Traysia/Towns

Screen
After you start the game and watch the intro, you should see the main screen. Along the right edge are four boxes. You'll eventually have four people in your party that correspond to each box, but for now, only the first is in use, since you start out alone. The numbers represent your current HP (hit points) and the total HP you can have; the second set is your current and total MP (magic points). The four icons that go across the bottom of each box are actually only used during battles, so you'll need to consult that part for more info.

Controls
Traysia uses the A, B, and C buttons. It doesn't use the Start button or the X, Y, and Z buttons found on the six button controller.


 * A: Talks to townspeople, examines items, selects choices in camp
 * B: Cancels selection
 * C: Stats/Inventory

At any time when you're not in a battle, press C to camp. Use up and down to select the character that you want to deal with, and press A to confirm. You'll then see their square turn into four icons. Here's what they mean and how to use them.

ITEM icon (looks like a potion)+--> USE (looks like a potion) |   Uses an item from that person's                                   |    inventory. |                                  +--> EQUIP (looks like an arm wearing armor) |   Equips that person with armor, weapon, |   etc. from their inventory.* |                                  +--> GIVE (looks like a hand) |   Gives an item from that person's                                   |    inventory to another party member. |                                  +--> DROP (looks like a sword) Gets rid of an item permanently.

MAGIC (looks like a staff)---> Uses a magic spell that that person has learned.

STATS (looks like a crystal ball)> Shows a screen with all that character's                                      statistics and attributes. See the next section for an explanation of stats.

TALK (looks like a question mark)---> When this is chosen, the characters in your party will talk about the situation at hand. This may help you if you're stuck and don't know what to do next.

armor, Traysia has no Unequip command. To unequip something, have a character "give" it to himself or herself.
 * Unlike most RPGs, which have an option to take off a weapon or piece of

Stats
To look at each character's stats, first camp (C button) and then choose the party member whose stats you want to view and hit A. Move the arrow down to the crystal ball and hit A again, and you'll get a list of that person's stats. The following is a quick explanation of the stats and what they mean.

If you've played an RPG before, you should be familiar with the two figures at the bottom of the stats screen: Level (LV) and Experience (EXP). Your character's Level is a measure of his or her overall worth and skill. You gain EXP by defeating enemies and accumulating enough will make your character gain another level and become stronger. But the more important part of the stats screen are attribute-type stats shown above the LV and EXP numbers.

First of all, notice the layout of the stats: two columns. This is because there are really only four attributes for each character, but each is represented two ways in the stats screen. The numbers in the left column are the character's base values for Strength, Defense, Agility, and I.Q. The figures in the right column are these values after adding various bonuses for whatever equipment the character is using. For instance, if a character has a base value of 25 Strength and is using a sword which gives him a 20-point bonus in that area, his Attack Points will be 45. It's simple.

That being said, it's the stats in the right column that are used during the game. The stats in the left column make it easy to see your character's "raw talent" without unequipping all of his or her weapons and armor, but that's about the limit of their usefulness. For all intents and purposes (including this guide), the only stats that count are the ones on the right.

Enough explaining. Here are the actual stats, listed by the "base" stat and its corresponding "modified" stat:


 * ST/AP (Strength/Attack Points): This determines how powerful physical attacks will be.
 * DE/DP (Defense/Defense Points): This determines how successful your character will be in reducing damage and blocking attacks altogether.
 * AG/SP (Agility/Speed Points): This determines the order in which the character will act in battle.
 * IQ/IP (I.Q./Intelligence Points): This determines how effective magic spells will be.

That's it! As RPGs go, Traysia's stats system is extremely simplistic. Now you should know what to watch for when buying and equipping items, etc...

Battles
When you are drawn into a battle, you'll start with your party at the bottom of the field and the enemies at the top. You then input each character's commands and the round of battle begins. Fans of Shining Force or the older Ultimas will recognize the type of battle engine being used. The commands are simple enough, use A to confirm a choice and B to cancel and back up. The sword icon is attack, the staff icon is magic, the helmet icon is move/defend, and the boot icon is run. Those familiar with RPGs probably know what these mean and how to use them, but may still want to read the following explanation because it contains valuable info about the battle system that is unique to Traysia.

Sword Icon - Attack
Select this icon, then place the cursor over the enemy you want to attack.
 * You must have a weapon equipped to be able to use this command. If a character doesn't have an equipped weapon, they won't be able to choose the attack icon.
 * Each character has a limit to the ground he/she can cover when approaching an enemy for an attack (except for Bellenue; she can't move during an attack). Roy and Banegie can move four squares per turn, Magellan can move five, and Floyd can move three. If the targeted enemy isn't within striking distance after moving as far as possible, the attacking character's turn will end and they'll be left vulnerable. To avoid this, know the limit of each character's range, and remember that just because the game lets you select a specific enemy to attack, it doesn't mean that you'll be able to reach that enemy.
 * If a character targets an enemy for attack and the enemy dies before the character's turn to fight (this usually happens when another character kills the enemy first), the character will just walk (unguarded) to the spot where they would have attacked from. Try not to let this happen often.
 * If one of your characters somehow ends up in the line of fire of another character, remember that your characters can't be harmed by each others' attacks.

Staff Icon - Magic
Select the magic icon if your character has learned spells and choose the name of the spell you want to use.
 * Most offensive magic spells are projectiles, so instead of choosing a specific enemy to attack, you just have to aim the spell in the proper direction. The spell will hit only the first enemy it comes to, not all enemies in its path.
 * Projectile spells have an infinite range; they can go all the way across the screen.
 * The spell caster cannot move -- they must cast from where they stand. Always get in the proper position before using magic.
 * Just in case you're not familiar with RPG's or the concept of magic points (MP) in video games, note that each spell will use up a certain amount of MP. Don't waste MP by casting when you don't need to, and make sure to use restoratives or visit a doctor/inn if your MP get too low.
 * As with regular attacks, your characters cannot be hurt by each others' magic spells.

Helmet Icon - Move/Defend
Choose this icon to move your character to a different place on the field while defending -- or just leave him/her where he/she is and defend.

This command makes battles easy almost to the point of being unfair. First off, as long as the defending character has a shield and decent armor, they will almost never take damage from enemy attacks while moving/defending. Also, it has an unlimited range: as long as there are no obstacles in the way, a defending character can move all the way to the other side of the field in a single turn! I don't think I need to list all the ways you can use the move/defend icon to your advantage during battles.

Boot Icon - Run
Having a character choose Run will use their turn as an attempt to escape the battle. If successful, all members will flee and the battle will be over. If unsuccessful, nothing will happen, and that character's turn will simply be over.
 * As you may suspect from reading that description, having all four characters choosing run will quadruple your chances of escaping. All it takes is for one character to be successful and the battle's over for everybody. As far as RPGs go, escaping from battle doesn't get much easier than this.
 * Also, unlike some RPGs (most notably Square ones), there is no penalty for running from battle.

General Battle Tips
The mechanics of Traysia's battle system are very simple and formulaic. If you keep the following rules in mind, you'll be able to fight much more efficiently.
 * Perhaps most importantly, you should remember that if Roy dies, it's game over! Unlike most RPGs that end when you lose all members of your party, Traysia ends as soon as Roy goes down. So, make sure his protection and safety is your first priority in battle. If he's low on HP, don't hesitate to send him across the screen to defend while the other three party members duke it out.
 * When a character moves (either while defending or attacking; it's the same for both), he/she always uses the Y axis (up and down) first, then the X axis (left and right). So, if you want a character to move to a spot that's up two spaces and over three, they'll ALWAYS start by moving those two spaces upwards.
 * There is absolutely no AI involved in character movement. If an obstacle is in the path of a character, that character won't make any attempt to move around it; they'll just stop and their turn will be over. The same thing happens if another character is in the way. So, be sure to read the previous tip as well as the next so you'll know how to ensure that no one and nothing is blocking your character's path.
 * The way characters' turns are determined by their speed points (SP). Check your characters' stats from time to time so you'll know when each fighter's turn will come in battle. Remember, you can count on your party members to act in the order of the highest SP to the lowest. Enemies have their own SP values, and if you're fighting strong enemies, they will most likely get the first chance to attack in battle.

=Walkthrough=

EVENT 1
You start in the township of Salon with Traysia's pendant, a Leather Vest, a Melon, and 35 gold. Get acquainted with the town for a bit, talk to people and whatnot, and then make your way to the inn at the bottom-right corner of town. Before you go inside, make sure you talk to the guy standing outside the inn. If you don't, you won't be able to get into the Master's house in a moment.

Inside the inn, talk to the guy at the desk and say Yes when asked to sign in the travel log. This saves your game. Paying the money to spend the night only recovers your party, and will always be optional. In fact, try not to spend any money until you've met your fellow party members.

Once you've gotten enough of wandering around talking to people, head to the building in the upper-left corner of town surrounded by the fence. Go in and you'll talk to the Master about the situation at hand, as well as meet the members of your party. Talk to Magellan (the one on your left) and say Yes to join them. You don't really have a choice; you can't go anywhere until you agree to fight with them.

EVENT 2
Besides the spells Houdes, Hou Khan, and Founce; Banegie, Magellan, and Floyd also bring with them their own equipment, a handful of restorative items, and 123 gold. If you didn't spend any of your own money before, you should now have just enough for a Long Sword (in the shop below the doctor's office) and a Shield (In the building with two doors in the left end of town, take the left door and talk to the guy on the right when you first come in). If you want a tiny bit of extra money (12 gold) now, you can visit the building to the right of the building with two doors. Talk to the guy there and he'll give you a free dagger to equip, or sell, or whatever. When you're ready to go out and fight, head back to the right and exit town. You'll be in the overworld.

You can now be attacked by enemies, so make sure you know how to defend yourself. You may want to read the section on battle tactics. In fact, you should wander around outside and fight a few enemies. It won't take long to raise enough money to buy Chain Mail for everyone, a Shield for Magellan, and plenty of Power Sticks. Speaking of which, now is as good a time as any to give you perhaps the most important advice of the game. Ready? OK, here goes: sticks are your friends. Whenever you find a store that sells Sticks, buy as many as you can carry. It may take quite a while to gain enough money to do this, but it will always be worth it. Why? Because Traysia may well be the only RPG that has no limits on the amount of things you can equip. You can only equip one each of a weapon, armor, and shield, but you can equip as many "accessories" as you want. Sticks are one such type of accessory. Almost all will boost your defense, so if you invest the time and money it takes to get a bunch of them, your characters will be nearly invincible.

That being said, you should know that it's a waste to buy Power Sticks (or anything else, for that matter) for Floyd. Just focus on the other three party members. When you've gotten them into pretty good shape, it's time to find the forest and the cave within. From town, head due east until you reach the river, then continue going east, following the river around until you find the bridge going across it. Cross the bridge and head for the forest. There are two entrances to the forest: from the bridge, make your way northwest along the river and you'll soon find the first entrance. If you want a more definite route and don't mind a slightly longer walk, note that you can just follow the dirt path that starts at the bridge and you'll eventually end up at the other entrance.

Once inside the forest, you need to find the cave. The forest can be pretty tricky to navigate, so you may want to follow my directions. These instructions begin at a certain point: a path running east-west intersected by a path to the south. It's like a "T" shape. Here's how to get to the "T", depending on how you entered the forest.

If you took the "LONG" entrance (by following the dirt path): You should be heading west as you enter the forest. Continue west across the first intersection you come to. It will wind southward and then back to the west; the first intersection you come to should be the "T".

If you took the "SHORT" entrance (by following the river): After entering, the path will take an immediate turn to the east. Follow the trail and when you see the first path leading north, skip it and continue eastward. If you take the second northward path, however, you'll come to the "T".

FROM THE "T": Head west, and after the path turns to the north, continue going north, ignoring the path leading west. After an eastward turn, the path will become wider and less straightforward. But keep following the dirt path and you'll come to a nearby four-way intersection. take the north route here, and you'll see the path split off into paths leading west and northeast. Take the northeast path and you'll see the path split again, one going east and one going west. Take the west path, which will curve north and then back east, and split one last time. There should be a north path and an east path. Take the east route and follow it as it curves north and eventually back toward the west. Ignore the path leading south that you'll come to and keep going west until you reach a clearing. Once in the clearing, head west and make your way south along the rocks. You should find the entrance to the cave.

Enter the cave and make a note of the layout of the screen&mdash;the entrance doesn't really stand out, so you'll need to be able to find it when you want to leave the cave. From the starting point, head right and you'll come to a treasure chest with a Hammer and a bed. Examine the bed and you'll be able to rest and recover there. If you want a Lemon, backtrack to the cave entrance and go up and continue left instead of going up towards the chest you'll see (it's empty). You should find another chest with a Lemon. Now go back to the bed, rest if you wish, and head upward to find the door to the next level.

