- as you enter the castle, a cinema begins in which a legion of monsters enter to attack the castle. The leader of the monsters, Idura, explains that he has been sent to destroy Bound. The attack is stopped by a single blue-haired man. While wit may not be the blue-haired man's strong point, he easily clobbers Idura's monsters. Only a single slime is left which is killed by the Prince of Bound who wants to be like the warrior named Dekar. - meet Dekar at the entrance to the castle and he already knows Maxim's reputation and wants to see how good a swordsman he is. Maxim changes the subject to Gades. Dekar thinks it is great that the Sinistral can take out a city by himself and he wants to meet Gades to defeat him. Dekar tells you to enjoy the castle and leaves. Bound Kingdom's shops no spells weapons: staff, scimitar, bronze sword armor: chain armor, thick cloth, stone plate, iron helmet, tight helmet, round shield - the talk of the castle of Dekar and how the Prince Alex thinks that he is stronger than he really is - after exploring the castle, go to the throne room. A man reports that Idura went to the North Labyrinth. The Prince is preparing to go to there by himself to defeat Idura. The Prince leaves and the King asks Dekar to go after him (apparently this happens a lot) and help him in secret. Dekar leaves. - go north to the Labyrinth that once used to be a castle before an earthquake 50 yrs. ago
B1 - the entrance room has 2 rows of lit torches and 3 doors. First take the NE door into a room with grass growing in the NE corner. Cut the grass near the western wall of NE niche for a secret path to a treasure (Thunder ring). Then take the stairs down. B2 - this room has lots of grass. Cut the grass in the NW corner to reveal a hidden floor switch to open the S door. Go south. Hook across the chasm to a NW door. - the door leads to a room split into 2 sections by a chasm. There is a switch that controls the spikes in each half of this room. Go to the little piece of floor east of the switch and hit the switch with the Hook to change the switch to blue and drop the spikes in the north section of this room. Return to the entrance room. Take the N door and take those stairs down. - Go south from the stairs down and you will be in the north section of the room with the switch and spikes. Go through the NW door and hit the lever to extend a bridge in the western section of the room. Go through the NE door and pass through the next room to get a treasure (Deadly Sword). - go back to the entrance room and take the NE door again to return to the room with the switch and spikes. Use the Hook to return the switch to red and lower the spikes near you. Go through the SW door and you will be in the room where you just created a bridge. Go through the NW door and bomb the N wall in the next room to get a treasure (Thunder Ax - Do NOT sell this or feed it to a Capsule Monster. You will be able to equip it later on a new companion). Return to the entrance room and take the NW door. B1 - Pass through rooms until you come to a room with a plaque and a puzzle and a set of stairs down. Plaque - ÒThere's a pattern to the stairs' madness. Trap them in a place from which they cannot flee.Ó That place is the extreme southern tip of the tile pattern. To trap the stairs, approach them from the west side to push the stairs south. Repeat until the stairs are trapped. Go down. B2 - Go south in a large room with one pillar, one pot, and one floor switch. Push the pillar one east, then Hook to pillar and put pot on floor switch to open S door. Go south and take the stairs down. B3 - this room is split into 2 sections by a chasm. Take the NE door into a room with moving platforms. You can move the platform by stepping on the direction arrows on the edges of the platform. You can only move the platform in the direction of the arrows. Step on the 3-arrow platform and ride it 2 east to the SE door. Take the SE door and you will enter the southern section of a room that has a number of land islands. Hook to the pillars to reach the Light Capsule Monster. Return to the room with the moving platforms. - Walk to the platform with the arrows to the S and E (make sure not to step on any arrows to move to platforms). Ride the S and E platform one east to the NE door. Take the NE door and you will be in the northern part of the room where you got the Capsule Monster. Push the 4 pillars on to the gray square on the floor to raise a platform to get the treasure (DragonEgg#4). Return to room with moving platforms. - Walk to the 3-arrow platform (in SE corner), ride one west. Walk to platform with the single arrow south and ride it one south. Walk to platform with arrow to N and E and ride it one E. Walk to 3-arrow platform and ride it 2N, 1W to NW door. Go through the door. - You are now in the northern section of the first room of this level. There is a plaque on the wall and a block of 9 flame crests (2 are dark, rest light). The plaque reads: ÒLight up all the panels with a bomb.Ó The crests are arranged like this: 1 2 3 (1 and 2 are dark). 4 5 6 7 8 9 To turn all the crests light, place a bomb on 6 and then 7 (swing sword until each explodes). This turns all the crests dark. Now place a bomb on 5 and make it explode. Place and explode bomb on 3, 9, 7 and 1 to turn all to light crests and raise bridge west to treasure (life potion) and stairs down. Go down. B4 - Go south to a save spot. Continue south to a room with 2 floor switches and a single pillar. Push the pillar on to the east floor switch to open the NE door. - Final room: As you cross the bridge to the Prince of Bound, the floor around you drops and you are trapped. Idura appears and traps you by blocking the Escape Spell. You are then attacked by first 4 mummies (vulnerable to fire) and then 3 trolls. Idura promises to keep sending monsters against you until you are killed by Dekar arrives to defeat more of Idura's monsters and scare off Idura. The Prince too seems to have seen the error of his reckless ways and returns to the castle with Dekar. Lastly, Dekar asks to speak with you back in Bound. - return to the Bound Kingdom. When you arrive at the castle, the entrance guard tells you that Gades came and saw the King. He asks you to see the King at once. - go to the throne room and the King tells that Gades plans to sink Seim Island where Parcelyte rests. Dekar (level 20) is going to the East Tower to stop Gades and Maxim volunteers to go with him but wants Tia and Selan to go to Parcelyte and lead the people to safety. The party vs. Gades is 2 until Guy arrives. His sister is fine and he has returned to help. It is now 3 vs. the Sinistral. ***Put Dekar and Guy in the front ranks and Maxim in the back. Maxim is the only one with heal magic so have him act as healer on this journey. Also remember to equip either Dekar or Guy with the Thunder Ax that no one could equip earlier.
