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Game start[edit]

Start by going to the Mayor’s house which is the only building still standing. It's the barrel shaped thing on the ledge. A dialog starts when you enter.

The Mayor is thankful you survived but distressed that you and he seem to be the only ones. He asks you to contact Dran, the guardian of the village, who is to be found in the Divine Beast Cave. The Mayor gives you the Cave Key so you can enter, and a few basic supplies for your journey. After you visit the dungeon, but only up certain point in the game, he tops these off if you talk to him. Eventually he no longer does this and you’re on your own. Items replaced are Tasty Water, Bread, Repair Powder, Escape Powder, Antidote Drink. Look for a Prickly in the Mayor's closet.

Head for the cave and use the key to enter. (Press Square button when you see the exclamation mark, then select the key.) The key disappears after use. Select the floor (there is only one choice at this point) to start exploring.

Enter dungeon first floor[edit]

A dialog starts. The Fairy King greets you and gives you information about how to get around in the dungeon and how to escape if needed. He also gives you a tutorial on weapons. Finally he reminds you about finding Atla to restore the village.

The monsters on the first level are weak, but your weapon and defense are also weak, plus your supply of healing and thirst quenching items is limited, so this may be a tough level if you can't find a spring. Open chests to find a map and if you do then look for a blue area, otherwise keep exploring. If you do find a spring then keep returning to it whenever your health or water level gets low. If not then find as much treasure and Atla as you can and use escape powder to return to the surface, there may be a spring the next time you enter the dungeon. Pay attention you your weapon's WHp since you won't be able to defeat every monster here without a repair. If you find Dran's Crest then use it to open level 2 but exit the dungeon when offered the option. In fact it's almost always a good idea to return to the surface after every level if only to save your progress. If you see a locked door with a bone-shaped keyhole then open treasure until you find a Bone key to open it.

Return to Norune with Atla[edit]

(At this point the sequence of events may change according to your actions and random factors. So this guide may differ somewhat from what actually happens in the game.)

There is a dialog where the Fairy King gives you a tutorial on rebuilding. He also gives you a player’s manual with additional details. The player’s manual is added to the main menu and also appears in your inventory. You can now start restoring the village but since there are a number of requirements you need to satisfy, and there’s no way of knowing what these requirements are at this point, it’s pointless to put much effort into it now. Which Atla you get on leach level is partially random, but it’s likely that you’ll have Macho’s House from the first level. Check in with the Mayor to top off your items, and keep doing this every time you return to the village until the Mayor tells you to stop asking. You may notice treasure chests in the village at this point. It may be better to hold off on opening these until the mayor

Completing houses[edit]

To complete a house, the first step is to release the house itself and then the people who live there from Atla. When you return to Norune, press Select button to switch to georama mode, then Triangle button to open the menu and select Config/Assembly. Place the character icons in the corresponding slots in their house, then place the house somewhere in the village. Now cancel out of the menu and press Select button to return to walking mode. Locate the residents either inside their house or wandering around nearby. Talk to them once for a "good to be back" message, then talk to them again and select "What do you need for your home?". The person will answer and in this way the question marks covering the empty slots for the house are removed. Now you need to release the requested furnishings from Atla, but t's possible that you already have all the items in your inventory. If not return to the dungeon and keep releasing Atla until you do. Return to the village and open the Config/Assembly menu as before. Move the furnishings to the corresponding slots and when everything is in place the background changes color and an event balloon appears next to the house. Knowing which item goes in which slot isn't always easy, but you can usually go by the shapes and the hints given when you highlight a slot. Switch back to walking mode and enter the house to start a cutscene and you receive a reward for completing the house. Once a house or other building has been fully assembled you can no longer remove the furnishings or people from it, you can still remove the house from the village though.

Once the house is assembled you need to find out where it should be placed. Locate the people living there again and this time select "How should I rebuild Norune?" (or whichever village). Now the person will give you a clue to where they want their house. If the house is already where they want it then you get a message thanking you instead. The georama analysis tool is useful here since it allows you to keep track of how many requests have been fulfilled.

