3. Disc 1 Walkthrough
First of all, this walkthrough is completely spoiler free. The only thing related to the plot will be the name of some playable characters in some boss strategies, but no names will be written unless necessary, and in any case nobody will be named before the point of the story when he/she joins. Also, the name of bosses related to the plot will not be mentioned.
In this walkthrough you will find some maps to guide you through the Treasure Trove achievement. The maps contain most the items required for the achievement, but don't forget to check the text description too for extra information about side events and quests, and especially for the few items left out of the images. Maps will often be quite zoomed in: for a lower zoom hold " Ctrl " and press " - " on your keyboard until you're satisfied. " Ctrl " and " + " will do the opposite.
Every area will be introduced with notes regarding what you will need by the end of that dungeon. This means that I will start telling you which skills/equipment you want to have to properly tackle the boss of the area, so you know in advance which skills have priority.
Sub-areas of the same "main" area will be divided to make it easier for you to find where you are. "Hypocenter" and "Edge of Wasteland" are sub-areas of the "Highlands of Wohl" main area, for example. If you open your main game menu (press " Y " while on the field) you'll read the name of the area in the upper-right corner.
You will find some "numbers" (IDs) near the areas, such as "1.2.3": the first number is the disc, the second is the "main area" number, the third is the "sub-area" number. The point of these is to try to keep order in the guide, because it's a huge game and you need order for Treasure Trove, especially if you mistakenly miss something and need to backtrack.
I will also mention when an area is one-time-only.
I will write a short summary at the end of each area to shortly tell you what to do in order to reach the end of the area: if you think you're stuck, use it for a quick reference. On disc four, because of the huge freeroam available compared to relatively few story events, I won't add them.
If you have any doubts about the gameplay, please check the General hints and tips. In-game tutorials will explain you most of what you need to know anyway.
Disc One Walkthrough
Highlands of Wohl
Map of the area
Note: one-time-only area.
The game starts with a couple of fights: keep killing the enemies in the first fight, then a first boss fight will trigger. This "boss" cannot defeat you, so don't bother using healing medicines or defending. Just keep attacking, alternating hits on the two "units" (left and right; don't attack the same unit twice in a row or you'll deal very little damage), until you finally win.
Hypocenter - 1.1.1
A - Healing Medicine (debris)
B - Bruiser Ring (pillar)
C - Angel's Plume (debris)
D - Mana Herb (pillar)
E - Name Plate (pick from the ground)
Pick up the items as you go and follow the tutorials to learn the basics of the game.
There are two achievements related to scoring "Perfect"s with your rings: one for scoring three of them in a row, and another for your 500th Perfect. Do your best to progress through both. Side note: the three in a row will carry from one battle to another, so you can (say) score one Perfect at the end of a fight, then score two more immediately in the next fight and you'll still get it. This will come by itself with time anyway.
Achieve Perfect three consecutive times in battle.
Edge of Wasteland - 1.1.2
F - Healing Medicine (wooden box)
G - Mana Herb (wooden box)
Gorge - 1.1.3
H - Healing Medicine (wooden box)
K - Angel's Plume (chest)
L - 4 Whetstones (chest)
I - Mana Herb (wooden box)
J - Healing Medicine (wooden box)
Before being able to get I and J a cutscene will trigger, moving you forward past them (you'll be near the chests): backtrack to find the boxes, and then leave north.
A tutorial about Ring creation will also trigger. There's one achievement for your first ring crafted (you will need a second Bruiser Ring "soon"):
Continue playing to unlock this secret achievement. (Secret)
Uhra Troops - Armored Vehicle - 1.1.4
Nothing notable here, just proceed with the events.
- Proceed on the only possible way, pushing the pillar to make your way out and then decide to leave.
Magic Republic of Uhra
Map of the area (first part)
This place is a city, a "safe" area if you want. No enemy fights will usually trigger in cities, unless some story events will trigger exceptional fights. In cities you'll find save points, inns and shops. The inns aren't very useful in a game where you can recover your status automatically by saving, but they allow you to "dream" (keep playing to understand), something you can do from the main screen of the game when you first run it too. They are marked with blue-colored icons. The shops are marked with purple/pink-colored icons, and they are often general stores (meaning they usually sell all kind of items). The first time you visit Uhra you won't find an open shop, but later they will be introduced to you.
You will also find your first Seed items: they are important collectibles which you need for various reasons, in particular to exchange them for items in particular "shops". It won't take long before the first "Pipot" (that's the "shop" for Seeds).
The Great Gate of Uhra - 1.2.1
A - Seed # 01/99 (trash can at the top of a ladder)
B - Mana Herb (trash can)
C - Magma Fragment (trash can)
D – Whetstone (trash can)
E - 10 G (trash can)
Collect the items and proceed.
The Great Gate - Inside the Tower - 1.2.2
There's nothing interesting here at the moment, so ride the elevator up and proceed.
The Great Gate Station - 1.2.3
F - Antidote (poster)
G - 100 G (poster)
H - 10 G (poster)
I - Healing Medicine (poster)
J - Seed # 02/99 (poster)
Collect the items and proceed west.
The Central Station - 1.2.4
K - Engraved Ring (pick from the ground)
L - Cold Water Stone (trash can)
M - Mana Herb (poster)
N - Healing Medicine (trash can)
The Engraved Ring can be traded at the lower floor of this area, speaking with the man behind the desk on the left side. The reward for it is a Cure-All. Don't bother with the soldiers hasting you, there's no real rush.
Map of the area (second part) (lower zoom here)
The Central Station Square - 1.2.5
A - Seed # 03/99 (black metal pillar)
B - 2 Whetstones (black metal pillar)
C - Angel's Plume (black metal pillar)
D - Seed # 04/99 (poster)
E - Wind Seal Leaf (poster)
Main Street - 1.2.6
F - Wind Seal Leaf (poster)
G - Magma Fragment (black metal pillar)
H - 100 G (black metal pillar)
I - Seed # 05/99 (poster)
J - Healing Medicine (poster)
K - Antidote (poster)
L - 10 G (poster)
M - 2 Wheatstones (pot)
N - Mana Herb (black metal pillar)
O - Seed # 06/99 (black metal pillar)
As you continue, a cutscene will send you at the east-most side of this area. Don't worry, it's not going to happen many more times in the game.
Enter Tolsan's Inn.
Tolsan's Inn - 1.2.7
- Antidote (yellow pot)
- Seed # 07/99 (yellow pot)
- 100 G (closet in NW room)
- Angel's Plume (closet in NE room)
- Holy Knight Charm (chest in NE room)
Few dialogues will trigger, then you can loot the items. There's an exit on the back which you can't use right now. A pot is hidden below the stairs, another is found as you go up the stairs; then plunder the rooms. When it's done, approach the desk of the inn again and something will happen.