1F - The entrance has a man who tells you that someone landed on the top of the tower. This must be Gades. Also the room has a plaque and a purplish pillar. The plaque reads: ÒPushing the pillar against a wall will move that wall.Ó Don't worry about this now. Go through the NE door and take the stairs up. 2F - a room with a single plaque (VERY important clue to solving this tower). The plaque reads: ÒCross swords with the red guardian 3 times.Ó Remember this and return to the entrance room and the purplish pillar. 1F - push the pillar against the north wall where the carpet runs into the wall. Push it as far north as you can and then push it west to reveal a door. Continue north and pass through the next room. You will come to a room with 2 monsters and a door that you cannot open. You must kill the 2 monsters to open the door. - the next room has 4 purplish pillars surrounding a floor switch. There is also a single pumpkin-head monster. Do NOT kill the monster. Instead move one of the pillars aside and force the monster inside the pillars. (The monster mirrors your movements.) Once the monster is inside use an Arrow or Hook Skill to paralyze him so that you can push the pillar back into place, trapping the monster and opening the NE door. - this room has a single pillar and a set of stairs up. Whenever you approach the stairs, spikes surround and block the stairs. The solution is to push the pillar to directly east of the stairs. Then stand near west wall (near stairs) and Hook to pillar which will take you to the stairs. 2F - Continue south until you reach the outside then go west and re-enter the tower. Hit the lever to lower the spikes then bomb the NE wall. The hole in the wall leads to a small room with a pattern on the floor. Note the pattern and go north to a plaque. The plaque reads: ÒDon't be fooled by appearances. The real door is over there.Ó Return to the room with the lever and bomb the NW wall. - The NW wall leads to a room that has a door and a pattern on the floor that should be familiar. The visible door is actually a fake door. You must stand on the pattern to reveal a secret door. Go through the door and take the stairs up. 3F - Go north to a room with 4 warps tiles separated by chasms. Enter the northern warp tile from the eastern side to warp to the western warp tile and go south through the door. The door leads to a room with a row of unmoveable blocks with one pot in the middle of the row. Remove the pot to enter the eastern part of the room to get 3 treasures (Muscle ring, Protect ring, Pumpkin jewel). Continue south from this room to the outside. 4F - Outside: climb the ladder to 4F and enter the west door. In the next room, kill both the monsters to open the north door and continue north. The next room has a blue chest (Cloud Key) and a bombable north wall that leads to a treasure (Miracle). Go back outside on 4F and take the east door. - Follow the darkened path to the north door. Enter the door into a room with a diamond-shaped pattern. Move the 4 moveable blocks on to the 4 plates to change the middle block to a lever. Use the Arrow Skill to switch lever and open north door. The north door leads to a southern part of a room blocked off into sections by blue-centered and red-centered pillars. Step on the floor switch to lower the blue-centered pillars. - Return now to 3F and the room with 4 warp tiles. Enter the west tile to return to north tile then enter the tile from the west to teleport to the east warp tile. Go up. 4F - Go south to a room with 2 doors. First take the SE door to get a treasure (Fayza Shield). Then return and take the SW door. You are now back in the room with the blue-centered and red-centered pillars. The blue pillars should be lowered so go west and step on the other floor switch to lower the red-centered pillars. Go north through a door to a room with a plaque and a lever. The plaque reads: ÒFight the blue guardian 5 times.Ó (a clue for a later room). Hit the lever to make a ladder appear outside. Go south into the room with the blue and red pillars and go south again. Continue south until you reach the outside. You can now climb down a new ladder to 3F (the western-most ladder). 3F - You enter a room with 4 pillars and 4 floor switches. Push the western pillar south and the other 3 pillars north on to their switches to open the N door. Go north and take the stairs up. 4F - Continue to climb the tower to 5F 5F - This room is a very large room with a plaque and 2 statues near the southern wall. The plaque reads: ÒTo defeat the stone guardian, read the stone tablet on one of the floors.Ó This is the room that both plaques about the guardians have been referring to. Go to the statue on the red carpet and hit it 3 times with your sword. Go to the statue on the blue carpet and hit it 5 times with your sword then step on the flame crest in-between the statues. The statues disappear to become hp and magic recovery spots. Go south to a save spot. Continue south to outside the tower and go east to a door back into the tower. Enter and take the stairs up to 6F 6F - This room has a plaque that explains the puzzle to through the north door. The plaque reads: ÒWelcome to the Monster Races! If a monster arrives at your warp point first, you win. If a monster arrives at another warp point first, the Reset spell is cast, and you must try again. If you are not on a warp point when the monster arrives, you must try again. You can use your Arrows to block other monsters. Let the race begin!Ó If you go north this plaque will make a little more sense. - The Monster Race room has 3 enclosed areas that house one monster and one warp tile. There is a path that leads north to the middle of the 3 areas and 3 switches. The idea is that you must pick a monster that you want to win the race. I usually choose the skeleton to the east but I haven't seen that one monster is more successful than another. Once you decide, hit the switch that is closest to your selected monster. East for the skeleton, north for the Medusa, west for the zombie. The object is to stay on or near the warp tile and swing your sword to cause the monsters to move. You want your monster to reach the warp tile near you first. You can prevent the other monsters from moving by paralyzing them with the Arrow Skill. I like to select the skeleton so I can shoot the zombie with Arrows to prevent it from getting to its warp tile while the Medusa seems to move less when I stay on the warp tile and not move around. The skeleton teleports so its movement is a little eradicate but I've found it to be most successful. You must be ON the warp tile when your monster is in order to win the game and be teleported to the NE corner near a door. After winning the race, go through the north door and hit the lever to lower a corridor. Go back to the first room on this level (room with stairs down) and go south to outside of the tower. Go west over the lowered corridor and enter the door. Continue through the locked door north to stairs up. 7F - The final level of the tower houses the main boss, Gades. Beware of Gades' special attacks: Destructo-wave and Devastation. We suggest using Trick and Fake on Dekar and Guy while Maxim acts as a healer. Use everything you have vs. Gades, especially IP attacks. - Defeat Gades and he retreats northward with Maxim following. Suddenly the corridor behind Maxim disappears separating him from Guy and Dekar. With his dying breath, Gades activates the device that will destroy Seim Island and Parcelyte. Maxim orders everyone to leave including a newly arrived Tia and Selan and sets out with only a Capsule Monster to stop the island from sinking.
