Chpt 17 - A Laboratory and an Elf Child

- Treble's shops: no spells weapons: royal whip, spear, silvo rapier, pounder rod armor: quilted silk, eron hat, circlet, tuff buckler - The villagers are talking of the ball of light. It seems that the light went into the ocean southwest of Treble. You also meet a small boy who has heard of an invention in Portravia that can go underwater. Lexis says that it must be his friend Kirmo's submarine. Maybe you can use this sub to track Amon underwater. An old man in the temple also tells you where to take the Dragon Eggs (to a town named Pico Forest in the far east - wait until you get the sub before going to Pico). - Head east and south by land to reach Portravia. - Portravia's shops: spells: thunder, dragon, valor weapons: launcher, pounder rod, battledriver, rainy ax armor: metal armor, power cape, circlet, golden helm, tect buckler - the talk of the town is of elves. There is word of an elf village south of town beyond the Mountain of No Return. One boy even says he has an elf friend that he plays with. An elf child has also been spotted near the town's lab. Also there is word that the lab is oozing oil into the water and that no plants will grow near the lab itself. - Enter Kirmo Laboratory. Everyone knows Lexis and tells you that Kirmo has perfected his invention but does not have a ship that can work for the submarine engine. There is also word that things are getting stolen or lost. - Talk to Kirmo and Lexis offers your ship for Kirmo's plan. He will remodel the ship into a submarine and ship. You bring the ship to Kirmo's lab and Kirmo sends an attendant for the sub plans. A tiny elf girl grabs the plans and runs. Without the plans, Kirmo cannot remodel your ship. Time to track down that elven child. - Head east and south of Portravia to the Mountain of No Return.

Mountain of No Return

- The entrance to the mountain introduces a new trick to overcome that I will call force statues. The statues have a horse-like face. You cannot walk in front of the statue as an invisible barrier pushs you back. The entrance room has 2 of these force statues. Push the east statue 3w and 1n to make the statues face each other and negate their force. Go through the north door to another room with force statues. - The second room has 8 statues and one moveable pillar. The statues are arranged like this with the letter indicating which direction they are facing: 1s 2w 9 = moveable pillar 3e 4s 5e 6s 7e 8w 9 To solve this puzzle: - move the regular pillar 9 between 7 and 8. Move 8 2N then all way west to block 5. Move 7 1N, then move 9 2W and then all way north to block 3 and 1. Move 8 2E then 3N to block 2. You should now be able to get to the north door. Go through the door and take the stairs up. - Follow the only path available through the next 8 rooms. You will go outside and down a set of stairs until you finally reach a huge room with lots of force statues. The statues are arranged somewhat like this: 1w 2n 6w This picture is not completely accurate 3e 7n as there are a number of rocks blocking the 4s room into sections. I just wanted to some 5n chest 8w approximate placement and direction of 11w force statues. 9e 10s To get through this room and get the single chest (aqua sword): push #1 2S, then push #2, 1E. Push #6 3S then go back and push #1, 1S. Walk along west wall to the south to #9. Push #9 2N. Then go east to next to #10 and go north. Push #8 1N and get the treasure. Push #10 1S, then push #11 2S. Lastly push #10 all way south and exit the room through the south door. - Outside, you see an elf child who runs but is surrounded by monsters. You run to her rescue and must fight 4 gargoyles. Special attack: Bite - when you defeat the gargoyles, another elf appears telling the child to stop. The elf is Artea who reprimands the girl for speaking harshly to ones who have just saved her life. The child protests telling Artea about the lab draining ooze and killing the city. Lexis promises to clean up the lab so flowers will again bloom in Portravia. Lexis leaves with the plans and heads back to Portravia. - the cinema continues with 2 elven messengers arriving to tell Artea bad news. A ball of light has appeared in the village. It may be Amon so you volunteer to go with Artea to confront the Sinistral. After a little hesitation, Artea agrees and everyone hurries to the elf village.

Chpt 18 - The Divine Shrine and a Submarine

- when you arrive in the village, an elf maid, Milka, tells Artea that the ball of light has captured Karyn, Milka's mother. The ball of light headed for the Divine Shrine, a place that only Karyn can use to boost people's power. You are told that you cannot enter the Shrine without an elf so Artea (level 38) goes with you. - Eserikto's shops: spells: thunder, firebird, dragon, ice valk, fry weapons: crazy blade, trident armor: plate armor, evening gown, silver robe, gold band, gold shield, gold gloves - head south over a bridge then SW to a shrine

