The Chairman's Quest
Game Guide
Chairman’s Quest Game Guide:
****SPOILER ALERT****
Please do not read ahead on this guide to avoid spoilers – the guide attempted to be as general as possible without getting very detailed with the story, however, revealing some story elements cannot be helped for the sake of explanation – so again, please do not read ahead to avoid having game parts spoiled - and don't spoil it for yourself - try to figure out things first on your own - you may not need this guide at all! But if you do, try to only reference it as needed, and careful as you scroll to the part of the game you are in not to skip past what you need the hint on, and close the guide once you have your needed hint and proceed onward without the guide.
To begin a new game, simply select “New Game” at the title screen.
Part I: The intro
The game begins by showing a scene from the distant past – you will realize what this is a scene of as the game progresses. After this scene, scenes begin showing the current characters of the game. A discussion regarding suspicious activity is then seen between a character named Charles and a character named Jeshua to conclude the intro.
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Part II: Washburn
Here you gain control of your main party: Geoff, Shalla, Robby, and David. It seems they were sent there on a mission to find out who the suspicious character is that has been messing about uninvited in this town and why she is there. Speak to the townspeople to learn more. Speak to the gardener and he will give you some free potions (it might also be a good idea to check out some of the barrels).
After speaking with the townspeople, enter the City Hall (building with a banner on the outside). Upon entering, you find the mayor of the town, Frank, being threatened by Senator Hillsta. Hillsta storms out. The mayor is too upset and will refuse to speak with you at this time. Leave the city hall and speak to the townspeople again, then return. The mayor asks you to spend the night at the inn and picks up the tab. Do as he asks when you are ready.
You leave the Inn to find the town in complete chaos and townspeople running around frantically. Speak to them and you find that the mayor is being attacked by monsters. Defeat the monsters and speak with the mayor, who awards you for your help with money and information. David's "Fire1" skill should help make quick work of the monsters with the slime monsters being defeated with just one use of the skill. After more discussion it is decided to report back to Chairman Jeshua. Leave the town when ready.
Part III: Return to Georgetonia City
The party needs to return to Georgetonia City, the capital city of the Georgetonia Region. After leaving Washburn you must go through a short mountain pass. Gather the treasure chests and defeat any monsters you encounter to gain needed experience and money. A man will be walking around here – speak with him to learn about the different types of save points. You will soon be on the other side of the Mountain Pass.
Along the way stop at the very small village of Lakeside and speak with the residents and tourists, as well as rest and purchase supplies. You will learn that something odd has occurred since you traveled through here last: the pass around the Salson Forest has been blocked, meaning you will have go through that forest to reach Georgetonia City, creating a bit of a crisis for the people of the Georgetonia Region. When ready, leave Lakeside.
Approaching the Salson Forest, you find that the path around it is indeed blocked. You will have to go through the forest itself. A woman is at the entrance advising that you need to have antidotes as there are monsters in the forest which can inflict poison. If you do not have enough antidotes in your inventory, return to Lakeside before proceeding. The forest is a treacherous, monster infested area.
After traveling, you encounter the Salson Village. Rest and purchase any needed supplies, then speak to the townspeople (a village of misfits if there ever was one). Attempt to leave to go through the rest of the forest – speak with the guards. They will not allow you to pass by order of their mayor…now you need to find the mayor to ask her to order the guards to let you through. Find her and speak with her. After some discussion, she will reluctantly agree, and the guards allow you to pass, so proceed through the rest of the forest (although it may be worth your while to speak with the townspeople again after speaking with the mayor). Save your game at the save point when you reach it.
Boss: Rhinotaur
This boss is not too difficult if you get rid of the Sylphs who have joined him in battle first – get rid of them to stop their status effect attacks. The Rhinotaur’s strongest attack is a lightning spell that hits all allies – watch your HP. After defeating this boss, proceed to exit the forest. Save outside and continue on – you will soon reach Georgetonia City.
Part IV: Georgetonia City
Enter the city and speak with the townspeople, who are upset over the news of the path being mysteriously obstructed and demanding something be done about it. The pub/restaurant in the first part of the town will have the latest city gossip as the game progresses, so visit at each opportunity as the game progresses.
You will learn that the government, led by the Chairman (Jeshua), is holding an emergency hearing soon. When ready, enter the main government building. To learn more of the backstory of the world the game is set in, go up to the library and read a book on each bookshelf. Otherwise, head for the hearing room. The hearing will be beginning as you walk in. Petty politics and partisan sniping enters the picture even during this time of crisis, but finally after all of the squabbling the Commission agrees to a military strike to clear the Salson Forest of monsters so that people can travel through there safely, as well as study the best way to clear the path around it.
After the hearing ends, speak to the people who were in the audience watching to get their reaction, as well as the other commissioners, and finally to Jeshua (the Chairman who sent the party on the quest). Jeshua is pleased to see you have returned and is eager to get your report. He advises he has some things to take care of but will see you in his office shortly. For now, leave the hearing room.
Robby and David decide to head off to the “club” and Shalla tells Geoff she’d like to go with him to the café. Robby and David leave the party and you now control Geoff and Shalla alone. Head to the café, where Geoff and Shalla have dinner and discuss what just happened at the hearing. After this scene, go to the club to fetch Robby and David, who will rejoin the party, then go back up to the government building and in to the Chairman’s office, which is adjacent to the library.
Jeshua greets you and asks about what you found in Washburn. The party reports to Jeshua that Senator Hillsta threatened the mayor and was trying to frame Jeshua for criminal acts he did not commit, as well as apparently had the town attacked by fiends when the mayor did not submit to her plan. Jeshua is shocked by the details and wonders if the blocking of the path around the Salson Forest, disrupting commerce, was sabotage that could be linked to Hillsta as well. Jeshua grants the party its substantial pay for completing the mission, and advises they will be special guests for the night in the Chairman’s Mansion.
Leave Jeshua’s office and when ready head for the Chairman’s Mansion, which is east of the government building. Speak to the attendants and then proceed to the guest room. Jeshua will soon arrive and wish you a good night. The party heads for bed.
Part V: Military Assault
There is a brief cut scene in what appears to be a laboratory with Hillsta and two other villains: Chaffla and Dr. Rileyvon. Chaffla argues with Hillsta over her failed plan to oust Jeshua from power, and Dr. Rileyvon suggests they take action to make the effort to clear out the Salson Forest (which they have learned about) much bloodier than expected…Chaffla and Hillsta agree.
The party awakens for breakfast, with Geoff oversleeping. Jeshua eventually emerges from his room (followed by a huge misunderstanding by Robby which causes tempers to flare briefly). Jeshua summons the party and advises that the military assault on Salson Forest to clear it of fiends is about to begin, and the party is to escort Jeshua, as well as Commissioner Tyman (who represents Salson Village), safely to the Salson Village to meet with Mayor Glenda in the midst of the military assault. Jeshua states to meet him in his office when ready.
At this point, be sure to purchase any needed supplies and armor / weapons and equip them. Then go to Jeshua’s office and tell him you are ready.
The scene shifts to the East entrance of the Salson Forest, where the party, Jeshua, and Tyman are joined by General Sarana and a large amount of troops preparing to begin the attack. The attack begins with the troops charging forward. Jeshua and Tyman join the party, although not in combat roles, to head for the Salson Village. Head that direction, but beware of the fiends that will quickly attack. When you reach the north entrance to Salson Village, Jeshua and Tyman will address General Sarana and they will leave to enter the village. Suddenly, a large dragon appears and attacks – the party moves forward to dispatch the threat.
Boss Battle: Robotic Dragon
This could possibly be a very tough boss. Make sure your HP is kept high, as the attack “Dragon Breath” hits all party members and is quite powerful. Have David always cast magic attacks to avoid the Blind Flash attack having any effect on him - as that status effect only affects physical / melee attacks. When the Dragon’s HP is critically low, it will cast Dragon Breath continuously – finish it off quickly.
After defeating the boss, General Sarana and the party rushes to report to Jeshua that they just encountered no ordinary fiend – it was a robotic device. This means it was sent by someone – not just a fiend wandering around. The implications of this are discussed and Tyman stays behind in his village. A garrison of troops will be left in the forest to keep it permanently clear of fiends. Jeshua advises the party to take him to Washburn to speak with the mayor. Head back through the forest and go to Washburn – the trip through the forest will now be much quicker as there are no more monsters to encounter.
Part VI: The Mystery Illness
After arriving back in Washburn, go to the City Hall, where Jeshua will meet with Mayor Frank.
There is now a cut scene of the villains Chaffla and Dr. Rileyvon in the same place as before, but with Hillsta absent this time. Chaffla is irate the Robotic Dragon was defeated. Dr. Rileyvon stated he had some data received back from his creation before it was destroyed, and shows a hologram of Geoff. Chaffla states he’ll get that problem taken care of, and summons a demon named Galvius to view the hologram. Chaffla orders Galvius to find and dispose of the person he sees. Galvius leaves. Dr. Rileyvon expresses misgivings about what Chaffla is doing but Chaffla blows it off.
The scene is back in the town of Washburn at this point with the party waiting for Jeshua and the mayor to finish their meeting. Jeshua reappears and the party will now head back to Georgetonia City, Jeshua promising Robby they can again stay in the mansion.
Upon entering the mountain pass, Galvius appears behind the party and follows – Geoff gets the feeling they are being watched and turns around, but Galvius disappears. The party asks Geoff what is wrong, and he stated he though someone was following them, but there is nothing there.
Continue the trip back to Georgetonia City. The trip will be much, much quicker than the first time as there are no monsters to encounter this time in the Salson Forest. Head for the mansion, where the party will again spend the night. A scene in the middle of the night is shown with the party fast asleep. Galvius appears in the bedroom and casts a spell on Geoff, then leaves.
The party again wakens for breakfast, with Geoff oversleeping again…after this goes on for some time, Robby states he’s going to force Geoff up and leaves the dining area. Meanwhile Jeshua and Commissioner Jamus of Pumpkintown are in an argument over something in the budget in the other corner of the room. Robby reappears very upset that Geoff will not wake up – Jeshua and Jamus overhear and end their argument for the moment. Jeshua orders an attendant to go get the doctor.
The doctor arrives, but states there is little medically he can do at this time – something is very wrong – as though some old curse is on Geoff. Jamus advises that there is someone in Pumpkintown by the name of Agatha who may know something about this – and tells the party to speak to go there and speak with Mayor Udine, who can tell them where she is.
Leave Georgetonia City when ready and head for Pumpkintown, which is to the east. Upon arriving, speak with the townspeople and find the City Hall and speak with Mayor Udine, who tells you Agatha lives in a house by herself in the northern part of town. Find Agatha and speak with her. She tells you that this sounds like a very old disease believed to have been eradicated since the days of the Great War. You will need a special mineral salt to cure it and need the assistance of one of the Sages. The Sages are a very short race of people. One in particular by the name of Osgood, an older man, used to be somewhere in Georgetonia but Agatha has not seem him lately. The party recalls someone by this description in the Salson Village. They decide to go see if this is Osgood. Purchase any items and weapons / armor you need, equip, and leave Pumpkintown.
Head back to the Salson Village – find a short old man walking around and speak to him. Indeed, this is Osgood. After explaining the situation, Osgood agrees to help and joins the party. To find the needed mineral salt, you will have to climb Mount Yoppan, which is just to the east of Georgetown City and to the west of Pumpkintown.
When ready, head for Mount Yoppan. Enter, and proceed to defeat any monsters you encounter and gather chests. You will also encounter caves you must go through. You will eventually find a large statue blocking the entrance to a cave – it roars and Osgood states this is a guardian of the mountain.
