Xanadu Next

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--~== Century (Century_) Version: 1.01 --~== -=-=-=-=-=-=-= =- Contents -= -=-=-=-=-=-=-= Initial Blurb Introduction Controls Menus Levels and Attributes Shops - Keys Equipment - Weapons - Helms - Armour - Shields Items Accessories Skills and Spells - Magic - Skills Guardians Teleport Pads Walkthrough [ [ [ [ [

Xanadu Next (PC)

==~--

[email protected] 15/11/06 ==~--

-=-=-=-=-=-~-=-=-=-=-=-

[ CTRL ] [ MENU ] [ LEVL ] [ SHOP ] EQPT EWEP EHLM EARM ESHD ] ] ] ] ]

[ ITEM ] [ ACCS ] [ SKSP ] [ MAGC ] [ SKLL ] [ GRDN ] [ TLPT] [ WLKT ] Ruins Outside of Town .......................... Clover Ruins I ................................. Ancient Path I ................................. Clover Ruins II ................................ - Berilard Ancient Path II ................................ Egret Mountains I .............................. Ancient Path III ............................... - Scoltula Treacherous Woods .............................. Egret Mountain II .............................. - Evilwurm Ruins Beneath the Lake: Ascomoid [ [ [ [ W_ROT W_CR1 W_AP1 W_CR2 ] ] ] ]

[ W_AP2 ] [ W_EM1 ] [ W_AP3 ] [ W_TRW ] [ W_EM2 ]

- Xanadu Labyrinth ............................... - Time Crevice ................................... - Lorelei - Strange Rock Castle ............................ - Galsis - World of the Dead .............................. Bestiary - Drops Acknowledgements ================== -=-=-=-=-=-=-=-=-==- Initial Blurb -= -=-=-=-=-=-=-=-=-=[ BSTY ] [ ACKM ]

[ W_XNL ] [ W_TCR ] [ W_SRC ] [ W_WDD ]

I freely give permission for this file to be used or distributed on the condition that it is done so completely intact and unchanged, and in full. Do not use this walkthrough for any profitable means, and if you wish for it to be presented on your website, please ask permission using the above email. I would like to know exactly where it is being used, and any websites I have given permission to, will be shown below: www.gamefaqs.com dlh.net Don't plagiarise my work, don't copy this out in part or in full and whack your name on it anywhere. Go to Falcom's website, buy their stuff, and support them in every way you can. -=-=-=-=-=-=-=-=-= =- Introduction -= -=-=-=-=-=-=-=-=-= I had only heard of Xanadu through early days playing Falcom Classics 1 on the Saturn. Even then, I couldn't play much of it because my Saturn was just about to die 8( Never the less, I really enjoyed it, despite how simple it was. Xanadu Next is, however, vastly different to earlier incarnations. Gone are endlessly repeating towers of limited originality, and ushered in are exciting and atmospheric areas, some still in daunting castles or towers, whilst some also being outside. The claustrophobic feel has gone, but I think it was the reviewer here who said that there's still a feeling as though you are very much on your own in this quest - the atmosphere is astounding. Most would immediately say this is just another Diablo clone. But that's where they're wrong. While it is similar in style, Xanadu Next is not as repetetive, and it is far less a search for powerful items than it is just a great game. The music is not traditional Falcom, but is still above par, with many truly outstanding tracks. In short, this game is awesome, and I recommend anybody to get it. Yes, it's in Japanese, but it's not text heavy, and even without a guide like this it's possible to get a lot out of the game.

However, to avoid shooting myself in the foot, a guide like this will really help you get the most out of this game 8) Honest! -=-=-=-=-=-==- Control -= -=-=-=-=-=-=-

[ CTRL ]

Movement and action in Xanadu Next is controlled primarily by the mouse, although controlling which skills and inventory items you are currently using is achieved with the keyboard. Mouse ===== Left-Click Move to the point clicked to Attack an enemy/world object (e.g. crate/barrel) Use some items straight from your inventory Select a Skill/Spell/item from their quick-menus Talk to a character Open a chest/Activate an item in the field Open a locked door (uses 1 key) Use the selected Spell/Active Skill Skip cut-scenes (click twice) Mouse-Wheel Keyboard ======== Escape Space-bar F1-F4 1-4 L/R cursor -=-=-=-=-==- Menus -= -=-=-=-=-=Escape Menu =========== Game Log (recent events) Options Return to Title Screen Exit Game Open menu Open inventory/Character screen Use assigned Skills/Magic Use assigned items Change camera angle Change camera angle

Right-Click

[ MENU ]

Priestess Menu ============== Talk Change Guardian Card Assign Attribute points Level Down - Level Down - Don't level down - End conversation Shyal Menu ========== Talk Rest (regain HP/SP and save) Store Item Translate Tablets Translate Documents End conversation

Vendor Menu =========== - Talk - Buy/Sell - End conversation

Status Screen ============= The status screen can be brought up by pressing Space. It shows your level, experience and stats at the top-left hand side. The top-right shows your current Guardian, and its experience. Below that are four slots showing your currently equipped sword, shield, armour and helm. Below that is a tabbed section. The top tab shows your inventory. The middle tab contains all of the skills you've both learned, and the one associated with your weapon. Finally, the bottom tab shows all of the Spells you've learned. ========================= = Levels and Attributes = =========================

[ LEVL ]

Killing monsters earns you experience, and once you reach a certain amount of experience, you will be able to level-up. You instantly gain 1 level, and your max HP increases to the new maximum associated with that level. In addition, you gain 6 Attribute Points which you can distribute amongst your attributes however you please. However, to do so you must visit the Priestess in the Church, and select the third option down. Once you have selected which attributes to increase, select ok, and then the top option (yes). There are a few things to note. First of all, if you are unsatisfied with how you've distributed your Attribute points, you can go and deselect them (the "-" keys when distributing points) up until you go up another level. Also, you can "Level Down" (the second to bottom option in the church", whereby you will

go down to the level below, but with half the experience needed to go up. Both of these options allow you to redistribute your attribute points, which is important because every item you can equip requires certain levels in each attribute. Increasing each main attribute also increases secondary attributes. For example increasing STR (strength) will increase your ATC (attack power) and ACC (accuracy). Note that normally you only get 6 Attribute points each level, but there is a way of gaining up to 9 each level by using the last Guardian (see later). By Levelling Down, you can regain all your levels and get many more Attribute Points this way. Your "Class" also changes with each level, although this does not have any effect on the game 8( -========================================| Lv | HP | Exp | Class | |----+-------+--------+------------------| | 01 | 75 | -- | Novice Fighter | | 02 | 95 | 30 | Aspirant | | 03 | 125 | 100 | Battler | | 04 | 165 | 200 | Fighter | | 05 | 215 | 370 | Adept | | 06 | 275 | 600 | Chevalier | | 07 | 345 | 900 | Veteran | | 08 | 425 | 1300 | Warrior | | 09 | 525 | 1800 | Swordsman | | 10 | 645 | 2500 | Hero | | 11 | 775 | 3500 | Swashbuckler | | 12 | 915 | 6000 | Myrmidon | | 13 | 1075 | 8000 | Champion | | 14 | 1255 | 11000 | Super-Hero | | 15 | 1455 | 16000 | Paladin | | 16 | 1675 | 23000 | Lord | | 17 | 1915 | 30000 | Master Lord | | 18 | 2175 | 40000 | Apostle | | 19 | 2475 | 50000 | Saint | | 20 | 2825 | 60000 | Last Knight | | 21 | 2925 | 75000 | Crusader | | 22 | 3025 | 92000 | Saviour | | 23 | | 110000 | Pegasus Knight | | 24 | | 132000 | Dragon Knight | | 25 | | 155000 | Phoenix Knight | | 26 | | 180000 | Titan Knight | | 27 | | 210000 | Divine Knight | | 28 | | ? | Ultimate Might | | 29 | | 270000 | Eternal Honor | | 30 | | 300000 | Infinite Bravery | -========================================An increase in an Attribute by 1 point increases the secondary attributes by different amounts, depending on the primary attribute in question. The rates secondary attributes are increased are as follows: -======================| Atr | Inc | Inc Rate | |-----+-----+----------|

| STR | ATC | Fast+ | | | ACC | Slow | |-----+-----+----------| | INT | MGC | Fast | | | RES | Slow | |-----+-----+----------| | REF | EVA | Fast | | | ACC | Fast | | | ATC | Slow | |-----+-----+----------| | CON | DEF | Fast | | | HP | HP | |-----+-----+----------| | MND | RES | Fast | | | MGC | Slow | | | EVA | Slow | -======================The rate refers to the following numbers. For instance, an increase in STR by 1 point will raise ATC by 2 points, and ACC by 0 points. However, increasing STR by 2 points increases ATC by 5, and ACC by 1. Fast+: 2 / 5 / 8 / 11 / 13 / 16 / 19 / 22 / 24 / 27 / 30 Fast : 2 / 5 / 7 / 10 Slow : 0 / 1 / 2 / 2 / 3 HP : +5 per Attribute

All the increases are in reference to the starting attribute values of 5. By this I mean that increasing STR from 5 to 6 will increase ATC by 2. Howver, if you come back and increase it more later, increasing STR from 6 to 7 won't increase ATC by another 2, but by 3, for a total of 5. The numbers above are cyclical. Once you hit 30 for the Fast+ rate, it will carry on to 32, then 35, 38, 41, and so on. -=-=-=-=-==- Shops -= -=-=-=-=-=-

[ SHOP ]

There are three "services" available in Xanadu Next: Items, Equipment and the Church. The Item shop sells and buys Potions, Keys and Spells. The Equipment shop sells and buys Weapons, Armour, Shields and Helmets. The Church increases your stats when you go up a level, allows you to change the currently "equipped" Guardian, and will also allow you to "Level Down", which will enable you to regain all your levels again. That doesn't sound ideal, but makes more sense considering one of the Guardians you will eventually get. ======== = Keys = ======== Like in previous versions of Xanadu, there are numerous locked doors through

which you must pass. All of these can be opened using keys, which (barring one or two exceptions) open all locks. Keys are bought from the Item merchant for 20G, but the cost will steadily rise the more you purchase. To counter this, you will find Bones in chests throughout the land. Sell these to the merchant to restore the keys to cheaper prices. Beware, selling one Bone won't necessarily restore the key prices back down to 20G. If they are already quite expensive, you may find you need to sell more Bones to get them cheap again.