Dream # 01/31 - Hanna's Departure - 1st
This is your first "dream". They are secondary (but not so much) story events which will improve the content of the plot by a lot. Dreams can be viewed from the main menu too, at any time. They appear in a specific order, and you usually get them in the correct order.
This is not always true: the 10th dream you get might be, say, the 15th of the list. To make it easier for you to find the missing dreams, in this walkthrough you will find two "IDs" near them. As with the IDs of the areas, you shouldn't be bothered with this too much, but when backtracking for something you might have missed this will be useful. Anyway, a dream will read "Dream # 01/31 - Hanna's Departure - 1st" where "# 01/31" means it's the first (out of 31 total) dream you find in chronological order, while "1st" is the position the dream has in the "official" list you find in your game menus. So, say you miss the second dream of the list, you only have to type in "2nd" and search through the walkthrough pages with " Ctrl " + " F " of your browser.
The dreams also have achievements related to them: you don't have to watch them to get the achievements. One achievement is for collecting them all, another will pop up now for your first dream:
Unlock the first episode from A Thousand Years of Dreams.
Exit to the main street.
Main Street - 1.2.6
Move towards Virno's Tavern: you'll meet a character on the way, triggering some cutscenes.
Virno's Tavern - 1.2.8
- 100 G (yellow pot)
- Seed # 08/99 (yellow pot)
- Aqua Bomb (yellow pot)
Dream # 02/31 - A Hero's Return - 2nd
Approach the soldier near the counter. This is only available after the first dream is unlocked.
Exit the tavern and enter again.
Dream # 03/31 - In the Mind of a Captive - 4th
Approach some people sitting at a table upstairs.
Exit the tavern and enter again.
Dream # 04/31 - A Mother Comes Home - 5th
Approach the two people near the counter.
You need to exit every time to trigger the next dream. When it's finally done, exit to the Main Street again. You can enter the "shop" if you want...
Barku's Arms and Armor Emporium - 1.2.9
...but you won't find anything interesting. Therefore exit the Main Street north.
Residential Area - 1.2.10
a - 100 G (poster)
b - Seed # 09/99 (poster)
c - Magma Fragment (poster)
d - 3 Whetstones (trash can)
e - Healing Medicine (black metal pillar)
f - Wind Bomb (yellow pot)
g - Seed # 10/99 (yellow pot)
h - Seed # 11/99 (trash can)
i - Seed # 12/99 (black metal pillar)
j - Cold Water Stone (yellow pot)
Dream # 05/31 - White Flowers - 3rd
Approach the people sitting on the bench in the playground area.
Near them there's a woman: if you give her the Name Plate you got previously she will reward you with 2 Poison Oils.
Exit the area north.
Gongora's Mansion - Garden - 1.2.11
There's nothing here, so keep going north.
Gongora's Mansion - Hallway - 1.2.12 A
There are two parts of the "hallway" separated from each other by the "Magic Research Lab" area. I'll call " A " this first one.
You can exit northwest to the Courtyard...
Gongora's Mansion - Courtyard - 1.2.13
...but there's nothing interesting here at the moment. You will find a strange brown block of stone here, and some more will be found on your way later. They are part of a sidequest which will be available only later in the game (much later), so ignore them for now.
In the hallway enter either the doors leading at the center.
Gongora's Mansion - Magic Research Lab - 1.2.14
k - 2 Quality Iron Sands (trash can)
l - Seed # 13/99 (trash can)
If you approach the elevator NW a short scene will trigger, then you'll be able to ride it: don't do that yet. Instead, get the two treasures here and exit north.
Gongora's Mansion - Hallway - 1.2.12 B
m - Hawk Eye (chest)
n - Berserker Necklace (chest)
o - Flare Bomb (chest)
p - 3 Magma Fragments (chest behind boxes)
That's the second part I was talking about earlier. Get the items here (push the boxes to reach the last chest behind them), then go back in the Magic Research Lab and ride the elevator NW for more scenes.
When you're done with everything here, backtrack to "The Central Station" area and go up as you continue backtracking.
The Central Station - 1.2.4
Dream # 06/31 - Little Liar - 6th
Approach the two people sitting on the bench on the upper floor.
Then continue backtracking to the first area of this town. After more scenes as you reach "The Great Gate of Uhra", go back inside the tower.
The Great Gate - Inside the Tower - 1.2.2
- Platinum Gauntlet (chest)
- Soldier's Helmet (kick the tower; read below)
On the lower floor, speak with the man operating the control panel behind the elevator. The puzzle is solved moving the platforms in this order. CBAAA. When it's done, use the platform just on the right of the control panel and then keep going up until you reach the chest with the Platinum Gauntlet.
Next, speak with the man on the right of the elevator (again on the lower floor) and he'll tell you about some "helmet". After talking to him, ride the elevator up (you should see the yellow helmet as you go), then ride the elevator down; then kick the metal "thing" on the right of the elevator itself (near the man asking you to solve this problem) and the helmet will fall. Pick it up. Then speak with the man once again and he'll give you the Antidote Brooch in return.
The Platinum Gauntlet and the Antidote Brooch are both very important items for the next dungeon, so please be sure to get them.
When it's all done, back to The Great Gate of Uhra and exit south. On the way a shop will prompt, but nothing you really need now.
- Proceed through the first areas until you reach the Main Street
- In the Main Street enter Tolsan's Inn and speak with the innkeeper to unlock the first Dream
- Exit to the Main Street again, go north until you enter Gongora's Mansion - Magic Research Lab
- Approach the elevator northwest here for a scene, then ride it for more scenes
- Backtrack to The Great Gate of Uhra
That's the world map, for the first time. Not much fascinating right now, but keep in mind that exiting to it will recover your status (full HP and MP). If you didn't read this in the General hints and tips, remember that the Save Points also work as a "restoration" point if you save, then quit, then reload. Use them freely for healings at any time you need.
The World Map now looks like a list of places where to go. You can also open your menu with " Y " and save here. When you're ready, pick your next destination.
Map of the area (first part) (lower zoom here)
Introduction note: for the boss of this area you want some specific skills for your characters.
Anti-Poison (learnt from the Antidote Brooch) should be learnt by Kaim first and your female partner next. The "magician" of the group can't learn this skill permanently, so he will need to equip the Antidote Brooch to have the skill equipped too.
Guard Heal is another important skill, and the female partner should learn it meanwhile Kaim is learning Anti-Poison; then switch the accessories so both Kaim and her have these important skills as soon as possible. The magician doesn't need Guard Heal.
A third good skill to have is Stand Ready which can be learnt from an accessory you'll find on the way (Knight's Code), and that's again for Kaim and his female partner only; it isn't necessary though.
Valley Road - 1.3.1
A - 100 G (tree)
B - Seed # 14/99 (tree)
C - Mana Herb (yellow pot)
D - Ground (yellow pot)
E - 2 Wind Seal Leafs (tree)
F - Seed # 15/99 (tree)
G - Slot Seed # 01/48 (yellow pot)
H - Flare Bomb (yellow pot)
I - 2 Antidotes (yellow pot)
J - Kinght's Code (chest)
K - Magma Fragment (tree)
L - Healing Medicine (tree)
Side note: I know the plural of "Leaf" is "Leaves", but I prefer not to change the name of the items to avoid that you search for "Wind Seal Leaf" and you can't find it because it has a different plural.
