A Light in the Sky
Chronicle Games
RPG Maker 3

Strategy Guide and Walkthrough

XYZW

Contents
========

XYZW. Contents
A001. Introduction
A002. Nifty Stuff
B001. Lists
B002. Item List
B003. Weapon & Armor List
B004. Treasures List
B005. Playable Character List
B006. Enemy List
B007. Enemy Party List
C001. Zenith, Part 1
C002. Ancient Ruins, Part 1
C003. Eaneth, Part 1
C004. Cavern, Part 1
C005. Passage, Part 1
C006. Ancient Ruins, Part 2
C007. Passage, Part 2
C008. Sant'Arte, Part 1
C009. Tunnel #1
C010. Woodwind Prairie Shelter
C011. Arcilon, Part 1
C012. Vaileron
C013. Odin's Tower
C014. Emorrough
C015. Arcilon, Part 2
C016. Tunnel #2
C017. Kincaid
C018. Northland Shelter
C019. Aowynne
C020. Oberkotter's Lab
C021. Tunnel #3
C022. Sant'Arte, Part 2
C023. Abandoned Cave
C024. Oberkotter's Hut
C025. Zenith, Part 2
C026. Eaneth, Part 2
C027. Cavern, Part 2
C028. Bael
C029. Between Lands
C030. Loki's Fortress


+=+=+=+=+=+=+=+=+=+=+=+=

A001

Introduction

Welcome to the official walkthrough for A Light in the Sky for the RPG Maker 3 engine. In this guide I will give detailed instructions on how to progress through and complete the game, and I will include detailed lists of items, weapons, characters, abilities, and all that stuff so that you can have a reference during gameplay. This guide will cover all of the bonus material and the different options that can be taken throughout the game, and will not spoil any of the storytellers and storylines beyond the names of locations and the boss enemies. So, without further ado, please enjoy the guide and the game.

Thanks for playing!

-------------------------

A002

Nifty Stuff

A Light in the Sky is a fairly straightforward RPG with minimal ways to deviate from the main story. There are three points in the game in which you can choose which of three characters to use as a fourth member of the fighting party, however all characters will level up during the game whether they are fighting or not. Therefore, you never need to worry about characters being too weak to add back to the team at a later time. The choice of characters does not affect the story, but will potentially affect the difficulty of battles, since each character is different. This will be expanded on more in the character list and throughout the walkthrough.

The game also features heal points, spots throughout the game that will fully recover the party at the touch of a button. This feature is added to reduce the frustration during dungeons.

Every character has three skills that are optional, and there is a point in the game where you can get one of the three for every party member. You can only get one of the three skills in a given playthrough. This will be expanded on more in the character list and the walkthrough.

-------------------------

B001

Lists

Here I will list out the various items, weapons, armors, characters, enemies, and enemy parties found throughout the game. All details about them will be given. Since RPG Maker 3 is very limited in when you can view certain descriptions and effects of items and other things, this section will make for a good reference when in the middle of a battle or a situation where the menus cannot be easily accessed.

-------------------------

B002

Item List

Healing Herb
An herb that heals minor injuries. Heals 30 HP.
Recover HP
Single character
30 Points
10 Gold

Magic Herb
An herb that can restore magical ability. Heals 30 MP.
Recover MP
Single character
30 Points
10 Gold

Antibiotic
An herb that can cleanse the blood. Removes poison.
Cure Poison
Single character
20 Gold

Revival Herb
An herb that can revive the fainted. Revives one party member.
Revive (Partial)
Single character
25 Gold

Green Elixir
A potion that restores health. Heals 50 HP.
Recover HP
Single character
50 Points
50 Gold

Yellow Elixir
A potion that restores magic. Heals 50 MP.
Recover MP
Single character
50 Points
50 Gold

Red Elixir
A potion that can revive the fainted. Revives one party member.
Revive (Partial)
Single character
50 Gold

Blue Elixir
A potion that heals all party members. Heals 30 HP.
Recover HP
All characters
30 Points
70 Gold

Colorless Elixir
A potion that heals the party. Heals 100 HP.
Recover HP
All characters
100 Points
200 Gold

Holy Water
The water of life. Heals 100 HP.
Recover HP
Single character
100 Points
90 Gold

Phoenix Egg
An egg laid by a mythical bird. Heals 100 MP.
Recover MP
Single character
100 Points
90 Gold

Magic Pumpkin
A mysterious plant that fully revives a fallen ally.
Revive (Full)
Single character
90 Gold

Mystic Pastry
A tasty shortcake that heals 70 MP for the party.
Recover MP
All characters
70 Points
150 Gold

Delicious Cake
A tasty cake that is big enough for the party. Heals the party for 100 HP.
Recover HP
All characters
100 Points
200 Gold

Dragon Cuts
Magical cuts of dragon meat. Heals the party for 100 MP.
Recover MP
All characters
100 Points
200 Gold

Anubis Herb
A mysterious herb that increases the user's attack power by 10.
Attack Power Up
Single character
10 Points
100 Gold
Enemy Drop Only

Isis Herb
A mysterious herb that increases the user's magic attack power by 10.
Magic Attack Up
Single character
10 Points
100 Gold
Enemy Drop Only

Osiris Herb
A mysterious herb that increases the user's skill attack power by 10.
Skill Power Up
Single character
10 Points
100 Gold
Enemy Drop Only

Ra Herb
A mysterious herb that increases the user's physical defense by 10.
Physical Defense Up
Single character
10 Points
100 Gold
Enemy Drop Only

Thoth Herb
A mysterious herb that increases the user's magic defense by 10.
Magic Defense Up
Single character
10 Points
100 Gold
Enemy Drop Only

Sekhmet Herb
A mysterious herb that increases the user's speed by 10.
Speed Up
Single character
10 Points
100 Gold
Enemy Drop Only

Poseidon Vial
A mysterious vial that decreases the target's attack power by 10.
Attack Power Down
Single character
10 Points
100 Gold
Enemy Drop Only

Ares Vial
A mysterious vial that decreases the target's magic attack power by 10.
Magic Attack Down
Single character
10 Points
100 Gold
Enemy Drop Only

Dionysus Vial
A mysterious vial that decreases the target's skill attack power by 10.
Skill Power Down
Single character
10 Points
100 Gold
Enemy Drop Only

Apollo Vial
A mysterious vial that decreases the target's physical defense by 10.
Physical Defense Down
Single character
10 Points
100 Gold
Enemy Drop Only

Athena Vial
A mysterious vial that decreases the target's magic defense by 10.
Magic Defense Down
Single character
10 Points
100 Gold
Enemy Drop Only

Hermes Vial
A mysterious vial that decreases the target's speed by 10.
Speed Down
Single character
10 Points
100 Gold
Enemy Drop Only

Magic Orb
A magical object that allows for a safe escape from any dungeon.
Escape Dungeon
2000 Gold

Shroud Crystal
A magical object that wards off enemies and lowers encounter rates.
Encounters Down
2000 Gold

-------------------------

B003

Weapon & Armor List

Claidheamh-mor
A large, broad sword perfect for the decapitation of enemies.
Attack: 10
Magic: 0
Effect: Strong vs. Humans
User: Rothgar
125 Gold

Cutlass
A light, sharp blade used by pirates. Its size makes it more efficient than a broadsword.
Attack: 13
Magic: 0
Effect: Strong vs. Humans
User: Rothgar, Ariel
150 Gold

Stiletto
A short, sharp blade capable of slicing through armor.
Attack: 16
Magic: 0
Effect: Strong vs. Humans
User: Rothgar
175 Gold

Hero Sword
A blade that has been used by heroes. Strong against non-human enemies.
Attack: 20
Magic: 0
Effect: Strong vs. Nonhuman
User: Rothgar
225 Gold

Blue Sword
A sword whose blade is forged from a strange blue metal.
Attack: 25
Magic: 0
Effect: Strong vs. Ghosts
User: Rothgar
275 Gold

Excalibur
A legendary blade not known to exist in the world.
Attack: 30
Magic: 0
Effect: None
User: Rothgar
0 Gold

Hrunting
Considered the most powerful blade in existence, only the best swordsmen can weild it.
Attack: 50
Magic: 0
Effect: None
User: Rothgar
0 Gold

Pyrite Blade
A sword forged from iron pyrite perfect for combat.
Attack: 15
Magic: 0
Effect: Strong vs. Humans
User: Ariel
175 Gold

Rusted Sword
A sword so oxidized that any swipe could poison the target.
Attack: 20
Magic: 0
Effect: Poison
User: Ariel
225 Gold

Red Sword
A sword whose blade is forged from a strange red metal.
Attack: 25
Magic: 0
Effect: Strong vs. Ghosts
User: Ariel
275 Gold

Naegling
A legendary blade not known to exist in the world.
Attack: 30
Magic: 0
Effect: None
User: Ariel
0 Gold

Mahogany Staff
A basic staff used by spellcasters. It has a high success rate.
Attack: 6
Magic: 10
Effect: None
User: Lestor
125 Gold

Polished Oak Rod
A rod made of polished oak. Light and efficient in battle.
Attack: 8
Magic: 13
Effect: None
User: Lestor
150 Gold

Gem Rod
A casting staff with a magic gem set on the top.
Attack: 11
Magic: 16
Effect: None
User: Lestor
175 Gold

Warlock Scepter
A casting rod used by many advanced warlocks.
Attack: 15
Magic: 20
Effect: None
User: Lestor
225 Gold

Shepherd's Cane
A cane used by many shepherds in guiding their flocks.
Attack: 20
Magic: 25
Effect: Strong vs. Ghosts
User: Lestor
275 Gold

Taiaha
A legendary staff not known to exist in the world.
Attack: 25
Magic: 30
Effect: None
User: Lestor
0 Gold

Rito Slicer
The standard weapon used by members of the Rito Aeris.
Attack: 16
Magic: 0
Effect: Strong vs. Nonhuman
User: Chanticleer
175 Gold

Blackwood Blade
A naginata made of mysterious black wood.
Attack: 20
Magic: 0
Effect: Strong vs. Undead
User: Chanticleer
225 Gold

Avian Blade
A naginata engraved with the crest of an eagle warrior.
Attack: 25
Magic: 0
Effect: Strong vs. Ghosts
User: Chanticleer
275 Gold

Gungnir
A legendary blade not known to exist in the world.
Attack: 30
Magic: 0
Effect: None
User: Chanticleer
0 Gold

Komo Mace
The standard weapon used by members of the Komo Reptilus.
Attack: 16
Magic: 0
Effect: Strong vs. Nonhuman
User: Jacala
175 Gold

Judgment
A hammer used to bring forth the judgment of Odin.
Attack: 20
Magic: 0
Effect: Strong vs. Undead
User: Jacala
225 Gold

Reptilian Mace
A mace engraved with the crest of a lizard warrior.
Attack: 25
Magic: 0
Effect: Strong vs. Ghosts
User: Jacala
275 Gold

Mjolnir
A legendary hammer not known to exist in the world.
Attack: 30
Magic: 0
Effect: None
User: Jacala
0 Gold

Lupo Axe
The standard weapon used by members of the Lupo Canis.
Attack: 16
Magic: 0
Effect: Strong vs. Nonhuman
User: Akela
175 Gold

Ancient Axe
An axe engraved with ancient charms for protection and power.
Attack: 20
Magic: 0
Effect: Strong vs. Undead
User: Akela
225 Gold

Bestial Axe
An axe engraved with the crest of a canine warrior.
Attack: 25
Magic: 0
Effect: Strong vs. Ghosts
User: Akela
275 Gold

Ono
A legendary axe not known to exist in the world.
Attack: 30
Magic: 0
Effect: None
User: Akela
0 Gold

Iron Shield
A basic shield made of iron. Provides some defense.
Physical: 4
Magic: 1
Effect: None
User: Rothgar, Ariel
100 Gold

Broad Shield
A broad shield made of steel. Provides wider defense than an iron shield.
Physical: 6
Magic: 2
Effect: None
User: Rothgar, Ariel
150 Gold

Wooden Shield
A durable wooden shield. Useful for beginners.
Physical: 6
Magic: 4
Effect: None
User: Rothgar, Ariel
200 Gold

Steel Shield
A broad shield made of steel. Provides fair and balanced defense.
Physical: 5
Magic: 5
Effect: None
User: Rothgar, Ariel
180 Gold

Thane's Shield
A shield used by the thanes of legend. Provides strong magic defense.
Physical: 7
Magic: 10
Effect: None
User: Rothgar, Ariel
240 Gold

Holy Shield
A shield protected by the magic of holy light. Provides high physical and magic defense.
Physical: 15
Magic: 15
Effect: None
User: Rothgar, Ariel
2000 Gold

Steel Armor
Common armor made of steel. Light, comfortable, and durable.
Physical: 2
Magic: 0
Effect: None
User: Rothgar, Chanticleer, Jacala, Akela
170 Gold

Magic Armor
Steel armor that can defend well against magic. Used by many warriors.
Physical: 0
Magic: 6
Effect: None
User: Rothgar, Chanticleer, Jacala, Akela
200 Gold

Viking Armor
Armor that provides balanced defense both physically and magically.
Physical: 5
Magic: 5
Effect: None
User: Rothgar, Chanticleer, Jacala, Akela
220 Gold

Holy Armor
Armor protected by the magic of holy light. Provides high physical and magic defense.
Physical: 10
Magic: 10
Effect: None
User: Rothgar, Chanticleer, Jacala, Akela
2000 Gold

Rabbit's Foot
A lucky charm that might make the wearer lucky.
LUCK +7
Effect: None
User: Rothgar, Lestor, Ariel, Chanticleer, Akela
120 Gold

Gold Ring
A magical ring that amplifies the wearer's agility.
AGI +5
Effect: None
User: Rothgar, Lestor, Ariel, Chanticleer, Jacala
180 Gold

Silver Ring
A magical ring that amplifies the wearer's attack speed.
Effect: Swift
User: Rothgar, Lestor, Ariel, Jacala, Akela
180 Gold

Bronze Ring
A magical ring that increases the wearer's odds of being attacked.
Effect: Enrage
User: Rothgar, Lestor, Ariel, Chanticleer, Akela
180 Gold

Escape Ring
A magical ring that allows the wearer to escape from common enemies.
Effect: Escape
User: Rothgar, Lestor, Ariel, Chanticleer, Jacala
240 Gold

Life Ring
A magic ring that recovers a small amount of HP during battle.
Effect: Restore HP
User: Rothgar, Jacala, Ariel, Chanticleer, Akela
300 Gold

Spell Ring
A magic ring that recovers a small amount of MP during battle.
Effect: Restore MP
User: Jacala, Lestor, Ariel, Chanticleer, Akela
300 Gold

Ring of Jacob
A ring that increases the wearer's agility and intelligence.
AGI +10
INT +10
Effect: None
User: Rothgar, Lestor, Ariel, Jacala, Akela
200 Gold
Enemy Drop Only

Ring of Eli
A ring that increases the wearer's luck and strength.
STR +10
LUCK +10
Effect: None
User: Lestor, Ariel, Chanticleer, Jacala, Akela
200 Gold
Enemy Drop Only

Ring of Caleb
A ring that increases the wearer's magic defense and physical defense.
DEF +10
MDF +10
Effect: None
User: Rothgar, Lestor, Ariel, Chanticleer, Jacala
200 Gold
Enemy Drop Only

Ring of Beth
A ring that increases the wearer's magic and intelligence.
MAG +10
INT +10
Effect: None
User: Lestor, Ariel, Chanticleer, Jacala, Akela
200 Gold
Enemy Drop Only

Ring of Mara
A ring that increases the wearer's magic defense and luck.
MDF +10
LUCK +10
Effect: None
User: Rothgar, Lestor, Chanticleer, Jacala, Akela
200 Gold
Enemy Drop Only

Ring of David
A ring that increases the wearer's agility, intelligence, and luck.
AGI +10
INT +10
LUCK +10
Effect: None
User: Rothgar, Lestor, Ariel, Chanticleer, Jacala
250 Gold
Enemy Drop Only

Ring of Sarah
A ring that increases the wearer's magic, physical defense, and intelligence.
MAG +10
INT +10
DEF +10
Effect: None
User: Lestor, Ariel, Chanticleer, Jacala, Akela
250 Gold
Enemy Drop Only

Ring of Judith
A ring that increases the wearer's agility, strength, and magic defense.
STR +10
AGI +10
MDF +10
Effect: None
User: Rothgar, Lestor, Ariel, Chanticleer, Akela
250 Gold
Enemy Drop Only

Ring of Gabriel
A ring that increases the wearer's luck, strength, and physical defense.
STR +10
DEF +10
LUCK +10
Effect: None
User: Rothgar, Ariel, Chanticleer, Jacala, Akela
250 Gold
Enemy Drop Only

Ring of Solomon
A ring that increases the wearer's magic, magic defense, and luck.
MAG +10
LUCK +10
MDF +10
Effect: None
User: Lestor, Ariel, Chanticleer, Jacala, Akela
250 Gold
Enemy Drop Only

Ring of Jupiter
A ring that increases the wearer's agility, strength, luck, and intelligence.
STR +10
AGI +10
INT +10
LUCK +10
Effect: None
User: Rothgar, Ariel, Chanticleer, Jacala, Akela
300 Gold
Enemy Drop Only

Ring of Venus
A ring that increases the wearer's agility, magic, intelligence, and physical defense.
AGI +10
MAG +10
INT +10
DEF +10
Effect: None
User: Lestor, Ariel, Chanticleer, Jacala, Akela
300 Gold
Enemy Drop Only

Ring of Juno
A ring that increases the wearer's luck, strength, physical defense, and magic defense.
STR +10
DEF +10
LUCK +10
MDF +10
Effect: None
User: Rothgar, Lestor, Ariel, Jacala, Akela
300 Gold
Enemy Drop Only

Ring of Pluto
A ring that increases the wearer's agility, strength, magic, and magic defense.
STR +10
AGI +10
MAG +10
MDF +10
Effect: None
User: Rothgar, Lestor, Ariel, Chanticleer, Akela
300 Gold
Enemy Drop Only

Ring of Minerva
A ring that increases the wearer's physical defense, strength, magic defense, and intelligence.
STR +10
INT +10
DEF +10
MDF +10
Effect: None
User: Rothgar, Lestor, Ariel, Chanticleer, Jacala
300 Gold
Enemy Drop Only

Thor's Crest
The emblem of a true warrior. Raises all stats by 25.
STR +25
AGI +25
MAG +25
INT +25
DEF +25
LUCK +25
MDF +25
Effect: None
User: Rothgar, Ariel, Chanticleer, Jacala, Akela
2000 Gold

-------------------------

B004

Treasures List

Ruins Key
A mysterious key lost from the Ancient Ruins.