(We suggest avoiding all fights by shooting Arrows to paralyze opponents as it is often difficult to kill the monsters with just Maxim and a Capsule Monster. This part can be done by killing monsters if you take full advantage of the hp, magic and save spots. It is your choice.) 7F - There are 3 sets of stairs down in a triangle. Take the north set of stairs first to 6F. 6F - There is a hp recovery spot here and a plaque that reads: ÒBombs destroy the red.Ó Return to 7F and take the east set of stairs down to 6F. - The east set of stairs lead to a room with a statue on red carpet. Follow the advice of the plaque from the north stairs and bomb the statue to destroy it. Continue south to a save spot. Return to 7F and take the west stairs to 6F. - The west set of stairs lead to a magic recovery spot. Go north and read a plaque that says: ÒArrows destroy the blue.Ó Return to 7F and again take the north set of stairs to the room with the hp recovery. Take the south door to stairs down to 5F. 5F - This room has the blue statue. Destroy it with Arrows and go south to get a treasure (Magic Bikini). Go back to 7F and again take the west stairs to 6F. 6F - Continue north from the room with the magic recovery and take the stairs down to 5F. 5F - The stairs down are surrounded by 4 light flame crests. When you step on a flame it turns dark. Turn all 4 crests dark then go through south door to another 4 light flame crests. Turn these dark as well to open south door. Continue south until you reach the outside, then climb down the ladder to 4F. 4F - This is the final room. You must have destroyed the blue and red statues to get to the light flame switch; otherwise the path to the switch will be blocked by red-centered or blue-centered pillars. Touch the switch make the machine self-destruct and save Parcelyte. - cinema: Maxim successfully turns off the machine but the machine was trapped and he is hit and killed by lightning. As Maxim lays dead, Iris enters and warps a revived Maxim to Parcelyte. Maxim is greeted by an emotional Selan and Tia has a talk with Dekar then leaves without saying good-bye.
- a long cinema featuring the wedding and one year in the life of Maxim and Selan. The new couple have a baby boy, Jeros. One day when Maxim returns home to their house in Parcelyte, he and Selan hear a noise upstairs and rush up to find Idura. Idura kidnaps Jeros (on orders from someone higher up) and takes him to the North Lighthouse. After a short discussion, Maxim and Selan head north to rescue their child.
1F - The first room of the tower has a man who tells you that a mysterious light entered the lighthouse and now the tower is awash in monsters. Go north through the only door to a room with a plaque. The plaque reads: ÒThe door the arrow is pointing at opens.Ó Push the moveable blocks east and form an arrow to open the NE door. - The door leads to a room with 2 sections and a plaque. The plaque reads: ÒIf you place the box on the crest when you see the door, all the tricks vanish and the door opens.Ó You will notice 3 crates near the east wall and a dark flame crest surrounded by spikes and 3 floor switches. Put 2 crates on the floor switches near the wall and a door will appear. Put the 3rd crate on the floor right in front of the door. Grab a crate from the floor switches and place on the switch near the spikes to lower the spikes around the crest. Take the other crate from the floor switch near the door and place it on the crest. All of the crates including the one in front of the door will disappear. Go through the NE door to get 3 treasures (Mystery ring, DragonEgg#5, Big shield). Go back to the room with the puzzle and take the NW door and take the stairs up to 2F. (You will come back to this room via the warp tile after you get the key.) 2F - Go south to a room with a puzzle. There are 16 blank tiles on the floor and 4 rows of spikes near the west wall. The tiles are a Memory Game in which you have to match 8 pairs of symbols. For each error you make, one row of spikes near the west wall drop to allow monsters into the Memory area. The tiles are arranged like this: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 - the 8 matches are: 1 & 11, 2 & 16, 3 & 15, 4 & 6, 5 & 12, 7 & 10, 8 & 14 and 9 & 13. First take the stairs up to 3F and go south to hit a floor switch and raise pillars in the south part of the room. Go back to 2F and the Memory Game and go south. Go south until you reach the outside and go west and re-enter the tower and take the stairs up to 3F. 3F - You are now in the south part of the room with the floor switch that raised the pillars. Take the SW door to the outside and climb the ladder to 4F and a treasure (Fire ring). Go back to the room with the pillars and Hook over to the NE door. Go north and bomb the north wall to a lever. Hit the lever and the ladder outside will fall into place. Return to the room with the pillars and Hook to the SE door. Go through the door to the outside. The ladder to 4F will be in place so go to 4F and re-enter the tower. 4F - The room contains a plaque, a puzzle and a row of spikes to the west blocking a passage to a warp tile. The plaque reads: ÒPlace it on black.Ó The plaque refers to the 2 pots and crests on the floor. Step on the floor switch and the crests will move. You need to place the 2 pots on the 2 crests that were once light. One crest is in the NW corner and the other is just east of the other. Solve the puzzle and the spikes will drop to the blue chest (Light Key). Get the key and take the passage west to the warp tile. You will warp back to 1F. 1F - Go south to the room with the block arrow. Change the arrow to the west to open the NW door. Go through the locked door and climb the stairs to 2F. 2F - Go north and climb the stairs to 3F. 3F - Take the stairs up to 4F. 4F - You enter a large room with columns. First go south to a hp and magic recovery spot as well as a save spot. Return north and take the NE door to a large room with a SE section separated by a chasm. Do not worry about the treasure yet. Instead climb the stairs to 5F. 5F -You enter a room with a single pillar in the NE section of the room. Move the pillar one west and notice the bombable floor spot. Place a bomb on the floor and move away. Push the pillar into the open floor spot then fall after the pillar back to 4F. 4F - You fall to the area near the single treasure that you could not get before. Push the pillar on to the south floor switch to lower the spikes and get the treasure (bee rock). Then push the pillar on to the north floor switch to raise pillars. Hook west and go back up the stairs to 5F. 5F -Go south to another hp, magic and save spot. Continue south to the outside. Go west and re-enter the tower. Go north through the locked door and continue until you come to a room with 4 switches and 4 blocks in a diamond-like pattern. Push 3 blocks on to 3 switches and stand on the 4th switch to make stairs up appear in the middle of the diamond. Take the stairs up to 6F. 6F -You enter the final room to the tower and see Jeros near the north wall. As you approach the baby, Idura appears and a cinema begins in which Idura tells why he took the baby and then threatens to hurt the child. Iris appears to rescue Jeros and Maxim and Selan attack Idura. - main boss: Idura calls companions, plasma blast, Idura thunder. Make sure and kill the companions as soon as they are called. Use Selan or Maxim to heal as needed and use IP whenever possible. - when you defeat Idura, he disappears. A cinema begins between Iris, Maxim and Selan. It is revealed that Maxim was supposed to die fighting Gades but now his destiny has changed due to Iris' interference/rescue. Now the future is unseeable except that it is time to fight again. Iris disappears and Selan realizes that Maxim is going to leave to find his destiny. She is going with him but first they return to Parcelyte. - in Parcelyte, Maxim and Selan leave Jeros in the care of Selan's aunt. The villagers say that the light from the Lighthouse (Idura) headed north toward the port town of Aleyn. You can get to Aleyn from a shrine east of Bound Kingdom. Maxim and Selan set out together.