The skill-linking tutorial will trigger shortly. There's an achievement for learning one skill this way, and it's advisable to continuously update your linked skills in order to learn all the skills as soon as possible. That's the achievement:
Make an immortal learn a skill from a mortal using Skill Link.
More tutorials will trigger on the way. You will also get new important skills which will let you analyze the HP and elements of the enemies. These abilities are very important to effectively plan your strategies in battle, so make sure somebody has them in your group -- Jansen learns Factual Analysis at level 13 and as long as he's alive there's no need to use skill slots of somebody else to equip this skill; give him the Search Glasses you'll find soon and he'll scan everything you need to know about the enemies. Later you'll find an accessory to identify the items you can steal from enemies as well as those they drop, for a complete analysis of them.
The Slot Seeds are precious items you shouldn't waste. Take a read about them in the General hints and tips page maybe.
The trees you can kick will prompt an " A " button command at the bottom-right corner, but you should find them easily. There's a side-path behind the "E" tree: use it to reach K.
When all the goodies are collected, move on.
Near Mountain Hut - 1.3.2
M - 2 Magma Fragments (tree)
N - Seed # 16/99 (tree)
O - 2 Wind Seal Leafs (tree)
P - Barricade (yellow pot)
Q - Flare Bomb (yellow pot)
R - 2 Whetstones (tree)
S - Seed # 17/99 (tree)
Some of the items might be a bit hard to spot -- use " RS " (the right stick on the controller) to move the camera a bit maybe.
Mountain Hut - 1.3.3
T - Seed # 18/99 (yellow pot)
U - Antidote (yellow pot)
V - Power Drink (yellow pot)
Z - Search Glasses (closet; examine it twice)
Y - Shield (turn on the lamp upstairs, then pick the item near the bed)
This is a safe area. Collect the items here and rest for some scenes. Then save your game, because it's the closest savepoint to the next boss fight. When you're done, exit the "hut" (from the lower floor).
Map of the area (second part) (lower zoom here)
Northern Ridge - 1.3.4
A - Mana Herb (rock)
B - Healing Medicine (rock)
C - Angel's Plume (rock)
Dream # 07/31 - The Upstreamers - 7th
This dream will trigger as you proceed.
A section of this area is blessed with rain which will make you walk slowly. There's not much you can do, so just keep going.
Peak - 1.3.5
Before proceeding too much, be sure you've equipped the Anti-Poison and Guard-Heal skill on Kaim and Seth (by now her name isn't a "spoiler" anymore). Jansen will wear the Antidote Brooch. If possible, Kaim and Seth should also have the Knight's Code equipped (either of them), so they can get the Stand Ready skill too. If they learnt Stand Ready, equip the skill itself instead of equipping the Knight's Code.
Side note: as for the Search Glasses (which probably used to be on Jansen who now has the Antidote Brooch), you can always unequip the item you're wearing in the fight (the Antidote Brooch in this case), equip the Search Glasses to check the status of the enemy, then un-equip the Search Glasses and equip the other accessory back (the Antidote Brooch here). Since you can change your equipment with no limits without wasting your turns, make good use of it. If both Kaim and Seth have Stand Ready learnt and equipped you can give one of them the glasses without having to do all this change.
Boss Fight # 1 - Grilgan
The strategy for this fight is very simple: Kaim and Seth will defend all the time while Jansen will cast Fire on the boss. He has 1,660 HP and his element is Wind, so Fire will work better than anything else. Kaim and Seth defending with the skills I suggested should make it very easy for you to keep up with the damage the boss will deal. Physical attacks don't do good damage on him after all, so it's worth following this setup for a rather easy victory. If your HP is in danger for any reason, consider spending a turn of Jansen to cast Heal. You shouldn't need though, especially if Stand Ready is lowering the damage Jansen will take (he's the most vulnerable and won't be healed by Guard Heal like Kaim and Seth).
You will get Slot Seed # 02/48 after the fight. Actually, you could also steal this item from the boss, but he wouldn't have dropped it afterwards, so there's really no point in wasting turns trying to steal an item which will always be dropped.
After the fight it's advisable to save-quit-reload to restore your health. You can give the Search Glasses back to Jansen if you want. The next section of the area is quite brutal compared to the first part, and enemy fights will trigger more often. When you're ready, exit the Peak west.
Southern Slope - 1.3.6
D - Novice Earrings (chest behind rocks)
Jump here and there, loot the chest and move on.
Cart Track - 1.3.7
E - Cold Water Stone (cart)
F - Seed # 19/99 (cart)
Push down the carts to get these items, then keep going.
Mining Site - 1.3.8
G - Slot Seed # 03/48 (chest after smashing rocks)
H - Aqua (chest)
Nothing special to say: get the chests and proceed.
- Proceed north until you reach the hut
- In the Mountain Hut, rest upstairs and then proceed north the next day
- Fight against Grilgan
- Proceed all the way out
Go to your next destination.
Grand Staff Construction Base
Map of the area
Exterior - 1.4.1
A - 100 G (poster)
B - Mana Herb (poster behind boxes)
To move the boxes to reach B and the ladder to the Building Material Warehouse you'll need to speak with the guards nearby (there are two), move away from them so they get away from their position, and quickly sneak past where they were standing (before walking away) to grab the boxes and move them. If they spot you doing this, they'll make you to leave and they'll go back to their position. The boxes you moved won't return to their original position, so...keep trying and progressing in your box-moving and eventually you'll move them enough to proceed. The box north must be moved first to make free space to move the box south too, in case you can't figure what to do.
In this sub-area you'll also find a Pipot (it's the brownish thing on the map). The Pipots are those who'll take your Seeds in return of other rewards. Seeds only have this purpose, so just give them away. Note that the Pipots don't work exactly as a "shop" where you spend the Seeds: they will reward you every "n" Seeds with something. The Pipots are also involved in a side quest which will start in later discs, and they can also "synthesize" your items to create better ones. This Pipot here can turn 4x Healing Medicines into 1x Healing Herb and 2x Mana Herbs into 1x Mana Capsule. Considering the effects of these items, it's a good deal.
The first reward will be given when you'll give a total of 20 Seeds, which will happen very soon.
Building Material Warehouse - 1.4.2
C - Turn-Tail Shoes (yellow pot)
D - Seed # 20/99 (yellow pot)
There's a store here. In generic shops like this one I'll list the items in this order: consumables (healing and offensive items), components for rings, spells, accessories (with the skill attached to them in brackets), weapons (with stats and characters who can equip it in brackets). Suggested purchases will be written just below the list.