Tower Key
A key to a door in Odin's Tower.

Mask of Heimdall
A strange mask with unknown properties. Maybe somebody knows what it means.

Mask of Fenrir
A strange mask with unknown properties. Maybe somebody knows what it means.

Mask of Lif
A strange mask with unknown properties. Maybe somebody knows what it means.

Odin's Key
A key to a door in Odin's Tower.

Bomb
An explosive device that can open some blocked passages.

Archives Book
Possibly the only record of Geoffrey Oberkotter still in existence. Contains vital information.

Cave Key
A key to a locked door in the Abandoned Cave.

Ancient Crown
A mysterious relic from an old tomb. Maybe a scholar might know what it is.

Medicinal Herb
A strange herb that only grows near the Lake. Not many know what it is used for.

Amethyst
A strange gemstone with unknown properties. Maybe a scholar might know about it.

Magic Lamp
A mysterious relic from an old tomb. Maybe a scholar might know what it is.

Emblem of Valour
A strange emblem with ancient writing carved into it. Maybe a scholar might know what it means.

Angelic Paper
A mysterious paper with angelic lettering on it. Maybe a scholar might know what it means.

-------------------------

B005

Playable Character List

Special Note: Skills that are "Level: 1" target a single character, while skills that are "Level: 2" target the entire party.

Name: Rothgar
Class: Warrior
Rothgar is a straightforward fighter. He has minimal magic power, high HP, and average intelligence and luck. His abilities are predominantly skills, which use HP instead of MP as a cost. In many cases Rothgar is a good character to play a healing role with items, though some of his abilites have the capacity to cause considerable damage. Rothgar is the main character and is always in the party.
Base HP: 66
HP Bonus: 34
MP Bonus: 8
STR: 5
AGI: 12
MAG: 3
INT: 50
LUCK: 55

Abilities

Skull Splitter
A basic sword technique. Level: 1
Gained: Level 1
Skill
HP Damage
Effect: None
20 Points
Cost: 6

Charge
A piercing charge that may slow the target. Level: 1
Gained: Level 2
Skill
HP Damage
Effect: Slow
30 Points
Cost: 8

Uppercut
A fierce sword skill that leaves a deep wound. Level: 1
Gained: Level 3
Skill
HP Damage
Effect: None
50 Points
Cost: 15

Feint Strike
A lightning-fast strike that hits all targets. Level: 2
Gained: Level 4
Skill
HP Damage
Effect: None
50 Points
Cost: 20

Magic Sword
Damages a target for both HP and MP. Also might slow the target. Level: 1
Gained: Level 5
Skill
HP/MP Damage
Effect: Slow
70 Points
Cost: 25

Tainted Blade
A sword strike that does a high amount of damage and may poison the target. Level: 1
Gained: Level 6
Skill
HP Damage
Effect: Poison
85 Points
Cost: 28

Lightning Thrust
A sword thrust that is blessed by the lightning magic of Heimdall. May cause the enemy to stop. Level: 1
Gained: Special
Magic
HP Damage
Effect: Stop
100 Points
Cost: 30

Dark Sweep
A sword strike that is cursed by the dark powers of Fenrir. May cause enemies to become slow. Level: 2
Gained: Special
Magic
HP Damage
Effect: Slow
60 Points
Cost: 30

Judgment of Adam
A call to the heavens blessed by the light of Lif. Damages both HP and MP. Level: 1
Gained: Special
Magic
HP/MP Damage
Effect: None
80 Points
Cost: 30

Summon: Fire
A summoning ritual that calls forth a spirit of eternal fire. Level: 2
Gained: Level 8
Magic
HP Damage
Effect: None
140 Points
Cost: 50


Name: Lestor
Class: Cleric
In the beginning of the game Lestor plays the role of cleric and spellcaster. However, as the game progresses, he falls into the role of a traditional cleric. He specializes in Level: 2 support magic and Level: 1 healing arts. Once the party gets its fourth member, it is a good idea to arrange the formation so that Lestor is behind the fighter-type characters, since his physical attacks are usually worthless.
Base HP: 61
HP Bonus: 34
MP Bonus: 30
STR: 3
AGI: 11
MAG: 7
INT: 80
LUCK: 60

Abilities

Fireball
A basic Fire-based spell. Level: 1
Gained: Level 1
Magic
HP Damage
Effect: None
10 Points
Cost: 6

Vitalize
A basic recovery spell that heals 15 HP. Level: 1
Gained: Level 1
Magic
Recover HP
Effect: None
15 Points
Cost: 3

Icicle
A basic Ice-based spell. Level: 1
Gained: Level 2
Magic
HP Damage
Effect: None
16 Points
Cost: 9

Guardian Force
A basic defensive spell for magical defense. Level: 1
Gained: Level 2
Magic
Magic Defense Up
Effect: None
12 Points
Cost: 6

War Song
A spell that makes the party's attacks more powerful. Level: 2
Gained: Level 3
Magic
Attack Power Up
Effect: None
20 Points
Cost: 16

Fault Line
A magic spell that causes a quake to strike enemies. Level: 2
Gained: Level 3
Magic
HP Damage
Effect: None
37 Points
Cost: 18

Disarm
A spell that lowers all enemies' attack power. Level: 2
Gained: Level 4
Magic
Attack Power Down
Effect: None
25 Points
Cost: 22

Rebirth
A magic spell that fully revives a fallen ally. Level: 1
Gained: Level 5
Magic
Revive (Full)
Effect: None
Cost: 40

Prayer
A recovery spell that heals a party member for 80 HP. Level: 1
Gained: Level 6
Magic
Recover HP
Effect: None
80 Points
Cost: 30

Amplify
A magic spell that increases the magic attack power for the party. Level: 2
Gained: Level 6
Magic
Magic Attack Up
Effect: None
30 Points
Cost: 30

Godly Aid
A spell that greatly amplifies the party's attack power with the aid of Heimdall. Level: 2
Gained: Special
Magic
Attack Power Up
Effect: None
60 Points
Cost: 40

Blood Rain
A spell that greatly decreases the enemy party's magical defense with the curse of Fenrir. Level: 2
Gained: Special
Magic
Magic Defense Down
Effect: None
50 Points
Cost: 40

Adam's Gift
A spell that greatly increases the magic attack of the party, given by Lif. Level: 2
Gained: Special
Magic
Magic Attack Up
Effect: None
50 Points
Cost: 40

Blockade
A clerical spell that increases the magic defense of the party and protects against status effects. Level: 2
Gained: Level 8
Magic
Magic Defense Up
Effect: Anti-Bad Status
50 Points
Cost: 40


Name: Ariel
Class: Swordswoman
Ariel has the ability to be a physical fighter while also using average magic skills. She is, in all likelihood, the most balanced character in the game. Depending on what she needs to be used for, she has some ability to carry out the plan. Out of the three permanent party members, she also has the highest agility and will attack before almost any other character or enemy.
Base HP: 64
HP Bonus: 34
MP Bonus: 24
STR: 4
AGI: 13
MAG: 5
INT: 60
LUCK: 60

Abilities

Air Blade
A slash that creates a miniature gust of wind. Level: 1
Gained: Level 1
Magic
HP Damage
Effect: None
30 Points
Cost: 7

Flare Blade
A sword slash that leaves a nasty burn. Level: 1
Gained: Level 1
Magic
HP Damage
Effect: None
44 Points
Cost: 13

Frost Blade
An ice-cold slash that may slow the target. Level: 1
Gained: Level 4
Magic
HP Damage
Effect: Slow
55 Points
Cost: 23

Light Blade
A strike that flashes holy light. Seems to be strong against Chaos enemies. Level: 1
Gained: Level 5
Magic
HP Damage
Effect: Strong vs. Almighty
70 Points
Cost: 30

Neutron Blade
A strike that sends electrical waves to all target. Level: 2
Gained: Level 6
Magic
HP Damage
Effect: None
80 Points
Cost: 30

Thor's Hammer
A spell blessed by the lightning of Heimdall that can stop the target. Level: 1
Gained: Special
Magic
HP Damage
Effect: Stop
100 Points
Cost: 40

Black Blade
A sword strike cursed by Fenrir whose touch may poison enemy targets. Level: 2
Gained: Special
Magic
HP Damage
Effect: Poison
100 Points
Cost: 40

Strike of Adam
A sword strike given blessing from Lif that damages both HP and MP. Level: 1
Gained: Special
Magic
HP/MP Damage
Effect: None
80 Points
Cost: 40

Summon: Ice
A summoning ritual that calls forth a spirit of eternal ice. Level: 2
Gained: Level 8
Magic
HP Damage
Effect: None
150 Points
Cost: 50


Name: Chanticleer
Class: Rito Aeris
Chanticleer is the first of the three variable party members. Chanticleer's strengths are his agility, which is the highest of any playable character including Ariel, and his affinity for learning Level: 2 magic attacks. He's the only one of the variable members that can learn high-damage Level: 2 magic, making him a very valuable ally throughout the game. His shorcoming, however, is his physical strength.
Base HP: 68
HP Bonus: 34
MP Bonus: 30
STR: 4
AGI: 18
MAG: 5
INT: 70
LUCK: 30

Abilities

Fireball
A basic Fire-based spell. Level: 1
Gained: Level 1
Magic
HP Damage
Effect: None
17 Points
Cost: 6

Icicle
A basic Ice-based spell. Level: 1
Gained: Level 2
Magic
HP Damage
Effect: None
23 Points
Cost: 9

Fault Line
A magic spell that causes a quake to strike enemies. Level: 2
Gained: Level 3
Magic
HP Damage
Effect: None
57 Points
Cost: 18

Torch
A burst of flames that scorches all enemies. Level: 2
Gained: Level 4
Magic
HP Damage
Effect: None
68 Points
Cost: 23

Permafrost
A spell that freezes all enemies. May cause the enemy to become slow. Level: 2
Gained: Level 5
Magic
HP Damage
Effect: Slow
80 Points
Cost: 30

White Thunder
A massive electrical field damages all enemies and may cause stop. Level: 2
Gained: Level 6
Magic
HP Damage
Effect: Stop
90 Points
Cost: 35

Holy Rain
A spell blessed by Heimdall that rains fury down on the targets and may stop them. Level: 2
Gained: Special
Magic
HP Damage
Effect: Stop
140 Points
Cost: 40

Dark Pact
A spell cursed by Fenrir that may poison the enemy targets. Level: 2
Gained: Special
Magic
HP Damage
Effect: Poison
120 Points
Cost: 40

Light of Adam
A spell blessed by Lif that damages the enemies' HP and MP. Level: 2
Gained: Special
Magic
HP/MP Damage
Effect: None
100 Points
Cost: 40

Summon: Ray
A summoning ritual that calls forth a spirit of eternal light. Level: 2
Gained: Level 8
Magic
HP Damage
Effect: None
200 Points
Cost: 50


Name: Jacala
Class: Komo Reptilus
Jacala is the second of the three variable party members. Of the three, he has the highest HP, and his clerical magic is virtually unmatched. Jacala can learn extremely valuable Level: 2 healing and revive spells, as well as some Level: 1 offensive magic. However, he cannot learn any Level: 2 offensive magic at all. His biggest weakness, however, is his agility, though he is faster than the permanent members.
Base HP: 72
HP Bonus: 35
MP Bonus: 30
STR: 6
AGI: 15
MAG: 5
INT: 72
LUCK: 30

Abilities

Restore
A recovery spell that heals 35 HP and MP for the party. Level: 2
Gained: Level 1
Magic
Recover HP/MP
Effect: None
35 Points
Cost: 40

Venom Spew
A toxic attack that damages and may poison a target. Level: 1
Gained: Level 1
Magic
HP Damage
Effect: Poison
20 Points
Cost: 16

Torrent
A strong rush of water that damages and may slow a target. Level: 1
Gained: Level 1
Magic
HP Damage
Effect: Slow
55 Points
Cost: 22

Angelic Hymn
A spell that partially revives all fallen allies. Level: 2
Gained: Level 5
Magic
Revive (Partial)
Effect: None
Cost: 40

Crush Force
A magic spell that damages an enemy's MP. Level: 1
Gained: Level 5
Magic
MP Damage
Effect: None
60 Points
Cost: 30

Field Medic
A recovery spell that restores 60 HP and MP to all members of the party. Level: 2
Gained: Level 6
Magic
Recover HP/MP
Effect: None
60 Points
Cost: 65

Delay Crush
A smash that causes MP damage and may also stop the target. Level: 1
Gained: Level 6
Magic
MP Damage
Effect: Stop
50 Points
Cost: 30

Godsend Life
A recovery spell blessed by Heimdall that heals the party for 100 HP. Level: 2
Gained: Special
Magic
Recover HP
Effect: None
100 Points
Cost: 40

Gift of Blood
A bloody offering cursed by Fenrir that restores 100 MP for the party. Level: 2
Gained: Special
Magic
Recover MP
Effect: None
100 Points
Cost: 110

Adam's Blessing
A spell blessed by Lif that fully revives all party members at a high price. Level: 2
Gained: Special
Skill
Revive (Full)
Effect: None
Cost: 180

Massive Restore
A clerical spell that heals the party for 200 HP but carries a high price.
Gained: Level 8
Magic
Recover HP
Effect: None
200 Points
Cost: 100


Name: Akela
Class: Lupo Canis
Akela is the third of the three variable party members. He has the highest strength and can learn massively damaging Level: 1 offensive magic, but he cannot learn any high-level Level: 2 magic. His skills make him valuable more towards the end of the game, where many battles will be against single enemies. His biggest drawback, however, is his HP - the lowest of the three characters.
Base HP: 66
HP Bonus: 33
MP Bonus: 30
STR: 8
AGI: 17
MAG: 5
INT: 70
LUCK: 30

Abilities

Laser Swipe
A spell that causes a laser beam to hit all enemy targets. Level: 2
Gained: Level 1
Magic
HP Damage
Effect: None
40 Points
Cost: 14

Frost Blade
An ice-cold slash that may slow the target. Lavel: 1
Gained: Level 1
Magic
HP Damage
Effect: Slow
60 Points
Cost: 20

Icicle
A basic Ice-based spell. Level: 1
Gained: Level 1
Magic
HP Damage
Effect: None
70 Points
Cost: 24

Arrow Rain
A spell that calls a rain of arrows from the sky. May stop the target. Level: 1
Gained: Level 1
Magic
HP Damage
Effect: Stop
90 Points
Cost: 28

Moon's Tear
A spell that calls a meteor to crush the enemy target. Level: 1
Gained: Level 1
Magic
HP Damage
Effect: None
160 Points
Cost: 40

Chain Reaction
A spell blessed by Heimdall that may stop the enemy target. Level: 1
Gained: Special
Magic
HP Damage
Effect: Stop
180 Points
Cost: 50

Blood Seal
A spell cursed by Fenrir that may poison the enemy target. Level: 1
Gained: Special
Magic
HP Damage
Effect: Poison
180 Points
Cost: 50

Adam's Rage
A spell blessed by Lif that calls a meteor to smash the enemy's HP and MP. Level: 1
Gained: Special
Magic
HP/MP Damage
Effect: None
180 Points
Cost: 50

Summon: Earth
A summoning ritual that calls forth a spirit of eternal earth. Level: 1
Gained: Level 8
Magic
HP Damage
Effect: None
260 Points
Cost: 80

-------------------------

B006

Enemy List

Orc
HP: 20
MP: 0
STR: 12
AGI: 9
MAG: 0
INT: 10
LUCK: 10
Race: Nonhuman
Gold: 8

Battle Skills

None

Abilities

None


Undead Soldier
HP: 24
MP: 0
STR: 15
AGI: 3
MAG: 0
INT: 20
LUCK: 14
Race: Undead
Gold: 10

Battle Skills

None

Abilities

None


Giant Insect
HP: 17
MP: 0
STR: 9
AGI: 10
MAG: 0
INT: 10
LUCK: 10
Race: Insect
Gold: 4

Battle Skills

None

Abilities

None


Hornet
HP: 15
MP: 0
STR: 11
AGI: 10
MAG: 0
INT: 10
LUCK: 10
Race: Insect
Gold: 5

Battle Skills

None

Abilities

None


Cave Spirit
HP: 27
MP: 30
STR: 13
AGI: 5
MAG: 3
INT: 20
LUCK: 20
Race: Ghost
Gold: 10

Battle Skills

None

Abilities

Icicle
Magic
HP Damage
Level: 1
Effect: None
19 Points
Cost: 6


Cave Guardian
HP: 29
MP: 30
STR: 17
AGI: 7
MAG: 4
INT: 20
LUCK: 20
Race: Nonhuman
Gold: 11

Battle Skills

None

Abilities

Ice Arrow
Magic
HP Damage
Level: 1
Effect: None
20 Points
Cost: 6


Whisp
HP: 40
MP: 50
STR: 10
AGI: 13
MAG: 5
INT: 80
LUCK: 30
Race: Nonhuman
Gold: 15

Battle Skills

None

Abilities

Icicle
Magic
HP Damage
Level: 1
Effect: None
23 Points
Cost: 8

Frost
Magic
Attack Power Down
Level: 2
Effect: None
8 Points
Cost: 5


Gargoyle
HP: 55
MP: 0
STR: 30
AGI: 8
MAG: 0
INT: 40
LUCK: 70
Race: Demon
Gold: 14