- Warp to Bound Kingdom and go east to the shrine. When you pass through, you find Guy and Dekar waiting for you. They too want to go with you to fight the new evil and protect their villages. ***Remember to Change party order.*** Go east to Aleyn. Aleyn's shops: - spells: vortex, blizzard, stronger, warp, rally (Make sure and buy Stronger and Rally) - weapons: hand ax, long staff - armor: thick cloth, stone plate, long robe, turban, plate cap, round shield, tecto gloves - the talk of the town is that a guy (Idura) destroyed all the ships in the town and headed east over the sea. Now no one can sail to the Eastern Continent until Jyad, the shipbuilder, returns from the North Mountain to make more ships. Go north all the way to the coast then west to the North Mountain. Phantom Tree Mountain - You enter a cave with 3 patches growing in front of a NW door and another NE door. Cut through the grass and place a bomb to destroy all 3 grass patches to open the NW door. Go through the door and continue north until you reach western part of a room. Hit the lever and a set of steps appears in the eastern part of the room. Go back to the room with the grass and take the NE door and continue through the next rooms. After a couple rooms you will again come to the outside. Climb the steps to another tier of the mountain and enter the door and take the stairs up to a puzzle room. - This room has a plaque that reads: ÒWhen all the grass grows, the door will be opened.Ó Don't worry about the plaque and puzzle for now. First bomb the NE wall and continue through a couple of rooms until you emerge outside near a blue chest. Get the chest (Tree Key) and return to the puzzle room. The grass that the plaque is refering to looks like this: X _ X X = grass already present _ _ _ _ X _ = need to make grass grow here by stepping _ _ _ _ _ on the space _ X _ _ X _ _ X To solve this puzzle, enter the puzzle from the SW corner. Go 2e, 1n, 1e, 2n, 1w, 1s, 1w, 1n, 1w, 3s. Then go back and touch the single N and E grass spots to make all the grass grow and open the NW door. Go through the door. - You enter a room with lots of grass surrounding a plaque and a blue chest. The plaque reads: ÒShoot the Fire Arrows so the grass will burn.Ó The blue chest contains a new Skill - the Fire Arrow. Fire Arrows work just like regular Arrows but also can be used to destroy grass/plants. Continue SW until you reach the outside then climb the steps to another tier of the mountain and enter the door and take the stairs up. - You enter a room with stairs down and vines on the NE wall. The vines hid a door. Take the stairs down first and avoid or fight the many monsters to get to the single treasure (Water ring). (You would fall to this room if you did not do one of the puzzles in the room above.) Go back to the room with the vines and cut the vines to reveal the door to the NE. Go through this door to a room with 2 puzzles. - First go to the NE corner of this large room. Climb the steps and use the Fire Arrow Skill to destroy the grass and push the blocks on to the floor switch in the NE corner. When the block is on the floor switch, a second set of steps will appear near the middle of the room. Go to the other steps and shoot Fire Arrows to destroy the grass and push the 2 blocks on to the 2 floor switches to make steps appear to the door near the final puzzle. - This puzzle can be annoying if you don't plan ahead. The idea is to put the 2 pots on the 2 floor switches near the NW corner. However, you cannot step on any floor spot more than once or you will fall through to a room below with lots of monsters. Staying along the bottom of the puzzle, head east toward the single pot. Approach the pot from the westside and use the R trigger to turn without moving and pick up the pot. Then with the pot in hand, head 2n, 2w, 1s and head back west (you should be just north of the path that you took to go east to the pot). Walk to the SW corner. You will be directly south of the 2nd pot. Walk until you are directly south of 2nd pot. Then walk 1e, 1n (you should be directly east of 2nd pot). Use the R trigger to turn east and drop the 1st pot. Again use the R trigger to turn and face west and pick up the 2nd pot. Walk one north and drop 2nd pot on to floor switch directly north of you. Walk one east and use R trigger to face south and pick up 1st pot. Turn (with R trigger) and drop 1st pot on floor switch. This drops all the spikes so you can get to the door. Go south and east to steps and go through north door. - Go north and bomb the north wall. Continue north using the Hook Skill in the next room to cross to the various land islands. Go through NE door and take the stairs up. Go north to a room with a chasm. On the north side of the chasm is a single lizardman, a floor switch and a wooden stake that raises only when the lizardman steps on the switch. Stand opposite the wooden stake and swing your sword until the lizardman stands on switch then Hook to stake. Continue until you reach the outside. - Once outside go east across a long bridge to a closed door. Bomb the door and re-enter the mountain. You enter a room with a plaque. The plaque reads: ÒThe floor is very fragile here. Don't put so much weight on it.Ó Actually you want to put weight on it so that you can create a bridge in the room below so have the monster in this room follow you to the middle of the floor which will drop to the room below. - In the room below, go south and continue through a locked door. You will enter a room with a bridge and a man standing near it. The man is Jyad who is here searching for the Phantom Tree to build the ideal ship but Jyad cannot get past the monster near here. Maxim volunteers to beat the monster if Jyad will take him to the East Continent. There is also a save spot. Save and go south to fight the main boss - 2 lions Special attack: scratch (hits all party members). A pretty straight-forward fight. - Defeat the lions and go south to the outside. A cinema begins when the party finds the Phantom Tree. Jyad needs more men to get the tree so Selan warps him and the party back to Aleyn. - Back in town, Jyad is a little queasy. It is his first warp. Jyad leaves to fetch the tree and build a ship. The others decide to stay in town until the ship is ready. Guy and Dekar take off for the cider shop. You can stay at the Inn to pass the time. Go to the docks and the ship is ready. Guy and Dekar arrive when you talk to Jyad on the docks. Time to sail!!!!
