   will it prevent you from dying, but its also great EXP.
  ENEMIES: 4x Thief
           2x Bandit
  TREASURES: (1,4) Turban
             (5,0) Cure Potion


=-=-=-=-=-=-=-=-=-=-
-----[Battle 3]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Ko Lodge
  OBJECTIVE:  Defeat all enemies
     Welcome to the first fight that contains a guest.  As you'll see, there
   are extremely few of these; I'm not even sure why they implemented it at
   all.  Regardless, your new friend Cho Hakkai will be glad to help out; he's
   on level 5, which makes him quite a bit stronger than all these monsters.
   You can win the battle just as easily never touching a Wereform, but just
   keep in mind that you can't get the Magic Potion if you do.
  ENEMIES: 5x Imp
           2x Wolfman
  TREASURES: (7,4)  Magic Potion
             (10,4) Leather Jerkin


=-=-=-=-=-=-=-=-=-=-
-----[Ko Lodge]-----
=-=-=-=-=-=-=-=-=-=-
  Town SCD
     =Shop=
          Clothes
          Leather Jerkin
          Fiber Robe
          Turban
          Priest's Cap
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
     =Dojo=
          Beginner: Level 4
          Advanced: Level 5
          Master:   Level 6


=-=-=-=-=-=-=-=-=-=-
-----[Battle 4]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Hawk Isle
  OBJECTIVE:  Defeat the Dragon
  BOSS: 380 HP
     This map can be somewhat irritating, particularly because the dragon
   moves much quicker over water than you do.  I don't move your party members
   at all, or only to bring them together, and make sure Cho Hakkai occupies
   the middle slot.  The Dragon will rush over to attack you.  If Sanzo is on
   a decent level, he may not need to heal; otherwise, make sure you keep his
   HP up.  Sock her with Cho Hakkai and turn Goku were.  Next turn she'll attack
   again and run away; stay put, and have Goku Boulderbash her if he can.  Sanzo
   will probably need to heal Cho Hakkai.  Next round, she'll fly back in and
   attack again.  Sock her with Cho Hakkai again, heal with Sanzo, and hit her
   with Claw.  Rinse, repeat.
     No matter how tempting, don't attack it with Sanzo unless he's at full
   health.  It can do well over half of his life with one attack, so the odds
   are good it will kill you if you do.
  ENEMIES: 1x B. Dragon
  TREASURES: (12,8) Leather Helmet


=-=-=-=-=-=-=-=-=-=-
-----[Battle 5]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Grace Spring
  OBJECTIVE:  Help Gojo escape
     Your objective for this fight is to help your Guest, Gojo, escape (just
   in case the above didn't give it away).  Specifically, you've got to get
   him to the road you entered from.  As soon as the enemies near him are
   slain and he is freed to run, a pursuit group will appear behind him...
   just so it doesn't catch you by surprise.  You can use any one of your
   three party members' wereform with roughly equal effect.  Best to use
   whomever happens to be your highest level, so the others can gain EXP while
   he racks up the Were EXP.
  ENEMIES: 3x Imp
           2x Wolfman
           2x Lizardman
  TREASURES: (5,6) Heal Scroll
             (8,8) Healing Potion
             (3,2) Monk's Cap

=-=-=-=-=-=-=-=-=-=-
-----[Battle 6]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Chin Lodge
  OBJECTIVE:  Defeat old man Nyoi
  BOSS: 270 HP
     You can end this fight really, really quickly with just a little bit of
   luck.  If you actually want to kill all his hencmen first, fall back and
   tackle those behind you before you go after Nyoi and the ones in front.
   Note that none of those tempting water things holds treasure, so don't
   waste your time.  Also, beware of Nyoi's special attack; it can paraylyze
   you.  Still, if you just rush him from the beginning, you ought to finish
   him off by the third turn.
  ENEMIES: 1x Nyoi
           3x Wolfman
           2x Flyman
           1x Lizardman
  TREASURES: N/A

=-=-=-=-=-=-=-=-=-=-
-----[Battle 7]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Mire River
  OBJECTIVE:  Defeat Rhinon
  BOSS: 320 HP
     Rhinon's Iron Ring is an extremely annoying attack which will power down
   everyone near him.  Other than that, he's not too difficult; your main
   problem will be keeping Sanzo alive, as he starts almost surrounded by the
   enemy.  I suggest running Goku straight forward and clouding him onto the
   rock, and turning Ryorin into her Wereform (Gojo, as you're about to
   discover, is nearly invincible in water).  Once Sanzo's turn comes up, run
   him away and summon Mother.
  ENEMIES: 1x Rhinon
           3x Imp
           2x Flyman
           1x Centipede
  TREASURES: N/A


=-=-=-=-=-=-=-=-=-=-
----[Mire River]----
=-=-=-=-=-=-=-=-=-=-
  Town SCSDP
     =Shop=
          Chain Mail
          Leather Helmet
          Monk's Cap
          Fire Dart
          Rockdrop
          Waterblade
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
     =Smith=
          Weapon Level 2
     =Dojo=
          Beginner: Level 7
          Advanced: Level 8
          Master:   Level 9
     =Post=
          N/A


=-=-=-=-=-=-=-=-=-=-
-----[Battle 8]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Cherry Plains
  OBJECTIVE:  Defeat P. Ivy
  BOSS: 300 HP
     P. Ivy can't poison you, and her strongest attack does 40-50.  If you
   have been doing the jobs, you probably have the third level attack on most
   of your wereforms...Darkblade, in particular, is extremely useful.  Since
   killing Ivy ends the fight, and her defense isn't terribly good, and most
   of the enemies are imps, just rushing straight forward and slamming her with
   all you've got tends to work well for a quick, clean victory.  Don't be
   surprised if she falls on the second round, third at the most.
  ENEMIES: 1x P. Ivy
           4x Imp
           2x Lizardman
           2x Birdman
  TREASURES: N/A


  ______
 /      \   A piece of the Emperor's equipment is in this upcoming fight.
|  NOTE  |  You need it for one of the game's secrets (see the appendix on
 \______/   "Emperor").

=-=-=-=-=-=-=-=-=-=-
-----[Battle 9]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Dream World
  OBJECTIVE:  Defeat Mahoraga
  BOSS: 350 HP
     This fight seems designed to make up for the pitiful ease of the last
   one.  Mahoraga is tough, and so is his world.  He's big on poisoning you,
   carries a bow, and of couse starts way up at the top where he's difficult
   to reach and can use his attacks to their maximum destructive potential.
   Worse, the stage you're fighting on changes depending on where people
   stand; more people on any one platform will lower the platform farther and
   farther.
     To start, take Ryorin and move her down to get the Emperor's Helm.  Cloud
   Goku right behind the Flyman, and move Gojo onto the platform if able.  If
   the Wolfman is faster than you, just take Gojo and Cho Hakkai to attack him,
   and have Sanzo summon Mother; otherwise, run Gojo onto the platform and
   Waterblade him, following up with Cho Hakkai.  Next round, take out the
   wolfman, have Goku attack the Flyman, and kill the Flyman if anyone still
   can (again, depends on your level, and how fast you are).  If you can't kill
   him then, kill him next round.
     Have Goku cloud into the middle of the Lizardmen, and Ryorin fly up out of
   the pit.  Avoid Mahoraga's platform; it'll take an extra round to get
   somewhere useful, but it'll keep them all from bashing her severely.  Gojo
   ought to be able to smack one of them, and can take up the position Goku
   just left.  Move Cho Hakkai up to where Gojo was, and follow up with Sanzo.
   Next round, have Ryorin pound those two Lizardmen, and Goku kill one.
   From there, its easy; kill the weakened Lizardman, go after the other, and
   once you're done head for Mahoraga.  The Wolfman will block your path, but
   he shouldn't last very long.  Remember to keep summoning Mother, and to use
   Sanzo to keep his own HP nice and high.  Those archers really seem to like
   him.
  ENEMIES: 1x Mahoraga
           1x Imp
           2x Flyman
           2x Wolfman
           3x Lizardman
  TREASURES: (2,2) Emperor's Helmet



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-----[Chapter II: Western Overlord]-----
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  ______
 /      \   One of the recipes is located in the shop in this town.  You need
|  NOTE  |  it to obtain the "Chef's Paradise" scroll.  For more information,
 \______/   read the appendix on "Recipes."

=-=-=-=-=-=-=-=-=-=-
------[Yuimen]------
=-=-=-=-=-=-=-=-=-=-
  Town SCSD
     =Shop=
          Chain Mail
          Scale Mail
          Woven Robe
          Leather Helmet
          Steel Cap
          Beads of Luck
          Heal
          Cure
          Water Heal
          Needles
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
     =Smith=
          Weapon Level 2
     =Dojo=
          Beginner: Level 10
          Advanced: Level 11
          Master:   Level 12


  ______
 /      \   At this point, the path splits in two.  Which path you take is
|  NOTE  |  irrelevent, as you can go back to the other one whenever you feel
 \______/   like it.  This guide assumes you went south first.

South Route:

=-=-=-=-=-=-=-=-=-=-
----[Battle 10]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Mist Mountain
  OBJECTIVE:  Defeat all Enemies
     Look out!  It's you!  It's really not that hard to figure out which is
   which; those with numbers above their heads when you select an attack.
   Also, their names are conveniently "Fake ".  Lastly, their face
   pictures are slightly more...malevolent.  If they didn't outnumber you
   two to one, this map would be a walk in the park...as it is, its not
   terribly difficult.  One thing of interest: if one of your characters
   starts their turn next to their own fake, you'll see a funny dialogue
   between the two.
  ENEMIES: 2x Fake Sanzo
           2x Fake Goku
           2x Fake Ryorin
           2x Fake Hakkai
           2x Fake Kikka
           2x Fake Gojo
  TREASURES: (9,6) Needles
             (9,0) Magic Potion
             (4,8) Healing+ Potion


  ______
 /      \   A piece of the Emperor's equipment is in this upcoming fight.
|  NOTE  |  You need it for one of the game's secrets (see the appendix on
 \______/   "Emperor").

=-=-=-=-=-=-=-=-=-=-
----[Battle 11]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Biku Castle
  OBJECTIVE:  Defeat Master Tigra
     This map is loaded with treasure, and the real challenge isn't killing
   Tigra - its getting it all!  First off, the map wants you to run around the
   side and flip a switch to open the gate.  Don't do that.  Instead, have Goku
   cloud over and open it on the second round.  Turn someone with good distance
   attacks (like Gojo, who has an infinite range attack) Were, and use them to
   blast over the walls/destroy the trees that contain treasure.  Same thing
   goes for the two treasure boxes in the back, and the one under the throne -
   don't follow the passages provided, have Goku cloud over to them.  Lastly,
   beware Tigra's Thuder attack.  He can't do it much, but it's dangerous and
   hits a large area.
  ENEMIES: 1x Tigra
           2x Lizardman
           3x Operator
           1x Conjurer
  TREASURES: (9,3)   Chain Mail
             (11,10) Magic Potion
             (12,10) Emperor Armor
             (1,2)   Strength
             (1,12)  Noble Hat

  ______
 /      \   One of the recipes is located in the dojo in this town.  You need
|  NOTE  |  it to obtain the "Chef's Paradise" scroll.  For more information,
 \______/   read the appendix on "Recipes."