Battle Skills

None

Abilities

None


Arachnid
HP: 23
MP: 0
STR: 15
AGI: 7
MAG: 0
INT: 20
LUCK: 10
Race: Insect
Gold: 7

Battle Skills

None

Abilities

None


Lava Slime
HP: 55
MP: 75
STR: 30
AGI: 30
MAG: 0
INT: 70
LUCK: 40
Race: Slime
Gold: 16

Battle Skills

None

Abilities

Fireball
Magic
HP Damage
Level: 1
Effect: None
50 Points
Cost: 5

Torch
Magic
HP Damage
Level: 2
Effect: None
34 Points
Cost: 7


Cave Bat
HP: 45
MP: 50
STR: 28
AGI: 80
MAG: 0
INT: 100
LUCK: 20
Race: Nonhuman
Gold: 15

Battle Skills

None

Abilities

Whirlwind
Magic
HP Damage
Level: 1
Effect: None
54 Points
Cost: 8

Venom Fangs
Skill
HP Damage
Level: 1
Effect: Poison
6 Points
Cost: 3


Flare Snake
HP: 68
MP: 70
STR: 32
AGI: 40
MAG: 0
INT: 80
LUCK: 70
Race: Nonhuman
Gold: 17

Battle Skills

Slow

Abilities

Venom Fangs
Skill
HP Damage
Level: 1
Effect: Poison
6 Points
Cost: 3

Torch
Magic
HP Damage
Level: 2
Effect: None
36 Points
Cost: 8


Chaos Orc
HP: 60
MP: 60
STR: 34
AGI: 33
MAG: 0
INT: 60
LUCK: 80
Race: Almighty
Gold: 18

Battle Skills

None

Abilities

Skull Splitter
Skill
HP Damage
Level: 1
Effect: None
44 Points
Cost: 8

Rapid Slash
Skill
HP Damage
Level: 2
Effect: None
35 Points
Cost: 10


Chaos Goblin
HP: 50
MP: 50
STR: 28
AGI: 30
MAG: 0
INT: 80
LUCK: 50
Race: Almighty
Gold: 14

Battle Skills

None

Abilities

Acid Dagger
Skill
HP Damage
Level: 1
Effect: Slow
20 Points
Cost: 6

Light Blade
Magic
HP Damage
Level: 1
Effect: None
46 Points
Cost: 12


Chaos Hornet
HP: 60
MP: 60
STR: 32
AGI: 20
MAG: 0
INT: 30
LUCK: 90
Race: Almighty
Gold: 16

Battle Skills

None

Abilities

Whirlwind
Magic
HP Damage
Level: 1
Effect: None
55 Points
Cost: 14

Stinger
Skill
HP Damage
Level: 1
Effect: Poison
6 Points
Cost: 4


Chaos Skullbird
HP: 70
MP: 50
STR: 35
AGI: 30
MAG: 0
INT: 100
LUCK: 20
Race: Almighty
Gold: 20

Battle Skills

None

Abilities

Gale Force
Magic
HP Damage
Level: 2
Effect: None
36 Points
Cost: 14

Drill Peck
Skill
HP Damage
Level: 1
Effect: None
45 Points
Cost: 8


Chaos Skeleton
HP: 85
MP: 100
STR: 40
AGI: 40
MAG: 0
INT: 90
LUCK: 50
Race: Almighty
Gold: 26

Battle Skills

Slow
Anti-Magic

Abilities

Death Swipe
Skill
HP Damage
Level: 1
Effect: None
50 Points
Cost: 8

Ancient Hex
Magic
HP Damage
Level: 2
Effect: None
46 Points
Cost: 15

Pact
Skill
Magic Attack Up
Level: 2
Effect: None
20 Points
Cost: 18


Chaos Mutant
HP: 110
MP: 120
STR: 40
AGI: 20
MAG: 10
INT: 100
LUCK: 100
Race: Almighty
Gold: 30

Battle Skills

Poison
Physical Barrier

Abilities

Leakage
Magic
HP Damage
Level: 2
Effect: Poison
20 Points
Cost: 10

Drain
Magic
Magic Defense Down
Level: 2
Effect: None
20 Points
Cost: 15

Death Kiss
Magic
HP Damage
Level: 1
Effect: Death
5 Points
Cost: 30


Chaos Hell Hound
HP: 110
MP: 100
STR: 56
AGI: 70
MAG: 20
INT: 80
LUCK: 50
Race: Almighty
Gold: 28

Battle Skills

Drain MP
Anti-Critical

Abilities

Torch
Magic
HP Damage
Level: 2
Effect: None
60 Points
Cost: 20

Blessed Hellfire
Skill
Attack Power Up
Level: 2
Effect: None
30 Points
Cost: 20

Summon: Death
Magic
HP Damage
Level: 1
Effect: Death
60 Points
Cost: 50


Snow Ant
HP: 110
MP: 70
STR: 45
AGI: 40
MAG: 0
INT: 50
LUCK: 30
Race: Insect
Gold: 20

Battle Skills

Magic Sword
Magic Barrier

Abilities

Drain
Magic
Magic Defense Down
Level: 1
Effect: None
20 Points
Cost: 16


Poltergeist
HP: 120
MP: 200
STR: 20
AGI: 60
MAG: 20
INT: 100
LUCK: 90
Race: Ghost
Gold: 24

Battle Skills

Slow
Anti-Physical

Abilities

Deplete
Magic
Physical Defense Down
Level: 2
Effect: None
20 Points
Cost: 16

Permafrost
Magic
HP Damage
Level: 2
Effect: None
70 Points
Cost: 25

Frost
Magic
Attack Power Down
Level: 2
Effect: None
20 Points
Cost: 18


Chaos Grunt
HP: 130
MP: 200
STR: 50
AGI: 60
MAG: 0
INT: 20
LUCK: 70
Race: Almighty
Gold: 30

Battle Skills

Drain HP
Anti-Poison

Abilities

Disarm
Magic
Attack Power Down
Level: 2
Effect: None
20 Points
Cost: 20

Feint Strike
Skill
HP Damage
Level: 2
Effect: None
60 Points
Cost: 20

Hammer
Magic
HP Damage
Level: 1
Effect: None
120 Points
Cost: 50


Chaos Asp
HP: 140
MP: 300
STR: 55
AGI: 60
MAG: 5
INT: 80
LUCK: 50
Race: Almighty
Gold: 28

Battle Skills

Poison
Anti-Poison

Abilities

Toxic Outburst
Magic
HP Damage
Level: 2
Effect: Poison
10 Points
Cost: 40

Agitate
Magic
Attack Power Up
Level: 2
Effect: None
50 Points
Cost: 40

Sidewind
Skill
HP Damage
Level: 2
Effect: None
60 Points
Cost: 20


Chaos Ogre
HP: 150
MP: 200
STR: 60
AGI: 30
MAG: 0
INT: 10
LUCK: 80
Race: Almighty
Gold: 30

Battle Skills

Critical Up
Anti-Critical

Abilities

Skull Splitter
Skill
HP Damage
Level: 1
Effect: None
130 Points
Cost: 20

Protect
Magic
Physical Defense Up
Level: 2
Effect: None
50 Points
Cost: 30


Animated Corpse
HP: 170
MP: 300
STR: 90
AGI: 20
MAG: 0
INT: 70
LUCK: 70
Race: Undead
Gold: 29

Battle Skills

Slow
Anti-Bad Status

Abilities

Mummify
Magic
Speed Down
Level: 2
Effect: None
40 Points
Cost: 20

Summon: Death
Magic
HP Damage
Level: 2
Effect: None
70 Points
Cost: 40

Feed
Magic
HP Damage
Level: 1
Effect: Death
100 Points
Cost: 40


Wind Spirit
HP: 180
MP: 400
STR: 80
AGI: 90
MAG: 20
INT: 100
LUCK: 100
Race: Ghost
Gold: 30

Battle Skills

Drain MP
Anti-Bad Status

Abilities

Gale Force
Magic
HP Damage
Level: 2
Effect: None
100 Points
Cost: 30

Cross Breeze
Magic
Magic Defense Up
Level: 1
Effect: None
50 Points
Cost: 20

Whirlwind
Magic
HP Damage
Level: 1
Effect: None
160 Points
Cost: 30


Treant
HP: 210
MP: 300
STR: 100
AGI: 100
MAG: 0
INT: 90
LUCK: 20
Race: Plant
Gold: 28

Battle Skills

Drain HP
Anti-Poison

Abilities

Sap Drizzle
Magic
Attack Power Down
Level: 2
Effect: None
50 Points
Cost: 20

Encase
Magic
Physical Defense Up
Level: 1
Effect: None
50 Points
Cost: 20

Fault Line
Magic
HP Damage
Level: 2
Effect: None
100 Points
Cost: 30


Cave Troll
HP: 220
MP: 120
STR: 110
AGI: 20
MAG: 0
INT: 30
LUCK: 70
Race: Nonhuman
Gold: 32

Battle Skills

Slow
Anti-Slow

Abilities

Group Smash
Magic
HP Damage
Level: 2
Effect: Slow
100 Points
Cost: 30

Crush Force
Magic
MP Damage
Level: 1
Effect: Slow
60 Points
Cost: 30


Chaos Bat
HP: 250
MP: 400
STR: 110
AGI: 140
MAG: 0
INT: 80
LUCK: 60
Race: Almighty
Gold: 40

Battle Skills

None

Abilities

Screech
Magic
HP Damage
Level: 1
Effect: Stop
50 Points
Cost: 30

Sonar
Magic
HP Damage
Level: 1
Effect: None
200 Points
Cost: 50


Chaos Sapling
HP: 280
MP: 400
STR: 120
AGI: 160
MAG: 0
INT: 70
LUCK: 40
Race: Almighty
Gold: 44

Battle Skills

None

Abilities

Spore
Magic
HP Damage
Level: 2
Effect: Poison
50 Points
Cost: 30

Condensed Shot
Magic
HP Damage
Level: 1
Effect: None
240 Points
Cost: 60


Chaos Raptor
HP: 260
MP: 500
STR: 110
AGI: 160
MAG: 0
INT: 30
LUCK: 30
Race: Almighty
Gold: 50

Battle Skills

None

Abilities

Sand Whip
Magic
Physical Defense Down
Level: 2
Effect: None
50 Points
Cost: 30

Gale Force
Magic
HP Damage
Level: 2
Effect: None
180 Points
Cost: 40


Chaos Serpent
HP: 270
MP: 400
STR: 120
AGI: 140
MAG: 0
INT: 90
LUCK: 70
Race: Almighty
Gold: 52

Battle Skills

None

Abilities

Bubble
Magic
Physical Defense Up
Level: 2
Effect: None
50 Points
Cost: 30

Permafrost
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50


Stone Statue
HP: 700
MP: 800
STR: 140
AGI: 140
MAG: 0
INT: 100
LUCK: 100
Race: Golem
Gold: 0

Battle Skills

None

Abilities

Multi-Strike
Skill
HP Damage
Level: 2
Effect: None
200 Points
Cost: 30

Barrier
Magic
Physical Defense Up
Level: 1
Effect: None
60 Points
Cost: 40

Fault Line
Magic
HP Damage
Level: 2
Effect: None
180 Points
Cost: 50


Wooden Statue
HP: 700
MP: 800
STR: 140
AGI: 180
MAG: 0
INT: 100
LUCK: 100
Race: Golem
Gold: 0

Battle Skills

None

Abilities

Multi-Strike
Skill
HP Damage
Level: 2
Effect: None
200 Points
Cost: 30

Barrier
Magic
Physical Defense Up
Level: 1
Effect: None
60 Points
Cost: 40

White Thunder
Magic
HP Damage
Level: 2
Effect: None
180 Points
Cost: 50


Fenrir
HP: 1000
MP: 999
STR: 180
AGI: 180
MAG: 30
INT: 100
LUCK: 100
Race: Almighty
Gold: 0

Battle Skills

None

Abilities

Torch
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

Gale Force
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

Permafrost
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

Fault Line
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

White Thunder
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50


Chaos Night
HP: 130
MP: 200
STR: 20
AGI: 20
MAG: 20
INT: 60
LUCK: 70
Race: Almighty
Gold: 60

Battle Skills

None

Abilities

Chaos Seal
Magic
HP Damage
Level: 1
Effect: None
27 Points
Cost: 15


Chaos Moon
HP: 350
MP: 200
STR: 24
AGI: 20
MAG: 20
INT: 50
LUCK: 60
Race: Almighty
Gold: 75

Battle Skills

None

Abilities

Thor's Hammer
Magic
HP Damage
Level: 2
Effect: None
10 Points
Cost: 15

Moon's Tear
Magic
HP Damage
Level: 1
Effect: None
15 Points
Cost: 10


Chaos Cloud
HP: 540
MP: 400
STR: 40
AGI: 40
MAG: 10
INT: 100
LUCK: 50
Race: Almighty
Gold: 300

Battle Skills

None

Abilities

Whirlwind
Magic
HP Damage
Level: 1
Effect: None
40 Points
Cost: 10

Dust Cloud
Magic
Attack Power Down
Level: 2
Effect: None
10 Points
Cost: 3

Gale Force
Magic
HP Damage
Level: 2
Effect: None
25 Points
Cost: 13


Bandit
HP: 200
MP: 80
STR: 32
AGI: 40
MAG: 5
INT: 80
LUCK: 80
Race: Human
Gold: 70

Battle Skills

Slow

Abilities

Spew
Magic
HP Damage
Level: 1
Effect: Poison
10 Points
Cost: 8

Skull Splitter
Skill
HP Damage
Level: 1
Effect: None
45 Points
Cost: 6


Chaos Earth
HP: 1000
MP: 400
STR: 40
AGI: 40
MAG: 5
INT: 100
LUCK: 50
Race: Almighty
Gold: 300

Battle Skills

None

Abilities

Fault Line
Magic
HP Damage
Level: 2
Effect: None
40 Points
Cost: 18

Shudder
Magic
HP Damage
Level: 1
Effect: None
50 Points
Cost: 14

Sandstorm
Magic
Speed Down
Level: 2
Effect: None
10 Points
Cost: 10

War Song
Magic
Attack Power Up
Level: 1
Effect: None
10 Points
Cost: 15


Chaos Flame
HP: 1500
MP: 800
STR: 50
AGI: 40
MAG: 0
INT: 90
LUCK: 90
Race: Almighty
Gold: 500

Battle Skills

None

Abilities

Fireball
Magic
HP Damage
Level: 1
Effect: None
66 Points
Cost: 10

Torch
Magic
HP Damage
Level: 2
Effect: None
50 Points
Cost: 20

Sharpen
Magic
Magic Attack Up
Level: 1
Effect: None
15 Points
Cost: 10

Enrage
Skill
Attack Power Up
Level: 1
Effect: None
10 Points
Cost: 10


Chaos Storm
HP: 2000
MP: 900
STR: 65
AGI: 50
MAG: 0
INT: 85
LUCK: 90
Race: Almighty
Gold: 800

Battle Skills

None

Abilities

Tempest
Magic
HP Damage
Level: 2
Effect: None
65 Points
Cost: 30

Cyclone Gale
Magic
HP Damage
Level: 1
Effect: None
85 Points
Cost: 34

Electron Field
Magic
HP Damage
Level: 2
Effect: Slow
50 Points
Cost: 30

Static Charge
Magic
Attack Power Up
Level: 1
Effect: None
40 Points
Cost: 24

Dust Tornado
Magic
Magic Defense Down
Level: 2
Effect: None
28 Points
Cost: 22


Wyrm
HP: 750
MP: 500
STR: 55
AGI: 20
MAG: 10
INT: 50
LUCK: 50
Race: Insect
Gold: 50

Battle Skills

Drain HP
Skill Barrier

Abilities

Fault Line
Magic
HP Damage
Level: 2
Effect: None
60 Points
Cost: 20

Enrage
Skill
Attack Power Up
Level: 1
Effect: None
20 Points
Cost: 10

Reach
Skill
HP Damage
Level: 2
Effect: None
40 Points
Cost: 0

Leech
Magic
Magic Attack Down
Level: 2
Effect: None
10 Points
Cost: 10


Wyrm
HP: 2250
MP: 500
STR: 55
AGI: 20
MAG: 10
INT: 50
LUCK: 50
Race: Insect
Gold: 350

Battle Skills

Drain HP
Skill Barrier

Abilities

Fault Line
Magic
HP Damage
Level: 2
Effect: None
60 Points
Cost: 20

Enrage
Skill
Attack Power Up
Level: 1
Effect: None
20 Points
Cost: 10

Reach
Skill
HP Damage
Level: 2
Effect: None
40 Points
Cost: 0

Leech
Magic
Magic Attack Down
Level: 2
Effect: None
10 Points
Cost: 10


Chaos Sun
HP: 2600
MP: 800
STR: 50
AGI: 60
MAG: 30
INT: 100
LUCK: 60
Race: Almighty
Gold: 400

Battle Skills

Drain MP
Anti-Slow

Abilities

Weaken
Magic
Magic Defense Down
Level: 2
Effect: None
30 Points
Cost: 20

Solar Flare
Magic
HP Damage
Level: 2
Effect: None
75 Points
Cost: 20

Barrier
Magic
Magic Defense Up
Level: 1
Effect: None
30 Points
Cost: 18

Summon: Death
Magic
HP Damage
Level: 1
Effect: None
120 Points
Cost: 50

Solar Ray
Magic
HP/MP Damage
Level: 2
Effect: None
60 Points
Cost: 30


Chaos Star
HP: 2800
MP: 900
STR: 80
AGI: 99
MAG: 20
INT: 100
LUCK: 100
Race: Almighty
Gold: 500

