1. Coneria Castle
You all start off unarmed
and weak. Immediately walk north into Coneria Castle. Talking to the people there reveals
that the Princess has been kidnapped, and that the King is looking for the Light Warriors
to come save her. Well, you are those Light Warriors. The staircase that leads to the
King's chamber is directly north of the entrance to the castle. The King will tell you
that Garland has kidnapped the Princess, and you must save her. At the bottom left of this
floor, a guard will tell you that the Princess is held in a temple to the northwest. You
also find out from the wise men on the first floor that the treasury has been locked and
you will need a mystic Key to open it. Remember that.
2. Coneria Town
You don't get too much out of the townspeople at this point, except that a prophet
named Lukahn foretold the coming of the Light Warriors, and that he has joined his
colleagues at Crescent Lake. You also hear about the port town of Pravoka to the east.
Your next order of business is to get weapons, armor, and magic. For weapons, the best
choices are the Rapier for Fighters, Thieves, and Red Mages, the Wooden Nunchuck for the
Black Belt, the Iron Hammer for the White Mage, and the Small Dagger for the Black Mage.
For armor, buy the Chain Armor for Fighters and Red Mages, the Wooden Armor for Thieves
and Black Belts, and the Cloth for White and Black Mages. Don't forget to equip your
purchases! With your remaining gold, buy some spells. You want Cure and Harm for the White
Mage and Fire and Lit for the Black Mage. The Red Mage can't use Harm, so have him learn
the other three spells. Of course, you don't have enough money for all these spells right
now, so what you need to do next is go out into the world and fight.
3. Overworld
You're too weak right now to go storming into the Temple of Fiends, so it's time to
build up your levels and get some gold as well. Walk around on the green grass just
outside Coneria until you get attacked. Fight and defeat whatever monsters attack; they
shouldn't be too difficult. You'll fight mainly Imps and Wolves, although perhaps you may
encounter Madponies. Fight creatures until you have enough money to buy the spells you
haven't bought yet. You'll probably advance one or two levels while doing this. When you
finally have everything, save your game at the Inn (it costs 30 gold) and prepare to head
to the Temple of Fiends. It's directly northwest of the town, and you won't get lost
because there's only one way to go. If you want, you can save up to buy a couple of Tents
(75 gold each), so you can save your game right outside the Temple, but you don't have to.
4. Temple of Fiends
You start off at the bottom-center of the Temple. In the bottom-left is a Cap. Give
that to someone who doesn't have strong armor on. In the top-left is a Cabin and a Heal
Potion. In the top-right and bottom-right are locked doors, which you will need that
Mystic Key for.You should use magic (especially Harm) on the monsters that are weak
against it, physical attacks on the rest of them. First, get the treasures you can. You
can use the Cabin you found to recharge your health and save your game before fighting
Garland if you want to. Remember that it doesn't recharge magic, though, you would need to
go back to Coneria and stay at the inn for that. Garland is in the center room, which you
must enter from the bottom. When you talk to him, he insults you, and then attacks.
BOSS - GARLAND
HP: 106
He's not very difficult, all he uses is physical attacks. Your fighting types should
just pound away on him. The White Mage should act as the healer, utilizing the Cure Spell.
The Black Mage should not fight, but instead use Fire or Lit on Garland. If you don't have
a Red or White Mage and someone gets hurt, use the Heal Potion you found. When you beat
him, talk to Princess Sara. She'll thank you and then teleport you back to Coneria Castle.
5. Coneria Castle
Talk to the King. He'll tell you that he ordered a bridge built to the north, allowing
you access to the rest of this continent. Your journey now can truly begin. Talk to the
Princess. She will give you a Lute. What's it for? Well, you'll find out much, much later.
A man on the first floor will only tell you that the Lute can break the evil gate. Well,
that will be useful if you ever encounter an evil gate. No one else has anything important
to say, so leave and go back to the town.
6. Coneria Town
An old woman tells you that north of Coneria lives a witch named Matoya and a young
lady will tell you that Matoya needs the Crystal to see because she has poor eyesight. So
now we know that Matoya's cave is to the north and Pravoka is to the east. Let's go to
Matoya's cave first. Save your game at the inn, buy any supplies if you want, and then
head out.
7. Overworld
A short distance north of Coneria is the bridge the King built. When you step on it,
you will see the credits for the game. No, the game's not over, it's just beginning.
Continue north, passing by the port in between the two mountain ranges. Then travel
through the forest, around the river, and you'll see a cave. This is Matoya's cave.
8. Matoya's cave
You'll see a broom outside the room. Talk to it and it will say "TCELES B
HSUP". Read that message backwards. Go in the room and get the two Heal Potions and
Pure Potion on the left side (you can walk over the skulls). Now go around Matoya's desk
and talk to her. She will tell you that she has been blinded because someone has stolen
her Crystal. Should you get it back for her or not? Maybe the answer lies in Pravoka, to
the east.
9. Overworld
When you get outside, hold B and push Select (the message the broom told you). Presto!
The World Map appears. The flashing crosshair is your location, and the flashing dots are
places of interest. To get to Pravoka, head back down through the forest and around the
river again and go east at the mountains. There are stronger enemies in this area, and if
you feel you aren't strong enough to fight someone, run away. You'll pass through a small
desert and some more forest. Follow it south until you find the town of Pravoka.
10. Pravoka
The man with the mohawk will tell you that this town has been invaded by pirates, which
explains why the streets are deserted. Before confronting the pirates, head directly north
to the Inn (50 gold) to heal and save. If you have the gold, you can buy better weapons
for the battle with the pirates, but don't worry if you can't because they're easy to
beat. Talk to the pirate on the left side of the town and he will order his crew to attack
you.