The Divine Shrine

1F - head north through a door and go down a set of stairs down to B1 B1 - this huge room is the only room on this floor. The room is a series of islands that can only be reached by Hooking to the pillars on the island. There are 7 sets of stairs up to 1F. Do NOT take the stairs in the SW corner of the room as they only lead to a room full of monsters. The stairs just N of the original platform are also not important. - First Hook NE, E, N, NW, W and walk north to a set of stairs. 1F (from N stairs near lever) - Go east and take the stairs up to 2F. 2F - You will enter the lower part of a room. Take the steps up and go through the door north to a blue chest (Heart Key). Return to B1. B1 - After getting the key, go to north wall and use Hook or Arrow skill to hit a lever to raise a new island just SE of you. Hook to new island then Hook back to west pillar so you fall to the lower floor. Go south along floor to return to the original platform. Then Hook NE, E, N, NE, E to moveable pillar. Push pillar all way N (this will place it directly east of new island. Then go back to where pillar was and Hook W, S, NW, W to where you went up the stairs to get the Key. Hook E to new island then E again to the moveable pillar. Walk N and Hook east. Walk south to a set of stairs up to 1F. 1F (from NE stairs) - this room has 6 pots in the NW corner and 6 in the SE corner. Remove the SE pot in the NW set of pots to lower the spikes northward. Go north and take the stairs down to B1. B1 - Get the single treasure (Rocket Ring). Use the arrow to jump down to floor below (you cannot return to 1F as the spikes have raised behind you. You will return here later however) Run south and west back to original platform. - Now Hook W, then N, W, N to moveable pillar. Push pillar all way north then Hook W, S, and walk along west wall to NW corner. Then walk east along north wall to a moveable pillar. Push the pillar east out of your way so you can walk south. Hook S, then W to moveable pillar and lastly N to a set of stairs up to 1F. 1F - You enter a room with a blocked southern part. Go through the north door to get a single treasure (revive armor). Return to B1. B1 - Hook W to fall to the floor and return to the original platform. 1F - Hook NE, E, N, NE, E to moveable pillar. Push pillar all way N (this will place it directly east of new island. Then go back to where pillar was and Hook W, S, NW, W to where you went up the stairs to get the Key. Hook E to new island then E again to the moveable pillar. Walk N and Hook east. Walk south to a set of stairs up to 1F. 1F (from NE stairs) - this room has 6 pots in the NW corner and 6 in the SE corner. This time take the SE pot in SE set of pots to reveal a cracked floor. Fall through the floor to B1. B1 - After you fall, Hook W, walk south and Hook W. Walk S again and Hook W, then S, then walk east and Hook E, E, N to a set of stairs up to 1F. 1F - Walk east and take stairs up to 2F. 2F - Continue north through 2 rooms and you will reach a room with a strip of red carpet. Follow carpet west and the torches on the wall will light and open the SW door. Go through the next room and you will reach the upper part of the room that lead you to the Heart Key. Walk west on to a platform and shoot or Hook the button on the north wall to make the platform slide west. Go through the NW door and continue north until you reach a room with a strip of red carpet. Follow the carpet east and the torches on the wall will light and open the east wall. Take the stairs up to 3F. 3F - You enter a room with a bombable NE wall and a southern door. Bomb the wall and enter a puzzle room. There are 5 musical notes in front of spikes. Each note drops a row of spikes so you must hit the notes in the correct order to lower the spikes. The plaque reads: ÒListened to the ordered scale of the tune.Ó The notes are arranged like this: 1 2 3 4 5 Step on 3, 2, 4, 1, 5 to lower the spikes and get the single chest (DragonEgg#8). Also bomb the N wall behind the chest to get a single chest (Holy Whip - nice weapon for Selan). Go back to the south door and go through the next room to a locked door. In the next room, use the Hammer to push the 2 pillars on to the plates to open the North door. - The final room: as you approach the door a cinema begins between Amon and Karyn. Amon wants Karyn to open the door to the inner sanctum of the shrine but the elf refuses. Karyn has allowed herself to be kidnapped to protect her village and to take Amon to a place where she can use her powers but she cannot possibly defeat him alone. The party rushes to Karyn's aid but Amon's energy pushes the party back until Karyn releases her own energy forcing Amon to flee. The party is knocked back but Artea rushes to Karyn, who is becoming transparent. She has given her life to try and defeat Amon but it was not enough to defeat him. Karyn claims that now Artea is the last hope and asks him to look after Milka. Karyn disappears. The party approaches and Artea decides to go with them to destroy the evil that has killed Karyn. - Go north into the inner sanctum. Step on the warp tile to increase your abilites, then return to Eserikto. - Back in Eserikto and a cinema begins between Artea and Milka. After the cinema, talk to the villagers and you will learn that Amon has returned to the sea. - Return to Portravia and go to the lab. Your ship has been remodeled into a submarine for undersea travel. Lexis agologies for the ooze and explains that he has solved the problem. Artea is pleased but now is the time to track Amon. It seems he went underwater near the town of Barnan. - Before going to Barnan, warp to Parcelyte. Get in the ship and go underwater. Go south and west to a whirlpool. Enter the whirlpool and get 2 secret fruit and the Water Capsule Monster. - You can at this time take a short side trip to receive a reward for collecting the 8 DragonEggs. Warp to Treble and sail east or go east by land. Near the eastern end of the land, there is an island shrine surrounded by a lake. On the east shore of the lake there is a town called Pico Forest. Enter the town and learn that once you use the DragonEggs, they will go back to the dungeons. You can then use the Jewel Sonar (a prize from the casino) to return to each cave and find the 8 eggs again to retreive another reward from the Dragon Shrine. Use the sub to go underwater and enter the lake and go to the Dragon Shrine. - With your 8 DragonEggs choose a wish. You can select from: 1) a set of potions (life, spell, speed, mind, power and brave - 10 of each) 2) a set of Capsule Monster Fruit (secret, earth, holy, breeze, charm, dark, flame, magic - 20 of each) 3) Ancient Shield 4) A set of super rings (S-power, pro, mind, witch, myst, thun, ice, fire, water If you collect 4 sets of DragonEggs, talk to the dragon again. This time you'll have an option to fight him. The Egg Dragon is VERY tough. The only way to have a hope of beating him is to get the lizard blow sword (found in the world's hardest puzzle - Dragon Mountain). With the lizard blow you can inflict about 1000 pts of damage with an attack and over 2000 with the IP attack. Even doing this amount of damage it will still take a very long time to beat him, but he will eventually die. When you win will receive the egg sword and ring. The egg sword is pretty weak but the Egg ring is incredible. While wearing the ring all of your stats will become 999 (except for guts which will be 199). With egg ring you can equip the egg sword (or any other sword) and still have an attack of 999. The Egg ring and is worth going through all that trouble to get. - Warp back to Portravia and sail west to Barnan.

Chpt 19 - The Undersea Shrine

- Barnan's shops: no spells weapons: red saber, halberd, crystal wand, mist rapier armor: plati plate, silk robe, plati helm, plati band, plati gloves, plati shield - the talk of the town is of the South Shrine and how it is now full of monsters after a ball of light went into the sea near the shrine, but the entrance to the shrine has crumbled to rubble so you are going to have to enter it from underwater. - go underwater and head south and west to a whirlpool that leads to the South Shrine.