***** You will have the option at this point to sail to Gruberik or Narsysus. Gruberik houses a dungeon known as the Ancient Cave. You do NOT have to go to Gruberik or the Ancient Cave in order to finish the game. The Ancient Cave is essentially a game in itself. See Appendix A for more on the Ancient Cave. - You should sail to Gruberik before going to Narsysus so that it will appear on your list of cities that you can warp to. That way you can go to Gruberik at a later time. Gruberik sells the same weapons and armor as Narsysus so you can go shopping in Gruberik if you want. Then sail on to Narsysus. - when you enter the port of Narsysus, a strange flute calls all of the young girls to the North Tower. Dekar notes that it is only the single young girls who are drawn and notes that perhaps their life force might be used for something. - Talk to all the villagers and one man will tell you that his dream is to become like Lexis, the genius inventor who lives in Treadool, east of Narsysus. -Narsysus' shops: weapons: war rapier, long sword armor: long robe, plated cloth, turban, plate cap, roomy helmet, round shield, tecto gloves, big shield ***Note: remember to change the order of your party before leaving town (after the cinema). Also War rapiers are great food for Capsule Monsters. I suggest buying at least 10 if you have the money and power up your Capsules a little. Also if you buy the War rapiers now, it will be easier to power the Capsules up later at Forfeit Island.*** (More on Forfeit Island later - See Appendix B)
1F - Go north from the entrance room to a room with a strange orb with eyes on the floor. This orb is a new object that prevents you from walking the direction it is looking. So if you try to walk south of the orb, you are pushed south to the wall and you cannot continue east. Walk around north of the ball to avoid the push of orb. Go through the NE door and take the stairs up to 2F. 2F - Go south from the first room on this floor. You will enter a room split by a chasm. Hit the lever to raise the pillar so you can cross the chasm. Go south through a door and you will enter a room with 2 floor switches and 2 orbs with eyes. The floor switches lower the obstacles blocking the south door but when you walk through the orbs the obstacles raise again. The solution is to ignore the floor switches for now. Go to the NE wall and bomb the wall. Go north back into the room with the lever and pillars and circle back around to the floor switches. Step on the switches then walk back north, Hook east and take the bombed hole south and go through the south door now that the obstacles are lowered. Continue until you reach the outside then go east and re-enter the tower. Take the stairs up to 3F. 3F - You enter a room with a bombable N wall and a door to the south. First bomb the wall and go north. Take the stairs down to 2F. 2F - Go down again to 1F. 1F - You enter a room with columns and a blue chest. Open the chest (Narcysus Key) and return to 3F and take the south door. 3F - The south door leads to the outside. Go west and re-enter the tower. Go north through the locked door. You enter a room with spikes surrounding a floor switch, 2 moveable blocks, 2 orbs and a lever. Move the south block to south of the orb facing south so the force of the orb pushes the block against the wall. Now you can walk to the lever. Hit the lever to lower the spikes. Step on the floor switch to move the statues from the door. Move the 2nd block east to in front of orb facing east and you can proceed north through the door. Take the stairs up to 4F. 4F - You enter a large room with 2 patterns of light flame crests in arrow shapes, one faces east, the other west. Two pillars block 2 doors out of the room. The plaque reads: ÒReverse the panels and the path will open up.Ó First take the middle door south to get the Wind Capsule Monster. Then go to the arrow facing east. The arrow looks like this: 5 5 2 6 10 13 13 10 6 2 1 3 7 11 14 14 11 7 3 1 4 8 12 15 15 12 8 4 9 9 First, you need to open the east door. So go to the arrow facing east and place a bomb on 11, 13, 15, 8, 6 and 1 to turn the light crests to dark crests and open the SE door. Continue south until you reach the outside. Hit the lever to extend a ladder up on the platform to the west of you. Return to the room with the arrows and bomb on 11, 13, 15, 8, 6 and 1 to open the west door. Go south until you reach the outside. Then climb the ladder to the 5F. 5F - Re-enter the tower and save your game at the save spot. Go north to a room with 4 squares of columns enclosing a floor switch and a block that moves north and south (following the direction that you move). Go all the way west to the wall and walk north, then go south between the 1st and 2nd column squares. Then go north between 2nd and 3rd column squares. Then go south between 3rd and 4th column squares and finally go north along the east wall. Go north and take the stairs up to 6F. 6F - The final room to the tower holds the girls from Narsysus. A cinema begins in which the party runs forward to help the girls and they are trapped by raised obstacles. Idura appears and tells you his plan for the girls. At last, Dekar breaks through cage. It is time to teach Idura another lesson. - main boss: Idura (same special attacks and spells as before) Use the same tactics of IP and magic vs. him and kill the companions (which are tougher than before). - when you defeat Idura, he will again flee. Men from the town arrive to take their women home. Return to Narsysus. - back in Narsysus, you learn that Idura has headed for Karlloon. A woman on the docks also says that a woman came to see Idura and headed to Karlloon also.
- head east from Narsysus and cross a bridge. You will come to Karlloon. **** The town appears as Caron on the city scene for the Warp Spell.**** Karlloon's shops: spells: bolt, fireball, vortex, blizzard, stronger, perish, absorb, waken weapons: cutter whip, multi sword armor: iron plate, metal mail, tight turban, rock helmet, plate helmet, tall shield, silvo shield - the talk of the town is of a light going to the North Shrine. Also a strange couple headed to the Shrine before the light arrived. Who are the 3 lights? One must be Idura but who are the others?
- go east of Karlloon to a small shrine. Go through the shrine and go NE to reach Treadool. - the talk of the town is about Lexis and his inventions. There are also rumors of a somber woman who went south (Iris) and of the Sinistrals to the south but you will need a ship to get there. A man is selling a ship for Lexis Shaia who needs the money for his inventions. You will have to go to Lexis' lab north of town to negotiate for the ship. -Treadool's shops: no spells weapons: rockbreaker, bronze ax, morning star, vice pliars armor: silver armor, silk toga, light jacket, plated cloth, iron plate, glass cloche, metal cloche, silver helmet, spike shield, slash shield - go north to Lexis Shaia Laboratory
- Lexis must have to try and protect his inventions for there are a series of traps before the actual laboratory. It's no big deal if you trip a trap as you just fall to moveable platform that takes you back to the first room. Take the right path and meet Lexis, the inventor. - When you meet Lexis, a long cinema begins in which Lexis demonstrates 2 of his inventions. First is an engine which works but can only be used on a ship made from the Phantom Tree because of the weight. Maxim tells the inventor that they found the Tree for Jyad who Lexis knows. The talk turns to the Sinistrals and then Lexis shows off his second invention, a kymograph that measures energy waves. After measuring each party members' energy, Lexis asks to go with the party. He also wants to install his engine on a ship so Warp to Aleyn and talk to Jyad. - Back in Aleyn, you ask Jyad to make a ship for you from the Phantom Tree for Lexis' engine. He agrees and tells you that he will meet you in Treadool. Return to Treadool. - Back in Treadool, you meet a girl selling flowers as you enter the town. She is very pale and faints in front of you. The girl's little brother runs out and you follow him to their house for Leefa to lay down. The girl is exhausted; she has been working collecting and selling flowers to support her family. She awakens and says she saw the most beautiful flower on the mountain that she knows would sell for a lot of money. She tries to rise and nearly faints again. The party decides to retreive the flower while they wait for Jyad's ship.