Pirate HP: 6
There are nine pirates, but they are easily beaten. Just be careful of them ganging up
one guy. You'll get 360 gold from this battle, useful indeed. Talk to the pirate after
you've beaten his crew, and he'll relinquish his Ship. Now you can take to the seas. The
townspeople are now out of hiding. You'll learn that ships can stop only at ports, but
there aren't any ports in the northern part of the world. So how do you get there? You'll
find out later. You'll also learn that there are Elves across the sea, and their prince is
under a sleeping spell and needs Matoya's Herb. So, it would seem like you need to help
Matoya find her Crystal before you can get the Herb. But where's the Crystal? Looks like
we need to talk to the Elves. But not just yet. First you need to buy weapons, armor, and
magic. Here is what to buy:
Fighter - Short Sword (550), Iron Armor (800), Wooden Shield (15), Gloves (60)
Black Belt - Gloves (60)
Thief - Scimitar (200), Gloves (60)
Red Mage - Short Sword (550), Gloves (60), Mute (400), Alit (400), Ice (400)
White Mage - Gloves (60), Mute (400), Alit (400), Invs (400)
Black Mage - Gloves (60), Ice (400), Slow (400)
It will take quite a bit of time to buy everything, so you need to go out and fight.
You can either fight land enemies or sea enemies. It's your choice.
11. Overworld
The sea enemies yield more experience and gold than the land enemies, plus most of them
are weak against the lightning spells, so they're probably a better choice to build
yourself up with. However, they're also quite powerful so they might cause you some
trouble at this stage. When you've got everything you need, set sail. This body of water
that you're in is the Aldi Sea. If you check your map you'll see that it's enclosed (for
now). Head south along the coastline until you reach the shore on the south side. Then
head west until you see a port. Directly south of this port through the forest is the
village and castle of Elfland.
12. Elfland Castle
Talking to the people here reveals that someone named Astos attacked the castle,
putting the Prince under a sleeping curse. The only thing that can wake him is Matoya's
Herb. You also hear about the Cave of Dwarf on the west side of the Aldi Sea. If you go
around the right edge of the castle, you'll find the treasury. Of course, it's been locked
with the mystic Key.
13. Elfland Town
The townspeople here tell you that Astos is the Dark Elf. He wears a disguise and
secludes himself. Someone tells you there is an ancient castle to the northwest with a
spooky air about it. You also gain information about weapons and armor, namely that those
of silver are very powerful. Your next destination should be the Dwarf Cave. Don't worry
about the weapons, armor, magic, and items in Elfland just yet. You're going to be coming
back here right after this trip. Save your game at the Inn and then go back to your ship.
14. Overworld
Go west along the coast and then turn to the north and hug that coast. Along the way,
notice a tiny little strip of land on the west side that seems to be blocking passage to
the west. Remember where that is. Keep going north until you find a port. The Dwarf Cave
is just a little ways to the southwest.
15. Dwarf Cave
There are quite a few dwarves walking around here to talk to. A couple of them inform
you that Astos also stole Matoya's Crystal. It seems this Astos guy is a troublemaker and
we should do something about him. When you talk to the blacksmith, he'll tell you that
he'll make you a legendary sword, but he requires Adamant. The dwarf named Nerrick is
digging a canal, but he needs TNT to finish it. Someone also tells you about something
called a Floater, which, not surprisingly, makes things float. You also find out another
important fact about armor, and that is that bracelets protect you as well as regular
armor does. It is more advantageous to wear a bracelet because it doesn't weigh you down
like heavy armor does. Therefore, you get the protection without your evade % suffering.
Useful indeed. The last clue you get is that the earth is rotting in the west. Perhaps
that has something to do with the town of Melmond you heard about earlier? You won't be
able to go there yet until Nerrick finishes his canal. The room directly north of the
stairs has 1025 gold in it. Cool! But the room to the far south is locked with that
elusive mystic Key. So you still have some unanswered questions, like where to find the
stuff the Dwarves mention, but all will be revealed in time. So you know you have to
explore that castle the Elf mentioned, but first you need to upgrade yourself again. It's
time to return to Elfland.
16. Elfland Town
Note: From this point on, I'm not going to tell you what weapons and armor to buy. The
reason why I'm doing this is because once you start exploring all the caves and dungeons
and such, you'll find lots of treasure, some of it weapons and armor. You will find things
that are better than what can you buy in a town. You should always try to have the best
equipment, so keep track of how strong something is, and upgrade it in a town if
necessary. It's going to take quite a long time to get everything this town has to offer.
The Level 3 magic you should get is Cur2, Afir, and Fir2 for Red Mages, Cur2 and Afir for
White Mages, and Fir2 and Lit2 for Black Mages. The Level 4 magic you should get is Aice,
Fast, and Ice2 for Red Mages, Pure and Aice for White Mages, and Fast and Ice2 for Black
Mages. This is also the first point in the game when you're going to have start buying
items. You'll need Heal Potions for the dungeons, and Pure Potions for the poisonous
creatures running around. Soft Potions aren't really necessary just yet, but will be at
some point. The House will recharge both your HP and magic, but it's quite a blow to your
wallet. So looks like you've got some work to do, so get to it! "Northeast of Pravoka
there is a thin penninsula that, due to a bug in the game, allows you to fight enemies
from the northern continent. it only works on the very tip of the two space wide
penninsula and the enemies are rather strong, but if you are on at least lv 9 or 10 and
you have the spells FIR2 and HRM2 you can beat them." - Grazer
17. Overworld
While you're building yourself up, stick with the grassland in front of Elfland. You'll
run into Ogre/Creep combinations frequently. They become much easier once you gain the
Fir2 spell. This is going to take a bit of time, so you must be patient. When you're
finally done getting everything, you should be at least Level 10. It's time to check out
the Northwest Castle. Go west until you see a space between two mountain ranges. Travel
northwest through the forest until you see a small river and lake. At that point, go north
and you'll find the castle. Make sure you've got some Pure Potions before you take this
trip in case you get poisoned on the journey.
18. Northwest Castle
The castle halls are deserted except for a few bats. Bats? Hmmm...the center room has a
lone king on his throne. He informs you that Astos double-crossed him, stealing his Crown
and taking it to the Cave of Marsh. The king wants you to retrieve it for him. Well, okay,
since you don't have any other leads, it looks like you're going to have to do this. You
also notice another treasury in this castle, but surprise! It's locked too.
19. Overworld
The Cave of Marsh is directly south of the Northwest Castle. It will be your first real
test in this game. Before you enter it, make sure you've got at least 50 Heal Potions and
15 Pure Potions. You can bring more if you think you'll need them. You could also bring a
couple Houses along if you want to, but Houses are expensive. If you're strong enough, you
can get all the treasure in one trip, so Houses wouldn't be necessary. Go back and get
your supplies in Elfland, and save the game. To reach the Cave of Marsh from Elfland, go
back to where the river and lake was. Instead of going north, go west through a space
between mountain ranges, and then turn and go south through some swampland. You'll spot a
hole in the ground. This is the Cave of Marsh.