Enter dungeon second floor[edit]

You see a stray cat who runs deeper into the dungeon.

There is no need to do a level by level description of the dungeons since the levels are mostly the same except for the monsters they contain and randomized content such as Atla and treasure. So from now on only levels where plot related events occur or special conditions hold will be mentioned.

Complete Macho’s House[edit]

Complete Macho’s House, then enter the house to start a dialog with Komacho. He gives you a Stone Breaker in return for finishing the house. Macho appears from his room and they fight over whose item it was.

Enter dungeon third floor[edit]

A dialog with the Fairy King begins. He gives you some additional tips on fighting monsters.

Some of the monsters on this floor do heavy damage to weapons. Hopefully you will have found some additional weapons in chests so you can swap out ones needing repair. Otherwise it's possible that you will need to return to the surface for repair powder before finishing. If your weapon is low on WHp then an alternative is to throw gems or similar items at monsters, especially if it does a large amount of damage to your weapon. You don't get Abs points doing this but it can keep you fighting a bit longer if you've been lucky enough to have found some throwable items. If you do find a new weapon, it's a good idea to switch to it and avoid using the dagger unless you need to. The dagger, and base weapons in general, are much weaker that the other weapons in the game.

Enter dungeon fourth floor[edit]

There is a set battle here. First three Skelton Soldiers attack, followed by dual with a Master Jacket. This is the first dual in the game and the Fairy King appears momentarily to explain the mechanics. Basically ignore the battle itself and concentrate on the grey strip with symbols on it. Press the controller button matching the symbol when it reaches the hot zone on the left. The reward for winning is a chest with Dran’s Crest and another with an Undead buster. Once cleared, this level is empty when you return.

Enter dungeon fifth floor[edit]

Another dialog with the Fairy King begins. This is the third and final installment of his lessons on battle and weapon.

Enter dungeon sixth floor[edit]

You see the cat again and she disappears deeper into the dungeon as before.

Mimics inhabit this floor. They are impossible to tell apart from treasure chests so be prepared for attack when you open a chest.

Complete Claude’s House[edit]

Complete Claude's House then enter to start a dialog with Claude in the bath. (If you enter in the day or at dusk then Claude will be sleeping and you'll have to come back later.) He gives you Soap and Cheese in return for finishing the house. If you enter in the morning, you will see a different scene and Claude will instead give you Candy. This will be used when you get to the next village.

Enter dungeon seventh floor[edit]

Yet another dialog with Fairy King begins. This time he talks about limited zones and back sections in dungeons.

This floor is a limited zone. In this case the Abs that would normally be gained by a weapon here is deducted instead. One way you can avoid this is to switch to a weapon whose Abs is already 0 (or close to it). The Abs can't go below zero so the negative Abs has no effect, though you still won't gain Abs. Note that you must change weapons before you enter the floor for this to work.

Complete Gaffer’s Buggy[edit]

Complete Gaffer’s Buggy and talk to Odd Gaffer standing in front of it for a bit of dialogue. He’s putting the final touches on the sign and announces that the shop is open, but injures himself in the process. You don't get a reward for this other than being able to shop at his store now. You can now stock up on staples such as Bread, Regular Water and Repair Powder, so in theory you shouldn't have to leave a dungeon because you're out of supplies. On the other hand, the Mayor stops giving you items for free and you now have to start paying for your supplies. Nearly all of the items you have been using the most are still pretty inexpensive so you're actually better off with the shop. The one item that may give you sticker shock is Antidote Drink, but your chances of being poisoned are going to drop soon. Start checking for treasure in the village now since it appears in various locations as you progress.

If you wait to complete Gaffer's Buggy until after placing Pike into the Georama, Pike will put the sign up instead, sparing Gaffer's inventory and allowing you more options in his shop.