-=-=-=-=-=-=-==- Equipment -= -=-=-=-=-=-=-=-

[ EQPT ]

Equipment can either be bought or found, both in chests or on the bodies of enemies. There are four types: Weapons, shields, armours and helmets. There is a small selection of each in the Equipment shop at the beginning of the game, but more will be available later on. The particular equipment you can use at any particular time is determined by your stats. Whichever equipment you can use is determined by your Strength (STR), Intelligence (INT), Reflexes (REF), Constitution (CON) and Mind (MND). Whenever you position the cursor over equipment, it will show you the required amount of each you need to be able to use that equipment - if any are red, then you cannot yet use that equipment, and must increase your stats by either levelling up, or by using a Skill. =========== = Weapons = ===========

[ EWEP ]

Weapons will improve the more you use them, starting off with a base bonus to attack (ATC+ in the table below), and increasing with the amount you use it. Your ability with a weapon is measured in %, and reaches a maximum at 200%. The exact bonus to ATC depends on your STR - at STR 5 (starting STR), the ATC bonus at 200% is just +5 over that of the weapon's ATC, but increases rapidly. Weapons are also associated with a skill. There are 30 skills in the game, and any of them can be used by first equipping a weapon with that skill, and then moving the skill icon to the tabs at the top of the screen (marked F1, F2 etc). More information on skills will be found in the Skills section. However, once your ability with a weapon reaches 100%, you will automatically learn that skill, and be able to use it with any weapon. * = Cannot be bought -==========================================================================| Weapon | ATC+| Requirements | Skill | H | Price | |-------------------+-----+----------------+-------------------+---+-------| | Dagger | 15 | 05 05 05 05 05 | Thrust | 1 | 50 | | Whirlwind * | 18 | 06 06 06 05 05 | Retribution | 1 | 100 | | Cleaver | 25 | 09 06 07 06 05 | Observe | 1 | 200 | | Mace | 30 | 11 07 08 07 06 | Sudden Strike | 1 | 400 | | Flaming Scimitar* | 30 | 15 08 10 10 08 | Blazing Sword | 1 | | | Gladius | 35 | 13 07 10 09 07 | ? Payment | 1 | 500 | | Bezwarl * | 55 | 10 12 10 10 10 | Awakening Wisdom | 2 | 500 | | Zweihander | 60 | 15 08 10 10 08 | Counter | 2 | 900 |

| Hand Axe | 75 | 16 09 11 10 08 | Spirit?? | 1 | 1200 | | Short Sword | 85 | 11 12 16 12 11 | Nimbleness | 1 | 2000 | | Sacred Axe * | 90 | 12 12 12 12 15 | Calmness | 1 | | | Flanged Mace | 95 | 14 12 14 16 12 | Robust Health | 1 | 2200 | | Thunder Sabre * | 100 | 18 15 14 13 14 | Shock Sword | 1 | 2300 | | Battle Axe | 125 | 22 12 15 13 12 | Brutal | 1 | 4000 | | | | | Transformation | | | | Longsword | 140 | 24 13 16 13 13 | Whirling Attack | 1 | 6000 | | Gundol Slash * | 150 | 25 15 15 14 12 | Flying Blow | 1 | 7000 | | Drake's Claw * | 160 | 28 15 15 15 15 | Rear-Hand | 2 | 8000 | | Unsigned | 160 | 26 13 17 15 14 | One-Handed Equip | 2 | 9000 | | Spiked Mace | 180 | 28 15 18 16 14 | Warsong | 1 | 10000 | | Great Sword | 210 | 30 15 18 17 16 | Shield Proficiency| 1 | 12000 | | Frost Brand * | 190 | 32 16 15 14 12 | Chill Sword | 1 | 14000 | | Warhammer | 240 | 32 16 19 18 17 | Dash | 1 | 16000 | | Shadow Axe * | 250 | 34 17 20 19 17 | Swift Runner | 2 | 22000 | | Punisher | 280 | 35 18 20 18 16 | Swift Attack | 1 | 30000 | | Blood Lotus * | 300 | 35 21 20 20 22 | Concentration | 1 | 32000 | | Berserker | 300 | 35 21 20 22 20 | Posture | 2 | 32000 | | Murasame Blade * | 310 | 35 21 22 20 20 | Strong Thrust | 2 | 32000 | | Poleaxe | 320 | 40 20 20 20 20 | Mental Protection | 2 | 40000 | | Vorpal Weapon | 350 | 45 15 15 15 15 | Sword Air | 1 | 50000 | | Wooden Sword * | 20 | 05 05 05 05 05 | --| 2 | 50 | | Dragon Slayer * | 250 | 05 05 05 05 05 | Dragon Killer | 1 | --- | | Sword of Sorcery *| ? | ? ? ? ? ? | --| ? | ? | -==========================================================================Requirements: Requirements are set out in the order: STR - INT - REF - CON - MND Weapon locations ================ Whirlwind: Flaming Scimitar: Bezwarl: Sacred Axe: Thunder Sabre: Gundol Slash: Drake's Claw: Frost Brand: Shadow Time Axe: Crevice Wooden Sword: Dragon Slayer: Sword of Sorcery: Special Weapons =============== Wooden Sword: Sword of Sorcery: ? ========= = Helms = ========= * = Cannot be bought Ruins outside of town Ancient Path I Dropped by Goblin Warrior Egret Mountain Ancient Path III Elder Lizard (Treacherous Woods) Egret Mountain II / Griffon (Egret Mountain II) Xanadu Labyrinth World of the Dead (Lv 5) Given to you after you unseal Strange Rock Castle World of the Dead (defeat Taros)

[ HELM ]

-================================================| Helmet | Def+ | Requirements | Price | |----------------+------+----------------+-------| | Cap | 05 | 05 05 05 05 05 | 10 | | Diadem | 07 | 06 08 06 06 09 | 300 | | ? Helm | 10 | 09 09 09 09 12 | 1000 | | Open Helm * | 12 | 12 12 12 12 15 | 1200 | | Horned Helm | 15 | 15 15 15 15 18 | 2000 | | Valkyrie Helm *| 18 | 15 15 15 15 18 | 3000 | | Close Helm * | 20 | 17 17 17 17 20 | 5000 | | Knight Helm * | 45 | 25 25 25 25 25 | 10000 | -================================================Requirements: Requirements are set out in the order: STR - INT - REF - CON - MND Helm locations ============== Open Helm: Valkyrie Helm: Close Helm: Knight Helm: ========== = Armour = ========== * = Cannot be bought -=====================================================| Armour | Def+ | Requirements | Price | |---------------------+------+----------------+-------| | Robe | 07 | 05 05 05 05 05 | 30 | | Robe +1 * | 08 | 05 05 05 05 05 | 15 | | Cross Jerkin | 14 | 06 06 07 09 07 | 200 | | Cross Jerkin +1 * | 16 | 06 06 07 09 07 | 100 | | Leather Armour | 25 | 08 08 09 12 09 | 600 | | Leather Armour +1 * | 27 | 08 08 09 12 09 | 300 | | Padded Armour | 50 | 09 09 11 14 11 | 1200 | | Padded Armour +1 * | | 09 09 11 14 11 | 600 | | Ring Mail | 70 | 11 11 13 16 13 | 2000 | | Ring Mail +1 * | 73 | 11 11 13 16 13 | 1000 | | Scale Armour | 100 | 12 12 15 18 15 | 4000 | | Scale Armour +1 * | 104 | 12 12 15 18 15 | 2000 | | Splint Mail | 140 | 14 14 16 20 14 | 9000 | | Splint Mail +1 * | 155 | 14 14 16 20 14 | 4500 | | Half Plate | 190 | 15 16 17 22 15 | 15000 | | Full Plate | 220 | 18 18 18 25 18 | 30000 | | Battle Suit | 255 | 20 20 20 25 20 | 40000 | | Silver Armour | 240 | 25 25 25 25 25 | 65535 | | Student's Clothing *| 250 | 05 05 05 05 05 | 250 | -=====================================================Requirements: Requirements are set out in the order: STR - INT - REF - CON - MND Dropped by Skeleton (Ancient Path III) Dropped by Minotaur (Egret Mountain II) Dropped by Master Goblin (Xanadu Labyrinth) World of the Dead (Lv 10)

[ EARM ]

Armour locations ================ Robe +1: Cross Jerkin +1: Leather Armour +1: Padded Armour +1: Ring Mail +1: Scale Armour +1: Splint Mail +1: Student's Clothes: Special Armour ============== Silver Armour: ? Student's Clothing: =========== = Shields = =========== -=======================================================| Shields | Def+ | EVA+ | Requirements | Price | |----------------+------+------+----------------+-------| | Buckler | 05 | 02 | 05 05 05 05 05 | 20 | | Small Shield | 10 | 05 | 06 06 10 06 06 | 500 | | Round Shield | 20 | 10 | 08 08 14 08 08 | 2000 | | Large Shield | 30 | 15 | 10 10 17 10 10 | 5000 | | Kite Shield | 45 | 22 | 13 13 21 13 13 | 10000 | | Tower Shield | 60 | 30 | 18 18 25 18 18 | 20000 | -=======================================================Requirements: Requirements are set out in the order: STR - INT - REF - CON - MND -=-=-=-=-==- Items -= -=-=-=-=-=Dropped by Goblin Archer (Clover Ruins I) Dropped by Born (Ancient Path I) ? Ancient Path II Dropped by Gargoyle (Ancient Path III) Egret Mountain II Dropped by Salamander (Egret Mountain II) World of the Dead (Lv 20)

[ ESHD ]

[ ITEM ]

Items are bought from the Item shop, under the first tab. Neither Bones nor Food can be bought. Food is given to you by Shyal when you bring her Tablets, and there are a number of different types e.g. Picnic Lunch. Each heals a different, often significant amount of HP. Bones are only found in chests, or the bodies of enemies. When you buy keys, the price begins at 20G but soon starts increasing to ridiculous proportions. Selling Bones to the merchant, at just 1G, will start to bring the price of keys back down again. -=======================================================================| Item | Use | Price | |----------------------+----------------------------------------+-------| | Small Heal Potion | Heals small amount of HP | 50 | | Medium Heal Potion | Heals medium amount of HP | 200 | | Large Heal Potion | Heals large amount of HP | 1000 | | Antidote | Cure poison | 100 |

| Omnipotence Medicine | Cures all status disorders | 200 | | Black Onyx | Teleport to town, and back out again | 500 | | Elixir | When you reach 0HP, revives you | --- | | Bone | Makes keys cheaper | 1 | | (Food) | Heals varying amounts of HP | N/A | | Key | Opens locked doors | 20+ | -=======================================================================To be readily available for use items must be placed in an item slot. These are just to the right and below the Skill slots, and numbered from 1-4. Like Skills, there are active and passive items. Active items include all of the potions, but there are also some accessories such as bracelets, pendants and boots that can be placed in the item slots. These are passive, and are used automatically, without needing to be selected. To use an active item, such as a Health Potion, simply press the number that corresponds to the slot it is in. For example, if you have an Antidote in the top slot, simply press "1", and you will use one of the Antidotes from the stack. These useable items, as well as bones, exist in your inventory as stacks. You can only have one stack of any type of item, and a maximum of 10 in that stack. This means that you can only ever have 10 bones, 10 Antidotes etc. at one time. Note that the three types of Health Potion (Small, Medium and Large) all count as different items, so you can have up to 30 Health Potions. Using an item reduces the number in the stack by 1. Keys don't go in the inventory, but are held in a counter below the Gold counter. As long as you have more than 0, any locked door can be opened by right clicking on it. There are also several pieces of fruit or berries, which you can buy from Anyess at certain periods of the game. The fruit increase a single statistic by ? point. -===================================================| Type | Attr | Cost | Location | |---------------+------+------+---------------------| | Power Fruit | STR | 200 | Clover Ruins II | | | | | | | | | | | | | | | | -===================================================-=-=-=-=-=-=-=-==- Accessories -= -=-=-=-=-=-=-=-=-