20. Cave of Marsh
1st floor - You start in the center of this floor. You can go either north, south, or
east. North and south leads to stairs, east a dead end. The north stairs lead down to the
second floor and some treasure rooms. The south stairs also lead down to some treasure
rooms, and the stairs down to the third floor. Take the north stairs first, then go back
and take the south stairs.
2nd floor (north stairs) -
Northwest room: 680 gold
Northeast room: Large Dagger
Southwest room: 620 gold, Short Sword
2nd floor (south stairs) - None of the treasure boxes contain anything, so just head
right to the stairs to the 3rd floor in the southeasternmost corner of this floor.
3rd floor - This floor has 16 rooms in a 4 x 4 layout.
1st row, 1st room - Iron Armor
1st row, 4th room - 295 gold
2nd row, 1st room - Copper Bracelet
2nd row, 2nd room - House
3rd row, 2nd room - Crown (battle with Wizards)
3rd row, 3rd room - 385 gold
3rd row, 4th room - Nothing
The 4th row rooms are all locked. When you've cleared out what you can, head back
outside.
21. Overworld
Before you return the Crown to that nameless king, go back to Elfland to heal and save
and sell off the stuff you found in the Cave of Marsh. Once that's done, go to Northwest
Castle.
22. Northwest Castle
Talk to the nameless king. Oh gosh! It turns out it was Astos disguised all along.
You've got a fight on your hands.
BOSS: ASTOS
HP: 168
Magic: Rub, Slo2, Fast, Fir2, Lit2, Slow, Dark, Slep
That Rub spell of his is dangerous. Fortunately, he only uses it once. If it hits
someone, it kills them instantly. He's also quite resistant to weapons. Your fighting
people should attack, of course. Whoever you designate as the healer (either Red or White
Mage) should cast Mute on Astos as soon as possible, hopefully before he can get that
killer Rub spell off. Once he's silenced, you only have to worry about his physical
attacks. Use Cur2 when he attacks someone. The Black Mage is important because Astos
doesn't have much resistance to magic so whip out your best attacking spells. Fast can
also be useful to the fighting people. When you win, you'll get back Matoya's Crystal.
23. Overworld
Return to Elfland to heal and save (and resurrect anyone who got wasted by Rub). Then
head back to your ship and sail north towards Matoya's cave. Remember the port you passed
by on the way there the first time? Dock at that one. You can get there by going right
underneath the bridge.
24. Matoya's Cave
In return for giving her the Crystal back, she'll give you a Herb which can wake the
Prince of Elfland. Do I need to tell you where to go now?
25. Elfland Castle
Talk to the assistant guarding the Prince, and he will give him the Herb. The Prince,
awakened, will now give you the Mystic Key, like the legend said. Hooray! Now you can open
all those locked doors. There were a lot of them, weren't there? Plus, the townspeople and
the Dwarves will also tell you some more information, so make sure to talk to everyone
again. Here's a list of where all the locked doors were: Coneria Castle Treasury, Temple
of Fiends, Elfland Castle Treasury, Dwarf Cave, Northwest Castle Treasury, Marsh Cave. Go
get the treasure! Here's what's where:
Elfland Castle Treasury: Silver Hammer, Copper Gauntlet, 730 gold
Coneria Castle Treasury: Iron Armor, Iron Shield, TNT, Iron Staff, Sabre, Silver Dagger
Temple of Fiends: Rune Sword, Were Sword, Soft Potion
Dwarf Cave: Cabin, Iron Helmet, Dragon Sword, Silver Knife, Wooden Helmet,
Silver Armor, House, 575 gold
Northwest Castle Treasury: Power Staff, Falchion, Iron Gauntlet
Marsh Cave: Silver Bracelet, Silver Knife, 1020 gold
When you've cleared out all the places and sold off all the junk you don't need, you
should have quite a bit of gold now. The TNT you found in Coneria is to be given to the
Dwarf Nerrick, so he can finish his canal. Remember the little strip of land blocking
passage to the west? That will be gone now and you can exit the Aldi Sea. Someone in
Elfland mentions another rumor, that an Airship is buried somewhere. Your next destination
is to the west and the town of Melmond. It's right next to the first port you see when you
go west.
26. Melmond
There is a lot of new information here in Melmond. You hear about the Titan, the
Vampire, the Earth Cave, and Sarda. It goes like this. The Vampire, who lives in the Earth
Cave and attacked Melmond earlier, is stealing the power of the earth, and must be
defeated. This is also the first time someone mentions something about the Orbs the Light
Warriors possess. It is suggested that when the Orb of Earth shines again, the earth will
stop rotting. The Titan lives in the tunnel, but must be given a Ruby before he will let
you pass. Sarda, the Sage, lives beyond the Titan's tunnel. You meet a character named Dr.
Unne who's exasperated that you haven't heard of him. You also hear that a prosperous
civilization used to exist in the northern world. And another clue - the ancient people
used a stone to make their ship float. Huh? Could that be the Floater...floating the
Airship? Interesting. But first we have to take care of the Vampire. But before we can do
that, we have to hang around Melmond and build up money to buy the weapons, armor, and
magic necessary. The magic to buy is Cur3 and Fir3 for Red Mages, Cur3 and Life for White
Mages, and Fir3 for Black Mages. Note that there is no Item Shop in Melmond, so you will
have to return to either Elfland or Coneria to buy Heal Potions.
27. Overworld
All set? You should have 99 Heal Potions (in fact, you should always have 99 in every
dungeon from now on) and 20 or so Pure Potions. Again, Houses and Soft Potions are
optional, although there are Coctrices that can turn you to stone, which is just like
dying unless you have a Soft Potion. You are to now head for the Earth Cave with the plan
of defeating the Vampire. To get there, head west from Melmond until you see grassland
that leads south. Travel that way and you'll find a mountain cave with a small swamp in
front of it. This is the Earth Cave.