Battle Skills

Slow
Anti-Critical

Abilities

Moon's Tear
Magic
HP Damage
Level: 1
Effect: None
180 Points
Cost: 30

Astral Shower
Magic
HP Damage
Level: 2
Effect: None
100 Points
Cost: 40

Energize
Magic
Attack Power Up
Level: 1
Effect: None
40 Points
Cost: 30

Meteor Rain Star
Magic
HP Damage
Level: 2
Effect: Slow
100 Points
Cost: 30

Shatter
Magic
Physical Defense Down
Level: 2
Effect: None
40 Points
Cost: 20


Chaos Sky
HP: 3200
MP: 999
STR: 100
AGI: 140
MAG: 30
INT: 100
LUCK: 100
Race: Almighty
Gold: 600

Battle Skills

Slow
Anti-Death

Abilities

Enrage
Skill
Attack Power Up
Level: 1
Effect: None
50 Points
Cost: 30

Outrage
Skill
HP Damage
Level: 2
Effect: None
80 Points
Cost: 30

Holy Rain
Magic
HP Damage
Level: 2
Effect: None
100 Points
Cost: 40

Guardian Force
Magic
Magic Defense Up
Level: 1
Effect: None
30 Points
Cost: 20

Magnetic Storm
Magic
HP Damage
Level: 1
Effect: Slow
130 Points
Cost: 50


Emerald Dragon
HP: 3500
MP: 999
STR: 140
AGI: 160
MAG: 20
INT: 90
LUCK: 50
Race: Dragon
Gold: 800

Battle Skills

Drain MP
Anti-Critical

Abilities

Torch
Magic
HP Damage
Level: 2
Effect: None
120 Points
Cost: 30

Flare Shield
Magic
Magic Defense Up
Level: 1
Effect: None
50 Points
Cost: 30

Flare Sword
Magic
Attack Power Up
Level: 1
Effect: None
50 Points
Cost: 30

Dust Tornado
Magic
Magic Defense Down
Level: 2
Effect: None
50 Points
Cost: 20

Venom Fang
Skill
HP Damage
Level: 1
Effect: Poison
30 Points
Cost: 20

Ember
Magic
HP Damage
Level: 1
Effect: None
200 Points
Cost: 40


Chaos Death
HP: 4000
MP: 999
STR: 150
AGI: 180
MAG: 30
INT: 100
LUCK: 100
Race: Almighty
Gold: 1000

Battle Skills

Drain HP
Anti-Bad Status

Abilities

Summon: Death
Magic
HP Damage
Level: 2
Effect: None
160 Points
Cost: 50

Blood Rain
Magic
Magic Defense Down
Level: 2
Effect: None
50 Points
Cost: 40

Dark Pact
Magic
HP Damage
Level: 2
Effect: Poison
150 Points
Cost: 40

Blood Seal
Magic
HP Damage
Level: 1
Effect: Poison
200 Points
Cost: 50

Energize
Magic
Attack Power Up
Level: 1
Effect: None
60 Points
Cost: 50


Chaos Snow
HP: 4300
MP: 999
STR: 160
AGI: 160
MAG: 40
INT: 100
LUCK: 100
Race: Almighty
Gold: 1200

Battle Skills

Slow
Anti-Bad Status

Abilities

Frost
Magic
Attack Power Down
Level: 2
Effect: None
50 Points
Cost: 40

Permafrost
Magic
HP Damage
Level: 2
Effect: None
180 Points
Cost: 60

Freeze Blade
Magic
HP Damage
Level: 1
Effect: Slow
220 Points
Cost: 60

Snow Seal
Magic
Attack Power Up
Level: 1
Effect: None
50 Points
Cost: 40

Frozen Rain
Magic
Magic Defense Down
Level: 2
Effect: None
50 Points
Cost: 40


Loki
HP: 5000
MP: 999
STR: 240
AGI: 210
MAG: 60
INT: 100
LUCK: 100
Race: Almighty
Gold: 0

Battle Skills

Drain HP
Drain MP

Abilities

White Thunder
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 60

Blood Rain
Magic
Magic Defense Down
Level: 2
Effect: None
60 Points
Cost: 40

Disarm
Magic
Attack Power Down
Level: 2
Effect: None
60 Points
Cost: 40

War Song
Magic
Attack Power Up
Level: 1
Effect: None
60 Points
Cost: 40

Guardian Force
Magic
Magic Defense Up
Level: 1
Effect: None
60 Points
Cost: 40

Dark Pact
Magic
HP Damage
Level: 2
Effect: Poison
160 Points
Cost: 50

Summon: Fire
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

Summon: Ice
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

Summon: Earth
Magic
HP Damage
Level: 1
Effect: None
250 Points
Cost: 70

Summon: Ray
Magic
HP Damage
Level: 2
Effect: None
220 Points
Cost: 70

Summon: Death
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

Barrier
Magic
Physical Defense Up
Level: 1
Effect: None
60 Points
Cost: 40

Shatter
Magic
Physical Defense Down
Level: 2
Effect: None
60 Points
Cost: 40

Sandstorm
Magic
Speed Down
Level: 2
Effect: None
40 Points
Cost: 30

Boost
Magic
Speed Up
Level: 1
Effect: None
40 Points
Cost: 30

Moon's Tear
Magic
HP Damage
Level: 1
Effect: None
270 Points
Cost: 80

-------------------------

B007

Enemy Party List

Special Note: Every random encounter enemy party has an "Often," "Sometimes," and "Rarely" item drop. Some items can only be obtained from enemy item drops. These are noted in the Item List section.

Special Note: The enemy party list is organized by location.


Lake Countryside

Giant Insect
Giant Insect
Often: Healing Herb
Sometimes: Magic Herb
Rarely: Green Elixir

Giant Insect
Hornet
Often: Magic Herb
Sometimes: Revival Herb
Rarely: Blue Elixir

Hornet
Arachnid
Often: Healing Herb
Sometimes: Magic Herb
Rarely: Red Elixir

Arachnid
Giant Insect
Hornet
Often: Healing Herb
Sometimes: Magic Herb
Rarely: Blue Elixir


Ancient Ruins

Orc
Often: Healing Herb
Sometimes: Magic Herb
Rarely: Green Elixir

Orc
Orc
Often: Healing Herb
Sometimes: Revival Herb
Rarely: Yellow Elixir

Orc
Undead Soldier
Often: Healing Herb
Sometimes: Revival Herb
Rarely: Blue Elixir

Orc
Orc
Undead Soldier
Often: Healing Herb
Sometimes: Revival Herb
Rarely: Red Elixir

Orc
Orc
Whisp
Often: Green Elixir
Sometimes: Yellow Elixir
Rarely: Ares Vial

Whisp
Whisp
Undead Soldier
Often: Red Elixir
Sometimes: Green Elixir
Rarely: Colorless Elixir

Whisp
Gargoyle
Often: Red Elixir
Sometimes: Blue Elixir
Rarely: Hermes Vial

Gargoyle
Gargoyle
Often: Blue Elixir
Sometimes: Green Elixir
Rarely: Ring of Eli

Chaos Night
Always: Rabbit's Foot

Chaos Cloud
Always: Escape Ring


Cavern

Cave Spirit
Cave Spirit
Often: Magic Herb
Sometimes: Green Elixir
Rarely: Osiris Herb

Cave Spirit
Cave Guardian
Often: Healing Herb
Sometimes: Yellow Elixir
Rarely: Dionysus Vial

Cave Spirit
Cave Spirit
Cave Guardian
Often: Revival Herb
Sometimes: Blue Elixir
Rarely: Isis Herb

Chaos Moon
Always: Gold Ring

Chaos Snow
Always: Ring of Venus


Passage

Arachnid
Arachnid
Whisp
Often: Magic Herb
Sometimes: Green Elixir
Rarely: Colorless Elixir

Cave Spirit
Hornet
Undead Soldier
Often: Healing Herb
Sometimes: Yellow Elixir
Rarely: Holy Water

Orc
Giant Insect
Gargoyle
Often: Antibiotic
Sometimes: Blue Elixir
Rarely: Colorless Elixir


Tunnel #1

Flare Snake
Lava Slime
Lava Slime
Often: Antibiotic
Sometimes: Blue Elixir
Rarely: Anubis Herb

Lava Slime
Cave Bat
Cave Bat
Often: Antibiotic
Sometimes: Green Elixir
Rarely: Ring of Beth

Cave Bat
Cave Bat
Cave Bat
Often: Antibiotic
Sometimes: Colorless Elixir
Rarely: Ring of Gabriel

Flare Snake
Flare Snake
Often: Antibiotic
Sometimes: Colorless Elixir
Rarely: Ring of Mara

Bandit
Bandit
Always: Antibiotic, Bronze Ring


Woodwind Prairie

Hornet
Hornet
Chaos Skullbird
Often: Green Elixir
Sometimes: Blue Elixir
Rarely: Phoenix Egg

Chaos Hornet
Chaos Hornet
Arachnid
Often: Anitbiotic
Sometimes: Blue Elixir
Rarely: Holy Water

Choas Orc
Chaos Orc
Often: Blue Elixir
Sometimes: Yellow Elixir
Rarely: Magic Pumpkin

Hornet
Giant Insect
Chaos Goblin
Often: Green Elixir
Sometimes: Yellow Elixir
Rarely: Colorless Elixir

Chaos Skullbird
Chaos Orc
Often: Red Elixir
Sometimes: Green Elixir
Rarely: Holy Water

Chaos Hornet
Chaos Goblin
Often: Green Elixir
Sometimes: Blue Elixir
Rarely: Phoenix Egg


Arcilon

Chaos Skeleton
Chaos Goblin
Chaos Skullbird
Chaos Mutant
Often: Colorless Elixir
Sometimes: Thoth Herb
Rarely: Dionysus Vial

Chaos Mutant
Chaos Hell Hound
Chaos Skeleton
Chaos Grunt
Often: Holy Water
Sometimes: Osiris Herb
Rarely: Apollo Vial

Chaos Hornet
Chaos Skullbird
Chaos Hell Hound
Chaos Grunt
Often: Phoenix Egg
Sometimes: Hermes Vial
Rarely: Isis Herb

Chaos Grunt
Chaos Asp
Chaos Ogre
Chaos Skullbird
Often: Holy Water
Sometimes: Ares Vial
Rarely: Sekhmet Herb

Chaos Hell Hound
Chaos Ogre
Chaos Skeleton
Chaos Orc
Often: Magic Pumpkin
Sometimes: Osiris Herb
Rarely: Athena Vial

Chaos Asp
Chaos Ogre
Chaos Hell Hound
Chaos Mutant
Often: Delicious Cake
Sometimes: Anubis Herb
Rarely: Poseidon Vial

Chaos Grunt
Chaos Ogre
Chaos Asp
Chaos Mutant
Often: Dragon Cuts
Sometimes: Ra Herb
Rarely: Apollo Vial

Chaos Ogre
Chaos Ogre
Chaos Skeleton
Chaos Mutant
Often: Mystic Pastry
Sometimes: Athena Vial
Rarely: Anubis Herb

Chaos Earth
Always: Life Ring


Odin's Tower

Chaos Orc
Chaos Goblin
Often: Blue Elixir
Sometimes: Holy Water
Rarely: Ring of David

Chaos Goblin
Chaos Goblin
Chaos Orc
Often: Green Elixir
Sometimes: Blue Elixir
Rarely: Apollo Vial

Chaos Orc
Chaos Orc
Chaos Skullbird
Often: Blue Elixir
Sometimes: Magic Pumpkin
Rarely: Ring of Jacob

Chaos Goblin
Chaos Goblin
Chaos Goblin
Often: Yellow Elixir
Sometimes: Colorless Elixir
Rarely: Sekhmet Herb

Chaos Skullbird
Chaos Skullbird
Often: Blue Elixir
Sometimes: Phoenix Egg
Rarely: Athena Vial

Chaos Flame
Always: Spell Ring


Emorrough

Chaos Storm
Always: Ring of Jacob


Tunnel #2

Chaos Skeleton
Chaos Orc
Chaos Orc
Often: Blue Elixir
Sometimes: Holy Water
Rarely: Poseidon Vial

Chaos Skeleton
Chaos Mutant
Often: Antibiotic
Sometimes: Colorless Elixir
Rarely: Ring of Caleb

Chaos Mutant
Chaos Skeleton
Chaos Skeleton
Often: Colorless Elixir
Sometimes: Phoenix Egg
Rarely: Thoth Herb

Chaos Skeleton
Chaos Mutant
Chaos Hell Hound
Often: Antibiotic
Sometimes: Colorless Elixir
Rarely: Ring of Sarah

Wyrm
Always: Bomb, Holy Water

Wyrm
Always: Ring of Solomon, Phoenix Egg, Magic Pumpkin


Northland

Poltergeist
Chaos Skeleton
Chaos Skeleton
Often: Colorless Elixir
Sometimes: Magic Pumpkin
Rarely: Ring of Caleb

Chaos Hell Hound
Snow Ant
Snow Ant
Often: Holy Water
Sometimes: Mystic Pastry
Rarely: Ring of Solomon

Chaos Mutant
Poltergeist
Snow Ant
Often: Mystic Pastry
Sometimes: Phoenix Egg
Rarely: Ring of Mara

Poltergeist
Snow Ant
Snow Ant
Often: Magic Pumpkin
Sometimes: Colorless Elixir
Rarely: Ra Herb


Shelter

Chaos Mutant
Chaos Skeleton
Chaos Orc
Often: Blue Elixir
Sometimes: Mystic Pastry
Rarely: Ring of Gabriel

Chaos Hell Hound
Chaos Skeleton
Often: Colorless Elixir
Sometimes: Phoenix Egg
Rarely: Sekhmet Herb

Chaos Hell Hound
Chaos Orc
Chaos Goblin
Often: Holy Water
Sometimes: Magic Pumpkin
Rarely: Apollo Vial

Chaos Sun
Always: Ring of Judith


Oberkotter's Lab

Chaos Hell Hound
Chaos Grunt
Chaos Grunt
Often: Holy Water
Sometimes: Delicious Cake
Rarely: Ring of Venus

Chaos Asp
Chaos Grunt
Chaos Grunt
Often: Antibiotic
Somtimes: Dragon Cuts
Rarely: Ring of Pluto

Chaos Ogre
Chaos Asp
Chaos Grunt
Often: Antibiotic
Sometimes: Mystic Pastry
Rarely: Ring of David

Chaos Hell Hound
Chaos Ogre
Often: Mystic Pastry
Sometimes: Apollo Vial
Rarely: Ring of Juno

Chaos Ogre
Chaos Asp
Chaos Asp
Often: Antibiotic
Sometimes: Holy Water
Rarely: Osiris Herb

Chaos Ogre
Chaos Ogre
Often: Holy Water
Sometimes: Dragon Cuts
Rarely: Ring of Minerva

Chaos Star
Always: Ring of Jupiter


Tunnel #3

Chaos Mutant
Chaos Mutant
Chaos Grunt
Often: Antibiotic
Sometimes: Hermes Vial
Rarely: Ring of Pluto

Chaos Skeleton
Chaos Mutant
Chaos Asp
Often: Antibiotic
Sometimes: Holy Water
Rarely: Ring of Judith

Chaos Grunt
Chaos Asp
Chaos Mutant
Often: Antibiotic
Sometimes: Dragon Cuts
Rarely: Thoth Herb

Chaos Grunt
Chaos Grunt
Chaos Grunt
Often: Holy Water
Sometimes: Ra Herb
Rarely: Ring of Jupiter

Chaos Sky
Always: Ring of Minerva, Delicious Cake


Abandoned Cave

Wind Spirit
Animated Corpse
Animated Corpse
Often: Holy Water
Sometimes: Dionysus Vial
Rarely: Ring of Judith

Wind Spirit
Wind Spirit
Treant
Often: Delicious Cake
Sometimes: Anubis Herb
Rarely: Ring of Juno

Treant
Wind Spirit
Animated Corpse
Often: Mystic Pastry
Sometimes: Ares Vial
Rarely: Ring of Eli

Cave Troll
Wind Spirit
Animated Corpse
Often: Dragon Cuts
Sometimes: Athena Vial
Rarely: Ring of Beth

Animated Corpse
Animated Corpse
Treant
Often: Phoenix Egg
Sometimes: Isis Herb
Rarely: Ring of Sarah

Treant
Treant
Treant
Often: Delicious Cake
Sometimes: Apollo Vial
Rarely: Ring of Solomon

Cave Troll
Cave Troll
Often: Magic Pumpkin
Sometimes: Ra Herb
Rarely: Ring of Jupiter

Emerald Dragon
Always: Antibiotic, Dragon Cuts, Ring of Gabriel


Zenith

Chaos Death
Always: Ring of Juno, Delicious Cake


Training Center

Beginner

Orc
Arachnid
No Drop

Undead Soldier
Whisp
Gargoyle
No Drop

Gargoyle
Whisp
Whisp
Flare Snake
No Drop

Intermediate

Flare Snake
Lava Slime
Gargoyle
No Drop

Flare Snake
Cave Bat
Snow Ant
Lava Slime
No Drop

Snow Ant
Poltergeist
Flare Snake
Poltergeist
No Drop

Expert

Animated Corpse
Poltergeist
Snow Ant
Wind Spirit
No Drop

Treant
Wind Spirit
Wind Spirit
Animated Corpse
No Drop

Cave Troll
Cave Troll
Treant
Wind Spirit
No Drop


Between Lands

Chaos Bat
Chaos Bat
Chaos Sapling
Often: Antibiotic
Sometimes: Athena Vial
Rarely: Ring of Minerva

Chaos Raptor
Chaos Serpent
Often: Colorless Elixir
Sometimes: Mystic Pastry
Rarely: Ring of Jacob

Chaos Bat
Chaos Bat
Chaos Serpent
Often: Holy Water
Sometimes: Dragon Cuts
Rarely: Ring of Venus

Chaos Bat
Chaos Sapling
Chaos Raptor
Often: Magic Pumpkin
Sometimes: Delicious Cake
Rarely: Poseidon Vial


Loki's Fortress

Stone Statue
Always: Osiris Herb, Athena Vial, Ring of Venus, Holy Water

Wooden Statue
Always: Ra Herb, Ares Vial, Ring of Caleb, Phoenix Egg

Fenrir
Always: Thoth Herb, Hermes Vial, Ring of Judith, Delicious Cake

Loki
No Drop

-------------------------

C001

Zenith, Part 1

Items: Antibiotic, Magic Herb, Healing Herb, Healing Herb, Healing Herb, Iron Shield, Revival Herb, 50 Gold, 100 Gold
Enemies: None

Facilities

Sunrise Inn
Price: 20 Gold

Maria's Shop
Healing Herb: 10 Gold
Magic Herb: 10 Gold
Antibiotic: 20 Gold
Revival Herb: 25 Gold
Rabbit's Foot: 120 Gold

House of Heaven
Price: 10 Gold

Golden Hilt
Claidheamh-mor: 125 Gold
Mahogany Staff: 125 Gold

Crescent Moon
Iron Shield: 100 Gold
Broad Shield: 150 Gold
Steel Armor: 170 Gold
Wooden Shield: 200 Gold
Magic Armor: 200 Gold


After the opening storyteller ends you appear in the town of Zenith, just outside of Rothgar's house. If you go into the house you'll find a save point. Step into the circle to automatically jump to the save screen. Rothgar already has some items on him, namely his claidheamh-mor, a healing herb, a magic herb, and a revival herb. At this point you don't really need to buy anything, since Zenith has six treasure chests scattered about. Go ahead and explore the town, speaking to the townsfolk as you do so to gain some insight into what's going on and where to go. When you make your way to the Golden Hilt weapon shop, check the east side of the exterior to find a treasure chest hidden amongst the crates. Inside you'll find an antibiotic and a magic herb.