=-=-=-=-=-=-=-=-=-=-
-------[Biku]-------
=-=-=-=-=-=-=-=-=-=-
  Town CD
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Destone Potion
     =Dojo=
          Beginner: Level 12
          Advanced: Level 13
          Master:   Level 14


=-=-=-=-=-=-=-=-=-=-
----[Battle 12]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Helmet Peak
  OBJECTIVE:  Defeat Vala and Aspara
  BOSS: 450 HP
  BOSS: 450 HP
     See those rocks?  If one hits you, it'll do about 70 damage.  Your
   enemies will push them off the cliff, but fortunately they only hit the
   square directly in front of them.  Be careful how you're placing your
   characters as you slowly climb up to get to Vala and Aspara.  Once again
   Gojo is the Were of choice, mainly for his incredible distance capability.
   Plus, you can destroy the rocks with him, which will make the climbing
   easier.  Neither Vala nor Aspara are particularly dangerous, although both
   are worse than a normal enemy.  Goku can cloud up to the top to distract
   the archers if you like: the operators won't act unless their rock
   disappears, so its relatively safe.  Just take it slow, and pound the
   archers above all else, and you should be fine.
  ENEMIES: 1x Aspara
           1x Vala
           3x Lizardman
           3x Operator
  TREASURES: N/A


  ______
 /      \   This is the section on the North route, from Yuimen.  It does not
|  NOTE  |  continue on directly from where the South route left off.
 \______/

North Route:

=-=-=-=-=-=-=-=-=-=-
----[Battle 13]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Lucky Temple
  OBJECTIVE:  Clean up the blood
     There are five blood spots on the floor.  The only way to get rid of them
   is to move Sanzo next to them - no one else - and use Use on them.  The
   Bugs are little more than a nuisance, but more will appear occasionally.
   Have some fun with this one...its a little different, and a decent place to
   do some leveling.
  ENEMIES: 5x Bug
  TREASURES: (9,3)  Steel Cap
             (12,6) Luck Stone


=-=-=-=-=-=-=-=-=-=-
------[Turfan]------
=-=-=-=-=-=-=-=-=-=-
  Town CD
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Destone Potion
     =Dojo=
          Beginner: Level 11
          Advanced: Level 12
          Master:   Level 13


=-=-=-=-=-=-=-=-=-=-
----[Battle 14]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Firetop Mountain
  OBJECTIVE:  Defeat Yaska
  BOSS: 400 HP
     As an odd quirk to this level, the extreme heat will cause each of your
   characters to lose 10 HP a round.  No big deal; at its weakest, Mother heals
   twice that.  You start with your party all spread out; send Sanzo up to get
   the Fireball scroll, and turn Ryrorin into a dragon.  Next round, fly her
   over to the other side, Werechange her, and prepare to do the same thing
   with Kikka.  By the time she's on the other side, the platform should have
   swung around to pick up Cho Hakkai.  He can charge straight over it, to once
   again reunite your party.
  ENEMIES: 1x Yaska
           2x Lizardman
           2x Birdman
           2x Wolfman
           2x Conjurer
  TREASURES: (5,2)  Fireball
             (9,8)  Speed Potion
             (2,11) Charm of Defense


=-=-=-=-=-=-=-=-=-=-
----[Battle 15]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Infidel City
  OBJECTIVE:  Defeat King Kobi
  BOSS: 300 HP
     Watch out for Kobi's Stone Bell attack.  It doesn't hit terribly often,
   but it petrifies you if it does.  In case you don't have any De-Stone
   potions around, the treasure in the lower left corner just happens to be
   one.  Just pound him, and the fight should be over relatively quickly.
   Piece of cake.
  ENEMIES: 1x Yaska
           2x Lizardman
           2x Birdman
           2x Wolfman
           2x Conjurer
  TREASURES: (0,0)  Destone Potion
             (1,5)  Scale Mail
             (14,6) Ring of Speed

  ______
 /      \   One of the recipes is located in the chemist in this town.  You need
|  NOTE  |  it to obtain the "Chef's Paradise" scroll.  For more information,
 \______/   read the appendix on "Recipes."

=-=-=-=-=-=-=-=-=-=-
---[Infidel City]---
=-=-=-=-=-=-=-=-=-=-
  Town CD
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Destone Potion
     =Dojo=
          Beginner: Level 13
          Advanced: Level 14
          Master:   Level 15

  ______
 /      \   This is where the two routes merge back into one.
|  NOTE  |  
 \______/  

=-=-=-=-=-=-=-=-=-=-
----[Battle 16]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Mt. Cloud
  OBJECTIVE:  Defeat Lady Tessen
  BOSS: 380 HP
     Recognize those rocks?  They're baaack!  Again, be careful where you step,
   or those Operators will squish you flat.  Unlike their kin on the mountain,
   however, they're happy to rain fire down on those below with their long
   range attack.  Where'd that come from, anyways?  Lady Tessen has a decent
   area attack called Fire Fan, so try not to group everyone together too
   closely.  Also, one of those conjurers back there has poison, which is
   always a nuisance.  Like the Helmet Peak map, just take it slow and cautious
   and you should be fine.
  ENEMIES: 1x Lady Tessen
           3x Birdman
           2x Operator
           2x Conjurer
  TREASURES: N/A

  ______
 /      \   There's an optional party member you might miss at this point.
|  NOTE  |  Check out the appendix on "Reikan" for further details.
 \______/ 
  ______
 /      \   One of the recipes is located in the smith in this town.  You need
|  NOTE  |  it to obtain the "Chef's Paradise" scroll.  For more information,
 \______/   read the appendix on "Recipes."

=-=-=-=-=-=-=-=-=-=-
------[Kucha]-------
=-=-=-=-=-=-=-=-=-=-
  Town SCSDP
     =Shop=
          Noble Clothes
          Purity Robe
          Noble Hat
          Lotus Cap
          Charm of Defense 
          Beads of Speed
          Bramble, Fireball
          Rock Guard
          Spear Thrust
          Poison
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Destone Potion
     =Smith=
          Weapon Level 3
     =Dojo=
          Beginner: Level 17
          Advanced: Level 18
          Master:   Level 19
     =Post=
          Stamina Helm
          Chaos Cap 
          Cursed Robe
          Book of Life
          Soul of Dragon


=-=-=-=-=-=-=-=-=-=-
----[Battle 17]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Plateau Mountain
  OBJECTIVE:  Defeat Kinkau
  BOSS: 550 HP
     Kinkaku has a number of annoying attacks with a very long range.  Be
   careful, and make sure Sanzo is standing by to heal people who get socked
   with them too much.  Non of the items on this level are really worth
   wasting time on, so if you get a clear shot, just aim to take Kinkaku out.
   The longer it drags out, the worse it'll be for you.  If you must, go for
   the conjurers first, then the archers, then the ghoul.
  ENEMIES: 1x Kinkaku
           2x Lizardman
           2x Conjurer
           1x Ghoul
  TREASURES: (7,3) Silver Necklace
             (9,7) Golden Comb
             (3,7) Healing+ Potion


=-=-=-=-=-=-=-=-=-=-
----[Battle 18]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Lotus Cave
  OBJECTIVE:  Defeat Ginkaku
  BOSS: 550 HP
     Though not terribly difficult, this is one of the more interesting battles
   in the game.  You're on a time limit; after a bit, that operator by the
   gourd will start sucking your party members into it, unless you disable her.
   I suggest running Goku forwards and clouding your way to her, while Ryorin
   bypasses that mess in the middle and flies there.  The others can deal with
   the monsters in the pass.  Ginkaku herself is fairly tough, so watch out;
   like Kinkaku, she has a very long range, wide area attack that does decent
   damage.
  ENEMIES: 1x Ginkaku
           2x Birdman
           3x Operator
           1x Conjurer
  TREASURES: N/A


  ______
 /      \   The map branches once again at this point.  As the last time, this
|  NOTE  |  guide assumes you go south first, but the order doesn't matter.
 \______/   


South Path:

  ______
 /      \   A piece of the Emperor's equipment is in this upcoming fight.
|  NOTE  |  You need it for one of the game's secrets (see the appendix on
 \______/   "Emperor").

=-=-=-=-=-=-=-=-=-=-
----[Battle 19]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Cherchen
  OBJECTIVE:  Defeat Master Ko
  BOSS: 460 HP
     Master Ko is surprisingly tough, particularly for a human, which makes
   getting the Emepror Band somewhat difficult (unless you play it smart and
   have Goku cloud straight to it ^_^).  He also has access to a number of
   excellent Gold scrolls, among them Needlemist and Spearthrust.  First
   round, he'll get Steel Skinned, which will keep you from doing more than
   25 damage to him per hit for the next three rounds.  Plus, he carries
   around a bow.
     As if all that weren't enough, you don't have Sanzo for this fight.  But
   beware, if his replacement falls, you still lose, so do NOT kill it.  To
   start off, move someone up to block off that bridge.  This is the easy part;
   wait for your enemies to line up for you, and let loose with Were attacks.
   Watch out for Kikka; the Tiger will keep attacking her, and she can die
   unexpectedly rather quickly if Ko and a Bandit team up on her.  By the time
   the common enemies are dead, Ko's steelskin should have worn off (although
   your Were is likely out of points).  He's still fairly tough, but you should
   be able to drop him in only a couple of rounds.
  ENEMIES: 1x Master Ko
           2x Bandit
           4x Thief
           1x Tiger
  TREASURES: (7,10) Emperor Band
             (1,8)  Noble Hat


=-=-=-=-=-=-=-=-=-=-
-----[Cherchen]-----
=-=-=-=-=-=-=-=-=-=-
  Town CD
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Destone Potion
     =Dojo=
          Beginner: Level 21
          Advanced: Level 22
          Master:   Level 23


=-=-=-=-=-=-=-=-=-=-
----[Battle 20]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Dragon Cliff
  OBJECTIVE:  Defeat Nagini
  BOSS: 550 HP
     The terrain on this map is such that you'll be extremely thankful you
   got Cavalier _beforehand_.  I reccomend summoning him ASAP, so your party
   members can actually navigate that mess of a battle field.  Plus, his spell
   Poleaxe is extremely useful.
     Start off by turning Gojo Were.  Cloud Goku forward as far as possible,
   and have Sanzo summon Cavalier.  Ryorin should smack the Conjurer if she
   can, or else cast Iron Skin.  Next round, Hit the conjurer/Nagini with
   Poleaxe, Darkblade, and whatever Ryorin has, and cloud Goku forwards again.
   Next round, do it again.  Now Goku has met up with Sanzo and Ryorin, the
   conjurer is dead, and Nagini is probably severely wounded.  Next round, she
   should die.
  ENEMIES: 1x Nagini
           3x Ghoul
           2x Conjurer
           2x Operator
  TREASURES: N/A