28. Earth Cave
1st Floor - You see paths leading in all directions when you first enter.
North path: Treasure room with 1975 gold
West path: Hall of Giants (battles with Giants, not necessary)
Southeast path, then left: Treasure room with 880 gold and a Heal Potion
Southeast path, then right: Treasure room with 795 gold and a Pure Potion
East path: Stairs down to 2nd Floor
2nd Floor - You start in the northwest corner of this floor.
Northeastern room: Coral Sword, Cabin, 330 gold
South room: Wooden Shield, 5575 gold
Southeastern corner: Stairs down to 3rd Floor
3rd Floor - You start in the south-center of this floor.
Southeastern room: Tent
Eastern room: Heal Potion
Northern room: 3400 gold
Western room: 1020 gold
Center room: Vampire
BOSS: VAMPIRE
HP: 156
Special Attacks: Dazzle(Stun)
He's not too difficult. His physical attacks are powerful, but easily countered with
Cur3. His Dazzle attack can be kind of a pain, but it's manageable. Your fighting people
do good damage, and your Mages should use Fire spells on him, since he is a member of the
undead, which also means Harm works, too. After a short time, he'll be defeated. The
treasure chest behind him contains the Ruby. Just the thing for the Titan blocking the
tunnel in the other cave. If you continue on past this room, you'll find a Stone Plate
that can't be moved (yet), and you sense an evil presence radiating from beneath it. But
first you have to visit Sarda beyond the Titan's tunnel. So exit the Earth Cave.
29. Overworld
Return to Melmond to heal, save, and sell. The people notice that even though the
Vampire is gone, the earth still rots. It appears that there is another source of evil to
be defeated, the evil radiating from beneath the Stone Plate. Sarda has more information,
so you must travel through Titan's tunnel to find him. It is as far west as you can go
from Melmond.
30. Titan's Tunnel
When you talk to the Titan with the Ruby in your possession, he'll take it from you,
eat it (!), and then allow you free passage from now on. Go south first so you can raid
his treasury.Titan's Treasury: Silver Helmet, Great Axe, 1070 goldThen proceed north out
of the cave. Sarda's cave is just south of where you emerge.
31. Sarda's cave
Talk to the old sage and he will give you the Rod. This is what to use on that Stone
Plate. Sarda tells you that deep inside you will find the cause of the earth's rot. Well,
time to head back to the Earth Cave and exterminate whatever the threat is. But first,
make sure your Heal Potions are replenished. Also, take along a few Soft Potions this
trip. You'll probably run into Coctrices and you don't want to risk losing someone.
32. Earth Cave
Head back down to where the Stone Plate was. Use the Rod (by going to the Item screen)
and the plate will shatter, revealing a stairway. Go down.
4th Floor - You start on the eastern side of this floor.
Northern room: Wooden Staff, 11825 gold
Southwestern room: Silver Shield, Cabin, 1250 gold
Northwestern corner: Stairs down to 5th Floor
5th Floor - You start on the southern side of this floor.
Western room: Lich
When you approach and examine the Fiend's ball, it cracks open and Lich materializes.
He is the Fiend of the Earth, the one responsible for the Earth's rot.
BOSS: LICH
HP: 400
Magic: Ice2, Slp2, Fast, Lit2, Hold, Fir2, Slow, Slep
His physical attacks aren't too devastating. However, you should protect yourself from
his magic. Mute does not work on him; he's too powerful. So, instead, cast your
anti-elemental spells (Aice, Alit, Afir) to significantly decrease the damage done by his
attack spells. You should also use Fast on your fighters so they can inflict more damage
on Lich. Your Mages should never attack because they will only do 1 damage. Just watch
your HP and you should have Lich beaten rather easily. When you step on the altar in front
of the teleporter, a gray light will rise from the ground. This indicates that an Orb has
regained its power. If you check the menu screen, you'll see that your bottom-right Orb
shines once again. Three more to go! Touch the teleporter and you will be transported to
the cave entrance.
33. Overworld
Head back to Melmond to heal, save, and sell. All right, so now what do you do? If you
look at the World Map, you'll see that there's an area east of Elfland that you haven't
been to yet. Because you're out of the Aldi Sea now, you can go to any part of the world.
However, the mohawk-haired man in Pravoka stated that there were no ports in the northern
part of the world. So therefore the only place you can go is that area east of Elfland.
Remember that the world is round, so you can go west of Melmond to get to this area. Go
around the Earth Cave peninsula and sail west until you run into land. You should see a
port. Dock here and head southwest through grassland and forest and you should spot the
town of Crescent Lake.
34. Crescent Lake
At first, it looks like there are hardly any townspeople here. One of them is sleeping.
However, there's a little path going east behind the magic shops. Follow it and you'll
find the Circle of Sages. They have much to tell. They explain that the Orbs have lost
their power because the Fiends of Earth, Wind, Fire, and Water have seized that power to
aid them in their quest of world destruction. 200 years ago, the Fiend of Wind and the
Fiend of Water teamed up to destroy civilization. Remember the clue about an ancient
civilization that's now in ruins? Perhaps the Fiends were the ones responsible? You also
hear that in the Gurgu Volcano awaits the Fiend of Fire. One of the Sages gives you a
Canoe which you can use to get to the Volcano. It's obvious your next task is to destroy
the Fiend of Fire. You finally meet Lukahn as well, who is now certain that the prophecy
regarding the Light Warriors shall be fulfilled. In a somewhat eccentric sense, the Sages
say that they will reveal more secrets as you restore power to the Orbs. Therefore, you
will need to visit them repeatedly. Well, of course, before you head to the Volcano, you
need to do the usual routine of buying stuff. The magic you want is Inv2 for White Mages
and Lit3 and Rub for Black Mages. Red Mages can't buy any magic here. When you get
promoted to Wizards (later on), you should return and buy Exit because it allows you to
escape any dungeon, very important indeed.
35. Overworld
To reach the Gurgu Volcano, follow these directions on your Canoe. Take the direction
indicated when you come to a fork in the river: west, north, east, west, west. After
paddling a long way to the west, you'll see a forest with the Volcano in the middle,
surrounded by water.