In the courtyard south of the Crescent Moon armor shop is another treasure chest containing a healing herb, and on the corner behind the angled fence is another treasure chest containing two more healing herbs. If you go all the way to the east you'll find a fourth treasure chest along the south side of the private home, hidden under the awning. Inside is an Iron Shield, which you should have Rothgar equip. Still on the east side of town, explore behind the markets next to the big rock and you'll find a fifth treasure chest, this one containing a revival herb and 50 gold. Then explore the courtyard north of the Sunrise Inn to find the chest containing 100 gold. If at any time you run out of inventory space, the best item to trash would be an antibiotic, since they won't be necessary for a while yet.

When you're ready to get started, exit Zenith through the south gate and you appear in Lake Countryside. The Lake is home to many areas, but virtually all of them are off-limits for the time being. Our target at the moment is the Ancient Ruins. From where you appear, turn so that your compass is pointing approximately east southeast and set off at run by holding down triangle. Enemy encounters might be a little tough since Rothgar is alone, but they should be in no way life threatening. See the Enemy Party List section for enemy encounters in the areas. When you reach a flat piece of land with low elevation begin to head east. The Ancient Ruins is represented on the map by a big red structure. When you reach it go inside.

-------------------------

C002

Ancient Ruins, Part 1

Items: Revival Herb
Enemies: Orc, Undead Soldier, Chaos Night

Go straight in the first room and into the hallway. To the left there is just a dead end, so go to the right and enter the first door on your left. Inside the room is a treasure chest containing a revival herb. Exit the room and continue to go east in the hallway until you reach the door at the end. Enter and go through the east door in the next room. This brings you to another hallway. Turn left and follow it north until you reach another turn. Turn left again and follow it to the end. About halfway down there is a breakable wall to the north side. Behind that wall is a save point and a heal point. At the end of the hall turn left again and continue until you reach a small room.

Inside the room is Lestor. Talk to him to add him to your party, then ascend the stairs. Go east and north until you reach a door on the east wall. Go through the door and you appear in a room with two more doors. There is nothing to be gained by going one way over the other, and they both lead to the same place. Pick whichever door you want to go through and follow the path. If you choose the north path, go east in the next room to reach the stairs. If you choose the east path, there is a breakable wall in the next room on the north wall that will lead you to the stairs. Ascend the stairs when you reach them.

There is not much to do here; just follow the path until you reach the door to the boss room. Boss fights heal you before and after the battle, so you don't have to worry about using items to heal in preparartion. Enter the room to start the storyteller.

Boss Fight: Chaos Night

HP: 130
MP: 200
STR: 20
AGI: 20
MAG: 20
INT: 60
LUCK: 70
Race: Almighty
Gold: 60

Battle Skills

None

Abilities

Chaos Seal
Magic
HP Damage
Level: 1
Effect: None
27 Points
Cost: 15

Treasure: Rabbit's Foot

Chaos Night is not meant to be a true challenge; rather, he is meant to be more of an introductory to boss fighting. He has higher stats than normal enemies and has a special ability, but he should go down rather painlessly. Have Rothgar use Skull Splitter a few times, but be mindful of his HP. Instead of having Lestor use Revitalize, you should stick with items and keep Lestor on the offensive. Fireball will do enough damage to keep Chaos Night from living too long. The only thing to watch out for is Chaos Seal, though he doesn't use it all too often. It can hit for some decent damage if you're not careful. Overall, though, this fight shouldn't be very hard at all. When the battle is over, leave the ruins and return to Zenith.

After the storyteller ends Lestor goes running off. Go find him in the House of Heaven and talk to him to get information on where to go next. The town of Eaneth is located far to the east, past the Ancient Ruins. Go all the way to the Ancient Ruins, then turn and follow the dirt road north. Go east where the trail of sand intersects the dirt road and make your way over the hilltop. Eaneth is on the other side of the hill.

-------------------------

C003

Eaneth, Part 1

Items: Broad Shield, 200 Gold, Revival Herb, Rabbit's Foot, 50 Gold
Enemies: None

Facilities

Potion Shop
Green Elixir: 50 Gold
Yellow Elixir: 50 Gold
Red Elixir: 50 Gold
Blue Elixir: 70 Gold

Apothecary
Healing Herb: 10 Gold
Magic Herb: 10 Gold
Antibiotic: 20 Gold
Revival Herb: 25 Gold

Guardian Angel
Iron Shield: 100 Gold
Broad Shield: 150 Gold
Wooden Shield: 200 Gold
Steel Shield: 180 Gold
Steel Armor: 170 Gold
Magic Armor: 200 Gold
Rabbit's Foot: 120 Gold
Gold Ring: 180 Gold

Phoenix Inn
Price: 20 Gold

Stiletto
Claidheamh-mor: 125 Gold
Cutlass: 150 Gold
Mahogany Staff: 125 Gold
Polished Oak Rod: 150 Gold

House of Heaven
Price: 10 Gold


There's not much to do in town aside from bonus material, but there are four treasure chests that need to be opened. Upon entering, go to the second intersection where Harley the Clown is standing and go left. There is a small space between the house and the wall that leads to a small courtyard where a chest containing a Rabbit's Foot and 50 Gold can be found. Next, go over to the Training Center and explore the left side behind the pillar to find a chest with a Revival Herb. If you go to where the clock tower and the fountain are you can enter the alleyway between the Apothecary and the Guardian Angel, where a chest containing 200 Gold awaits. The last chest is tricky. Head over to the northeast part of town and take a walk through the tall grass. The chest containing the Broad Shield is hidden just to the south of the short grass part, but it can be a little tricky to find.

You may want to go to the Stiletto weapon shop and upgrade your arsenal, as the Cutlass and the Polished Oak Rod are better weapons than the ones you're currently using. Talk to all the townsfolk to learn of some Chaos activity happening over at the cavern outside of town. The Training Center facility is open from the moment you enter Eaneth, so you can opt to get started there, too. The Training Center is part of a large side event that involves getting new research material for the Academy in Sant'Arte, a town we'll be visiting shortly. However, some material can be obtained at the Training Center by clearing all three levels. Most of the battles will be too difficult to win at this point in the game, so it would be a better idea to wait until we return to Lake Countryside later on to try the Training Center. I will give the details then, but you are free to look them up and get started whenever you want.

When you're ready to go, leave Eaneth and go south to the Cavern.

-------------------------

C004

Cavern, Part 1

Items: Steel Armor
Enemies: Cave Spirit, Cave Guardian, Chaos Moon

The Cavern is a relatively small dungeon. When you enter, approach and read the sign that tells you to "seek guidance." Throughout the dungeon there are signs that will point you in the right direction. Use these signs to stay on the correct path and avoid dead ends. When you get to a point where there is a sign pointing to a wall, examine the wall to find that it is breakable. Behind there is a treasure chest with a Steel Armor inside. Equip that on Rothgar and continue to follow the signs until you reach the stairs behind a stone door. Go down.

The lower level is the same story; follow the signs to stay on the correct path. Go through both stone doors and enter the room with the two columns. Directly across from the entrance is a breakable wall with a save point and a heal point behind it. Use them and go through the other stone door and then the door to the boss room.

Boss Fight: Chaos Moon

HP: 350
MP: 200
STR: 24
AGI: 20
MAG: 20
INT: 50
LUCK: 60
Race: Almighty
Gold: 75

Battle Skills

None

Abilities

Thor's Hammer
Magic
HP Damage
Level: 2
Effect: None
10 Points
Cost: 15

Moon's Tear
Magic
HP Damage
Level: 1
Effect: None
15 Points
Cost: 10

Treasure: Gold Ring

Chaos Moon is much more of a boss enemy than Chaos Night. Here you want to use a little bit of strategy. Since Chaos Moon is fond of his magic spells, you will be taking damage that healing herbs might not be able to keep up with. Don't be afraid to let a character die and revive him with a Revival Herb or a Red Elixir. Also, try to keep Lestor using his Fireball spell, and let Rothgar take the role of healer if necessary.

When you defeat Chaos Moon the storyteller suggests you return to Eaneth. Do that and talk to the townsfolk to learn about Sant'Arte and the passage that leads to it. It's tough to see in the fog, but when you exit town you should head west over to the area where the Ancient Ruins are and then head north from there. You should aim for the peninsula with lots of trees and follow that until you reach a cave entrance. Enter the Passage.

-------------------------

C005

Passage, Part 1

Items: Silver Ring, Wooden Shield, Green Elixir, Yellow Elixir, Ruins Key
Enemies: Giant Insect, Hornet, Arachnid, Orc, Undead Soldier, Whisp, Gargoyle, Cave Spirit

Go straight upon entering and go around the bend in the path. When you make it around the bend watch out for a breakable wall on the far side. Behind there is a treasure chest with a Silver Ring inside and a door that leads to a save point. Continue to follow the path until you reach the stairs. Descend them to reach the floor below. The path here is straightforward as well, so follow the cave until you reach a stone door. Open it to initiate a storyteller in which you find the Ruins Key and are instructed to return to the Ancient Ruins. At this point you can continue to explore the Passage and collect the rest of the items, but I will detail that when we return here after the Ruins. You will not be allowed into Sant'Arte until the Ruins are cleared. When you're ready to continue the game, exit the Passage and return to the Ancient Ruins.

-------------------------

C006

Ancient Ruins, Part 2

Items: Red Elixir, 50 Gold, Magic Armor, Healing Herb, Magic Herb, Blue Elixir
Enemies: Orc, Undead Soldier, Whisp, Gargoyle, Chaos Cloud

When you enter the Ruins, make your way all the way back up to the room in which you fought Chaos Night. Now you have the key to the locked door in this room. Use it to reach the staircase and go up to the next floor. In the first room on the fourth floor go through the door and follow the hall until you reach a door on the north side. Go into the room to find a chest with a Red Elixir and 50 Gold inside. Directly across from the door is a breakable wall concealing a chest with a Magic Armor inside. Equip that on Rothgar; it will be more useful than other armor, especially in the upcoming boss battle. Continue to follow the path around the large bend and enter the south door. Inside is a chest containing a Healing Herb and a Magic Herb. Go through the other door and follow the new hallway to the next door. Inside the room, examine the middle of the east wall to find a breakable spot leading to a heal point. Ascend the stairs.

Examine the east wall of this room to find a breakable spot leading to a save point. Use it and go through the north door to find a chest containing a Blue Elixir. Go through the west door and follow the hall to the door to the boss room.

Boss Fight: Chaos Cloud

HP: 540
MP: 400
STR: 40
AGI: 40
MAG: 10
INT: 100
LUCK: 50
Race: Almighty
Gold: 300

Battle Skills

None

Abilities

Whirlwind
Magic
HP Damage
Level: 1
Effect: None
40 Points
Cost: 10

Dust Cloud
Magic
Attack Power Down
Level: 2
Effect: None
10 Points
Cost: 3

Gale Force
Magic
HP Damage
Level: 2
Effect: None
25 Points
Cost: 13

Treasure: Escape Ring

Chaos Cloud is certainly a worthy opponent. He'll take a while to defeat. Start by having Lestor use Guardian Force on himself (since Rothgar can use the Magic Armor) and then go on the offensive. As usual, Rothgar should play healer when the time comes, but try to keep Lestor using Icicle and Fireball, and occasionally Guardian Force to amplify the team. As before, don't be afraid to let a character die and use a revival item instead of a healing item. Chaos Cloud likes to use his magic, which can be very damaging to the party, so be mindful of keeping the team's magical defenses raised. When Chaos Cloud is defeated he drops an Escape Ring which, when equipped, allows for a 100% escape success rate from random encounters.

Now you should exit the Ruins and make your way back to the Passage.

-------------------------

C007

Passage, Part 2

Items: Silver Ring, Wooden Shield, Green Elixir, Yellow Elixir
Enemies: Giant Insect, Hornet, Arachnid, Orc, Undead Soldier, Whisp, Gargoyle, Cave Spirit

Make your way back to the room where you found the Ruins Key. From there, go through the western door and examine a bulge on the north wall to find a breakable spot that leads to chest with a Wooden Shield inside. You can then either examine the north wall to find another breakable spot or exit the room and go around. Either path will lead you to the stairs, and there is nothing to be gained from going one way or the other. Ascend the stairs.

There is a breakable wall just ahead of you on the north wall that leads to a heal point and a save point. Use them and continue onward until you reach a door on the south wall. Inside is a treasure chest holding a Green Elixir and a Yellow Elixir. Make your way north and exit the cave. Enter Sant'Arte.

-------------------------

C008

Sant'Arte, Part 1

Items: Blue Elixir, 300 Gold, Colorless Elixir
Enemies: None

Facilities

Herbs and Things
Healing Herb: 10 Gold
Magic Herb: 10 Gold
Antibiotic: 20 Gold
Revival Herb: 25 Gold

Ye Olde Inn
Price: 30 Gold

Gladiator
Claidheamh-mor: 125 Gold
Cutlass: 150 Gold
Stiletto: 175 Gold
Mahogany Staff: 125 Gold
Polished Oak Rod: 150 Gold
Gem Rod: 175 Gold

The Defender
Iron Shield: 100 Gold
Broad Shield: 150 Gold
Wooden Shield: 200 Gold
Steel Shield: 180 Gold
Steel Armor: 170 Gold
Magic Armor: 200 Gold

Accessory Shop
Rabbit's Foot: 120 Gold
Gold Ring: 180 Gold
Silver Ring: 180 Gold
Bronze Ring: 180 Gold
Escape Ring: 240 Gold

Hag's Concoction
Green Elixir: 50 Gold
Yellow Elixir: 50 Gold
Red Elixir: 50 Gold
Blue Elixir: 70 Gold

House of Heaven
Price: 10 Gold


The first order of business in Sant'Arte is to talk to all of the townspeople. After that, you should head over to the Academy to learn about the side events in the game. In the Academy, talk to the professor who suggests that you find a way to help the students with their research. There are five students, and each is looking for some treasure item that can be obtained by completing a side quest in the game. When you've helped all of the students, the professor will have a surprise for you. The girl in the black dress is looking for an Angelic Paper and will give you a Shroud Crystal in return. The man in the green tunic is looking for an Amethyst and will give you a Holy Shield in return. The man in the pink robe is looking for an Emblem of Valour and will give you a Holy Armor in return. The girl in the blue armor is looking for a Magic Lamp and will give you a Magic Orb in return. Finally, the green-haired girl is looking for an Ancient Crown and will give you Thor's Crest in return. If you help all the students, the professor will give you Hrunting, Rothgar's best weapon in the game.

One of the side quests is the Training Center back in Eaneth, as I mentioned previously, and that will likely be the last one to be completed. The first, however, is right next door in the Casino, so exit the Academy and head over to the Casino for some trivia fun. The townsfolk inside the Casino are dying to know if you know about the world. You have to get every question right in order to get the Magic Lamp, and you only get one shot at each. Talk to the man with the brown hat. Tell him that there are a total of nine towns in the world. Next talk to the black-haired woman in the black and white dress and tell her that a Magic Pumpkin fully revives an ally. Talk to the woman in the red and blue outfit and tell her that there are twelve of the items she mentions. Last, talk to the dwarf and tell him that there are fifteen different accessories like he describes. Go back and talk to the owner of the Casino to obtain the Magic Lamp. Afterward, make sure you have a spot open in Rothgar's inventory.

This is a special warning for now and the future...when dealing with the side events and trading items to the students, always make sure you have an open slot in Rothgar's inventory or else you will not receive the item. This is a feature of RPG Maker 3 that cannot be easily worked around, so make sure it doesn't happen to you. The prizes you get are all well worth the effort and you don't want to earn them and not get them.

Go back to the Academy and talk to the woman in the blue armor to trade your new Magic Lamp for a Magic Orb. This item lets you escape from dungeons upon use and has infinite uses. It is definitely an item worth having. I would advise against purchasing new weapons for the party as we're going to be getting them for free in the next dungeon. However, if you'd like to avoid the hassle of finding them it is certainly easier to just buy them here. Either way, the next step is to enter Sant'Arte Castle.

Go through the door in the lobby and take a left in the hallway. Talk to the butler and open the chest to find a Blue Elixir. Go through the other door into the next room, and then through the east door to get down to the prison area. Inside the jail cell are two chests; one holding 300 Gold and the other holding a Colorless Elixir. Go back up the stairs and through the north door into the throne room. A storyteller ensues, and you are instructed to visit the Archives building in the southwest corner of town. Leave the castle and head over there for another storyteller.