- Bomb the entrance door to enter the mountain and go through the NE door to a plaque and a blue chest. The plaque reads: ÒThe pillars moved by hand can be moved by a Hammer. This lets you move pillars far away. There are rocks and walls that can be broken by the Hammer.Ó Open the chest and receive the Hammer Skill. You can destroy some types of rocks, walls and pillars with this Skill. Go through the SE door. *****Note: Remember to go back to the Cave NW of Alunze to a room NE from the entrance room that had rocks along the southern wall. You can break these rocks with the Hammer to get 2 treasures. - Use the Hammer to break the rocks and go through the SE door to the outside. Climb the steps to a room with a row of spikes separating you from a pillar and a floor switch. Hit the pillar with the Hammer to move it on to the floor switch and open the NW door. Go through the door and you will come to a room with chasms and a land island in the middle of the chasm. Do not worry about the pillar and NE door for now. Go through the NW door and take the stairs up. - The stairs lead to room split by unmoveable blocks and a rock that can be broke by the Hammer. Go south through the door to the outside. You will be standing above a ledge with arrows to indicate that you can jump down. Go ahead and jump down to the ledge then walk all the way west and jump down again to another door. - Re-enter the mountain and continue north until you come to a room with vines along the north wall and a door near the NW corner that leads to the south. First cut the vines to reveal a door. Both doors in this room to lead to the same room but to different parts. First enter from the vine-hidden door. The room beyond is a room of spikes that create paths for you to follow. Follow the paths from the vine door to get a treasure (life potion). Then go to a clear floor space near north part of room. Use the Hammer to break part of the north wall. (You cannot use bombs on the spikes or you could bomb north wall.) Return to the previous room and take the SW door to enter the other section of this room. If you used the Hammer to break the N wall, you can get a treasure (snake rock). Continue until you reach the stairs up. Go up. - You enter a room with another set of stairs up and a door south. If you take the door south you will enter a room split by an uncrossable chasm. So take the stairs up and go south to a hp, magic and save spot. The grass and rocks in the room hid a cracked floor. Fall through the floor and you be on the south side of the uncrossable chasm. Get the single treasure (Burn Sword - great vs. main boss of this mountain and others who are weak vs. fire) and go south to the outside. Outside you can get a blue chest (Flower Key). Now walk east and jump down to ledge. Go all the way west and jump down again (yes, you have been here before). - Climb the steps to a room with a row of spikes separating you from a pillar and a floor switch. Hit the pillar with the Hammer to move it on to the floor switch and open the NW door. Go through the door and you will come to a room with chasms and a land island in the middle of the chasm. This time use the Hammer from the south ledge to push the pillar north. Then use Hammer to push pillar east. Hook to pillar and go to the NE door. Go through the door and take the stairs up to the eastern half of the room with the unmoveable blocks and the rock. First go through the N door (not the locked door) to a puzzle room. - The room is a room of spikes and 3 warp tiles. You must step on all 3 tiles without stepping on any space twice. First step on the left floor switch and a warp tile will light up. Go 1n, then all way west to spike wall, go 4n (you will be directly west of lit warp tile, then go 6e to tile. You warp back out of puzzle. Now step on the middle floor switch and another warp tile lights up. Go 1n, 1w, 1n, 2w, 2n, then all the way east to the spike wall then n and w to the lit warp tile. Finally go to the last floor switch and then north and west to last warp tile. This drops all the spikes in the little corridor near the southeast part of the room. First bomb the NE wall section near the end of the corridor for 3 treasures (Flying ax, DragonEgg#6, power ring). Then take the N door and take the stairs up. Go south to the outside and you will see you are at the summit of the mountain. Climb steps and hook west to get the Earth Capsule Monster. Now return to the locked door in the room before the puzzle and go through the locked door. -Continue through the next few rooms which take you outside and back in the mountain. Eventually you will reach a hp recovery and save spot. Go south and prepare for the main boss. - Outside you can see the flower that Leefa needs to the east past another flower. The first flower is the main boss, the Rogue Flower. The Rogue Flower is vulnerable to fire and uses Sneezespreader to put you to sleep. - Defeat the flower and pick the flower that Leefa wanted. Selan warps you back to Treadool. Back in town, Leefa is overjoyed that you give her the flower. She promises to grow a lot of flowers which Selan names Priphea and promises to give Selan one when they have grown. Once you leave Leefa's house, there is word that Lexis is in town. Go to the docks. The ship is finished and the engine is installed. It is time to go sailing after Lexis (level 28) joins your party.