Boss Battle: Yoppan Guardian
The statue has transformed into a beast that attacks with powerful physical attacks, as well as lightning and fire. Use Osgood mainly for healing as need – his powerful healing spell will be a huge asset, so use it wisely – have him use his Osmose spell to regain MP if needed. This battle is not easy, but should not be too difficult if you are well equipped and stocked on items. After defeating him, be sure to use the save point again to not only save but also refill your energy.
After defeating the Yoppan Guardian, continue toward through the cave that was being blocked and continue your ascent to the top of the mountain. Osgood will find the mineral salt you came for and the party starts to leave…only to have a surprise appear from behind – Galvius! Galvius informs the party they will not be reversing his spell – revealing he is the one responsible for Geoff’s illness. Galvius sends some of his minions to attack from behind.
Boss Battle: Dark Minions
This a group of monsters attacking, so focus your attacks on them one by one to reduce their number and therefore the number of attacks against your party. Make sure your party is healed before defeating the last enemy in this party if you can…don’t waste too much magic on this battle unless you are well stocked on Mana Waters.
Boss Battle: Galvius
Galvius will prove to be a very worthy opponent with powerful dark magic which can damage multiple members of the party. Remember to utilize Osgood’s healing abilities to keep the party’s HP up and use the other members to assist using items when necessary. It is okay to have Osgood attack if the HP of the party is high but watch his magic and use the Osmose ability to drain magic from Galvius when necessary or use Mana Waters to restore magic points as needed.
After defeating the Galvius, exit this part of the mountain. The scene will cut to the clinic in Georgetonia City, with the doctor, Jeshua, and Jamus by the bedside of Geoff, who is still fast asleep. The doctor advises Geoff is slipping away and there is not much time left. Jeshua gets very upset, blaming himself, and Jamus attempts to console him.
The party then enters the room, with Osgood rushing to the side of Geoff and using the mineral on him to cure the disease. Geoff awakens, wonders what is going on while everyone is greatly relieved.
Part VII: Leaving Georgetonia
You will have control of the party again with Geoff returning to the party in his leadership role. Osgood has left to meet with a select few members of the Commission. When ready, go to Jeshua’s office.
In Jeshua’s office, you will find Osgood speaking with Jeshua and 4 other members of the Commission. Osgood then leaves the room. Jeshua advises the party that the events they have seen thus far is part of something far worse than was first believed – Osgood has advised that Galvius was from the Abyss, long since believed permanently sealed. Somehow, Galvius was released. There is no direct evidence the incident with Hillsta in Washburn, the mysterious robotic creature in the forest, nor Galvius’ release are all connected. Therefore, further investigation is needed. Jeshua tells the party they are going to be sent on a journey through other Regions in the United Republic, and work their way to Franforta City, the Capital of the United Republic, where he will meet up with you later in Senator Connell’s office, Georgetonia’s Senator. Prior to coming to Franforta, the party must also deliver a message the Queen of Calperland and gives you a letter. You are at this point allowed to travel freely in this city one last time. When ready, speak to Jeshua again and advise you are ready to leave.
Outside the city, head for the dock where you will find a ship. A cut scene ensues where Jeshua sees the party off. The party will now mostly be on its own without direct guidance from the Chairman…
Part VIII: Wasteron
The ship drops you off on land considerably north of the Georgetonia Region – enter the town nearby. You learn you are in Altera, a town that is part of the Wasteron Region. Speak with the townspeople, from whom you will learn that bandits have been terrorizing the region as of late. Enter the mayor’s house, where you find the mayor under threat of a bandit. The party enters battle against the bandit.
Boss: Bandit Boss
This boss has very high agility and fairly strong physical attacks. After you attack him enough, he will flee from battle.
The mayor thanks you for your help and reminds you that these bandits are an increasing problem.
Leave the town of Altera when ready and head west. Look for an entrance to the forest. Continue onward, defeating any monsters and gathering items from any treasure chest you find. You will eventually come upon a small cottage in the middle of the forest, but no one is there. It appears that some “loot” is being stored here, however. Gather the items and exit out of the back of the cottage – look at the items carefully – one of them you might not expect could be equipped. Bandits are out back. They spot you leaving the house and immediately attack. Defeat them and continue through the forest. You will see what appears to be another path blocked by bandits that will not let you through. Pass them for now and exit out the other side of the forest.
Outside here there are two more towns, Ritero somewhat to the southwest and Wasteron City to the northwest. Go to Ritero if you wish to explore that town first, otherwise proceed to Wasteron City.
Enter Wasteron City and speak with the townspeople. Visit any shops where you need supplies and then proceed to enter the large building in the northern part of town. There you find that this Region is governed by an elected legislature as well as a Governor. Speak to the members of the legislature and ultimately to the Governor, Uma. Uma advises that bandits are a huge problem that cropped up only recently. The party is suspicious that this could be related to what was happening in Georgetonia and decide to help. Uma advises there is an old temple in the forest where the bandits might be hiding out.
When ready, leave Wasteron City and head back to the forest. Confront the two bandits you passed earlier, who will attack. Proceed northward once you have defeated them to the temple.
Enter the temple. You will come upon a room where the doors are blocked. Find the switches to move these barricades away and then proceed. You will encounter monsters and bandits. Defeat them and move on. Eventually you will find a door blocked by bandits. Proceed to attack.
Boss Battle: Bootlegger
The Bootlegger is joined by two bandits in battle. The Bootlegger will weaken the party’s agility, allowing the bandits to attack more frequently without a response from the party. Direct all attacks on one bandit at a time until both are defeated. The Bootlegger will be much easier to deal with after these two minions are gone.
Proceed through the door after defeating the Bootlegger. You will come upon a locked door. Go through the next path and you will find the key. Return to the door and open it with the key. You will then find another strange looking door, which will attack – a trap door. Defeat the trap door and proceed onward, where you will find the Bandit Boss you confronted in Altera and other bandits. You overhear part of their discussion – someone hired them merely to cause disruption – but no names are mentioned.
Boss Battle: Bandit Boss
The bandit boss is joined by 3 other bandits, making this confrontation a bit more challenging than your first. Focus attacks on one bandit at a time to defeat them one by one, then confront the Bandit Boss last.
After defeating this boss, the party discusses seemingly bottomless chambers in the temple but don’t know what they are for. Ultimately, they decide to return to Wasteron City to let Governor Uma know that the bandits are now gone.
Return to Wasteron City and report to Governor Uma what happened. You will then learn that the next region on the way toward Calperland is the Vestalla region, but the only way to get there is through a cave to the south. Check your supplies and when ready, proceed to the cave.
Part 9: Vestalla Cave
Enter the cave. The first two sections are fairly simple – just get past them. In the third section, you run into water with no way to get across. Find a switch and trigger it – a path will open. Cross the path and head east and north along the water to find some treasure boxes, as well as a room with a save point that refills your health and magic. Many enemies are weak to David's ice skills.
Head south from here to fourth section and follow the path to the next part of the cave. Note the save point and the treasure box, then head south across the narrow path in the water…as you cross, the party is attacked.
Boss Battle: Mad Octo
The Mad Octo will be joined by two other monsters – dispose of them first. Make sure you do not let your health get two low as the Mad Octo is relentless in its attacks, including powerful water spells that hit all allies.
After defeating the Mad Octo, exit the cave to the south.
Part 10: Vestalla and Mystica
After exiting the cave, you can head south to the village you see among the trees. This is the village of Trewa, in the Vestalla Region. Speak to the townspeople if you wish, and check the item shop. This is the only place where the item “Purifying Elixir” is sold – a very helpful item. Remember it is here as the game progresses if you need to purchase more in the future and keep some in your inventory.
When finished in Trewa, head west. You will see a city here – enter it. This is Vestalla City. Speak to the townspeople – it seems there is a conflict with their neighbor to the north, the Mystica Region. Get any items or equipment you need and then proceed to the large building in the north. You will find that this region is governed by an elected Parliament and a Prime Minister. Find the Prime Minister’s office. Speak with the secretary, who informs you that the Prime Minister is currently meeting with officials from Mystica over at the Traveler’s Post. Exit Vestalla City.
Head west from Vestalla City. You should see a bridge. Continue westward to the Traveler’s Post. Enter this area and then enter this building. You will find an argument is taking place between the respective Senators for Mystica and Vestalla, as well as between Vestalla’s Prime Minister, Garren, and Mystica’s King, Moonrake. Apparently Moonrake has blocked all commerce between the regions unless people entering Mystica pay a large toll at the bridge. Moonrake insults the others and then abruptly leaves. Garren spots the party and tells them to meet him in his office back in Vestalla City.
Return to Vestalla City when ready and go to Garren’s office. Garren advises that he had been in contact with Jeshua and that he had been expecting the party to pass through. He also explains the conflict with Mystica and asks them to go to Mystica and find out why King Moonrake has become so hostile. The party agrees.
When ready, head for the bridge to Mystica. Guards blocking your way require that you pay the toll to cross. Pay the toll and continue onward across the bridge. At the end of the bridge, a fiend blocks the way and attacks.
Boss: Minotaur
This will probably not be a very easy battle. The Minotaur has very powerful physical attacks. Get rid of his sidekicks first. Keep your party’s health as high as possible and revive any fallen members quickly. The Minotaur is not only strong physically, but also has very high agility.
After defeating the Minotaur, leave the north exit of the bridge. You will now be in Mystica. Continue until you reach the city and castle. Enter.
Speak to the townspeople, visit the shops and purchase any needed supplies and equipment. Guards standing outside the castle will not allow you to enter. In the town, find a house with a knight standing outside of it. The knight will not speak with you – go away and come back later. At this time find the restaurant and enter – the party sits down for a meal. After this, go back to the knight, who will sweep you into the door – this is mayor’s house – and you find more knights. They were fired by the king and expelled from the castle. The mayor advises of an increase in monsters in recent days in the Mystica Forest. After the conversation speak to the other nights and when ready, head for the Mystica Forest, the entrance of which is southwest of the town.
The Mystica Forest is long and treacherous – but there are a lot of save points along the way. Make sure you are well equipped and supplied before entering. Be careful as you travel not to get turned around and head back the wrong way – keep track of where you are going and where you have been.
As you continue, the party overhears voices and stops to watch and listen. The person they spot is none other than Hillsta herself, with King Moonrake – pleading with her. Hillsta advises the fiends that are accompanying her that they will take the king inside the nearby cave. The party marches forward. Before entering the cave, make note of the save point that refills health and magic nearby – it is hidden in the snow and may blend in.
Entering the cave, Hillsta and her minions are already deep inside. Progress forward until reaching some of Hillsta's minions guarding the path – they will be easy to dispatch. In the next section, dispatch the additional minions and save. Proceed to the last portion of the cave.
You find Hillsta and the fiends apparently preparing to kill the king here where no one will find him. The party approaches and demands Hillsta stop. Hillsta sends minions after the party. Defeat the minions and then…
Boss Battle: Hillsta
Hillsta attacks the party, joined by two minions – get rid of those first, which should not take much time, as you don't want them casting their status effects on the party. Hillsta will relentlessly attack the party with magic attacks. Don’t be fooled if she uses some weaker magic – she has much more powerful spells up her sleeve and if she uses them at a time after she has chipped away at your health with weaker spells, your party is doomed. Do not neglect keeping your health at high levels. Hillsta will flee from battle after you have done a certain amount of damage.
Hillsta will flee the cave after the battle. You learn that this is the real King Moonrake and that “King Moonrake” you had seen down at the Traveler’s Post was an imposter, which currently has control of his castle. Make the trip out of the forest and back to Mystica City. Take the King to the mayor’s house where he will stay under the protection of his knights. Now, head for Mystica Castle.
The guards refuse to let you in to the castle and attack.
Boss Battle: Dark Knights
If you have issues with this battle, try focusing all attacks on one enemy at a time to more quickly reduce the number of enemies, and therefore attacks, on your party.