Once in the next level of the cave, go a little bit left and then up to find a chest with a Cuirass. Then go back down and head all the way left to the far left wall. Make your way upward, but HUG THE WALL as you go. If you go all the way up along the wall, you'll get a chest with a Shield (Have Magellan equip it if you haven't already bought him a shield). Now the only thing left to do is to fight the boss. Be warned, however, that when you go to fight the boss, you will be shut out from all the places you've been before and won't be allowed to go back.

This is your last chance to save the game, buy Power Sticks, and load up on restoratives for a while. The next town doesn't have nearly as much stuff to buy. So, if you want to rest, you can backtrack to the bed on the previous level&mdash;just make sure to hug that leftmost wall on your way out (and on your way back in). If you're ready to fight, head back down a little from the chest that had the Shield. The boss will show up when you turn right and attempt to pass between the two walls at the bottom of that little "hall." If you want a little extra equipment and items, have Floyd give all his stuff to other party members before doing this. He won't need them.

As you make your way into the boss room, Floyd will stop you and give a little speech about his evil plan and how he's been plotting with the Master to kill off the strong people and rule the kingdom of Salon. Then Floyd will escape and the remaining three party members will be forced to battle the boss of the cave.

BOSS: MINOTAUROS
The boss's only attack is to smack at you with its club. If each person has the proper equipment and a Power Stick or two, you shouldn't even lose any life during the battle.

EVENT 3
After defeating Minotauros, you'll notice that the way you came in had been blocked off. So, make your way up and to the right, following the path out of the cave. You're now in a different overworld, full of rocks and mountains. If you go west from where you came out of the cave, you'll see the sign for Stone Village. A little further west, you'll see entrances in the north rock wall. These lead to the quarry, which has several villagers working in it. All the way to the west of the overworld, you'll see a path leading through the mountain range. This is where you'll end up going, but for now, go to town and rest, save, and talk to people. The sage's house is at the back of the village, in the right corner. If you talk to him, he'll tell you that you need to cross the mountains to the west to get to a forest which has lumber to make into a boat to be taken back to Salon. If your party is armed to the teeth with Power Sticks, you can go ahead into the mountains. If not, you'll definitely want to build some levels before trying anything. You'll soon notice that the enemies here are much tougher than the enemies you have been facing.

So, when you're ready, head for the western mountain passage. The path will soon split into routes heading northwest and southwest. Take the southwest path and it'll gradually curve southward and bring you to an intersection where you can go southwest or southeast. Go southwest and the path will soon widen a bit and split into two paths going west and south. Take the southern trail and follow it as it bends to the east until it forks into northeast and southeast paths. Take the southeast path and it will soon fork into northeast and southeast paths, just like last time. Again, go southeast. This time the path will eventually turn southward and bring you to a four-way intersection. Take the south path, which will gradually bend to the west and widen into a small clearing with routes going north and west. At this point, continue westward until you come to the next intersection, with paths leading north and southwest. Take the southwest path and you'll soon come to the final intersection, with trails that lead west and southeast. Go southeast and follow the path until you reach the forest, which is really just a large clearing with a few trees. Walk in among the trees and you'll automatically pick up some lumber and be returned to the entrance to Stone Village.

Head into town, rest, save, whatever, and then enter the house to the left of the town entrance (the one next to the house with the closed door). Talk to the man inside and he'll build you a raft for your journey back home. Get whatever items you need from Stone Village, and then leave town and head due south. When you reach the river, take a couple steps west and the craftsman should come out and announce that he's built your raft. You'll then be taken to the first overworld, right next to the bridge. After a little discussion, your party plans to invade the Master's castle to try to stop him and Floyd.

EVENT 4
Head back into Salon and you'll find two people standing at the entrance. The one on the top will tell you how the Master and Floyd terrorized the warlocks from the north. After the info, he will put the guards that are guarding the entrance to the castle to sleep. The one on the bottom is Bellenue, a warlock who has lost her family to the Master and who will join you and teach your party the Hound spell. So, talk to both of them (FYI, the guards won't be put to sleep until you've talked to both warlocks), and then get ready to fight through a dungeon. You should buy and equip Bellenue with a Cuirass, a Long Bow, a Shield, and, of course, all the Feather Hats she can hold. Feather Hats, like Sticks, can be equipped as many at a time as you like, except that only warlocks (like Floyd and, more importantly, Bellenue) can equip them. The great thing about them is that they give a whopping +35 bonus to DP. This means that right off the bat, your Level 5 Bellenue can have a DP in the 500's! She'll be invincible! As if that wasn't enough, they also cost dozens LESS than Power Sticks! Can you believe it? This is an outstanding investment to make, and I STRONGLY recommend that you take the time to get enough money to supply Bellenue with a full inventory of Feather Hats. To maximize your party's defense, have your weakest character drop one of his/her Power Sticks and replace it with Bellenue's Mage's Stick before buying Bellenue all those Feather Hats.

When you're ready to storm the castle, head to the upper right corner of town. You'll see two stone buildings side by side. Enter the smaller one and go through the (now unguarded) door. Walk down the hall and continue going left into the wall at the end. You'll pass through a hidden door and wind up inside the castle.

Once inside, immediately head right and enter the room you find for four treasure chests containing a Melon, Dried Meat, Short Sword, and a Pear. Of course, none of these are worth dumping a Stick for if everyone's inventory is full. You can leave this room and walk straight down for a similar room with a Crystal, too. When you're done looting, head into the room in the upper left corner of the level and go up the stairs there.

There's nothing of interest on the next level, so go straight down from the entrance and take the stairs inside the room there. On the following level, walk to the right, then turn upwards when you come to the first opening. Go all the way left, then all the way up to find a chest with a Great Sword inside. Equip it on either Roy or Magellan, then work your way to the right around the upper part of the level. When you're above the central room (the one with the beds and table), you can go down through the doorway and take the stairs to the next level; if you want a Long Bow you can continue going right, then turn down and back to the left before leaving the level.

On the next level, you can enter the room directly below where you start from and walk to the right to get a chest with Chain Mail; otherwise make your way right and then up. The room on your right with a table has a chest with a War Hammer if that interests you, otherwise continue upwards, then left, And stop when you get to the door leading upwards into the room. Just past that door is another door leading down into a small room that has the stairs to the next level. If you're maxed out on Power Sticks, go on ahead to the next level here. If you want another Power Stick, though, you can continue going left, then down, and enter the room on your left and get the chest before returning to the stairs.

The following level is the last dungeon level before the boss fight. It has two Red Shields which you should make sure to pick up and equip. After you enter the level and follow the hall as it turns upwards, make a left at the intersection and follow the path around; you'll see two chests. One has a Ruby, the other has a Red Shield. After getting the first one, wind back around to the same intersection, but this time, take the path that leads off to the right. You should see a chest in the upper right corner of the level as you pass. Inside is the other Red Shield. After equipping it and otherwise readying your troops, make your way downward and to the left and you should see the stairs to the boss. After you take the stairs, you'll be taken into the final room to face off with the bosses, Floyd and the Master. After a pathetic attempt to recruit the party for their purposes, the Master and Floyd will attack.

BOSS: THE MASTER AND FLOYD
In this battle, neither boss will use magic, which should make it a pretty easy fight, even for those parties without a lot of Power Sticks. My only advice is to focus all your attacks on one character until he dies, then work on the other one. They're both pretty much the same in terms of stats, so pick on whoever you want, then finish off the other one. Also, you may want to keep Bellenue at a distance, since she'll still probably be fairly weak. She might even be too weak for her magic to have an effect, but she'll still be able to launch arrows from across the field.

EVENT 5
After the battle, your party will be alone in the throne room. You'll need to backtrack your way out of the castle. After you emerge in town, rest and equip your party as needed, say your final farewells to the Salon kingdom, and leave town. Talk to the people standing by the town entrance if you want some congratulations, and then step out into the overworld. The game will go auto for a while, your party members will talk, and Banegie will reveal that she's a female, which for some reason is a big deal. Afterwards, you'll be asked to save before continuing to Chapter 2.

EVENT 6
You start out in a desert overworld, just east of Gypsy Village. Enter the village and talk to the sage if you want an idea of what you'll be trying to accomplish in this chapter. It's also recommended that you upgrade your weapons in the first tent -- an Ax for Banegie, a Cross Bow for Bellenue, and a Broad Sword for whoever didn't get the Great Sword from the castle. After shopping, leave town and head due east until you get to the kingdom of Lyude. Look around and talk to people as usual, and also make sure to buy upgraded equipment: Ring Mail for Roy, Banegie, and Magellan; and Red Shields for the two characters that didn't get them in the castle.

Afterwards, head to the middle of town and head upwards, and then through the big doorway at the back of town. This is the king's palace. There's not much to do here but walk straight up and talk to the king. He'll tell you what you've been hearing from everyone else: that the two kingdoms respect each other and don't want a war, but neither kingdom can stand for the ongoing attacks on its lands. Strangely, both sides deny launching such attacks. Hmmm...

EVENT 7
Although it's not actually required to advance the game's plot, you should definitely pay a visit to the Iyuve kingdom to get their side of the story, as well as to shop for some very nice spells and equipment. Exit the Lyude kingdom and head northwest until you hit the edge of the forest, then just follow the tree line north. It'll twist around for a while, but eventually it'll take you right to the sign for the Iyuve kingdom. Continue west and enter.

Once inside, head upward to the Inn, then go left to squeeze between the building and the surrounding trees. Enter the building with the shield design and upgrade your weapons and armor again: Plate Mail for Roy, Banegie, and Magellan; a Heavy Mace for Banegie, an Ice Arrow for Bellenue, and a Great Sword for whoever doesn't have the other one. Note that Mage Sticks, which pack double the defensive power of Power Sticks, are sold here. They're a good buy, but I recommend keeping your Power Sticks for two reasons: One, your Power Sticks should still be keeping the enemies from scratching you; there's no need to spend the extra money if you don't need any extra protection. And two, this chapter will go by quicker than you think, and soon you'll be able to buy even more powerful Sticks, which you should save your money for.

At the west end of town, you should notice three houses bunched together with a fourth just below them. Each of the three houses has a magic shop with some old spells, but the one off by itself has four brand new, not to mention useful, spells. Even if you don't have the exorbitant sum needed to buy Illi Own on hand, you can still probably manage to get a couple of the others available.

After you've shopped and rested your party, go to the middle of town, above the pond, and head upward into the large doorway. You'll be inside the palace of the king. Continue upward and talk to him and the prince for more info about what's going on. I apologize if this is a "spoiler" to some people, but by now, it should be painfully obvious that some third party is impersonating each side and attacking the other at night. Now you have to find out who's perpetuating the conflict and why.

Leave Iyuve and head due east. You'll soon come to Selve village. Enter and make your way to the house in the upper right corner of town -- the chief's house. Go in and talk to the chief. Answer YES when he asks if you want to hear his story. He'll tell you about a connection between Iyuve and a cave to the north. After you're done listening to what he has to say, you'll need to find the cave. Selve doesn't sell anything that you need (unless you skipped shopping in Lyude and Iyuve completely), so there's no real reason to stick around. HOWEVER, you should know that you can't skip this step. If you go to the cave before talking to Selve's sage, you won't be allowed in.

Leave town and head north as soon as you make it into the desert. When you come to the line of trees, go west a little and then turn north as soon as you're clear of them. You'll soon reach the north face of the mountain. From here, go just a little bit west and you should find the cave. Enter it.

Note that like most other maze/dungeons in the game, this cave has many different ways to get through it. I'm just giving you what I hope is the simplest route that will let you get all the treasure if you so desire. So, you'll start off in a large open room with three doorways. They all lead to the next level, but will start you out at different points. I recommend taking the rightmost doorway. When you get to the next level, you can go down, a little left, and back up for a chest with Apple Juice, or go down, then all the way right, then work your way upwards for a little room with three chests with an Opal, a Long Sword, and a Leather Hat. But, you're probably not interested in any of these things, so just walk straight down from the entrance until you hit the wall, then go all the way right (and a tiny bit up) for the door to the next level.

From the start of the next level, make your way upwards a little bit and you should see two doorways, side by side. If you were to walk a little to the left of the double doors, you'd see another, not-so-obvious door. Going through that door will take you to the end of the level. If, however, you want some treasure, you can take either of the double doors (they both lead to the same place) and walk to the left, then down through the doorways for chests with a Ruby, White Bread, and Orange Juice. The rest of the level is one big dead end, so go back through the double doors and get ready to fight the boss.