Shrine of Vengence

B1 - the sub comes up in a pool of water near a set of stairs. Go up the stairs to 1F. 1F - You enter a room with 2 switches (one red, one green) and a lever. The south door leads to the broken entrance to the shrine so it is not necessary to go that way. Currently a NE door should be showing. Take and hit the green lever so both levers are red. Then hit the west switch and turn it green, then hit the lever and the wall will move to reveal a NW door. Go through the NW door. - Continue through the next room taking the SW door. In the following room, use the Hammer to move the west pillar so that you can Hook across the chasm. (Ignore the stairs down which lead to a monster room that you would fall to if you forget to move the pillar and Hook to it without moving it.) Go through the NW door and take the stairs down to B1. B1 - Nothing but grass grows in the first room of this floor so go through the SE door. The room you enter is split by a river. You enter the west section of the room that has one pot and one floor switch. In order to go through the S door, you must grab the pot and then manuever the monster in the eastern section of the room on to the switch on that side. When the monster steps on the switch, drop the pot on the floor switch on the western section of the room to raise the spikes to trap the monster and keep the S door open. Go through the south door and take the stairs down to B2. B2 - You enter a small room with a north door and a different tile near the SW corner (you will warp back to this spot from another room later.) Before leaving push against the east wall just east of the stairs and you will walk through a secret passage to a lever. Hit the lever to raise a stake in a nearby room. Go back and take the north door. - You enter a large room with a raised and lower floor. Use the arrows on the floor to drop to the lower floor. There is no need to take the NE door (it leads back around to the east half of the room split by the river where you trapped the monster to open the door.) Head toward the NW and read the plaque. It reads: ÒShoot ArrowsÓ. Go west of the plaque and stand on the plate. You will see a bridge to the west of you suspended by rope. Use Arrows or Fire Arrows to cut the ropes and make the bridge drop into place. Go down the steps and cross the bridge. Just west of the bridge is a treasure chest in the NW corner. Hook to the stake (this was the stake that the earlier lever raised) and get the chest (power robe). Continue south and take the SW door. - You will enter another puzzle room with a plaque. The plaque reads: ÒWhen the flame goes out, the path will open.Ó Push both moveable pillars north into water to raise the water level and extinguish the flames. This will lower the spikes around the warp tile. Before warping, bomb the N wall to get 2 treasures (freeze sword, boom sword). Take the warp tile and you will return to the first room on B2. Take the stairs up and return to the room with the 2 switches that change to red and green. 1F - Back in the first room, turn both switches back to red then change east switch to green and hit lever to reveal NE door. Go through the NE door. Follow the dark tile path through the next room to a large room. The large room has a western section that is lowered as well as stairs down and 3 sets of stairs up (you will not be able to see all of the stairs from this part of the room.) First take the stairs down to B1. B1 - This is a puzzle room with 2 red and 2 blue blocks. Spikes surround a switch and a blue chest. First push the 2 blue blocks on to the north plates (near N wall on either side of chest). Hit the switch and it will turn blue and drop one row of spikes. Push the red blocks on to the other plates and hit switch again to lower all spikes. Get the blue chest (Ghost Key) and return to room above. 1F - After getting the key, go west and follow the rim around the room to a set of stairs up. Go up to 2F. 2F - This room is split by unmoveable blocks. Go through the south door and you will enter a large room with a barricade west blocking the north locked door. There is also an enclosed square near the middle of the room that contain a set of stairs up to 3F and another set of stairs down to 1F. Do not worry about either of these room features. Just follow the room around to a door. - You will enter a room with multiple bomb spots along a north wall. Bomb the NE wall section to get a single treasure (heal armor). Then bomb the NW wall to continue on your journey. The other bombable spots are useless; they just reveal blank walls behind them. Go through the NW bombable spot to reach the blocked off section with the locked door. Go through the locked door and continue until you reach a set of stairs down to 1F. Take the stairs down. 1F - The stairs lead you to the extreme SW corner of the large room (which had stairs leading to where you got the key). Step on to the platform and you will be swept east to a set of stairs up to 2F. Take the stairs. 2F - Continue through the next room and take the south door. The door leads to a room with broken pillars and bones. Bomb the rubble and bones to reveal a cracked floor spot. Fall through the floor back to 1F and the large room. 1F - The fall lands you in the lower section of the large 1F room. Go west and you will see a set of steps just out of your reach. Notice, however, that the pillars on the platform are cracked. Bomb or Hammer the pillars at the base of the steps to lower the platform with the ladder. Do NOT take the warp tile north of the lowered platform. It will just take you to the upper section of this same room and you will have to work your way back here again. Take the steps and the stairs up to 2F. 2F - You are inside the enclosed square with the stairs you saw previously. Continue on to 3F by taking the stairs up. 3F - Go south through a door and you will be outside. First go west and bomb the western-most panel. Go inside and take the stairs up to 4F. 4F - Continue to climb the stairs to 5F. 5F - There is a chariot monster near the NE wall in this room. Kill the monster to reveal a bombable wall spot. Bomb the wall and get the single treasure (Bright armor), then take the stairs up to 6F. 6F - Get the single treasure (evil jewel) and return to 3F and the outside. 3F - This time go east until you reach a chasm. Use the Hammer to destroy the cracking pillar on the east side and it will fall to create a bridge for you. Re-enter the tower. - You will be in a puzzle room with a plaque. The plaque reads: ÒThe carpet without wrinkles goes well with this room.Ó Use the moveable block to smooth out the carpet to open the NW door. You will find a recovery room with a hp and magic recovery as well as a save spot. The main boss is near so head north and take the stairs up to 4F. 4F - As you enter the final room, you notice a large orb near the door. As you approach you are attacked by the main boss, Venge Ghost. The Venge Ghost has some harmful spells such as Confuse, Firebird, and Thunder. Make sure to use fire weapons/spells and/or Holy weapons such as Selan's Holy Whip against this creature of negative energy. - When you defeat the ghost, Artea releases a sacred energy to let the creature rest. Go through the N door and get the single chest (Cursed Bow). Equip Artea with this cursed weapon. Then go to a priest in any town and have the holy man lift the Curse to get Arty's Bow, a weapon that attacks all monsters. - return to Barnan and you will notice Iris near the entrance of town. She has been waiting for you and wants to talk with Maxim alone. Selan refuses to let her husband be alone with Iris and Iris replies that Selan must not trust her husband. It is time to prove Selan's trust in the Tower of Truth, Iris says. The Tower is west of Durale, a town south of Barnan. Iris then leaves as Maxim remarks that Iris did not seem herself. Guy and Selan think Maxim knows Iris too well. On Selan's insistance, you head to Durale. - sail west and stop at a single tree on an island to get the Dark Capsule Monster. Then continue west to Durale.

Chpt 20 - The Truth about Iris

Durale's shops: spells: destroy, zap weapons: silver sword, heavy lance, silver rod, freeze bow armor: crystal mail, crystal robe, crysto helm, crysto beret, gauntlet - the people of Durale tell the party that there is a mirror atop the West Tower that reflects the true self and will not reflect the image of liars. You also learn that Iris went to that tower. A man in the cafe also says that the famed cider, Tablose or green tea is ready in a kingdom over the sea to the east. Even the royal family enjoys Tablose. (I'm not sure why this is important but Sundletan sells the green tea.) - go west of Durale to reach the tower