Enter dungeon eighth floor[edit]

There's some dialogue with the magician from the opening cut scene, who hid in the shadows when the Dark Genie was released. After telling you that he requires the Atlamillia stone, he becomes possessed by some strange force, causing his eyes to turn red. He then explains in a more sinister tone than before that he wants the Atlamillia, because he considers you unworthy of it. You refuse and a dual starts, the second dual of the game, but this is mostly a test of strength. When the dual is over, he throws a final energy blast at you, which you fail to dodge. At first he thinks it’s because you’re too slow, but then he realizes it was to protect the stray cat that wandered into the area. As he leaves, he tosses you a Changing Potion, hinting that it’s for the cat. The cat is turned into Atla, collect it and use the menu to return to the surface, since you can’t go any further here until Xiao joins your party.

Complete My House[edit]

Complete My House, this can only be done after getting the Stray Cat in the eighth floor of the dungeon. Enter the upper level to start a dialog with Renee, Toan's mother. She is with the stray cat who is very friendly. You can change the cat's name from the default, Xiao, here. When the dialog is over the game returns you outside.

Go back into the house and up the stairs to find Xiao on the bed. Approach her and use the changing potion to turn her into a cat girl. Another dialog starts where she joins your party.

You briefly visit the Fairy King who tells you a bit about allies. You can now switch to Xiao in dungeons.

Enter dungeon eighth floor with Xiao[edit]

Switch to Xiao and stand next to the moat that blocks the way. Look for the post in the middle and you should see a exclamation icon. Press Cross button and Xiao will jump over using a post as a stepping stone. From this level on this type of barrier, which only Xiao can cross, will appear randomly. Get Dran’s crest from the chest and continue.

Complete Paige’s House[edit]

Complete Paige’s House and enter to start a dialog. Paige calls you from upstairs, then comes down to thank you for completing her house and gives you and extra pocket. You can now carry an additional 10 items. (In this case Paige "installs" the pocket for you. You get additional pockets as you progress in the game but you must give the pocket to Toan in the item screen for it to take effect.) Later in the game you will tend to run out of pocket space, so additional pockets are more useful than they may seem at the moment.

Dungeon eleventh floor[edit]

This is a restricted zone where you must play as Xiao. Xiao excels at flying monsters such as Cave Bats and is relatively weak against other types. But there are some tough monsters here and there is a good chance that you won't have found a better weapon for Xiao than her default. It may be a good idea to repeat levels 9 and 10 until you get a better slingshot. In any case, stock up on repair powder because you may have to do repairs several times here. The good news here is there is no Atla to find so you only need to find Dran's Crest to move on to the next floor.

Complete Alnet’s House[edit]

Complete Alnet’s House and enter the upper level to start a dialog. She gives you the fishing rod she promised you for completing her house. (This was actually given to her by Pike but apparently she doesn’t care for fishing.) Carl appears and complains that he wanted the fishing rod, but Alnet says he’s too little for fishing.

You can now fish in the pond, see the Fishing page for details.

Complete Laura’s House[edit]

Complete Laura’s House and enter the house to start a dialog. Laura and Gina are washing dishes. They are impressed that you were able to complete their house and give you Dran’s Feather as a reward. Gina explains how the feather works. (Note, in person Gina's name is shown as Xena.)

Complete Hag's House[edit]

Complete Hag’s House and enter the house to start a dialog. The woman thanks you for restoring her house and in return you can now store items here.

You can now store up to 60 items, 30 weapons, and 30 attachments. This frees up you inventory space quite a bit with the only restriction being that you can’t access the stored items while in a dungeon. Additional places to store items will be available in other villages, but these are only for convenience since no additional space is added. All storage locations access the same items.

Complete Dran's Windmill[edit]

Approach to see the windmill start to work. Apparently it has some sort of magical power. More importantly, a treasure chest appears with the Horned Key and you need this to enter the final level of the Divine Beast Cave. There is lots of other treasure to collect here as well.

