


		T		H		E

	PPPPP	  OOO	 RRRRR	 TTTTTTT    AAA	   L
	P    P	 O   O	 R    R     T	   A   A   L
	P    P	O     O	 R    R     T	  A     A  L
	PPPPP	O     O	 RRRR       T	  AAAAAAA  L
	P	O     O	 R   R      T	  A     A  L
	P	 O   O	 R    R     T	  A     A  L
	P	  OOO	 R    R     T	  A     A  LLLLLL


	O	F		D	O	O	M

     
                       -Strategy Guide-

             ***********************************
             *****                         *****
             *****   UNDER  CONSTRUCTION   *****
             *****                         *****
             ***********************************


///////////////////////
// TABLE OF CONTENTS //
///////////////////////

To skip to a specific section of this guide, just hit 'Ctrl'+'F' and type in the code on the right:

ORIGIN OF THE STORY...............orgn

WALKTHROUGH:
PROLOGUE..........................wpro
CHAPTER 1.........................wch1
CHAPTER 2.........................wch2
CHAPTER 3.........................wch3
CHAPTER 4.........................wch4
CHAPTER 5.........................wch5

BOSS STRATAGIES...................bsst

RARE ITEM LOCATIONS:
TALISMANS.........................tlsm
SPELLBOOKS........................splb
GREEN FAIRIES.....................fary
DRAKKONITE SPELLBOOKS.............drkt
LEVIATHAN QUEST...................levt

PUZZLE SOLUTIONS..................puzl



/////////////////////////
// ORIGIN OF THE STORY //	(orgn)
/////////////////////////

 I won the ebay auction for RPG Maker and my roommate at the time, Travis Skowronski, and I started brainstorming about the game we would make. One of the first things we needed to get decided was whether the game would be set in the past or the future (not realizing yet that RPG Maker had little to offer for futuristic stuff). After thinking about this for awhile, I came up with the idea to make it have the past AND the future. The idea was to pit the two sides against one another: futuristic technology versus powerful magic users.
 Originally, there were going to be a pair of sister games: Portal of Hope, and Portal of Doom. Both games were going to tell the same story, but from different points of view. Travis was going to make the Portal of Hope which would follow the struggle of the Red Scourge as they tried to stop GASP from taking over the past world. The main characters were going to be Xavier and his team. As I got rolling on my game, I slowly began to realize that Travis would not be making his game. I was a good ways into my game before I finally realized this, so early in the game there are some things that I left to be explained in the Portal of Hope. Maybe someday, I'll get around to making the Portal of Hope myself.
 Also worth noting is that I planned to make a dumb little game just to get the feel for the RPG Maker before going on to make the Portal of Doom. This little game was the large area outside of Ato Fort #3 as well as the Underworld where Darkside lives. This little game eventually turned into the beggining of the Portal of Doom and the Force of Nature in it became a major part of the plot.



/////////////////
// WALKTHROUGH //
/////////////////


****************
*** PROLOGUE ***	(wpro)
****************

 ** OUTSIDE ATO FORT #3 **
 When the game begins, talk to Leon to have him join you. The area around you now is very wide open. To the N is Ato Fort #3, to the E is the Information Center, in the NE is the enterance to the Underworld, and just E of the Info Center is a fairy fountain where you can heal and save at any time. There are several treasure chests in the area and the enemies here are easy to defeat. After leveling up a couple times, the enemies here will hardly even hurt you.
 Raedon is standing near the enterance to the underworld. After talking to him, he tells you to get rid of the ghost haunting the Info Center (you can also do this without talking to him first). You should be at least level 5 or 6 before fighting the ghost. Don't miss the treasures in the N part of the glen where the Info Center is. Also, be sure to check around in the Info Center. This is an in-game instruction booklet and you are bound to get some useful information and at least one useful item inside.
 Swing by the fairy fountain again to heal up, then go back and talk to Raedon and he will join your party. Step on the tile behind him to enter the Underworld. 
 
 ** THE UNDERWORLD **
 The enemies here are only slightly tougher, with the exception of the Blue Dryads who can create some problems. Again, there are several chests lying around as well as a heal fairy and a save fairy. There is a large amount of Silver in the SE that Sarina decides they should leave where it is for now. There is a chamber N of this treasure room that belongs to Darkside, the Force of Nature. Before you can get inside you must light the three fires that have gone out (see "Puzzle Solutions"). After talking to him, Darkside will send transport you to the Terron Mountains to find his Mox Emerald.