  ______
 /      \   This is the second section on the North path.  It does not continue
|  NOTE  |  directly from where the South path left off.
 \______/ 

North Path:

=-=-=-=-=-=-=-=-=-=-
----[Battle 21]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Windy Peak
  OBJECTIVE:  Defeat Windy
  BOSS: 460 HP
     This is a neat battle.  I heavily reccomend bringing Gojo, Kikka, Ginrei,
   Goku, and one other person.  Have Sanzo and your extra stand on the plate,
   move Goku and Gojo behind the second big rock, and move Ginrei and Kikka
   behind the first.  Turn Gojo Were (Darkblade!  Infinite range rocks), and
   use him either to fry enemies or to uncover the treasure.  The bandits will
   approach, but Windy will not - pelt them with arrows, and when they get
   close enough, have Goku and Gojo finish those suckers off.
     "What's the big deal about stunwind?!", you may be inclined to adsk.
   It paralyzes you, and hits a huge range.  Other than that, its not so bad.
   You can ignore the rocks completely and just suffer it if you wish, but a
   lucky shot can incapacitate your entire party.
  ENEMIES: 1x Windy
           4x Bandit
           3x Thief
  TREASURES: (3,4)  Magic Potion
             (5,15) Charm of Magic

  ______
 /      \   There's an optional party member you might miss at this point.
|  NOTE  |  Check out the appendix on "Genshi" for further details.
 \______/ 

=-=-=-=-=-=-=-=-=-=-
----[Battle 22]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Inns Town
  OBJECTIVE:  Defeat Chin Genshi
  BOSS: 450 HP
  BOSS: 450 HP
     Old Man Genshi may look physically weak, but don't let that fool you - he
   really is.  Still, don't kill him off immediately; take the time to finish
   off his friends first.  Trust me on this; you'll be thankful you did once
   the Tree Lord puts in its appearance.
     The Tree Lord can paralyze you, which is why it can be a problem.  Worse,
   it can usually do it to a handful of party members at once.  Better safe
   than sorry, I always say, so play it safe here.
  ENEMIES: 1x Chin Genshi
           1x Tree Lord*
           3x Birdman
           2x Conjurer
           2x Lizardman
  TREASURES: (0,4)  Golden Comb


=-=-=-=-=-=-=-=-=-=-
----[Inns Town]-----
=-=-=-=-=-=-=-=-=-=-
  Town CD
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Destone Potion
     =Dojo=
          Beginner: Level 22
          Advanced: Level 23
          Master:   Level 24


  ______
 /      \   This is where the two paths become one again.
|  NOTE  |  
 \______/   
  ______
 /      \   If you have all the recipes, visit the Post here to obtain the
|  NOTE  |  the "Chef's Paradise" scroll.  For more information, read the
 \______/   appendix on "Recipes."

=-=-=-=-=-=-=-=-=-=-
-----[Tokhara]------
=-=-=-=-=-=-=-=-=-=-
  Town SCSDP
     =Shop=
          Iron Armor
          Noble Hat
          Band of Magic
          Charm of Health
          Beads of Bravery
          Blazedart
          Needlemist
          Silence
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Magic+ Potion
          Destone Potion
     =Smith=
          Weapon Level 4
     =Dojo=
          Beginner: Level 23
          Advanced: Level 24
          Master:   Level 25
     =Post=
          Ailing Cap
          Vampire Plate
          Book of Earth
          Book of Gold
          Soul of Mulan


=-=-=-=-=-=-=-=-=-=-
----[Battle 22]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Pteron Castle
  OBJECTIVE:  Defeat Master Baa
  BOSS: 490 HP
     The real danger in this fight is Baa's "trap."  While not immediately
   obvious, that flooring is going to start falling away at the end of each
   round, taking anyone on it with it.  Summon cavalier and run around the
   side for all you're worth, and maybe you'll even get lucky and get some
   of the enemies caught in it.  There's no problem for Goku, of course, since
   he can just cloud out of the middle of it.  What you do from there is up
   to you, but its probably best to have him help your friends get out by
   leveling the fighters blocking your path.
  ENEMIES: 1x Master Baa
           1x Spearman
           3x Fighter
           2x Archer
  TREASURES: (2,10)  Strength Potion
             (7,12)  Magic+ Potion
             (12,10) Iron Helmet


=-=-=-=-=-=-=-=-=-=-
------[Pteron]------
=-=-=-=-=-=-=-=-=-=-
  Town CD
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Destone Potion
     =Dojo=
          Beginner: Level 25
          Advanced: Level 26
          Master:   Level 27


=-=-=-=-=-=-=-=-=-=-
----[Battle 23]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Deadman Gorge
  OBJECTIVE:  Defeat Kid Pyric
  BOSS: 510 HP
     Dropping that bridge probably looks awfully tempting, but I don't
   reccomend it.  The reason is how the enemies behave; if you leave it up,
   they'll fire at you for a bit and then cross.   If you drop it, however,
   you'll be forced into a mad rush against Lizardmen and Pyric's Firebomb
   attack, uphill, which isn't much fun.
     So, ignore the log completely.  Run your forces off to the right and
   crush the small group over there.  When they're done, cloud Goku over to
   meet up with Pyric.  His cronies will wander across the bridge, but
   Pyric won't.  Go back to where you started, and crush the other group
   of enemies, and have Goku either gather the treasure or beat up on
   pyric (who isn't much of a threat to a lone person).
  ENEMIES: 1x Kid Pyric
           3x Lizardman
           2x Operator
           2x Ghoul
  TREASURES: (3,2)  Charm of Health
             (7,5)  Charm of Defense
             (9,10) Kings Helmet

  ______
 /      \   The chemist in this town triggers a sequence necessary for one of
|  NOTE  |  the game's secrets.  Read the appendix on "Emperor" for more
 \______/   details.

=-=-=-=-=-=-=-=-=-=-
----[Pine City]-----
=-=-=-=-=-=-=-=-=-=-
  Town SCD
     =Store=
          Iron Armor
          Iron Helmet
          Robe of Bravery
          Cap of Intent
          Charm of Magic
          Beads of Wisdom
          Major Heal
          Rose Whip
          Fire Guard
          Meteor
          Iceblades
          Ironskin
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Destone Potion
     =Dojo=
          Beginner: Level 28
          Advanced: Level 29
          Master:   Level 30


=-=-=-=-=-=-=-=-=-=-
----[Battle 24]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Deadman Gorge
  OBJECTIVE:  Defeat Mad Turtle
  BOSS: 800 HP
     The trick I suggested the last time you were on this map won't work this
   time, because of Ryorin (who enemies will randomly attack if they can't
   reach elsewhere).  So, position someone(s) in front of the bridge.  After
   a bit, Mad Turtle himself will step onto it.  Drop it at that point, and
   you should do 440 damage to him!  It will also put you out of the range
   of all of his dangerous attacks. This will likely make the fight quite
   short.  No need to bother with his cronies much; after you drop him, a
   couple of quick shots and he's gone.
  ENEMIES: 1x Mad Turtle
           4x Bug
           2x Lizardman
           1x Conjurer
  TREASURES: (4,6) Beads of Bravery
             (7,0) Magic Armor


  ______
 /      \   There's an optional party member you might miss at this point.
|  NOTE  |  Check out the appendix on "Taurus" and "Tessen" for further details.
 \______/ 

=-=-=-=-=-=-=-=-=-=-
----[Battle 25]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Storm Mountain
  OBJECTIVE:  Defeat Scorpia
  BOSS: 800 HP
     The Lizardmen up on the first hill are annoying.  Thankfully, Goku
   completely ignores terrain.  Cloud him up there to give them a swift kick
   in the pants.  Meanwhile, Scorpio will be nice enough to come down from her
   high perch and tango with you one on one.  This gives you an excellent
   opportunity to end this fight early; just focus all your fire on her, and
   she'll drop like one of the bugs her namesake supposedly eats.
     Surviving until she does is the key, as a great deal of fire will be
   focused on you from the moment the battle starts.  A good tactic for this
   sort of thing is to arrange your characters into a cross pattern, which
   Sanzo, Kikka, or Genshi can then Group Heal every turn to keep them all up
   well.  This will also, incidentally, gain them massive amounts of EXP, and
   surprisingly won't cause Scorpio's attacks to be any more effective than
   they already are.  If you're close to running out of MP, just use a magic
   potion.  You can stay like that pretty much indefinately, if you just want
   to gain some levels (or get the Treasures).
  ENEMIES: 1x Scorpio
           4x Lizardman
           3x Operator
           1x Conjurer

  TREASURES: (6,2) Magic+ Potion
             (9,9) Charm of Defense+


=-=-=-=-=-=-=-=-=-=-
----[Battle 26]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Storm Mountain
  OBJECTIVE:  Defeat All Enemies
     Prepare to be annoyed!
     That giant rolling ball will take the first path that offers itself, on
   either side.  Remember that, and make sure you're not in its way at the
   end of the round.  It does about 100-150 damage to whomever it hits, good
   or otherwise.
     If you have the Ultra Tusk attack, place Cho Hakkai on the far right, out
   in front, and have him go Were.  Charge him straight forward as far as you
   can as fast as you can, dodging the ball if you can.  Once he comes in
   contact with Windy, Ultra Tusk him for a solid 350 damage.  After Windy
   dies, go after Baa with that same attack.  It'll make your life a lot
   easier, particularly because of the Raging Boar's great HP.  Windy is the
   second biggest threat in the entire fight, as his stun wind does just
   that: stuns you.  The biggest threat is Nyoi himself, who is both hard
   to get to and also into paralyzing you.  Rhinon is irritating, mainly
   because of his Iron Ring, and Jiko-turned-Sanzo makes it hard to kill him
   and after him, Nyoi).
     If you don't have Ultra Tusk, turn Gojo Were and use his absurdly long
   range attacks to hammer at the bigger threats from the relatively safety
   of the back.  Make sure you have a healthy supply of Cure potions, and
   watch out for the ball.
  ENEMIES: 1x Nyoi
           1x Rhinon
           1x Baa
           1x Tigra
           1x Windy
           1x Sanzo
  TREASURES: N/A


  ______
 /      \   A piece of the Emperor's equipment is in this upcoming fight.
|  NOTE  |  You need it for one of the game's secrets (see the appendix on
 \______/   "Emperor").