The next step is to go to Woodwind Prairie, and the only way to get there is through the tunnel system in the northeast part of Lake Countryside. Leave Sant'Arte and go back into the Passage. Here's an example of the usefulness of your new toy. Use the Magic Orb and you'll appear outside the Passage in the wooded area. Head back over to the Ancient Ruins and go east as if you were going to Eaneth, but then swing around north and head for the tunnel entrance.

-------------------------

C009

Tunnel #1

Items: Steel Shield, 100 Gold, Gem Rod, Red Elixir, Blue Elixir, Yellow Elixir, Stiletto
Enemies: Flare Snake, Lava Slime, Cave Bat, Bandit

When you first enter the tunnel watch out for a breakable wall on the south side of the hall. Check it out to find a chest containing a Steel Shield. A little bit further down the hall is a gate on the north wall that leads to a save point. Once you've saved your progress head out and go south into the open room. The gate on the east wall leads to a chest containing 100 Gold. On the east wall in this room there is a breakable wall leading further in. Inside that little room is a chest containing a Gem Rod. Exit both rooms and head west until you reach a gate on the north wall. Enter to find a Red Elixir. Exit and go through the south gate into the next large room.

About halfway into the room there is a part of the east wall the juts out. Examine it to find a breakable spot that leads to a potentially highly-needed heal point. After using it go west until you reach two gates across from each other. The north gate leads to two chests containing a Blue Elixir and a Yellow Elixir. The south gate leads to the next room. The trick in this room is that simply following the columns will lead you to the stairs. However, there is a treasure we still need to get. Over on the far east side is a gate that leads to what appears to be an empty room. However, upon examining the north wall you'll find a breakable spot. Directly across the next room is another breakable wall. On the west side of the next room is a gate that leads to a chest containing a Stiletto. Retrace your steps and follow the columns to the stairs. Go down to the bottom floor.

Follow the path here until you reach a gate. Just before the gate is a breakable wall on the north side that leads to a save point and a heal point. Continue to follow the path until you reach the exit. But you're not getting away so easily!

Boss Fight: Bandit X2

HP: 200
MP: 80
STR: 32
AGI: 40
MAG: 5
INT: 80
LUCK: 80
Race: Human
Gold: 70

Battle Skills

Slow

Abilities

Spew
Magic
HP Damage
Level: 1
Effect: Poison
10 Points
Cost: 8

Skull Splitter
Skill
HP Damage
Level: 1
Effect: None
45 Points
Cost: 6

Treasure: Antibiotic, Bronze Ring

The Bandits are a bit of pain, namely in that they can slow you with only their normal attacks. In addition, their Spew attacks can cause poison. Use a typical boss strategy here, but there's no need to bother with Guardian Force. The Bandits have very little magic attack power. It's best to not use a division of labor strategy, as you'll want to kill one as soon as possible. They have high damage capabilities. With that in mind, be careful using Rothgar's Charge skill, but do make use of it. With the Stiletto equipped it can do some decent damage. In this battle either character can play the healer without too much repercussion, so use the character that makes the most sense in the situation. Also, don't be afraid to use Colorless Elixirs; damage can accumulate quickly in this battle.

When you defeat the Bandits, exit the tunnel and enter Woodwind Prairie. Your destination is directly north of the tunnel, so head over there.

-------------------------

C010

Woodwind Prairie Shelter

Items: None
Enemies: None

Speak to all of the people on the first floor of the Shelter. The bearded man in the east room will heal your party for free and you can use the save point in the main room to save your game. Go downstairs and speak to the man and the Komo Reptilus, and then speak to the red-haired girl to initiate a storyteller. Ariel joins the party. At this point you may want to fight some battles in the Prairie area to get her some usable items. When you're ready to continue the game you need to go to the destroyed town of Arcilon. It is located to the east of the Shelter and is sitting in a circle of dirt.

-------------------------

C011

Arcilon, Part 1

Items: Holy Water, 1000 Gold, Viking Armor
Enemies: Chaos Earth

Boss Fight: Chaos Earth

HP: 1000
MP: 400
STR: 40
AGI: 40
MAG: 5
INT: 100
LUCK: 50
Race: Almighty
Gold: 300

Battle Skills

None

Abilities

Fault Line
Magic
HP Damage
Level: 2
Effect: None
40 Points
Cost: 18

Shudder
Magic
HP Damage
Level: 1
Effect: None
50 Points
Cost: 14

Sandstorm
Magic
Speed Down
Level: 2
Effect: None
10 Points
Cost: 10

War Song
Magic
Attack Power Up
Level: 1
Effect: None
10 Points
Cost: 15

Treasure: Life Ring

Upon entering Arcilon you are thrown into a battle against Chaos Earth. Have Lestor use Guardian Force for himself and Ariel if you can pull it off, but Rothgar should probably be okay without it. It's important to keep on the offensive here, but have Rothgar play healer if the need arises as Lestor and Ariel have strong magic attacks that they can use to score good damage. Despite Chaos Earth being a Golem-type monster, Fault Line is very effective against him. When Lestor is attacking and not supporting, make sure he uses Fault Line as long as he is able. Chaos Earth is tough but simple. Get into a groove and you'll be fine.

When you defeat Chaos Earth the party suggests leaving town, but you should hang around a bit. Start following the path and bypass the first intersection. Turn left at the second intersection and go to the end of the path to find a chest containing a Holy Water. Go back to the intersection and go north. Go right at the next intersection and examine the north side of the fallen log. There is a chest hidden away containing 1000 Gold. Return to the path and go back to the intersection where going west led to the Holy Water. Go east this time and follow the path all the way to the end to find a chest containing a Viking Armor. Equip that on Rothgar but save his Magic Armor. Go ahead and leave Arcilon.

Go back to the Shelter to heal and save, and from there set your compass to northwest and go as far as the map will let you. At that point head directly north until you reach a dirt path heading northeast. Follow this path over the hills and then southeast until you get to the waterline. At that point, turn south to see the white stones that mark Vaileron's position on the map. Go in that direction until you reach the town.

-------------------------

C012

Vaileron

Items: Phoenix Egg, Colorless Elixir, Green Elixir, Yellow Elixir, Red Elixir
Enemies: None

Facilities

Tin Whistle Inn
Price: 35

Aerie Holistics
Healing Herb: 10 Gold
Magic Herb: 10 Gold
Antibiotic: 20 Gold
Revival Herb: 25 Gold
Rabbit's Foot: 120 Gold

Aerie Cauldron
Green Elixir: 50 Gold
Yellow Elixir: 50 Gold
Red Elixir: 50 Gold
Blue Elixir: 70 Gold
Colorless Elixir: 200 Gold

Talon
Iron Shield: 100 Gold
Broad Shield: 150 Gold
Wooden Shield: 200 Gold
Steel Shield: 180 Gold
Steel Armor: 170 Gold
Magic Armor: 200 Gold
Gold Ring: 180 Gold
Silver Ring: 180 Gold

House of Heaven
Price: 10 Gold

Feather Magic
Claidheamh-mor: 125 Gold
Cutlass: 150 Gold
Stiletto: 175 Gold
Pyrite Blade: 175 Gold
Mahogany Staff: 125 Gold
Polished Oak Rod: 150 Gold
Gem Rod: 175 Gold
Rito Slicer: 175 Gold


Go up the main street and talk to the brown and gold Rito standing in front of the fountain to add Chanticleer to your party. Before doing anything else, go into the menu subscreen and go to formation. The formation of the party is ultimately up to you, but putting Lestor behind the other three members is a good strategy. Before leaving town and heading to Odin's Tower talk to all the townspeople. There are also three treasure chests here, and having Chanticleer in the party gives you some more room to carry items. First, however, give Chanticleer the Magic Armor you have (assuming you kept it when you equipped the Viking Armor).

Head over to the east branch of town and squeeze through the two off-white-colored houses. Next to the pond and behind the house is a chest containing a rainbow of elixirs: Green, Yellow, and Red. Follow the pond around to the north side. Between the two white pillars is a chest containing a Phoenix Egg. Finally, go all the way around the back of the town and find a chest behind the house next to the Talon armor shop containing a Colorless Elixir. Now you're ready to head out to Odin's Tower, so leave Vaileron.

Make the long trek back to the Shelter area and over to Arcilon. Go directly south from there to the black tower that looms in the distance.

-------------------------

C013

Odin's Tower

Items: Blue Elixir, Blue Elixir, Colorless Elixir, Gold Ring, Yellow Elixir, Green Elixir, Red Elixir, Tower Key, Healing Herb, Revival Herb, 100 Gold, Life Ring, Mask of Heimdall, Mask of Fenrir, Mask of Lif, Colorless Elixir, Colorless Elixir, Odin's Key
Enemies: Chaos Orc, Chaos Goblin, Chaos Skullbird, Chaos Flame

Odin's Tower is full of fun surprises. In the main room, read the sign to get a partial idea of...virtually nothing. Turn to the west and go through the metal door to find a save point and another door that leads to a chest containing two Blue Elixirs. Also examine the east wall in the southeast corner to find a breakable spot that leads to a Colorless Elixir. Go back to the main room and go through the east metal door. Inside the room is a heal point and a door to a chest containing a Gold Ring. Return to the main room and go up the stairs.

Upon examining the chest in front of you you discover that it does not open. The chest is somehow magically linked to two stone tablets on this floor. Go through the south door to find a chest containing a Yellow Elixir, Green Elixir, and Red Elixir. Go through the west door and follow it around to the stone tablet. Examine it to initiate a battle against three Chaos Goblins. Take them out in one hit with either Chanticleer's or Lestor's Fault Line spell. Go back and go through the door on the west wall to enter another hallway. Follow it to the stairs and go up. Go through the door and open the chest to find a Healing Herb, a Revival Herb, and 100 Gold. Go back down the stairs and return to the first room on the floor. Go through the east door and follow it to the stone tablet. This starts a battle against two Chaos Skullbirds. Eliminate them to activate the chest in the main room. Examine the chest to obtain the Tower Key. Go back into the east hall and through the next east door. Take the stairs up to the next floor.

Go straight through the door to find a chest containing a Life Ring. Make your way down the hall and break the wall across from the door to find a save point and a heal point. Go through the door to reach another chest. This is an important part of the game; there are four panels in the corners of the room, and each one changes what treasure appears in the chest. You can only get one treasure in each playthrough, so you'll have to make a decision as to which one you want. The treasures are the Masks of Heimdall, Fenrir, and Lif, and these will give your party a set of skills later on. The skills are different for each mask. The fourth panel will make the chest a trap. If you've played the game already, then get whichever mask you want. However, if you're playing the game for the first time and/or just want the best choice, then the Mask of Lif likely yields the best skill set. Still, get whichever one you want to try out. The panel in the northwest corner gives you the Mask of Heimdall, the panel in the northeast corner is the Mask of Fenrir, the panel in the southeast corner is the Mask of Lif, and the southwest corner is a trap. Don't do that one. Use your Tower Key to unlock the door and ascend the stairs.

Go around and through the door into the puzzle room. The problem with RPG Maker 3 here is that it automatically identifies events with the exclamation point so that they can't be well-hidden among decorative objects. This greatly trivializes the puzzle here. Still, you do need to know the order in which you must press the switches, so read the first sign in the puzzle room:

"And Autumn left the fifth moon by
The ocean of the stars.
And when he found her once again
He made the first world ours;
The third of which was given him
By Jupiter and Mars."

While this may sound like nonsense, it gives three numbers that are meaningful to the puzzle: 5, 1, and 3. From the sign and facing south, it means that the fifth column across from right to left and the first row from front to back is the third switch to press. Go through the west door and examine a spot on the west wall about halfway up the hall. It breaks away leading to a chest containing a Colorless Elixir. Continue down the hallway until you reach another sign. Examine it:

"Summer found the fourth abed
When he should have been awake,
But when he woke him from his sleep
He said, "Your third I'll take."
But Summer left him there alone
When the first of Man had spake."

Again, this leaves you three more numbers: 4, 3, 1. The fourth column and the third row is the first switch. Return to the puzzle room and go through the east door. About halfway down the hallway on the east wall is a breakable spot leading to another Colorless Elixir. Continue down the hall to the last sign:

"When Winter met the second Moon
He smiled at her and said,
"My dear, you've left the world behind.
In three days you'll be dead."
And she at twice her normal pace
Ran back home instead."

The last three numbers are: 2, 3, and 2, meaning the second column, third row is the second switch. Now return to the puzzle room and press the switches in the correct order to obtain Odin's Key. Go through the north door and ascend the stairs.

Go around and use Odin's Key to unlock the door to the boss room.

Boss Fight: Chaos Flame

HP: 1500
MP: 800
STR: 50
AGI: 40
MAG: 0
INT: 90
LUCK: 90
Race: Almighty
Gold: 500

Battle Skills

None

Abilities

Fireball
Magic
HP Damage
Level: 1
Effect: None
66 Points
Cost: 10

Torch
Magic
HP Damage
Level: 2
Effect: None
50 Points
Cost: 20

Sharpen
Magic
Magic Attack Up
Level: 1
Effect: None
15 Points
Cost: 10

Enrage
Skill
Attack Power Up
Level: 1
Effect: None
10 Points
Cost: 10

Treasure: Spell Ring

This fight is made significantly easier with the addition of Chanticleer. At this point you should remain on the offensive and only use Guardian Force if he defends or uses a clerical skill. As usual, Rothgar should become the healer, but only if necessary. If you're in a groove where Rothgar is attacking regularly, have Lestor cast War Song to give yourself a boost, but Rothgar is really the only member who'll benefit, so if he's playing healer don't waste the MP. Chaos Flame can be a real bitch if he casts Sharpen, which amplifies his magic attack. Depending on what he does afterward, you could rack up some heavy damage. Colorless Elixirs are your best friends in this case. Don't be afraid to use as many as necessary. When you win you are rewarded with a Spell Ring and new directions. Use the Magic Orb to escape the Tower.

Before going to Emorrough, return to Vaileron and stock up on recovery items. At the risk of spoiling, you will be getting a new party member in Emorrough and may, if you decide, exclude Chanticleer from the fighting party. Therefore, if there are items or equipment you would like to keep and want to use the new character in place of Chanticleer, remove his items now as you will not have a chance later. You can get Chanticleer back at a later time, though, so don't worry completely. After stocking up on items, leave Vaileron and head in the northeast direction toward the mountainous area. Climb over the mountain to find Emorrough sitting on the other side. Enter the town.

-------------------------

C014

Emorrough

Items: None
Enemies: Chaos Storm

Emorrough does not have any townspeople outside, so enter the tents to find them. Talk to all the townfolk, but leave the tent in the northeast corner for last, because that one triggers a boss battle. After you've talked to all the townspeople enter the northeast tent and speak to Jacala. Exit the tent to trigger a storyteller. Chanticleer temporarily leaves the party and Jacala joins you for this fight.

Boss Fight: Chaos Storm

HP: 2000
MP: 900
STR: 65
AGI: 50
MAG: 0
INT: 85
LUCK: 90
Race: Almighty
Gold: 800

Battle Skills

None

Abilities

Tempest
Magic
HP Damage
Level: 2
Effect: None
65 Points
Cost: 30

Cyclone Gale
Magic
HP Damage
Level: 1
Effect: None
85 Points
Cost: 34

Electron Field
Magic
HP Damage
Level: 2
Effect: Slow
50 Points
Cost: 30

Static Charge
Magic
Attack Power Up
Level: 1
Effect: None
40 Points
Cost: 24

Dust Tornado
Magic
Magic Defense Down
Level: 2
Effect: None
28 Points
Cost: 22

Treasure: Ring of Jacob

You have virtually no time to get familiar with Jacala, and he comes in with few items: just a Green Elixir, a Red Elixir, and a Yellow Elixir. However, Jacala is very useful; his healing spell, Restore, recovers HP and MP for the whole party. In this case, Jacala could take over the role of healer from Rothgar if need be. Make Lestor cast Disarm on Chaos Storm right away, because though he likes to use magic he'll occasionally use a physical attack. Fight offensively unless something goes terribly wrong. You should have plenty of Colorless Elixirs, so use them as you need to. This battle is surprisingly straightforward, so don't let up on the attacks except to heal and you should be able to make quick work of Chaos Storm.

After the fight you get the choice as to which of the two characters, Chanticleer or Jacala, you would like to include as a fighter in the party. There will be two other opportunities in the game to do this, so don't be afraid to choose either character. They both have advantages and disadvantages which are outlined in the Character List section of the guide. Make your choice and leave Emorrough. However, we are not going to the Northland yet; we have to make a pit stop in Arcilon first. Head back over to Arcilon.

-------------------------

C015

Arcilon, Part 2

Items: Emblem of Valour
Enemies: Chaos Skeleton, Chaos Goblin, Chaos Skullbird, Chaos Mutant, Chaos Hell Hound, Chaos Grunt, Chaos Hornet, Chaos Asp, Chaos Ogre, Chaos Orc

There's been a development here since you defeated Chaos Storm; Chaos have infested the ruin of the town. Enter and talk to the man standing near the gate to hear his request to exterminate the Chaos from the town. Step onto the path to initiate the first of eight encounters: Chaos Skeleton, Chaos Goblin, Chaos Mutant, and Chaos Skullbird. Chanticleer is very useful in this situation, with his Level: 2 magic, but Lestor can help out, too, with Fault Line. Most of the monsters encountered here are easy to take care of, and a few you've seen before, but there a couple that will take a bit of effort: the Asp, the Ogre, and the Grunt. After taking care of the first enemy party approach the intersection and take a left. Go all the way to the end to encounter the next group: Chaos Mutant, Chaos Hell Hound, Chaos Skeleton, and Chaos Grunt. Try to take out the Hell Hound first, and then it doesn't matter. Chaos Skeletons cannot be hurt by magic, by the way, so take that into consideration.