 ** VEIETTE AND SURROUNDINGS **
 After the camp scene, you will have a brief trek through the Terron Mountains before reaching the town of Veiette. The bats in the mountains will poison you so hopefuly you've found some Antivenom already. If not, the bats often drop Antivenom. Even if you are completely out, the town is nearby so you should be fine.
 Get yourself stocked up on some medicines and buy new weapons and/or armor from the shops. The magic shop has new spells for you (see RARE ITEM LOCATIONS for spellbook and talisman locations). Having Sarina learn Blaze will make the next area much easier.
 Talk to the people around town to learn about the Mox, and then talk to the Suspicious Guy to learn of the Thieves' Camp to the N of town.

 ** THEIVES' CAMP **
 The tundra between Veiette and the camp is the first tough combat you'll face. You may need to retreat to the inn if you are getting overwhelmed. If you feel your levels are too low, this is an excellent spot to get some Experience and Silver to improve your weapons and armor. This area will be much easier if you have Sarina learn Blaze from the magic shop. Once you clear the tundra, you will be in the camp. You must defeat all of the the theives outside before you can get in the Boss's Hideout. Once inside the Boss's hideout you must fight him and then fight Nightshade, the Force of Winter. Defeat them both then open the chest on the right that holds the Mox Emerald.

 ** BACK TO THE UNDERWORLD **
 Go back through Veiette and buy supplies with the Silver you've earned. Head S from Veiette across the plains. There is a travelling merchant selling a cheaper version of Antivenom when you enter the plains, stock up here because there are lots of poisonous creatures here. Once again, you will find Blaze to be a valuable spell as it will tear through the Hornets you encounter.
 Head SE across the plains and you will be back outside Ato Fort #3. Go back to the tile that transports you to the underworld. You will get healed and Darkside will join you in your plot to kill the commanding officer of Ato Fort #3. Once Darkside joins you, go to the fort's gate.

 ** ATO FORT #3 **
 Once Darkside destroys the gate, you can enter the fort. See PUZZLE SOLUTIONS to get the gates open and enter the dining area. You can buy some items from Dirty Guy here if you need to. Proceed to the back hallway and head up the stairs (the doors to the left and right are locked and cannot be opened at this point in the game). The next floor has a fairy fountain S of the stairs. Once you heal here, head up the stairs to the maze of hallways. The correct hallway can be determined simply by talking to the knights. Use the passage behind the door as a shortcut back to the fairy fountain and get healed before heading up to see General Voldar. Once healed, head up the stairs to fight General Voldar. This is a tough fight, so if you have trouble check out BOSS STRATAGIES. Once defeated, the General flees and then a portal opens in the sky. As you exit the fort, you will get into a brief skirmish with the group that emerges form the portal. This is a short fight that cannot be won, so don't get too concerned.


***************
** CHAPTER 1 **		(wch1)
***************

 ** PAGALLO AND SURROUNDINGS **
 Once you leave the Pagallo Inn, head W to get Darkside to rejoin your group. Then go back to Pagallo and buy any supplies needed. If you have a Spellbook and at least two Talismans, stop in the magic shop. Getting Starcrash for Darkside is strongly reccomended, as it will remain one of his most useful spells for a very long time. Once you're done in town, head E to a fork in the road. Your next destination is Bordagon Castle, but there are two ways to reach it: difficult fighting in the mountains, or a longer path through the plains with much easier fighting.
 The path through the plains takes you ESE and then turns N. The enemies here are not much different than the ones encountered on the plains in the Prologue. Again, Blaze is a useful spell here, and Starcrash will decimate enemy forces. If you choose this route, make sure you bring a decent supply of Antivenom for the trip.
 The path through the mountains if much more difficult, but the rewards are also much better. In addition to more Silver and Experience, there are some good treasures to be found here as well. There is a green fairy, a Talisman, a Spellbook, and an Eye of Leviathan (if you missed the one in the Prologue) to be found in these mountains (see RARE ITEMS). The enemies here are quite strong, and you will probably want to retreat to the Inn a couple of times to gain a level and to get money for better equipment. Starcrach gives you a huge advantage here, be sure to save it for the right times or Darkside won't have enough magic when he really needs it. In the lower mountains, the Mountain Wolves are the most dangerous since they often use charge attacks to deal massive damage. Once you reach the mountain peaks, watch out for the Griffins because they get two attacks each turn. This becomes especially dangerous when you run into four of them at once. Near the exit, you may run into the Boss Troll who is actually quite easy to take down.
 You will likely come across the Cave of Trials near the base of the Cragile mountains. This is the enterance to a very-high-risk / very-high-reward sidequest. You are far too weak to complete this the first time you enter the mountains, I reccommend waiting until you've cleared the Dragons' Cave. Also, if you plan on undertaking this difficult sidequest, do not use anymore Focus Stones unless you absolutely have no other choice. You will need lots of them for this quest since there is nowhere to heal or save until just before the boss at the end of the sidequest. Even while you are working on this sidequest, use magic and the Focus Stones sparingly because you will need to use a TON of magic to take down the boss at the end. Just keep in mind that the rewards at the end of this sidequest will allow you to breeze through battles for almost the entire game.