=-=-=-=-=-=-=-=-=-=-
----[Battle 27]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Storm Mountain
  OBJECTIVE:  Defeat Lord Taurus
  BOSS: 700 HP
  BOSS: 950 HP
     Turn Sa Gojo Were.  His ability to hit things no matter where they are on
   the screen is absolutely invaluable, particularly when you need to destroy
   those cannons.  They hit a large area, though they only shoot straight
   forward.  Use Dark Blade to cut one of them off on the second round of
   combat, and don't bother with the other...just crowd onto that side, and
   gang up on the enemies there.  Neither of the Operators will bother you,
   until you both blow up their cannon AND get the treasure under it, so don't
   worry about them.  Next round, use one of his huge area attacks to wreak
   havoc on your enemies, which should have nicely lined up for you (but make
   sure to save a few points for the treasure!).
     One of those Sorcerers is a powerful healer.  Make sure you kill it as
   soon as you get the chance, and make sure that the guardian you summon is
   Mother - you'll need the extra HP, as you're fairly well outnumbered.  The
   other Sorcerer will strengthen Taurus as soon as the battle begins, which
   is a real pain, but after that he's not much of a threat.  Worry more about
   the cannons and those three Ghouls.
     Lastly, kill off all of Taurus' friends before you finish him off, or his
   Wereform will make you regret it.  
  ENEMIES: 1x Lord Taurus
           3x Ghoul
           2x Sorcerer
           2x Lizardman
           2x Operator
  TREASURES: (2,8)  Healing+ Potion
             (8,8)  Magic+ Potion
             (5,14) Emperor Soul


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------[Chapter III]---------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

  ______
 /      \   The chemist in this town triggers part of the Star Ore quest.  For
|  NOTE  |  more information, read the appendix on "Star Ore."
 \______/   

=-=-=-=-=-=-=-=-=-=-
--[Frontier Town]---
=-=-=-=-=-=-=-=-=-=-
  Town SCD
     =Store=
          Iron Armor
          Steel Armor
          Robe of Light
          Cap of Intent
          Charm of Health
          Group Heal
          Major Heal
          Stone Blood
          Divine Spear
          Heal
          Cure
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Healing+ Potion
          Destone Potion
     =Smith=
          Weapon Level 4
     =Dojo=
          Beginner: Level 31
          Advanced: Level 32
          Master:   Level 33


=-=-=-=-=-=-=-=-=-=-
----[Battle 28]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Star Cave
  OBJECTIVE:  Defeat Kid Pyric
  BOSS: 710 HP
     The designers of this map wanted you to use that silly lift to get down
   to Kid Pyric, and suffer his Firebombs while you went for that shiny looking
   chest that turns out to be useless.  Don't do that.
     Once you finish off the enemies at the top where you start, line up your
   archers/mages and kill that first bug.  Cloud Goku over to pick up the
   chest, and then back again.  Through all this, none of the lower position
   enemies will have moved.  Now, send Goku down the lift.  Leave him there
   for two turns, and the three remaining will rush forward suicidely, right
   into your bow range.  Cloud back up, and enjoy raining death on them from
   above.
     That's all it takes, and there's a good chance nothing but the Dinomen
   will ever hit you during you this fight.
  ENEMIES: 1x Kid Pyric
           3x Bug
           4x Ghoul
           2x Dinoman
  TREASURES: (8,12) White Gold Armband


=-=-=-=-=-=-=-=-=-=-
----[Battle 29]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Mount Stone
  OBJECTIVE:  Defeat Mahoraga
  BOSS: 900 HP
     Start out this fight by moving all your party members to attack that group
   in the ruins to your right.  It'll take Mahoraga at least two turns just to
   reach you (he doesn't really teleport; that's just a pretty animation to
   accompany his flying move 4).  While you're over there, pick up the Emperor
   Crown, a great helmet for Sanzo.  Once all these enemies are dead, head off
   into the middle.
     All the other enemies should have grouped there trying to reach you, with
   the exception of the archers.  Nice of them to line up like that for you;
   smash then unmercifully with area attacks, and then go after the archers.
   Mahoraga doesn't do all that much damage, but he has the capability to poison
   you, and is rather hard to catch thanks to his movement.  Save him for last
   unless you get a really, really good opening somewhere.  He has enough HP
   that it'll probably take a few rounds just to finish him off, as well.
  ENEMIES: 1x Mahoraga
           3x Dinoman
           3x Operator
           3x Wolfman
  TREASURES: (13,1) Emperor Crown

  ______
 /      \   The smith in this town triggers part of the Star Ore quest.  For
|  NOTE  |  more information, read the appendix on "Star Ore."
 \______/   
  ______
 /      \   The dojo in this town triggers part of the Star Ore quest.  For
|  NOTE  |  more information, read the appendix on "Star Ore."
 \______/   

=-=-=-=-=-=-=-=-=-=-
---[Midnight Tor]---
=-=-=-=-=-=-=-=-=-=-
  Town SCD
     =Store=
          Robe of Colors
          Helmet of Bravery
          Cap of Attainment
          Charm of Magic
          Luck Stone
          Book of Wisdom
          Blazeball
          Comet
          Swordmist
          WinterBreath
          RockShield
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Life Potion
          Healing+ Potion
          Destone Potion
     =Smith=
          Weapon Level 4
     =Dojo=
          Beginner: Level 34
          Advanced: Level 35
          Master:   Level 36


=-=-=-=-=-=-=-=-=-=-
----[Battle 30]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Ice Peak
  OBJECTIVE:  Defeat Deva
  BOSS: 999 HP
     No treasure in this fight, so don't waste your time.  Deva has a bunch of
   HP, and an area attack that stuns.  His sword, the JusticeBlade, is funny -
   check out its attack sometime =).  For all that, he's not all that dangerous,
   just as long as you're careful not to group everyone together for him.
     To start off with, ignore those impulses telling you to suicidely charge
   down that hill you're standing on, into the valley, and up the other hill
   just so your enemies can surround you.  Stand your ground; they'll come to
   you in twos and threes, making it easy to finish them off.  If you happen to
   have Heaven's Garden, you may just want to send them all back to bash on
   Deva and each other.  Regardless, don't leave that first rise, and you'll
   find this fight really isn't terribly difficult.
  ENEMIES: 1x Deva
           3x Operator
           3x Crowman
           2x Sorcerer
  TREASURES: N/A

  ______
 /      \   The post in this town triggers part of the Star Ore quest.  For
|  NOTE  |  more information, read the appendix on "Star Ore."
 \______/   

=-=-=-=-=-=-=-=-=-=-
----[Port Town]-----
=-=-=-=-=-=-=-=-=-=-
  Town SCSDP
     =Store=
          Dragon Armor
          Sage Robe
          Winged Crown
          Armlet of Bravery
          Charm of Defense
          Band of Magic
          Lightning
          Stalagmite
          Divine Bolt
     =Chemist=
          Healing Potion
          Magic Potion
          Cure Potion
          Life Potion
          Healing+ Potion
          Destone Potion
     =Smith=
          Weapon Level 5
     =Dojo=
          Beginner: Level 37
          Advanced: Level 38
          Master:   Level 39
     =Post=
          Full Plate
          Trial Robe
          Book of Water
          Book of Fire
          Soul of the Swan


=-=-=-=-=-=-=-=-=-=-
----[Battle 31]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Wing Mountain
  OBJECTIVE:  Defeat Vala
  BOSS: 1200 HP
     Once again, I must stress the importance of not just charging blindly,
   particularly when your enemies start in such a great location.  Instead,
   fall back to the back wall - or therabouts - and stay there until they come
   to you.  They'll be more than happy to, giving you ample time to smash them
   on their way down.
     You likely have a number of good area attacks at this point, and you'll
   find that combining them is a great way to kill off large of numbers of
   enemies painlessly.  Lightning is extremely powerful, and can often finish
   off a mostly healthy enemy; your Wereforms likely have access to their fifth
   and six level attacks, again an incredible advantage.  Hand to hand probably
   still does fair damage, but all of these should vastly outweigh it in both
   damage and number of foes struck.  Use them.
     For all that, Vala is surprisingly tough.  This new breed of monsters the
   third chapter has introduced tend to have a whole lot of HP, and as usual
   he has access to a number of good area attacks.  Be careful, and remember not
   to just charge forward.  Pick your fights.  If you have Emperor, you'll find
   DragonWhip a lot of fun, and deadly effective, and the extended move coupled
   with the lesser extensions of the other guardians extremely useful.  This is
   the first battle you get to fight at truly full power, and the results will
   likely surprise you.
  ENEMIES: 1x Vala
           3x Operator
           2x Crowman
           2x Dinoman
  TREASURES: (3,1) Winged Crown
             (8,3) Sage Armor


=-=-=-=-=-=-=-=-=-=-
----[Battle 32]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Puppet's Peak
  OBJECTIVE:  Defeat Aspara
  BOSS: 1200 HP
     This battle is much harder than the fight with Vala a moment ago, mostly
   because of the terrain.  Emperor or Cavalier are a must for navigation,
   preferably the former (if you got him).  That spike in the middle is truly
   irritating, as the path to the other side (and to Aspara) is only a single
   panel wide, making it easy to block off and difficult to pass through. Worse,
   Aspara has a number of great ranged area attacks that can either paralyze or
   poison you.
     As usual, you're outnumbered; and as you've probably discovered, both the
   Ghouls and the Bugs are some of the more dangerous of the 'weak' enemies,
   with a lot of HP.  Your best bet is to stick together, sending at most one
   high defense/HP person to block off the other side of the tree, and using the
   others to smash your way through to Aspara.  The sit and wait tactic won't
   work here, in part because of your enemies, and in part because Aspara isn't
   interested in coming to you.
     Both those Wolfmen by Aspara are sorcerers.  One is an attacker, and one is
   a healer.  Kill the healer as fast as you can, or it may undo a good deal of
   your work.  Otherwise, the only thing likely to give you lasting heartburn is
   Aspara herself.  by the time this fight is over, you'll be absolutely sick of
   cure potions.  
  ENEMIES: 1x Aspara
           3x Bug
           3x Ghoul
           3x Wolfman
  TREASURES: N/A


=-=-=-=-=-=-=-=-=-=-
----[Battle 33]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Kannaoj
  OBJECTIVE:  Defeat Garda
  BOSS: 1100 HP
     This battle is, as you might expect, much easier than the previous one.
   Not only is the terrain not nearly as restricting, but Garda is nowhere near
   as dangerous as Aspara was.  That cannon at the top is even one of those
   back from chapter 2, and incapable of doing more than about 50 damage, and
   that only in a straight line.  The only thing remotely difficult about this
   fight is keeping Garda alive long enough to pick up the two great treasures
   here.  Also, if you check out her weapon, shoddy worksmanship once again
   proves to be a trademark of your enemies.  Its fun to actually get to fight
   a boss whose deadliest attack is Blazeball. =)
  ENEMIES: 1x Garda
           3x Operator
           3x Crowman
           2x Sorcerer
  TREASURES: (5,2) ShakeShield
             (3,7) Wisdom Potion
             (5,8) Armor of Shiyu