After you take the final door and walk down into the next room, you'll see a group of warlocks together. Approach one of them and they'll send guards to attack you. You can actually avoid a battle by hugging the wall of the room and making your way to the bottom door, but that will just lead you out of the cave and won't accomplish anything. You have to fight... but then again, it's not that much of a fight.

BOSS: SOLDIERS
You'll face five soldiers in this battle, and they aren't any different than the ones you've been fighting. No strategy necessary.

After beating the soldiers, your party will figure out that the warlocks were behind the attacks and that neither kingdom was to blame. Now to tell the king. Continue downward and go through the bottom door. Follow the series of doors and you'll soon be out of the cave. Once you get outside, some magic spell will apparently make you all pass out as you realize exactly what has been happening with the people in the cave. You'll wake up in Iyuve and decide for some reason to visit the master swordsman.

EVENT 8
Rest your party and do some shopping if you like, and you can also go tell the king about what you found in the cave. Nobody, except maybe the prince, will believe you, though. When you're ready, leave town and head due east, like you are going to Selve. As you approach Selve, turn north and walk until you hit the line of trees. Now take a few steps east and then go north, with the tree line to your left and the mountain to your right. When you see the mountain break away and give you a path to the east, take it. The path is pretty wide, but soon you'll see a narrow opening leading northeast through the north wall. Take this shortcut and when you come out into the other wide path it leads to, keep walking to the northeast and walk right up to the northern wall. Now, if stay close to this wall and follow it to the southeast, it will wind around and bring you right to the sign for the master swordsman's place. Once you find it, go ahead in and enter the house at the back of town. The man inside is the master swordsman. Talk to him and he'll somehow manage to convince your party to kidnap the prince of Lyude and the princess of Iyuve for the good of their kingdoms. That's weird. And besides, isn't it the *princess* of Lyude and the
 * prince* of Iyuve? Whatever.

Leave town and backtrack to Iyuve. Talk to the prince and he'll agree to go to the swordsman's village. Now make your way down to Lyude and talk to the princess. She'll agree to go as well. Finally, go all the way back up to the swordsman's village. If the swordsman is standing outside the house on the right, then the prince and princess are there. If not, go back and talk to them again. When you get them in the house, enter it and talk to the princess. You'll talk for a while, then step outside the house. Someone (Roy?) will excuse himself for the night, then your party will rest and show up at the same spot the next day.

EVENT 9
Now that the prince and princess are together, it's up to you to stop the war. Leave the village and walk back towards Iyuve. Soon, the game will flash to a scene of both kingdoms' armies ready for war. Then the prince and princess will rush in and tell the kings that they want to get married. After a bit of discussion, the two sides are reconciled and your party is returned to Iyuve. Go into the castle and towards the thrones to see another scene. You will be told that the military advisor for Iyuve was the one behind the attacks, as he was the leader of the rebels in the northern cave. Your new mission is to visit the North Temple and defeat him and his minions.

EVENT 10
The temple's easy to find. Leave town and go northeast along the edge of the forest until you reach a set of large pillars. Walk north through them until you see the corner of the temple to your left. Go left and you'll be on the temple steps. Walk north and go through the large hole to enter the temple.

Once inside, go straight up to reach the stairs. The next level is symmetrical, with points of interest at each corner and in the middle of the level. The upper left corner has a chest with a Book of Magic that will teach your party Dareto. The lower right corner has a chest with a loaf of Dark Bread inside. In the center of the level is a chest with a Great Sword. The upper right and lower left corners of the level both contain staircases leading to the next level. Take whichever one you want.

The following level has a layout similar to the previous one. There is no treasure in the corners, though, so make your way to the exact center of the level and take the staircase there.

The next level is not nearly as organized as the previous two. From the starting point, you can go all the way left and up for a chest with a Blueberry, or all the way right and up for a chest with a Book of Magic that will teach your party Folga. Either way, you should go all the way to the right and head down (there's a chest with a Garnet inside, just below the chest that has the Book of Magic) until you're at the bottom. Then go left and take the stairs that you will come to.

You'll be face to face with one of the minions. Talk to it and you'll be drawn into a boss battle.

BOSS: CRAWLERS
This is an easy battle. Defeat these four Crawlers the same way you've been doing.

After the battle, the rebel guy will be gone. Proceed through the doorway and walk right up to the cell in front of you. You'll find the Silver Key. Turn around and go back through the door and take the stairs back up to the previous level. Then backtrack some more to where the chest with the Blueberry was. From that chest, go down, right, down again at the first chance you get, then left to get to the stairs. The chest below the stairs contains chain mail, although I can't think of any reason why any of your characters would need it. So, take the stairs and you'll be facing a large ornate door. Examine the door and you will use the Silver Key to open it. As you move through the doorway, you'll see several chests on either side of you. They contain, from left to right: a Diamond, a Spike Shield (the only one worth getting), Ring Mail, and a Cross Bow. After getting whatever treasures you want, take a few steps forward and you'll be greeted by another minion before being drawn into a boss battle.

BOSS: MONKS AND WIZARDS
Three Monks and two Wizards come out to fight you. They're definitely stronger than the last boss, but still, nothing you probably haven't seen before. Keeping the two Wizards pinned to the columns helps the fight, so don't advance your troops too far forward.

After this battle, you'll be able to advance a little farther upward and collect more treasure. The chest on the left has a Heavy Mace and the one on the right has a Ripper Sword, which you should equip. Now, get ready for the last boss battle of this dungeon. When you're ready, walk upwards to the trio of bandits. As you approach, they'll talk to you for a while before attacking.

BOSS: WIZARD'S HELPER AND PRIESTS
This time, you'll be facing four Priests and the Wizard's Helper. The Wizard's Helper is basically just a stronger version of the Priests, so you shouldn't have much trouble with this fight. Just try to keep the two outside Priests pinned against the columns until you're ready to deal with them.

EVENT 11
After the fight, your party will talk a little and then will be free to leave the temple. Walk up through the door behind the throne and you'll be outside the temple steps. This is the end of Chapter 2, so do whatever you need to do before you leave. When you're ready, go to Iyuve castle and talk to the prince. There will be a discussion about what to do next, and then it's off to Chapter 3.

CHAPTER 3: THE TOWN OF ADVENTURERS
Before starting the Chapter 3 walkthrough, I'm going to include a map of the town layout so you'll know how to get from town to town. The map won't make sense to you if you're just starting the chapter, then again, I can't think of any better spot to put it. So, just skip it for now and refer back to it as needed when playing through Chapter 3.

Note that the map is not to scale in any way, unless you count the fact that entrances and exits are shown on the proper side of each town and are correctly in place relative to one another. In other words, the path from the Town of Merchants to the Town of Witches and Wizards really is in the upper right corner of town, as shown in the map. ############       +-#Adventures#---+ |        ############                   |        | #######       |        ######          |        | #North#  (overworld)   #East#-+        | | #######               ###### |        |        |    |     +--+   ++        |        |        |    |     |  |   |    |        |        |        |    |     | #######   |        |        |        |    +-+-#Kings#---++        | |         | #######   |                 |        |          |           |       +---+ |        |          |           |       |       | |        |      ######### ##################### | |        |    +-#Thieves# #Witches and Wizards# | | |   | ######### ##################### | |        |    |                                 | |        |    +---+     +---+ |        |            |     |                     |        |          ###########                   |        +--#Merchants#---+ ###########                          |               ########### |               #Swordsmen#-+ ###########                   |               ##########               #Noblemen# ##########                   |          #####################          #(noblemen's temple)#-+ ##################### |                   |           |                 #######        |                 #South#        | #######       |                    |           |                ########        |                #Lowest#        | ########       |                    |           |                    +---+
 * 1) West#-#Craftsmen#---+    |
 * 1) West#-#Craftsmen#---+    |

EVENT 12
You'll start just outside the Sandra (Sandora?) kingdom. The overworld has nothing special about it -- not even monsters -- so you might as well go north into town and get started. Talk to the people in town to get an idea of the layout of the kingdom. It's made up of thirteen towns, each one built below the next. Each town has a particular theme to it. And also, in order to get to the next town, you'll have to get the key from the mayor of that town. Sometimes all you have to do is ask, but more often you'll have to accomplish some kind of task. Anyway, the town you're in now is kind of a meeting place for people from all the different towns. You should walk around and talk to as many people as you can to get a good feel for how things are going to work in this chapter. The town doesn't have anything to sell except a few things for Bellenue, in case she's missing a Feather Hat or two.

After you've had your fill of the Town of Adventures, head toward the mayor's house in the back of town, among several other houses with closed doors. Inside, he'll tell you about how things work, and give you the Blue Key, which will let you into the stairways that lead to the next town. There is a stairway on each side of town, and both are about halfway up. Make sure you examine the stairway to unlock it before you try to use it. The same goes for all stairways in this kingdom.

Next is the Town of Merchants. After you enter the town, Roy will notice that Traysia's pendant has been stolen! You'll have to do something about this when you reach the Town of Thieves. In the meantime, go to the mayor's house (all the way at the back of town, where most mayor's houses are) and talk to him for the Bronze Key. After you get it, note that there are four ways out of this town. Taking the stairs in the upper right corner will bring you to the Town of Witches and Wizards, and taking the other set of stairs at the top, but more to the left, will take you to the Town of Thieves. Also, at the bottom of the town, you'll notice two indentations that look like the exits of other towns you've been to. The one on the left will take you to the Town of Craftsmen and the one on the right will take you to the Town of Swordsmen.

I recommend going to the Town of Swordsmen first. It has tons of awesome weapons and armor for sale, plus it leads to the Town of Noblemen, which has even better stuff. Getting the Evony Key is only a matter of asking the mayor (in the house in the upper left corner of town), so you may want to do that now, then head to the Town of Noblemen (all the shops are underground, so take the stairs by the fountain once you get there) to see what you want to buy. If you check the prices, you'll probably notice that you don't have enough money for all of the stuff they sell. Fortunately, the Town of Swordsmen has a coliseum where you can fight enemies to build money, not to mention experience. To visit the coliseum, enter the long stone building beside the doctor's office. You'll see three doors which represent, from left to right, the junior, middle, and champion classes. As soon as you enter one of the doors, you'll be launched into four battles, back to back, against increasingly difficult opponents. There are a few things you should know about coliseum battles: First of all, unlike other RPG's which have a similar feature, if you lose here, you lose, period. These are real battles, and if you get wiped out, the game will be over and you'll have to start from your last save. So, be careful. Also, pay attention to the difficulty levels. The junior class is too easy to waste time on; the middle class is pretty straightforward in its challenge, and the champion class will be tough for those who aren't armed to the teeth with good Sticks. And finally, you can't run from battles in the coliseum, so make sure that you're not overmatched before you enter.