Healing Medicine - 40 G
Mana Herb - 60 G
Antidote - 15 G
Anti-Paralysis Herb - 20 G
Angel’s Plume - 150 G
Flare Bomb - 100 G
Aqua Bomb - 100 G
Wind Bomb - 100 G
Ground Bomb - 100 G
Magma Fragment - 30 G
Cold Water Stone - 30 G
Wind Seal Leaf - 30 G
Quality Iron Sand - 30 G
Magic-Luring Stone - 50 G
Sticky Tape - 20 G
Whetstone - 15 G
White Magic Lv 1 - Shield - 200 G
White Magic Lv 1 - Barricade - 200 G
Black Magic Lv 1 - Aqua - 220 G
Black Magic Lv 1 - Ground - 220 G
Platinum Gauntlet (Guard Heal) - 270 G
Knight’s Code (Stand Ready) - 270 G
Novice Earrings (Lv1 Black-White Magic) - 300 G
Antidote Brooch (Anti-Poison) - 280 G
Hawk Eye (Factual Analysis) - 270 G
Lightweight Saber (ATK + 23; Kaim and Seth) 500 G
Saint Rod (ATK + 8; Jansen) - 550 G
Purchase Magma Fragments, Cold Water Stones, Wind Seal Leafs and Quality Iron Sands to have at least 6 units of each: you want to craft two rings for each element of the game, so both Kaim and Seth can benefit from it.
Purchase one the Lightweight Saber (give it to Seth; Kaim will get a better sword soon).
The Saint Rod isn't much useful to purchase. You should have all the spells and the rest of the items aren't relevant.
When it's all done, proceed.
Engineer's Resting Room - 1.4.3
E - Poison
F - 3 Hard Skins
There's an inn function here if you want, though I can't see how you could be harmed if you came here through the restoring World Map and there are no enemies here. Make your way out from where you enter moving the boxes, then exit to be back in the Exterior.
Exterior - 1.4.1
Now you have 20 Seeds you can get your reward from the Pipot.
Adamantis Sword (ATK + 28; Kaim and Seth) and Adamantis Ring are your reward for 20 Seeds. Please note that while the Adamantis Ring is very "elaborated", it doesn't mean that it will work well against enemies which are, for instance, of Wind element (a Fire Ring would work better). Use it as a "better water ring" to use against enemies of the Fire element.
There's also another building you can enter...
Temporary Laboratory - 1.4.4
...but there's nothing relevant in this place. Back in the Exterior, exit southwest.
- Exit southwest
Next stop: Sea of Baus.
Sea of Baus
Map of the area (lower zoom here)
Note: this is a one-time-only area.
Introduction note: for the boss of this area you will strictly need one skill in particular; a couple of specific rings will help.
Anti-Paralysis is the skill, and you want both Kaim and Seth to equip this skill (it can take place of Anti-Poison in your skillsets) while Jansen will equip the accessory "teaching" you the skill. The accessory is the Yellow Band, and it will be found midway as you go in this dungeon.
Stand Ready, Guard Heal and Steal (you should have the first two; the latter can be learnt via skill-linking from Jansen too) are also very advisable skills for a second boss fight which will take place afterwards (in other words you don't have to use them together with Anti-Paralysis, so your default three skill slots will be enough for everything).
Fire Ring and Water Ring will help you in the boss fight too (get two of each; one Water Ring is enough if you have the Adamantis Ring instead of the second Water Ring).
Eastern Shore - 1.5.1
A - Treasure Glasses (chest)
This is the accessory giving you the analysis of the items you can steal/receive from the enemies.
Rocks near Sunken Ship - 1.5.2
B - Healing Medicine (shell)
C - 4 Sticky Tapes (shell)
D - 3 Insect Innards (generator)
E - All-Shield (chest)
The "generator" items (one here, many coming soon) require you to ram these pillars generating shockwaves. If you stand near them or if you ram them while they're glowing, a forced fight will trigger.
Reef Shallows - 1.5.3
F - Seed # 21/99 (shell)
G - Yellow Band (generator)
H - Mana Herb (shell)
I - Anti-Paralysis Herb (generator)
J - Magic-Luring Stone (shell)
Here's the precious Yellow Band: it's top priority for Kaim and Seth to learn Anti-Paralysis.
Beach of Wastes - 1.5.4
K - Seed # 22/99 (generator)
L - Anti-Paralysis Herb (generator)
M - Power Drink (generator)
N - Seed # 23/99 (generator)
O - Angel's Plume (generator)
P - Slot Seed # 04/48 (generator)
Q - Apprentice Earrings (generator)
R - Ground Bomb (generator)
Don't worry if you get hit by the generators: chances are high you will need to grind extra fights anyway before teaching Kaim and Seth Anti-Paralysis.
Crater Island - 1.5.5
S - 4 Pumice of Despairs (chest)
T - All-Barricade (chest)
The enemies here are a bit different (speaking of elements) than those you faced in the other places of the Sea of Baus. If you haven't learnt Anti-Paralysis with both Kaim and Seth yet, grind random encounters until it's done, then give the Yellow Band to Jansen.
You should also have Guard Heal and Steal by now (Stand Ready helps too), but you can change your skills between the first (next) boss fight and the second "boss" fight which will trigger soon after. For the first fight you can equip something else on your characters (Status Analysis for instance).
Grand Staff Base - 1.5.6
U - Sage's Protection (chest)
V - Healing Potion (chest)
The items can be picked only after the boss fight.
Boss Fight # 2 - Bogimoray
In the fight there will be Magic Insects (240 HP each, weak against fire) and a main enemy, Bogimoray (1,830 HP, weak against water).
Enemy attacks: the Magic Insects can attack physically for little damage, they rarely cast a spell, Force, which deals about 250 HP of damage, and they can use "Charge". Bogimoray will always drain their "Charge", filling the "Drawn MP" gauge in the upper left corner of the screen. When it's full, Bogimoray will use Para-Flare, a very powerful fire attack which adds Paralysis, as you can guess from the name.
Strategy: have Jansen always use Water on Bogimoray (Bogimoray is in the front line, however it doesn't look like that at first) to deal about 400 HP of damage each turn, and have Kaim and Seth attack two different Magic Insects every turn. Don't target the same insect with them: Kaim should have the Adamantis Sword now, and with a Perfect hit he should one-shot a Magic Insect. Seth probably can't kill them in one shot, and she always attack first. If you target two different enemies you may manage to almost kill one with Seth and kill another one with a Perfect with Kaim. Try to leave one Magic Insect always alive: if you kill them all, three will respawn at once; if you don't, they will usually respawn only one by one. After three turns Jansen should have dealt around 1,200 HP of damage to the boss: on the fourth turn switch Kaim's Ring and equip the Adamantis Ring (if you don't have it go with the Water Ring) and attack Bogimoray with Kaim and Jansen. Let Seth kill or damage the Magic Insects which will be respawning meanwhile.