=-=-=-=-=-=-=-=-=-=-
----[Battle 34]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Thunder Temple
  OBJECTIVE:  Defeat Yaska
  BOSS: 1200 HP
     This battle is something of a cross between the Garda and the Aspara
   battles.  Its not as easy as the former, nor as difficult as the latter.
   Yaska has access to a handful of good area attacks, but thankfully they
   don't inflict status ailments left and right like some of the others.  The
   three ghouls are in the worst position possible for you, but one of the
   Dinomen has a big "Kill me" label on his forehead, and one of the sorcerers
   is convinced its a swordsman.  It'll cast strength on itself, and then run
   around whacking people with its staff. =)
      Your first objective is to take out that gag of ghouls in the center of
   the map.  You'll probably hurt Yaska a good deal while doing so...too bad
   ^_^.  Focus all your big guns on them until all three are dead, which will
   instantly make this fight a lot more manageable.
      What to do next is up to you.  Suffer Yaska's attacks and run around with
   Cloud collecting treasure, or just take him out quickly.  Depends on how
   badly you want the items...they are pretty good, though.
  ENEMIES: 1x Yaska
           3x Ghoul
           2x Dinoman
           2x Sorcerer
  TREASURES: (12,9) Soul of Magic
             (6,5)  Magic+ Potion
             (2,3)  Pure Land robe



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------[Chapter IV]---------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


=-=-=-=-=-=-=-=-=-=-
----[Battle 35]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Heaven's Door
  OBJECTIVE:  Defeat Nagini
  BOSS: 1200 HP
     Don't bring anyone Gold element to this battle, even Ryorin.  Nagini has a
   real tendency to kill them off, since they're weak to her attacks; and for
   the first time, those attacks can _hurt_.  If you have Heaven's Garden, use
   it; not only will it reveal the treasures, but it should charm about half
   your enemies.  Kill Nagini quick, before she starts getting to you.
   Thankfully, the first thing she does is charge right into the middle of
   things, giving you plenty of opportunities to whack her around a little.
  ENEMIES: 1x Nagini
           2x Harpy
           2x Dinoman
           2x Crowman
  TREASURES: (1,3) Cap of Wisdom
             (9,6) Magic+ Potion


=-=-=-=-=-=-=-=-=-=-
----[Battle 36]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Martyr's Stairs
  OBJECTIVE:  Defeat Deva
  BOSS: 1400 HP
     This map is unfortunately small.  Deva's attacks aren't as strong as
   Nagini's, but they do nasty things like poison you; and those bugs and
   ghouls are exactly where they need to be to keep you from getting to him.
   Worse, both of those Harpies are healers, which means you may not be able
   to take out those bugs on the first round.
     Your second round will likely consist of you injuring Deva little, but you
   should at the least be able to finish off the bugs/harpies.  Just completely
   ignore those Ghouls coming up the other side; the fight will over, one way
   or the other, by the time they reach you.  With his support gone, Deva is
   vulnerable; launch everything you have at him, particularly such powerful
   attacks as Lightning, Charmblade, or Arrowstrike.  He has a lot of HP, but
   without his friends there to absorb damage he'll be losing it at a phenomenal
   rate.  Keep it up, and you'll have him finished off by the end of turn 3/4 - 
   or you'll know that, in a few more turns, he'll have done the same to you.
  ENEMIES: 1x Deva
           2x Harpy
           3x Bug
           2x Ghoul
  TREASURES: (1,9) Magic+ Potion
             (4,9) Life Potion


=-=-=-=-=-=-=-=-=-=-
----[Battle 37]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Purity Hall
  OBJECTIVE:  Defeat Garda
  BOSS: 1300 HP
     Garda is truly dangerous.  All of her attacks have an MO better than 100,
   and two of them hit very wide areas.  Beware; particularly for anyone aligned
   with Gold.  You start off in the worst possible place on the map, almost
   surrounded by your enemies.
     Your best bet is to charge forward recklessly (yeah, yeah, I know).  Aim at
   taking down those two Sorcerers, and then ignore all else and focus all your
   fire on Garda.  The map is small, so you'll be all bunched together for her
   most of the time - but she doesn't have anywhere to run.  Keep up the
   presure, something has to give, and think heavily about bringing both Gojo
   and Reikan to this battle.  Being Water elemental, they'll automatically be
   strong to her attacks, and their magicks will damage her more.
  ENEMIES: 1x Garda
           2x Harpy
           2x Dinoman
           2x Harpy
           2x Sorcerer
  TREASURES: N/A


=-=-=-=-=-=-=-=-=-=-
----[Battle 38]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: Truths Temple
  OBJECTIVE:  Defeat Asura
  BOSS: 1800 HP
     This is easily one of the most interesting last bost fights I've ever seen,
   and a good challenge.  I suggest you try at least once to beat it on your
   own; even if you lose, you'll enjoy it.  I guarantee.
     Still need help?  Read on:
     Those crystals are extremely difficult to get to.  You've probably noticed
   that by now.  The best route to getting them is to use Goku's cloud.  You
   don't destroy them in case you're wondering; you have to Use them.  Have Goku
   cloud around the edges destroying crystals while your main party handles
   Azura and his minions.
     See that sorcerer on the upper left?  He has Ultra Poison.  Trust me on
   this and kill him as quickly as you are physically able, or he will make you
   regret it.  Not only does it do a ton of damage, but it poisons you as well
   (in case you hadn't gathered that =P).  Asura himself has Divine Bolt and
   Inferno, both very good spells.  Once you've taken out his minions, array
   your party into a mostly-cross (one of your people, who is Were, shouldn't
   be in it).  Asura will waste his time attacking the cross with one of his
   two attacks; just keep group healing it, and you should be fine.  Once Goku
   takes out the last crystal, break apart and let fly with everything you have
   on Asura.
     If Cho Hakkai knows Ultra Tusk, use it.  It'll shorten the fight.  If he
   doesn't, don't sweat it; most of your damage comes from other sources.  Asura
   has lots of HP, but even he won't last long under the constant smashing of
   an entire group of enemies.  Good luck!
  ENEMIES: 1x Asura
           2x Harpy
           2x Dinoman
           2x Harpy
           2x Sorcerer
  TREASURES: N/A


=-=-=-=-=-=-=-=-=-=-
----[Battle 39]-----
=-=-=-=-=-=-=-=-=-=-
  MAP: ???
  OBJECTIVE:  Defeat ???
  BOSS: 2800 HP
     I would have preferred to leave this section out entirely, but this is an
   extremely hard fight, and people might well need some help with it.  So while
   I'm forced to ruin the surprise of their being another fight, I'll keep its
   origins as shrouded in mystery as I can.  You can try and guess as to just
   who you get to fight now =)
     First off, ignore the "peripheral" enemies completely.  Aim all your fire
   at the "main" one.  It has tons of HP, but trust me - if you try to kill the
   others, you'll die long before you accomplish your goal.  Smack it with
   everything you have, and only heal those near death.  You'll probably lose
   nearly a character a round during this fight, but as long as you keep up the
   pressure, you'll win regardless.  If you have enough MP, or a bunch of MP
   regaining stuff equipped, you may want to try and keep everyone's HP up with
   UltraLife, but that only lasts so long.  Don't bother summoning a Guardian -
   Lightning is stronger - and don't turn into a Were, unless its to use Ultra
   Tusk.  Oh, and Arrowstrike doesn't work on him >_<.
     Good luck, and God Speed!
  ENEMIES: ???
  TREASURES: N/A


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[F.       Lists         ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
------------[Spell Scrolls]-------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


=-=-=-=-=-=-=-=-=-=-
-------[Life]-------
=-=-=-=-=-=-=-=-=-=-

     =Heal=
          MP: 20
          Rng: 2, 4U/4D
          Area: 0
          Heals 70 + (LLvl * 2) HP

     =Cure=
          MP: 8
          Rng: 2, 4U/4D
          Area: 0
          Heals all status except stone

     =Group Heal=
          MP: 43
          Rng: 2, 4U/4D
          Area: 1
          Heals 100 + (LLvl * 2) HP

     =Bramble=
          MP: 18
          Rng: 4, 8U/MaxD
          Area: 0
          Does (LLvl * 2) + [25 * 1.5] damage

     =Major Heal=
          MP: 36
          Rng: 2, 4U/4D
          Area: 0
          Heals 200 + (LLvl * 2) HP

     =Rose Whip=
          MP: 37
          Rng: 1, 8U/MaxD
          Area: 1
          Does (LLvl * 2) + [45 * 1.5] damage
          Causes paralysis

     =Life=
          MP: 70
          Rng: 2, 4U/4D
          Area: 0
          Heals 999 + (LLvl * 2) HP
          Cures all status

     =Lightning=
          MP: 72
          Rng: 4, MaxU/MaxD
          Area: 0
          Does (LLvl * 2) + [105 * 1.5] damage

     =UltraLife=
          MP: 90
          Rng: 4, 8U/MaxD
          Area: 1
          Heals 999 + (LLvl * 2) HP
          Cures all status


=-=-=-=-=-=-=-=-=-=-
-------[Fire]-------
=-=-=-=-=-=-=-=-=-=-

     =Fire Dart=
          MP: 19
          Rng: 3, 8U/MaxD
          Area: 0
          Does Mgc + (FLvl * 2) + [35] - EMgc damage

     =Strength=
          MP: 37
          Rng: 1, 4U/4D
          Area: 0
          Off UP

     =Fireball=
          MP: 32
          Rng: 2, 8U/MaxD
          Area: 1
          Does Mgc + (FLvl * 2) + [35] - EMgc damage

     =Blazedart=
          MP: 30
          Rng: 4, 8U/MaxD
          Area: 0
          Does Mgc + (FLvl * 2) + [50] - EMgc damage

     =Fire Guard=
          MP: 55
          Rng: 0, 4U/4D
          Area: Ring
          Does Mgc + (FLvl * 2) + [50] - EMgc damage

     =Fire Guard=
          MP: 65
          Rng: 0, 4U/4D
          Area: 1
          Off UP

     =Blaze Ball=
          MP: 82
          Rng: 2, 8U/MaxD
          Area: 3
          Does Mgc + (FLvl * 2) + [65] - EMgc damage

     =Inferno=
          MP: 90
          Rng: 3, 8U/MaxD
          Area: 2
          Does Mgc + (FLvl * 2) + [80] - EMgc damage

     =Clone=
          MP: 100
          Rng: 0, 0U/0D
          Area: 3
          Does Mgc + (FLvl * 2) + [95] - EMgc damage


=-=-=-=-=-=-=-=-=-=-
------[Earth]-------
=-=-=-=-=-=-=-=-=-=-


     =Rock Drop=
          MP: 14
          Rng: 2, MaxU/MaxD
          Area: 0
          Does Mgc + (ELvl * 2) + [35] - EMgc damage

     =Rock Shield=
          MP: 22
          Rng: 2 4U/4D
          Area: 0
          Def UP