Fighting battles in the coliseum is one of the very few ways you'll be able to gain money in this chapter. And it's conveniently located in the same town as all those hot weapons and armor. So, a lot of people will want to stay here for a while and make money to upgrade their equipment before moving on. That's fine, but to be fair, I feel I should let those people know that there's a way to get infinite money in the Town of Thieves by exploiting an oversight by the programmers. If you don't have a problem with cheating to get the money, then go ahead and do that -- see the section on the Town of Thieves for the way to do it. If, however, you plan on taking the high road and not cheating, the coliseum is your best bet. Here's a quick guide to fighting at the coliseum. +-+ +-+---+ +-+
 * The Coliseum Micro-FAQ |
 * Here's a table showing info about each class. Total EXP is the total amount |
 * of experience you'll gain by fighting through all four battles in each     |
 * class. The same goes for Total Gold. Round 1 Opponent is the enemies that  |
 * you'll be fighting in the first battle of that class, and Round 2, 3, and 4 |
 * Opponent are the same thing.                                               |
 * |  Junior Class    |   Middle Class    | Championship Class |
 * Total EXP      |        200        |        400        |        892         |
 * Total Gold     |        720        |        812        |        2020        |
 * Round 1 Opponent|     4 Slimes     |  4 Forest Slimes  |     4 Priests      |
 * Round 2 Opponent|     4 Slimes     |  4 Slime Knights  |      4 Azels       |
 * Round 3 Opponent|     4 Worms      |     4 Crawlers    |      4 Ghosts      |
 * Round 4 Opponent|     4 Worms      |   4 Giant Rocks   |  4 Dark Swordsmen  |
 * More info:                                                                  |
 * Junior Class                                                              |
 * Financially speaking, the junior class is very rewarding compared to the  |
 * middle class. If you're fighting for gold and aren't strong enough to     |
 * fight in the championship class yet, you should pick the junior class     |
 * until you have enough money to load up on Amber or Water Sticks.          |
 * Middle Class                                                              |
 * You should only fight in the middle class if a.) you're fighting for      |
 * experience only, AND b.) you take damage from the Dark Swordsmen in the   |
 * Championship Class. If your whole party (and not just Bellenue, loaded up |
 * with Feather Hats or Water Sticks) can fight the Dark Swordsmen without   |
 * losing life, then fight in the championship class. If you're only in it   |
 * for the money, fight in the junior or championship class.                 |
 * Championship Class                                                        |
 * Don't be fooled by the first three rounds, which feature formidable but   |
 * still relatively weak opponents. The Dark Swordsmen in round four will    |
 * inflict considerable damage on your characters, even if they have good    |
 * levels and are maxed out with Power Sticks. That's why it's a good        |
 * strategy to spend all your money upgrading to Amber or Water Sticks before |
 * you worry about saving up for the weapons that you want. Once your party  |
 * is fully upgraded, all it takes is decent levels for the Dark Swordsmen's |
 * blows to have little to no effect. You can still fight them effectively if |
 * Bellenue is maxed out with Feather Hats or Water Sticks and the rest have |
 * decent levels and a good amount of Sticks. If this is the case, Bellenue  |
 * will be invulnerable even while attacking, and the others will still be   |
 * invulnerable while defending. So, simply have the first three characters  |
 * defend while Bellenue picks them off one by one. The fact that it takes a |
 * while to kill off all the enemies in this manner means that even though   |
 * the rewards are bigger in championship class, it still may be a better use |
 * of your time to fight in the junior class until you can buy the equipment |
 * needed to get all of your characters into battle.                         |
 * OVERALL STRATEGY: I recommend that you make your first priority to buy     |
 * Amber or Water Sticks for everyone. Either fight normally |
 * in the junior class, or fight in the championship class  |
 * using the strategy explained in the previous section.    |
 * Once everyone's got all the Amber/Water Sticks they can  |
 * carry, just keep on plowing through the championship     |
 * class until you have the money and/or experience you     |
 * need.                                                    |
 * of your time to fight in the junior class until you can buy the equipment |
 * needed to get all of your characters into battle.                         |
 * OVERALL STRATEGY: I recommend that you make your first priority to buy     |
 * Amber or Water Sticks for everyone. Either fight normally |
 * in the junior class, or fight in the championship class  |
 * using the strategy explained in the previous section.    |
 * Once everyone's got all the Amber/Water Sticks they can  |
 * carry, just keep on plowing through the championship     |
 * class until you have the money and/or experience you     |
 * need.                                                    |
 * need.                                                    |

Just so you know, here's the best stuff to buy each character:

Roy - Spike Shield (unless he got the one from the temple in Chapter 2) ---  Magic Mail Battle Sword

Banegie - Spike Shield (unless she got the one from the temple in Chapter 2) ---  Magic Mail Halbert

Magellan - Tower Shield Animal Dress Battle Sword

Bellenue - Salamander Magic Mail Of course, it goes without saying that for best results, your party should be stuffed to the gills with Water Sticks.

So, stay and fight, and equip your characters with the best of what the Town of Swordsmen and the Town of Noblemen have to offer. Or don't. I don't care. Either way, when you've done what you wanted to do, make sure to talk to people as always, but be sure not to miss the conversation with Luuk. He's in the long building that lies all the way left, and toward the bottom of town. Talk to him (he's in the left part of the building) and you'll learn a lot more about Banegie's background, including the fact that she's a princess. Will wonders never cease?

So, at this point, you've either earned your money and bought all the equipment you want, or you're ready to find out how to get some free cash. Either way, your next stop should be the Town of Thieves. Backtrack to the Town of Merchants and go through the stairway at the back of town, to the left of the mayor's house and you'll be there. Talk to everyone in town, of course. Note the set of stairs all the way at the back of town, in the middle. Once you get the key from the mayor, the stairs will take you to the Town of Kings... although there's no point in visiting just yet.

Only one of the chests that line the walls of the town will open: it's among the ones that go across the bottom wall -- the second from the right. Examine it for a Gold Mirror. Next, get the key by talking to the mayor. His house is the long stone house in the upper right part of town. The first time you talk to him, he'll give you the Red Key. Talk to him again and he'll give you back Traysia's pendant after a little dialogue. Finally, he'll ask you to go to a magic class in the Town of Witches and Wizards. You can do that in a moment, but for now, you may want to make some money by going on the treasure hunt. You can even turn it into unlimited money, as mentioned above. Of course, it's totally optional, so those of you that don't need any extra money are welcome to skip the next section.

To go on the treasure hunt, visit the long stone house in the center of town (actually, there are two; you want the one on the right). Talk to the guy inside and he'll let you into the dungeon. One thing to keep in mind is that all chests inside the dungeon (except for the very last one with the prize inside) are fake and will hurt your party if you try to open them. So just follow the directions and don't get distracted and you'll be fine. Now then, from the dungeon's entrance, ignore the first path that leads right immediately. Instead go upward a bit and take the second path leading right. Take the stairs you come to. On the next level, go down to the intersection where you have to choose between right and left paths. Choose the path leading right and follow it until it turns up, then keep going straight upward until you find the next set of stairs. Take them and when you arrive in the next level, follow the path as it curves around and takes you downward. When it opens into a clearing, just continue downward and you'll soon find the next staircase. Take the stairs and in follow the path in the next level until it opens up into a clearing. Here you should take the path leading straight to the right and follow it as it twists and turns until you come to the intersection where you have to choose between taking a wide path leading upward, or taking a narrow path leading to the right. Go straight up, all the way, then turn right and follow the path until you find the last set of stairs. Take them and you should be in a large, open room with rectangular blocks spaced out across it. The blocks are arranged in three rows: three blocks in the top row, one in the middle, and three in the bottom row. Line yourself up with the top row, then head all the way left and poke around the left hand wall until you find the hidden passage and pass through it. On the other side, walk down a little and you should see a chest. This is the chest with the prize, the Golden Cross, inside. Collect it and backtrack all the way back through the dungeon, to the guy's house. Once you get there, talk to him and he'll give you 5800 gold for beating the maze. Now, here's the trick: if you talk to him again without leaving the house, he'll give you the gold all over again. In fact, you can talk to him as many times as you want and keep racking up the cash. Be warned, though -- once you leave the house, you won't get another chance to do this trick, so make sure you get all you want/need right now. If you're wondering, a few hundred thousand should be plenty for the rest of the game -- no sense in spending all day making millions of dollars that you'll never spend. Then go equip yourself in the Town of Swordsmen and the Town of Noblemen.

Okay, now you should finally be ready to go a little further in the storyline. Remember the mayor's favor he asked of you? Go back to the Town of Merchants and take the stairs in the upper right corner of town to get to the Town of Witches and Wizards. Talk to people as usual, and buy magic spells if you want to -- there's nothing else for sale here. Also, note the two sets of stairs in the town: the ones at the back of town take you to the Town of Kings, and the ones at the left end of town take you to the Town of Thieves. When you're done checking out the town, talk to the mage standing in the doorway of the building in the center of town. That's the magic school, and he will let you enter to take a class there. Once inside, go through the next doorway and you should be in a level with two bedrooms and another door in the back wall. Go through that door and you'll be in a magic shop. Talk to the wizard and you'll be drawn into an easy boss fight.

BOSS: PRIESTS
This one's easy. It's just three priests. No strategy needed.

After the battle, talk to the wizard again (you'll need to hit the A button after the first bit of text, when the text box is black) and he'll supposedly teach you new magic. This is only a plot device, though, as you won't learn any new spells. Then, go through the door at the back of the room, and continue through the one in the following room, until you finally reach the mayor's room at the top. He will give you the Amber Key, but will also ask another favor of you -- to find out who the bad wizards from the outside are and what they are up to. First, backtrack to the Town of Thieves and report to the mayor about accomplishing your mission. He congratulates you and then says how the wizards from the outside have infiltrated the Town of Noblemen. He asks you to do the favor that the president wanted you to do. Just then, a messenger arrives and says the school of magic is on fire.

Go back to the Town of Witches and Wizards and enter the magic school (even though it doesn't look like it's on fire...). Approach the wizard inside and he'll inform you that it is, in fact, burning down. The next thing you know, you're standing outside and the magic school is a pile of ashes.

EVENT 13
If you feel bad about the school being burned down, you can just take the stairway directly above the school and then re-enter the city. Everything should be back to normal. Not really good for anything, though... Anyway, now the whole town wants you to find the evil wizards and put a stop to them. Go back to the Town of Thieves and talk to the mayor one more time. As you talk, someone will come in and tell you that you've been summoned to the palace by the king.

EVENT 14
Head for the Town of Kings (accessible via either the Town of Witches and Wizards or the Town of Thieves) and go down through the outer gate. If you want, you can go to the left or right to visit the barracks and armory (none of the chests open). If you do this, make a note of the stairways just below each armory: the one on the left leads to North Town, and the one on the right leads to East Town. Once you're through the outer gate, just continue downward to enter the palace.

Once inside, take a step to the right and go upwards to the stairs, and take them. On the next level, you'll see stairs leading upward at the far end of the room, and you'll also see stairs leading downward in the middle of the floor. If you want some free gems, take the ones leading downward, then go down one more level for a treasure room with chests containing: Crystal, Ruby, Amethyst, Sapphire, Pearl, Emerald, Opal, and Diamond. Then backtrack to the room you came from and go through the stairs at the top of the room. You'll be in the king's room; talk to him and he'll ask you to investigate the situation, and he'll also give you the Platinum Key, which will open all doors in the entire kingdom! If you haven't yet gotten the Evony Key (from the Town of Swordsmen) or the Marble Key (from the Town of Craftsmen), then that's two extra inventory spots that you can use.