At this point another Bogimoray will spawn, and he will start with a full Drawn-MP gauge. On the first turn, Defend with characters who got hit by Force (if they did): you should take about 120 HP of damage with your front-characters, which is not bad; without defending the damage should be around 210 HP. After this, switch Kaim's ring with the Fire Ring again and repeat what you did earlier: three turns of Kaim and Seth killing the Magic Insects while Jansen damages Bogimoray with Water (unless Kaim/Seth's HP are running below 250 because some Magic Insect casted Force; if that's the case, cast healing spells), and then when Bogimoray has about 600 HP left switch the rings and attack with Kaim, Seth and Jansen to end the fight.
You don't need to kill Magic Insects if any is left alive after you defeat the second Bogimoray.
A cutscene will pop after about a minute since when you take control of your characters back. There's plenty of time to get the two chests, but if, say, you need to take a drink, pause the game before leaving or you'll "miss" the two items in this area. If that happens there's still the Auction House in Saman, of course (if you haven't already, read about the "One-time-only areas" in the General hints and tips section), so there's no risk for your achievements.
In this area you can find your first "healing point". Use it, you'll need it for the fight which triggers when the "timer" (you can't see it, but it's running) is out.
The next "boss" fight can be harder than the previous one, so make sure you have Guard Heal on Kaim and Seth, and possibly Stand Ready too. If they have Steal too, much better: there's a precious item which can be stolen in the next fight. Don't panic if you miss this "Circlet" (that's the name of the item), it'll be for sale not far from here.
Boss Fight # 3 - ???
In this fight there will be five enemies "using a sword" and one who is a "magician". The magician carries the Circlet, and you want to attempt stealing it with Kaim and Seth. When one of them succeeds, they will both Defend for the rest of the fight.
You will deal damage using Jansen's "Prism" attack. It takes a lot to cast, but it's your best offensive: two of them and about all the enemies will be dead (unless someone got healed from the magician). Don't rely on other attacks and defend with Kaim and Seth: it's for the best.
Every two turns starting from the second there will be an "event attack": it takes priority over anything, so it will always start your even-numbered (2nd, 4th, 6th, etc.) turns. You'll take a lot of damage, but keep Defending with Kaim and Seth while casting Prism with Jansen. you won't need healings and the fight should be over (or almost over) by the second Prism (fourth turn).
The fight will end when you defeat the five "sword-using enemies": the magician doesn't have to be killed. It goes without saying that if you steal the Circlet there are no chances of receiving it as a dropped item at the end of the fight, and of course if you don't kill the magician you have no chances of receiving it as a dropped item either. Then again, just steal it or nevermind and purchase it later.
PAUSE THE GAME AND READ BELOW BEFORE PROCEEDING
After some scenes you will be in a certain place (different from the previous area) and you'll have to do exactly what I tell you to get another unique item before a cutscene interrupts you. Then again, the Auction House in Saman can take care of it, and it'll also be for sale soon.
Dream # 08/31 - They Live in Shells - 8th
This dream triggers as you move around with Kaim.
Now will follow some dialogues and the "dothisquickly" procedure I was mentioning few lines ago. This is the procedure:
- When you take control of Kaim again, ram the door in front of you and you'll be asked to switch to other characters. Choose Jansen
- DO NOT ram the door with Jansen. Search in the bottom-left corner and you will find a rat which you will kick: it will automatically ask you to switch to another character. Choose Seth
- DO NOT ram the door with her either. Search on the right side to find and kick again the rat, and it will ask you again, automatically, if you want to switch to another character. Choose Kaim
- Pick up the Light Lens with Kaim (it's a glowing object somewhere on the west side)
This is easy, but you have a very strict time to do this before another timed-cutscene will interrupt you. Now you know what to do, do it.
- Proceed onwards all the way until you trigger the boss fight
- After the fight another fight will trigger after about a minute
- Win the next boss fight and follow the events
I've omitted the "main" name of this area because it contains some spoiler.
There aren't particular notes about this place, but I suggest giving Jansen the Turn-Tail Shoes (do this when you reach the Guest Area).
A map for this area would do more damage than good because you need to look at your in-game map, especially in the "Engine Area", so we'll go with words here.
Brig - 1.6.1
There's a save point and no enemies. Follow the events and exit north.
Engine Area - 1.6.2
- Paralyze (chest behind door)
- Slot Seed # 05/48 (chest behind door)
This area seems complicated, but in-game tutorials will explain you how to get through it. There are no enemies to fight, but there are some "guards" patrolling the area. If you get spotted by them you'll be kicked back in the Brig and you'll have to start over.
On the way there will be some levers you want to pull.
The first lever is past the second robot and will open the door behind which there's the chest with Paralyze.
The second lever is required to trap the third robot inside and proceed.
The third lever (on the right of the door you just used to trap the robot) is required to open a door and proceed north. Now there'll be a fork, but you can't really take the path leading east. Go west instead.
You will come across some "red platforms" which will trigger alarms: hold the " B " button while going on them to avoid being kicked back to the entrance (the game lets you trigger the first one without penalties, but the other ones will send you back for real). Past the first red platform there's a door (leading west), but go south first and go up a ladder.
The fourth lever which will create a shortcut between there and the entrance.
Now go through the door west (the one you just ignored, barely past the first red platform) and walk slowly (again, hold " B ") on the several red platforms past the guard. The exit is straight west from these red platforms, but it's locked at the moment.
The fifth lever is north the door you will use to exit and it opens the way to the second chest (Slot Seed # 05/48).
Go south from the fifth lever and you'll find a ladder (further east from it there'll be another robot, but nevermind about it): climb it up and go all the way to the end to find the sixth lever (many red platforms will be on the way). This lever will lower a ladder nearby to let you proceed.
Climb this new ladder down and ignore the robots south. Instead, directly right (north) from this ladder you will find a red button to press. This will open the door to exit.
From the red button, go towards the bottom of the screen (east) to find another ladder going up on a walway -- the last lever is here and it will lower another ladder for a shortcut to exit (it lowers the ladder on the left of the door).
Finally exit through the door leading west (press another red button, now available, to open it).
Guest Area - 1.6.3
- Healing Potion (chest)
- Angel's Plume (chest)
There's a save point here and you can encounter random enemies. I suggest you to flee using the Turn-Tail shoes' skill "Turn-Tail". Give Jansen the Turn-Tail Shoes as previously suggested, Defend with Kaim and Seth and use Turn-Tail with Jansen. You're free to fight if you want, of course, but it's not a good place to grind.
It seems like there are rooms in this place, but they aren't available. The "real" room is north, and that's where you want to go. One chest is east as you enter (Healing Potion) while another is on a sort of small bridge midway (Angel's Plume).
Queen's Room - 1.6.4
Follow the events, you can't go wrong. Eventually you'll be in the next sub-area.
Engine Room - 1.6.5
There's a fork as you're here, but south leads you nowhere here, so go north. If fights occur, use the Turn-Tail Shoes to flee. More events will follow and you'll finally be in the next area.