 ** BORGDAGON CASTLE ** 
 Inside the castle, you can do some shopping (I reccommend stocking up on Medicine for the next dungeon), and get some useful information. After you talk to King Norwell, make sure you go to the treasure vault (W side of the upper walkway in the castle) and pick up the Dragon Guards. Without these you will not get very far in the next dungeon. When you're done in the castle, leave and head E into the Wastelands.

 ** IDOR AND SURROUNDINGS **
 Before you reach Idor, you must cross the Wastelands. The Wastelands are the first place in the game where you will encounter Dark monsters. All Dark monsters are weak against Winter magic and are immune to Flame and Thunder magic. Also, every Dark monster in the game knows a spell called "Dark Embrace" which causes instant death, so don't toy around with Dark monsters. There are also a few fairies around a lava pool if you need them.
 You will quickly discover that your Silver is no good in Idor. The people in Idor use Dark Matter for currency. You obtain Dark Matter when you defeat Dark monsters. The people in the tavern here have some useful information for you, but charge a piece of Dark Matter before they'll talk. In the item shop, the old man can create a Focus Stone for you from three pieces of Dark Matter. Note that this is the only place in the game you can "buy" Focus Stones, and if you plan on completing the Hall of Wonders sidequest you should put all your Dark Matter towards getting more Focus Stones. The Blacksmith here requires the Dark Ember in the Dragons' Cave, and will upgrade one weapon for you. To do this, choose the weapon from his list, then go into the item menu and "Use" it. Once you're stocked up, head back to the Dragons' Cave.

 ** DRAGONS' CAVE **
 This is a very challenging dungeon, so come prepared. Also, be certain that every character has equipped a Dragon Guard or you won't last long in here. If you missed the Dragon Guards, return to Bordagon Castle and get them. Try to conserve magic whenever possible in this dungeon, because you don't want to runout when you really need it.
 At first you will only encounter the Dragonkeepers and Dragon Larva. The Dragonkeepers are not true dragons and are not weak against Winter like the rest of the Dragons here.




***************
** CHAPTER 2 **		(wch2)
***************




/////////////////////
// BOSS STRATAGIES //	(bsst)
/////////////////////

*** BIG SPOOKUM ***

200 LIFE / weak vs Flame

If Sarina has learned Superflare this will be a short fight. Just keep hitting him with Superflare and he will fall in short order. If Sarina has not learned Superflare, have her use Flare while Leon attacks. Have Leon use Medicine as needed.


*** BOSS THIEF ***

400 LIFE 

This guy can hit kind of hard, but is still not overly difficult. Have Sarina use spells against him, and use Leon to attack. Raedon will keep your LIFE totals up, and if neccesary Leon can use medicines to provide additional help.


*** NIGHTSHADE & BOSS THIEF ***

Nightshade: 700 LIFE / weak vs Flame
Boss Thief: 200 LIFE

The Boss Thief does not pose much of a threat in this battle. If you want to, you can have Sarina use Blaze the first two turns and have Leon attack the Boss thief the first two turns. This will get himout of the way quickly, but he is not your real problem this time around. Just focus on nailing Nightshade with Superflares and you'll finish him off. Make sure you still have some Move Agains with you for when he freezes your party members. Leon can attack Nightshade or use Medicines to help heal if LIFE totals are getting low.