Tower of Truth

1F - Go north through a door to the tower's first room. First take the SE door to a room with 2 floor switches, 2 obstacle rows and 4 musical notes. Each note raises one of the obstacle pillars a certain heighth. The floor switches give you the pattern to copy in order to open each of the doors. Step on the east floor switch and a pattern will spring up in the south obstacle pillars. Repeat the pattern by stepping on the notes. The notes are arranged from lowest to highest or like this 1 2 3 4. Step on 3, 2, 1, 4 to open the NE door. Step on 3, 4, 2, 1 to open the NW door. - Go through the NE door to a room split by a chasm. You enter the east section of the room which contains a lever. Hit the lever and pillars will raise in the western section. Go back to the entrance room and bomb the NW wall to reach the west section of the room. Hook to the newly raised pillars and go through the door north. Take the stairs up to 2F. 2F - This room is also split by a chasm. The chasm is in the NE section of the room and you cannot cross it to go toward the west (you will circle back to here after getting a few chests). Go through the south door and you will see a single serpent woman. If you attack her or are attacked by the woman (she moves VERY fast) and defeat her, she will split into 4 other monsters. We suggest arrowing her and getting around her or you will have to battle all 5. Go through the south door and continue through the next room through a NE door. - The next room has 3 orbs with eyes and a number of blue-centered and red- centered pillars controlled by a switch. To get through the room, Arrow the switch so it turns blue and raises the blue pillars. Walk east to the wall and then south to a pillar. Turn and Arrow the switch to raise the red pillars. Continue south until you are just north of an orb with eyes. Then walk west to the wall, turn and Arrow switch to blue and walk to the SW door. Go through the door to the outside and climb the ladder to 3F. 3F - Re-enter the tower. You will enter the tower in a room with a chasm. Hook east to the pillar and go through the NE door. You will enter a room with a cracked floor tile. Fall through the tile to 2F. 2F - You fall to a room with no special features except for a bombable NE wall. Bomb the fall and go through to retreive a single treasure (Super Sword). Go through the bombable NW wall and you will find yourself back in the first room of 2F on the east side of the chasm. Hook west and work your way back to the outside. This time climb to 4F. 4F - Re-enter the tower and go through the NE door. There is a plaque in the room and 2 floor switches. The plaque reads: ÒThere is only one true switch.Ó This plaque and one of the two switches is the solution to the puzzle in the next room. The right switch is the correct pattern. (3, 2, 4, 1, 5) Go through the NE door to the puzzle room. - The puzzle is one again based on musical notes. The notes are arranged like this: 5 1 2 3 4 Step on 3, 2, 4, 1 and then Hook to note 5 from the south side of the chasm. This will lower the spikes and allow you to go down the stairs to 3F. 3F - Continue through the next 2 rooms and you will enter a room with 2 pots, 1 crate and 2 floor switches. Different combinations of pots and crates on the floor switches will open different doors. The 2 pots on the switches will open the NW door (where you just came from). The crate on the west switch and a pot on the east will open the SW door (which leads to a place that you have already been). The crate on the east switch and a pot on the west will open the SE door. Take the SE door and take the stairs up to 4F. 4F - The stairs lead to a room with lots of monsters and 3 treasures in the SE corner (song rock, ghost ring, ghostclothes). Work your way to the treasures and then go through the NE door. (Remember Arrow and Hook paralyze enemies.) Take the NE door and go up the stairs to 5F. 5F - Go through the SE door to a large room with many chasms and bridges that are controlled by floor switches. First place the crate and the pot on the 2 floor switches on the first landing to create a long bridge to the west. Go west to the next island and push a moveable block south on to a switch. Go back to the original island and there is now a bridge south. Take the pot and go south and put the pot on the switch to create a bridge west. Go back and get the crate. Take the crate and go west across the newly created bridge. Go north and drop the crate on the floor switch. This switch creates a long bridge west. Go west to the island that you have been to before and push the block north onto switch. This will create a new bridge near the crate. Go back and pick up the crate. Go west and drop the crate on the west switch. Leave a bomb to destroy the crate and cross the bridge before it explodes. Explode the bomb and a new bridge will lead east to the S door. Go through the door and get the blue chest (Truth Key). Then return to 3F and the room with the 2 pots and the crate. 3F - Put the crate on the west and the pot on the east switch to open the SW door. Hook to the south platform and go out the south door to return to the outside (yes, you have been here before.) Now with the key in hand, climb to the 5F. 5F - Go through the locked north door and climb the stairs to 6F. 6F - First go through the north door to a save spot. Go back and take the south door and continue until you reach the outside. Go east and re-enter the tower and prepare for the final room. - You enter the final room to find Iris waiting for you. The Mirror of Truth lies behind the door just north of her and she says that an image of Selan will appear if Selan's feelings for Maxim are real. The husband and wife go through the door together to confront the Mirror. - Meanwhile Artea wants to know why Iris has pushed Maxim and Selan into a corner. A discussion between Iris and Artea begins. - Maxim and Selan are standing near the Mirror. The two talk of their feelings and trust and decide NOT to look in the Mirror. They move to leave but Artea, Guy and Iris rush in. Everybody is pushed back against the Mirror (you can see both Maxim's and Selan's images) as the party is attacked by 3 White Dragons. The Dragons cast strong ice spells like Ice Valk and Cold Stream. Use fire weapons against them. - When you defeat the Dragons, Iris is gone and the Mirror is broken. All wonder what happened to Iris and talk about her mysterious nature. Finally Maxim and Selan leave closer than ever, followed closely by Artea and Guy. - When the party leaves, Iris reappears in front of the broken Mirror. She states that her mission has ended. She uses her magic to repair the Mirror which reveals her true form - Erim, Sinistral of Death. Erim thinks that there is no stopping now until one of the party is dead. Then she will reveal to the party her true form. She disappears. - Return to Durale and talk to the villagers. One tells you that Iris headed west to Chaed. Another tells you of the phantom submarine city which you can learn more about from the Elder of Chaed. On to Chaed!

Chpt 21 - The Fire Dragon and an Elder

- sail west from Durale. When you come to rocks, go underwater and continue west into the bay. Rise to the surface and walk north to Chaed. - Chaed's shops: no spells weapons: buster sword, great ax, zirco rod, rune rapier armor: eron dress, metal jacket, holy cap, rune gloves - the talk of the town is of a Fire Dragon and a volcano. It seems that the Dragon lives in the volcano and is working the volcano up to erupt. The elder of Chaed went to the volcano to stop the Dragon. Let's go Dragon Hunting!