36. Gurgu Volcano
1st floor - Throughout this volcano, there are lava squares which take 1 HP from each
party member every time you step on them. In most cases, they're unavoidable, so you're
just going to have to suck it up and take the damage. You start on the east side of this
floor. Go straight west to find the stairs down to the 2nd floor.
2nd floor - Enter the door right next to you. This leads to a very large room with lots
of treasure. Go north until you can go west. Get the Silver Helmet in the treasure chest.
Go south to find another chest with 1520 gold. Go back north until you're above the first
chest. You have a choice of going left or right. Go left to find a chest with the Giant
Sword. Then head back and take the right path to find 4150 gold in the next chest. Head
north as far as you can go, then go west until you spot two chests. The path that leads
down to the right of them leads to them. They contain 1545 gold. Head south to find a room
with a truckload of chests. They contain 2 Silver Helmets, a Silver Shield, a Silver Axe,
a Cabin, 2 Heal Potions, a Pure Potion and 6710 gold. Wow! Then take one of the doors back
to the room with the lava and go all the way to the west to find the stairs down to the
3rd floor.
3rd floor - Just head east to find the stairs down to the 4th floor.
4th floor - You start in the northwest section of the floor. The stairs are in the
southeast corner. Try to minimize how much lava you walk on. The stairs actually lead to a
different part of the 3rd floor.
3rd floor B - You start in the northeast corner of the floor. Walk south, west, south,
and west to find the stairs down to 4th floor B.
4th floor B - Enter the door right next to you to find a treasure room with a Soft
Potion and 2750 gold. Go west and south to find a treasure room with 1760 gold. Go north
and west to find a lucrative treasure room with the Flame Shield, Ice Sword, a Pure
Potion, and 8220 gold. Go back to the second room and go south and east to find a room
with 165 gold. Then head north and east to find a room with a House and 2000 gold. Go back
to the previous room and head south and east to find a room with a Wooden Staff and 1250
gold. Then head and south and west to find the stairs down to the 5th floor.
5th floor - You start in the center of the floor.
Western room: Flame Armor (guarded by Red Dragon)
Southwestern room: Kary
BOSS: KARY
HP: 600
Magic: Fir2, Dark, Hold
What Kary lacks in magic, she makes up for in physical strength. If she attacks someone
other than a Fighter, they will be hit for probably over 200 damage. So you should cast
Inv2 to help lessen Kary's blows, and Afir to counteract her Fir2 spell. Fast should be
employed on the fighting people because Kary's armor is very strong. Strangely, Ice spells
do NOT work well on Kary at all. In fact, none of the elemental spells do. Just pound away
and use Cur3 on anyone who gets the crap kicked out of them. When she's defeated, move
forward and touch the Altar to restore the glow to the second Orb. Then step on the
teleporter to get out of this place.
37. Crescent Lake
Go back to Crescent Lake to heal, save, and sell. You've probably got lots of junk, and
when you're through selling it all, you should be loaded. That's good, because things will
start getting really expensive. You won't get too much new information out of the Sages
(kind of contrary to what they said before), but the fellow who was sleeping will tell you
that the Floater is in the Ice Cave to the north. Cool!
38. Overworld
So how does one reach the Ice Cave? Well, there's no river leading from Crescent Lake
to it. You'll have to take another river. Head back to your ship. Directly north of the
port you docked in is a mini-lake with a port and the mouth of a river. You have to weigh
anchor in the mouth and use the Canoe to go inland. Then follow these directions to get to
the Ice Cave: north, east, west, west. There'll be a path of grassland and then the
opening to the Cave.
39. Ice Cave
1st floor - The path takes you east and then comes back west and leads to the stairs
down to the 2nd floor.
2nd floor - You start in the northeast corner of the floor. The stairs down to the 3rd
floor are in the southwest corner.
3rd floor - The stairs to 2nd floor B are right there.
2nd floor B - Circle around and enter the treasure room. There are two treasure chests
which you can get and one surrounded by holes. Guess what's in that chest? So, how do you
get to it? Which hole should you enter? Fall through the one just right of the
inaccessible chest. You'll fall to 3rd floor B.
3rd floor B - You land in a room full of undead monsters. Going west from this room
leads to a treasure room with a Silver Gauntlet and Ice Armor. Note that there are
"cold squares" on this floor which are like the lava squares of the volcano.
Head all the way south and then go west to find a treasure room with 40780 gold! Then head
east to find the stairs back up to the first floor.
1st floor - Enter the door right next to you to find a room with a chest containing a
Heal Potion. Exit and enter the door south of you to find a chest with 10000 gold. Go east
to find a room with a Tent, Ice Shield, and 9500 gold. There's also a hole here. Fall
through it and you'll end up back on 2nd floor B between the holes, able to reach the
chest.
2nd floor B - You'll have to fight an Eye before you can get the chest. In the chest
is...the Floater! Fall through the hole again and go back to the 1st floor. East of the
room with the hole in it is the stairs leading out.
40. Overworld
Sail back to Crescent Lake to heal, save, and sell. Okay, so now what are you supposed
to do with the Floater? Well, I'm going to save you some wandering around and tell you
that the clue is in Elfland. One of the elves there tells you that in the desert south of
the crescent, you must use the Floater. Why, he must mean the Ryukhan Desert, south of
Crescent Lake. So go there, walk into the middle of the desert, say
"Abracadabra" (no, just kidding), and use the Floater on your Item screen.
Ta-daah! The Airship rises! This thing is really really fast. You may now go anywhere,
anytime. Hmmm.....so where do you want to go? How about the whole northern world, since we
couldn't get there before? There's just one catch to using the Airship, and that is it can
only land on grass or plains. This means that sometimes you will have to land it in a
remote field and hike to your destination. But what is your destination? There's lots to
explore, but you won't be able to go everywhere just yet. Look at your map. There's a
group of islands between the two deserts in the north. That's where you should head next.
Or, you could do this:"In the Ice Cave, right before you walk into the treasure chest
to get the Floater, you fight an Eye. You may notice that its only attacks are instant
death spells. What you do is, after you get the airship, you go to the town of Gaia and
buy Prorings for your characters. These protect against ALL instant death spells.(beware
though, they cost 20,000 each. If you can afford them, by all means, get them; they will
pay for themselves. Now go to the Ice Cave and attack the Eye. He has only 162 HP, so one
or two slashes from your fighter should take care of him by now, and killing him will net
you 3225 exp and 3225 g. Then just back up and do it again. At the rate of four battles a
minute you can have paid for the rings in about 20 minutes, not to mention the almost
10,000 exp each warrior recieved during that time. This is the very best way of gaining
game finishing levels." - Grazer
41. Cardia Islands
On each island, there is a cave. Inside each cave there are treasures and dragons.