*** GENERAL VOLDAR (@ Ato Fort #3) ***

1000 LIFE / immune to Flame and Thunder

This fight can be quite difficult if your levels aren't higher than 15, it can still be won, but it'll take more effort. Although he rarely uses it, Voldar knows Superslash which can be a devastating blow to your party even if you've been keeping your LIFE totals up. The roles of each party member should be as follows:
Have Sarina constantly using Superfrost, every single turn. 
If Leon knows Rage, have him use this at the start of the fight. Once he's used Rage a few times, he can restore magic points with focus stones as needed, and if everyone's magic is okay have him attack.
Have Darkside use Superrunic every turn (or Runic, if he hasn't learned Superrunic).
On the first turn, you may wish to have Raedon use Force Shield on a party member to provide a little extra defense, but after that, I reccommend using Team Superheal every turn. Yes, this eats up a ton of magic, but skipping it even once can leave you in a very vulnerable position.


*** BOSS TROLL ***

500 LIFE

Hardly even a boss fight. Just hit him with your strongest stuff and he'll go down easy.


*** BLACK DRAGON ***

2200 LIFE / weak vs Winter




*** GENERAL VOLDAR (@ Ato Fort #4) ***

2000 LIFE

General Voldar is accompanied by a pair of Ato Knights this time. Get rid of these two as quickly as possible, Voldar is tough enough on his own this time.


*** QUEEN ATTERCOPs ***

1700 LIFE / weak vs Flame




*** SUBCOMMANDERs ***

1000 LIFE 




*** DEFENSE SYSTEM ***

1500 LIFE / weak vs Thunder




*** COMMANDER ***

3000 LIFE / immune to Thunder

This fight can be quite difficult.


*** NIGHTSHADE (Outside Fort #3) ***

4000 LIFE / weak vs Flame; immune to Winter

Despite his high LIFE total, this fight is not overly dificult. Have Sarina keep using Megaflare against him, and use Raedon to make sure she stays alive. Darkside can use Superrunic to speed up the process and Leon can use Rage to build up his attack power if you want his help. Occasionaly Nightshade will use Megafrost against you which can easily kill with one blow, so be ready.


*** DOOMHAMMER (Outside Fort #3) ***

9999 LIFE / weak vs Thunder; immune to Flame and Nature

Just stay alive for a few turns and the fight will be interrupted.


*** GENERAL VOLDAR (@ Dwarf Cave) ***

2500 LIFE

General Voldar is accompanied by three Ato Knights this time, take care of these guys first.


*** GORU NOVA ***

 1155 LIFE
(900 LIFE after first fight)




*** THE DAMNED ***

2000 LIFE




*** LICH (x 4) ***

1500 LIFE / weak vs Flame
2500 LIFE / weak vs Flame




*** LICH ***

6200 LIFE / weak vs Flame




*** GUARDIANs ***

4000 LIFE / weak vs Winter

The first time you face the Guardians of Atemay Tower, you will lose the fight.


*** SOULCRUSHER ***

Soulcrusher: 9000 LIFE / weak vs Winter
L Essence:   600 LIFE
R Essence:   500 LIFE




*** NIGHTSHADE & DOOMHAMMER ***

Nightshade: 3000 LIFE / weak vs Flame
Doomhammer: 3000 LIFE / weak vs Thunder

This fight will not be too dificult now that you are in your Ultra forms. Hit them with the appropriate elemental spells and they will fall in short order.


*** GENERAL VOLDAR & COMMANDER PHAGE ***

General Voldar:  6000 LIFE
Commander Phage: 6000 LIFE




*** GENERAL VOLDAR (in powered suit) ***

9000 LIFE / weak vs Thunder




*** COMMANDER PHAGE (in powered suit) ***

9000 LIFE / weak vs Thunder




*** OBLIVION (1st fight) ***

7500 LIFE




*** OBLIVION (2nd fight) ***

8500 LIFE




*** OBLIVION (3rd fight) ***

9999 LIFE

It's the final battle of the game, don't hold anything back! In his third form, Oblivion has picked up some new tricks that can wreck havoc on your party: Death Fog and Lay Waste. Death Fog is a spell that targets all party members for death, so be certain that Sarina is eqipped with the Angel Charm if you have it. Since Death Fog almost always takes out a character or two, the Seraph Charm becomes invaluable in this fight. Make sure it is not equipped so that any chracter left standing can ressurect the whole party. Lay waste is a Special Attack that can deal more than 10000 damage to a character. There is no way to protect a character from this, so just get ready to bring them back to life. The good news is that you don't need to keep the party's health too high since Oblivion's real strength this time is instant-fatalities. The bad news is that he again likes to put up a Half Barrier and now he uses Regeneration which can heal 1500 LIFE for him! The best stratagey is to have your fastest character use a Memory Jar and then have everyone else nail him with high-damage spells/items. Of course he could knock out half your team before you even get to fight that turn and the Memory Jar will be wasted. It takes a little bit of luck to win this final battle. 