Dragon Mountain

(this is a very complex dungeon containing the world's hardest puzzle. Stay with me you are nearing the end.) - If you enter the first door that you see when you enter the dungeon, you will enter a room with a warp tile in the NW corner blocked by spikes and a block. You can warp back to this spot from just before the end of this cave if needed. Go back outside and climb the steps to the 2nd tier of the mountain. Re-enter the mountain and go through the north door. - You will enter a room with a strange pattern of grass pointing toward a door. You must destroy all of the grass for the door to open to a single treasure. The grass is arranged like this: 1 2 3 4 5 7 6 8 The solution to this puzzle is a little tricky as it requires bombs, fire arrows and exact timing. Remember it takes 6 steps or sword swings, NOT time, to set off a bomb. First place a bomb E of #8 (directly south of #7). Walk 1E, 1N and place a bomb between #7 and #6. Shoot a Fire Arrow North to destroy #4 and #2. Walk 1N and place a bomb where #4 was. Walk 1N and place a bomb where #2 was. Walk toward the door to activate all the bombs. (***Note: If you are having problems try making all turns using R Trigger; this does NOT count toward the 6 steps to set off a bomb.) Go through the N door to get a single treasure (Sonic Ring). Return to the room with the grass arrow and take the NE door. Go through the next room and go up the stairs to another tier of the mountain. - The stairs will lead you to a room with a plaque. The plaque reads: ÒDrop Up Elevator. Required weight of 1 ton.Ó Remember this clue and go up the stairs to the next tier of the mountain. - The stairs lead you to a room split by a chasm. Hook east to the cracked floor. Remember the plaque clue and work the monster here on to the cracked floor so that the floor falls, causing another land piece to raise and fill the chasm. Go back up the stairs in the room with the plaque and you can now reach the other part of the room that formerly had the chasm. The north hall leads to a set of stairs up that lead to a dead end so take the south hall and go through the south door. - The door leads you to outside of the mountain. Climb the steps and Hook west to a door. Re-enter the mountain and take the stairs down. Continue through the next few rooms, going down the stairs and through the doors as necessary. Finally you will come to a room with 3 monsters surrounding a cracked floor spot. Ignore that for now and go through the south door to get a blue chest (Magma Key). Go back inside and fall through the cracked floor. It will lead you back to the first room of the mountain. - Back in the first room, go outside and climb to the 3rd tier of the mountain. Re-enter the mountain and go through the locked north door. You will enter a room with a lava lake and a number of tiny land islands. Use the Hammer to push the pillars so that you can Hook to the NW corner for 3 chests (Magic scale, S- pro ring, Miracle) and then Hook to the stairs up. Go up the stairs. - The stairs lead to a room with a plaque. The plaque reads: ÒUse Fire Arrows to burn grass so it does not grow back!Ó This plaque refers to the puzzle in the next room. Go through the south door and you will see 9 plants. The plants are arranged like this: 1 2 3 4 5 6 7 8 9 If any of the plants reach full maturity, the Reset spell is automatically cast. Thus you must kill all of the plants before they can finishing growing. The plants grow in this order: 5, 4, 3, 7, 1, 6, 9, 8, 3, 4, 2, 8, 6. The key for us was to stay near the middle area around 5 and use Fire Arrows to kill the plants. Others have told us that they have used a combination of bombs and Fire Arrows to kill the plants. Remember that using the R Trigger to turn does not count as a movement. It may take you a couple times but once you get the pattern you can do it! Go through the south door when the puzzle is solved. The door leads to the outside. Climb the steps and re-enter the mountain. - The next room contains a puzzle just as difficult as the plants. On the north wall there is a bombable wall but this wall heals itself. Remember this wall for we will come back to it but first take the stairs down. - The stairs lead to a save spot. Save your game then go down the stairs again. You enter a room with 2 sets of stairs down. Take both stairs to get the 3 treasures (S-mind ring, Kraken rock, Angry ring). Then go down the stairs. - The stairs lead to a huge room with a giant lava lake and various land islands. You are near the SE corner of the room. First go down the east steps and then Hook west to 2 treasures (S-witch ring, Hipower ring). Then return to the healing bomb wall (we will explore the rest of the room from another entrance.) - The key to the healing bomb wall is that bombs set off other bombs. Here is one way to solve it: Stand before the door (facing north) and set a bomb. Walk 1W, 1S and place a second bomb. Then go 1W, set bomb, then go 1E and swing your sword once, then 1N (the first bomb explodes), Set bomb then go 1E (you are before the door again). Set a bomb before the wall and swing until the bomb before door explodes. Then start all over from the beginning. I think it takes 4 bombs to destroy door completely. Go through the north wall and read the plaque which says: ÒThe world's most difficult trick is beyond this point.Ó Fall through the hole in the floor and travel down to the most difficult puzzle. - The hardest puzzle: There is a woman to explain the puzzle. The idea is simple; you must get the 4 chests on the large platform to reach you through the hole near the south part of the puzzle. There are, however, other platforms of different sizes that block your way. The puzzle is originally set up like this: 1 0 0 2 1 through 4 are vertical pieces of 1 X 2 1 0 0 2 5 through 8 are single square pieces 3 9 9 4 9 is a horizontal 2 X 1 3 5 6 4 0 is a 2 x 2 square holding the 4 treasures 7 8 Here is one way to solve the puzzle: Step One - move 7R, 8L, 3D, 4D, 9R so that the puzzle looks like this: 1 0 0 2 1 0 0 2 9 9 3 5 6 4 3 7 8 4 Step Two - move 5UL, 7UU, 3R, 5DD, 7LD, 9LL so that the puzzle looks like this: 1 0 0 2 1 0 0 2 9 9 7 3 6 4 5 3 8 4 Step 3 - move 6UR, 8UU, 3R, 7RD, 9D so that the puzzle looks like this: 1 0 0 2 1 0 0 2 8 6 9 9 3 4 5 7 3 4 Step 4 - move 8LL, 6LL, 3U, 4U, 7RR, 5RR, 9D so that the puzzle looks like this: 1 0 0 2 1 0 0 2 8 6 3 4 3 4 9 9 5 7 Step 5 - move 6DL, 3L 4L, 7UU, 5R so that the puzzle looks like this: 1 0 0 2 1 0 0 2 8 3 4 7 6 3 4 9 9 5 Step 6 - move 4D, 7L, 2DD, 0R, 1R, 8UU, 6UU so that the puzzle looks like this: 8 1 0 0 6 1 0 0 3 7 2 3 4 2 9 9 4 5 Step 7 - move 3L, 1DD, 0L, 2UU, 7R, 5U, 4U, 9RR so that the puzzle looks like this: 8 0 0 2 6 0 0 2 3 1 4 7 3 1 4 5 9 9 Step 8 - move 3D, 1D, 6DR, 8DD, 0L, 2L, 7UU, 5UU so that the puzzle looks like this: 0 0 2 7 0 0 2 5 8 6 4 3 1 4 3 1 9 9 Step 9 - move 4R, 2DD, 7L, 5L, 4UU, 2R so that the puzzle looks like this: 0 0 7 4 0 0 5 4 8 6 2 3 1 2 3 1 9 9 Step 10 - move 6RD, 8RR, 0D, 7LL, 5UL, 8UU so that the puzzle looks like this: 7 5 8 4 0 0 4 0 0 2 3 1 6 2 3 1 9 9 Step 11 - move 0R, 3UU, 1L, 6LD so that the puzzle looks like this: 7 5 8 4 3 0 0 4 3 0 0 2 1 2 1 6 9 9 Step 12 - move 0D, 8DL, 4L, 2UU so that the puzzle looks like this: 7 5 4 2 3 8 4 2 3 0 0 1 0 0 1 6 9 9 Step 13 - move 0R, 8DD, 5D, 7R, 3U, 1U so that the puzzle looks like this: 3 7 4 2 3 5 4 2 1 0 0 1 8 0 0 6 9 9 Step 14 - move 6L, 8D, 0L, 2DD, 4R so that the puzzle looks like this: 3 7 4 3 5 4 1 0 0 2 1 0 0 2 6 8 9 9 Step 15 - move 7R, 5R, 3R, 1UU, 0L so that the puzzle looks like this: 1 3 7 4 1 3 5 4 0 0 2 0 0 2 6 8 9 9 Step 16 - move 5DD, 7DD, 4L, 2UU, 5RU so that the puzzle looks like this: 1 3 4 2 1 3 4 2 0 0 7 5 0 0 6 8 9 9 Step 17 - move 9U 8RR, 6RR, 0D, 7LL, 5LL so that the puzzle looks like this: 1 3 4 2 1 3 4 2 7 5 0 0 9 9 0 0 6 8 The Final step - move 9U, 6UR, 0R so that the puzzle looks like this: 1 3 4 2 1 3 4 2 7 5 9 9 0 0 6 0 0 8 The 4 treasures: mega shield, holy robe, legend helm, lizard blow. Equip these nice weapons and armor and go down the stairs to the east. - The stairs from the world's most difficult puzzle leads to the NE corner of the lava lake room. Go north to the north wall and get the 3 treasures (S-myst ring, S-power ring, Miracle). Cut the grass west of the chests and jump down to floor to make a bridge to the south to a chest (Hidora rock). Jump south from the chest to a lower isles. Hook S and go west to steps. Go along west wall to the north wall and a bombable NW wall to a chest (Gorgon rock). Go back south to a bridge that leads east. Notice that the bridge is cracked. The bridge will collaspe and lead you to a set of stairs down. Go down the stairs. - The stairs lead you to an island. Hook south and the rocks will fall. Hook east again. Climb the steps and go right around the bottom of the rock pyramid to a bombable NW wall and a single chest (Miracle). Go back to the rock pyramid with its lava pool. - Near the lava pool, you see the Elder of Chaed. He tells you to go before the Dragon comes but the party refuses. Guy thinks the Elder should go and let them deal with the Dragon. The Elder says he is no ordinary person but the conversation is interrupted by the main boss, the Fire Dragon. The Dragon uses fire-based attacks such as Incendiary as well as attacks like Bite and Drowsy. - When you defeat the Dragon, the Elder is impressed with your energy. He like Artea can sense energy waves and realizes that you must be the ones fighting the Sinistrals. The Elder tells you that your next stop should be Preamarl but first he asks you to see him in Chaed. He leaves. - Back in Chaed, visit the Elder. He tells you that the Queen of Preamarl knows where Dual Blade lies. He says that Preamarl is north by northeast underwater near a crescent-shaped island. Preamarl is the home of the mermaids and the Elder gives you the Jade of Mermaids so you can enter the city of the Mermaids.