[ ACCS ]

Accessories are powerful items that must be equipped in the item slots to be used. Some of their uses are passive i.e. they only need to be equipped in a slot for their effect to work, whilst others must be selected and used by pressing their associated slot number to work. None of them can be bought, they are all found on your journey, but many are vital to your quest and you won't be able to proceed without them. Anybody who's played previous Xanadu games will probably recognise the names of these items 8) However, most of them have slightly different uses, so they fit

in with the new style of game. 1. Bone Whittling Knife (Curved blade with leather strap) Type: Active Location: Anyess (Clover Ruins I) - 100G Use: Converts bones into keys (1 Bone => 1 Keys) 2. Ruby (Red stone set in a golden ring) Type: Passive Location: Ancient Path I Use: Can push heavy steel crates 3. Moonstone (A necklace with a jewel pendant) Type: Active Location: Ancient Path I Use: Can be used to return to town (select top option, "OK") 4. Viper Ring (Green) Type: Passive Location: Ancient Path I Use: Small random chance to poison enemy when they're hit 5. Gauntlet Type: Passive Location: Clover Ruins II Use: Can smash through weak walls or boulders 6. Grudge Type: Location: Use: Bracelet (Grey) Passive Ancient Path II Small random chance to curse enemy when they're hit (Reduces their attack power)

7. Spectacles (Translucent blue/green object) Type: Passive Location: Ancient Path III Use: Allow you to see hidden walkways or chests 8. Fire Crystal Type: Passive Location: Ancient Path III Use: Activates teleport pads 9. Dispelling Arrow Type: Active Location: Lisa, the Priest Use: Breaking the Seal of Xanadu (1-Use) 10. Restraint Bracelet (Blue) Type: Passive Location: (Forest) Use: Small random chance to paralyze enemy when they're hit 11. Improved Bone Whittling Knife (Curved blade with leather strap) Type: Active Location: Anyess (Treacherous Woods) - 400G Use: Converts bones into keys (1 Bone => 2 Keys) 12. Winged Boots Type: Passive

Location: (Forest) Use: Allows you to walk on air. Must "jump" from a platform to activate 13. Bracelet of Silence (White) Type: Passive Location: Egret Mountain II Use: Small random chance to silence (prevent spellcasting) enemy when they're hit 14. Rangstone (A blue fan) Type: Passive Location: Egret Mountain II Use: Allows you to breathe underwater 15. Absorbing Bracelet (Purple) Type: Passive Location: Ancient Path III - Underwater passageway Use: Small chance each attack to regain 1 SP for the selected Skill 16. Bloodsucking Bracelet (Red) Type: Passive Location: Xanadu Labyrinth Use: Small chance each attack to regain some HP 17. Mantle Type: Passive Location: World of the Dead Use: Allows you to pass through the magic barriers in the World of the Dead -=-=-=-=-=-=-=-=-== Skills & Spells = -=-=-=-=-=-=-=-=-=-

[ SKSP ]

In order to use Skills and Spells, they need to be selected in advance. Open the inventory screen (Space-bar), and click on the middle tab on the right side of the screen near the bottom. This will open the Skills menu. The bottom tab will open the Magic menu. To use any of them, click and hold on the Skill or Spell icon, and drag it up to one of the four Skill/Spell slots at the top right hand corner of the screen, marked F1, F2, F3 or F4. Some Skills are active, and some are passive. Passive Skills do not need to be selected to be used, but they must be in one of the four Skill/Spell slots. Spells and active Skills must not only be in the slots, but must also be selected by pressing the corresponding F key. For example, to select the skill in the first slot, press F1. The Spell or Skill that is currently selected can be used at will by rightclicking on a target. Only one Spell or Active Skill can therefore be used at a time. There are four "levels" of Spells and Skills, and each can only be used a certain number of times. All Skills and Spells have their own counter, so even if you use up one 1st Level Spell e.g Fire, you can still use all of the other 1st Level Spells e.g. Needle. One of the Guardians increases the number of uses each skill or Spell has, and Magic Potions and the Absorb Bracelet both replenish SP. Level 1 2 Uses 20 14

3 4 =========== == Magic == ===========

10 7

[ MAGC ]

You will either find or purchase Spell books along your journey, and by rightclicking these you will learn a Spell, which can be used in the same way as Skills. At the beginning of the game, only four will be on offer, but you will have many more by the end of the game. All of the Spells are offensive i.e. deal damage, and some have an additional side-effect: Some Ice spells can freeze some enemies temporarily, and some Thunder spells can stun enemies. Resistance to physical element spells is by armour, not magic defense. -==============================================| Spell | Level | Element | Price | |-------------------+-------+----------+-------| | Needle 1 | 1 | Physical | 100 | | Needle 2 | 1 | Physical | 1000 | | Needle 3 | 1 | Physical | ? | | Rock 1 * | ? | Physical | 300 | | Death 1 * | ? | Physical | ? | | Fire 1 | 1 | Fire | 200 | | Fire 2 | 1 | Fire | 1200 | | Fire 3 | 1 | Fire | 6000 | | Blaze 1 | 2 | Fire | 1000 | | Blaze 2 | 2 | Fire | ? | | Blaze 3 | 2 | Fire | 10000 | | Ignition 1 | 3 | Fire | 3000 | | Ignition 2 * | 3 | Fire | 300 | | Ice 1 | 1 | Ice | 200 | | Ice 2 | 1 | Ice | 1200 | | Ice 3 | 1 | Ice | 6000 | | Frost 1 | 2 | Ice | 1000 | | Frost 2 | 2 | Ice | ? | | Frost 3 | 2 | Ice | 10000 | | Freezing 1 | 3 | Ice | 3000 | | Freezing 2 * | 3 | Ice | 300 | | Thunder 1 | 1 | Thunder | 200 | | Thunder 2 | 1 | Thunder | 1200 | | Thunder 3 | 1 | Thunder | 6000 | | Blitz 1 | 2 | Thunder | 1000 | | Blitz 2 | 2 | Thunder | ? | | Blitz 3 | 2 | Thunder | 10000 | | Lightning 1 | 3 | Thunder | 3000 | | Lightning 2 * | 3 | Thunder | 300 | -==============================================Needle Rock Weak single needles which strike a single opponent A giant boulder drops from the sky at wherever the caster points, knocking everything in its path aside and often to the floor, also dealing large amounts of damage A wave of deadly energy flies from enemy to enemy, dealing damage

Death

until either all enemies are dead, or the wave eventually dies out Fire Blaze Ignition Ice Frost A single fireball that strikes one enemy A wall of fire moves forwards slowly from your finger, ending about 3 yards away from you but burning for several seconds A huge explosion, hitting everything on screen and knocking them down for a few seconds, the recovery time varying A single shard of ice that strikes one enemy A wave of ice blasts in front of you, and erupts when it strikes an enemy or object, hitting it several times and knocking it towards or away from you (if it survives!) Shards of ice drop from the sky, hitting all enemies on screen and freezing them all for a very short time A single botl of lightning shoots in a line from your weapon, striking everything in its path A shield of electricity surrounds you, ???? Sparks of thunder blast from the sky, hitting all enemies on screen and stunning them for a few seconds

Freezing Thunder Blitz Lightning

Enemy Only ---------Heal Kill An orb of healing energy that homes in on a damaged monster and heals 100 (?) HP Gives you 10 seconds to hit the caster or you will die

The layout in your spells tab is: -=======================================================================| Needle | Rock | Death | Fire | Blaze | Ignition | |-----------+-----------+-----------+-----------+-----------+-----------+ | Ice | Frost | Freezing | Thunder | Blitz | Lightning | -================================================================================== == Skill == =========== [ SKLL ]

Skills are obtained by using weapons. Each weapon has its own particular skill, so when you equip a weapon, you can go to the Skill submenu, drag and drop the Skill icon to one of the Skill slots, and it'll be available for use. Once a weapon's skill level increases to 100%, its skill becomes permanently available to you, even if you unequip the weapon. There are 30 skills in the game - so it makes it difficult to juggle which ones to use, as well as your choice of spells, which must all fit into just 4 skill slots! Obviously, knowing which Skills and Spells to use at the right time is a must. Skills are either Passive or Active. Passive Skills need only be in one

of the Skill slots to work. However, Active Skills must be in a Skill slot, must be selected by pressing the associated F key, and then must be used, usually using the right mouse button. I've numbered the skills according to their location on the Skills grid. The top-left skill is "1", going across to the right "2, 3, 4, 5, 6". The second row is "7, 8.." etc, going all the way down to 30 in the bottom-right corner. * I'm not sure if this is the correct name Skills ====== 1. Type: Weapon: Use: Thrust Active Dagger A stabbing attack that deals extra damage and knocks an opponent to the ground Level: 1 (20 uses) 2. Type: Weapon: Use: Retribution* Active Gladius A sweeping attack that hits several enemies, and knocks them all to the side Level: 2 (14 Uses) 3. Type: Weapon: Use: Level: 4. Type: Weapon: Use: Level: 5. Type: Weapon: Use: Level: 6. Type: Weapon: Use: Level: 7. Type: Weapon: Use: Level: Flying Blow Active Gundol Slash ? 1 (20 Uses) Whirling Attack Active Longsword A swirling attack that hits everything around you 3 (10 Uses) Warsong Active Spiked Mace Temporarily increases damage by 10% (until you leave that room) 4 (7 Uses) Dash Active Warhammer Dash and strike an opponent, knocking them to the floor 2 (14 Uses) Strong Thrust Active Murasame Blade A stabbing attack, like Thrust, but hitting one enemy several times 1 (20 uses)

8. Sword Air Type: Active Weapon: Vorpal Weapon

Use:

Strikes ground, sending out a wave of air that damages enemies and knocks them back Level: 3 (10 Uses) 9. Type: Weapon: Use: Level: 10. Type: Weapon: Use: Dragon Killer Active Dragon Slayer A hugely powerful single attack that takes time to charge up 3 (10 uses) Blazing Sword Passive Flaming Scimitar Weapon takes on the elemental attributes of Fire. Causes extra damage, especially to creatures of Ice/Water element, but causes less damage to Fire creatures (e.g. Salamanders) Chill Sword Passive Frost Brand Weapon takes on the elemental attributes of Ice. Causes extra damage, especially to creaturs of Fire element, but causes less damage to Ice or Water creatures (e.g. Frost Salamanders). Small chance to freeze enemy on hit Shock Sword Passive Thunder Sabre Weapon takes on the elemental attributes of Electricity. Causes extra damage, but causes less damage to Electric creatures. Small chance to Stun an enemy on hit Focus Passive Blood Lotus Increases critical power (damage dealt by critical hits) Powerful Arm Passive Drake's Claw Increases STR Awakening Wisdom Passive Bezwarl* Increases INT Nimbleness Passive Short Sword Increases REF Robust Health* Passive Flanged Mace Increases CON

11. Type: Weapon: Use:

12. Type: Weapon: Use:

13. Type: Weapon: Use: 14. Type: Weapon: Use: 15. Type: Weapon: Use: 16. Type: Weapon: Use: 17. Type: Weapon: Use:

18. Serenity Type: Passive Weapon: Sacred Axe

Use: 19. Type: Weapon: Use: 20. Type: Weapon: Use: 21. Type: Weapon: Use: 22. Type: Weapon: Use: 23. Type: Weapon: Use: 24. Type: Weapon: Use: 25. Type: Weapon: Use: 26. Type: Weapon: Use: 27. Type: Weapon: Use: 28. Type: Weapon: Use: 29. Type: Weapon: Use: 30. Type:

Increases MND ?? Passive Whirlwind ?? Sudden Strike Passive Mace Increased damage when attacking from behind Counter Passive Zweihander Chance to repel an attack and return the hit Shield Proficiency Passive Greatsword Increased chance to block an attack with the shield One-Handed Equipment Passive Unsigned Allows two-handed weapons to be equipped in just one hand, so a shield may be equipped at the same time Temper Spirit* Passive Hand Axe If reach 0HP, chance that some HP are retained?? Brutal Transformation Passive Battle Axe Defense power is swapped with attack power Mental Protection Passive Poleaxe Increase defensive power while reducing attack power Blood Rage Passive Berserker The more damage you take, the more you can cause on an enemy Swift Runner Passive Shadow Axe Move faster than normal Swift Attack Passive Punisher Increases attack speed Penetrate Passive

Weapon: Cleaver Use: See enemy status (stats, weaknesses etc) -=-=-=-=-=-=-==- Guardians -= -=-=-=-=-=-=-=-

[ GRDN ]

In Xanadu, because of an incident that happens early in the game, all that is keeping you alive is the presence of a "Guardian". Guardians have special abilities that, when the Guardian is connected to you, also affect you. This is nice, because all of these abilities tend to make you better prepared to deal with the world around you 8) You start with no Guardians whatsoever, but will eventually be given your first for free. It's then up to you to find the others, and many of them are usually hidden quite well. If you find any more, simply speak to Lisa in the Church. Select the second option, and you will be able to switch between Guardians at will. Guardians gain experience and levels the more you use them. Each time you kill an enemy, the Guardian you currently have equipped gains 1 Exp. Different Guardians achieve higher levels at different experience amounts, and not all of them can gain the same number of levels. However, the abilities they give you increase in power with each level. 1. Shirafil Location: Levels: Exp: Ability: Progression:

Automatically receieved. 10 30/40/50/60/70/80/90/100/110 Grants you additional HP. +4% HP per level

2. Demon Catcher Location: Clover Ruins I Levels: 10 Exp: 30/39/50/60/70/80/90/100/110 Ability: Increases the number of skill points you have. Progression: There are three levels of skill, each with different numbers of Skill points: 1: 20 2: 14 3: 10 The progression changes depending on the level of skill: Guardian Level: 1 2 3 4 5 6 7 8 9 10 1st Lv Skill+: 0 1 2 3 3 4 5 5 6 7 2nd Lv Skill+: 0 1 1 2 2 3 3 4 4 5 3rd Lv Skill+: 0 ? ? ? ? ? 2 3 3 3 4th Lv Skill+: ? ? ? ? ? ? ? 2 2 2 3. Sorcerian Location: Levels: Exp: Ability: Progression: Clover Ruins I 10 30/39/50/60/70/80/90/100/110 Increases damage dealt by spells +3% spell damage per level

4. Belladonna Location: Ancient Path I

Levels: Exp: Ability: Progression: 5. Durandal Location: Levels: Exp: Ability: Progression: 6. Wanaprot Location: Levels: Exp: Ability: Progression: 7. Shiwelk Location: Levels: Exp: Ability: Progression:

5 30/49/70/90 Increase potion recovery (HP recovered from using potions). +20% recovery per level

Ancient Path I 10 20/29/40/50/60/70/80/90/100 Increases rate weapon experience is gained. Approximately +0.1% XP per hit per Guardian Level

Ancient Path III 8 40/89/140/190/240/290/340 Increases chances that items are dropped by enemies Unknown

Ancient Path III 10 20/39/60/80/100/120/140/160/180 Decreases cost of items when buying, increases cost when selling Buying - Cost -2% per Level Selling - Cost +1% per Level

8. Frugel Location: Levels: Exp: Ability: Progression: 9. Garneshia Location: Levels: Exp: Ability: Progression: 10. Greyash Location: Levels: Exp: Ability: Progression:

Treacherous Woods 5 50/79/110/140 Increases Exp gained +10% Exp per level

Egret Mountain II 3 40/59 ? Unknown

Xanadu Labyrinth 3 40/59 Improves power of Bracelets Bloodsucking Bracelet: Unknown (increases HP regained) Absorbing Bracelet: +1SP regained per level Others: Increases chance of effect; Rate unknown (?)

11. Selbesk Location: Strange Rock Castle Levels: 5 Exp: 50/79/110/140

Ability: Improves equipment Progression: Equipment stats improved by 6% per level 12. Bel Freud Location: Talk to Anyess after obtaining the Phoenix Medicine, and give the Phoenix Medicine to her (top option) Levels: 3 Exp: 150/249 Ability: Increases Attribute points gained each level-up Progression: +1 Attribute point per level

-=-=-=-=-=-=-=-=-=-=-=-=-==- Documents and Tablets -= -=-=-=-=-=-=-=-=-=-=-=-=-=Found in chests throughout the game are a number of Tablets and Parchments, which I presume detail the history of the area, or something along those lines. Every time you find one of each, you can take them up to Shyal, who'll take them and translate them. However, to do so, she'll need the corresponding pair - one parchment, and one tablet. What do you get out of this? Each time Shyal is able to translate a tablet, you'll earn a certain amount of exp, equal to (10 x No. of translated tablets) XP. For instance, if she translates your first tablet, you'll get 10 XP. For the third, you'll get another 30 XP. In addition, you'll also be rewarded with a Picnic Basket every time, which is able to heal a large amount of HP. The more tablets she has translated for you, the more HP the next hamper will heal. The hampers cannot, however, be equipped in an item slot, but must be used straight from the inventory. The parchments are not found in the right order, so although you may find the first tablet, it could be a while before you find the corresponding parchment. To read them, once they've been given to Shyal, select either the 4th (tablet) or 5th (parchment) option in her conversation menu. Tablets or parchments that you've found but cannot yet be translated are dimmed out (appear grey), those that can be read and have already been read are in white text, and those which you haven't yet read have "new" written across them. You MUST read the tablets to get the bonus XP and hamper. The locations of all the tablets and parchments are: -==========================================| Tablets | Parchments | |--------------------+---------------------| | Ruins out of Town | Clover Ruins I | | Ancient Path II | Ancient Path I | | Ancient Path III | Ancient Path III | | Ancient Path I | Egret Mountain I | | Xanadu Labyrinth | Ancient Path II | | Treacherous Woods | Treacherous Woods | | Egret Mountain I | Egret Mountain II | | Ancient Path III | Egret Mountain II | | Egret Mountain II | Clover Ruins II | | Egret Mountain II | Egret Mountain Peak | | Time Crevice | Ruins Under Lake | | Ancient Path I | | -==========================================The hampers are, in order you get them:

-==================================| meal | Heal | |---------------------------+------| | Handmade Sandwich | 100 | | Salmon Fry | 200 | | Roast Chicken | 300 | | Coloured Potato Salad | 400 | | Mushroom Quiche | 500 | | Special Fried Spare Ribs | 600 | | Fruits of the Forest Tart | 700 | | ? | 800 | | Stamina Hamburger | 1000 | | ? Pizza | 1200 | | Charcoal-Roasted Beef | 1500 | | Love Steak Lunch | 2000 | -==================================-=-=-=-=-=-=-=-=-==- Teleport Pads -= -=-=-=-=-=-=-=-=-=[ TLPT ]

Once you get the Fire Crystal, you can activate and use a number of teleport pads that are scattered throughout the world. To do so, simply equip the Fire Crystal and walk over a pad. You do NOT need to equip the Fire Crystal to subsequently use the pads when they're activated 8) 1. 2. 3. 4. 5. 6. 7. 8. Clover Ruins - Entrance Ancient Path - Deepest Section Treacherous Woods - Entrance Egret Mountain - Entrance Egret Mountain - Centre Xanadu Labyrinth - Centre Time Crevice - Deepest Section Strange Rock Castle - Centre

-=-=-=-=-=-=-=-==- Walkthrough -= -=-=-=-=-=-=-=-=-

[ WALK ]

NOTE: The maps are NOT drawn to scale, nor do they really represent the shape or size of individual rooms. They are just meant to give a vague idea of the layout of a dungeon: Legend _ | = O S X M Wall Door Locked Door Special Door Force Field Gate

< > # %

One-way route Breakable boulder/wall Teleport Pad

You begin in Harlech Town, and there really isn't much to do yet. Head around the town, speaking to everybody. First visit the Equipment shop - it might be an idea to buy a Cap. Also speak to the other people in there for information. Then head into the Item shop - there's a scene with a woman speaking to the merchant. Make sure that you also speak to the merchant. Finally, head into the church. There will be a scene where a woman and her child are going through some kind of ceremony or blessing. Once she's left, speak to Lisa the Priest. If you've spoken to the Item merchant, she will give you the Key to the ruins outside town. Head outside, and just to the south of the Inn there is a gate. Right click on it, and it will be unlocked, so head in to the first dungeon. ========================= = Ruins Outside of Town = ========================= ______ ____ | | | | O | _____ | _| | |_ _| | | | |___ __ N __ __ _| |_ __ __|_ _| | | |_______| | | | |___| | | |__| | OO | | = X_______ | W --+-- E | ___ = O __ O 1 | |____|___| |__| | |__| |__|_____|__| |__|_OO_| ___ _____ S | |_| | | | _ X | |____| |___|_____| Bestiary ======== Bat Goblin Goblin Master Items ===== 2x 2x 1x 1x 1x 1x Key 20 Gold Robe Bone Needle Lv 1 Whirlwind