- Make your way out using levers to create shortcuts and access other parts of the Engine Area (the button to open the door past the sleeping soldier is straight below the platform where you can find a lever which lowers a ladder on the left of the door itself)
- Head north and follow the events
Map of the area (lower zoom here)
Note: if the images here are too big, below there will be three images of it split.
This is a safe area.
Map of the area (first part)
Philosopher's Chamber - 1.7.1
Facade - 1.7.2
A - 100 G (grey pot)
B - Seed # 24/99 (red fruit)
C - 5 Frontier Siderites (grey pot)
D - Seed # 25/99 (red fruit)
E - 5 Sun Crystals (grey pot)
In this area there's Rona, a child: speak with her to start a short quest (her dog will be found in the Main Street). Exit south.
White Square - 1.7.3
F - Seed # 26/99 (red fruit)
G - 10 G (grey pot)
H - Aqua Bomb (grey pot)
I - Seed # 27/99 (red fruit)
Another child here, Chuchu. Speak with her and answer "Not Really" first, "Sure" next. Catch her in that sort of minigame afterwards and she'll give you Slot Seed # 06/48. She'll be found in the Main Street, but first enter Thelran's Inn.
Thelran's Inn - 1.7.4
a - Anti-Paralysis Herb (glowing plant)
b - Seed # 28/99 (glowing plant)
c - Seed # 29/99 (glowing plant)
d - Angel's Plume (grey pot)
e - Healing Herb (grey pot)
f - 6 Whetstones (grey pot)
g - 100 G (grey pot)
h - 5 Waterfall Clusters (grey pot)
i - Seed # 30/99 (glowing plant in southwest room)
j - Ground Bomb (closet in southwest room)
k - Mana Capsule (grey pot in southeast room)
l - Mint Powder (grey pot in southeast room)
m - Mint Powder (grey pot in northwest room)
n - 10 G (closet in northwest room)
o - 5 Sticky Tapes (glowing plant in northeast room)
p - 6 Guardian Ores (closet in northeast room)
Plunder this place, then exit back to the White Square and take whatever exit east, to the Main Street.
Map of the area (second part)
Main Street - 1.7.5
J - Seed # 31/99 (red fruit)
K - Seed # 32/99 (red fruit)
L - Seed # 33/99 (red fruit)
M - Seed # 34/99 (red fruit)
N - Seed # 35/99 (red fruit)
O - Slot Seed # 07/48 (chest)
P - Shine (chest; only after completing the gondola quest)
Q - Mimint Ear (chest; only after completing the gondola quest)
Dream # 09/31 - The Talkative Mercenary - 9th
Triggers automatically as you proceed west to Canal Street.
Dream # 10/31 - Letters From a Weakling - 11th
Triggers as you approach some people (marked with a pink " D " on the map).
The "Gondola Characters" are two characters, female and male, on gondolas. Speak with the female (G1), then with the male twice (G2), then with the female again. Speaking with the male twice will make him bring the chest P so you can reach it, while completing this sub-quest will make the female bring the chest Q to you.
You'll find Chuchu again here: she wants to play hide and seek, and this will unlock the west door of Nalia's Item Shop. This door lets you enter in the back of the item shop (where Chuchu is; speak with her to get the Mana Earrings) (check below about this shop's treasures), so you can use its north exit to reach the area north (where P and the second Gondola Character are).
As you find Rona's Dog, he'll go back to her. You can backtrack there to get your reward (3 Kelo-Oils).
When the main street is clear it'll be time to loot the buildings.
Nalia's Item Shop - 1.7.7
- Wind Bomb (closet)
- 5 Gale Wings (closet)
- Seed # 36/99 (closet)
- 100 G (closet)
These items all belong to the back of the shop. You can only get there from the side door west (unlocked after speaking with Chuchu the second time to play hide and seek). There's also a shop here. To avoid long lists I'll write on the same line the items you already found in previous shops.
Healing Herb - 120 G
Eye Drops - 20 G
Kelo-Vitamin - 30 G
Smelling Salts - 35 G
Mint Powder - 25 G
Healing Medicine, Mana Herb, Anti-Paralysis Herb, Angel's Plume, Flare Bomb, Aqua Bomb, Wind Bomb, Ground Bomb
White Magic Lv 2 - All-Shield - 300 G
White Magic Lv 2 - All-Barricade - 300 G
Black Magic Lv 2 - Poison - 300 G
Black Magic Lv 2 - Paralyze - 330 G
Shield, Barricade, Aqua, Ground
Purchase 11x Flare Bombs, just to be safe in the upcoming event fight.
Ninn's Boutique - 1.7.8
- 10 G (glowing plant)
- Seed # 37/99 (glowing plant)
You can take the first two items here but you can't access the shop yet. It will be available after speaking with Hocke in the Artists' Salon.
Artists' Salon - 1.7.9
- q Healing Herb (grey pot)
Speak with a certain "Hocke" here and he'll give you a "password" with which you'll be able to reach the second room of Ninn's Boutique.
Ninn's Boutique - 1.7.8
You can now reach the shops. There's a classic shop and a certain "Trace", a ringmaker who can synthesize new rings from those you already have. This can be a useful feature, but it's not very important at this point of the game where he can only assist you with level one rings.
Insect Innards - 25 G
Magma Fragment, Cold Water Stone, Wind Seal Leaf, Quality Iron Sand, Magic-Luring Stone, Sticky Tape, Whestone
Turn-Tail Shoes (Turn Tail) - 280 G
Circlet (Relax) - 450 G
Apprentice Earrings (Lv2 Black-White Magic) - 500 G
Search Glasses (Status Analysis) - 210 G
Treasure Glasses (Treasure Analysis) - 440 G
Light Lens (Anti-Blind) - 410 G
Alarm Clock (Anti-Sleep) - 480 G
Yellow Band (Anti-Paralysis) - 450 G
Sage’s Protection (Crisis Concentration) - 280 G
Platinum Gauntlet, Knight's Code, Antidote Brooch
Steel Sword (ATK + 32; Kaim and Seth) - 750 G
Force Staff (ATK + 11; Jansen) - 810 G
Buy the Alarm Clock and the new swords for Kaim and Seth if you want.
As for Trace, he can synthesize the following (effects in brackets).
Trace (Rings Lv 1)
Flame Ring + Bruiser Ring = Fire-Powered Ring (Fire Lv 1 + Damage Up Lv 1 = both together)
Aqua Ring Bruiser Ring = Water-Powered Ring (Water Lv 1 + Damage Up Lv 1 = both together)
Wind Ring Bruiser Ring = Wind-Powered Ring (Wind Lv 1 + Damage Up Lv 1 = both together)
Earth Ring + Bruiser Ring = Earth-Powered Ring (Ground Lv 1 + Damage Up Lv 1 = both together)
Osmosis Ring + Bruiser Ring = Soul Ring (MP Absorb Lv 1 + Damage Up Lv 1 = both together)
Piercing Ring + Bio Ring = Turtle Shell Ring (Hardened Killer Lv 1 + Bio Killer Lv 1 = both together)
Beast Ring + Aim Ring = Flying Beast Ring (Beast Killer Lv 1 + Aerial Killer Lv 1 = both together)
Bruiser Ring + Anger Ring = Herculean Ring (Damage Up Lv 1 + Critical Up Lv 1 = both together)
From the "guide" point of view there's not something in particular to suggest. The Herculean Ring can be useful, but it's fine if you just walk away.