After defeating the dark knights, you may wish to go back into the town and stay at the inn to replenish your health. In either case, enter the castle when ready. The door to the throne room will be locked – you must find a key. This will not be difficult to find – it is on the second floor in one of the rooms. After finding the key, go back downstairs to the door.
The door mysteriously has a statue sitting in front of it, blocking the way. The party decides they will push it out of the way, when the statue comes to life and attacks.
Boss Battle: Statue
The statue uses only physical attacks. This should not be too difficult of a battle, although this enemy’s agility is rather high.
A save point will appear you defeat the statue. If you wish, you may want to go back into town and stay at the inn first. Either way, proceed through the door to the throne room when ready.
You enter and are greeted by “King Moonrake.” The party advises they know he is an imposter – he reveals he is really a demon of the Abyss – he is Ovmick, and attacks.
Boss Battle: Ovmick
Ovmick will be joined by two Dark Knights, making this a very formidable battle. The best strategy is to target one Dark Knight at a time to get them out of the enemy’s party. Ovmick is weak against fire, but be warned – he will frequently use Osmose to drain the party of its magic power. He will be easier to deal with once you have eliminated his two sidekicks.
After defeating Ovmick, you have freed the castle from the intruders. Go and fetch the real King Moonrake, who will return to his castle with his knights. Go back to the castle and speak with him. Be sure to equip the weapon he gives you. Feel free to explore the castle again now that the rightful residents have returned and speak with them.
You are now ready to leave Mystica. Return to Vestalla City and find Prime Minister Garren to let him know that things have been resolved with Mystica. Finding the Prime Minister, as you will find, will be a bit elusive – as his secretary and the mayor of Trewa will be informing you...(yeah, the game creator is having a little fun trolling the player).
Ultimately, after a few back and forths, you will end up at the Traveler’s Post and meet with Prime Minister Garren there - don't try going there until the Secretary tells you this is where he now is.
A cutscene ensues with Chaffla entering the government building of Georgetonia – and ultimately meets with Jeshua. Chaffla is revealed to be the Director of the Republican Party in this conversation, the party Jeshua is in. Chaffla leaves and then meets with another Republican member of the Commission – Serenada IX – who is revealed to also be a part of the plot. Apparently, Chaffla pushed hard for the Republicans to take over Georgetonia’s government, with success, but the person expected to be chosen as Chairman after this victory, Serenada IX, was passed over for Jeshua, and this selection threw a huge wrench in their plans and is now causing direct interference. It appears they will continue to plot for Jeshua’s removal from power.
The scene then switches back to the party outside of the Traveler’s Post, where they will spend the night. Robby and David go inside while Geoff and Shalla remain outside. Suddenly, Dark Knights appear and attack.
Boss Battle: Dark Knights
There are three enemies this time and only Geoff and Shalla in the party – you must play this defensively and hold out for a few rounds like this. David and Robby will overhear the commotion and come out to assist. Use the same strategy as before and defeat them one by one.
The exhausted party will turn in for the night after this battle has been won.
Part 11: Smyrinia and Loyriva
Make sure you are stocked on the supplies you need, then head south to the Mountain Pass to Smyrinia. Getting through this mountain should not be too difficult if you have properly stocked your supplies before heading in.
Boss Battle: Rocky
Your attempt to exit the other side of the mountain pass will not be an easy one. A golem-like creature will block your way. “Rocky” has powerful physical attacks and also attacks with Earth magic. He is joined by two MtnCrawlers and two Snagglebirds. Get rid of his companions first to reduce the number of enemies attacking your party, focusing one at a time. This will make the battle somewhat easier. Keep hitting him and watching your party’s health and you should prevail.
Exit the mountain pass to the south after defeating the boss. Not far outside you will find the town of Smyrinia, which alone stands as a Region of the United Republic. Enter the town and speak to the townspeople, as well as visit any shops – make note of one item in particular unique to the item shop in this town – it would be helpful to stock up. It appears from discussion there is a conflict with Loyriva, the Region to the south. After you are done in the main part of the town, find the Elders, who govern this region.
The Elders, lead by Randolph, advise that Loyriva is accusing Smyrinia of sending trespassers to take things from some old ruins without permission. The Elders can only speculate that Zirran, a powerful former Elder who left the order is behind it. The party agrees to look into the situation on Smyrinia’s behalf, and the grateful Elders officially appoint the party as their messengers.
Head south into the desert and find Loyriva. Enter, and after you have spoken with the townspeople and visited the shops, head north to speak to the mayor, Otto, who governs this town, and therefore, the region. Otto is obviously angry with Smyrinia and demands satisfaction or he will seek sanctions against Smyrinia with the Senate. The party agrees to take care of the situation.
When ready, leave the town and head east to the ruins and enter. Not all paths will be open to you in this dungeon – you will have to find switches to open certain doors. This is true of the first section – press the switch you see to open the door. The party attempts to go through the door and is attacked. The scorpions are no ordinary scorpions…they seem to be machines. The party then believes that whatever is going on here is likely connected to the attack in the Salson Forest from the robot dragon.
Proceed through the second and third sections of the ruins, and then proceed to the fourth. Here, the door to go to the next section is in the northwestern corner. However, it is shut. The switch is in the south. Find this switch and press it before heading to the northern door. Find the small room and save, then through the spiraling next section. Save and head up the ladder.
In this next section, the party finds a strange man they have not seen before. They demand to know who he is but the man reveals nothing and takes off, sending a massive robotic creation to attack.
Boss Battle: Ruinbot
The Ruinbot has a powerful “Crushing” skill that will deal significant damage to one ally. Keep health high to avoid having them KO’d. This boss’s health is not that high but you will have to watch your own health in this battle to prevail.
After defeating this boss, head to the glass, which will teleport the party to another part of this dungeon. Head through this part to find a door which is closed – head up the nearby ladder to look for the switch. A cut scene will be shown between Zirran and the man you saw earlier, now revealed to be Dr. Egston, who apparently works with Dr. Rileyvon. Apparently Zirran helped them to obtain an ancient power crystal that was kept deep in these ruins. Dr. Egston leaves and Zirran stays behind.
Press the switch in this room and then back down the ladder and to the door, which is now open. Head through and find the door to the north. Enter, and you will now be in the same room as the cut scene from earlier. Recognizing that Zirran looks a lot like an Elder from Smyrinia, the party confronts him. Zirran does not mince words and reveals that the party is too late – Dr. Egston has already left with what he came for – the crystal – and proceeds to attack to the party.
Boss Battle: Zirran
This is a major boss battle of the game, as Zirran is one of the top architects of the overall plot. Zirran has a large number of spells at his disposal and has no hesitation in showcasing them against the party, as well as healing powers to restore his own health. Zirran also has very high health. The battle will be long and hard fought – use good strategy and you should be able to prevail.
After prevailing against Zirran, you may report back to Otto in Loyriva if you wish, but ultimately you must go back and report to the Elders in Smyrinia.
It is confirmed to the Elders that it was in fact Zirran who was behind the problems, but he has now been defeated. The Elders know nothing of who “Dr. Egston” is. The party asks how they could get to Calperland from here as they must go there before ultimately going to Franforta. Randolph advises they will need to go to Quopa, south of Loyriva, and get a ship – you cannot reach Calperland by land. The Quopa Region is David’s home region.
Part 12: Calperland bound
When ready (you might want to get some of that unique item from the item shop here before leaving), head far to the south to the Quopa region. Speak to the townspeople, many of whom know David, and ultimately find the Sheriff, who is in charge, and who is also revealed to be David’s father. There is a ship docked, but has been taken over by a sea creature. If you can get rid of the creature, you might be able to use it to go to Calperland. Head outside to the dock and onto the ship, where they will find a giant sea creature attacking the ship.
Boss Battle: Kraken
The Kraken is joined by two Octopus – defeat them and then focus on the Kraken alone. The Kraken is weak against both Fire and Thunder magic – utilize David accordingly, and this battle should not be too difficult.
Head back into town and speak with Cordell (the sheriff) and he’ll tell you to find the Captain of the ship. Find the Captain (in the Restaurant - building with the fork and knife sign) and he will be grateful for the party getting rid of the sea creature and agrees to take them to Calperland. Stay at the inn for the night and then head to the ship.
The party boards the ship with the Captain at the helm, and then head out to sea. They are well on their way when suddenly the ship is caught up in some kind of current and the ship is lost…
Robby awakens on a shore…he is alone.
Part 13: Robby’s Quest
The party now consists only of Robby – who has washed up on a shore, somewhere. Take Robby to the east, where you will find a town. Enter the town – Vinda.
Speak to the people, who seem surprised they have a visitor. The mayor’s house is locked with a note attached that he is not accepting visitors at this time. Take Robby, distraught over the unknown fate of his friends, to the church, where he will speak to the pastor, who attempts to console him.
Leave the church and attempt the mayor again – his door is now open. You will see the mayor talking with another person, who needs to make a trip of some sort, but not all by himself, and the mayor has does not have anyone to go with him. Robby and the younger person apparently know each other from their days at the Academy. Sure enough, it is Colton. Robby explains the situation to Colton and mayor. The Mayor explains to Robby that he is indeed in Calperland, but this is only small town in the region – the castle is on the other side of the mountains. Colton wants to go there, and Robby needs to go there (he has the letter in his possession, it is found, that Jeshua wrote to the Queen of Calperland), but it is too dangerous alone. The two decide to team up.
Take a look at Colton’s equipment and visit the weapons shop to buy some better equipment if any is available. Equip any new equipment and stay at the inn if needed, as well as purchase any supplies at the item shop.
When ready, head out of town and to the Calperland Mountain Pass, which is to the east of this town. Take extra care in battles as you only have two party members in this dungeon. Keep health high as you don’t have as many allies for enemy attacks to be spread to. Search for treasure boxes as they could have helpful items that you do not want to overlook. You will be blocked by exiting from the notorious thief known as Tran, who demands he will kill you if you do not give him all of your belongings. Colton is petrified, but Robby, whose sorrow has turned to anger, refuses to give in to Tran’s threats, and Tran states he will just kill them and then take their belongings.
Boss: Tran
Tran’s reputation for ruthlessness will be shown in this battle. His claw attacks deal a significant amount of damage to an ally if they are hit. Keep health high enough to withstand these attacks – use the items you find in the treasure boxes on your way here to heal the party. If possible, use Colton to heal when necessary and have Robby attack as he is the physically stronger of the two, but if both players are low in health, use both for healing until health is back to safe levels.
After defeating Tran, head out of the mountains and then head south. You will find the Calperland Castle. Enter.
Explore the castle and speak with the people, and then make your way to the throne room to meet with the Queen, Isabel. The Queen agrees to receive the letter from Robby after he identifies himself as a messenger of the Chairman of Georgetonia. The Queen is disturbed by the details of the letter, which apparently also requests that she be taken to Franforta to meet with Jeshua, which she is willing to do – but wonders where the four “Defenders of the Region” are that the letter references. Robby explains to the Queen what happened on the ship. The Queen advises they must still get to Franforta, and orders two of her servants to join them: Sheila, her royal adviser, and Jennifer, one of her guards. Queen Isabel, Sheila, and Jennifer join the party (The Queen is not in a combat role), and set off for Franforta, which is across the bridge to the east.
Part 14: Franforta Bound
When you are prepared, exit the Castle and head east toward the bridge. Cross the same…before you are able to leave the bridge, the party stops to overhear a conversation…it is Dr. Egston speaking with two bandits. Dr. Egston has sent robots to help the bandits blow up the bridge. Dr. Egston leaves, and the party confronts the bandits. The bandits, even when reprimanded by the Queen, have no intention of leaving, and along with the robots, attack.