So, now that you can access all the different parts of the kingdom, you're pretty close to the end of the chapter. Before you set off to finish the chapter, you may want to visit all the towns you missed. You should definitely equip yourself with the best stuff from the Town of Swordsmen and the Town of Noblemen if you haven't already done so. You may also want to visit the Town of Craftsmen, which doesn't have much of a purpose at all, but may provide you with some info if you talk to people. You should spend the next part of the game visiting the directional towns (North, South, East, and West Towns) and the last town, Lowest Town, to get some neat items and learn more about the plot. Here's a walkthrough of these places. I recommend that you visit them in the order I have listed. Of course, those in a hurry to get through the chapter should know that it's not necessary to visit any of these towns, so you can completely skip this section if you wish. ++ +++ +-+
 * (OPTIONAL) The Rest of the Kingdom |
 * West Town                                                                  |
 * You can get to West Town by going to the Town of Craftsmen and taking the  |
 * stairs on the left side of town. Once inside, you won't find much... just a |
 * bunch of depressed people and a huge hole at the left end of town. Climb   |
 * down the ladder into the hole and you'll be inside a cave. You can go left |
 * from the entrance for a chest with a Silver Dress, or go down from the     |
 * entrance for a Death Sword. The room's kind of a rough square, and the exit |
 * is in the lower left corner.                                               |
 * In the next level, go up a little and then veer off right for a chest with |
 * Fire Mail, otherwise continue upwards and go down the stairs you come to.  |
 * After taking the stairs, step left and take the lower branch for a Book of |
 * Magic (anyone know what spell it teaches?), or take the upper branch until |
 * you reach an apparent dead end. But note that you can walk through the     |
 * lower portion of the right-hand wall, and you'll get to... a real dead end, |
 * with just a bed. You can't even sleep in it. Sorry. I guess the purpose of |
 * the cave was to add to the plot by showing you that someone used to be     |
 * living underground. This, and the fact that the townspeople all seem to    |
 * want to die, may seem more relevant after you visit the other towns and    |
 * learn exactly what has happened.                                           |
 * East Town                                                                  |
 * To get to East Town, enter the outer gate of the castle in the Town of     |
 * Kings, then go to the right and take the stairs you'll find there. I may be |
 * missing something, but East Town doesn't seem to have any point. You'll see |
 * that there are no buildings, and the only person in town talks about a     |
 * master swordsman "over there". There is a master swordsman in the Town of  |
 * Swordsmen, but I don't think that's what he's talking about. See my        |
 * explanation at the end of this chapter if you're confused. Anyway, East    |
 * Town's only attraction is another huge hole. This one is reached by taking |
 * the set of stairs to the right of it. If you want to pick up an item and   |
 * also see a creepy little scene, take the stairs.                           |
 * When you start out inside the hole, follow the path to the next set of     |
 * stairs. On the second level, walk to the left a little and go down at the  |
 * intersection if you want a chest with a Great Mace, otherwise go upward and |
 * take the stairs. On the following level, follow the path to the next set of |
 * stairs. On the level after that, ignore the path leading upward and walk to |
 * the left to reach the final set of stairs. In the last room, if you walk   |
 * toward the center of the room, a ghost will talk and give you a cryptic    |
 * message. Kinda weird... Well, that's it for East Town. At least until      |
 * someone tells me that there's something you're supposed to do here.        |
 * North Town                                                                 |
 * To get to North Town, go to the Town of Kings and get through the first    |
 * gate. Before you enter the castle, turn left and go down the stairs you'll |
 * find there. You should be in North Town, which makes a little more sense   |
 * than the last two towns. When you go into town, you'll see that all its    |
 * houses are empty. Take the stairs in the very back end of town and you'll  |
 * be underground. You'll have a choice of going right or left; go right and  |
 * you'll see the stairs leading to the next level. Take them.                |
 * On the next level, you should be able to see the exit from where you start |
 * out. But, before you go down toward it, you should first take the path     |
 * leading upward and get the chest that has the Fire Shield and give it to   |
 * your weakest defensive character. Then curve back around and take the      |
 * stairs. Next, go down a little bit and take the door to your right. You'll |
 * find a room with some people in it; talk to them and you'll find out about |
 * what happened: the noblemen used the craftsmen to build their town deep    |
 * underground and then banished them to the caves when they were finished. If |
 * you walk up into the adjoining room, the man there will ask you to defeat  |
 * the noblemen and will give you chests that contain an Amber Stick, Gold    |
 * Arrow, and Book of Magic (anyone know what spell it teaches?).             |
 * South Town                                                                 |
 * To get to South Town, enter the Town of Noblemen and head all the way down |
 * to the decorated gate. It will open with the Platinum Key and you can      |
 * proceed down into the noblemen's temple. Once inside, work your way down   |
 * and then enter the chamber in the center of the room. Take the stairs there |
 * and then continue forward, past the two noblemen and into the next room.   |
 * From here, take all the sets of stairs (a total of five) until you emerge  |
 * in South Town. If you talk to the noblemen that live there, you'll learn a |
 * few things that you may have suspected before about what has happened in   |
 * the kingdom. There's also a weird metal statue in the center of town, in   |
 * the middle of the pit. It doesn't appear to serve a purpose, though. The   |
 * only other thing to note is that if you head toward the bottom part of town |
 * and squeeze between the pit and the wall, you can get on the other side of |
 * the wall where there's a stairway that leads to Lowest Town.               |
 * Lowest Town                                                                |
 * In the Town of the Lowest Underground Level (known as Lowest Town in this  |
 * FAQ), things get really weird. For the first time since the very beginning |
 * of the game, you'll see a church, with a priest who says something         |
 * incredibly vague and cryptic. The only other two people in town are turned |
 * to stone. If you enter the house suspended above the middle of the pit,    |
 * you'll reach a stairway that will take you directly to the basement of the |
 * temple, which has five sets of stairs leading down and one set leading up  |
 * (the one you came from). If you've done all that you wanted to do in this  |
 * chapter, now's a good time to finish up the chapter. If you want to go back |
 * and do something, you can take the stairs on the far right, then take the  |
 * stairs in the next room and you'll be in the button room of the temple (see |
 * the next paragraph for a description). If, however, you're ready to get    |
 * this chapter over with, skip the next paragraph and start with the         |
 * directions on where to go from here.                                       |
 * FAQ), things get really weird. For the first time since the very beginning |
 * of the game, you'll see a church, with a priest who says something         |
 * incredibly vague and cryptic. The only other two people in town are turned |
 * to stone. If you enter the house suspended above the middle of the pit,    |
 * you'll reach a stairway that will take you directly to the basement of the |
 * temple, which has five sets of stairs leading down and one set leading up  |
 * (the one you came from). If you've done all that you wanted to do in this  |
 * chapter, now's a good time to finish up the chapter. If you want to go back |
 * and do something, you can take the stairs on the far right, then take the  |
 * stairs in the next room and you'll be in the button room of the temple (see |
 * the next paragraph for a description). If, however, you're ready to get    |
 * this chapter over with, skip the next paragraph and start with the         |
 * directions on where to go from here.                                       |

IF YOU SKIPPED THE LAST FIVE TOWNS
Well, the only thing you really missed was the Fire Shield. Here's the quickest way to get to the basement where that last section left off: Go to the Town of Noblemen and open up the elaborate gate in the lower end of town. Enter the temple below, and go to your right once you're inside. Go down the stairs you find there, and then go to the lower right corner of the room you end up in. Get right in front of the red button and examine it to push it. This will warp you to the basement.

FROM THE BASEMENT...
You'll see five sets of stairs leading down and one set leading up. The one set leading up will take you to Lowest Town. Of the five stairways leading down, the first, second, and fourth lead to empty rooms. The fifth leads back to the room with the warp button. The third leads to the boss.

Take the third stairway and the following stairway in the room. You'll then be in the inner part of the temple where the wizards are meeting with the noblemen. Walk to the right and approach the group of four noblemen and you'll eavesdrop on their tirade about ruling the kingdom. After you've heard this, take a couple steps to the left and hug the left wall as you pass them -- if you don't hug the wall, you'll have to fight a battle before being sent back to the top of the room. So, pass up everybody standing around and take the stairway at the bottom. Exit the next room you come to at the bottom of the room and you'll find yourself in a large stairway. Walk around and descend the stairs for a total of ten screens and you'll finally be in the boss's lair.

Go straight up and through the large door in the room with the columns. You'll be in a room that looks like a maze, but is actually pretty simple. Head directly to the left from the entrance if you need an extra Water Stick, otherwise make your way up to the center of the upper wall and take the stairway there. On the next screen, get the chest right next to the entrance for a Gold Shield, and then walk all the way to the upper left corner of the room where you'll find a Book of Magic that teaches your party Dakitas. Go straight down from that chest (the other paths will warp you back to the top of the room) and you'll come to a similarly structured room. This time choose the second path from the left (the one just to your left when you enter the room) and you'll be in the boss room. Take a few steps downward and the game will go auto as you meet the wizards and prepare to fight.

BOSS: LORD MAGE AND PRIESTS OF THE DEVIL
You'll be attacked by four Priests of the Devil and the Lord Mage, who is apparently just a really tall priest. With inventories full of Water Sticks and decent levels, this fight should be a breeze. If you didn't bother arming your characters in such a manner and need actual strategy, remember to stay in the lower half of the field to pin the two outside Priests of the Devil. Try to keep your party together and take on the Lord Mage and the two Priests of the Devil equally. The Priests of the Devil will go down first, then focus your entire party's attacks on the Lord Mage. After he goes down, the two remaining Priests of the Devil should be no problem. If your party's in bad shape, you can even keep them where they are and have Bellenue lob arrows at the enemies, one at a time, until they die.

When you defeat the bosses, they'll mention Floyd before they die. Interesting. Now you need to find the wizards from the north and destroy them.

EVENT 15
After the Lord Mage and his minions are vanquished, head down to exit the temple. Now is the time to do whatever you need to do before leaving this chapter. When you're ready, go back to the Town of Kings and visit the king again. Actually, uh, there are two kings now. I don't know how that works, but anyway, you can talk to the king on the left for a little bit of resolution, then talk to the king on the right for a little congratulatory speech, and of course, a request to take out the wizards of the north. After talking, you'll be whisked away in the king's carriage toward the northern kingdom, and the chapter will end.

WHAT THE HECK HAPPENED IN THAT CHAPTER? Perhaps it lost something in the translation, but Chapter 3 didn't seem to make much sense. Most of the directional towns were very odd and confusing. Based on the info available, I think the story goes something like this: The elitist noblemen recruited the evil wizards from the north to help them defeat the good wizards that had lived in the kingdom. By taking power in this manner, the noblemen were able to take control over the people that lived there, specifically the craftsmen, who they forced to burrow deep underground to build their city. After the craftsmen had finished the work, they were banished to underground caves to die, leaving the noblemen to build a network of towns where they could rule with the wizards. Apparently, though, the cities that the noblemen had ordered built had reached so far undeground that they had invaded areas that were home to undead spirits. As a result, these deep towns were dangerous, and all inhabitants were cursed by whatever evil was stirred up when they first tried to build a city there. Despite the noblemen's attempts to establish permanent residence there (mainly by using conquered citizens as "guinea pigs"), the evil that they had tapped into eventually controlled them and drove them further into a destructive state. Only by defeating the noblemen could Roy and the others clear out the lower towns and make the kingdom safe again.

Like I said, this is largely speculation. But, it's the best I can come up with. A lot of it is actually supported by text in the game, and other weird occurrances can be easily explained by this scenario (for example, all the people in Lowest Town who have been turned to stone, and the pit with the ghosts in East Town). That said, if you have your own theory, let me know. If I can find enough evidence to support it, I'll make a note of it in this section.

EVENT 16
You'll start out just outside of North Village. This village is actually one of the southmost places in this overworld, so go figure. Anyway, you may want to get acquainted with the overworld before you do anything, so I'll tell you that just a little bit north of North Village is Ballack Village, far to the northeast is a bridge that leads to the wizard's dwelling (the bridge is blocked by an invisible barrier at the beginning of the chapter), and far to the east is Melkia's house, although you'll have to walk north around a forest to get there. That's about all there is, at least in this part of the overworld. The rest will be covered as needed. So, enter North Village and explore the town. There's not much to do, but there is plenty of stuff to buy, so I hope you have some money left over. Actually, as good as the equipment is here, they have even better stuff in Ballack Village, so feel free to travel there to do your shopping.

Anyway, as far as North Village goes, make sure you visit the inn, as it has both the magic and the gem store, as well as giving you the best glimpse of things to come in the dialogue of the man that's in one of the rooms upstairs. Check it out. Also, make sure you talk to the village sage. His house is the one farthest back in town. He'll tell you about the strange lights and memory loss that has been plaguing the town, and will tell you to go talk to the wise man, Melkia. Leave the town and travel east. As previously mentioned, you'll need to take a slight detour north to get around the trees. Other than that, though, you should be able to find it pretty easily.

Once you find his house, talk to Melkia. He says that the black lights are probably caused by some sort of magic, and then explains a little about the past. Afterward, rather abruptly, he tells you to return to North Village; he feels that something bad has happened. Follow his directions and backtrack to North Village.

As you enter town, your party will fall victim to the black lights that everyone has been talking about.

EVENT 17
After the black lights episode, you can enter town and talk to everyone; they'll all be confused from the lights. Nothing important will really happen, though, so it might be best to just set off for the wizard's hangout. Also, if you haven't equipped yourself at Ballack Village, now is a good time to do so.

Anyway, from Ballack Village, head as far north as you can, then turn east and go along the lake's edge until you get to the bridge. Cross the bridge and enter the tower. You'll be in a large open room with a big stairway at the far end. Note the symbols on the floor, the ones you usually see in a magic shop. On the first level, they don't do anything. In the next two levels, though, they act as warps. The problem is, you have to find which one is the warp, and not just a symbol. On the second floor, it's the one on the right. On the third floor, it's the one on top. This will take you to the wizard's room. If you want a Pearl and a Blueberry, you can take the symbol on the right for a room with chests containing these items. Otherwise, talk to the wizard. He'll tell you about the nature of the black lights, and more about the history of the conflict among the wizards, and the evil wizards' plans to rule the world with the black magic. Just then, the black lights will return, and the evil wizards will taunt you and the wizard, who will apparently die. Afterward, you will be left alone in the tower.

It should be noted here that the current chapter is a very short one, and North Village and Ballack village are the only two villages with anything to sell. Also, once you leave and get involved with the next part of the plot, it will be a great inconvenience to come all the way back to town. What I'm saying is, although it seems like the chapter just started, now is pretty much your last chance to do your shopping, etc. before the end of the chapter. Of course, in an emergency, you can always come back, but more than likely, this will be the last you'll see of this region.

Anyway, take the left symbol, then the center symbol to backtrack out of the tower. After you're outside and across the bridge, head west along the lake (and then along the forest) until you can go north. Turn northward and you should see a sign for a town on the other side of a line of trees. The only word you can make out on the sign is "North." You can stop here if you want, there's just one house. But, you do get to spend the night for free, and the guy will tell you that the black power came from a cave in the north. From the nameless village, make your way north until you reach the face of the mountain, then go a little bit east until you see the cave. Enter it.