     =Rock Guard= 
          MP: 29
          Rng: 0, 4U/4D
          Area: Ring
          Does Mgc + (ELvl * 2) + [33] - EMgc damage

     =ShakeShield= 
          MP: 34
          Rng: 0, 0U/0D
          Area: 1
          Mgc Defense UP

     =Chef's Paradise=
          MP: 48
          Rng: 2, 4U/MaxD
          Area: 2
          Does Mgc + (ELvl * 2) + [60] - EMgc damage

     =Meteor=
          MP: 41
          Rng: 2, MaxU/MaxD
          Area: 0
          Does Mgc + (ELvl * 2) + [55] - EMgc damage

     =Stone Blood=
          MP: 39
          Rng 2, 8U/MaxD
          Causes stone

     =Comet=
          MP: 58
          Rng: 3, MaxU/MaxD
          Area: 1
          Does Mgc + (ELvl * 2) + [58] - EMgc damage

     =Stalagmite=
          MP: 67
          Rng: 0, 0U/0D
          Area: 3
          Does Mgc + (ELvl * 2) + [83] - EMgc damage


=-=-=-=-=-=-=-=-=-=-
------[Water]-------
=-=-=-=-=-=-=-=-=-=-

     =Water Blade=
          MP: 30
          Rng: 3, 8U/MaxD
          Area: 0
          Does 10 + (WLvl * 2) + [35] damage
          Off DOWN

     =Water Heal=
          MP: 22
          Rng: 2, 4U/4D
          Area: 0
          Heals 60 + (WLvl * 2) HP
          Cancels Poison

     =Poison=
          MP: 32
          Rng: 3, 8U/Max D
          Area: 0
          Does Mgc + (WLvl * 2) + [44] - EMgc damage
          Causes poison

      =Silence=
          MP: 19
          Rng: 3, 8U/Max D
          Area: 0
          Causes silence

      =IceBlades=
          MP: 36
          Rng: 4, 8U/MaxD
          Area: 0
          Does Mgc + (WLvl * 2) + [57] - EMgc damage
          Causes paralysis

     =WaterPure=
          MP: 55
          Rng: 2, 4U/4D
          Area: 0
          Heals 140 + (WLvl * 2) HP
          Off UP

     =WinterBreath=
          MP: 62
          Rng: 0, 0U/0D
          Area: 2
          Does Mgc + (WLvl * 2) + [55] - EMgc damage
          Causes paralysis

     =UltraPoison=
          MP: 78
          Rng: 3, 8U/MaxD
          Area: 2
          Does Mgc + (WLvl * 2) + [68] - EMgc damage
          Causes Poison


=-=-=-=-=-=-=-=-=-=-
-------[Gold]-------
=-=-=-=-=-=-=-=-=-=-

     =Iron Skin=
          MP: 16
          Rng: 0, 0U/0D
          Area: 0
          Def UP

     =Needles=
          MP: 20
          Rng: 3, 8U/MaxD
          Area: 0
          Does

     =Spearthrust=
          MP: 32
          Rng: 3, 2U/2D
          Area: Line 1
          Does Mgc + (GLvl * 2) + [30] - EMgc damage

     =Needlemist=
          MP: 40
          Rng: 0, 4U/4D
          Area: Ring
          Does Mgc + (GLvl * 2) + [40] - EMgc Damage

     =Steelskin=
          MP: 72
          Rng: 0, 0U/0D
          Area: 0
          Def UP

     =Divine Spear=
          MP: 45
          Rng: 5, 2U/2D
          Area: Line
          Does Mgc + (GLvl * 2) + [51] - EMgc Damage

     =Sword Mist=
          MP: 50
          Rng: 1, 4U/4D
          Area: 2
          Does Mgc + (GLvl * 2) + [60] - EMgc damage

     =Divine Bolt=
          MP: 63
          Rng: 6, 2U/2D
          Area: Line
          Does Mgc + (GLvl * 2) + [75] - EMgc damage


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------[Equipment]---------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


=-=-=-=-=-=-=-=-=-=-
------[Robes]-------
=-=-=-=-=-=-=-=-=-=-

     =Fiber Robe=
          Defense +5

     =Woven Robe=
          Defense +10

     =Purity Robe=
          Defense +15
          Cancels poison

     =Robe of Light=
          Defense +20
          Heals 25 HP/turn

     =Cursed Robe=
          Def +22
          Luck -20

     =Trial Robe=
          Def +26
          Heals -8 HP/turn

     =Sage Robe=
          Def +26
          Heals 10 MP/turn

     =Pure Land robe=
          Def +30
          Cancels all status


=-=-=-=-=-=-=-=-=-=-
-------[Caps]-------
=-=-=-=-=-=-=-=-=-=-

     =Priest's Cap=
          Defense +3

     =Monk's Cap=
          Defense +7

     =Lotus Cap=
          Defense +11

     =Cap of Intnet=
          Defense +15
          Cancels silence

     =Chaos Cap=
          Def +18
          MP DOWN

     =Ailing Cap=
          Def +18
          Can't use potions

     =Cap of Attainment=
          Def +20
          Mgc +4

     =Cap of Wisdom=
          Def +23
          Mgc +8


=-=-=-=-=-=-=-=-=-=-
---[Heavy Armor]----
=-=-=-=-=-=-=-=-=-=-

     =Clothes=
          Defense +5
          Equippable by Sanzo

     =Leather Jerkin=
          Defense +9

     =Chain Mail=
          Defense +13

     =Scale Mail=
          Defense +17

     =Noble Clothes=
          Equippable by Sanzo
          Defense +21
          Add tp your Magic Defense

     =Robe of Bravery=
          Equipped: Male
          Defense +22
          War +4

     =Robe of Colors=
          Equipped: Female
          Defense +22
          Heals 15 HP/round

     =Iron Armor=
          Defense +25
          Speed -3

     =Emperor Armor=
          Defense +25
          Magic Defense +7

     =Full Plate=
          Defense +27
          Move -1

     =Magic Armor=
          Defense +29
          Mgc +5

     =Chamption's Armor=
          Defense +29
          War +5

     =Steel Armor=
          Defense +30

     =Vampire Plate=
          Defense +30
          Heals -8 HP/turn

     =Armor of Light=
          Defense +32
          Heals 20 HP/turn

     =Sage Armor=
          Defense +32
          Heals 10 HP/turn

     =Dragon Armor=
          Defense +35

     =Armor of Shiyu=
          Equipped: Male
          Defense +38
          Cancels all status


=-=-=-=-=-=-=-=-=-=-
-----[Helmets]------
=-=-=-=-=-=-=-=-=-=-

     =Turban=
          Equippable by Sanzo
          Defense +2

     =Leather Helmet=
          Defense +5

     =Steel Cap=
          Defense +7

     =Noble Hat=
          Equippable by Sanzo
          Defense +10
          Adds to your Magic Defense

     =Iron Helmet=
          Defense +13

     =Emperor Helmet=
          Defense +13
          Luck +4

     =Helmet of Intent=
          Defense +16
          Cancels charm

     =Helmet of Bravery=
          Defense +17
     
     =Kings Helmet=
          Defense +20
          Cancels paralysis

     =Winged Crown=
          Defense +21

     =Emperor's Crown=
          Equippable by Sanzo
          Defense +23
          Cancels silence

     =Stamina Helm=
          Defense +24
          Can't use potions


=-=-=-=-=-=-=-=-=-=-
---[Accessories]----
=-=-=-=-=-=-=-=-=-=-

     =Life Chain=
          Equiped: All
          Ups Life growth rate

     =Fire Chain=
          Equiped: All
          Ups Fire growth rate

     =Earth Chain=
          Equipped: All
          Ups Earth Growth rate

     =Gold Chain=
          Equipped: All
          Ups Gold growth rate

     =Water Chain=
          Equipped: All
          Ups Water growth rate

     =Speed Band=
          Equipped: Females
          Speed +8

     =Water Beads=
          Equipped: All
          Mgc +5
          Watermeld

     =Beads of Luck=
          Equipped: Sanzo
          Luck +6

     =Beads of Speed=
          Equipped: Sanzo
          Speed +6

     =Beads of Bravery=
          Equipped: Sanzo
          War +4

     =Beads of Wisdom=
          Equipped: Sanzo
          Mgc +4

     =Luck Stone=
          Equipped: All
          Luck +6

     =Wind Crystal=
          Equipped: All
          Cancels paralysis

     =Spring Comb=
          Equipped: Females
          Cancels Charm

     =Ring of Speed=
          Equipped: All
          Speed +6

     =Charm of Defense=
          Equipped: All
          Defense +5

     =Charm of Defense+=
          Equipped: All
          Defense +11

     =Charm of Magic=
          Equipped: All
          Heal 5 MP/Turn

     =Charm of Magic+=
          Equipped: All
          Heal 10 MP/Turn

     =Charm of Health=
          Equipped: All
          Heal 15 HP/Turn

     =Charm of Health+=
          Equipped: All
          Heal 30 HP/Turn

     =Book of Life=
          Equipped: All
          Ups Life growth rate

     =Book of Earth=
          Equipped: All
          Ups Earth growth rate

     =Book of Gold=
          Equipped: All
          Ups Gold growth rate

     =Book of Fire=
          Equipped: All
          Ups Fire growth rate

     =Book of Water=
          Equipped: All
          Ups Water growth rate

     =Book of Wisdom=
          Equipped: All
          Magic Offense +4

     =Soul of Dragon=
          Equipped: Male
          Off +10

     =Soul of Mulan=
          Equipped: Female
          Magic Defense +20

     =Soul of the Swan=
          Equipped: Female
          Heals 30 HP/turn

     =Soul of Magic=
          Equipped: All
          Magic Offense +13

     =Torrent Belt=
          Equipped: Gojo
          Magic Offense +6

     =Silver Necklace=
          Equipped: Female

     =Golden Comb=
          Equipped: Female

     =Emperor Band=
          Equipped: All
          Speed +12

     =Emperor Soul=
          Equipped: All
          Cancels all status effects

     =Band of Magic=
          Equipped: All
          Magic Defense +5

     =Band of Magic+=
          Equipped: All
          Magic Defense +11

     =Striding Boots=
          Equipped: All
          Move +1

     =Flying Sash=
          Equipped: All
          Move: flies

     =White Gold Armlet=
          Equipped: All

     =Armlet of Bravery=
          Equipped: All
          Offense +4

     =Turtle Cloth=
          Equipped: All
          Heals 5 HP/turn

     =Deer Sandles=
          Equipped: Cho Hakkai
          Move +1


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------[Potions]----------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


=-=-=-=-=-=-=-=-=-=-
---[Stat Potions]---
=-=-=-=-=-=-=-=-=-=-

      =Speed Potion=
           Speed +2

      =Wisdom Potion=
           Mgc +2 

      =Luck Potion=
           Luck +2

      =Strength Potion=
           War +2

      =Gallant Ale=
           War +8
           Only usable by men


=-=-=-=-=-=-=-=-=-=-
-[Healing Potions]--
=-=-=-=-=-=-=-=-=-=-

      =Healing Potion=
           Heals 90 HP

      =Healing+ Potion=
           Heals 200 HP

      =Magic Potion=
           Heals 45 MP

      =Cure Potion=
           Cures all status (except Stone)