- sail south of Treadool to a single town on a island near some shoals. This is Forfeit Island, another part of the game that you do not need to do to win the game but it is a lot of fun. See Appendix B for a list of attractions and things to do on Forfeit Island. - sail directly east of Forfeit Island and you will reach a castle near a watergate to the ocean. Auralio Kingdom shops: no spells weapons: broadsword, estok, superdriver armor: metal coat, silver mail, power jacket, shade hat, silver hat, tuff buckler - the talk of the town is about the Ruby Icon and Prince Leon. It seems that Auralio was always at odds with Dankirk Kingdom but now Leon has gone to Dankirk to give the Queen of Dankirk the kingdom's treasure, the Ruby Icon, as a symbol of peace. You must have the Prince's permission to go through the watergate to the open sea. - sail north and a little west of Auralio to reach Dankirk Dankirk Kingdom shops: spells: shield, courage, mirror, coma weapons: broadsword, estok, superdriver armor: metal coat, silver mail, power jacket, shade hat, silver hat, tuff buckler - the talk of the kingdom is about how Auralio and Dankirk may at last know peace because of the Ruby Icon. No one knows who crafted Auralio's national treasure but it is highly prized. Make sure to talk to Prince Leon and the King and Queen of Dankirk. You learn that tomorrow is the signing of the peace treaty and that the Ruby Icon will be on display to show the peace of the two nations. - Try to leave the castle and a cinema begins. Apparently the real Ruby Icon has been stolen and there is no clue as to who stole it. Note Berty and Bart outside. It seems the peace treaty is off until the Icon is found. Well, the Icon was made of glass so maybe another one can be made. - Go to Clamento and see Jaffy, the glassmaker. The Ruby Icon was made by Jaffy's teacher so he knows what it looks like. After a little convincing, Jaffy agrees to make you a Ruby Icon. Take the amazing imitation back to Dankirk and give it to Prince Leon. The Prince notices that it is a fake but thanks you and decides to use the replica in the signing ceremony which you are asked to attend. - the cinema continues at the signing ceremony in which Prince Leon offers the ÔIcon' as a testimony of goodwill but the greedy Queen notices that it is not the real Icon. The Queen is insulted and threatens to invade Dankirk. Princess Thea rushes in to stop her parents who knew nothing of the Icon's theft. The King calls for James to search for the Icon but apparently James has been gone for a couple of days. The last time James was seen he was heading for the North Dungeon. Hmmmm....let's find James.
B1 - there is a man at the entrance to the cave that tells you that James entered earlier. James ignored the guard's orders to stop and went into the cave. Go north through the door into a room with grass growing and a single pot. Cut the grass near the NE corner to reveal a floor switch. Put the pot on the floor switch and continue north when the door opens. - You enter a large room with a blue carpet strip. The room has a lower section toward the east near a lever and pillars. First go through the NW door and take the SW door. Go down the stairs to B2. B2 - Go through the SE door to a room with an eye near the NE door. The eye is closed but if you walk near it, it will open and shut the door. You will have to Reset the room if the eye opens. The solution is to move the pillar from the SW corner to in front of the eye. Then walk south of the pillar and go through the door. - The next room is a puzzle room with a plaque that reads: ÒWhen all the switches are blue, the path will open.Ó This means that you will have to find 4 switches to lower the 4 rows of spikes that lead to stairs down to the main boss. The first switch is nearby so go down the steps and east to the first switch. This lowers the 2nd row of spikes. Go back to B1 and the room with the blue carpet. B1 - Back in the blue carpet room, take the NE door. You will enter a room with 2 moveable blocks along with unmoveable blocks. Take the SW door and go down the stairs to B2. B2 - You are back in another section of the puzzle room. Go south to a floor switch. Step on the switch and a glass bridge will extend to the east of you on the upper level. Now go back to the blue carpet room on B1. B1 - Back in the blue carpet room, go to the lever and hit it so that a pillar rises near the SE part of the room. Use one of the arrows on the floor and drop to the lower section of the room. Climb the steps and Hook to the pillar to the south. Go through the NE door and go down the stairs to B2. B2 - Go through the south door and head west. Go through the NW door and you are in the puzzle room again near the newly made glass bridge. Go north across the bridge and go to the Arrow and drop to the SE corner. Bomb the suspicious bone pile and reveal a floor switch. Step on the switch and the north wall will open. Go north and west to a 2nd switch to drop the first row of spikes. Climb the steps and cut the vines to reveal a bombable wall. Bomb the wall three times and go north. You enter the western section with 2 chests (Earth fruit, hi-magic). Move the 2 moveable blocks (one block was on a floor switch that lowered the west spikes, I suggest putting the block back in position.) Go up the stairs to B1 and go south back to the blue carpet room. - Back in the blue carpet room, take the NW door again back to the puzzle room. B2 -Go to the platform near the first switch that you turned to blue and there is now a glass bridge leading south. Go through the south door to a room with stairs down to B3. B3 - You will enter a room with grass in the SW corner near the stairs. Go to the east and north through a small hallway to a chasm with 3 levers on the other side. Arrow the 3 levers to extend a bridge and take the SE door. Go east and take the NE door to a room with a treasure (fury ribbon). Continue through the bombable N wall. - You enter a room with 3 raised pillars blocking you. Push against the pillars and they fall. Go north into the room and the pillars will raise behind you. You will notice two bridges above the room that need to fall on to the 2 floor switches. To make these switches fall, cut the vines on the NW and NE wall to reveal 2 eyes. Shoot the eyes with Arrows and they will close. This will drop the north pillars so you can reach the stairs down. Ignore the stairs for now and cut the vines north to reveal a 3rd eye. Shoot it then go south to the 3rd switch. Hit the switch to drop another row of spikes then go down the stairs to B4. B4 - Go through the N door to a room with a chasm surrounding 2 statues and a blue chest. There is also a warp tile. If you look closely you will also notice 2 different floor tiles near the NW and NE sections. This room is connected to the room through the warp tile so go through the tile to a mirror of this room that has 2 floor switches, a moveable block and the 4th switch. Push the block on to the NW floor switch and a flame will light in this room. Go back through the warp tile and go to the NW and step on the tile there to create part of a bridge. Go back through the warp tile and move the block to the NE floor switch to light the other flame. Go through the warp tile to the first room and step on the NE tile to complete the bridge. Cross the bridge and get the blue chest (Dankirk Key). Finally go back through the warp tile and push the block back to its original crest to create 2 bridges. Now you can reach the 4th switch. Hit the switch to lower the final spikes. Return to the puzzle room on B2 and take the stairs down beyond the 4 puzzle spikes to B3. B3 - You will enter a room with grass. A wall blocks 3 treasures. Cut the single grass near the south wall. Push south to enter a secret passage. Go south, east, then south and west to treasures (flame jewel, figgoru, DragonEgg#7). Go back and step on the risen tile/strange floor tile to open the NE door. - You enter a room that leads to a single bridge south. Cross the bridge to a spot with a single grate covering a hole, a set of stairs down on a separate island, and another set of stairs down. Remove the grate from the hole and drop to B4. B4 - You fall to the east side of a room separated by a chasm. Hit the lever to extend a bridge in the western part of the room. Climb the nearby stairs back to B3. Hook east to the other stairs and go down the stairs there to B4. - Cross the bridge and go through the door. Continue through the south door to a recovery room and a save spot. Go through the south door and you are in the middle of the room with the bridges. Build an arrow facing south out of the blocks in the NW corner to create a bridge south. Cross the bridge and go south through the door and take the stairs down to B5. B5 - Go through the south door. Continue through the next room and go through the N locked door. The next room is a series of walkways. You must fight through the Shadows to get through the room. Go through the north door. Continue through the next room and go through the south door to a save spot. Go through the south door and continue through the next room. Go through the north room to the final room. - the final room: a cinema begins when you enter this room in which James gives Prince Klaus of Gratze the Ruby Icon. It seems that James will be rewarded by becoming a minister in Gratze. Your party interrupts James and Klaus' little meeting and Guy kindly introduces the party. Klaus sends 4 soldiers to get you. - 4 soldiers Special attack: Dash - defeat the soldiers and Klaus will run off leaving behind James and the Ruby Icon. You take James and the Icon back to Dankirk. James is questioned by the King before the signing ceremony begins. It seems that peace will last between Dankirk and Auralio because of Prince Leon and Princess Thea. - return to Auralio and visit the Prince. He will open the watergate so that you can continue on your journey. Talk to the Prince a second time and receive the VIP card for the casino at Forfeit Island. Now you can gamble for the big bucks! - talk to the villagers of Auralio and they now talk about Ferim Kingdom, which lies beyond the watergate. It seems that a tower NE of Ferim is emitting something. Could it be a Sinistral's work? Time to sail to Ferim.