[ W_ROT]

TABLET (I) CROWN

Guide ===== There really isn't much explanation for this dungeon, which is just to ease you into the game. Follow the tunnel north into the second room. Head east and open the chest to retrieve a key. Use it to open the door and head into the next room. Kill both bats and open the chest to get another key. Head into the next room. This room, Junction 1, contains four bats and a Goblin. Kill them all (the game recommends using your only skill, Thrust, to help you with the Goblin) to reveal two chests at the north end, each containing 20 Gold. At this point, head back into town to buy as many keys as you can afford - probably three. Return to Junction 1: It's up to you which way you go now, but I usually head west to get the Robe and build up Weapon exp. before getting the Whirlwind to the east. If you head west, simply push the crate into the gap and use that to climb up. Open the chest to get a Robe. Slash the next crate to break it in half, climb up and open this chest for a Bone. Carry on into the next room, where you must take out 5 Goblins and a Goblin Master - beware, as these are able to cast Magic. In the next room, when you try and leave by the north exit, you will be locked by a force field (X) and will have to defeat all the enemies that spawn before you can leave. In this case, it's 2 bats, 4 Goblins and 2 Goblin Masters. Kill them and carry on. At the end of the next room you'll find 2 chests. Open the less ornate of them to get your first Tablet. Open the ornate chest to get Zaguryures' Crown! Unfortunately, when you try and leave, an armoured man approaches you, chats to you, then attacks you! You can't beat him, so let him slash you up. The damage he causes is fatal, but you will reawaken in the Church. Lisa realises the only way to save you is to use the Guardians, which will keep you alive. She imbues in you the first Guardian, Shilfeel, who grants you additional HP. Once that's over and done with, speak to Shyal about the tablet, and she will translate it for you. She will give you the Picnic Lunch, and you'll earn 10 Exp. Go and buy a couple more keys, and head back into the Ruins. This time, head east at Junction 1. This will be another force field room, this time with 5 Goblins and 3 Bats. Dispose of them and head north. Jump across the gap, and open the chests to get a new weapon, Whirlwind, and your first spell, Needle Lv 1. Return to Harlech, and buy what you need. Then head to the Gate Guard and speak to him. Select the gate and select the top option to make it open. Head out into Clover Ruins. ================== = Clover Ruins 1 = ==================

[ W_CR1 ]

________ _________ | | To Ancient Path | *| | _ _ | ____ __|_ _ _ _| | | _MM_ ____|_ _/ | | VV | MM | | | | | | | | | ____/

|_ _| | | | |____|____|____| | |___ ____|_ _| |____| | | | | | | _< It gets worse later on though!! Anyway, you come out of the Ancient Path at point "a" on the map. In this first area all you want to do is make your way across. If a boulder hits you, you'll lose some HP, but simply look at their shadows to see where they're dropping and avoid them. In the next area, take out the 3 Goblin Archers, and in the next you'll have to fight a single Minotaur - they're easy, as they're quite slow and ponderous. When they charge you, they'll be vulnerable for several seconds from behind, but if the charge hits you, you'll get hit several times

for a lot of damage! Head east and defeat 3 Goblin Archers, before heading south. Here, you'll be given a choice of routes. Don't go the high route yet, as it's a shortcut that will be available later on. So kill the 4 Minotaurs, and head along the lower route. Kill the 4 Skeleton Archers, and continue along into the next area. There are 4 Poison Slimes to take care of here, and once you've done that activate the lift, and ride it down into town. This is just a brief stop . First, speak to the man just where you get into town, Damen, and he will give you 500G for reactivating the lift. Then, go and speak to Shyal and show her your collection of Tablets and Parchments. She'll give you the Salmon Fry and ??? Don't bother getting a weapon, as you'll find a new one very soon. Head back to the lift, and ride it up to the top. You'll see just to the side another statue which will advance a Guardian a level. Now, go inside the mountain at point b. Head north, and in this room you'll see 3 red blocks. Push them so that they're all in a line with each other, and they'll disappear. Open the chest to receive the Sacred Axe. Now, return to Junction 3, and thus time head south. Here you'll face a number of Salamanders, and there are some traps in the floor which rise every now and again shooting fireballs in 4 directions. You'll therefore have to avoid quite a lot of fireballs flying around! Kill the 3 Salamanders, and go through into the next room where you'll fight 6 more Salamanders. Go west, and you'll exit back onto the outside of the mountain at point c. Here, you'll find another set of broken rocks indicating someone else has been revived from being a statue. Head to the south (to the right) and in the next area kill off 4 Poison Slimes. Beware, because if they hit you they can poison you which will cause quite a bit of damage over a long time, so wait until they attack and then hit them from behind. Head east and work your way up the path, killing the 10 Poison Slimes. In the next area, break the boulder by hitting it whilst having the Gauntlet equipped, and then ride the elevator down. Head to the right, and push the block off the ledge. This will connect you to Junction 2 and an easy route back to town. Instead of going that way (unless you need to!) head to the left (south). Here, work your way down, killing the 6 Goblin Archers and 4 Minotaurs. Open the door, and head inside! ==================== = Ancient Path III = ====================

[ W_AP3 ]

_ _ / OO \ / | \ \ | /

\_ _/ | OO | | | | | |__ __| / OO \ / \ | | \ / \_ _/__ | OO | | | # |

___VV___ | |__| |________|________ | | | | | | | | O | | | To Ancient Path II | |___ | |_ _| |________| | | | SS | | | ________ ________ _|_ _|_ | | | |___| |_________| | OO |_____ __| | | | | | | | | | | 02 03 S 05 O O 06 O |________| |_________| | |_____|_______| |___ ___| |___ ___|________| | | | |_____ ____ | | | | | | |________ | | | 04 |_|_ _| | | | | |_ ## | | | | |___ ___| | O | | | | | |__________| | |_ _| | | |________| ____ | |_______ | | / \ ________ ___| | | | | / \| | | | | | | 01 O | |____| \ /|________|________| | \____/ |_______|

Bestiary ======== Skeleton Warrior Skeleton Archer Skeleton Mummy Hippogriff Skeleton Priest SCOLTULA: SCOLTULA EYEBALL SCOLTULA

Items ===== 1x 1x 1x 1x 1x 1x 500G Disc Key Elixir Thunder Sabre Spectacles Fire Crystal

Guardian: Wanaprot TABLET (V) TABLET (VI) PARCHMENT (IV)

1x 500G Guardian: Shiwelk 1x Large Shield Guide =====

[Gauntlet] [Gauntlet] [Gauntlet/Spectacles]

More of this? I'm afraid so. But this time it won't last so long! In the first room, open the chest to receive another Tablet (V). Continue east to Junction 1 and kill the 4 Skeleton Warriors. Open the door to the east, and head through to a deceptively easy puzzle. Turn the screen around so that the chest is at the top end. The chart below shows the layout of the floor over which crates can be moved: Chest _______ |_|_|_|_| |_|_|_|_| |_|_|_|_| |_|_|_|_| 1 2 3 4 First of all, slash the crates at 1A once. Then, slash the crates at 3A once. Slash the crate at 3C once. Climb onto 3C, push the crate at 3B onto the crates at 3A. Move to 3B, then 2B, then hop onto the crates at 1A - this little jump might take a bit of practice. Then simply climb the rest of the crates and get the chest, containing the first Elixir! Head back, and then north, killing the ? Head north again and into Junction 2. Kill the 2 Skeleton Archers and the 5 Skeletons. Skeletons have Scythes, and are not only able to attack you up close, but are able to release a spinning energy blast and hit you from afar. Go west to open a previously unreachable chest containing a new Guardian, Wanaprot. You should know where you are, now ;) Return east, and head east again to face 4 Skeletons which, given the layout of this room, you might as well avoid. Go east to Junction 3, and kill the four Mummies. These Mummies can stretch their arms and are therefore able to hit you from a little distance, so be careful. Even though you have the Disc Key, don't go east just yet, but instead head south to Junction 4. Here, kill the 4 Mummies and 2 Hippogriffs. Hippogriffs spend most of their time flying, where you can't hit them. However, if you blast them with a weak spell, they'll drop to the ground and are prone for a few seconds. Head south and use the pulley to open water gates - this will allow you to return to Ancient Path II by going to the west of Junction 2. Return to Junction 4. Anyess should be here - speak to her and select the 4th option. Pay the 200G and you'll receive another fruit, the ? Fruit. Now go east. This room has a nice waterfall feature, but notice the brown wall near the eastern end of the room? That is a weak wall, and if you equip the Gauntlet you'll be able to break through. Do so, and open the chests for 500G and another Guardian, Shiwelk. Leave this room, and go east. Prepare yourself readily, as you're about to fight a very tough Mini-boss in the Skeleton Priest. When you are, open the chest and it will appear. The Priest fires twin blasts of energy which will hurt you quite a bit, and also has the ability to summon a number of Skeleton Warriors and Archers. Make sure you have some good Spells equipped, and several Small and Medium Health Potions. Get behind him and just cause as much damage as you can. When he dies, open the chest to get

A B C D

the Thunder Sabre. Now, head back to Junction 3, and this time use the Disc Key and head east. Here, you'll find another pit in the ground, and the only way to make the other two exits is by using crates. The floor plan is as follows: 1 2 3 4 5 6 ___________ |_|_|_|_|_|_| |_|_|_|_|_|_| |_|_|_|_|_|_| |_|_|_|_|_|_| East -> |_|_|_|_|_|_| |_|_|_|_|_|_| |_|_|_|_|_|_|