Chpt 22 - The Mermaids, Dual Blade and Daos

- Back in the sub, go underwater and head NE to a whirlpool. - Preamarl's shops: no spells weapons: zirco sword, zirco flail armor: royal dress, full mail, holy cap, holy shield - All of the mermaids are surprised to see humans in their city. It is said that once a merman went to the land to live. He would be an old man by now (the Elder of Chaed). - Go to the shrine and meet the Queen Marla. She is pleased to hear that the Elder is doing well and Maxim asks her about Dual Blade. The Queen realizes that you are the ones fighting the Sinistrals and she tells you of a shining sword in the Submarine Shrine that could be Dual Blade. The shrine lies north in the center of 3 islands. She knows nothing more of what lies inside the shrine. - Suddenly a messenger rushes in and reports that the current around the shrine has become very fast and impossible to escape. It seems that Princess Piara has been caught by the current and is now missing. It seems Marla is going after her daughter. - head north to a whirlpool in the middle of 3 isles

Submarine Cave to Shrine

- ride the sub up the waterfall and find Queen Marla and her daughter Piara. Marla tells you to go back but it is too late. A ship comes up behind you. - monster: Ghost Ship - calls companions (really pretty easy) - Defeat the ship and the current returns to normal and a party of mermaids rushes in to save their Queen. The Princess thanks you for saving her and tells you that humans are not that bad. The Queen also thanks you. Suddenly the current raises again and the mermaids are sucked down whirlpools. You get in the sub and go after them. - In the Shrine, you find the mermaids are fine but Artea and Selan sense a strange energy more powerful than Gades or Amon. As the 4 mermaids search for a way out, lightning strikes killing all 4 of them. A voice cries that only a select few can enter the Shrine. It dares you to enter the Shrine. You leave Piara and Marla trying to find the way out as you enter the Shrine. - This area is glitched. Work your way north, then east, north, and west toward the center of the room. (We have never been able to reach the chests here.) You approach what you think is Dual Blade and suddenly hear a sound. Dual Blade rings when Maxim approaches. A voice cries that he is amazed that a human could make Dual Blade ring. Suddenly Daos, the Sinistral of Terror and leader of the Sinistrals, appears. A discussion between Daos and the party begins. - Daos sends you back to Chaed to witness the end of the world. Suddenly the sky darkens and a flying island appears and lays waste to Chaed. - You leave a ruined Chaed and wonder how you can get to the flying island and Daos. Let's go see if a genius can think of an answer. Warp to Portravia and visit Lexis. The inventor knew you would come to talk about Doom Island (the floating isle). He has a plan to remodel your ship so that you can reach the isle. He is going to put a balloon on your ship but he needs an engine from the Gratze Kingdom. Gratze will not loan you an engine so you decide to Ôborrow' a tank engine despite Selan's objections. You can reach Gratze from a cave near Dankirk but there must by another way in.

Chpt 23 - Two Thieves and an Engine

- sail west out of Portravia's bay and directly south. A long ways south you will come to a narrow passage that leads inland to a whirlpool.

Dankirk North Cave Revisited

- you enter the room with the broken bridge where before you found James talking with Klaus of Gratze. Go through the north door and up the stairs to enter Gratze.

Gratze Kingdom

- as soon as you enter the kingdom, you are surrounded by 4 guards. They put you to sleep and send you to jail. - In jail, you share the same cell as your old friends, Berty and Bart. B & B recognize Maxim and Maxim explains about the theft in Alunze. It seems B & B have done it again. They tried to steal the crown of Gratze. You tell the 2 thieves about the engine and try to use Escape but it is blocked. Berty laughs at you. He could unlock the door easily but he can't get past the 4 guards. You see B & B abhor violence. Guy asks them to prove their skill so B & B unlock the door and run out. - Go west into another cell for a save and recovery spot. - Go south through a door and meet the 4 guards and a captured B & B. Defeat the 4 guards and Berty and Bart take off. Take the stairs up to Gratze's Basement.

Gratze Castle Basement

- Go through the north door to a room with vines growing on the NE wall. Cut the vines and reveal a bombable wall spot. Bomb the wall and go through and climb the stairs up. - The next room has a number of columns and a single pillar. Take the stairs down to a room split by a chasm. Hit the lever to extend a bridge to a blue chest (Basement Key). Return to the room with the vines and take the NW door. - You enter a room with a floor switch and a pot on the plate. Stepping on the switch does nothing. Pick up the pot and stand on the floor switch. The added weight will push the switch down and open the NW door. Go through the NW door to a room split with a chasm. Put the pillar on the switch to raise a pillar in another part of the room. Bomb the NE wall and go through it to the room where you got the key. Hit the lever to put it back to its original position (affects bridges in other parts of the dungeon). Go back to the room with the pot and the switch and take the south door. - There is an eye on the north wall. You must shoot the eye with an Arrow to close the eye and open the N door. Go through the north door. You will be in the western section of the room that you moved the pillar. Go through the NW door and take the stairs up. - Go through the SE door to a room with 3 other exits (NE, NW, SE). First take the SW door and follow it around. It will lead to another room. Hit the lever there to raise pillars. Go back and take the SE door and follow it around to another room. Hook to the SE corner and get a treasure in the NE corner (Miracle). Go back and take the NE door. Go through the door and pass through the next room and take the stairs up. - Go through the locked south door to a room with 8 moving platforms covered by unmoveable blocks and switches in the middle of each platform. The platforms are arranged like this: 1 2 3 4 5 6 7 8 Take the platforms in this order: 1W, 3, 4N, 2, 5W, 4, 2S, 8, 7. Go through the south door and take the stairs up. Go through the south door to enter the main castle. - main castle: a cinema begins. The guards have found Berty and Bart and they are going to be used for target practice. Maxim and Co. rush to save the 2 thieves. A guard tries to stop you but Selan kicks him out of the way. The Prince recognizes the ÒMagic LadyÓ Selan. It is the same Prince Klaus who almost got the Ruby Icon from James. The Prince promises to make you pay for interfering again. You are attacked by 4 soldiers (special = Dash) - Defeat the guards and Klaus sicks the tank on you. Main boss: Tank, special attacks: Piercer, Machine-gun attack - Defeat the tank and get the engine. Klaus destroys the castle rather than admit defeat. B & B run for it while Selan warps you to Portravia. - Meanwhile, B & B are ok in the Dankirk Cave to Gratze. The 2 thieves wonder why your party helped them. They decide you are ok but not cut out for thieving. Bart wonders what they are going to do now without money or Gratze's crown and Berty surprisingly produces the crown. It seems the 2 will be fine after all. - Back in Portravia, take the engine to Lexis. The scientists are ready to remodel your ship. It takes no time at all to equip the ship with a balloon to carry you to the isle. When it is finished, you hear a ringing noise similar to Dual Blade ringing. Doom Island has stopped above the town of Narvick. Narvick is isolated from the world and no one knows who lives there. The only thing that is known is that the isles are in a triangle and each has a spooky tower on it. The towers near Narvick seem to be the source of the ringing. Great winds have risen around Doom Island, preventing you from going for the isle. Let's check out Narvick and the ringing.