Go back to the intersection and take the east path to the end to encounter the next party: Hell Hound, Grunt, Hornet, and Skullbird. Go back to the intersection and go north. Pass the next intersection by and go to the next one. Go west to get the fourth party: Skullbird, Ogre, Grunt, and Asp. This one's a bit tough, so use heavy magic attacks to get through it. Target the Asp first, since the Ogre is in the back and can't do much. However, get the Ogre as soon as you can, because his Skull Splitter is deadly. Go back to the intersection and go north to fight the fifth party: Hell Hound, Orc, Skeleton, and Ogre. Again the Ogre is in the back, so let him go until you get rid of the Hell Hound. Once he can get a hit in, however, take him out.

Turn around and go back to the intersection and then south to the next one. Turn east and start down the path. About halfway down you'll encounter party number six: Grunt, Ogre, Asp, and Mutant. Here you want to get rid of the Ogre first, then the Asp. Keep going down the path toward the chest to encounter the seventh party: two Ogres, a Skeleton, and a Mutant. Return to the intersection and go south to the end of the path to encounter the last enemy party: Ogre, Hell Hound, Asp, and Mutant. After the battle go back to the man at the entrance and he gives you the Emblem of Valour. It's up to you whether or not to go back to Sant'Arte at this point, as the Emblem of Valour can be traded at the Academy. However, it is very inconvenient to go back now and we will be returning to Lake Countryside after the Northland, so my suggestion is to hold off on going back. Now return to the mountains near Emorrough and enter the tunnel.

-------------------------

C016

Tunnel #2

Items: Bomb, Bomb, Bomb, Angelic Paper, Bomb, Holy Water, 200 Gold, Thane's Shield
Enemies: Chaos Skeleton, Chaos Orc, Chaos Mutant, Chaos Hell Hound, Wyrm, Wyrm

Boss Fight: Wyrm

HP: 750
MP: 500
STR: 55
AGI: 20
MAG: 10
INT: 50
LUCK: 50
Race: Insect
Gold: 50

Battle Skills

Drain HP
Skill Barrier

Abilities

Fault Line
Magic
HP Damage
Level: 2
Effect: None
60 Points
Cost: 20

Enrage
Skill
Attack Power Up
Level: 1
Effect: None
20 Points
Cost: 10

Reach
Skill
HP Damage
Level: 2
Effect: None
40 Points
Cost: 0

Leech
Magic
Magic Attack Down
Level: 2
Effect: None
10 Points
Cost: 10

Treasure: Bomb, Holy Water

The Wyrm ambushes the party as soon as you enter the tunnel, though it doesn't stick around for very long. It falls after 750 HP are taken out, but it gets away. At this point you shouldn't be concerned with strategy; just stay on the offensive and whittle it down. When you win it drops a bomb, which will be used to blow open some passages. Turn to the east and examine the middle box to blow it open with your bomb. Go through the passage and open the gate for a chest for another bomb. Continue down the passage and use your new bomb to blow away the middle box in the next group. Open the gate across from the boxes for a chest with a third bomb. Directly across from the boxes on the far west wall is a breakable spot that leads to a heal point and a save point. Go north to the next group of boxes and bomb the middle one.

The gate to the east of the boxes has a chest containing the next bomb. On the middle of the east wall there is a breakable spot that leads to a room with a sign. This is the room in which you'll get the Angelic Paper, but you can't do it until you get your final party member. Remember that this is here, though, because we'll come back when it becomes available. Go through the passage you created and go through the west gate. At the end of the hall is a chest containing 200 Gold and a Holy Water. There is also a breakable spot on the south wall that leads to a chest containing a Thane's Shield for either Rothgar or Ariel. Leave the hall and go north and follow the passage to the gate. Upon opening the gate you run into the Wyrm again.

Boss Fight: Wyrm

HP: 2250
MP: 500
STR: 55
AGI: 20
MAG: 10
INT: 50
LUCK: 50
Race: Insect
Gold: 350

Battle Skills

Drain HP
Skill Barrier

Abilities

Fault Line
Magic
HP Damage
Level: 2
Effect: None
60 Points
Cost: 20

Enrage
Skill
Attack Power Up
Level: 1
Effect: None
20 Points
Cost: 10

Reach
Skill
HP Damage
Level: 2
Effect: None
40 Points
Cost: 0

Leech
Magic
Magic Attack Down
Level: 2
Effect: None
10 Points
Cost: 10

Treasure: Ring of Solomon, Phoenix Egg, Magic Pumpkin

The Wyrm is at its full stats now, so make sure you cast Disarm since the battle will be longer this time around. Leech is a pain to get hit with since it lowers your magic attack, making your spells do less damage. Other than that, this is really a long regular battle. Very little strategy is necessary. If Ariel is using Frost Blade it has a chance to cause slow, so Wyrm will, in all likelihood, be slowed quite a bit. Stay on the offensive, but use magic recovery items more than health ones, as your MP will be draining much faster than your HP. Wyrm leaves a hoard of treasures when he finally falls, so gather them up and exit the tunnel.

Once you enter the Northland, you cannot go back through the tunnel to the Prairie for a while, but there's nothing we need to do back there anyway. Make your way to the northeast to the town right in front of you and enter Kincaid.

-------------------------

C017

Kincaid

Items: Mystic Pastry, Rusted Sword, Colorless Elixir
Enemies: None

Facilities

White Rabbit Inn
Price: 50 Gold

House of Heaven
Price: 10 Gold

Glacier
Stiletto: 175 Gold
Hero Sword: 225 Gold
Gem Rod: 175 Gold
Warlock Scepter: 225 Gold
Pyrite Blade: 175 Gold
Rusted Sword: 225 Gold
Blackwood Blade: 225 Gold
Judgment: 225 Gold

Brewery
Green Elixir: 45 Gold
Yellow Elixir: 45 Gold
Red Elixir: 45 Gold
Blue Elixir: 63 Gold
Colorless Elixir: 180 Gold

Snow Bank
Steel Shield: 180 Gold
Thane's Shield: 240 Gold
Viking Armor: 220 Gold
Magic Armor: 200 Gold
Steel Armor: 170 Gold

Sugar & Spice
Healing Herb: 9 Gold
Magic Herb: 9 Gold
Antibiotic: 18 Gold
Revival Herb: 23 Gold
Rabbit's Foot: 108 Gold
Life Ring: 270 Gold
Spell Ring: 270 Gold

Miscellany Shop
Holy Water: 90 Gold
Phoenix Egg: 90 Gold
Magic Pumpkin: 90 Gold
Mystic Pastry: 150 Gold


When you arrive in Kincaid you are instructed to go to the inn, but you don't have to do that right away. There are three trasure chests here in town, so let's gather those up first. The mayor's house is at the back of the town, and behind it is a treasure chest containing a Rusted Sword for Ariel. In the alleyway across from the Glacier weapon shop you can find a chest containing a Mystic Pastry. Enter the Lookout near Sugar & Spice to find a chest containing a Colorless Elixir. Now go to the inn. After the event you are instructed to go to the mayor's house, so do that next. Talk to the mayor to get your next set of directions, then leave the town and head northwest. Enter the Shelter.

-------------------------

C018

Northland Shelter

Items: Warlock Scepter, Mystic Pastry, Holy Water, Phoenix Egg, Hero Sword, Colorless Elixir
Enemies: Chaos Mutant, Chaos Skeleton, Chaos Orc, Chaos Hell Hound, Chaos Goblin, Chaos Sun

The Shelter is laid out similarly to the one in Woodwind Prairie. Go east through the gate and open the chest to find a Mystic Pastry. Directly behind the chest is a breakable wall that leads to a save point. Go through the west gate to find a chest containing a Warlock Scepter. Behind that chest is a breakable wall leading to a heal point. Go down the stairs. Go straight and through the gate to find a chest containing a Holy Water and a Phoenix Egg. Through the west gate is a chest containing a Hero Sword, and through the east gate is a chest with a Colorless Elixir inside. Finally, go north and into the boss room.

Boss Fight: Chaos Sun

HP: 2600
MP: 800
STR: 50
AGI: 60
MAG: 30
INT: 100
LUCK: 60
Race: Almighty
Gold: 400

Battle Skills

Drain MP
Anti-Slow

Abilities

Weaken
Magic
Magic Defense Down
Level: 2
Effect: None
30 Points
Cost: 20

Solar Flare
Magic
HP Damage
Level: 2
Effect: None
75 Points
Cost: 20

Barrier
Magic
Magic Defense Up
Level: 1
Effect: None
30 Points
Cost: 18

Summon: Death
Magic
HP Damage
Level: 1
Effect: None
120 Points
Cost: 50

Solar Ray
Magic
HP/MP Damage
Level: 2
Effect: None
60 Points
Cost: 30

Treasure: Ring of Judith

Have Lestor cast Disarm, as usual, and make Rothgar use Magic Sword as his main attack. Chaos Sun has some very strong magic spells, and it is very useful to wear down his MP through attacking. However, make sure you keep an eye on Rothgar's HP. Ariel's Light Blade is also very effective against Chaos Sun (and all Chaos enemies), so make sure to exploit that. Jacala's Crush Force is also a good idea if you're using him. If you're using Chanticleer, make sure he's casting Permafrost a lot in an effort to slow Chaos Sun. Be careful, though, as Chaos Sun can sporadically regain some MP during the battle. Like normal, have Rothgar be the healer (or Jacala if you're using him - either works). Just watch out for Solar Ray, as it damages both HP and MP, leaving almost all of your characters with 0 MP. Save your Dragon Cuts or Mystic Pastries for these emergency occasions. Use Yellow Elixirs and Phoenix Eggs otherwise. Overall, the battle is not too difficult; it just takes a long time. Use your items wisely and you'll have no trouble beating him.

Use your Magic Orb to quickly escape the Shelter and return to the Northland. Set your compass pointing east and head for the icy cave in the distance. Enter the underground road. As promised by a few of the townsfolk, the path is kept clear of monsters. There is nowhere else to go but straight, so do that and exit out the other side. Proceed north and you'll find Aowynne, the village of the Lupo Canis.

-------------------------

C019

Aowynne

Items: Blackwood Blade, Judgment, 500 Gold
Enemies: None

Facilities

The Hound
Hero Sword: 180 Gold
Warlock Scepter: 180 Gold
Rusted Sword: 180 Gold
Blackwood Blade: 180 Gold
Judgment: 180 Gold
Ancient Axe: 180 Gold
Thane's Shield: 192 Gold
Viking Armor: 176 Gold

Borealis Inn
Price: 50 Gold

By-Tor's
Green Elixir: 40 Gold
Yellow Elixir: 40 Gold
Red Elixir: 40 Gold
Blue Elixir: 56 Gold
Colorless Elixir: 160 Gold

Greenhouse
Healing Herb: 8 Gold
Magic Herb: 8 Gold
Antibiotic: 16 Gold
Revival Herb: 20 Gold

House of Heaven
Price: 10 Gold

Snowdog's
Holy Water: 72 Gold
Phoenix Egg: 72 Gold
Magic Pumpkin: 72 Gold
Mystic Pastry: 120 Gold
Delicious Cake: 160 Gold
Dragon Cuts: 160 Gold
Bronze Ring: 144 Gold
Escape Ring: 192 Gold


At the first intersection go left and behind The Hound to find a chest containing a Blackwood Blade for Chanticleer. If you are using Jacala, don't bother getting it as it will just take up room in your inventory. Make your way back toward the clock tower (talking to the townspeople as you go) and investigate the unfinished house directly to the right of the tower. Inside is a chest containing a Judgment weapon for Jacala. Again, if you are using Chanticleer don't bother picking it up. On the south side of the House of Heaven is another chest containing 500 Gold. Make sure you restock your inventory, as well. When you're ready to continue, go to Akela's house and speak to him. With new directions to go by, exit Aowynne and go south, past the underground road. Keep going for a long way until you reach the laboratory.

-------------------------

C020

Oberkotter's Lab

Items: Dragon Cuts, Delicious Cake, Magic Armor, Phoenix Egg, Phoenix Egg
Enemies: Chaos Hell Hound, Chaos Grunt, Chaos Asp, Chaos Ogre, Chaos Star

Go through the east door to find a room with a chest and a book that is unreadable. Inside the chest is a Dragon Cuts item. The south door leads to a hallway. Examine the east wall to find a breakable spot that leads to a heal point. Go through the south door into a room with more useless books and a door on the east wall. Open it to find a chest containing a Delicious Cake. Return to the hallway and go down the stairs.

Go through the south door into another room with useless books. The west door leads to a chest with a Magic Armor inside. Return to the previous room and go through the east door to another hallway. The east door in the hall takes you to a room with a chest containing two Phoenix Eggs. Return to the hall and proceed north to the boss room.

Boss Fight: Chaos Star

HP: 2800
MP: 900
STR: 80
AGI: 99
MAG: 20
INT: 100
LUCK: 100
Race: Almighty
Gold: 500

Battle Skills

Slow
Anti-Critical

Abilities

Moon's Tear
Magic
HP Damage
Level: 1
Effect: None
180 Points
Cost: 30

Astral Shower
Magic
HP Damage
Level: 2
Effect: None
100 Points
Cost: 40

Energize
Magic
Attack Power Up
Level: 1
Effect: None
40 Points
Cost: 30

Meteor Rain Star
Magic
HP Damage
Level: 2
Effect: Slow
100 Points
Cost: 30

Shatter
Magic
Physical Defense Down
Level: 2
Effect: None
40 Points
Cost: 20

Treasure: Ring of Jupiter

Chaos Star seems to defend a lot, so use that to your advantage if it happens to you. Otherwise, treat this as a typical boss battle, using a very similar strategy to the ones for previous battles, namely Chaos Sun. As always, keep a watchful eye on your MP, as that is very easily drained over a few turns. Try to keep him in a state of "slow," since it will prevent him from attacking. You can achieve this with a variety of attacks: Jacala's Torrent, Chanticleer's Permafrost, or Ariel's Frost Blade. The fight should not be too tough.

After defeating Chaos Star you receive direction to return to Aowynne and speak to Akela. Do that, and Akela officially joins the team. Here is another opportunity to choose your fourth character. You can keep either Chanticleer or Jacala, use the other one, or try out Akela. Again, they all have advantages and disadvantages outlined in the above character descriptions.

Something funny happens here. The side event in the second tunnel becomes available now that you've acquired Akela, but for the time being you cannot retrace your steps through the Prairie. The second tunnel is blocked off. However, once we do a bit of business back at the Lake we'll come back to finish off that side event. Just don't forget about it. Leave town and return to the main part of the Northland through the underground road. Continue west across the main section and over the side of the hill. On the north side of a pond you should see a tunnel. Enter it.

-------------------------

C021

Tunnel #3

Items: Delicious Cake, 300 Gold, Shepherd's Cane, Holy Water, Phoenix Egg, Magic Pumpkin, Colorless Elixir, Blue Sword
Enemies: Chaos Mutant, Chaos Grunt, Chaos Skeleton, Chaos Asp, Chaos Sky

Directly in front of you is a breakable wall that leads to a heal point and a save point. Continue west around the cave and through the gate into the next room. On the west wall is a gate that leads to a treasure chest containing a Delicious Cake and 300 Gold. Go through the south gate into the next room. The west gate leads to a chest containing a Shepherd's Cane for Lestor. The gate on the north wall next to the save point leads to a chest containing a Holy Water, Phoenix Egg, and Magic Pumpkin. The gate on the east wall leads to a Colorless Elixir, and the south wall in front of the chest is breakable. Behind there is a chest containing a Blue Sword for Rothgar. Save and go through the door to the boss room.

Boss Fight: Chaos Sky

HP: 3200
MP: 999
STR: 100
AGI: 140
MAG: 30
INT: 100
LUCK: 100
Race: Almighty
Gold: 600

Battle Skills

Slow
Anti-Death

Abilities

Enrage
Skill
Attack Power Up
Level: 1
Effect: None
50 Points
Cost: 30

Outrage
Skill
HP Damage
Level: 2
Effect: None
80 Points
Cost: 30

Holy Rain
Magic
HP Damage
Level: 2
Effect: None
100 Points
Cost: 40

Guardian Force
Magic
Magic Defense Up
Level: 1
Effect: None
30 Points
Cost: 20

Magnetic Storm
Magic
HP Damage
Level: 1
Effect: Slow
130 Points
Cost: 50

Treasure: Ring of Minerva, Delicious Cake

The first thing to do is to have Lestor cast Amplify on the party, increasing your magic attack power. Don't waste your time with Disarm, as Chaos Sky has Enrage which will restore his physical attack to normal anyway. Instead of Neutron Blade, have Ariel use Light Blade. While Neutron Blade is effective against multiple targets, Light Blade is still her most effective spell against Chaos boss enemies. If you're using Chanticleer, occasionally take a break from using White Thunder and cast Permafrost in the hopes of slowing Chaos Sky. Or, if you're using Akela, try using Arrow Rain once in a while in the hopes of stopping him. With slow or stop on him and the party Amplified, Chaos Sky should go down very easily.

Before leaving the tunnel through the Lake Countryside exit, escape back to the Northland and return to the tunnel between the Northland and the Prairie. Return to the hidden room with the sign and examine it. The sign asks you which of the given works of literature has the most references out of the six characters in the party. The choices are Beowulf, The Canterbury Tales, The Jungle Books, and The Tempest.

Rothgar is a reference to Hrothgar, the king in Beowulf. Ariel is a reference to the wind spirit Ariel in The Tempest. Lestor is not a reference to anything. Chanticleer is a reference to a chicken in the Nun's Priest's Tale in the Canterbury Tales. However, both Jacala and Akela are references to characters from The Jungle Books. Jacala was the crocodile and Akela was the leader of the wolf pack. Select the Jungle Books and you are rewarded with the Angelic Paper.

Leave the tunnel and return to the Northland. Return to the tunnel between the Northland and the Lake and exit through the door to the Lake. You get the option to quick jump to Sant'Arte. If you say yes you'll be transported there automatically. If not, you have to walk. Choose an option, but either way, end up in Sant'Arte.