Boss Battle: Bandits / Bridgebots
The main threat will not be from the Bandits, but from the Bridgebots, which have a powerful laser attack. First get rid of the bandits, then focus attacks on the Bridgebots one by one. Use Sheila and Colton to heal the party when needed while using Jennifer and Robby for physical attacks. Using that pattern you should be able to prevail without too much difficulty.
Now, you can finally exit the bridge. You are now in the Franforta Region, though the capital city of the United Republic, Franforta City, is not yet in your reach. Stop in the nearby town of Taipo to rest, speak with the townspeople, and gather any supplies that you need before continuing. You will learn that the nearby forest has mysteriously become “haunted.” The party will have no choice but to go through.
When ready, continue heading east and enter the forest. The fog will quite dense and Queen Isabel’s servants will try to get her to turn back and wait for a ship, but the Queen insists on continuing as the matter is urgent. The forest is not very long, but the fog will make it more a challenge to see where you are going, but it should not be much of an issue – with exception of save points, which will be much more difficult to see – it will be extra important to watch for those. An ominous voice will tell the party to “geeeeettttt oooouuut” as you travel. It is the Poibane, a creature of the Abyss, which will confront the party at the exit.
Boss Battle: Poibane
The Poibane is very powerful. In addition to Dark Magic attacks, the Poibane attacks with the Death Claw, which can instantly kill a member of your party. It will be important to have stimulants at the ready to revive any fallen members quickly and then refill their health to protect against the other attacks.
You can now exit the forest and be on your way to Franforta City. Head east and you will eventually find the city.
Part 15: Franforta City
When you enter the city, Queen Isabel, Sheila, and Jennifer leave the party and advise they are heading on to the Senate chamber. Colton and Robby are now free to explore the city. The campus of the Academy is to the east, however, explore the other parts of the city first before going there. You may wish to start by heading to the west (there will be an amusing sequence there). As you will see, this is a very large city with several attractions. After you have had a look around, take Robby and Colton over to the campus to have a look around. Approaching the main building will trigger a cut scene between Robby and Colton, which is followed by a cut scene of Jeshua’s arrival in Franforta.
Part 16: The Rest of the Party
The screen will now switch to the small town in Calperland where Robby met up with Colton after the ship wreck. Geoff, Shalla, David, and the Captain (who we now learn is named Jack) are outside the mayor’s house, having just spoke with him and learned that Robby is okay. They now need to try to catch up with him.
When ready, leave the town and head for the Calperland Mountains. Jack will join the other three so you will have a full 4-person party, making this a much faster and easier trip as the monsters will quickly fall and there is no boss to block your way. Exit the mountain pass and head down to Calperland. Speak with the guard. The party learns that Robby has already been through here and taken the Queen. When ready, head for the bridge and cross. When you get to the end of the bridge, there again is Dr. Egston plotting to blow it up. He spots the party and runs off, sending robots to attack to cover his escape.
Boss Battle: Bridgebots
This will be a bit more difficult than your last battle on this bridge. There are no bandits this time, but more Bridgebots. Watch Jack’s lower health – he will fall if hit by lasers a few times in a row. As in previous battles, focus attacks on one Bridgebot at a time rather than spreading out attacks. It will become easier if you eliminate the number of enemies attacking you at any one time.
After defeating the Bridgebots, leave the bridge and exit on the Franforta side. Stop in the town to rest and restore your party, purchase any needed supplies, and then head through the Forest. There will be no boss this time. Exit the forest from the other side and then head for Franforta City.
Upon entering Franforta City, Jack will leave the party. Again, explore the city, making note of the layout of this large city – it will be helpful later. When ready, head for the Capitol building in the northern most part of the city and go to Senator Connell’s office.
Part 17: The Meeting
There will be a cut scene of the Senate hearing with Connell chairing it, with Jeshua present at the meeting. Jeshua is there to intercept Connell after the hearing is over to take him to the meeting.
Connell is taken to his office and is surprised by the huge crowd in this office and demands an explanation as to what is going on. Of course, everyone present explains, including Jeshua. Connell is disturbed at the news but does not seem terribly surprised as he knew Hillsta was corrupt. Queen Isabel speaks separately with Jeshua and agrees to a strategic alliance. She departs, and asks Colton to join her, which he does. Jeshua advises the party to plan further operations with Senator Connell, and he leaves.
Part 18: Rileyvon Industries
The four main party members are now reunited in Connell’s office. Connell does not know who Dr. Egston is, who had caused all of the trouble earlier, but has a suspicion that he may be a rogue scientist with Rileyvon Industries, given the use of the robotic technology. Connell advises to investigate there. The party agrees. Leave the Capitol Building for now.
In this large city, Rileyvon Industries’ entrance could be somewhat tricky to find. It is actually not far from the Capitol Building. From the entrance to the street from the Capitol Building, head as far south as possible, and you will have no choice but to head east from there and reach the picnic table area. From there, take the path south, then go west and not far from there you will see a narrow path to the south - this will lead to Rileyvon Industries' building. Another point of reference is exiting The Academy area from the northern west side and continuing west until you reach the same narrow path to the south.
There are two security guards blocking the way in to the Rileyvon Industries. The party attempts to reason with them but it is of no use. Ultimately they decide to go back to Senator Connell and tell him this.
Senator Connell suggests there is another way in, but will not give specifics – apparently he does not want to directly suggest to the party they break in, but that is what he is implying. The party will have to find another way in.
At this time, stock up on any supplies you may need and then look for another way to enter the Rileyvon Industries headquarters. The answer is over on the campus of the Academy in the girls’ housing area – a sewer access. Find this sewer access and have the party approach. There will be a cut scene where it is suggested they may be able to enter here and get into Rileyvon Industries – but they will have to do it at night – they can’t just be seen going into the sewer with others watching. Now they need some place close to hide out. Most of the student housing is locked, but one is open up in the men’s housing area. Enter and speak with the guys staying there, who will ultimately agree to let the party hide out until the night after some convincing. Take the party down to the sewer access after nightfall and enter.
A nasty, smelly sewer…the first section is simple enough, just proceed through the door into the next section. When you reach the next door, it will be shut tight. Proceed past it and find a switch. Press the switch and then go back to the door – it will be open. In the next section, head west on the path first before heading all the way north, otherwise you will have to come back down anyway to find the switch as the door up there will be shut. Work your way past the fourth section and into the fifth section – be sure to save before proceeding as a boss will attack.
Boss Battle: Sewer Snake
This battle will be no pushover. The Water Spout attack can cause a considerable amount of damage to the party – watch your health to avoid getting knocked down by this attack. The boss is weak to fire and thunder magic – utilize David accordingly.
After defeating this boss, be sure to save before heading up this next ladder – yes, please save before you head up this ladder. The party will be outside the Rileyvon building, but the security guards spot them and arrest them. Oops – Game Over! Reload the game from the save and this time do not go up that ladder – head past it. You will reach another ladder – might be helpful to go east and find the treasure box first. In either case, when ready, go up this second ladder. You will be in Rileyvon Industries.
Head out of the sewer part of Rileyvon Industries and into what appears to be a basement. Before you can head up the steps, you will have to fight a Guardbot, which is quite similar to the Bridgebots you fought earlier – but with only one of them, you should be able to defeat it without any considerable trouble. You will encounter this enemy again as you travel through here. Head up the steps and you will be in the main part of the building.
You will find two large doors which are electronically locked. Head north and go through that door. Find a computer terminal that will unlock one of the doors. Next, head through the large door that has now been opened. You will find a note on one of the desks with a pass code. Remember this code, and head for the other large door – although you can explore the other smaller rooms if you wish first. Use the code on the other large door when ready and head through. If you forget the code go back to the desk in the other room to find it again.
In this room is the main computer terminal, which Geoff uses to confirm that Dr. Egston is indeed an employee there. As the party continues to research information someone teleports into the room – Dr. Egston himself – followed immediately by Dr. Rileyvon. After a number of barbs are exchanged, Dr. Rileyvon teleports in robots to attack.
Boss Battle: Guardbots and Robotic Dragon
It appears you have model #2 of the Robotic Dragon you faced in the Salson Forest, joined by two Guardbots. The Robotic Dragon will not be as powerful as the first relative to the current strength of your party, so focus mainly on eliminating the Guardbots first which have lower health and stronger attacks.
Your party’s victory over these robots will come at a cost – while you were fighting, Dr. Egston skipped out of the room and brought in the security guards, which witnessed your fighting and makes it appear you have violently broke in. They take the party into custody, separating the men from Shalla at Dr. Rileyvon’s order.
The screen switches to Geoff, Robby, and David imprisoned in a room in Rileyvon Industries. They do not know where Shalla is nor her fate. Ultimately, Dr. Egston will enter and tell the party he has a guest that wishes to see them – none other than Senator Hillsta, who enters the room. So, the whole conspiracy *is* connected. Hillsta refuses to tell them what they have done with Shalla, and leaves the room. Dr. Egston will reveal that they have killed Shalla and will have them charged for murdering her, the men are enraged, but the military soon enters to arrest them for murder.
Part 19: Crime and Punishment
There is a flash back scene of Shalla and Geoff. There is also a cut scene with Senator Connell, Jeshua, and Colton, where they discuss the upcoming trial. Another scene is shown of the villains plotting, including Serenada IX, to use this situation to create a political scandal so big for Jeshua that he will be forced from office. The scene then goes to a room inside the courthouse with Geoff, Robby, David, and their attorney, Benyan (who you probably met in his office in Georgetonia). Benyan states that given the unusual circumstances of the case he believes they should waive their right to a jury trial and let the judge decide from the bench, as he believes the enemy would taint the jury pool if they would go to the extent have with everything else. The party agrees.
The trial is presided over by Judge Judine. Senator Hillsta is present in the courtroom to observe, and is agitated when they waive their right to a jury trial. The judge sees her getting upset and scolds her. The judge is unimpressed with the first witness against the party and rips his testimony apart. The court recesses and Hillsta decides she must get this judge off of the bench. During the recess, Hillsta and some fiends kidnap the judge and have a false note left stating the judge is ill and another judge will have to take her place.
When court reconvenes, Judge Alexander has taken Judge Judine’s place. Ultimately, the party is convicted as the enemy has destroyed evidence and planted so much phony evidence and testimony it is overwhelming. The party is sentenced to death.
The scene will switch to Georgetonia and a Hearing being held by the Commission. Serenada IX uses this now huge scandal that is bearing down on Jeshua’s chairmanship due to his use of secret Defenders of the Region being exposed and their conviction for murder to call for a vote of no confidence to have him removed from power. This motion is defeated when Commissioner Jane, who was taken by Jeshua to witness the meeting with Connell and hear everything that was happening, votes against the motion. Jeshua is safe for now, much to Serenada’s agitation.
Jeshua meets in his office with Commissioners Jamus, Gerad, Charles, and Tyman. That vote was a close call. Jeshua ultimately states he must leave Georgetonia for now…the Commissioners speculate as to what he is about to do and are stunned.
The scene shifts to the world map and a military ship docked near a building – the Yorcanawa Prison, where Geoff, David, and Robby are on death row. Inside, Jeshua has gotten the aide of his top General in the Georgetonia military, Sarana, and also Osgood.
Jeshua is permitted to enter the prison with his companions because he is the Head of a Region – the Chairman of Georgetonia - and therefore has the right to inspect any prison under the jurisdiction of the United Republic. The goal is ultimately to find Geoff, Robby, and David and free them. Take the party through the prison, and speak with the guards if you wish. Eventually, you will find the guys in a cell, getting ready to be beaten by the guards. Jeshua, Osgood, and Sarana move in to dispatch the guards, and a battle takes place. Geoff, Robby, and David are too weak to assist. The guards are stronger than most normal enemies but should not give you a great deal of difficulty. Avoid using any of your most powerful skills at this time to save on magic points at this time – you will need them later.