      =Destone Potion=
           Cures Stone

      =Life Potion=
           Heals HP to full, cures all status

      =Angel Fruit=
           Heals HP to full, cures all status

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------[Weapons]----------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


=-=-=-=-=-=-=-=-=-=-
------[Nyoibo]------
=-=-=-=-=-=-=-=-=-=-

     =Level 1=
          Off +8
          Rng: 1, 4U/6D
          Area: Touch 0

     =Level 2=
          Off +13
          Rng: 2, 4U/6D
          Area: Straight

     =Level 3=
          Off +18
          Rng: 2, 4U/6D
          Area: Straight

     =Level 4=
          Off +24
          Rng: 2, 4U/6D
          Area: Straight

     =Level 5=
          Off +31
          Rng: 3, 4U/6D
          Area: Straight

     =Level Max=
          Off +38
          Rng: 3, 4U/6D
          Area: Line 1
          Move +1


=-=-=-=-=-=-=-=-=-=-
----[Iron Rake]-----
=-=-=-=-=-=-=-=-=-=-

     =Level 1=
          Off +8
          Rng: 1, 4U/6D
          Area: Touch 0

     =Level 2=
          Off +14
          Rng: 1, 4U/6D
          Area: Touch 0

     =Level 3=
          Off +21
          Rng: 1, 4U/6D
          Area: Touch

     =Level 4=
          Off +28
          Rng: 1, 4U/6D
          Area: touch

     =Level 5=
          Off +37
          Rng: 1, 4U/6D
          Area: touch

     =Level Max=
          Off +43
          Rng: 1, 4U/6D
          Area: Ring


=-=-=-=-=-=-=-=-=-=-
---[Golden Sword]---
=-=-=-=-=-=-=-=-=-=-

     =Level 1=
          Off +6
          Rng: 1, 4U/6D
          Area: Straight

     =Level 2=
          Off +12
          Rng: 1, 4U/6D
          Area: Straight

     =Level 3=
          Off +18
          Rng: 1, 4U/6D
          Area: Straight

     =Level 4=
          Off +24
          Rng: 2, 4U/6D
          Area: Straight

     =Level 5=
          Off +30
          Rng: 2, 4U/6D
          Area: Straight

     =Level Max=
          Off +36
          Rng: 2, 4U/6D
          Area: Line 1
          Move +1


=-=-=-=-=-=-=-=-=-=-
-----[Moonpole]-----
=-=-=-=-=-=-=-=-=-=-

     =Level 1=
          Off +9
          Rng: 2, 4U/6D
          Area: Straight

     =Level 2=
          Off +14
          Rng: 2, 4U/6D
          Area: Straight

     =Level 3=
          Off +19
          Rng: 2, 4U/6D
          Area: Straight
          Speed +3

     =Level 4=
          Off +24
          Rng: 3, 4U/6D
          Area: Straight
          Speed +7

     =Level 5=
          Off +29
          Rng: 3, 4U/6D
          Area: Straight
          Speed +11

     =Level Max=
          Off +36
          Rng: 3, 4U/6D
          Area: Line 1
          Speed +15


=-=-=-=-=-=-=-=-=-=-
---[Heartseeker]----
=-=-=-=-=-=-=-=-=-=-

     =Level 1=
          Off +11
          Rng: 4 8U/MaxD
          Area: Bow

     =Level 2=
          Off +15
          Rng: 4, 8U/MaxD
          Area: Bow

     =Level 3=
          Off +20
          Rng: 5, 8U/MaxD
          Area: Bow

     =Level 4=
          Off +25
          Rng: 5, 8U/MaxD
          Area: Bow

     =Level 5=
          Off +30
          Rng: 6, 8U/MaxD
          Area: Bow

     =Level Max=
          Off +35
          Rng: 6, 8U/MaxD
          Area: Bow 1
          Heal MP 20


=-=-=-=-=-=-=-=-=-=-
----[Starbless]-----
=-=-=-=-=-=-=-=-=-=-

     =Level 3=
          Off +10
          Rng: 1, 4U/6D
          Area: Touch

     =Level 4=
          Off +17
          Rng: 1, 4U/6D
          Area: Touch

     =Level 5=
          Off +25
          Rng: 2, 4U/6D
          Area: Straight

     =Level Max=
          Off +33
          Rng: 1, 4U/6D
          Area: Touch
          Move +1


=-=-=-=-=-=-=-=-=-=-
-----[Mistave]------
=-=-=-=-=-=-=-=-=-=-

     =Level 3=
          Off +10
          Rng: 5, 8U/MaxD
          Area: Bow
          Luck +5

     =Level 4=
          Off +17
          Rng: 5, 8U/MaxD
          Area: Bow
          Luck +10

     =Level 5=
          Off +25
          Rng: 6, 8U/MaxD
          Area: Bow
          Luck +15

     =Level Max=
          Off +33
          Rng: 6, 8U/MaxD
          Area: Bow
          Luck +20


=-=-=-=-=-=-=-=-=-=-
----[Waterstick]----
=-=-=-=-=-=-=-=-=-=-

     =Level 3=
          Off +10
          Rng: 1, 4U/6D
          Area: Touch
          Heal MP 10

     =Level 4=
          Off +17
          Rng: 1, 4U/6D
          Area: Touch
          Heal MP 15

     =Level 5=
          Off +25
          Rng: 1, 4U/6D
          Area: Touch
          Heal MP 20

     =Level Max=
          Off +33
          Rng: 2, 4U/6D
          Area: Straight
          Heal MP 25


=-=-=-=-=-=-=-=-=-=-
----[WingFlight]----
=-=-=-=-=-=-=-=-=-=-

     =Level 3=
          Off +10
          Rng: 3, 6U/6D
          Area: Straight

     =Level 4=
          Off +17
          Rng: 3, 6U/6D
          Area: Straight

     =Level 5=
          Off +25
          Rng: 3, 6U/6D
          Area: Straight

     =Level Max=
          Off +33
          Rng: 3, 6U/6D
          Area: Line
          Heal HP 25


=-=-=-=-=-=-=-=-=-=-
-----[Leveler]------
=-=-=-=-=-=-=-=-=-=-

     =Level 3=
          Off +10
          Rng: 1, 4U/6D
          Area: Straight

     =Level 4=
          Off +20
          Rng: 1, 4U/6D
          Area: Straight

     =Level 5=
          Off +30
          Rng: 1, 4U/6D
          Area: Straight

     =Level Max=
          Off +38
          Rng: 2, 4U/6D
          Area: Line 1
          Magic Defense +15


=-=-=-=-=-=-=-=-=-=-
----[Tigerblade]----
=-=-=-=-=-=-=-=-=-=-

     =Level 3=
          Off +10
          Rng: 2, 4U/6D
          Area: Straight

     =Level 4=
          Off +19
          Rng: 2, 4U/6D
          Area: Straight

     =Level 5=
          Off +28
          Rng: 2, 4U/6D
          Area: Straight

     =Level Max=
          Off +42
          Rng: 3, 4U/6D
          Area: Straight


   
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[G.     Appendices      ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------[Guardians]---------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

     I hate this solution, but it's the only one that fits.  In each of the
Guardian formulas you'll find a number "K."  This number is always roughly 50,
but varies by -/+ 5 randomly.  It's set anew with each level up.

     What causes me to draw this bizarre conclusion?  At level 26, K is 49.  At
level 42, it's 47.  At level 45, its 51.  At level 53, its 50 even.  As my level
(and hence stats) increased, it went down, then up, then down again, and by non
linear amounts.  If you can find a better explanation for this behavior, please
feel free to email me at [email protected].  I have much more data than this
that I'd be happy to supply you with.


=-=-=-=-=-=-=-=-=-=-
------[Mother]------
=-=-=-=-=-=-=-=-=-=-
     Heals party by 30 + [Lvl / 2], decrementing 5 for each square away from
     Sanzo, minimum 20
     =Charmblade=
          MP: 0
          Rng: 2, 6U/8D
          Area: 0
          Deals Mgc + (LLvl * 2) + [30 * 1.5] - K damage
          Adds Charm


=-=-=-=-=-=-=-=-=-=-
-------[Fool]-------
=-=-=-=-=-=-=-=-=-=-
     Increases party's offense by 10 + [Lvl / 2], decrementing 10 for each
     square away from Sanzo, minimum of 10
     =Flamewhip=
          MP: 0
          Rng: 3, 2U/2D
          Area: Line
          Deals Mgc + (FLvl * 2) + [35 * 1.5] - K  damage


=-=-=-=-=-=-=-=-=-=-
-------[Luna]-------
=-=-=-=-=-=-=-=-=-=-
     Recovers party's MP by 13 + [Lvl / 2], decrementing 2 for each
     square away from Sanzo, minimum of 10
     =EarthBow=
          MP: 0
          Rng: 5, 8U/MaxD
          Area: Bow
          Deals Mgc + (ELvl * 2) + [40 * 1.5] - K  damage


=-=-=-=-=-=-=-=-=-=-
-----[Warrior]------
=-=-=-=-=-=-=-=-=-=-
     Increases party's defense by 5 + [Lvl / 2], decrementing 5 for each square
     away from Sanzo, minimum of 5
     =Pulseblade=
          MP: 0
          Rng: 3, 8U/MaxD
          Area: 0
          Deals Mgc + (GLvl * 2) + [45 * 1.5] - K  damage


=-=-=-=-=-=-=-=-=-=-
-----[Cavalier]-----
=-=-=-=-=-=-=-=-=-=-
     Extends party move range by +1
     Extends Sanzo's move range by additional +1
     Causes Sanzo to float
     =Poleaxe=
          MP: 0
          Rng: 1, 4U/4D
          Area: 1
          Deals Mgc + (WLvl * 2) + [35 * 1.5] - K damage


=-=-=-=-=-=-=-=-=-=-
-----[Emperor]------
=-=-=-=-=-=-=-=-=-=-
     Extends party move range by +1
     Extends Sanzo's move range by additional +1
     Causes Sanzo to float
     Heals party by 15 + [Lvl / 4], decrementing 3 for each square away from
      Sanzo, minimum 20
     Increases party's offense by 5 + [Lvl / 4], decrementing 3 for each square
      away from Sanzo, minimum of 10
     Recovers party's MP by 7 + [Lvl / 4], decrementing 2 for each square away
      from him, minimum of 10
     Increases party's defense by 5 + [Lvl / 4], decrementing 3 for each square
      away from Sanzo, minimum of 5
     =DragonWhip=
          MP: 0
          Rng: 3, 8U/10D
          Area: Line 3
          Deals Mgc + [45 * 1.5] - K damage