Dragons? Don't worry, they are friendly. Many of them talk about tests and courage. One of
them mentions that there used to be palaces and mechanical castles in the north. One of
the caves is a long hallway which leads to the King of Dragons, Bahamut. He tells you that
if you can return to him with proof of your courage, he will grant you the honor due true
warriors. Another dragon tells you that the test of courage takes place in the Castle of
Ordeal to the northeast, where proof of courage can be found. But what is that proof? None
of the dragons say. In fact, that is part of the test, to go inside the Castle and bring
back what you find. So that's your next task.
42. Overworld
Fly just a bit to the northeast and you will see the Castle of Ordeal, surrounded by
swamps and forests. So where are you supposed to land the Airship? Far to the east,
there's a grass field. You have to land there and then trudge through desert, forest, and
swamp to reach the Castle. Oh, and make sure you've got 99 Heal Potions before you enter.
It's dangerous.
43. Castle of Ordeal
1st floor - The sage in the center tells you that you need the Crown to test your
courage. Well, you have that. He says to take it to the royal throne, and bring back proof
of your courage. In the northwest corner is the royal throne. When you step on it, you get
transported to the 2nd floor.
2nd floor - This is a semi-confusing trial and error puzzle. Touching the poles
transports you elsewhere on the floor. The object is to find the correct sequence so as to
lead to you to the stairs to the 3rd floor. Exit the room you're in and touch the pole
(1). Touch the next pole (2). Then choose the bottom pole (3). Touch the next pole (4).
Choose the bottom pole (5). Walk down the hall and touch the next pole (6). Choose the
right pole (7). Walk right and enter the room to find a chest with the Zeus Gauntlet. Then
touch the bottom-most pole (8) to enter the room with the stairs.
3rd floor - You start in the southeast corner of the floor.
Northeast room: Heal Staff
Northwest room: Gold Bracelet, Ice Sword, Iron Gauntlet
Southwest room: House, 8795 gold
Center room: Tail
The Tail is the proof of your courage. Strange, but true. Step on the throne in the
room and you will be transported back to the 1st floor, and can exit.
44. Overworld
Go back to Bahamut. He rewards your courage by changing all of you to a higher class.
Hooray, now you actually look like adults! A good thing to do now would be to go back and
buy the magic you couldn't buy before (like Exit). It is definitely useful. Once that's
done, you should now explore the towns in this part of the world. There are three: Gaia,
Onrac, and Lefein. Gaia is northeast of the large eastern desert. Onrac is east of the
western desert. Lefein is southeast of the eastern desert. However, if you try to go to
Lefein right now, you won't get anything at all out of it because all of the townspeople
speak Lefeinish, an ancient language. Go to Gaia first.
45. Gaia
You learn much from the townspeople here. The fairy at the spring has been kidnapped.
The pirate who kidnapped her put her in a Bottle and sold her to a caravan. She is the
only one who can draw a material called Oxyale from the spring. Also, someone mentions
that the city south of here (Lefein) speaks a strange language, but there was a professor
who studied it. The tower in the middle of the Yahnikurm Desert (the large eastern one) is
thought to be a mirage. A people called the Sky Warriors flew about from a castle in the
sky. And one more thing, someone saw a shining object fly towards the east. Wow.
Information overload. You need to buy the stuff for sale in this town, but it's all really
expensive. Unfortunately, the monsters in this area don't really give much Gold. However,
in the dungeons coming up, you'll find so much treasure that you can easily come back here
and buy what you need after clearing them out. So, buy what you can. The Level 7 magic you
want is Cur4 and Hrm4 for the White Wizard, and Ice3 and Brak for the Black Wizard. The
Red Wizard can only learn Ice3. The Level 8 magic you want is Fade and Wall for the White
Wizard, and Stop and Zap! for the Black Wizard. The Red Wizard can't learn any Level 8
magic. When you're done here, it's time to explore Onrac.
46. Onrac
The people here tell you a lot about this town's history, that it was protected by the
Mermaids who lived in the Shrine. Then, 200 years ago, the Water Fiend came and sank the
Shrine, leaving the Mermaids' fate unknown. One of the people has created a submarine to
go underneath the sea to find the Mermaids, but it needs Oxyale to run. You meet the
daughter of the caravan master, who is having a sale at the oasis in the western desert.
You also meet Dr. Unne's brother, who tells you his brother is the professor who studied
Lefeinish, the language of the Sky Warriors. Dr. Unne needs a Slab to be able to teach the
language. There is also another rumor of the shining object, as a man named Kope tells you
that it was a robot that fell near the waterfall north of this town. More information
overload. The next thing to do is to go to the western desert and meet the caravan master.
You don't need to buy anything in this town.
47. Overworld
Go to the river and canoe south and west until you reach the swampland. Walk north and
you'll find the desert. The caravan is in the northern section of this desert. The master
has for sale a "Bottle" priced at 50,000 gold. Ouch! But, the pirate said he
bottled Gaia's fairy and sold her to a caravan, so this must be it. Buy it. IMPORTANT: DO
NOT USE THE BOTTLE UNTIL YOU GET BACK TO GAIA'S SPRING. If you do, the fairy will fly away
and you'll have wasted 50,000 gold. So fly back to Gaia now.
48. Gaia
Stand next to the pond and use the Bottle. The fairy will appear and give you Oxyale.
Now you can use the submarine in Onrac. So go back there now.
49. Onrac
Make sure your supplies are replenished, and your game is saved. Then talk to the
person who was blocking the submarine. You can pass because you have Oxyale. Touching the
submarine transports you to the Sea Shrine.
50. Sea Shrine
3rd floor - This is where you start, in the bottom-center. Take the stairs up first.