The party takes Geoff, Robby, and David under their wing to lead them out of the prison. Head back out the way you came, but be aware you are going to be attacked by guards several times as you attempt to make your escape. When you reach the exit, you will be attacked by two guards in robotic gear.
Boss Battle: Tech Armor
These enemies will rapidly attack with Tech Lasers, which are quite powerful. Focus attacks on one of them at a time. Osgood’s Meteo coupled with Jeshua’s Gavel skill will take away health points from the enemy quickly – however, use them wisely and pay attention to other factors, as these skills use a lot of magic points and you will still need Osgood and Jeshua’s skills of healing. Have Sarana thrown some mana waters on Jeshua and Osgood as necessary so they do not get caught without any magic. Once you have taken one of them down it should not be as difficult to finish off the second.
Exit the prison once you have defeated the Tech Armors.
Part 20: The Rescue
There is a cut scene in a room where Judge Judine, along with someone another person, is being held captive. Dr. Luce, apparently another scientist with Rileyvon Industries, enters the room. Dr. Luce is apparently not evil and Judge Judine convinces him to listen when the scene fades.
The scene shifts to the Clinic in Georgetonia where Jeshua is talking to the doctor who has treated Geoff, Robby, and David for their wounds. They are being kept in the Chairman's Mansion. After the conversation you can take Jeshua around the city where some individuals will say different things directly to him. When ready, head to the Chairman's Mansion to find the others.
The receptionist from the government building has brought Jeshua a letter from Rileyvon Industries stating that there are people there claiming to be held captive. One of them could be Shalla. Jeshua at first plans to go with the party to investigate, but has a change of plans when soldiers come to arrest him for breaking the others out of jail. Jeshua opens a secret passage to a cave system and ushers Geoff, Robby, and David into the passage and closes it shut…he leaves to go face the military personnel from the United Republic that have come to arrest him.
The party is now Geoff, Robby, and David. Jeshua instructed them to get through the cave and then go to Pumpkintown, where Commissioner Jamus is, and arrange to leave Georgetonia to head for the Rileyvon Industries lab in Yorcanawa, picking up Colton in Calperland along the way.
This cave is not difficult to navigate, however you will have to find switches to reveal bridges across pits. Take extra care of your health and use items wisely – you do not have anyone in your party with the skills to heal. Prior to exiting the cave, you are attacked by a boss.
Boss Battle: Earth Worm
The Earth Worm will attack with Earth skills, as well as strong physical attacks. Blood Sucker is the worst as it both takes energy away from party members and refills its own. It is weak against both Ice and Fire. Again, remember that you have no members of your party with healing skills, so you have to utilize items for this purpose.
After defeating the Earth Worm, exit the cave through the passage you see. You will emerge on the World Map on Georgetonia some distance away from Georgetonia City. Head east to Pumpkintown.
Jamus will be in the City Hall with Mayor Udine. Speak with him. He will arrange a ship for your party. The party explains that Jeshua was taken and about the letter from the Rileyvon lab in Yorcanawa – but first they need to get to Calperland. Jamus explains that Calperland is to the Southwest of Pumpkintown, or directly south of Washburn.
When ready, exit Pumpkintown and board the ship that is now docked – approach and press enter. To dock, approach land and press enter. There are no monster encounters while riding the ship. Your first destination is Calperland to ask Colton to join you. It would be easiest to travel along the Georgetonia coast to Washburn and then head straight south to find Calperland. It is important you note where regions are located relative to the location of other regions so you do not get lost traveling the sea - be sure to pay close attention to dialog when characters advise you of which direction to travel. If you get lost, make note of your current location and reference the "World Map Guide" on this website.
Enter Calperland Castle and find Colton, who is in the throne room. Queen Isabel grants permission for him to leave. Exit and get back on the ship. The Yorcanawa Region is located directly south of Calperland Castle. Depending on where you docked, you may have to navigate around the Calperland Region coast to get to the part of the sea where you are south of the Castle as you cannot go through the bridge on the ship. Head south of the Castle by ship and you will come upon another coast – that of Yorcanawa. Dock and head onto land. You will find a small town – enter.
This town is Amoton. Speak with the residents to get information and be sure to buy and equip any new armors and weapons, then also be sure to get stocked up on supplies. One resident will inform you that the Rileyvon Industries lab is south and east around a forest. When ready, head out of the town and go south and then east around the forest. You will eventually stumble upon the lab – enter.
A brief cut scene between Dr. Egston and Dr. Luce is shown, then you may proceed. Continue until you reach a platform with a door – it is recommended you use the save point before you approach this door. You will encounter a group of Guardbots as you attempt to go through the door. Use a similar strategy as you did on the bridge earlier – focus attacks on one and defeat them one by one. The door will open after you defeat them and allow you to pass. In the next section, there will be a robot walking around on a platform – speak to the friendly robot and he will give you a pass code – keep this in mind. Continue and you will finally come up to a door that requires a code to get passed – if you get the code wrong you will have to fight enemies. If you forgot the code go back down to the robot to get it again. Once you successfully enter the code, you can go through.
This next section is probably the most challenging to navigate in the entire game. First, continue upward until you reach the point where you can continue up, go left, or go right. At this point, head right. You should reach a room with a mesh floor (you can see through it). Now, head up. Use the save point to refill your energy and continue upward. You will turn a corner and then continue upward. Turn and head to your left when you can. Continue left, passing the hallway which goes down. Turn the corner which changes your direction upward. Continue upward and when you reach the passage going left, turn left and head down this passage. Continue passed the pathway going up, and then turn the corner heading up. You will now be at a door. Save at the save point, then approach the door, where you will again have to fight a group of Guard bots. After defeating them, save again to refill your energy, and proceed onward.
This next room should look familiar. As you approach the door, it opens and Dr. Egston walks through. After some insults are exchanged, Dr. Egston attacks.
Boss Battle: Dr. Egston
Dr. Egston is in a flying mechanical device, and its attacks are quite powerful, the worst being the Blaze Cannon, which causes considerable damage to all members of the party. Utilize Colton’s Revive skill and use any Grand Tonics. You will probably not have Colton attack very often – allow that to be done by the others, and use Colton mainly for healing. If Dr. Egston proves too difficult for your party, you can easily gain some levels by walking around fighting near that last save point that refills your party’s energy just outside the door.
After you destroy Dr. Egston’s machine, he will run off. The party chooses not to pursue and instead tries to find the captives. Continue through the door and into the next section. Note the door here – it is currently closed. Continue down the steps and into the next section. You will find the captives – Judge Judine, Dr. Luce, and yes, Shalla – to the surprise and relief of all, she is alive and well. Her ‘murder’ was nothing more than an elaborate hoax. The party quickly realizes that they must get everyone to Franforta as Jeshua was taken for breaking them out. Exit the lab – it is not necessary to go all the way back through as the door previously noted will now be open and you can quickly exit through here.
Part 21: The Supreme Court
Head back to the ship – first you may wish to heal your party by staying at the inn at the small town, and also replenish any supplies. Your next destination is Franforta City. If you recall, Franforta is to the east of Calperland, and Calperland is north of Yorcanawa. It would probably be easiest to go north and find Calperland first, then head east from there to Franforta.
Enter Franforta, where the party will discuss their next move. The scene shifts to the Supreme Court of the United Republic, where the Justices are being seated for Jeshua’s trial. Chaffla and Hillsta are among the observers in the courtroom. The Justices pepper both the prosecutor and defense counsel Benyan with questions regarding the case. It isn’t appearing good for Jeshua, but then the party appears, complete with the “murdered” Shalla and Judge Judine. The courtroom is filled with gasps and Judge Judine confronts Hillsta for her crimes. Hillsta refuses to be taken into custody and threatens the Court. The party moves forward to intercept.
Boss Battle: Hillsta
This encounter will quite similar to your first – but be warned – she can become a bit more difficult if she casts spells to increase her own agility and lower the party’s. Once you have done enough damage, Hillsta will again flee the battle like before, and then flee the courtroom.
Witnessing this, the Supreme Court dismisses all charges against Jeshua, and murder convictions were vacated by Judge Judine against Geoff, Robby, and David. The court adjourns, and then the party, along with Senator Connell, Benyan, and Dr. Luce (and Chaffla eavesdropping) discuss the situation. Chaffla buts in and blames it all on a Democrat conspiracy, which Connell rebukes. Jeshua drops a hint on Chaffla that they don’t want him around and Chaffla leaves. Colton states he will take Dr. Luce back with him to Calperland to stay in the castle where he will be safe.
Part 22: Rise of the Chancellor
After this, Jamus, who comes in from Georgetonia, has urgent news: Serenada IX has declared herself to be the Chancellor of Georgetonia and has taken over – along with the city being overrun with fiends. They must leave quickly.
When ready, leave Franforta and head for the ship. Board and then head for Georgetonia (north of Calperland). Dock the ship near Georgetonia City and enter. The city is in chaos, overrun with fiends and military personnel and police forces scrambling to fight them off. The people have barricaded themselves inside of the buildings. General Sarana is present to give the party a briefing – but she has heard nothing from the other Commissioners. Proceed north to head for the Government building. Before going to the next section, a group of Serenada Groupies block your way.
Boss Battle: Serenada Groupies
These three enemies have different attacks. The tall skinny one attacks with Spear and Fire skills, the short chubby one attacks with sickle and ice spells, and the smallest one attacks with sword and bolt skills. The tall one is somewhat weak against ice, and the chubby one somewhat weak against fire. Just pay attention and this won't be a particularly difficult battle.
After defeating the groupies, continue heading for the government building. Outside, you will find Osgood fighting with some fiends. Osgood states they are overrunning the building and needs help outside. Robby agrees to assist and leaves the party, so Jeshua takes his spot in a combat role. Head into the building, which is indeed filled with monsters. Continue to the Hearing Room – but you are unable to enter as it is being blocked another one of Serenada’s flunkies.
Boss: Dahling
This is a straight forward battle with a single enemy. Use normal battle strategies to get passed her - but beware her fan and smoke attacks.
Enter the hearing room. Serenada IX is arguing with the other commissioners. Jeshua confronts her on her behavior. Serenada IX attacks.
Boss Battle: Serenada IX
Your first encounter Serenada uses standard attacks and is not a huge threat – don’t use up any magic or powerful spells at this point. The battle will pause after you have done a certain amount of damage, then Serenada calls on “the power of the crystal.” She transforms into a more powerful form and the battle resumes. This is a major boss battle as this is a confrontation with one of the main antagonists in the plot - this can be a very difficult battle. She is quite powerful in this form, with the worst attack being the Energy Ball, which can not only do substantial damage, it can also stun party members - however, also beware "Fire Bane Breath" which also does a substantial amount of damage to all party members and can also poison all party members (hopefully you have some Purifying Elixirs in stock from Trewa...). You have both Jeshua and Shalla in the party, meaning you have two characters with significant healing abilities, but you may wish to use Jeshua for his Gavel attack, meaning that magic points may not available for Jeshua to be depended on for healing. Use mana waters when necessary to refill magic, and have other party members use items to assist with healing if health points are getting low - Fire Bane Breath and Energy Ball can fell party members quickly if health is not kept high. If the battle is too difficult, utilize the save point that refills your energy and fight random battles to gain the party members a level or two and try again.
The Commission is stunned by what it has just witnessed. The party speculates that Serenada used power from a shard of the crystal taken from the ruins in Loyriva that Zirran had mentioned. The party decides they should find Osgood and ask him if he knows anything of the crystal. Jeshua asks the party to find him and Robby and bring them back to his office to meet.