-------------------------

C022

Sant'Arte, Part 2

Items: Archives Book
Enemies: None

Before doing anything else, you now have both the Emblem of Valour and the Angelic Paper. Clear out two spots in Rothgar's inventory for new items and go to the Academy. Talk to the girl in the black dress to trade your Angelic Paper for a Shroud Crystal. This item lowers enemy encounter rates and has infinite uses. Next, talk to the Lestor look-alike in the pink robes to trade your Emblem of Valour for a Holy Armor, the best armor in the game. It can be equipped on Rothgar, Chanticleer, Jacala, or Akela, so give it to whoever could use it the most. Leave the Academy and go to the Archives building.

After the scene you receive the Archives Book and new directions. Leave Sant'Arte and escape from the Passage to return to the main part of Lake Countryside. Make your way to the Ancient Ruins and then turn west. South of the hill where Zenith sits is a green cave with vines in the opening. Enter the cave.

-------------------------

C023

Abandoned Cave

Items: Reptilian Mace, Medicinal Herb, Red Sword, Bestial Axe, Avian Blade, Cave Key, Cave Key, Cave Key
Enemies: Wind Spirit, Animated Corpse, Treant, Cave Troll, Emerald Dragon

Enter the first door on the west side to find a chest with a Reptilian Mace for Jacala inside. Proceed further into the cave and enter the door on the east side. Follow the path to the monument. This is similar to Odin's Tower, only this time you have to defeat an enemy party to obtain a key to a door. Examine the monument to battle a party of two Animated Corpses and a Treant. Use Chanticleer's Level: 2 spells or Lestor's Fault Line to take them out in one or two hits. Use your Cave Key to unlock the south door. The east wall next to the locked door is breakable and leads to a heal point and save point. Go through the west door to reach another monument. Examine it to fight a party of three Treants. Again, use Level: 2 magic to kill them quickly, but be careful. Three Treants can sometimes cast three Fault Lines, which may be enough to kill the whole party in one turn. Defeat them and obtain the next Cave Key and use it to unlock the door.

Now it's time to take a quick detour. Just before you reach the west door there's a breakable wall on the east side. Follow that passage and examine the gravestone to obtain the Medicinal Herb, an item the Rito Aeris character in Eaneth was searching for. Go downstairs. Go through the door and into the next room. Despite the design of the doors in this room, there are no boss enemies. Instead, whichever mask you got in Odin's Tower will unlock one of the doors in this room. You can only unlock one in any given playthrough. Unlock the door that corresponds to the mask you have and examine the stone in the room to obtain a new skill set for the party. The skill set is different for each mask. Go back upstairs.

Back in the hallway, go through the west door to reach the third monument. Examine it to fight a party of two Cave Trolls. Use your Level: 2 magic spells to take them out and obtain the third Cave Key. Use that to unlock the next door. Go through the east door to find a chest containing a Red Sword for Ariel. Go downstairs.

The path here is straightforward, so follow it until you reach a door on the west wall. Inside is a chest containing a Bestial Axe for Akela. Continue onward until you reach a door on the east wall. Inside is a chest containing an Avian Blade for Chanticleer. On the west wall is a gate leading to a heal point and a save point. Use them and open the door to the boss room.

Boss Fight: Emerald Dragon

HP: 3500
MP: 999
STR: 140
AGI: 160
MAG: 20
INT: 90
LUCK: 50
Race: Dragon
Gold: 800

Battle Skills

Drain MP
Anti-Critical

Abilities

Torch
Magic
HP Damage
Level: 2
Effect: None
120 Points
Cost: 30

Flare Shield
Magic
Magic Defense Up
Level: 1
Effect: None
50 Points
Cost: 30

Flare Sword
Magic
Attack Power Up
Level: 1
Effect: None
50 Points
Cost: 30

Dust Tornado
Magic
Magic Defense Down
Level: 2
Effect: None
50 Points
Cost: 20

Venom Fang
Skill
HP Damage
Level: 1
Effect: Poison
30 Points
Cost: 20

Ember
Magic
HP Damage
Level: 1
Effect: None
200 Points
Cost: 40

Treasure: Antibiotic, Dragon Cuts, Ring of Gabriel

Since the Emerald Dragon is not a Chaos enemy, Ariel's Light Blade will be less effective. Have Lestor Amplify the party or use his "mask"-given skills and keep the team on the offensive. If Chanticleer or Akela can stop him with White Thunder or Arrow Rain, or if Jacala or Ariel can slow him with Torrent or Frost Blade, you'll have a fairly easy fight on your hands. Approach this battle like the past ones and you'll be fine.

When you defeat the Emerald Dragon exit the cave. Head northeast on the Secluded Island until you reach Oberkotter's Hut. Enter it.

-------------------------

C024

Oberkotter's Hut

Items: None
Enemies: None

Enter the secluded house and speak to the man inside. After the event there's nothing left to do, so leave the Hut, go back to the Abandoned Cave, and escape back to Lake Countryside. The party decides to return to Zenith to check up on things. Head north to the town and enter.

-------------------------

C025

Zenith, Part 2

Items: None
Enemies: Chaos Death

Boss Fight: Chaos Death

HP: 4000
MP: 999
STR: 150
AGI: 180
MAG: 30
INT: 100
LUCK: 100
Race: Almighty
Gold: 1000

Battle Skills

Drain HP
Anti-Bad Status

Abilities

Summon: Death
Magic
HP Damage
Level: 2
Effect: None
160 Points
Cost: 50

Blood Rain
Magic
Magic Defense Down
Level: 2
Effect: None
50 Points
Cost: 40

Dark Pact
Magic
HP Damage
Level: 2
Effect: Poison
150 Points
Cost: 40

Blood Seal
Magic
HP Damage
Level: 1
Effect: Poison
200 Points
Cost: 50

Energize
Magic
Attack Power Up
Level: 1
Effect: None
60 Points
Cost: 50

Treasure: Ring of Juno, Delicious Cake

When you enter Zenith you are thrown into a boss fight with Chaos Death. There's no hope of slowing or stopping Chaos Death as he's immune to bad status. As usual, have Lestor work his clerical magic on the party and then assault Chaos Death with Level: 2 magic or strong Level: 1 magic. Beware, however, as Blood Seal will do enormous damage, nearly killing a character in one hit. Be watchful of your HP as well as your MP, and don't be afraid to use your big healing items if need be. A good strategy to employ here, which is made easier if you obtained the "Mask of Lif" skill set, is to try to eliminate his MP, which will render him almost harmless. If you don't have the Mask of Lif skill set, you can use Rothgar's Magic Sword and Jacala's Crush Force and Delay Crush skills to do the trick. Without MP Chaos Death cannot use his strongest spells and must resort to physical force, which Lestor can Disarm away. Once it's clear he's out of MP (doing physical attacks and defense only), have Ariel pepper him with Light Blades to finish him off.

The next order of business is to go see the king in Sant'Arte, but before going back there we should finish up the side events and reap the rest of the prizes. To do this, we need to go back to Eaneth. Head on over there.

-------------------------

C026

Eaneth, Part 2

Items: Amethyst, Ancient Crown
Enemies: Orc, Arachnid, Undead Soldier, Whisp, Gargoyle, Flare Snake, Lava Slime, Cave Bat, Snow Ant, Poltergeist, Animated Corpse, Wind Spirit, Treant, Cave Troll

The first order of business is to find the Rito Aeris over by the mayor's house and talk to him. He'll respond to your Medicinal Herb and trade you an Amethyst for it. In this case and this case only, you do not need to clear space for the Amethyst as it is a treasure item. Agree to the trade. Then, when you're ready to fight a whole bunch of battles, head on over to the Training Center.

Talk to the Trainer and agree to try the Beginner level. At this stage in the game, the Beginner level is a joke. Your first match is against an Arachnid and an Orc. Take them out easily with one hit each to advance. You are then matched up against an Undead Soldier, Whisp, and a Gargoyle. Again, these enemies are all very weak in comparison to your party, so eliminate them quickly to move on. The last round of the Beginner level pits you against a Gargoyle, Flare Snake, and two Whisps. Kill them all with ease to advance to the Intermediate level.

Save your progress before continuing (though there's virtually no chance of dying yet) and then talk to the trainer again to try the Intermediate level. Again, at this stage of the game, the battles are very easy. The first battle is against a Flare Snake, a Gargoyle, and a Lava Slime. Take them all out to continue. The next battle is against a Flare Snake, a Cave Bat, a Snow Ant, and a Lava Slime. The Cave Bats are no longer dangerous, and at this point the Snow Ant should go down very easily too. Defeat them all to continue. The last round is against two Poltergeists, a Flare Snake, and a Snow Ant. Take them all out to clear the Intermediate level.

Save again and talk to the trainer once more to try the Expert level. The Expert level has the most recent enemies and would be suicide to attempt at any time before your official return to Lake Countryside. However, at this point you should still have little trouble clearing the level. The first round is against an Animated Corpse, Snow Ant, Poltergeist, and Wind Spirit. The two most recent enemies will probably withstand the first hit, but they should still fall before getting a turn. Eliminate them all to move on. The next battle is against a Treant, an Animated Corpse, and two Wind Spirits. Again, it may take two hits to defeat each enemy, but as long as you have Lestor's Fault Line and Ariel's Neutron Blade you should be able to clear them out before they get a turn. The Treant may be able to attack before you, depending on your level, and will probably cast Fault Line, so watch out. Defeat them to reach the final round. The battle is against two Cave Trolls, a Treant, and a Wind Spirit. All the same advice applies, so defeat them and claim the Ancient Crown for your own. You deserve it!

We're done here in Eaneth, so go to Sant'Arte like you were instructed and enter the castle. Go to the king's room and speak to him. He doesn't tell you much, but he does give you new directions; to the Cavern outside of Eaneth. Before we get going, however, we should cash in our last two supplies for the prizes. Make sure Rothgar has three spots open (you can actually toss the Blue Sword since he's going to get a better one) and head over to the Academy. Talk to the man in the green tunic to exchange your Amethyst for a Holy Shield, the best shield in the game. Either Rothgar or Ariel can use it, so give it to one of them. Talk to the green-haired girl to exchange your Ancient Crown for Thor's Crest, the best accessory in the game. Lestor cannot equip it due to RPG Maker 3's limitations, but any other character can make use of it. Finally, talk to the professor and accept the token of his gratitude, Hrunting. This is Rothgar's best weapon.

Leave Sant'Arte and go to the Cavern.

-------------------------

C027

Cavern, Part 2

Items: None
Enemies: Cave Spirit, Cave Guardian, Chaos Snow

Make your way through the Cavern again, all the way to the room where you fought Chaos Moon. Speak to the man standing in the middle of the room to trigger the next event. The event ends with a boss battle.

Boss Fight: Chaos Snow

HP: 4300
MP: 999
STR: 160
AGI: 160
MAG: 40
INT: 100
LUCK: 100
Race: Almighty
Gold: 1200

Battle Skills

Slow
Anti-Bad Status

Abilities

Frost
Magic
Attack Power Down
Level: 2
Effect: None
50 Points
Cost: 40

Permafrost
Magic
HP Damage
Level: 2
Effect: None
180 Points
Cost: 60

Freeze Blade
Magic
HP Damage
Level: 1
Effect: Slow
220 Points
Cost: 60

Snow Seal
Magic
Attack Power Up
Level: 1
Effect: None
50 Points
Cost: 40

Frozen Rain
Magic
Magic Defense Down
Level: 2
Effect: None
50 Points
Cost: 40

Treasure: Ring of Venus

As with Chaos Death, try to deplete his MP if possible, and he'll fall much easier. Essentially you can and should use the exact same strategy you used with Chaos Death. In doing so, Chaos Snow should die without much trouble. The event after the battle tells you to go to Bael, which is north of the tunnel #3 in the Northland. Go back through the tunnel to the Northland and head north to the town. Enter Bael.

-------------------------

C028

Bael

Items: None
Enemies: None

The scene that takes place upon entering indicates that when you are ready to enter the Between Lands, you will not be able to leave until you complete the game. Therefore, you must take this opportunity to do anything else that you want to do before finishing the game, as it is a one-way road from here. After the scene you are asked to choose which character you will include in the final fighting party that will battle Loki. Make your choice and speak to the Guardian again when you are ready. It is not critical to stock up on items before going to the Between Lands, as Loki's Fortress has many of the items you need inside it. However, you should have some items in your inventory. Go to the Between Lands.

-------------------------

C029

Between Lands

Items: None
Enemies: Chaos Bat, Chaos Sapling, Chaos Raptor, Chaos Serpent

The Between Lands is a very large map, but there is nothing to find except the big white tower directly in front of you. Explore all you want and fight the enemies, but when you're ready to progress enter Loki's Fortress.

-------------------------

C030

Loki's Fortress

Items: Taiaha, Gungnir, Excalibur, Mjolnir, Naegling, Ono, Colorless Elixir, Colorless Elixir, Colorless Elixir, Colorless Elixir, Holy Water, Holy Water, Holy Water, Holy Water, Phoenix Egg, Phoenix Egg, Phoenix Egg, Phoenix Egg, Magic Pumpkin, Magic Pumpkin, Magic Pumpkin, Magic Pumpkin, Delicious Cake, Delicious Cake, Delicious Cake, Delicious Cake, Mystic Pastry, Mystic Pastry, Mystic Pastry, Mystic Pastry, Dragon Cuts, Dragon Cuts, Dragon Cuts, Dragon Cuts
Enemies: Stone Statue, Wooden Statue, Fenrir, Loki

Enter the doors on the left and the right to obtain new weapons for all party members: the Taiaha for Lestor, the Gungnir for Chanticleer, Excalibur for Rothgar (unless you have Hrunting), the Mjolnir for Jacala, Naegling for Ariel, and the Ono for Akela. Once you've upgraded your weapons, examine the stone statue to initiate a mini-boss battle. Have Lestor cast Blockade (and Amplify if the fight lasts long enough) on the party and then treat the fight like a regular battle. Beware, however, of Multi-Strike, as it can do a massive amount of damage to the whole party. Go through the door when he's defeated and break both the east and west walls just before the stairs to find a save point and a heal point, respectively. Go up the stairs.

Go through the north door to find a chest containing four Colorless Elixirs. The west door leads to a room with a chest containing four Holy Waters. Go through the south door and then the next door to enter another large room. Before getting more treasures, examine the wooden statue to fight against it. This way, if you use up some items here you'll have more room to fit the new ones. The Wooden Statue is very similar to the Stone Statue, so use the same strategy to defeat it. Be mindful of your item usage, however, though you shouldn't need to use many. Go through the east door for a chest with four Magic Pumpkins and the west door for four Phoenix Eggs. If you're running out of space, you can consider trashing the Magic Orb and the Shroud Crystal, as they're no longer necessary. Go through the door the statue was guarding and up the stairs.

You are confronted with three doors. Go through the one directly in front of you to find a chest holding four Delicious Cakes. The door on the west side has a chest containing four Mystic Pastries. Go through the east door and follow the hall around to the north side. Go through the door and encounter Fenrir, the easiest of the three mini-bosses. Fenrir is an Almighty-type, which leaves him prone to Ariel's Light Blade. Make quick work of the demon wolf and go through the door. Ascend the stairs.

Go through the west door to find a chest containing four Dragon Cuts. Be very careful with ironing out exactly what items you're bringing to the boss fight. You don't want to underestimate the value of magic recovery items, but you also want to make sure you have a large number of health recovery items as well. Go through the east door and go east when the path splits. Save your game for the last time at the save point, and ascend the stairs. Take a deep breath, collect yourself, and open the door to the boss room.

Final Boss: Loki

HP: 5000
MP: 999
STR: 240
AGI: 210
MAG: 60
INT: 100
LUCK: 100
Race: Almighty
Gold: 0

Battle Skills

Drain HP
Drain MP

Abilities

White Thunder
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 60

Blood Rain
Magic
Magic Defense Down
Level: 2
Effect: None
60 Points
Cost: 40

Disarm
Magic
Attack Power Down
Level: 2
Effect: None
60 Points
Cost: 40

War Song
Magic
Attack Power Up
Level: 1
Effect: None
60 Points
Cost: 40

Guardian Force
Magic
Magic Defense Up
Level: 1
Effect: None
60 Points
Cost: 40

Dark Pact
Magic
HP Damage
Level: 2
Effect: Poison
160 Points
Cost: 50

Summon: Fire
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

Summon: Ice
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

Summon: Earth
Magic
HP Damage
Level: 1
Effect: None
250 Points
Cost: 70

Summon: Ray
Magic
HP Damage
Level: 2
Effect: None
220 Points
Cost: 70

Summon: Death
Magic
HP Damage
Level: 2
Effect: None
200 Points
Cost: 50

Barrier
Magic
Physical Defense Up
Level: 1
Effect: None
60 Points
Cost: 40

Shatter
Magic
Physical Defense Down
Level: 2
Effect: None
60 Points
Cost: 40

Sandstorm
Magic
Speed Down
Level: 2
Effect: None
40 Points
Cost: 30

Boost
Magic
Speed Up
Level: 1
Effect: None
40 Points
Cost: 30

Moon's Tear
Magic
HP Damage
Level: 1
Effect: None
270 Points
Cost: 80

Depending on which character and which skill set you bring to the final battle, you may find Loki to be fairly easy. Jacala's heal spells are an enormous advantage, as is the Mask of Lif skill set. The typical strategy of eliminating his MP first is a good one, as Loki relies heavily on his vast arsenal of magic spells. Moon's Tear can potentially kill a character in one hit, and his Level: 2 skills aren't much nicer. As usual, have Lestor enhance the party's magic defense with Barricade and the magic attack with Amplify, and utilize your mask-given skills as much as you can. Keep in mind that Loki himself is an Almighty-type, so Light Blade is a great attack choice for most of the battle. A key point in this battle is to recover whenever you take damage. All it takes is two attacks from Loki to kill a member, and if they're both Level: 2 attacks then you may be facing a party wipeout. Heal big and heal often. Hold nothing back - there is no additional fight. Keep Lestor alive at all costs, or Jacala if you're using him, as they have revival spells and don't need to rely on Magic Pumpkins.

When you do defeat Loki, watch the ending storytellers and congratulate yourself for completing the game!