Western room: 9900 gold
Eastern room: 2000 gold
Northwestern corner: Stairs down to 2nd floor
Northeastern corner: Stairs up to 4th floor
4th floor - You start in the northeast corner. Walk south and west (ignoring the first
room you see) to find a room with 20 gold. Then walk northwest to find a room with Opal
Armor. Walk south as far as you can to find a room with the Light Axe. Then walk east and
take the upper path to find a room with the Mage Staff. Then go back and take the lower
path to find a room with 12350 gold and also the stairs up to the 5th floor.
5th floor - There's a bunch of little rooms with treasure and the Mermaids can also be
found here. Talk to each one of them. You learn that the Fiend of Water, Kraken lives on
the bottom (1st) floor of this shrine. Also, you get a clue about the Mirage Tower (the
one in the Yahnikurm Desert). To unlock it, the Lefeinish people used a musical tone.
Perhaps that's why people think it's a mirage, because they don't know its secret. Among
the numerous treasures you will get on this floor (including lots of Opal stuff), you will
get the Slab that Dr. Unne needs. Now if you return to him, you can learn the Lefeinish
language. But first, we need to take care of Kraken. Go back down to the 3rd floor and
take the stairs down to the 2nd floor.
2nd floor - You start in the southeast corner of this floor. The stairs down to 3rd
floor B are in the northeast corner.
3rd floor B - Take the stairs up to 4th floor B.
4th floor B - Take the stairs down to 3rd floor C.
3rd floor C - The chests in the room contain 560 gold. The stairs down to 2nd floor B
are just outside the south exit of this room.
2nd floor B - You start on the east side of this floor. Walk west until you reach an
intersection, then go south and east to find a room with 15825 gold. Then walk as far west
as you can to find a room with a Power Gauntlet and 5835 gold. Then walk to the north to
find a room with a Light Axe. Walk to the east to find a room with a Ribbon and 19990
gold. Finally, walk northwest to find the stairs down to the 1st floor.
1st floor - You start in the southeast corner of this floor. Walk west until you see a
path going north. Then walk north until you see another path going west. Follow this path
to reach a room. Work your way through this room to the other exit and then follow the
path to reach the room with Kraken.
BOSS: KRAKEN
HP: 800
Magic: Lit2
Special Attack: Ink (Dark)
Kraken's physical strength is a threat (up to 8 hits per attack!), so use Inv2 to help
you lessen that. Getting blinded by Ink can be annoying, but don't worry to much about it.
If you have Lamp you can remove the darkness. Use Alit to counter Lit2, Fast to boost the
fighting people, and Cur4 on anyone hurt. Lit3 is a very effective attack spell to
utilize. In a short time, Kraken will be defeated. Do the usual - touch the altar to
restore the Orb, and touch the transporter to go back to Onrac.
51. Onrac
Now that you have the Slab, you can return to Dr. Unne in Melmond. But before you do
that, remember the clue about a robot in the waterfall to the north? That's where you
should go now. You'll get something very important.
52. Overworld
Go back to the river next to Onrac and canoe north until you find the waterfall, then
enter it. Make sure you've got supplies, though.
53. Waterfall
You start in the southeast corner of the maze. Follow these directions for when you
come to forks in the path: west, north, west, west, then walk all the way south. Inside
the room is the Robot, who gives you the Cube, which he says will allow you to transfer to
the Floating Castle. Huh? Is that the one the Sky Warriors used? Take the treasure in the
room and then use Exit to get out. Now it's time to go visit Dr. Unne.
54. Overworld
Go talk to Dr. Unne in Melmond and he will teach you the language of the Lefeinish. You
may now converse with the inhabitants of Lefein. So you should next head for Lefein.
There's only one problem. You can't land anywhere near it. There's a tiny little patch of
grass far to the north (next to the mountains at the right side of the desert) and you
have to land there and go far to the south to reach the town. There's no way around it.
Sorry, but that's the way it is. You could rationalize it by saying you gain lots of
experience by fighting monsters all the way to town. :)
55. Lefein
This is the ancient prosperous civilization, now in ruins because Tiamat, the Fiend of
the Wind, took the Power of the Wind and inhabited the Floating Castle, which is where the
Lefeinish ancestors lived. The entrance to the Floating Castle is the Mirage Tower, which
you can enter with the Chime. Someone will give you that Chime so you can enter it. The
Lefeinish sent their five bravest Sky Warriors to combat Tiamat, but they never returned.
The Airship you have was theirs. The robot you saw earlier is a product of the Lefeinish
civilization. There are others like it in existence. There is also a hint that some great
power controls the four Fiends, meaning they're not acting disjointedly. You must now
enter the Mirage Tower and find a way to get into the Floating Castle so you can defeat
Tiamat and recover the last Orb. Remember what the robot said - the Cube he gave you is
the key to entering the Floating Castle. Before you go, there is a secret magic shop in
this town. Go through the break in the trees in the northeast part of the town and keep
walking east. You'll find a Level 8 magic shop which sells Lif2 and Nuke. Buy them!
56. Overworld
To get to the Mirage Tower, you have to land your Airship in a tiny little patch of
grass on the east side of the desert, then walk west to the Tower.
57. Mirage Tower
1st floor - This floor is a circle with a giant room in the center with lots of
treasure chests. They contain the Aegis Shield, Vorpal, Heal Helmet, a Cabin, and 30040
gold. There's a robot here that asks if you are the master. The master of what? The stairs
up to the 2nd floor are actually right next to the entrance, on the other side of a wall.
2nd floor - This floor is another circle that you have to loop around to get inside the
room in the center. The treasures in the center are Thor's Hammer, Sun Sword, Dragon
Armor, a House, and 59075 gold. The stairs up to the 3rd floor are just north of the room.
There's a robot nearby who tells you about his companion who floated west with the Cube.
You've already met that one, though.
3rd floor - Just walk around to the entrance of the room. A Blue Dragon is right
inside. The robot will tell you that you need a Cube to operate the transporter. This must
be the one that goes to the Floating Castle. Well, you've got the Cube, so away you go!
58. Floating Castle
1st floor - All right, where's that Tiamat? I'll tear him limb from...what? There are
five floors to this place? Jeez. Oh well, much treasure to be had here though. You start
in the center and can go up, down, left, and right. Left leads to a room with a Heal
Potion and 21950 gold. Down leads to a room with the Bane Sword. Right leads to a room
with a ProRing, Heal Helmet, and 11900 gold. Up leads to the stairs, ahem, teleporter to
the 2nd floor.