Chpt 24 - Lisa and the First Tower

- Narvick's shops: no spells weapons: zirco rod, zirco whip, zirco flail, zirco sword, zirco ax armor: zircon armor, zircon plate, zirco helmet, zirco band, zirco gloves, zircon shield - the people of Narvick have always believed in super beings but they did not know there were bad superbeings as well as good. They tell you to see the Elder to learn more about the 3 Towers and the superbeings. - The Elder immeditately wants to know who Maxim is and then calls for 3 women who sense that you have a strong energy flow. The women have been sensing your movements in the world and think that you can break the Seal of the Sinistrals. The Elder explains that the people of Narvick have devoted their lives to the superbeings. The superbeings once gave the town a shield, a helmet, and armor to put on the top of the 3 nearby towers. The items were then sealed by the superbeings until a worthy person needed them; then the person would be able to break the seal and retreive the armor. The Elder believes that the Sinistrals want the items but Daos and the others do NOT have the key to the Seals - the 3 women, Lisa, Marie and Clare. The women can resonate energy waves that can open the seal. - Lisa then tells you to take her to the top of the first tower. She is aware of your concern for her safety but tells you that she inherited her power to save the world and has accepted her role. Take Lisa to the tower south of Narvick.

Shuman Island

- Follow the path until you reach a single door. Go through the door and follow the path that takes you up stairs and steps to another door. Behind the door is a single chest (S-ice ring). Go back to the original path and continue west until the path ends at 2 doors. Take the left door (the right door leads to a room with a monster and no new exits) and go up the stairs. Take the left door and get another single chest (S-water ring). Go back and take the right door and follow the path up stairs until you come to a room with a single leech standing before a dark gray square. Kill the monster and the square will become stairs up. Climb the stairs and take the left steps to a door. Go in and take the stairs down. Go south to return to the outside and go up steps. Head east and you will come to steps leading up to a single door. Pass up this door for now by going east and take the stairs down. Continue along this path to a door and a single chest (S-thun ring). Return to the door that you passed earlier and take the door. A single dragon rests before a dark gray square. Kill the dragon and stairs up appear. Take the stairs up to a wide set of steps leading to a door and a save spot. Save and go up the stairs to the top of the tower. - At the top of the tower is a large carved tablet. As you approach it, it rings and Gades appears. He has been waiting for you, but you thought Gades was dead! Well, because Erim/Iris went to Doom Island, he has been revived. Time to thrash Gades again. - main boss: Gades same as before (Destructo-wave) ***Artea is faster than the Sinistral so use him to heal with Champion as needed. We like to use the Zirco gloves IP Forcefield (Selan) to increase Defense and Maxim's Zirco shield IP Berserker to increase attack. IP like Weakpoint (Crysto helm) or others that do 1/4 to 1/2 HP damage also are handy. Gades is once again no match for you. - defeat Gades and he laughs at you. As long as Erim lives, the Sinistrals can revive at anytime. With that, he disappears and the party wonders who Erim is. (Remember they did not see her reflection in the Mirror of Truth.) But since Erim and Daos are on Doom Island, you cannot worry about them now because of the turbulence. - As Maxim stands near the slate, it begins to ring. The seal breaks with Lisa's help and Maxim get the Divine/Pearl Armor. (Only Maxim can wear this equipment.) Lisa explains that everything will be fine now. As long as Lisa stays at the top of the tower, the ringing will continue and when all 3 towers ring, the resonance will create a power to push the turbulence away from Doom Island allowing you to land. Maxim does not want to leave Lisa but she insists. Return to Narvick.

Chpt 25 - Marie and the Second Tower

- Back in Narvick, talk to the Elder again. You tell him that you left Lisa at the tower and he replies that she choose to stay and fight in her own way against the Sinistrals. It's now time to take Marie to the 2nd tower on Strahda Isle to the Northeast.

Strahda Tower

- there are no chests in this tower so your only concern should be to climb to the top of the tower. From the entrance steps, go right and go in the single door. (Going left just leads you to a loop with lots of monsters.) Take the stairs up and keep right and follow the path up the steps to a single door. Go in and climb the stairs. Take the next door you come to and climb the stairs up. Follow the path to another single door and climb more stairs up. Go east in a large room and kill the leech to make stairs up appear. Go up, go west in a large room and climb more stairs up. Follow the path to a sets of steps next to a door. Take the door and climb the stairs. Head north and take the door and climb yet more stairs. In the next room, DO NOT climb the stairs up. Instead go south out the door and follow the path to a door. Climb the stairs and in the next room, fight the dragon to make stairs appear. Go up and north through a door to a save spot. Save and climb to the top of the tower. - Approach the slate and Amon appears. (same as before - Chaos Wave, Thunder) ***Artea is again faster so use him to heal or use items to unconfuse members. You do more damage to yourself when confused then Amon could dream of. Amon uses magic more than the other Sinistrals so you might want to cast Mirror. Also you could use the Forcefield and Berserker IP as before. - Defeat Amon and he disappears. Maxim realizes taht the fight will never end until Erim and Doom Island are destroyed. Marie directs Maxim to stand near the slate and breaks the seal to receive the Divine/Pearl Helm. (Only Maxim can wear the helm). Marie can feel Lisa's energy and stays behind to add her power to Lisa's. - Return to Narvick.