A B C D E F G

To get your bearings the same as mine, there are 5 crates in the middle, three creates along the top (A) wall and 3 crates along the east (6) wall. You came in a down the stairs along the west (1) wall. First, head north. Simply slash 2A once, 3A twice and 4A once, and climb the stairs. Go through the door, and in the next room you'll have to fight 3 Mummies and 3 Hippogriffs. Follow the corridor round and into the next room. You'll probably recognise this room as well: Go down the steps and open the chest for another Disc Key. Return to Junction 5, and head east. To get up there, refer to the chart above. This time, push the crate at 3E two spaces right so it's at 5E. Slash the crates at 6D once, push the crate at 6F up to 6E and slash it. Now climb up the crates and leave this room. In the next corridor, destroy the 3 Skeletons and 2 Mummies, and continue east to th enext room, Junction 6, to fight 4 Gargoyles. Gargoyles hover like bats, and they can hit you with physical attacks as well as cast a spell, possibly Needle. Don't bother going east yet - it's a corridor filled with water. Instead, go north, using the Disc Key. In the next room, take out the 5 Gargoyles and 3 Skeletons. Ignore the weak wall on the east side near the north end, and carry on instead. Climb up the stairs, and into a room with a simple puzzle. You must climb two platforms by stairs, but the stairs aren't there for the first platform, only up to the second. So, push both crates onto the switches. This will remove the top stairs but the first set of stairs will appear. Climb up, and then use a spell to destroy both crates. The bottom stairs will disappear again, but the top ones will come out. Climb up, and open the chest for the Parchments (IV). Unlock the door to make both stairs appear, then head north. Climb up the stairs and into the next room. Dvorsak and Diobart are there, standing in front of another statue. I'm guessing they're trying to figure out how to release the person that's been petrified. YOu all chat briefly. Ahead is a door, a save point and a statue for increasing your Guardian Level. The next boss is through the door, so make sure you're properly prepared. ================== = BOSS: SCOLTULA = ================== Scoltula is a the far north wall. At this Although it's giant spider, with a multitude of very dangerous attacks. Head to of her chamber, and she will smash her way out from behind a point, you only have to fight this first phase: Scoltula Eyeball. more than just her eye, it's her entire front half >_>

Anyway, Scoltula is heavily resistant (200%!) against ice, so don't even think

about using that. Her biggest weakness is lightning, but since there aren't any powerful lightning attacks as yet, and it's only a small difference between her lightning (-10%) and fire (0%) res, you might as well use fire spells. Don't even think about using physical attacks, as she's very tough. Even equipped with my recently-found Thunder Sabre, she was only taking 1 damage! Blast away with all of your fire spells. Unless you've got the Guardian Demonkasher equipped, you'll only have 34 fire Spells available. For my level 11 Swashbuckler, this happened to be exactly enough to finish this first phase! If not, fall back on Lightning - Needle, even at Lvl 2, is pitifully weak. During this first phase, Scoltula has three main attacks. Her Sweep is a big arcing attack with one of her legs, but doesn't do much damage. Boulder Drop sees her causing plenty of boulders drop from the roof onto you. They're quite easily avoided if you don't stand in one position, but they can do upwards of 140 damage if they hit. Her most damaging attack, however, is her Ice Spray, where she'll blast you with a continuous stream of icicles doing HEAVY damage. Move out of the way quickly if she starts using this. Hopefully, though, you'll have finished her off by then. At about 2500HP left, she'll break away from the wall and start rampaging around. She consists of both "Scoltula" and "Scoltula Eyeball", but that doesn't matter. Her physical stats have improved tremendously from the first phase, and you'll need to use magic attacks again. If you have blue potions, use them to recharge Fire 1. For the purposes of this strategy, Blaze is simply too slow, so you might as well recharge Fire instead. She will dart around the place, wreaking absolute havoc. However, when (eventually) she hits a pillar, she'll stop for a while. Use this time to pummel her with as much magic as you can. Otherwise, just stay out of her way, and eventually she'll die. During this phase she still has access to Boulder Drop and Ice Spray, although with the improved space Ice Spray may not be too dangerous. Just don't get too close. She also has Needle Drop, which is like Boulder Drop but with sharpened blocks of stone instead. Finally, and where she really wreaks devastation in this phase, is with Charge, which is pretty much what she's continuously doing. She motors around the place VERY quickly, and if you get caught in it she could take off several hundred HP. She can also freeze you with this AND with Ice Spray, during which time you cannot move, attack, or even Heal. Deadly. ================== Assuming you ever beat Scoltula, head into the chamber to the north. There are some icicles here, so use any fire Spell on the ones to the left (don't worry, they automatically recharge 8) ) and open the chest to receive another Tablet (VI). Continue north. In this circular room, there's a chest below. Pop down and open it to get the Spectacles. When you equip these, certain hidden parts of terrain, or even chests, will appear. You will know they're there because there are tiny stars of light around the place. Look up in this room without equipping them to know what I mean. Then, equip them and head up the stairs. In the next room, open the chest to get the Fire Crystal. This allows you to activate Teleporters. Again, look at the floor to the south to see a stone circle surronded by other bits of stone. That's a disactivated teleporter. You may have seen others around. Equip the Fire Crystal like other accessories and walk onto the center slab to activate the teleporter. Then click on the top entry to teleport to Clover Ruins! Head back into town to recuperate. --In town, you'll notice that Lisa isn't in the church. She's just outside of it,

looking out over the sea. Go and speak to her, and she'll eventually give you her Magic Breaking Arrow. More of this later. Go and give Shyal your Ancient Documents and Tablets, and she'll give you 40 Exp and the Coloured Potato Salad, which can recover up to 400HP for you 8) The shops have stocked up on new equipment and Spells, but before you touch any of that we can get a couple of items we've walked by, by using the spectacles. Go to Ancient Path I, head to Junction 2 and take the east route. Go along the corridor and into the next room, which should have two chests up some stairs. Go up there and equip the Spectacles. You should see a walkway going around the room - follow it, and open the chest at the end to get an entirely new Spell, Ignition (3rd level Flame spell). Now head over to Ancient Path II, whichever way you want to. Go to Junction 3, and again take the eastern door to enter a room with 3 Ghosts. After killing them, equip the spectacles and open the chest for another Spell, Fire 3. Cool! Finally, return to Junction 3 and head south, following the room round until you're back into Ancient Path 3. Go all the way to Junction 6, head north and from that room, break open the weak wall at the northern end. Equip the Spectacles inside and open the chest to get a Large Shield. All done! Head back to town, and with whatever cash you have, upgrade your equipment. Now, return to Ancient Path 1. Head north of Junction 3, to the circular well-like room where you got your hands on the Belladonna Guardian. Equip the Spectacles, and walk up the stairs that appear. You'll come out in a new section of the Clover Ruins. Head north, and in the next room you'll come across a Teleport Pad and a Guardian Statue. To the east is a curving area that'll take you back to Clover Ruins II (Junction 4), and north of you is your next destination: The confusing Treacherous Woods. ===================== = Treacherous Woods = ===================== ____ ____ ____ ____ | \ | | | | 17 18 \| 12 13 |_ _|_ _|_ _|_ _|_ _| | | | | 15 14 11 ___ ____ _ _|_ _|____|_ _|_ _ _| | |_____/| | | | | | | _____ 19 18 | | 09 10 |__ _|____| \|_ _|_ _|____|_ _|_ _| / \ | | | | | | 06 05 07 _| |_ _ _|_ _|_ _|_ _|_ _ |____ ____| | | | | |\ | | | 03 02 01 04 \08 | | |_ _|_ _|_ _|_ _|__\_| | | | \___ _| |_ |* % ___ To Clover Ruins II | | |_ _/ | | | | |_ _| | | |_ _| | To Egret Mountains II To Ancient Path I

[ W_TRW ]

Bestiary ======== Will O' Wisp Lizardman Lizard Shaman Elder Lizardman CHIMAERA ZOMBIE

Items ===== Restraint Bracelet Winged Boots Guardian: Frugel TABLET (VII) PARCHMENT (V)

Guide ===== The Treacherous Woods is a strange area - although the rooms are laid out in a grid,some exits take you to different areas than expected. For example, leaving room 7 to the east will take you back to room 1. Whenever this happens, you will enter the area by the corresponding direction - leaving a room by the east means you will always enter the next area by the west entrance, regardless of whether you walk into the adjoining area or end up somewhere else. Because of this weirdness, I've numbered every room, and I'll talk about each of them in turn: 1 - The entrance to the whole area, and where you will end up most of the time if you don't end up in an adjoining room. No enemies. 2 - 2 Lizardmen, and 1 Lizardman Shaman. South exit -> 17 (very good shortcut if you want to use it) 3 - 3 Lizardmen and 1 Will O' Wisp. Will O' Wisps explode when they die, causing a lot of damage to you and other enemies in a wide radius. They are also extremely difficult to hit. On occasion they will "charge", and will be vulnerable from behind when they do so. West exit -> 1 South exit -> 13 (a pretty good shortcut) 4 - This area is divided in half by a river. If you enter here from area 1, there is a chest containing the Parchments (V), but no enemies. If you enter from area 7 you will be on the other side of the river, and have to face 3 Lizardmen. 5 - 4 Lizardmen 6 - Push the 2 blocks onto the switches to reveal a chest containing the Guardian: Frugal

West exit -> 1 North exit -> 6 (yes, you come back in here from the south) 7 - 3 Lizardman Shamen and 3 Lizardmen. East exit -> 1 8 - 3 Elder Lizardmen. North exit -> 1 South exit -> 12 (an ok shortcut if you want to use it) East exit -> 17 (pointless shortcut - much better going from 2) 9 - 2 Lizardmen and 3 Elder Lizardmen. 10 - 3 Will O' Wisps. South exit -> 1 North exit -> 1 11 - 4 Will O' Wisps. East exit -> 1 12 - Push the two blocks onto the switches to reveal a chest containing the Restraint Bracelet. North exit -> 8 13 - 2 Will O' Wisps, and 3 weaker (Lv 6) lizardmen. South exit -> 1 North exit -> 3 East exit -> 1 14 - 4 Lizardmen Shamen and 1 Lizardman. 15 - 2 Will O' Wisps 16 - 3 Will O' Wisps and 1 Elder Lizardman. Killing them reveals a chest containing another Tablet (VII). 17 - 2 Lizardman Shamen and 2 Will O' Wisps. North exit -> 2 West exit -> 8 18 - 3 Will O' Wisps. 19 - 3 Elder Lizardmen and 4 Will O' Wisps. North exit -> 1 West exit -> Leave the Treacherous Woods, huzzah!! When you leave via area 19, you will find another statue, and Anyess comes along and chats about it with you (at least, that's what I'm guessing you two are talking about!). Once she's done, speak to her again and select the fourth option. She will ask you for 400 Gold, and if you select the top option, will give you the Improved Bone Whittling Knife in exchange. Now continue west. Equip the Ruby and push all 4 blocks onto the switches to reveal a chest. This contains the Winged Boots. When these are equipped, if you jump off a platform you will be able to walk on air at that height for a few seconds. Very handy! Equip them now, and jump off the dais to the west, and then walk over to the next platform. Now, you're about to fight a VERY tough mini-boss, so make sure you are of sound health and have some decent equipment/potions ready. Head west.