***(optional)*** 
*** MEWTHREE ***

4000 LIFE

This battle is the last thing standing between you and the best items in the game. Be warned, this fight is a marathon. You'll need several Focus Stones, a bunch of Supermedicines, and a few Soul Beacons to last through this fight. As with the rest of the Hall-of-Wonders sidequest, you're on your own figuring it out.

*** (optional)***
*** LEVIATHAN ***

1500 LIFE / immune to Nature, Flame, and Winter; strong vs Thunder

 Do not let this boss's low LIFE total decieve you - this is one of the most difficult fights in the game. First off, this fight is nearly impossible to win while in the Super form, so wait until you powerup to your Ultra forms. Thunder magic is the only kind that can hurt him, and even that only does 1/4 of its normal damage (1/8 once he puts up a barrier). There are two slightly different stratagies to use if you want to win this fight:
 STRATAGEY #1: If Raedon learned "True Powers" you can have him cast this every turn, and have Sarina use Ultravolt every turn. Leon and Darkside will be used to keep the party's LIFE up and to help anyone out who gets paralyzed during the fight. If the whole party's LIFE is low, take a turn to have Raedon use Team Mega Heal or Team Ultra Heal, and have Sarina restore some of her own MAGIC on this turn, since you won't neccesarily get max damage against the Leviathan.
 STRATAGEY #2: If Raedon does not know "True Powers" then he will be your healer. Start off by using any Vitamin X you may have on Leon, and if Leon knows "Rage!" have him use this on himself at least twice. Once Leon's attack has been boosted, you can switch into offensive mode. As above, have Sarina use Ultravolt on every turn. Have Leon attack every turn. Have Raedon keep everyone's LIFE up. Use Darkside for whatever else needs done: curing paralysis, additional LIFE boosts, MAGIC recovery when someone is running low, etc. Darkside is of little use offensively in this fight.





/////////////////////////
// RARE ITEM LOCATIONS //
/////////////////////////

*** TALISMANS ***	(tlsm)

Pro: 	Veitte Item Shop. Light lantern, chest appears.

Pro: 	Thief's Camp. After you get the Mox Emerald, a lantern is outside the hideout.
	Light the lantern then go down the steps by wood piles.

Pro:	Plains (Veitte - Fort #3). In West near Veitte.

Pro:	Ato Fort #3. Lantern is in SE corner of courtyard.

Pro:	Ato Fort #3. In maze of hallways, on the third hallway down, take the right 
	passage. Light the lantern, then go back and take the center passage. 

Ch1:	Pagallo. In Beth's house, light the lantern and take the stairs that appear.

Ch1:	Plains (Pagallo - Bordagon Castle). Check the brown shrub a good distance
	south of the castle near the circle of shrubs. Light the lantern that appears
	then step into the center of the circle of shrubs.

Ch1:	Cragile Mountains. Light the lantern, chest appears near Cave of Trials.

Ch1:	Bordagon Castle. Take the ladder from the storage room, use it to reach the 
	lantern by weapon/armor sellers. Use it again to reach the chest.

Ch1:	Wastelands. Cross the Griffin Cliffs to reach the chest.

Ch1:	Idor. Lantern is in NE corner of town, follow arrow due south.

Ch1:	Dragons' Cave. The lantern is between some nests on the top floor.

Ch1:	Dragons' Cave. Enter the hole the lava flow comes out of.

Ch2:	Ato Fort #4. Lantern is in SE corner of courtyard.

Ch2:	Attercop Forest. Lantern near northmost nest, chest appears by eastmost nest.

Ch2:	Rebel Base. Pay the guy 5000 Silver for it (he leaves if you say "No").

Ch3:	Attercop Forest. Lantern is in NW loop, chest is just past the Info Center.

Ch3:	Plains (Ato Fort #3 - Carletta). Chest is in NW corner.

Ch3:	Carletta. Check the well.

Ch3:	Between the path to the Diress Swamp and the path to the Grayvec Mountains.
	(Just south of Carletta).

Ch3:	Grayvec Mountains. In the second cave where the path splits, go right. Light
	the lantern, then go back and enter the new doorway that has appeared.