The city is now back to normal, and Robby has taken Osgood to the club. Find them there and then go back to Jeshua’s office. Osgood knows nothing of the crystal, but those in the Sage Village might. Osgood will join the group again and tells you that the Sage Village is located in a remote area north of the Wasteron Region – that is the region north / northeast of Georgetonia. Jeshua asks Osgood to help establish diplomatic ties between the Sage Village and Georgetonia – as the Sage Village is not part of the United Republic.
Part 23: The Sages
When ready, board the ship and head north / northeast to find the Wasteron Region, then steer the ship to be north of Wasteron City. Turn to the North and you will reach the island where the Sage Village sits. Dock the ship and walk to the village. If you miss it, find Mystica Region (snowy region with the castle) and head a bit northeast from there. Reference the "World Map Guide" on this website if needed for help if you get lost.
Enter the village and explore the town – speak to the villagers. Enter the large building in the northern part of town when ready. The Elders are located on the second floor.
The Elders are highly skeptical Georgetonia’s motives for establishing diplomatic ties, and it is clear from the exchange that Osgood’s past relationship with them has been rocky. Ultimately the Elders will be willing to give the party a chance to prove they are trustworthy: They have a mission to go to the Mineral Cave and retrieve quantities of the mineral which is found there in a large deposit – the same type Osgood found for the party on Mount Yoppan. The party agrees.
When ready, leave the Sage Village. Go to the ship and travel east along this island until you find the cave. Dock the ship and enter the cave.
Head through the door in the first section. The second section is wide open – there is a small room in the center with a treasure chest, and two other treasure chests elsewhere in the room. After finding those, find the door in the northern wall and go through. In this third section, take a right and go across the bridge to the next platform, where you can find a treasure chest. Head north across the next bridge, and you can take a right at the intersection of the bridges to find a treasure chest on that platform, then head to the left to the next platform, where there are two treasure chests and a door. Head through that door after finding the two chests.
In this fourth section, find the two doors on the northern wall – one room has treasure chests, the other contains a save point which refills health. There are two other chests you can find in this section. Ultimately, find the door in the southern part of this section and head through it. In this section you can find a chest in the room to the north, then head through the door to the right. Head left now across the bridge – continue past the intersection to find a chest on a platform, then head back and head north on the bridge to the next platform. Head to your right across a couple of platforms and enter this room – you find a chest as well as a save point that refills your party’s health and magic. When finished here, head out of the room and then head left across the bridges and platforms, turn the corner and head up.
The party will stop as they hear voices…then observe Yorcanawa troops lead by Chaffla in the cave. Chaffla and the troops move on and the party pursues. There is a chest on this platform. Find it, then go for the door, which is blocked by Yorcanawa soldiers. Defeat them and head through the door – oops…more soldiers! Defeat these, then proceed around the room and use the save point. Continue forward to find a room heavily guarded by Yorcanawa soldiers in Tech Armor.
Boss Battle: Yorcanawa Soldiers / Tech Armor
Your strategy here will differ based on who you chose to have in your battle party as far as which attacks to use – but you should have the hang of how to manage your magic and items by this point. Take out the ground soldiers one by one to start to reduce the number of enemies attacking, then go for the armors.
When you have defeated these enemies, do not head through the door behind them just yet – go back to the save point to refill and save – then go through those doors.
Entering the door the party finds Chaffla destroying the mineral deposit. Words are exchanged and finally a battle ensues:
Boss Battle: Chaffla
This is another major boss battle as one of the main antagonists of the game. Chaffla will initially use standard elemental spells against the party. He can also weaken the party’s intelligence so that attack spells become weaker, and use guardian spells to render Ice and Fire magic virtually useless against him. At this point keep your powder dry and do not waste much magic. After a certain amount of damage is done, the battle will pause and he will use a shard of crystal like Serenada did and transform into a much more powerful form…now you must really be on your toes – this is a formidable opponent. Nearly all of his attacks will deal serious damage to the party, with the most devastating arguably being Mega Volt, which deals strong lightning damage to the entire party. You will have to utilize Shalla’s healing powers effectively and not allow her to get caught with low magic points so that she cannot use it. Also use items in your inventory effectively if you need an added boost. In some cases you may be playing defensively to restore your party before you can attack again. If you find yourself doing this too often and cannot prevail, you may need to gain levels near the save point before attempting to take him on again.
After defeating Chaffla, the party gathers what mineral deposit was not destroyed. Now head out of the cave (remember the save points that refill energy along the way) and back to the Sage Village to report.
Head back to the Elders once you have returned to the Sage Village. Joaquin and the other Sage Elders find the news of Chaffla’s misdeeds most unwelcome. They tell the party about the crystal that was found from the Loyriva ruins, as well tell there are four other crystals that will need to be brought back to them from different hidden locations to open the way to the Abyss and destroy the Demon King. The party is inclined to help but want to explain this to Jeshua first.
When ready, leave the Sage Village and head back to Georgetonia and to Georgetonia City.
Part 24: Yorcanawa Attacks
Entering Georgetonia you find that Jeshua, Sarana, and the Georgetonia Military are preparing for battle as intelligence sources indicate that Yorcanawa is sending a large military force to attack – and apparently Pumpkintown is already under attack by fiends. By Jeshua’s order, the party goes to dispatch the fiends in Pumpkintown while the military defenses are bolstered for the Yorcanawa military assault coming for the main city.
The scene switches to the Yorcanawa ships moving in and then soldiers invading the city. The party now consists of Sarana, Jeshua, and two Georgetonia soldiers: Wedge and Biggs. Wedge and Biggs can only attack physically, but use them for support such as items as well to heal the party’s health and magic when needed.
Defeat the enemy soldier parties that attack, and make your way down to the front entrance to try to block any additional enemy troops from entering. After a number of battles the scene switches to Pumpkintown.
Geoff, Shalla, Robby, and David have arrived on the scene with the town in chaos. Speak to all of the townspeople – among them is the item shop owner – stock up on supplies at this time. If you walk over in front of the weapons shop, you will find a save point.
Head to the north to the right of the city hall, where you will encounter a boss.
Boss: Pumpkinhead
This creature’s worst attack is Pumpkinbombs, but it also uses Coiling Vegetation, which paralyzes party members – a condition you will quickly want to remedy with Healing Herbs as your party parishes if they are all paralyzed. This enemy’s weakness is Fire, so utilize David’s skill of Fire3 accordingly – the enemy can use Flame Guardian but Fire3 will still be somewhat effective.
The scene switches back to Jeshua and his party, fleeing from a large group of Yorcanawa Soldiers. Jeshua and the team meet up with more Georgetonia Soldiers and turn to face the enemy, who demand that Jeshua surrender. What appears to be overwhelming odds turns 180 degrees when Queen Isabel shows up with her security forces, Senator Connell with a battalion of United Republic soldiers, and King Moonrake with his knights. The soldiers clash and the Yorcanawa officer heads straight for Jeshua and his party.
Boss Battle: Yorcanawa Soldiers / Tech Armor
Here you will mainly want to use Jeshua’s strongest skill – Gavel – to quickly take out the weaker enemies in the front line one by one to reduce the number of enemies attacking the party, then hit the Tech Armors. Use Wedge and Biggs to use healing items, including items to refill Jeshua’s magic so he can use Gavel without interruption – but if needed use his Revive skills to boost the party if needed. Have Sarana use physical attacks mainly, but also help Wedge and Biggs with healing items when needed. Given the number of enemies attacking it is important to quickly eliminate that front line one by one or your party will suffer.
Emerging from the battle you find the combined forces of Georgetonia and the allied soldiers has routed the Yorcanawa soldiers. It is a victory, but with a heavy price – Georgetonia City is leveled.
The scene shift back to Pumpkintown, which has been cleared of the fiends, and the Geoff, Shalla, Robby, and David are in the City Hall speaking with Mayor Udine. After this, leave to return to go find Jeshua.
As you will see on your way, Georgetonia City is gone. Head for the Salson Forest and then Salson Village.
As you will see when you enter, the Salson Village is now quite crowded as all of the residents from Georgetonia City are now there. Speak to the people and find out what is on their mind – the old gossip crew from the diner/pub is now in the item shop here in Salson Village. After you spoken to them, head for the Mayor’s House, which is now the new government center for the Georgetonia Region and the Commission is meeting. Speak to the others and ultimately Jeshua - the party will tell him about what happened in Sage Village. Jeshua is stunned by the news of Chaffla and realizes why he was being targeted so strongly. Jeshua advises the party to go back to the Sage Village and follow the instructions of the Elders.
Part 25: The Crystal of Fire
Return to the Sage Village and speak with the Elder, Joaquin. The first Crystal you must retrieve is the Crystal of Fire, which was hidden deep in the Axona Volcano, in the Axona Region. This is Robby’s home region.
When ready, leave the Sage Village and board the ship. The Axona Region is southeast of Georgetonia. In fact, it is on the same continent as Franforta, on a northern peninsula. Head in that direction and you will probably find the Volcano, but before you head there, find and visit the *two* towns in the Axona Region to meet the people of that area, including Robby’s grandmother, and also find items, weapons, and armors in the shops that will be of use. Be well stocked and equipped – the fiends inhabiting the Axona Volcano are fairly powerful – though also rich in experience points.
After you have finished in these towns, head for the Volcano.
Grab the treasure chest in the first room then head through the door. The chest you see here contains a very important item – the Magic Pendant - be sure to get it and equip to either Shalla or David. Watch the lava – if you step in it, it will damage the party. Proceed north, then left through the corridor. You will reach a point where you can proceed up or down…for now, go down and into the door you see. Save before going to the treasure chest – it is guarded by a boss.
Boss Battle: Lillith
Lillith can case the charm status effect, which can cause your party members to attack one another, so beware. She can also silence your party – which can be troublesome for healing if Shalla is silenced – use healing herbs as needed. Battle should not be too difficult.
Save again and leave the room, then head north. Work your way to the northeast corner and go through the door (there is a treasure chest in the southeast corner if you’d like to go for this first). In this next section, save when you reach the save point, then proceed down and around the corner – the next door is guarded by a boss.
Boss Battle: Black Turtle
This creature attacks with Earth, Bolt, and Fire skills, as well as has a fairly strong physical attack.
Proceed through the door. Head around the corners, gathering the treasure chests, and then head through the door in the north. Head to the left, get the treasure chest you see if you wish, then head right when you are able to – go through this door, where you will find a save point that restores the party. Leave and then go south, then to the right again…
Boss Battle: Chimera
The strongest attack from this foe will be Volcanic Breath. He can also poison the party – have the antidotes ready in case.
Proceed onward and through the door – turn the corner and head north, where you will find another save point that restores the party here. Use it, then proceed through the door to the north.
There it is – the Crystal of Fire! Head toward it – a voice booms in the silence that you will not take the crystal.
Boss Battle: Flame Guardian
This is the main boss of the dungeon – and as its name suggests, it is going to attack you with fire. Its worst attacks will be Burnflame3 and Flamestrike. It is weak against ice, so have David use Ice3.
Once you defeat the Guardian, you can retrieve the crystal. It is not necessary to go all the way back through the dungeon to exit – head through the door in the back of this room and you can leave.
Now that you have this crystal, go back to the Sage Village and show it the Elders. The Elders will instruct you to take it down to a chamber – go to the first floor of the building, then head through the door here that you were previously not permitted to enter. Go into this area until you find a room with four alters – leave the crystal on the appropriate altar, and return and speak with Joaquin.
Part 26: The Crystal of Ice
Joaquin will advise your next task is to find the Crystal of Ice. This Crystal is located in the Tronitonia Region. That is directly east of the Sage Village, but will be a somewhat long trip on the ship. When ready, leave the Sage Village and get on board the ship. Head east. Eventually, you will find a large, snowy continent. Dock the ship.