Here there is a force field to the south. Just to the north of you when you try and exit, the boss appears - Chimaera Zombie! Just look at those stats! It has more HP than everything you've faced so far except for Scoltula. It's not physically as tough, but will easily take any Magic you throw at it. It's poison spray acts exactly like Scoltula's Frost Spray (although will poison you instead of freezing you), and it can also bash the ground, sending out shock waves which will cause damage. To add insult to injury, it's also able to summon about 6 Zombies, which amble around making life difficult for you! Your best bet is to use Grade 3 Spells - Ignition, Freezing or Lightning - to sort out the Zombies. Freezing will also be your best friend against the Chimaera - although it'll probably do next to no damage, it will usually freeze the Chimaera and all the Zombies, either giving you a moment to gather your breath and heal up/swap equipment/skills, or give you time to get behind the Chimaera and score a few heavy hits. Once you've finally put paid to the Chimaera, all the zombies will disappear as well (assuming you haven't killed them already). Go south, and you will come to a beautiful area with a stone path heading out over some cliffs. Start to cross and Dvorsak, the swordsman, will come across and have a chat. Once you're done, continue across to Egret Mountain. Here activate the Teleport Pad, but don't go inside just yet. There's something we can get using the Winged Boots first. --Go back to Junction 3 in Clover Ruins II - the fastest way is to Teleport to Treacherous Woods, immediately head east and then work your way there that way. At Junction 3, head east. In the wall to the south of the area is a weak-spot break it with the Gauntlet equipped and head inside. You will come across 3 crates that cannot be moved, and beyond them a block and a switch raised on a platform. You need to get behind the block to push it onto the switch. Make sure you have the Winged Boots equipped, then slash the middle crate once. Climb up onto either the left or right crate, then walk off towards the block and switch - you should jump, and be able to walk in mid-air. If you don't jump then adjust the angle you walk off the crates from - perhaps diagonally away from the centre crate. Once you're in mid-air, quickly walk behind the block, and you'll drop and land on the raised part of the room. Push the block onto the switch and a chest will appear, containing the Spell Needle 3! Yay! Now we can carry on. ===================== = Egret Mountain II = ===================== Bestiary ======== Flame Bat Salamander Frost Salamander Poison Slime Griffon Minotaur EVILWURM

[ W_EM2 ]

Items ===== 1x 1000G 1x Disc Key 1x Drake's Claw 1x Scale Armour +1 1x Blitz Lv 2 1x Freezing Lv 1 Bracelet of Silence Rangstone Guardian: Garneshia TABLET (VIII) TABLET (IX) TABLET (X) PARCHMENT (VI) PARCHMENT (VII) PARCHMENT (VIII) REBECK'S CROWN 1x Elixir _____________ | \ O \ |_OO_______ \ a \ \ ____ _ _ \__OO_\ | b | | | | | | / /| | | | | | |_OO_| |_OO_| | | | \ | | |_ _| | \_______/ | \ \ \ | \ | \ \ \ O 03 O / \ \_\_/___ _____\__/ \ | \ | \______________| / | [Gauntlet]

N | W -+- E | S

_ ____ ________ | a | \ ____ | O \ / \ \______|_____ \ | | ________ \ \ | | / \ \ \ |_ _|_ ___ / \ \_OO__\ |__ | / | / \ | |____| | / |/ \| | | | O O 02 01

Egret

| \

O |\ \___| \

| |____ | Mountain I /\______/ __| | / |_ __| \ / | | \________/ | | | | | | | | ___________| | | \ | ______________|

Egret Mountain II is basically climbing the mountain - both from the inside and the outside. As such, it works as a spiral. It's quite large, so I'll deal with it in sections. To begin with, there are two entrances we can use. Either you can teleport to the Egret Mountain entrance which lies just beyong the Treacherous Woods, (top map) or go up the elevator from Harlech, and go through there, at which point you'll end up on the bottom map. The reason we couldn't use this way before was because of jumps over lava, which we can now do because of the Winged Boots. I suggest going this route for now, as we can pick up a couple of items. At Junction 1, head north, and repeat the puzzle earlier - simply line up the blocks to make them disappear. You've already opened this chest, but jump north with the Winged Boots and walk to the platform to open another chest, this time containing the Spell, Blitz 2. Return to Junction 1 and head west to Junction 2. Jump across the lava, and at the north of the chamber is a chest containing more Parchments (VI). Continue west into the large round chamber which is guarded by 5 Salamanders. Kill them all, whilst avoiding the lava, and a chest will appear on a small piece of ground to the northwest, containing the Bracelet of Silence. This bracelet, when equipped, may randomly silence an enemy, preventing it from casting spells. This is pretty worthless, as few enemies can cast spells, and most you'd want to just kill strait off anyway. Carry on west, and open the chest in here to obtain more Parchments (VII). Return to Junction 2, and this time head north. Kill the 2 Salamanders and 3 Fire Bats, and head west. Climb the stairs, killing the 3 Fire Bats and avoiding the Flame Throwers, and head north, entering into the north-western most room of the top map. If you head west you'll leave the Egret Mountain and end up at the Teleporter, so instead head east. You'll have to jump across lava a couple of times - the best way to do this is to place the mouse pointer as far aways as possible, then press and hold the left mouse button. Otherwise, often you will simply frop off the ledge and into the lava! In the room to the south kill the 3 Poison Slimes - I should warn you that some of the barrels or pots are actually explosive, and breaking will cause you and any nearby enemies quite a bit of damage! Anyway, head south again. Here there are no enemies, but you will have to cross a very narrow causeway through the lava, dodging fireballs from Flamethrowers! Be careful, but it should be quite easy. Heading west takes you to Junction 3. Get rid of the Salamander and 3 Poison Slimes. To the north there is a jump over lava to another platform which isn't on the mini-map, and which you won't see if the angle's wrong. Equip the Winged Boots and jump onto it, then equip the Spectacles and a you'll be able

to see a chest. Open it to get the Spell, Freezing 1. Hope back over, and head west - don't worry about the southern exit, we'll come to that in a few secs 8) Anyway, in the next room take out 4 Salamanders, and head north. Here there is a crevasse, and below you are 3 Salamanders and a chest. To cross over you need to equip the Spectacles to see the walkway, but don't do that yet. Drop down, kill the Salamanders and open the chest to obtain a Tablet (VIII). Leave to the west, and you'll be outside the mountain. Kill the 3 Poison Slimes, head south and kill the Poison Slime, then head north and you'll be back at Junction 3. Return to the crevasse, and this time head over it and into the next part of the map. _____ _____ | \

/

/ \ / __|_ \ /__ _| \ \ b \___ _\ | \ \ \ | | \ | | / __ |_ / | _> You will come in from the bottom at C. Even though it looks it, this is not a straight-forward route - you will pass a series of holes in the ground as you work your way round. There are another set of these further on, and they are in fact vertical flamethrowers. You will need to shut the later ones off to progress, but that will turn the first ones on, preventing your escape! Well, don't worry as there's another way 8) At the top of this circular chamber (I'm calling it Junction 5), head north. Kill the 4 Fire Bats while avoiding the central Flamethrower, and head southeast. The map I've drawn doesn't show this area all that well, but it's roughly accurate direction-wise. Kill the 4 Griffons (which act like the earlier Hippogriffs) and 2 Salamanders - bear in mind that Griffons occasionally drop the Drakes' Claw weapon 8) Head south into Junction 6, and jump across the lava. First of all, head east and you will emerge from the mountain again. There are two chests, one containing the Tablet (IX), and the other containing a new Guardian: Garneshia. Cast Fire on the Icicle on the elevator to activate it, and make a nice little shortcut up to this point 8) Return to Junction 6 and head west - this'll bring you back out to a platform in the main chamber. Simply step on the switch to switch which Flamethrowers are on, and head back to Junction 5. Continue west, noting the Guardian Statue if you need to use it. Then head into Junction 7. There are 5 Salamanders here which you can easily take care of, but the 2 Minotaurs are a different problem altogether. Make sure you're tough enough, and even then try and get them one by one. Before you head west, though, head east to the small platform. Step on the switch to get rid of the Flamethrower, then drop down to the next platform and head through the door. You'll come out just above the coloured-block puzzle syou sorted earlier. Open the chest to get a Disc Key. You'll need to drop down and repeat this whole section, but the Disc Key is required to get through anyway 8) Get back up to where the Minotaurs are, kill them, and head through the Special Door. _____________ _____ / ________ \ | % | /\ /\ \____ \/\ | e | Y \____/ _ \ \ | __| | | To Boss| \ \ | |__ | \ | | \ \ |___ | \/\_______/ / | | | | \______ _/ / / | \________ __ ## _|_/ \ \ / / \ |\ \___/ / \ | \_______/ \________|

Leaving the inside of Egret Mountain, equip the Fire Crystal and activate the Teleport pad. Head south, and here kill 4 Frost Salamanders and 3 Griffons to reveal a chest towards the south of the area. This contains a Drake's Claw, if you haven't already found one dropped by a Griffon. Continue east, killing the 4 Frost Salamanders, and then north east, defeating 2 more Frost Salamanders.

In the area to the north there are 4 Frost Salamanders and 5 Griffons, but you'll need to walk up the trail to find all of them. At the top of the trail is a chest containing more Parchments (VIII). Go back down the trail and carry on your way to the south west. Defeat 4 Frost Salamanders, and head east, killing 7 Frost Salamanders and a Griffon. Finally, head east once more. Take your opportunity to save, as you are about to fight the third boss!!! ================== = BOSS: EVILWURM = ================== The first time I fought Evilwurm, I had a LOT of trouble, but knowing which of his attacks can hit you, and when, gives you a HUGE advantage, making this boss surprisingly easy. Unlike Scoltula, Evilwurm only has 1 real phase, although later on it's attack style - and the whole arena - temporarily changes. More of that in a minute. Make a good note of your surroundings - you are in a large arena, with 4 raised platforms - you will need to make use of those every now and again. To begin with, Evilwurm flies around above you, peppering you with Fireballs. He will move and fire off a burst of fireballs, which will home in on you. To avoid them, make sure you keep on moving, particularly in tight circles, and they'll eventually burst on the ground. Alternatively, run behind any of the platforms, and the Fireballs will usually hit them instead of you! After one, or maybe two, sets of Fireballs, Evilwurm will move to one of 9 spots around the arena - above any of the platforms, in between two platforms which are next to each other, or right in the middle of the arena. When he does so, get out of the way! He will Piledrive that spot, itself causing a lot of damage, but also releasing 4 waves of energy blasting out across the entire arena in the shape of a +. They're easy to avoid from afar, but now you really need to get close, as this is the ONLY time when Evilwurm is vulnerable. Get in and start slashing. But again, BEWARE!! From the moment he lands, Evilwurm will start charging up for a huge explosion which will cover almost the entire arena. This will push you away and hit you several times if you're unlucky, and to add insult to injury may knock you off the arena into the lava, thus taking off another few hundred HP!! You can run away, but it's possible to avoid this blast TOTALLY. It will only affect the height at which it takes place - if Evilwurm is on the arena floor, then standing on the platform will avoid the blast, and vice-versa. Evilwurm will then get back in the air, and the process will repeat. Once Evilwurm is reduced to about half his HP, he will start doing a couple of new things around his preious attacks. First of all, the number of Fireballs in the flurry will approximately double, but getting hit by one or two is acceptable. Also, sometimes when he performs the Piledriver and starts building up energy for the Heat Wave, he may alternatively teleport somewhere else. Try not to let this catch you out, as he will quite quickly explode from his new position. Finally, after the Heat Wave, Evilwurm will cause an eruption, and the lava level will rise quickly, engulfing everything except the four platforms. So, when Evilwurm heads to the centre of the arena, and the screen shimmers, make sure you get up on one of those platforms. Evilwurm will then do several flybys, shooting a continuous laser beam at the ground where you're standing. It's VERY easy to avoid - just stand in one place and wait until Evilwurm starts the beam, then get out of the way! He won't change direction. After 5 or 6 fly-bys, the lava will recede, and the battle will revert to normal. These eruptions will happen several times.