- sail directly south of Auralio to reach Ferim Kingdom - Ferim Kingdom's shops: spells: champion, firebird, ice valk weapons: royal whip, spear, silvo rapier armor: quilted silk, eron hat, tuff buckler - the talk of the town is of Princess Jerit's upcoming marriage to Eric, a rich jerk from across the sea. Apparently, the kingdom needs the money Eric can bring by marrying the Princess but Jerit's suitor must first find a gem in the NE Tower before she will marry him. However, the Tower is full of monsters after a strange man landed on the Tower. Eric is having Hans, the Princess' bodyguard, go to the Tower to retreive the gem. Hans agreed because he wants to check on the man in the Tower and because he wants the Princess to be happy. Word is also that a lady traveler told the King not to go near the Tower then left for the Tower herself. Let's head for the Tower.
1F - Go north from the entrance room to a room with a bombable NE wall and a NW door. Bomb the NE wall and take the stairs up to 2F. 2F - Go south through a door then go through the NW door in the next room. You will enter a room with pillars. Use the Hammer to push the pillar and Hook to the SW door. (You do not need to take the NW door; it loops back around to the NW door on 1F.) Go through the door to the outside and climb the ladder to 3F and enter the west door. 3F - You enter a room with a chasm and a plaque that reads ÒArrow rotates with the sword.Ó This plaque refers to the 4 arrow marks on the floor and the moving bridge. Hit the arrows with your sword so that they are pointing east. Then hit the lever and the bridge will slide to the eastern section of the room. Go back outside and take the east door and cross the bridge to the NE door. Go through the door and continue north. Get the single treasure (Stun gun); then go south and take the stairs up to 4F. 4F - Go south through a door and you will be outside. Climb down the ladder to 2F and re-enter the Tower. 2F - The room that you enter is a puzzle room. There are dark flame crests inside a set of unmoveable blocks. You must turn the flames to light crests by stepping on them. The solution is to enter the puzzle from the south entrance. Go west to the wall then 2N, 1E, 1N, 1W, 1N, 3E, 2S, 1W, 2S, 2E, 4N to exit and open the north door. Go north and take the stairs down to 1F. 1F - blue chest (Trial Key). Take the key and return to 3F and the room with the moving bridge. Hit the arrows with your sword so that they are pointing west then hit the lever and move the bridge west. Go south to the outside and again take the west door, cross the bridge and take the NW door. Go through the door and take the stairs up to 4F. 4F - You enter a large room with arrow switches that change the way the platforms move. The platform and arrows will return to original position when you step off the platform. First let's get the treasures. Turn the first arrow to face east, ride the platform east, hit south switch to east and ride bottom/south platform to treasure (mysto jewel). Ride platform back to original platform. With arrows facing original directions, ride platform west (just don't hit arrow), ride north platform to SW corner. Get the treasure (sami jewel) and return to original platform. To get to the SE door: ride the platform to the NW, stay on the same platform and hit arrow to change it to the south so the platform goes to the door. Go through the door south until you reach the outside. Take the ladder up to 5F and re-enter tower. 5F - Go north through the locked door to a puzzle room. There are 2 floor switches inside a square of unmoveable blocks. Two levers raise the spikes inside the square. Use the spikes to separate the 2 samurai so they can step on the switches. When the 2 monsters step on the switches, the door will open to the final room. - You enter the final room and see Hans in the middle of the room. He is paralyzed by some force. The party can sense a Sinistral's energy. They move to surround and protect Hans as the main boss appears. It is Amon, the Master of Chaos. Amon is impressed by your energy but not too concerned. Guy rushes Amon but is cast aside and Amon leaves, deciding not to waste his time with you. Amon's power is staggering. With Amon gone, Hans is freed and embrassed yet ready to go and get the gem for the Princess. - The cinema continues in the room to the north yet there doesn't seem to be any gem here. There is only a plain blue stone that Hans insists is the gem that the Princess wants. He returns to Ferim. - Return to Ferim and go to the throne room. A cinema begins between Princess Jerit, Eric and later Hans. The significance of the stone is explained as is Hans' feelings for his Princess and the King puts Eric in his place. Lastly, a messenger bumps into Guy and reports that a single man has destroyed the town of Agurio, north of the Northeast Tower. It must be Amon; head for Agurio. - head north of Northeast Tower to a shrine. Go through the shrine and head north.
- The town of Agurio is completely destroyed and all the villagers are dead except for Iris. A long cinema begins in which Iris tells Maxim to give up the sword and go back to Parcelyte and live in peace. They discuss Amon and how Maxim's controlled rage adds to his energy. They also talk of Dual Blade and then bury the people of Agurio. - The cinema continues after the burial. Iris says that she say a ball of light go south. As Iris moves to leave, Maxim asks if they will ever know who she really is. Iris replies that the time will come but she is unsure if he will know her in her true form. - return to Ferim. The guard at the castle entrance says that he saw a light head south toward Treble Village. Treble is south beyond the ocean so get in the ship and head south.