Inside the cave, go just a little left and then up to the stairs. On the next level, follow the path and go upward the first chance you get; follow the path around until it opens up and the next set of stairs should be just to the right. On the following level, follow the path until it splits. Here you can go up for chests with a Chicken and a Book of Magic (anyone know what spell it teaches?), or continue to the left and take the stairs.

If you picture the next level as a (really) rough square, here's where you can find everything: Amber Stick in the upper left corner, Garnet in the upper right corner, White Bread in the lower left corner, Book of Magic (anyone know what spell it teaches?) in the center, and the stairs in the lower left corner. The next level is just one tiny room. Take the stairs and you'll be in another level. Walk all the way to the right and then all the way up for the stairs. Just so you know, if you go all the way left from the stairs, there's a chest with an Animal Dress; get it if you want to. The next level is the last, just go a little left and then down to exit the cave. You'll end up outside again, on top of the mountain. Walk a little east and a little north and you should see the sign for the army's station. You can go in if you want to... it's just a bunch of soldiers walking around, although there is a lot of plot info if you talk to everyone, and a nurse who will heal your party for the regular amount.

From the army station, head a tiny bit north and then far to the east until you see the columns. This is the fort where the advance army is gathering in preparation for their attack on the wizards' temple. Feel free to talk to any soldiers you see walking around inside. Anyway, enter, head all the way up to the stairs and take them. On the next level, make your way to the bottom of the room and then turn towards the center and go up to the stairs. Take them and head straight up through the door at the top of the room that follows. You should now be in a room with a few jail cells in it. Walk down, but not too far, because a boss is coming up. After you pass the jail cell on your right, prepare your party for a battle, then continue downward. You'll be drawn into a fight with the boss.

BOSS: BLACK DRAGON
The fact that there's only one enemy to attack will make this fight a lot easier if you don't have the equipment and/or levels to be immune to its hits while attacking. What I mean is, if you find yourself taking damage from this boss, surround it on three sides with Roy, Banegie and Magellan, then have the three of them defend while Bellenue shoots arrows or magic at it. The fact that it's surrounded will keep it from going after Bellenue, and even wimpy characters will be immune to the boss's hits while defending.

Immediately after the battle, the black lights will appear again and attack the party. After Roy has a few flashbacks (I assume this is meant to illustrate the memories that he's losing), the party will appear outside the fort and Banegie will urge everyone to stop fighting, since they are losing more and more memories. After a weird little exchange between Roy and Banegie, Banegie leaves the party. Don't worry, though, it's only temporary.

EVENT 18
So, now the three of you must carry on to the North Temple and try to finish off the northern wizards for good. Just so you know: from where you start out, the fort (where you just came from) is to your left, and the temple (where you're going) is to your right. Climb the temple steps and enter.

In the temple's first room, two walls divide the floor into three long halls. The stairs to the next level are down the middle, but the left hall leads to a chest with a Silver Dress and the right hall has an Orange Juice, just so you know. The next room you come to is a huge open room with many, many treasure chests set against small walls. I'll list the contents of the chests from the top row to the bottom, going left to right within each row. Ready? The treasures are: (Row 1) Chicken, Fruit, (Row 2) Amethyst, (Row 3) Ruby, Diamond, (Row 4) Sapphire, Halbert, (Row 5) Honey Cake, (Row 6) Book of Magic (anyone know what spell it teaches?), (Row 7) Elven Shield, (Row 8) Book of Magic (anyone know what spell it teaches?). Whew. When you're done looting, head through the stairs at the bottom of the room.

You'll now be in a jail-type level. Note that you can talk to the people in the cells... at least the ones that aren't already dead. Go all the way to the bottom of the level and go through the stairs. On the next level you'll see your old pal Floyd, and this time he's got a new associate: the Queen of Witches. After a lengthy discussion which might have been more thought- provoking had it been translated better, the queen will attack you with those darn black lights, you'll lose some more memories, and then you'll wake up in the overworld somewhere outside the temple. Fortunately, Banegie will come back from wherever she was and help you out. Roy has almost no memories left at this point, but Banegie shows him the pendant and he regains his focus. Banegie rejoins the group and you all set out for Floyd and the queen again.

From where you wake up, you can get back to the temple by following the path north, then west, then southwest a little until you get to the temple's back entrance. When you enter, you'll be in the room where you just saw the queen and Floyd. They've retreated to a different room, so walk out into the hall and head upwards into the throne room. Go through the door behind the thrones and you'll be in a series of halls which are connected by stairs that you don't see. You'll just be walking when the screen will fade out, you'll hear the footsteps sound effect and you'll be taken to a different hall. It's easy to get lost unless you remember to always start moving in the way your party is facing after you take a set of stairs. Take two sets of stairs, then get your party ready for a boss fight. Beyond the stairs is the point of no return, just in case you wanted to do something before the end of the chapter. When you're ready, take the final set of stairs. You'll end up in another throne room with Floyd and the queen. The queen will taunt you incoherently and then attack.

BOSS: QUEEN OF THE WITCHES
She's not really that tough, since she's by herself. If you need help beating her, refer to the strategy from the last boss: surround her with the first three fighters so she can't move, then have them all defend while Bellenue whittles away at her with arrows.

After the fight is over, Floyd will taunt you and then escape... again. Your party will then exit the temple and celebrate the victory. Then Banegie will start whining again and convince the party to go back to Roy's hometown, Johanna.

EVENT 19
You'll start out on the docks of Johanna. But you'll soon realize that things are different from when you left. There seems to be a tax on everything now. Walk to the left, where men are guarding the entrance to town. Pay the fee to enter&mdash;it's only 279 gold.

EVENT 20
Walk to the left to enter town, taking either the high or low path -- it doesn't matter, they just take you to different points in town. Once you're in Johanna, talk to people and you'll learn that a mysterious man came to town, built a castle with a wall around it, and destroyed all the buildings outside the wall. Nice guy. See the path on the top and on the bottom that lead back to the docks? Notice the path in the middle -- this leads to the lord's castle. You can't enter yet, though. Just remember where it is. There are several weapon and armor upgrades to buy, so do some shopping if you can. If money is no object and you just want a quick shopping list, here's the best stuff to buy: Roy - War Sword ---  War Mail Shiny Shield

Banegie - Blue Ax ---  Earth Mail Boons Shield

Magellan - War Sword Earth Mail Soul Shield (if he doesn't already have one)

Bellenue - Black Arrow (if she doesn't already have one) Mithril Mail (if she doesn't already have one) Black Arrow (if she doesn't already have one)

NOTICE!
At this point, I would normally say to load up on Ghost Sticks to the max, but they give a +100 bonus to DP, so it only takes 10 of them to give you a 999 DP bonus. And you don't even need that much, because with all the other armor you're wearing (and with average levels), your DP without *any* sticks should be in the 200's or 300's. In this case, it would only take seven or eight Ghost Sticks to give you a DP rating of 999, which of course is the maximum value. So, buying any more Ghost Sticks than necessary to get you a 999 DP would just be a waste of money, and more importantly, inventory space. Yeah, for the first time, you'll be able to carry stuff around! Whee! I recommend MP restoratives such as Honey.

Moving on, once you've set up your party, finish talking to people in town before you leave. I don't think it's absolutely required, but it would still be a good idea to visit your family. They're in a stone house that's a few steps to the right of the exit to the overworld. You'll learn that Traysia has been kidnapped and your home has been burned down, but everyone is okay. It's time for revenge.

Leave town and go out into the overworld. The overworld in this chapter is long and narrow. That is, it runs a long way from the north end to the south end, but isn't very far across, east to west. There are a few points of interest in the overworld, but right now you can't do anything with them, so they'll be covered when we come to them in the game. So, anyway, leave town and go south at your first chance. Work your way to the south, hugging the eastern edge of the map. After that eastern edge twists and turns a few times, you'll come to a fishing village that has been overrun by the same lord who came to Johanna. You can go in if you want, but there's nothing there except a few clues as to what's been going on. Either way, once you're done with the fishing village, continue south, hugging the eastern edge, until you come to a long path leading east. At the end of the path is the lighthouse.

The first floor of the lighthouse is simple. After you take the stairs, you'll be on the second floor. Go to the right and you should see the staircase in the lower right corner. Go down there and take it. On the third floor, walk a few steps up and then right and you should see the staircase in the upper right corner. Go to that corner and through the doorway to the stairs to continue, or stop by the upper left corner of the room if you want a chest with a Silver Tulip first.

The fourth floor is the last floor. The center chamber has the lighthouse keeper, but BEFORE you talk to him, make sure to go to the bottom part of the room and equip Banegie with the Smashing Ax you find there. Then go and talk to the lighthouse keeper. He'll tell you the story of what happened to Johanna. Apparently Floyd showed up and began brainwashing the authorities in order to take over the region. Just as the conversation is finishing, guards will some in, capture you, and throw you in jail.

Apparently this jail is minimum security, as all you have to do to escape is go through the series of stairways. Anyway, walk down a little from where you start and take the stairs there. You'll be in a large room; just walk upwards to get to the stairs. You'll be in a totally dark room. To get to the end, walk in the direction specified until you can't go any farther. Then turn to the next direction. Ready? Go down, right, down, left, up, left, up, right. You'll end up in a smallish room with a table; walk to the left and take the stairs and you'll be in another pitch black room. This room is a lot more complex than the other one, plus it contains a chest that you should try to get. So listen up: from the entrance, go right, down, right, down, right, down, right, up, right. This will bring you to point D on the map below, where you need to make a decision. If you don't care about the treasure (you should be able to see it now -- it contains a Soul Sword), just go all the way down the hall and skip the rest of this paragraph. For the sake of reference, we'll call the corner at the very bottom end of the hall "Point X." If you want the sword, follow these directions, and also LOOK AT THE MAP BELOW to help you find it. Go down the long hall, but feel along the right edge every few steps. Toward the end of the hall, there's a path that will branch off to the right. It's actually 6 to 9 steps above Point X, so you may want to go all the way down and then work your way upwards while feeling the wall. When you find the path leading right, follow it all the way right, then all the way up until you're in the room with the chest. Open it for the Soul Sword, then backtrack to find your way back to Point X.

Ghetto ASCII Map
Not to scale. D = Where you end up after following the first part of the directions. X = Point X, where the next set of directions will start from. T = Treasure chest with a Soul Sword.

--+               D | ---+ |               |  |               |  |  ++               |  |  |        |               |  |  |  T     | | |  |        |               |  |  +-+  |               |  |        |  |               |  |        |  |               |  |        |  |               |  |        |  |               |  |        |  |               |  |        |  |               |  |        |  |               |  ++  |               |              |               |  +---+               |  | ---+  |                X | --+

GOT IT? OK, FROM POINT X...
From Point X, go left, down, left, up, left, down, left, up, left, up, right. You'll emerge in a thick forest in the overworld. Go up and then right and you'll be in the clear. Then walk to the east and just a tiny bit north to get back to Johanna. The guard out in front of the castle will be gone and you can now enter.

When you come into the front yard, note the six entrances available: four short towers with cone-shaped roofs, one small house by itself that lies between the first and second such towers, and finally, the front entrance to the main building. Well, the house-thingy and the second tower are both just empty rooms, the third and fourth towers' only paths just lead back and forth between them, and you can't even get into the main entrance. This leaves only the first tower all the way on the left. Enter it and you'll notice that you switch between rooms unexpectedly, as in the last part of the temple from Chapter 4. It's okay, though, since the dungeon is pretty straightforward. I won't give you specific instructions because the paths are mostly one-way with no branches. When you come to the first intersection, though, you'll have a choice between left or right -- go right. When you get to the jail cells, note that there's a guy locked up in the right-hand cell that you can talk to if you want to. Continue to the next screen.

Now you should be in a room that kind of looks like a maze... but it's just a small, empty room, and the exit is in the upper left corner. Walk left from the entrance and you should see it. In the next level, follow the hall all the way around until you come to the empty room. Walk toward the far wall and you will hear Traysia talking on the other side of the wall. Roy will talk to her for a little bit, then the party decides to retreat in order to find an alternate path that leads to the other side of the wall where Traysia is being held.

EVENT 21
Backtrack all the way to the beginning of the dungeon, exit and return to town. Just about everybody inside the houses (including your family) will have new things to say that will give you a little more plot info if you're into that sort of thing, but the only person you're actually required to talk to is the blind man. He's in the long stone house in the lower left corner of town. It turns out that he was one of the men that helped build the castle, and he agrees to have one of his pupils meet you in the dungeon to show you a secret passageway.