There are two towns in the Tronitonia Region it will be beneficial to visit to speak with the residents, as well as find new equipment and supplies. After you are stocked up and equipped, head for the northern part of the continent. Head through the short forest pass and then head for the cave.
Head through the door in the first section of the cave. In this second section, find the door to the center / right of this chamber. Enter the door to find a save point and treasure box (save first). The chest is guarded by a boss:
Boss Battle: Asura
Asura has many strong physical attacks, so keep your guard up. Holding those swords in the air, however, makes him weak against bolt magic – use David accordingly.
You will receive the item in the chest – equip it, and then save. Leave the room and then head to the northern part of the chamber and find the door. Head south, turning some corners. Grab the treasure chest and then use the save point…
Boss Battle: Blue Sparrow
The Blue Sparrow will attack with its talons, as well as wind and glacier spells. It is weak against fire magic.
Continue south and then west until you find the door – head through and then go north to find the save point that refills health – use, and then through this door. And there it is – the Crystal of Ice. But remember what happened with the last crystal…
Boss Battle: Ice Guardian
The main boss of this cave, the Ice Guardian will attack with multiple water and ice spells. The most powerful spells are Cold Shoulder and Avalanche – be prepared. As expected, the weakness is fire.
You do not need to go back through the entire cave to exit – just go through the back door here and you can leave. Find your ship and head back to the Sage Village.
As before, take the crystal to the Elders and speak to Joaquin. Joaquin will request that you take the crystal down to the crystal chamber and place it on one of the altars. Do this, and then return to speak with him.
Part 27: The Crystal of Earth
Joaquin will advise you that the Crystal of Earth, the next one on the list, is located in the Enchanted Forest of the Topvia Region. Interestingly, this region is on the same continent as Yorcanawa.
When ready, board the ship. The Topvia Region is located directly south of Franforta, so it is some distance away. From the Sage Village, head direct south and you will reach the Wasteron region. Go along the shoreline to the east and then south when you can to reach Georgetonia. Head east along Georgetonia’s shoreline and head south when you can – you should reach Axona (the region where the Volcano was). Go around Axona until you find Franforta City, where you can then head directly south of there and you will reach the Topvia Region. Reference the "World Map Guide" on this website if you get lost.
Dock your ship and head to the west toward the forest. Find the entrance and go in. Speak to the guards to the entrance. They will not allow you to pass. Queen Ambreya, who rules the Topvia Region, has ordered that no one be allowed through as it is too dangerous. The party decides they must find and speak with Queen Ambreya to convince her to let them through.
Leave the forest. There is a town in this region to the southeast of the forest exit – find it and stock up on any supplies and equipment and rest. Remember you can save your game anywhere on the world map. After leaving the town, head to the east and then north along the river, and then cross the bridge to the east. Continue on an east / northeast track, crossing a bit of desert. You should soon find the Topvia Castle. Enter the castle.
Explore the castle and speak with the castle guards and residents, then find the entrance to the throne room. Speak to the guard, who will inform you that you cannot speak to the Queen until tomorrow morning. The party decides to pack it in for the night – find the castle Inn and stay there. As the party turns in, the scene switches to a cut scene of the villains plotting their next move. The scene will switch back to the party awakening in the morning.
Head back for the throne room and enter. Queen Ambreya is getting an update from Senator Mavis, apparently discussing Yorcanawa’s attack on Georgetonia. After the Queen is finished with her discussion with the Senator, the party approaches to speak with her. As the party identifies itself, Queen Ambreya is aware of who they are, having heard of the false court case brought against them, and knowing they are working for Georgetonia, seems inclined to assist them in whatever they need. The elderly monarch is aware of the Crystal’s existence and location, which is why she has it blocked by her guards. Learning that the Sages asked them to come for it, she agrees to allow the party to pass.
When ready, head back west to the Enchanted Forest – remember to stop at the town along the way to refresh the party and again have another opportunity to purchase equipment and supplies.
Heading back into the Enchanted Forest, the guards will indeed allow you in deeper in the forest. Head through the second section and into the third section. Navigate northward, and find a save point. Save. Head north and you will encounter…
Boss Battle: Golem
The rock creature will attack mainly with physical attacks, but also uses Earth Crush. This boss should not present any great difficulty.
The next section is a circular pattern – you start out on the eastern side and need to exit through the western side. Just go along the path and this will be no problem. In the next section, find your way to the northern exit – but be sure to use the save point you find first. Head to the next section…and there is the Crystal of Earth:
Boss Battle: Earth Guardian
To get what you came for, you must defeat this creature. It will attack with Earth Crush spells and physical attacks. Unlike the other guardians, it has no elemental weakness, but unless you get particularly unlucky with the RNG, it should be a bit easier than the previous two guardians.
After you have the crystal, head out the back exit and then find your ship and head back to the Sage Village. As before, Joaquin will request you take it and place it on one of the altars. Do this, and return to speak with him…
Part 28: The Secret Laboratory
When you return expecting to speak with the Elders about the location of the last crystal, you find that Jeshua is waiting for you. The party learns that the mission to retrieve the last of the crystals will have to be placed on hold for now. While the party was away, Franforta City was attacked by robots. The military thwarted the attack, but the source of where they came from needs to be tracked down. Apparently King Moonrake in Mystica has more information. Jeshua asks the party to go there to investigate. Jeshua leaves to return to Georgetonia.
When ready, leave the Sage Village and board your ship. Mystica is a short distance away to the southwest. Enter and then go to the castle and speak with King Moonrake. The King will advise that the robots were seen returning to some old ruins just to the east of Mystica. Indeed, these ruins are directly to the east a very short distance away. Be sure you are fully stocked on supplies before entering these ruins.
When ready, board the ship and take the short trip east to this island and enter the ruins. A brief cut scene is shown between some of the villains. Now, the party sees nothing out of the ordinary but decides to take a look around. Head north, and you will find a door. However, before entering this door, head to the west and then north, where you find a treasure chest holding a very valuable item – another Magic Pendant, like you found in the Axona Volcano and equipped to either David or Shalla – equip this one to the one you did not given the first one to. Now, find the door again that you can enter and proceed.
Looks like the inside of the ruins are now a laboratory. Make sure you have fully stocked your supplies before entering here as this is a challenging dungeon – if you need to go back to restock now is the time. Otherwise, proceed north and go through the door. Now, go over and step on the teleporter. Head north and find another teleporter. Head south to find a treasure box, then to the west and find a save point. Head south from the save point, and when you go, take an eastern turn. Find the control panel which will unlock a door you will find later. Go back to the path after using the panel and head further south, then to the east. You will encounter…
Boss Battle: Promech
This boss will use the fairly powerful attacks Blaze Cannon, Tech laser, and Fire Shells. Be on guard and watch your party’s health – keep it high.
You will find a door shortly after fighting this boss that will be unlocked if you used the control panel above. If not, go back up there and use it to unlock the door then proceed.
Head west, then north at the turn. Going down the first eastern path you will find some treasure chests and a restorative save point. After retrieving these, go back and proceed further northward, then east to the teleporter. Use the save point here, then go on the next teleporter.
Proceed northward in this, when none other than Dr. Egston confronts you…
Boss Battle: Dr. Egston
Another showdown with a major antagonist of the adventure…Dr. Egston is controlling a crane, which attacks with lasers and the crane claw. After defeating the crane, Dr. Egston boards another device, this time using a large chunk of the power crystal found in the Loyriva Ruins. This form will be one of the most challenging bosses the party has faced yet – if you cannot defeat him consider gaining some levels before facing him again. Multi-Laser and Multi-Energy Ball are devastating to the party when used successively. Make sure you utilize the most powerful of Shalla’s healing spells for the whole party and have others use items when necessary. This form of Dr. Egston is slightly weak against Wind magic.
After defeating Dr. Egston, step on the teleporter to go to the next section, where you will find a restorative save point, which is probably of great use after that battle with Dr. Egston. Make your way through this area to the exit to the south. In this next section, again work your way to the south and find the restorative save point just before you take a western path – make sure you save. Continue onward to find…
Boss Battle: Gutsbot, Woodbot, Aquabot, Metalbot, Thunderbot
This group of enemies packs quite a punch together. Probably the most devastating attack comes from Metalbot and his Saw Blade attack. You will want to employ the strategy of focusing attacks on one enemy at a time to reduce their numbers as quickly as possible. It would probably be best to go after Metalbot first so that you can eliminate that Saw Blade attack. Metalbot is slightly weak against bolt magic, Woodbot is weak against fire magic, Thunderbot slightly weak against ice, and Aquabot is weak against bolt.
Continue west after defeating these enemies and then go through the southern exit. Use the save point, then head through the door. Now, head east and then north along the path and go through the eastern exit. In this next room, don’t miss the save point in the corner before heading downward. Continue along the path and you will find Dr. Rileyvon. Dr. Rileyvon is not at all remorseful for his past actions despite the party’s comments, and ultimately sends his “finest creation” to attack.
Boss Battle: Demolition Bot
This device uses a number of powerful laser attacks. The most powerful attack is Sonic Boom. It has a weakness to bolt magic.
Immediately upon defeating this enemy, you face Dr. Rileyvon himself.
Boss Battle: Dr. Rileyvon
Another final confrontation with a major villain – Dr. Rileyvon will show no mercy for your party. Some of his attacks can KO a party member in a single hit. Be prepared to revive and heal. Attacks of bolt, ice, and fire can all be effective against this enemy.
Dr. Rileyvon survives the destruction of his machine and begs for mercy. The party takes him into custody.
Take the teleporter to leave the lab, then go back to your ship. Go to Georgetonia (remember everyone is now staying in the Salson Village) and speak with Jeshua, who will place Dr. Rileyvon into military custody.
Part 29: The Crystal of Lightning
Leave Georgetonia and head back to the Sage Village. It is time to retrieve the Crystal of Lightning – the last crystal.
The Elders will advise that the Crystal of Lightning is located on a mountain in the Hoppergon Region. The Hoppergon Region is the home region of Shalla, and is located east of Georgetonia and to the northeast of Axona. When ready, board the ship and head that way. Refrence the "World Map Guide" on this website if needed.
There are two towns in the Hoppergon Region: Provend and Ecspond Village. Provend has weapons and armors that may be useful – be sure to stop by there to purchase and equip them. Ultimately, you will want to go to Ecspond Village before heading to the mountain, which is Shalla’s hometown. Shalla and the party will meet with her parents and have dinner.
After you are ready and restocked on supplies, head north of Ecspond Village to the mountain. Head north through the first section and into the next. Continue north and find a save point. You will then encounter a boss.
Boss Battle: Oroboros
Oroboros will cast mainly lightning attacks. It is slightly weak against ice.
Head north to the next section, then continue until you find a cave entrance. Enter the cave. Proceed through this section of the cave until you reach a door – enter. There is a treasure chest inside – guarded by a boss.
Boss Battle: Quetzalcoatl
This boss is also mainly focused on bolt attacks, but also attacks with its horn, causing some considerable physical damage. It is weak against ice.
After you defeat the boss, you retrieve the item in the chest. Equip it to the appropriate person and continue up the steps and into the next section. Make your way north to the exit of the cave.
You are now back outside on the mountain. Continue up the mountain – use the save point.
There it is – the Crystal of Lightning – the last one of them all.
Boss Battle: Lightning Guardian
This is the most powerful of the guardians. The most powerful attacks are Ozone Blast and Mega Bolt. It has a weakness against ice.
Once you have retrieved the crystal, exit the mountain. Board the ship, and take this last crystal back to the Sage Village. Speak with Joaquin, and take the Crystal down to the altar like the others. Go back up to speak with Joaquin – scene switches to a cut scene outside the village.