================== With Evilwurm defeated, pick up the chest in the middle of the chamber containing Rebick's Crown, and the chest near the entrance to the chamber with the Rangstone. This accessory allows you to breathe underwater! Head out of the chamber, and start heading down the mountain again. When you get past the part with the statues, and you see the first enemies (a Griffon and some Frost Salamanders), equip the Gauntlet and you will be able to hit the first block of ice on the edge. Drop down, and open the chest to collect an Elixir. Then, drop down again, and head out of the mountains either using a Teleporter or with the Moonstone. --Return to town. Shyal will call you, and you'll head up to your room and have a chat. Give her any Tablets/Parchments you have. Then go to the church and speak with Lisa. Finally, head to the item shop, and you'll see Anyess and the item vendor haggling for an item. When they finish, go and speak to Anyess. She'll offer you an item for 4000G. Say no to begin with (bottom option), and speak to her again - she'll drop the price to 3000G 8) [Thanks to Aditya for that!]. Say yes this time (top option), and she'll sell you the Bow of the Shrine Maiden. Just before we continue, we can also pick up another accessory. It's a bit of a journey, but head to Ancient Path III. Go to Junction 6, and head east. This is a long corridor that is entirely flooded. Equip the Rangstone, and walk through all the way to the end to find a chest containing the Absorbing Bracelet - one of the better non-essential Accessories. Also, head over to Clover Ruins 2. From Junction 2 head east and follow the route all the way to the top, where there are some Green Slime Jumbos. Destroy the rock, and go through north. Equip the Rangstone and walk through the water, and eventually you'll reach a chest with the Greatsword 8) Now, the only place left to go is under the lake! In Harlech, equip the Rangstone, and head out into the water. Head to the left of the screen, and jump off the first reef. Keep heading in the same direction - you'll pass some debris, but you'll find your way into the Lake-Bottom Ruins. =================================== = Ruins at the Bottom of the Lake = =================================== [ W_RBL ]

I won't bother doing a map for this, as the area is small and straight-forward. Keep heading forward, and eventually you'll climb up some stairs and into the ruins proper. You'll soon come to a door, but open the chest beside it to receive another set of Parchments (IX). If you think you're buff enough, head through the door to fight the game's 4th Boss! ================== = BOSS: ASCOMOID = ================== Surprising that you have to fight two bosses in very quick succession. Neverthe-less, Ascomoid is no walkover. It is a giant eye with tentacles that appear from the floor, and has a range of lethal attacks. Throughout the battle, the sharp tentacles will rise from pits in the floor to stab you. The pits move around, so you will have to constantly move, too. Between other attacks, it will also shoot blue energy blasts into the air,

which will blast the floor of the room haphazardly. Aside from them being randomly placed, the energy bolts are small and otherwise easily avoided. However, Ascomoid also has a Laser attack, and will blast the laser in one direction and then turn quickly through about 22.5 degrees with the laser still activated. This can cause quite a bit of damage if you get caught with it, as it will continuously hit you. Even more dangerous is his Energy Beam, which is a MUCH wider beam than the laser, and Ascomoid will slowly turn through 360 degrees, so you just have to run ahead of it. The best bet is to get up close and slash constantly. Beware, as when you do so, Ascomoid is able to utilise a Spiral attack, spinning round and slashing at whatever is close to it - in this case, you! You will be knocked back and damaged. However, the damage is small. Just avoid the laser and heat blasts, running around him and getting those hits in. Ascomoid will actually go down quite quickly this way. ================== When Ascomoid snuffs it, head into the next chamber. This massive room has only a small platform on which you stand. Ahead of you there's a Guardian Statue, and to the right and behind that a dais. Far out in the sweeping chamber you can see the back wall, and emblazoned on it a mural of a giant, tentacled eye! Get up on the dais, equip the Bow of the Shrine Maiden, and also equip the Magic-Breaking Arrow in one of your Accessory slots. Select that slot, and you'll see a target over the eye on the far wall. Aim at that and "attack" it, and you'll fire the arrow at the seal. Queue a pretty cool cut-scene, as the Seal breaks apart and the waters held in are flushed out of the island. When you're done, leave the Ruins. All the water's gone, leaving a nice sandy beach 8) Just as you leave the Ruins, where you saw the debris earlier, you'll be able to head west up a walkway. Do so, and you'll see Xanadu Labyrinth ahead of you. However, as you can see, it's protected by a vast barrier. Anyess is up ahead, and you'll chat for a bit. Beyond the barrier, there's someone else trapped in statue form. Basically, you can't yet get into the castle, so you need to find a way to deactivate that shield. Return to town, and speak to Shyal outside of the Inn. Then, head to the Teleport Pad in Clover Ruins, but don't use it - instead carry straight on. You will see Dvorsak speaking to a man, Jutulma. Eventually, Dvorsak just walks past him through a doorway, which was once blocked by a large statue (earlier in the game). Speak to Jutolma, then follow Dvorsak.

==================== = Xanadu Labyrinth = ==================== Bestiary ======== Goblin Goblin Warrior Goblin Shaman Goblin Archer Goblin Healer Master Goblin Gatekeeper Liche

[ W_XNL ]

Items ===== 2x 2x 1x 1x 3x Large Heal Potion Magic Potion Thunder Lv 3 Bloodsucking Bracelet Disc Key

Guardian: Grey Ash TABLET (XI) 1x Frost Brand [Gauntlet] ______ \ ____ / \ | | | | % | |_ _| | | |\ / ___ | | \ _ _ / | | | | | SS | ________ | | | | | | | |___________ | | | | | | | | | | |_ _| | | | | | | | ______ / O \__| |__| | | |______| | | | | | | |_ _ _ _| | | | O 07 O 06 O 05 | | OO | | | |______| |_________| | | | | | \__O__/ | | | |_____ __| | | | | |_____| | | | | | | 04 # | | | | O _____|_______| |___| |____|_____ | | | | | |_ _| _______ / OO \ | | | | | |__ | | | \__ | | | | \__ / \ |_______|__ \_/ \_______ \__ # # | \___| 03 |__ __|____ | | | | \ O | | |________|____| ____ | | | | | | | | \ / |_ _| | | / OO \ |_ _| ____________ / \ _____/ SS \_____ ____ | | | \| | To Clover O 01 S 02 O | /

Ruins

|____________| \ /

|_____ \______/ \__OO__/ | | | | | | | \ \ \_______ _____ \ | | \ O | \__________|_____|

_____/|____|

N | W -+- E | S

Xanadu Labyrinth has a lot of large rooms, many of them brimming with enemies. The enemies here are a lot tougher, too, and the whole area is quite large, so I'll be using several maps. Make sure you have plenty of keys, too, as 90% of the doors here are locked! Anyway, make your way to Junction 1, then head north. Opening the chest reveals a Force Field, and you'll need to take out a lot of enemies. That's another thing to mention about this place - when Force Fields appear, you usually have to defeat not 1, but 2 or 3 sets of monsters to be able to carry on! In this case, it's 2 Goblins, then 3 Goblin Warriors and then finally 3 Goblin Shamen. Incidentally, in most of these cases you don't get any final rewards - all you obtain are the gold, exp and any item drops from fighting the monsters, so it's up to you whether you do these 8) Anyway, return south, then head south again. This long corridor contains 2 Goblins, 2 Goblin Shamen, 2 Goblin Archers and 2 Goblin Warriors, so once they're out of the way, continue east. This next room contains a block puzzle:

A B C D

1 2 3 4 5 _ _ _ _ |_|_|_|_|_ |_|_|_|_|_| |_|_|_|_|_| |_|_|_|_|

Rows A and D are free spaces, none of which need to be used. There are two static green blocks at the top (5B and 5C), several steel blocks, three crates (1B, 1C and 3C) and one green block (2C) which needs to be moved up to the static green blocks. The solution is simple. Slash 1B once, and push the crate at 1C left onto it. Then push 1B up to 2B, and then once more from 2B to 3B. Slash it once. now, return to the floor, and slash the crate at 3C twice, destroying it. Now you can push the green block from 2C to 1C, then up from 1C to 1B, then right from 1B to 2B, 2B to 3B, and finally 3B to 4B. Here, it makes contact with the two static green blocks, and they all disappear giving you access to a chest containing a disc key. Return to Junction 1 and head east, using the Disc Key on the door. This lengthy room contains 4 Goblins, 3 Goblin Archers and 7 Goblin Warriors. The exit to the north requires another Disc Key, so head to the far east end, and equip the Gauntlet to break open the wall here - you can see where the wall is caved in slightly. Head through, open the chest to receive the Disc Key, then return and open the door and head north. This large room, Junction 3, contains 2 Goblins, 4 Goblin Warriors, 4 Goblin Archers, and at the top end 2 Goblin Healers and a Master Goblin. It's a wise idea to get rid of the Healers before

tackling the Master Goblin, as you don't want all your hard work healed away! Once you've killed them, you'll want to head to the east. If you do so, you'll end up in a room with a large number of Goblin Shamen blasting you and some crates with fireballs, although you won't be able to fight back!! Just to the north of the eastern door, there is another breakable wall. Destory it and head in. Open the chest for your next Tablet, then head south and kill all those pesky Shamen - a couple of Freezing spells wouldn't go amiss 8) Now head back to the room just below, and push all the crates onto the floor switches. This will open the gate to the east, so walk through and open the chest to obtain the Bloodsucking Bracelet - this accessory will allow you to randomly regain a small amount of HP when you hit an enemy, but for the moment the amount regained is too small to be helpful. Return to Junction 3, and opposite the breakable wall on the east side is another one on the