Return to the castle and go through the dungeon like before -- except when you get to the "fake maze" room just past the jail cells, go to the lower left corner and a guy should be there waiting for you. From where he's standing, walk down and you'll pass through a door. The next room is straightforward; just take the stairs at the top. The following room contains the cell that holds Traysia. Approach the upper right hand cell and she and Roy will talk for a little bit. As you begin to help her escape, guards rush in. Banegie quickly decides to take Traysia's place in order to let Traysia escape. Don't worry, just like last time she left, she won't be gone long. The next thing you know, your party (minus Banegie) will be back in town with Traysia in tow.

EVENT 22
Now, you need to go and get Banegie back. Go back to the castle's yard but this time you will be able to enter the main door at the front of the castle. Do so and then walk straight up to the stairs at the end of the first room. In the second room, go all the way down and then to the left, then follow the path down and around to the next set of stairs. The next room is a huge open room with rectangular blocks spaced out more or less randomly. The stairway to the next room is hidden along the upper edge of one of the blocks in the room. To find the block in question, go to the far left side of the room. About halfway up, you will see three blocks in a downwardly staggered arrangement, like so: []                                    []                                       [] The middle block is the one you want. Walk along its upper edge and you'll be taken to the throne room, where Banegie is being kept by Floyd and a few of his henchmen. When you're ready for a fight, approach the thrones. Floyd will whine about how you destroyed all his plans, then he'll sic his guards on you.

BOSS: CHIEFS OF ISIS AND ISIS'S SOLDIER
This is just about the end of the game, and you really have no excuse for not having good enough levels/equipment to fight five Chiefs of Isis. Well, actually, it's four Chiefs and one Soldier. Whatever. You've probably fought similar battles in the castle on the way here, so you should know what to expect.

After the battle, Floyd will whine a little more, then retreat to the temple in the mountains. Nice of him to tell you where he'll be. Your party will rescue Banegie and then you'll go back to Johanna.

EVENT 23
You'll start out in town, with Traysia standing next to you. I don't think it's absolutely required, but you should talk to Traysia to send her home. You can also rest, shop, and talk to people if you feel like it. Note that you're at the very end of the game and you should get whatever you want out of the way before beginning your conquest on the northern temple.

When you're ready, leave town and head north until you reach the edge of the mountain. When you do, follow the rocky wall as it winds around, eventually bringing you right to the temple's front door. Go on in.

Once inside, you'll be in a huge open room. Just go straight up to the stairs. On the next level, walk to the left, then all the way down and follow the path as it goes to the right and up. Shortly after the upward turn, you'll be able to go left. That's where the stairs are, but before you take them, you should turn right and get at least two of the three treasures on this floor. When you turn right, you'll see a path continuing to the right, and a path leading down. The path going to the right only has a Blue Ax, which is inferior to the Smashing Ax that Banegie should have by now. So, you may not want to go that way. But, by all means, take the route leading downward. Go to the bottom of that hall and turn right and then up for a chest with a Death Arrow. Then go back down and all the way to the left for a chest with a Shiny Sword, which should go to Roy while Magellan takes the Soul Sword, if he didn't already have it. Then return to the stairs and go to the next level.

The next room has several stairways leading out of it: four across the top of the room, three in the lower left corner, and two in the lower right. I'm going to spend the next two paragraphs telling you what's in all the rooms, but if you just want to know how to get to the end of the dungeon, skip the rest of this paragraph, as well as the entire paragraph that follows it. Anyway, as far as the stairways at the top of the room go, the first and last sets both lead to empty rooms. The second set from the left leads to a room with a chest that has a Blueberry inside, and the third set from the left leads to a room with Honey. Get these items if you feel like it, then go back to the bottom part of the room.

If you go into the bottom left corner, you'll have a choice of turning left or continuing downward. If you turn left and keep going, you'll find stairs that lead to a room with Earth Mail. If you turn left and then go upwards, you'll find stairs that take you to a large room with the following spelled out by the walls: "T-SPC". I can't think of anything that this might stand for. Any suggestions? Besides the letters, though, this room is empty. Getting back to the lower left corner, if you continue downward and follow the path, you'll come to stairs that lead to a long room with a chest with Honey in it.

Finally, if you go to the bottom right corner of the large room, you'll see a stairway to your left. This stairway leads to an empty room, but if you turn right and then go upwards, you'll come to the staircase that will take you to the next level. Once you're there, walk down, to the left, and up a bit, and you'll see that you have a choice between going left or right. Go to the left and you'll come to a choice between two paths, side by side, both leading upwards. If you want an Earth Mail, take the left and path and turn left and then up when you get the chance. If you don't want the mail and are ready to face off with Floyd, take the right path and follow it as it spirals around and brings you to the last staircase.

This is it. The last battle. I would say that this is your last chance to do stuff before the game ends, but the truth is that you can walk around and do whatever you like after you finish the final boss. So, just keep that in mind. When you're ready to finally face Floyd, take the staircase.

BOSS: FROID AND CHIEF OF THE DIVISION
Froid? FROID?!? You'd think that for the final battle of the game, the translators would be able to get the guy's name right. Jeez, it sounds like they wanted Roy and company to duke it out with the evil forces of psychoanalysis. Next up, Carl Jung and his gang of psychiatric theorists! ANYway, this is another battle where you can pin the outside enemies to the columns while you work on the other three. If your characters are somehow taking damage, have them all defend while Bellenue shoots them from long range. Despite this being the last boss, there really isn't anything spectacular about this fight. It'll be over soon enough.

After the battle, Floyd (Froid?) will realize he's been beaten and will suddenly gather up energy in a suicidal attempt to do both him and Roy in at once. As he charges toward Roy, Banegie steps in his way and absorbs the blow. Roy and Banegie share a tender little bit of dialog, Banegie asks Roy to marry Traysia, and then dies.

EVENT 24
After the previous scene, your party will be taken to the overworld, at the beginning of the mountain path that leads to the temple. Go a little south, then west across the tree line until you get past them, then go south for a little bit and you'll come back to Johanna. This is your absolute last chance to do anything. You can talk to some of the people around town for congratulatory messages, etc. When you're ready to finish the game, go to Traysia's house and talk to her. The game will be over, and you'll be treated to a nice ending.

Level Charts
--- LV ROY     BANEGIE  MAGELLAN FLOYD    BELLENUE --    01     (0)     --       --       --       -- 02      20     --       --       --       -- 03      76     --       --       (158)    -- 04     148     --       --         188    -- 05     236     (287)    (338)      272    (305) 06     364       309      358      380      384 07     516       376      414      512      536 08     732       469      486      704      758 09    1008       592      574      932     1012 10    1308       784      702     1256     1390 11    1632      1027      854     1670     1699 12    1972      1394     1070      ...     2020 13    2346      1890     1346              2480 14    2754      2460     1646              2998 15    3196      3108     1970              3352 16    3692      3822     2310              3965 17    4201      4644     2684              4588 18    4785      5033     3092              5151 19    5425      6000     3534              5912 20    6085      6587     4030              6553 21    6833      7598     4539              7551 22    7649      8442     5098              8502 23    8546      9448     5798              9499 24    9443     10355     6630             10987 25   ?????     11708     7554             12210 26   11708     12999     9676             13387 27   12976     14256     9981             14999 28   14246     15558    11505             15987 29   15534     16887    13119             17005 30   16844     18578    15254             18845 31   18256     19987    16844             20222 32   19868     21999    18256             22986 33   21780     23898    19868             25012 34   23784     26687    21788             28411 35   25996     29435    23799             30775 36   28420     31489    26016             33582 37   30776     34875    28956             36488 38   33532     37452    30986             40121 39   36484     40112    33789             42123 40   39484     43356    36845             45654 41   42096     46789    40568             48532 42   45060     49868    43650             52328 43   48506     54501    46875             56664 44   52258              49651             60328 45   56180              53658             65533 46   60273              57894 47   64536              63222 48   68970              65878 49                      69982 50

Armor List
Name         Buy  Sell Roy Ban Mag Flo Bel +AP +DP --- --- --- --- --- --- --- Amber Stick   180  108  E   E   E. E  -   30 Animal Dress 1570  942  E   E   E. -  -   60 Bracelet      3210 1926  E   E   E. E  10  - Blue Shield   289  173  E   E   -. -  -   40 Boons Shield  8015 4809  E   E   -. -  -  150 Chain Mail     127   76  E   E   E   -   -   -   30 Crown        6810 4086  -   -   -. -  ?   ? Cuirass         31   18  E   E   E   -   E   -   20 Curing Stick 1070  642  -   -   -. -  ?   ? Earth Mail    8075 4845  E   E   E. -  -  110 Elven Shield  3880 2328  E   E   -. -  -  110 Feather Hat     88   52  -   -   -   E   E   -   35 Fire Mail     570  342  E   E   E. -  -   50 Fire Shield    770  462  E   E   -. E  -   75 Ghost Stick  3090 1854  E   E   E. E  -  100 Gold Gown    2091 1254  -   E   -. -  -   25 Gold Mirror      ? 1188 E   E   E. E  -   - Gold Orange  6620 3972  E   E   E. E  12  - Gold Powder  5550 3330  -   -   -. -  ?   ? Gold Ring     5270 3162  E   E   E. E   7   7 Gold Shield  2010 1206  E   E   E. -  -   90 Leather Hat     25   15  -   -   -   E   E   -    7 Leather Vest    ? 10 E   E   E   -   ? -  10 Mage's Stick   140   84  E   E   E. E  -   20 Magic Mail   2950 1770  E   E   -. E  -   75 Mithril Mail 4870 2922  E   E   E. E  -   90 Pendant       N/A  N/A  E   E   E   E   E   -   - Plate Mail    327  196  E   E   E. -  -   40 Power Stick    120   72  E   E   E   E   E   -   10 Red Ribbon     39   23  -   -   -   E   E   -   15 Red Shield    155   93  E   E   E. E  -   35 Ring Mail     235  141  E   E   E. -  -   35 Scale Mail      78   46  E   E   E   -   -   -   25 Shield         89   53  E   E   E   -   E   -   30 Shiny Shield 10670 6402 E   -   -. -  -  170 Silver Dress  1024  614  -   -   -. E  -   10 Silver Tulip 4280 2892  E   E   E. E  -   12 Soul Shield  6620 3972  E   E   E. E  -  130 Spike Shield  550  330  E   E   -. -  -   60 Target          47   28  E   E   E   -   E   -   25 Tower Shield  370  222  E   E   E. -  -   45 War Mail      9060 5436  E   -   -. -  -  140 Water Stick    200  120  E   E   E. E  -   50

Weapon List
Name         Buy    Sell Roy Ban Mag Flo Bel +AP -  --- --- --- --- --- --- Ax               70    42  -   E   -. -  45 Battle Sword   1780  1068  E   -   E. - 170 Black Arrow    4850  2910  -   -   -. E 270 Blue Ax      10010  6006  -   E   -. - 260 Bow              24    14  -   -   -   -   E   55 Broad Sword    100    60  E   -   E. -  60 Bronze Ax        99    59  -   E   -. -  70 Cross Bow       125    75  -   -   -. E  90 Dagger          21    12  E   -   -   -   -   15 Death Arrow      ? 5742 -   -   -   .   E  320 Death Sword    669   401  E   -   E. - 130 Dolarga        8800  5280  -   E   -. - 230 Flame Sword    1041   624  E   -   -. - 150 Gold Arrow      420   252  -   -   -. E 140 Great Ax      1020   612  -   E   -. - 140 Great Mace      690   414  -   E   -. - 120 Great Sword     190   114  E   -   E. -  75 Halbert        2400  1440  -   E   -. - 160 Hammer           13     7  -   E   -   -   -   20 Heavy Mace     125    75  -   E   -. -  85 Ice Arrow       209   125  -   -   -. E 110 Knife           10     6  E   -   -   -   -    8 Long Bow        82    49  -   -   -   -   E   70 Long Sword      67    40  E   -   E   -   -   45 Red Mace      6520  3912  -   E   -. - 200 Ripper Sword      ? 152 E   -   E. -  90 Salamander     1300   780  -   -   -. E 180 Sean's Arrow  3210  1926  -   -   -. E 230 Shiny Sword      ? 12222 E   -   -. - 340 Short Sword      39    23  E   -   -   -   -   30 Smashing Ax      ? 8334 -   E   -. - 290 Soul Sword        ? 7785 E   -   E. - 310 Spirit Sword   5112  3067  E   -   -. - 220 Thunder Ax     4270  2562  -   E   -. - 180 Thunder Swor   9280  5568  E   -   -. - 250 Valkily        3030  1818  E   -   E. - 190 War Hammer       34    20  -   E   -   -   -   30 War Sword    10146  6087  E   -   E. - 280

Food List
Name         Buy  Sell Use --- Apple Juice    66   39 +23 MP to any party member Blueberry     150   90 +27 HP, +18 MP to any party member Chicken       220  132 +41 HP to any party member Dark Bread    101   60 +17 HP to any party member Dried Meat    130   78 +26 HP to any party member Fried Food    440  264 +67 HP to any party member Fruit           8    4 +9 HP to any party member Grape Juice    36   21 +8 MP to any party member Honey         395  237 +34 HP, +20 MP to any party member Honey Cakes    87   52 +12 HP, +9 MP to any party member Lemon          10    8 +13 HP to any party member Melon          14    6 +11 HP to any party member Orange Juice   48   28 +16 MP to any party member Pear           20   12 +16 HP to any party member Vegetable       7    4 ? White Bread    88   52 +21 HP to any party member

Gem List
Name         Buy  Sell Use --- Amethyst        ? 132 ? Crystal         24   14  ? Diamond        28   16  ? Emerald        38   22  ? Garnet         41   24  ? Opal           88   52  ? Pearl          54   32  ? Ruby           18   10  ? Sapphire       85   51  ?