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
----------------[Jobs]------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

      =Del. Cotton=
           Available: Any Chapter

      =Del. Mahogany=
           Available: Any Chapter

      =Del. Balls=
           Available: Any Chapter

      =Del. Sword=
           Available: Any Chapter

      =Del. Gold=
           Available: Any Chapter

      =Del. Silver=
           Available: Any Chapter

      =Del. Medicin=
           Available: Any Chapter

      =Del. Letter=
           Available: Any Chapter

      =Del. Pearls=
           Available: Any Chapter

      =Del. Wine=
           Available: Any Chapter

      =Del. Turf=
           Available: Any Chapter

      =Del. Tea=
           Available: Any Chapter

      =Del. Coconut=
           Available: Any Chapter

      =Del. Perfume=
           Available: Any Chapter

      =Del. Statue=
           Available: Any Chapter

      =Cherry Trees=
           Pay: 450
           Available: Chapter 1

      =Return Clothes=
           Pay: 600
           Available: Chapter 1

      =Wild Dogs=
           Pay: 600
           Available: Chapter 1

      =Gather Dyes=
           Pay: 600
           Available: Chapter 1

      =Toll Thieves=
           Pay: 750
           Available: Chapter 1

      =River Dammers=
           Pay: 750
           Available: Chapter 1

      =Night Noises=
           Pay: 750
           Available: Chapter 1

      =Hot Springs=
           Pay: Item (Speed Band)
           Available: Chapter 1

      =Deliver Lunch=
           Pay: 800
           Available: Chapter 2

      =Letter to Son=
           Pay: 1000
           Available: Chapter 2

      =Lost Item=
           Pay: 1000
           Available: Chapter 2

      =Calm Priest=
           Pay: 1200
           Available: Chapter 2

      =Crystal=
           Pay: 1400
           Available: Chapter 2

      =Sham Merchant=
           Pay: 1400
           Available: Chapter 2

      =Survey Land=
           Pay: 1400
           Available: Chapter 2

      =Build Bridge=
           Pay: 1600
           Available: Chapter 2

      =Aikanki Band=
           Pay: 1600
           Available: Chapter 2

      =Aikanki Band=
           Pay: 1700
           Available: Chapter 2

      =Aikanki Band=
           Pay: 2400
           Available: Chapter 2

      =Aikanki Band=
           Pay: 2500
           Available: Chapter 2

      =Aikanki Band=
           Pay: 2600
           Available: Chapter 2

      =Negotiations=
           Pay: Item (Torrent Belt)
           Available: Chapter 2

      =Letter to Mayor=
           Pay: 2000
           Available: Chapter 3

      =Gather Snow=
           Pay: 2200
           Available: Chapter 3

      =False Master=
           Pay: 2400
           Available: Chapter 3

      =Boyfriend=
           Pay: 3000
           Available: Chapter 3

      =False Master=
           Pay: Item (Silver Necklace)
           Available: Chapter 3

      =Drunkards Tale=
           Pay: Item (UltraLife)
           Available: Chapter 3

      =Check Scroll=
           Pay: Item (Clone)
           Available: Chapter 3

      =Check Scroll=
           Pay: Item (Turtle Cloth)
           Available: Chapter 3

      =Trail Husband=
           Pay: Item (Deer Sandles)
           Available: Chapter 3


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------------[Dojos]------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Beating all the Dojo's earns you the best potion in the game, the Gallant Ale.
Though it can only be used on male characters, it has the effect of permanently
raising their War stat by 8.

To "Beat a Dojo," you must defeat the battle there one Master level.  In order
to gain access to the Master level, your lowest level character must be on the
level of the Advanced enemies at that Dojo.  One Dojo has an error, allowing
level 28 people to fight the master that should have required level 30, but
that only shows up once.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------[Recipes]-----------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

To complete the quest to collect all the recipes, visit the following locations
and try to leave.  You'll be stopped, and Cho Hakkai will learn a new recipe.

     Eggrolls: Yuimen Shop
     Rice: Biku Dojo
     Mongolian Beef: Kucha Smith
     Chinese Jelly: Infidel City Chemist

Once you have them all, head to the Post at Tokhara.  On your way out, the
manager will stop you.  A brief scene follows, resulting in your gaining the
"Chef's Paradise," a *great* spell for Cho Hakkai alone.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
-------------[Star Ore]-----------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

The Star Ore allows you to forge weapons up to level Max, at which point they
become _considerably_ better, often gaining incredible new powers (like adding
to your movement).  They also change from a normal attack to an area attack;
for instance, Goku's winds up able to hit three enemies at once, and Kikka's
gains a cross radius.  To get it, go to the following places:

     Smith, Midnight Tor
     Dojo, Midnight Tor
     Chemist, Frontier City
     Post, Port Town

At the very first location, forge someone's weapon up to level 5 and then try
to forge it again.  For the others, just enter and try to leave the area.  This
will open up the Isle of Ceylon.

  MAP: Helmet Peak
  OBJECTIVE:  Defeat all enemies
     This fight will likely be nothing like the others you've foughten at this
   map, for three reasons.  The first is that there're no rocks above your head
   waiting to squish you.  The second is the your enemies will happily leave
   their lofty perch, so you don't have to climb all the way up the mountain.
   The third is all the treasure!
  ENEMIES: 2x Ghoul
           2x Centipede
           2x Crowman
           2x Dinoman
  TREASURES: (9,3)  Speed Potion
             (4,2)  Nothing
             (8,11) Wisdom Potion
             (0,13) Strength Potion


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
--------------[Emperor]-----------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Emperor is the strongest of the Summons.  To get him, you have to collect all of
the Emperor equipment in chapters 1&2 (see the walkthrough for further details).
For clearness' sake, here's a short list:

     Emperor Helmet, Battle 9
     Emperor Armor,  Battle 11
     Emperor Band,   Battle 19
     Emperor Soul,   Battle 27

Note that the Emperor's Crown does not belong to this set; the 's sets it apart.
Its still a great piece of equipment, but unnecessary for getting Emperor.
During Chapter 2, before Storm Mountain, speak to the chemist at Pine City with
the first three pieces.  After a brief scene, he tells you the location of the
soul.  Then, during Chapter 3, visit the Dojo in Port Town and try to leave.
After a brief scene, you're told to leave for Ice Peak.

  MAP: Ice Peak
  OBJECTIVE:  Defeat all enemies
     Your enemies like you.  That is to say, if you sit tight on the ridge you
   start on, they'll collect in that little valley en masse given a couple of
   turns.  At that point, let loose with your area attacks - of which you should
   have plenty; stalgmite, inferno, ultra poison, blazeball, chef's paradise,
   just to name a few of the better ones - and watch them die.  Heaven's Garden
   is also rather convenient when they line up like that...
  ENEMIES: 3x Harpy
           2x Dinoman
           2x Crowman
           2x Sorcerer
  TREASURES: N/A

After this battle, you'll gain access to the ultimate summon: Emperor.  Enjoy!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
---------[Special Characters]-----------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


=-=-=-=-=-=-=-=-=-=-
------[Kinrei]------
=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-
------[Ginrei]------
=-=-=-=-=-=-=-=-=-=-
    Kinrei and Ginrei are gained, as nearly as I can tell, by plot.  I can find
  no way not to get them, but I have recieved an email from someone who claims
  to have done so.  They're in the walkthrough during battles 17 and 18, after
  which they join.
    Its worth noting that Kinrei's Arrowstrike skill is phenomenally useful, but
  only works in conjunction with Ginrei.  If Kinrei is standing next to and
  facing an enemy Ginrei attacks, Kinrei will add her Offense to the strength
  of the attack!  This is the only attack I've ever gotten to do over 450
  damage, when it criticaled from behind.


=-=-=-=-=-=-=-=-=-=-
------[Reikan]------
=-=-=-=-=-=-=-=-=-=-
    To get Reikan, Ryorin's Fiance/suitor, visit the post at Kucha.  The man
  there should stop you on your way out to mention that you Ryorin looks a
  lot like a woman on a certain poster being touted around by a blond man.
  That would be Reikan.  Head east, and Reikan should ambush you.

  MAP: Mt. Cloud
  OBJECTIVE:  Defeat Prince Reikan
  BOSS: 460 HP
     This is not a terribly difficult fight.  No one is manning the rocks, so
   feel free to ignore them.  Reikan has a decent amount of HP, but no special
   tricks up his sleeve at all.  Squish him like the arthropod he is, the old
   fashioned way.  And when you first attack him, prepare to be amused. ^_^
  ENEMIES: 1x Reikan
           3x Wolfman
           2x Bug
           2x Lizardman
  TREASURES: N/A

    After defeating Reikan, you'll be given a choice that varies with your
  sex.  If Sanzo is male, choose not to be Ryorin's suitor; otherwise, say he
  doesn't creep you out.  If you pick the other option, or don't fight this
  optional battle, Reikan won't join after the boss fight later at Deadman's
  Gorge (see the walkthrough for further details).

   
=-=-=-=-=-=-=-=-=-=-
------[Genshi]------
=-=-=-=-=-=-=-=-=-=-
    Just taking the steps detailed in the walkthrough will get you Genshi, but
  it is possible to miss him.  To get him, just take the north path sometime
  after Kucha.  After a brief scene and a battle (#22), he'll ask you a
  question about your party members.  Answer that they're your friends, and
  he'll join.  Otherwise, all you get is an Angelfruit, which is essentially a
  Life potion (which you can buy later on).


=-=-=-=-=-=-=-=-=-=-
------[Taurus]------
=-=-=-=-=-=-=-=-=-=-
=-=-=-=-=-=-=-=-=-=-
------[Tessen]------
=-=-=-=-=-=-=-=-=-=-
    Taurus and Tessen are gotten just by following the walkthrough, but if you
  don't go down all the available paths in Chapter 2 and see the scenes about
  their missing son, they won't join you at the end of it.  Make sure you
  recognize the names of Jiko (Battle 10), Tigra (Battle 11), and Windy (Battle
  21).
    Taurus is strong and has mediocre speed; also, he has a skill that reads
  "Use to gain 10 EXP," better known as levitate.  Tessen's Firefan is useful
  at first, but steadily becomes less so.  Still, she is your only other Fire
  character...


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
---------------------------[H.      Credits        ]---------------------------
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

     Atom Edge 
         Big thanks go to Atom Edge, who's brilliant grasp of legal issues
       and talent at writing disclaimers provided the bulk of mine, as well
       as the great sectioning art used above.

     Koei (www.koei.com)
         The creators of Saiyuki: Journey West.  Thanks for all the laughs, all
       the fun, and the chance to create this guide at all.  If it hadn't been
       for you, this would never have come about.

     GameFAQs (www.GameFAQs.com)
         Thanks go out also to CJayC, operator of www.GameFAQs.com, for
       providing the inspiration to get this FAQ off the ground and offering
       an easy means to make it public.


copyright 2001 Goryus

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