Ch3:	Grayvec Mountains. Pull the lever E of the Dwarves' Cave. Climb the ladder.

Ch3:	Lomoss Inn. Lantern in bedroom, chest behind counter.

Ch3:	Lomoss Death Pits. Guarded by skeletons that chase you.

Ch3:	Haltry. Inside one of the houses.

Ch3:	Plains (Haltry - Castle Ato). Lantern in SE of second screen.

Ch4:	Welz Island. Lantern in blue house, chest on dock.

Ch4:	Welz Island. By betting the maximum in the choose-a-chest game you have a high
	chance of winning a Talisman (you can only get one in this way).

Ch4:	On Welz island buy the weird food, then give it to the scriblet who found the
	baby. On Sodama island the baby's mother will give you the Talisman.

Ch4:	Sodama Item Shop. Light lantern, chest appears.

Ch4:	Artemay Tower. Lantern far right of exterior, chest to the left.

Ch4:	Elbulock Island. Lantern behind building, chest behind left banner inside.

Ch4:	Western Sea. Center of the circle of rocks NE of Kraken Reef.

Ch4:	Psychanite Island. Behind the cave.

Ch4:	Psychanite Cavern. Lantern down a dead-end towards the back, chest on opposite
	end of the long hall with the stairs.

Ch4:	Hermit's Cave (due east of Psychanite Island). Answer at least 4 questions right.



*** SPELLBOOKS ***	(splb)

Pro:	Veitte. Walk E along outside of southern fence.

Pro:	Plains (Veitte - Ato Fort #3). Check the only tree.

Pro:	Ato Fort #3. Set the four switches as (from far left): on, off, on, off. The 
	angel statue in the SW of the courtyard will be replaced by stairs.

Ch1:	Cragile Mountains. Buy explosives from Dirty Guy, use them to blow up the wall
	between the lanterns in the small cave in the mountains.

Ch1:	Bordagon Castle. Talk to Dirty Guy to get a key. Open the farthest left cell.
	Check a picture in the passageway that leads to the King's Quarters.

Ch1:	Dragons' Cave. Push a rock near the lava flow. Go into the whirlpool formed in
	the pool of lava.

Ch2:	Attercop Forest. Talk to Dirty Guy, then check the rock near where the path heads
	towards Ato Fort #4.

Ch3:	Grayvec Mountains. Push the rock near the switch east of the Dwarves' Cave. Climb
	the new ladder (above the ladder from the switch).

Ch3:	Diress Swamp. There are islands in the SW corner of the first two areas of swamp.
	Check the center of the small island, then go back down the stairs at the bigger 
	island.

Ch3:	Plains (Moross River - Haltry). Pay Dirty Guy, go to Grandmother's house.

Ch3:	Haltry. Pay Dirty Guy at the bar for a key. Use it to open the door one of the 
	locked houses.

Ch4:	Monkey Island (south of Welz). Pay Dirty Guy at Welz Inn, give bannanna to the
	white monkey.

Ch4:	Ghost Ship. If you see the Ghost Ship while at sea, you must approach it from 
	behind in order to board. Make sure to stay far away while you steer around the
	ship. Open the door once onboard the ship.

Ch4:	Sodama Desert. Pay Dirty Guy in Sodama for the directions.

Ch4:	Hermit's Cave (due east of Psychanite Island). Answer all 5 questions right.


*** GREEN FAIRIES ***		(fary)

Pro:	[LIFE  +5] Fairy Fountain east of the Info Center.

Pro:	[LIFE  +5] Plains (Veiette - Ato Fort #3). SW of NW screen.

Ch1:	[LIFE  +5] Plains (Pagallo - Bordagon Castle). NE corner of a screen?

Ch1:	[LIFE +10] Cragile Mountains. On one of the mountaintops.

Ch1:	[LIFE  +5] Wastelands. By the pool of lava towards the N of the W screen.

Ch1:	[LIFE +25] Hall of Wonders. In the treasure room.

Ch3:	[LIFE +10] Plains (Ato Fort #3 - Carletta). SE corner of SW screen.

Ch3:	[LIFE  +5] Diress Swamp. SW corner of Northernmost screen.

Ch3:	[LIFE +10] Plains (Haltry - Castle Ato). ???

Ch4:	[LIFE +10] Psychanite Island. Only if you tell man on Sodama island that green
		   fairies are your favorite.

Ch4:	[LIFE +10] Psychanite Cavern. Lower right part of the maze.