2nd floor - You start in the northern section of this floor.
Northeastern room: Opal Gauntlet
Eastern room: Ribbon, Opal Shield
Southeastern room: White Shirt, Black Shirt
Southwestern room: Adamant
Western room: 13880 gold
Northwestern room: Silver Helmet, House
The Adamant you find here is what the blacksmith in the Dwarf Cave needed. Bring it to
him and he will make the sword Xcalber, which your Knight can equip.The teleporter to the
3rd floor is in the southern section of this floor.
3rd floor
You start off in the center, next to a window and a robot. The robot says that you can
look out over the world through the window. When you examine the window, you learn that
the Four Forces are flowing into the center of the Four Altars, the Temple of Fiends. What
does that mean? You'll find out.
Northern room: ProRing, Heal Potion, 14450 gold
Western room: Katana, Soft Potion, 7550 gold
Eastern room: ProCape, Cloth, Soft Potion, 24125 gold
West, then south: Teleporter to 4th floor
4th floor
This floor is a repeating maze if you walk in one direction. To reach the teleporter to
the 5th floor, follow these directions: up, left, up, left.
5th floor
Just walk north along the bridge. You'll be attacked a lot. There's a slight chance
you'll have to fight WarMech, who is even more powerful than Tiamat. Speaking of Tiamat,
at the end of the bridge is the Fiend's Orb.
BOSS: TIAMAT
HP: 1000
SPECIAL ATTACKS: Thunder, Poison Gas, Blizzard
His physical attacks aren't too much to worry about, and if you're all equipped with
Ribbons and other protective armors, his special attacks aren't too much either. Use the
usual Inv2 and Fast to give yourself more of an advantage. The elemental spells have
little effect, though. Do the Altar/teleporter routine after eliminating Tiamat.
59. Overworld
Okay, so now that you have all four Orbs lit once again, the game is over, right?
Wrong, you silly fool! There has to be some gigantic final end boss of course. But where
is he? Well, if you remember looking out the window in the Floating Castle, you learned
that something is flowing into the center of the Four Altars, the Temple of Fiends. But
you really don't know what that means. So, remember how the Circle of Sages said to visit
them as you restore power to the Orbs? That's what you must do now. They will tell you
about your final task.
60. Crescent Lake
The Sages explain that the real source of evil is the person who has travelled 2000
years in the past, and sent the Fiends forward in time to destroy the world. He travels
back in time every 2000 years, causing time to repeat itself over and over again. You must
break the Time-Loop. You must travel back 2000 years in time to confront this person by
breaking the Time Gate at the Temple of Fiends. It can be broken because the four Orbs
shine once again. Then, you can destroy this source of evil. It is time to travel to the
Temple of Fiends.
61. Temple of Fiends
Approach the Orb in the center room. You will use the four Orbs to cover the black Orb,
allowing you to travel back 2000 years in time. Make sure you've got all the weapons,
items, and magic you need, because once you go, you can't come back.
1st floor - Well, actually, you can come back by using Exit so don't worry too much.
You're in the center of this floor to start. The stairs to the 2nd floor are in the lower
right corner.
2nd floor - The stairs to the 3rd floor are right near you.
3rd floor - You start in the upper left corner. Enter the center room from the bottom.
You'll be attacked by a Phantom as soon as you enter. The treasure chests contain
110000(!) gold. Move to the Stone Plate on the floor. No, the Rod doesn't work on this
one. The Lute does. You were probably wondering when you were going to use that. Descend.
2nd floor - You start in the center room. The stairs down to the 1st floor are in the
upper left corner.
1st floor - You start in the upper right corner. The stairs down to floor B1 are in the
upper left corner.
Floor B1 - You start in the lower left corner. The stairs down to floor B2 are in the
lower right corner. However, before you can descend them you must fight the Fiend of the
Earth, Lich, once again. Beat him and go down.
Floor B2 - The stairs down to Floor B3 are right next to you, but you have to take the
circuitous route to get to them. When you do reach the stairs, don't go down them at
first; instead go south to the rooms down there. Take the right door to find a treasure
chest with a ProCape. Go through this room and into the next to find a chest with 26000
gold. Go back and take the left door to find a chest with a ProRing. Go through this room
and down the next corridor to find a room with a Katana. Go back and take the stairs down
to Floor B3. Of course, you'll have to fight the Fiend of Fire, Kary, before you can do
that.
Floor B3 - You start in the upper left corner. The stairs down to Floor B4 are in the
lower right corner. You have to fight the Fiend of Water, Kraken.
Floor B4 - You start in the upper left corner. The most powerful sword in the game, the
Masmune, is in a room in the lower right. The Fiend of Wind, Tiamat, is in the corridor
linking the top two square areas. The stairs down to Floor B5 are in the upper right.
Floor B5 - Walk down to the entrance of the center room and make sure you have full HP,
your nerves are steeled, you are prepared...oh hell, just enter the room. What? It's
Garland! He's the guy!!! The Four Fiends sent him back 2000 years in the past, and he sent
them into the future. Then the Fiends will send him back again...basically this is the
Time-Loop. After 2000 years, the Time-Loop will close, and Garland will become immortal,
dooming the world. Garland then transforms into the giant winged demon, Chaos!
FINAL BOSS: CHAOS
HP: 2000
MAGIC: Ice3, Cur4, Lit3, Slo2, Fir3, Fast, Nuke, Qake
Oh boy! It's party time! Chaos can throw everything in the book at you. And that's
right, he has a Cur4 spell. So what are you supposed to do against this creation? Although
he looks plenty intimidating, there is effective strategy against him. Use Wall on the
White Wizard to protect him the most from Chaos's magic. That way he can use Inv2 and Cur4
on anyone who needs it (and they will need it if Chaos hits them). Fast should of course
be employed to the fighting chaps, as it will help very significantly. You should also
cast all the anti-elemental spells you've got to further protect you. Even with all this
protection, Chaos can still put a hurtin' on you. But if you're at at least level 27 or
so, you have a good chance of winning. When you win, sit back and watch the slightly
ambiguous epilogue...