Magic List
Name          Cost   MP Roy Ban Mag Flo Bel LV Type      Range -- --- --- --- --- --- -- - - Dagis          496    ? E  -   -. E  ? ?        ? Dakitas         152   58  E   -   -   E   E   3 ? ? Dareto          20   11  E   E   -   E   E   1 ? ? Darexs          48   26  E   E   -   E   E   2 ? ? Far Kahn       130   39  -   E   -. E  2 Light     Linear Folga           67   20  E   E   -   E   E   2 Ice       Linear Fone           450   37  E   E   -   E   E   3 Ice       Linear Founce          20   11  E   E   -   E   E   1 Ice       Linear Fulgule         20    8  -   E   -. E  1 Light     Linear Houdes          77   15  E   E   -   E   E   2 Fire      Linear Hou Khan       165   27  E   E   -   E   E   3 Fire      Linear Hound           15    7  E   E   -   E   E   1 Fire      Linear Iduras         695   45  E   -   -   E   -   2 Lightning Any Space Illi Own      5550    ? E  -   -. -  ? ?         ? Indora          331   29  E   -   -   E   -   1 Lightning Any Space

Town Guide
Town of ADVENTURES (Ch. 3) -- Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Feather Hat (none)       (none)       (none)       (none)       42/person Leather Hat Red Ribbon

BALLACK Village (Ch. 4) --- Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Crown       Black Arrow  (none)       (none)       Dagis        155/person Elven Shield Dolarga                               Far Kahn Gold Gown   Spirit Sword                           Folga Gold Powder                                        Fone Gold Shield                                        Fulgule Mithril Mail                                       Iduras Silver Dress                                       Illi Own Soul Shield                                        Indora

Town of CRAFTSMEN (Ch. 3) - Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn (none)      (none)       (none)       Crystal      (none)       103/person Pearl Ruby Sapphire

GYPSY Village (Ch. 2) - Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn (none)      Ax           Chicken      (none)       Dakitas      97/person Broad Sword Dried Meat                Darexs Cross Bow                             Founce Long Sword                            Hou Khan

IYUVE Kingdom (Ch. 2) - Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Mage's Stick Bronze Ax   Blueberry    (none)       Dagis        81/person Plate Mail  Great Sword  Fried Food                Dakitas Red Shield  Heavy Mace   Honey                     Dareto Ring Mail   Ice Arrow    Honey Cakes               Darexs Far Kahn Folga Fone Founce Fulgule Houdes Hou Khan Hound Iduras Illi Own Indora

Port Town JOHANNA (Ch. 5) - Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Boons Shield Black Arrow Blueberry    (none)       Dagis        155/person Crown       Blue Ax      Fried Food                Dakitas      (at docks) Curing Stick Bow         Honey                     Darexs Earth Mail  Cross Bow    Honey Cakes               Far Kahn     184/person Ghost Stick Ice Arrow                              Folga        (in town) Gold Gown   Long Bow                               Fone Gold Powder Thunder Swor                           Founce Shiny Shield War Sword                             Fulgule Silver Dress                                       Hou Khan Soul Shield                                        Iduras War Mail                                           Illi Own Indora

LYUDE Kingdom (Ch. 2) - Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Chain Mail  Ax           Blueberry    (none)       Folga        54/person Red Shield  Broad Sword  Fried Food                Fone Ring Mail   Cross Bow    Fruit                     Iduras Shield      Long Sword   Honey                     Indora Honey Cakes Lemon Melon Pear

Town of MERCHANTS (Ch. 3) - Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Mage's Stick (none)      (none)       (none)       Dakitas      75/person Plate Mail                                         Dareto Red Shield                                         Darexs Ring Mail                                          Folga Founce Houdes Hou Khan Hound

Town of NOBLEMEN (Ch. 3)

Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Animal Dress Battle Sword Blueberry   Diamond      Dagis        (none) Magic Mail  Flame Sword  Fried Food   Emerald      Far Kahn Spike Shield Halbert     Honey        Garnet       Folga Water Stick Salamander   Honey Cakes  Opal         Fone Fulgule Iduras Illi Own Indora

NORTH Village (Ch. 4) - Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Fire Shield Red Mace     Blueberry    Diamond      Dakitas      126/person Magic Mail  Sean's Arrow Fried Food   Emerald      Dareto Mithril Mail Thunder Ax  Honey        Garnet       Darexs Spike Shield Valkily     Honey Cakes  Opal         Folga Founce Houdes Hou Khan Hound

SALON Kingdom (Ch. 1) - Armor sold  Weapons sold Food sold    Gems sold    Magic sold   Inn Chain Mail  Bow          Apple Juice  Crystal      Dakitas      10/person Cuirass     Dagger       Blueberry    Diamond      Dareto Feather Hat Hammer       Chicken      Emerald      Darexs Leather Hat Knife        Dark Bread   Garnet       Folga Power Stick Long Bow     Dried Meat   Opal         Fone Red Ribbon  Long Sword   Fried Food   Pearl        Founce Scale Mail  Short Sword  Fruit        Ruby         Houdes Shield      War Hammer   Grape Juice  Sapphire     Hou Khan Target                   Honey                     Hound Honey Cakes              Iduras Lemon                    Indora Melon Orange Juice Pear Vegetable White Bread

SELVE Village (Ch. 2) - Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Bracelet    Ax           Fruit        (none)       (none)       64/person Chain Mail  Broad Sword  Lemon Gold Orange Cross Bow    Melon Gold Ring   Long Sword   Pear Red Shield Ring Mail Shield Silver Tulip

STONE Village (Ch. 1) - Armor sold  Weapons sold Food sold    Gems sold    Magic sold   Inn Bracelet    Long Bow     Chicken      (none)       Dakitas      27/person Chain Mail  Long Sword   Dried Meat                Darexs Gold Orange Short Sword                            Founce Gold Ring   War Hammer                             Hou Khan Scale Mail Shield Silver Tulip Target

Town of SWORDSMEN (Ch. 3) - Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Amber Stick Battle Sword (none)       (none)       (none)       55/person Animal Dress Death Sword Blue Shield Flame Sword Fire Mail   Gold Arrow Plate Mail  Great Ax Tower Shield Great Mace Halbert Salamander

Town of THIEVES (Ch. 3) --- Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn Bracelet    (none)       (none)       (none)       (none)       116/person Crown Gold Gown Gold Orange Gold Powder Gold Ring Silver Dress Silver Tulip

Town of WITCHES AND WIZARDS (Ch. 3) --- Armor Sold  Weapons Sold Food Sold    Gems Sold    Magic Sold   Inn (none)      (none)       (none)       (none)       Dakitas      (none) Dareto Darexs Folga Fone Founce Houdes Hou Khan Hound Iduras Indora

Event List
--  --
 * 1)  Triggered By              Talk

(CHAPTER 1)

1 Starting the game        I've finally arrived... My uncle told me... to                            find a friend. I don't care what kind of kingdom this is, I'll never turn away from here! Traysia, wait and see.

2 Agreeing to join the     Do you remember what the lord told us? We must go   group                    to the forest. There is a cave deep in the forest where the monsters live. If we want to hunt the monsters, we must go to the cave.

3 Defeating Minotauros     I don't know why, but I feel that we've been tricked. Do you think that the other people who joined the hunt may have been tricked and killed by the lord?

4 Receiving the raft from  The entrance to the castle is located in the the craftsman           reception area of the workshop. We should enter the castle there.

5 Defeating the Master     The lord tricked us so that he could rule the and Floyd               town. But the lord was manipulated by Floyd. Floyd from the North...

(CHAPTER 2)

6 Leaving Salon after      The air is electrified, and it feels like sand defeating the Master    dusts are carrying the excitement. and Floyd

7 Talking to the king of   Both the Iyuves and Lyudes said they hadn't done Lyude                   anything. I don't know what is happening. My guess is that someone is planning a war behind our backs.

8 Leaving the northern     Let's go and ask the master swordsman. He may be   cave after defeating     able to tell us something. He lives deep in the the boss                mountain to the northeast. That is quite a                            distance, but it is worth going there to talk to                             him.

9 Leaving the house where  We should get there fast. It will all be over once the prince and princess the war starts. stay in the swordsman's   village

10 Talking to the prince    Let's go and meet the culprit who started the war and princess at Iyuve   in the desert. There is a temple northeast of the castle                  desert. They must be staying there.

11 Defeating the wizards    The wizards are involved in ti,0s event again. The inside the North Temple wizards are plotting something. They did the same in the incident in Salon.

(CHAPTER 3)

12 Talking to the prince    This is the oldest town in the world. I am very in Iyuve after beating  excited. the wizards

13 Approaching the wizard   The magic school was surrounded by a great inside the burning      protective magical power. I heard that someone has magic school            destroyed the protective power. The wizard must be                            a great one. Let's go back to the chief of the thieves' place to let them know of the incident.

14 Talking to the mayor of  Wizards from nowhere, are you conspiring with the the Town of Thieves     noblemen and are you going to rule this kingdom after the magic school  with them? burns down

15 Defeating the Lord Mage  That was a very similar incident. The wizards of   at the bottom of the     the North... They killed Bellenue's parents and noblemen's temple       friends. They are also the source of the wars and troubles happening around the world. We must go                            and fight them!

(CHAPTER 4)

16 Talking to the king      There is a wizard's tower in a lake to the after defeating the     northeast and further over a mountain in the north Lord Mage               temple.

17 Entering North Village   What is the black light? Let's go over to the and seeing the black    tower in the lake. There is a wise wizard there lights after talking to and I may be able to learn something from him. Melkia

18 Defeating the Black      Let's go! The North Temple is just ahead of us. If   Dragon in the fort       we turn back here, we'll lose all that we've been fighting for!

(CHAPTER 5)

19 Defeating the Queen of   Strange... this is not my hometown. Something must the Witches             have happened. Something with a force great enough to change a town.

20 Paying the duty to get   There is a lighthouse beyond the south grove. The into Johanna            lighthouse keeper must know everything.

21 Approaching the wall in  Let's search for the hostages. There must be a   the castle and hearing   passage to get to the other side of this wall. I'm   Traysia                  sure that Traysia is there.

22 Saving Traysia from her  Traysia was saved but Banegie took her place. I   jail cell in the castle  must help Banegie escape. Banegie must be                            imprisoned by Floyd. He must be in the front part of the castle.

23 Defeating the Isis       Let's get to Floyd. I must get to the end of this, warriors at the end of  once and for all. Let's go to the temple north of   Floyd's castle           the mountain! We'll fight 'til we reach an end!

24 Defeating Floyd and his  Let's go home... Our journey has come to an end. guards inside the northern temple

Unsolved Mysteries

 * 1) WHAT IS THE PURPOSE OF GEMS?
 * 2)  What's the point of the Gold Mirror that you find in the Town of Thieves in Chapter 3?
 * 3) Is there a way to shop at the thieves' store in the Town of Thieves? Does it have anything to do with the Gold Mirror?
 * 4) Is there anything I'm missing about the room with the ghosts at the end of the hole in East Town?
 * 5) Do the ridiculously overpriced "luxury items" (Gold Gown, Silver Tulip, etc.) do anything besides granting pathetic defense bonuses when equipped?
 * 6) What does T-SPC (see Event 23) stand for?
 * 7) Is there any significance to the weird metal statue in the middle of South Town?
 * 8) How much experience is needed to get Roy to level 25? Why is it only a tiny bit more than he needs to get to level 24?
 * 9) Is there a better explanation for what's going on in Lowest Town?
 * 10) Is there any item in the entire game that affects your IP or SP? If not, what's the purpose of these two stats?