Ch4:	[LIFE +15] Sodama Desert. Somewhere in the desert.

Ch5:	[LIFE +10] Grayvec Mountains. In the hidden room that had a Talisman in Ch3.

Ch5:	[LIFE +25] Former Ato Fort #3. In the deepest chamber, near the Seraph Charm.


*** DRAKKONITE SPELLBOOKS ***		(drkt)

Ch1:	Bordagon Treasure Room. Open the last door, then check the back wall.

Ch2:	Attercop Forest. One of the spider nest holes drops you into a room. Flip the 
	switch by the exit, then cross the new bridge by where you fell in.

Ch3:	Carletta. Check the flowers that you are told not to step on, then check the back
	wall in the passage.

Ch4:	Psychanite Cavern. Check the wall at the dead end with two lanterns.

Go into Castle Ato in Chapter 5 and Wolfsong will find a book in the library that he can
use to read the Drakkonite Spellbooks and teach you the spells.


*** LEVIATHAN QUEST ***			(levt)

There are 3 phases to this quest:
1. Find 2 of the 5 "Eye of Leviathan" items.
2. Find the Leviathan's Altar.
3. Defeat the Leviathan.

Eyes of Leviathan can be found:
Pro:	Frozen Tundra. Check the group of blue flowers near the eastern edge.
Ch1:	Cragile Mountains. Check the first rock seen in the mountains. (If you found the
	one in the Prologue, this one will not be there).
Ch2:	Near Ato Fort #3. After you return to the past, check the flowers near the tree.
Ch3:	Lomoss Death Pits. When you cross the bridge deep underground, check the bones
	off to the right.
Ch4:	Sodama Desert. There is a group of dead bushes in the desert. Check them.

The Leviathtan's Altar is on the northern part of the far half of the sea in chapter 4.
Go into your inventory and "Use" the Eyes of Leviathan in front of the Altar. Enter the
opening and battle the Leviathan. If you lose, you must leave the island before trying to
defeat the Leviathan again. Once defeated, the Leviathan grants you the ability to carry
two weapons. See "BOSS STRATAGIES" for tips on defeating this difficult boss.



//////////////////////
// PUZZLE SOLUTIONS //		(puzl)
//////////////////////

*** UNDERWORLD ***

Hardly a puzzle, but it's in here anyways. In order to enter Darkside's chamber you must
light the 3 green flames. These are located: next to the green slime, in the treasure room
(which is in the SE part), and north of Darkside's chamber.


*** ATO FORT #3 ***

By talking to the knights in the courtyard, it is revealed that the switches (from far left
to far right) need to be: On, Off, Either, On.
To get through the maze of corridors upstairs, just talk to the knights in the halls.


*** CAVE OF TRIALS ***

You're on your own here. The rewards for completing this difficult sidequest are big enough
that it'll be worth the immense effort put into it. Completing this makes battles a breeze
for most of the game, but it will likely take a few hours to figure your way through this sidequest. Two pieces of advice: If you want to complete this, you need to save nearly all of
your Focus Stones for this mission. Also, don't try it until you've cleared the Dragons' Cave
and are at Level 19 or 20.


*** ATO FORT #4 ***

Put out the 2nd lantern from the left, and go to the second square from the right. Put out 
this lantern and move to the right. Put out this one and go up 1. Put out this one and go 
left 2 squares. Put out this one and go down 1 and left 1. Put out this one and go up 1. Put
out this one and go right 1. Put out this one and go up to the exit.


*** WORMHOLE COMPLEX ***

To open the Central Transport Corridor, you need to push the correct button in each of the
colored halls. Unfortunatley, I don't remember which button goes with which hall.


*** PSYCHANITE CAVERN ***

Dude, it's just a maze. The stairs you are looking for are in the NW corner. If you can't figure out a maze then go home.


*** ARTEMAY TOWER ***



*** FORMER ATO FORT #3 ***

The switches to open the gates are the same as in the Prologue. The way to get through the halls upstairs is also the same as in the Prologue.
The lazer grid however was not in the Prologue. To get past this, take the W stairwell down to the lazer grid. The first thing you need to do is hit the W toggle switch by crossing only 3 lazers. Once you do this, go back to the W stairwell, crossing only one lazer along the way. Back upstairs, go around to the E stairwell and then head for the E toggle switch crossing your fifth and final lazer along the way. Once you hit the switch, a path to the stairwell will be opened.