When you've finished shopping, exit the Main Street west.
Map of the area (third part)
Canal Street - 1.7.10
R - Mana Capsule (grey pot)
S - Seed # 38/99 (red fruit)
T - 10 G (grey pot)
U - Seed # 39/99 (red fruit)
V - 5 Poisonous Bones (grey pot)
On the street there will be three kids who will challenge you to find three items: I've marked them on the map, so you'll find those sparkling objects easily. The reward will be Kelolon Earrings.
Dream # 11/31 - Don't Forget Me Now, You Hear? - 10th
Triggers as you proceed.
When it's all done in the street, go cleaning the buildings.
Meia Family Art Studio - 1.7.11
- 5 Sticky Tapes (grey pot)
- Mint Powder (glowing plant)
- Healing Herb (grey pot in southeast room)
- 4 Seed of Terrors (closet in southeast room)
- 10 G (closet in southeast room)
- 3 Mysterious Perfumes (glowing plant in northeast room)
Speak with Meia in the main room to start a quest. He'll ask you to collect 19 Crystal Fragments. We'll go in the Crimson Forest later.
Katyla Family House - 1.7.12
- Blinding Powder (sparkling object on the table)
- Healing Herb (grey pot)
- 4 Insect Innards (grey pot southwest)
- 10 G (closet in northwest room)
- 100 G (closet in northwest room)
Get everything and exit.
Sanuman Family House - 1.7.13
- Mana Herb (grey pot southwest)
- 10 G (closet in north room)
- 4 Mighty Carapaces (grey pot in north room)
- Flare Bomb (closet in north room)
Same as above: get everything and exit. In Canal Street exit North.
Port of Numara - 1.7.14
This is not on the map, but it doesn't really matter: there's a savepoint here, a gate leading north which is now closed; east leads to the world map, west to your next destination, and south is where you come from. There's an even battle ahead which might result tough, so it's a good idea to save. The preparation is pretty much the same suggested for the second boss fight in the Sea of Baus: Kaim and Seth with Guard Heal and Stand Ready (no need for Steal this time).
Map of the area
City of Ruins - 1.7.15
A - 5 Sandman's Seals (grey pot)
B - Kelo-Vitamin (grey pot)
C - 4 Hard Skins (grey pot)
Get the first item, then trigger the event fight.
There will be two enemies riding horses and some more not riding horses. The former have a powerful "Rush" attack which deals about 300 HP of damage to the first line, and the latter hurt a lot too. You can either Defend with Kaim and Seth and let Jansen do all the work or attack with Kaim and Seth *once* each of the not-riding-horses opponents. Either way Jansen will cast Prism. I suggest the second approach, which should net you a quick kill of those not riding horses by the end of the second turn. Then just finish the riders focusing on one of them at the time (cast Flare with Jansen).
If you still struggle to win this fight, try this instead: use a Flare Bomb with Kaim and Seth on the same front-row enemy and use another Flare Bomb with Jansen on a different front-row enemy. Two Flare Bombs are enough to kill one of them, so again by the end of the second turn you should have killed all of them (except that with this method you kill them at the beginning of the turn and not near the end; on the other hand you leave your defense more exposed to damage, so the outcome is not necessarily better). Then use three Fire Bombs on each of the horse-riders to kill them as well. Hopefully the enemies won't use their Rush attack too early frequently (they do about once every four/five turns) and you'll manage to survive.
Funeral Beach - 1.7.16
D - Seed # 40/99 (grey pot)
E - Mana Herb (grey pot)
F - Slot Seed # 8/48 (grey pot)
As you go, on the right you can notice a strange statue. Nothing special, just saying.
There's a Pipot who will reward you for 40 Seeds with the Earth Charm. He will also exchange the following:
4x Healing Medicines => 1x Healing Herb
2x Mana Herbs => 1x Mana Capsule
1x Antidote => 1x Anti-Paralysis Herb
1x Eye Drops => 1x Smelling Salts
1x Smelling Salts => 1x Antidote
When you're ready, enter the house.
Cooke and Mack's House - 1.7.17
- 3 Eastern Red Ores (grey pot)
- Kelolon (chest upstairs)
- 1 G (closet upstairs)
Go upstairs to get a couple of items, then downstairs the kind of hidden pot. Then approach the others for some touching scenes.
You will have to play a secondary role with a certain character somewhere else. In this character's shoes you will have to win a couple of fights.
You can easily win the first fight using the skill "Cut Down" to eliminate the four enemies at once.
During the second fight you'll take some damage as you will be using the only option available in the battle menu; do this three times and the "real" battle menu will appear. Attack (the skill Power Hit speeds things up and two of this will be enough) to end the fight.
More scenes will follow here and there.
Eventually, you'll take control of your characters again. You will be asked to collect some items: I've marked their position in this map. Afterwards follow the events (there will be a minigame with some torches, but there are no rewards for doing it well or something like that).
When the rest of the scenes are over, another character will join your party. I advise you to skill-link the skill "Casting Support" of this character, because we're going to use it quite a few times in the upcoming events. This skill works like this: if "A" uses it on "B", A's turns will be sacrificed (read: he won't have a chance to act) but B's spells will be one turn faster (Prism takes one single turn, spells taking only one turn will usually be casted early in the turns). The effect wears off after few turns and A will get his activity back as well as B will not cast faster (you can renew this using Casting Support again of course). This is a very important skill in those fights where the magicians have a more important role than the melee characters.
Anyway, make your way back to the Port of Numara.
City of Ruins - 1.7.15
On the way a dream will trigger.
Dream # 12/31 - Evening Bell - 12th
Triggers as you progress going back to the Port.
Port of Numara - 1.7.14
Few dialogues will trigger as you go about where the save point is. Your destination is the Crimson Forest and you can reach it through the World Map, but there are a couple more things to do in Numara first. Head south in Canal Street.
Canal Street - 1.7.10
Dream # 13/31 - Portraist of the Dead - 13th
Triggers midway on the bridge.
Continue back to White Square, passing through the Main Street.
White Square - 1.7.3
Near one of the eastern exits which lead to the Main Street (the one southern-most of the two) there'll be a man ("Lato") near a floating cube. Speak with him to get the Cubic Music Score 1. You can find and play these "scores" from now onwards, and he'll reward you for that. How this works is explained in-game (basically "playing" means "beating the cubes in the right order during a special fight"). You can try again if you fail, but the rewards are only earned once per score.