Part 30: Preparing
The cut scene is of the party and friends discuss the upcoming mission to defeat the Demon King in the Abyss. Dr. Luce has brought a new airship for the party’s use. Everyone else will take the regular ship to go back to their locations and turn the airship over to you.
This airship will provide an excellent opportunity to pick up supplies from different regions quickly. First of all, it would be suggested that you now complete the WWF Hide-n-seek minigame so that you can retrieve an item vital to being able to complete the next mission. If you did not already do so, there is a restaurant in Franforta City with 6 wrestlers who invite you to find all of them around the world and if you do, win a prize – go there and speak with them and agree to play. They will leave and go hide. If you spoke to them in your earlier trip and agreed to do this, there is no need to do so again, but you still need to find all of them.
Board your airship and head for the following locations to find all six:
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Land just outside the cave entrance in Wasteron (the cave where you went to Vestalla). Enter, and find the first one walking around in this first section.
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Go to Ritero, which is one of the towns in the Wasteron Region. You will find one of them walking around here in town.
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Go to Loyriva – he is walking around down in the prison.
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Taipo – this is the small village just outside of the forest in the Franforta Region. He is in one of the buildings.
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Mystica – He’s in the restaurant
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Pataka – this is a region you have not yet visited – Geoff’s home region – find him walking around in the inn
Now, after finding all 6, go back to the restaurant in Franforta City and speak with them, and they will award you the Zot Scroll for finding them all. Go to your item list and give this to David – it will teach him a very powerful lightning spell which is essential to completing the game. It may be possible to beat without it, but it will be much more difficult. It is best to get it.
Also on your preparations, use the airship to visit the Pataka Region, Geoff’s home region. It can be found on a large continent to the east of Franforta and Axona. You can speak with Geoff’s mom, and also the residents here. The item shop has some very good healing potions you cannot find elsewhere and will want to stock up on, as well as very good weapons you will most likely want to purchase and equip. However, they are quite expensive. Not to worry, however, if you go outside of this town and fight monsters, you will find you are awarded a significant amount of gold after each victory. Stay here and gain enough gold to purchase the weapons and armors you need, as well as stock up on those great items before you go to face the Abyss.
Part 31: The Abyss
After you are fully stocked on supplies and have recovered your weapons, head back to the Sage Village. Speak to Elder Joaquin and tell him you are ready (if you are). After a cut scene the seal will be undone and the party will be transported to the Abyss.
In this first room, notice the restorative save point – it is in the lava. You will have no choice but to get some damage if you need to use this save point, but the damage would not be so much that restoring a weakened party with the save point would not be beneficial. This would be a good place to gain levels - but only do this if you really need to.
In any event, when ready, head through the door you see to get to the next section. Head along the narrow path. You will see that to get to the next section you will have no choice but to cross in some of the lava – this will be case throughout this part of the dungeon. Use healing items (probably those that are weaker and not as useful in battle) from the menu to heal your party when needed. Continue to carefully follow along and find the next platform – making sure not to spend any more time walking through lava than you have to. Eventually you will come upon another door –
Boss Battle: Demon Dragon
This boss has strong physical attacks, and also the powerful Flame Whirl spell. It is weak against ice and slightly weak against earth magic. This boss will drop a valuable item when defeated – be sure to equip it.
Continue through the door. In this third section, use the restorative save point (another good place to gain levels if you need to), then continue along the path to the next door. In this section, you can avoid stepping in the lava if you step carefully. As you continue north, you will be attacked.
Boss Battle: Flame Demon
This boss’s Glare attack can cause significant damage to the party. In addition, he is strong against bolt magic, so David’s Zot spell will not be as of much use to take this enemy down – use Ice3 instead and save magic points.
Go through the door you find after defeating the boss.
This section has a change of scenery – appears to be an evil castle. Continue along the pathway, turning several corners. You will come upon a door – enter this door before continuing on and use the save point you find.
Next, leave this room and continue around the corner – you find a large statue blocking the way, which comes to life…
Boss Battle: Chaos Demon
This enemy has a wide range of attacks, most of which are powerful. It is also strong against bolt magic. However, it is only slightly weak against fire, and if it uses Flame Guardian, fire magic will not of much use. The use of Zot by David may still be beneficial here, but watch his magic points and have another character refill him when necessary – the same for Shalla and her use of healing skills.
Continue along the path after defeating the boss and you will eventually find a doorway. Enter the doorway. In this section, continue along the pathway. You will come to a place where you can choose to either go north or south – south will lead to a treasure chest, north continues through the dungeon. Continuing on the path you will find a door. There is a save point in this room (you may also wish to check the bucket in the room). After saving, leave and continue to the east. As you make the northern turn, you are attacked.
Boss Battle: Abyss Phantom
This boss has attacks that will pack an even bigger punch than the previous one. However, it does not have the immunity to bolt spells the previous one did, and thus, you can use David’s Zot skill quite effectively. Use this to your advantage.
Continue north into the next chamber. Follow the path, but watch to find doors along the way. The first contains a treasure chest with a good item you will want to equip – but the chest is guarded by monsters, so watch out. The second room has a restorative save point – the last in the dungeon, so be sure not to miss it.
Eventually, you will reach a curtain doorway. Make sure your party is fully healed, and proceed.
You are now in the chamber of the Demon King, who attempts to play mind games on the party to break their morale. The party resists, and ultimately, the Demon King engages in battle.
Boss Battle: Demon King
Obviously, this will be one of the most dramatic boss battles of the game, and he has the highest amount of health points of any battle the party has faced yet. And, this enemy is certainly not one to be taken lightly, using an array of very powerful skills against the party that do significant damage. If you do not stay on your toes, he can quickly wipe you out. In this battle, you will need to have David cast Zot virtually uninterrupted and Shalla should always be at the ready to cast her most powerful healing spell. Use Robby and Geoff for physical attacks, but have them at the ready to thrown some items to refill Shalla and David’s magic when necessary, and also to use items to help restore the party when Shalla’s healing skills are not able to keep up with the damage being done. If you are unable to overcome, you may need to gain some levels.
Congratulations on defeating the Demon King! But wait…the room shakes, light flashes…
Part 32: Where to now?
The party awakens…if this place looks familiar, it is. You have somehow ended up in the Wasteron Temple where you defeated the bandits…with the laughter of Hillsta echoing in the halls – defeating the Demon King has not stopped her. The airship is still at the Sage Village, so you will need to find Governor Uma and ask for help. Make your way out of the temple and out of the Wasteron Forest, and make your way up to Wasteron City.
Governor Uma arranges for a ship to drop you off at the Sage Village. Now, once there, get on the airship and head to Georgetonia and speak to Jeshua – remember that they are now in the Salson Village.
The Commission receives the report from the party, but learns that Hillsta is still a threat. She is in Yorcanawa preparing her attack. The Commission grants the party a huge sum of money. Now is the time to restock supplies and weaponry and prepare for the final battle.
Pataka is a good place to stock up on supplies, but remember that there are regions where there are supplies to unique to their stores that you will want to stock up on (such as Trewa in the Vestalla Region). Also, there is a Secret Store somewhere on the world map that is encased by mountains, southeast of Pataka. If you go there and the door is locked, go to Franforta City and find the Game Show Studios, and watch all three games, which will unlock the door. With the sum of money from the Commission you should be able to full stock up on these very helpful items.
If you need to level gain, the dungeons where you found the crystals, as well as the Mystica Ruins (laboratory) would be good places to do so.
Part 33: The Final Battle
After you have traveled the world finding and stocking up on all of the available items, head for Yorcanawa City on the airship.
Yoranawa City is impoverished and run down. Speak to the residents and explore the city as you wish. Then, continue up to Hillsta’s Palace.
Approach the entrance and defeat the guards blocking your way. Enter the palace.
Proceed through the first room, following the path and then into the next section. As you follow the path in the second section, you will see a door. Enter and find a save point in this room. Leave the room after using the save point and continue following the path. You will see another door, enter and find a treasure chest in the room – guarded by a boss.
Boss Battle: Cyclops
Well, since your last boss was the Demon King, this should seem like a cinch. Use Zot effectively to take him down with ease. You should have stocked up on enough Mana Waters and Sage Potions to refill David after the battle.
After the battle you obtain the item in the chest. Equip it to the appropriate person and leave the room. Work your way around the corners and then through the passage to the next section of the palace. Here, continue along the hallway and around the corner – you will find another door. Enter and find a save point in this room. Leave the room and continue on. Eventually, you will find a second door. Enter and find a treasure chest – it is also guarded by a boss.
Boss Battle: Bahamut
Alright, this guy will pack a bit bigger of a punch than the previous boss. Flame Whirl and Mega Bolt are among its attacks. Utilize David’s Zot attack effectively as before. This boss has considerably more health than the previous boss.
Equip the powerful item you receive here and then leave the room and continue – be sure to use items to heal your party after that battle.
Proceed through the interior as before, following the path – at one point there will be a narrow path going southward where you can find a treasure chest – continue after find that northward and around the hallway until you exit to the next section of the palace.
In the next section, head north, then when the path opens, go down this westward path to find a treasure chest – equip the item you find to the appropriate character, then head back to the main path and go north. You will turn some corners and start to head downward, then have a path open to the east – go down that path to find another treasure chest. Equip what you find to the appropriate character, head back to the main path, and continue southward.
Find the save point and save, then proceed to exit to the next section of the palace…
Boss Battle: Velith Queens
You will face off against 8 Velith Queens, and having this many can be more potent than you may realize, especially if they cast Masquerade to cause the party to lose control and/or be stunned. Successive Bolt 3 hits can also take a character down. Use a similar strategy as before when dealing with multiple enemies like this – focus and take them down one at a time to reduce their number.
After defeating those enemies, you can continue to the next section of the palace. Follow the path and you will find a door. Head through the door and find a save point and a treasure chest. When ready, continue down the hallway and take the turn to the north…
Boss Battle: Insectagus
This enemy can be quite a nuisance with his constant poisoning of the party, which is where the main threat to your party’s health is. Use antidotes accordingly and allow David to take this fiend down with Zot.
Continue passed this area after defeating that enemy, turn the corners and you will find another door. Enter, and you will find a restorative save point. Use this to refill the party and save. This could be a good area to gain levels if were to need to.
Leave the room after using the save point and then continue on, where you will soon find another set of doors. Go through these doors. In this room, avoid the circular device in the middle for the time being and get the treasure box next to the throne. Equip this to either Robby or Geoff – as you will want David and Shalla to keep their Magic Pendants – the item may be more useful for Geoff given his higher agility. Now, when ready, step on the circle on floor. You will be warped to a platform floating above the top of the palace.
At the top of the Palace, Hillsta is awaiting your arrival. Hillsta demonstrates her powers by plunging the world into darkness. Hillsta states that destroying the party will serve as an example to the world that struggling against her is useless…and so, the final battle commences…
FINAL BATTLE: Hillsta
This battle will make the Dark King battle seem like a picnic. This is by far the most powerful and difficult battle of the game, fitting for a final battle. Be sure to have David cast Zot in succession, and use the items necessary to refill his magic so that he is not caught with it. Same goes for Shalla and using Recover5 – she will need to cast this regularly to keep the party’s health high. Hillsta has a skill that hits all party members at once that could possibly wipe out the entire party if the health is not kept high. Have other party members assist with items if Shalla is not up for a turn and the party needs to be refreshed. Utilize the Purifying Elixir item (which you hopefully stocked up on) to eliminate status effects cast on the entire party – Geoff or Robby will avoid these effects if you equipped one of them with the ribbon. Ultimately, if you are unable to win this battle, you may need to gain levels to make the party stronger back at the last restorative save point.
When you defeat Hillsta – Congratulations! You have beaten the game! Enjoy the ending, and thanks for playing!