Chpt 26 - Claire and the Final Tower

- Go in Narvick, talk to the Elder. It is time to take Claire to the last tower on the northwest island of Kamirno. - Take the door near the entrance steps and climb the stairs. Go east and climb the steps and go in the door that you can see to get a chest (S-fire ring). Go back out and head west to a door. Go in and head west to stairs up. Go up and head north at the first steps. Follow the path to a door. go in and climb the stairs. Follow the path to another door. Climb stairs and follow the path to a third door and more stairs. Climb and head east. Kill the minotaur to make the stairs appear. Climb and go south out a door and follow the path to stairs down. Go down and head west to a door. Go in and climb the stairs and go through another door. Follow the path around and up steps to a door. Go in and kill the leech to get stairs up to appear. Go up and up and up to a single door. Go through the door to the last save spot (*****If you have anything else such as Forfeit Island, Ancient Cave or just exploring, Warp out of here now. This is the last save spot in the game! Once you go up, you must finish the game or die trying!) Go up the stairs to the final slate. - No one seems to be around so you cautiously approach the slate and receive the Divine/Pearl Shield. After you get the shield, Daos appears. He is impressed that you have come this far. He was unable to reach the 3 Divine Armaments because of the Seal but he will get them from your corpse! Daos thinks the Armaments will compliment his sword, Dual Blade, quite nicely. Dual Blade appears and lightning strikes your party but Maxim gets up and walks toward Daos. Daos pushes Maxim away again with energy but Maxim will not be defeated. He goes for Daos again, summoning his own energy to battle Daos' energy. Suddenly Dual Blade flies to Maxim and Claire cries that the sword has choosen Maxim as its owner. Daos cannot believe it and he flees when Maxim takes a hold of Dual Blade. The party revives and Guy is worried that Daos went off to destroy another city but Claire says that they won't let Doom Island go anywhere; Claire's power combined with Lisa's and Marie's will allow you to get to Doom Island. The 3 women send their power out to hold the island in place. Amon reports that the Isle can neither move nor attack. Claire tells you to look to your ship which Amon has damaged while you were in the Final Tower.

Chpt 27 - The End

- A long cinema begins in which you take the ship back to Portravia and Lexis. The heroes have a short time to rest before confronting the Sinistrals resulting in conversations between Maxim and Selan, Guy and Artea. Eventually the ship is repaired but you are unable to leave as monsters have blocked all exits by land or by sea from the city. Enter an old friend to save the day and allow you to fly to Doom Island. - As you approach the isle, Amon shoots you down and you crash on Doom Island. There is no going back now! - Introduction like Lufia 1: Everyone is ok and Selan casts Light so you can see. It is very cold and you all feel a strong negative energy. Daos calls out for you to come to him and end this once and for all. - If you have played Lufia 1, then you might remember the layout of this castle. There are 12 treasures in the castle but all of them are Miracles. - Head north, take west door and get treasure. Go down stairs and go south out a door. Go east and through middle door to get 3 Miracles. Return and take E door. Go up and get Miracle. Go south into main area then go up steps to meet Gades. - Gades (same as the other times you have meet him). ***Artea is faster than him. See previous chapter on Lisa and first tower for more strategies. - Defeat Gades (again!) and climb stairs to 2F. 2F - Go north and east to door. Go in for a Miracle. Go all way back and north through a door. All way east and through a south door. Go west and through a door for a Miracle. Go back and take stairs up to 3F. 3F - This is a large room with a raised dais. Go around the dais to the north wall to get 2 Miracles. Go back and climb the dais. On the 2nd tier, go aroudn to stairs down to a hp and magic recovery spots. Go back and climb to the 3rd tier of the dais to battle Amon. - Amon (same as the other times - see Marie and 2nd Tower for more strategies) ***Artea is faster than him. Watch out for powerful spells. - Defeat Amon and climb stairs to 4F. 4F - This room has a chasm surrounding the middle floor section. Walk around the outside circle to get 3 Miracles. At the glass bridge, you are told you may cross. Selan thinks it is a trap but it does not matter. It is important to not show fear. Guy crosses - he is strong and the people's hope energizes him. Artea crosses without a word. Maxim and Selan cross together, energized by the hope of seeing their baby again. The party crosses and approaches the warp tile. As you approach, Erim appears. This is your first fight vs. Erim. As long as she lives, the Sinistrals can never be defeated. No one recognizes her as Iris and you attack her fervertantly. - Erim Special attacks: Devastation Wave, Dark Fry ***Erim is very powerful! Fortuneately all members should be faster than her to allow time to heal and revive dead allies. Use your strongest IP attacks to defeat her. - Defeat Erim and she wonders how you are so strong. Maxim replies that he has someone to protect. Erim wonders if that someone is Selan and asks if Maxim you risk his life for one woman. To Maxim, Selan means more than life itself. Erim replies that even emotion will fall before Daos. - Take the warp tile to 5F. 5F - Cross the bridge to Daos and the final battle vs. the Sinistrals. A cinema begins between Maxim and Daos in which Arek the Absolute, Daos' superior is mentioned. Maxim had no idea that there was someone stronger than Daos (watch the intro to the game without pushing the Start Button to see Arek talking to Erim). It is time to end it. - Daos Special attacks: All the most powerful spells including thunder, firebird, ice valk, dragon, dark fry, dark reflector, terror wave ***Daos is even more powerful than Erim. Fortuneately you should again be faster than him. Use your strongest IP attacks and defense. Use any and all items such as Miracles as needed (this is after all the last battle). Heal/revive every round using IP or magic as Daos can kill a character in a single round with the right spell/attack. The battle is long but you can do it! - Defeat Daos and the other Sinistrals suddenly reappear and surround you. They enclose you in a circle of negative energy. It is a last ditch effort to stop you and destroy the world. Maxim rushes Daos and is thrown back. Maxim cries out to his friends to lend him their power. They build their own circle of positive energy to battle the Sinistrals' energy. Selan is weakening but she is ok and you release a wave that destroys the Sinistral's energy and scatters the party. Maxim is ok and goes to Guy. The swordsman is fine. You go to Artea next who is also fine. Lastly, Maxim goes to Selan. She is mortally wounded and barely able to speak. She speaks of how much she wants to see Jeros and return home with Maxim but she cannot move. Suddenly the glass bridge collasps separating Guy and Artea from the others. The shrine is collasping but Maxim and Selan are too far away for Artea to rescue the whole party. Maxim cries for Guy and Artea to save themselves and spread the word that the Sinistrals are defeated. Reluctantly Artea and Guy leave, promising to spread the word of the victory. - Alone Maxim stays with Selan proclaiming his eternal love. Suddenly the shrine stops shaking and Daos' ghost appears to say that he may not be able to destroy the world but he can still drop the isle on Parcelyte as a final act of terror. Maxim wonders what to do as Daos disappears. - Iris then appears and Maxim realizes from her aura that she is Erim. He does not understand how she could be his enemy and his ally. Erim explains that the battle was one of judgment for the Sinistrals. That Maxim, a human, could exist and hold Dual Blade means that humans can act without the superbeings. Iris says that humans must still have faith and for Maxim could not have succeeded without her help. She is not sure why she helped Maxim but Maxim changes the subject to the isle falling on Parcelyte and asks Iris to tell him how to stop the isle. Iris says it is against her nature as Mistress of Death to save lives but Maxim counters that she has appeared to him as Iris, NOT Erim. Iris would help him and pray for those who perished. With her last energy, Erim tells you that you must destroy the 3 Mystic Stones to stop the isle and with her final breath, opens a warp tile to the stones and disappears. - Maxim leaves Selan and takes the warp tile. Fine the 3 Stones and watch the end cinema in which Maxim is killed and goes off with Selan as 2 balls of light. The final cinema shows you the fates of Artea whose eye is severely injured (remember he is blind in Lufia 1), Guy and Jessy, Dekar, Lexis, Tia and Jeros. The game ends with the beginning of Lufia 1.

Continued in Lufia 1

The End!!!