The first sequence is "CEGC" and your reward will be the spell Force. This will be very important for a couple of boss fights.
When it's all done, exit to the World Map (either from White Square itself, south, or from the Port of Numara, east).
- Proceed through Numara and reach the Port of Numara passing through the Facade, White Square, Main Street and Canal Street (optional: trigger a dream in the Main Street, besides the one which triggers automatically as you go)
- At the Port of Numara go west
- An event battle will trigger not far from where you enter the "Ghost Town"; after winning, follow the events
- When you'll play as another character, follow the events and win two led-fights
- Back in your shoes, collect the 20 (10+10) items required and keep following the events in the Ghost Town
- When it's all done and another character will join your group, backtrack to the Port of Numara and exit east (optional: trigger a dream in Canal Street and pay a visit to Lato in the White Square)
Go to your next destination: the Crimson Forest.
Map of the area (lower zoom here)
Introduction note: for the final boss of this dungeon you don't need a particular preparation, but it's advisable to have some skills on Kaim and Seth as well as an accessory on your new entry.
Casting Support is the skill advised for Kaim and Seth: they can learn it from skill-linking with the character that just joined.
Apprentice Earrings is the accessory you should give to that character, to enable the use of black magic spells by him/her too. This is also advisable for your run through this dungeon.
Force is an important spell, make sure you have it.
Maze of Gloom - 1.8.1
A - Crystal Fragment (mushrooms)
B - Crystal Fragment (mushrooms)
C - Seed # 41/99 (stone pillar)
D - Crystal Fragment (mushrooms)
E - [Monster fight] (stone pillar)
F - Anti-Paralysis Herb (stone pillar)
G - Crystal Fragment (mushrooms)
H - Crystal Fragment (mushrooms)
I - Crystal Fragment (mushrooms)
J - Angel's Plume (stone pillar)
In this place (and also in the next one) there will be some big circular platforms you can notice in the map too (big grey circles). Ignore them for now, and ignore the big circular platform northeast here too. Ignore the brown block of stone as well (it's another like the one you found a while ago in Gongora's Mansion - Courtyard).
Not much to say except the invitation of checking your MP: if they are running quite low, save-quit-reload before proceeding to the next sub-area. When you're ready, head north.
Near Swamp - 1.8.2
K - Crystal Fragment (mushrooms)
L - Crystal Fragment (mushrooms)
M - Crystal Fragment (mushrooms)
N - Anti-Paralysis Herb (stone pillar)
O - Crystal Fragment (mushrooms)
P - Crystal Fragment (mushrooms)
Q - Mana Capsule (stone pillar)
R - [Monster fight] (stone pillar)
S - Seed # 42/99 (stone pillar)
T - Crystal Fragment (mushrooms)
Nothing special, exit northwest after collecting the goodies.
Chamber of Stone Tablets - 1.8.3 A
a - Crystal Fragment (mushrooms)
b - Crystal Fragment (mushrooms)
c - Tablet Fragment (roll the stone on the elevator platform you used to go down)
From this area onwards be careful against the Earth Colossus enemy and give your best to defeat them as soon as possible in battle. They're weak against Wind since they have Earth element.
Save and get the Crystal Fragment upstairs (item "a"), then use the platform to go down. You can see that there's another platform straight south from the one you used, and it carries the Tablet Fragment on it. Grab the stone west, pull it (move Kaim 360° if you need to find the right position where to pull forward) on the elevator north (the one you used) and then release. Move away from the elevator north (now with the stone on it) and it will lift up, making the other elevator (the one south) lifting down with the Tablet Fragment on it. Pick the item and collect the other mushrooms down here too (you can use the elevator south to get back up of course). If you wonder what to do with the Tablet Fragment, it will be involved in a short quest much later in the game.
The other items of this place must be reached from another entrance (through the Dungeon Shrine). Exit west.
Dungeon Shrine - 1.8.4
d - Crystal Fragment (mushrooms)
e - Lucky Clover (chest)
f - Crystal Fragment (mushrooms)
g - Crystal Fragment (mushrooms)
h - Cubic Music Score 2 (chest)
i - Curse (chest)
j - Slot Seed # 09/48 (chest)
In this area some platforms of the ground will trigger stones falling: there's nothing you can do about it except running quickly to the safe areas off the main path (set of stairs) of these rocks. On the central staircase there will be a pillar you have to pull in order to remove it from the way. Then activate the falling-rock of that central staircase (it's at the top of this staircase), so the rock can fall all the way down and break the door. This will also prevent future rocks from falling.
Before the door leading to the boss there are four Earth Colossus on the way to some treasures: if you time your movement correctly you can sneak without getting hit. If you fail, a forced fight will trigger.
Exit north/northwest first, grabbing the sort of hidden chest "e" as you go.
Chamber of Stone Tablets - 1.8.3 B
k - Crystal Fragment (mushrooms)
l - Crystal Fragment (mushrooms)
Now you can get the last two items here. When it's done go back in the dungeon shrine, save and get ready for the boss fight.
Altar of the Abyss - 1.8.5
Boss Fight # 4 - Obsidian Tentacles and Obsidian Miasma
This is a particular fight as you may observe. Keep in mind that at any time there's an HP gauge in the upper-left corner of the screen, that gauge mustn't go to 0 because it would mean game over.
The enemies can't hurt you seriously, so there's no need to defend. If possible, use Seth's Casting Support on Jansen to use his Prism spell. As Kaim, attack the Tentacle C (520 HP compared to the 300 HP of the other three tentacles). The first phase of the fight is over when that tentacle is done for. When this happens, a guest will join your party.
The second phase of the fight will be over when all the tentacles are destroyed. Don't use Casting Support with Kaim on the rescued character: keep casting Prism with Jansen and attack with Kaim and the new entry (if you need healings, use Zephyr with the latter).
During the fight's third phase you have to cast Sleep on the "false" enemy who you'll be facing (if that isn't obvious, the "false" enemy is the one who’s HP is also in the upper-left corner) during your first turn -- defend and heal with the other characters. When the "false" enemy is asleep, the "real" enemy, the Obsidian Miasma (930 HP and can hit hard), will come out. It has some more serious attacks, but nothing Zephyr can't heal. Cast Force with Jansen and full attack with all the other ones (when Seth can act again, don't use Casting Support again but attack with her too) for a rather easy victory. You can also decide to attack with Kaim, Seth and Jansen but leave the new character casting Zephyr all the times to refill your HP at the end of the turns: it depends on the situation of your party of course.
- Exit the Maze of Gloom northwest and then Near Swamp northeast; go down the elevator in the Chamber of the Tablets
- In the Dungeon Shrine make your way to the middle staircase, pull the pillar near its bottom and then activate the rock-falling platform at its top to open your way out
- Go ahead and fight the boss
More scenes will follow after the fight and the first disc of the game will be completed, with its achievement:
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