Enter Divine Beast Dran’s Chamber (Dungeon fifteenth floor)[edit]

This is the boss battle for this dungeon so be sure to stock up on bread and water before entering. A stand-in powder and revival powder might be a good idea as well. There are Fluffy Donuts and Fish Candy in the village so find and eat them before the battle starts. Be sure to have a weapon with high damage equipped, there are no Abs points here so there is no point in trying to build up a weaker weapon. Dran is highly resistant to Holy so make sure that is not your active element. Dran is slightly weak to other elements though so activate a different element if possible, the effect is slight but helpful.

You should have gotten the Horned Key as treasure after completing Dean’s Windmill. Use the key to open the door here and start a cutscene. Dran is flying around here but is attacking instead of being friendly as expected. The Fairy King explains that Dran is being controlled by an evil force and you must fight him to snap him out of it.

Divine Beast Dran
This battle seems hard when you first try it, but it gets easier when you learn what to do. Dran flies around, occasionally breathing fireballs at you. Even if you dodge these, which isn’t actually that hard, they knock holes in the floor which you can fall into. If you do fall in you are transported back to the battle but with some damage taken. The good news here is that if you keep Dran busy these holes aren’t created. Dran may also charge you, dodge these attacks as well. As long as Dran is in the air you can’t reach him, but Xiao can hit him with her sling shot. So switch to Xiao and keep firing until you hit Dran. Avoid firing when Dran is flying to the left or right as he will have moved by the time the shot reaches his position. In other words don’t attack until Dran is flying toward or away from you or directly overhead. The slingshot won’t hurt Dran much but it will cause him to land temporarily. Switch to Toan, approach and give him a whack with your sword, but watch out that he doesn’t hit you when he turns. You are least likely to get hit if you strike at Dran’s legs rather than his head or tail. After you hit, or a certain period of time elapses, Dran takes off again so repeat the cycle. Keep both your character health topped up since Dran's attacks can hurt. Dran has about 200 HP, so if you're hitting for 25 each time you need to strike eight times to win.

Dran is released from the spell he was under and apologizes for attacking you. He fills in a bit of the history of the Dark Genie for you. Long ago the world was nearly destroyed by a monster called the Black Demon or the Dark Genie. The world was saved when the Moon People trapped the genie in a giant urn. Dran suggests that you enlist the aid of the Moon People in order to defeat the genie again. To reach the Moon People you must first travel to Matataki Village. Finally Dran gives you a lift out of the dungeon back to Norune Village and gives you the Worldmap so you can find your way to Matataki Village. The “Go to dungeon” option in the main menu is replaced by “Go to other area”, this opens the map and you can select from Norune Village, Divine Beast Cave and Matataki Village. As you visit new areas they will be added to the map. You can also enter map mode by going through the village gate.

Georama completion[edit]

If you haven’t already, complete the georama. Even if everything is already in place you have to enter edit mode and exit again to trigger the completion. As a reward, Dran appears and gives you the Windmill Slash attack. Use this as with Toan’s normal power attack except with for the meter to flash twice. This a powerful single blow but does correspondingly high damage to your weapon as well. Open the map and select Matataki Village.

There are eight requests you need to complete. The person listed shows who you need to talk to in order to learn them, but you don't actually have to do that since they're listed here.

  • My House must face east. (Renee)
  • Macho's House must be in the corner with the dungeon entrance. (Komacho)
  • Laura’s House must not be close to the Mayor. (Laura)
  • Paige’s House must be close to the pond. (Pike)
  • Claude’s House must be close to Alnet’s House. (Claude)
  • Hag’s House must be in front of Dran’s Windmill. You must also rescue Dran to complete this request. (Hag)
  • Alnet’s House must not be close to Macho’s House. (Alnet)
  • Gaffer’s buggy must have at least two other houses nearby. (Odd Gaffer)

It will be easier if you do the combinations and more specific requests first. So start by placing Macho's House in the corner with the cave entrance. Now place Dran's Windmill and Hag’s House together to one side so the windmill is facing the house. It's not a request but you'll be happier if you put Hag’s House near the dungeon for easy access. Put Alnet's house close to the village gate and Claude's house next to it. Place the pond to one side and Paige's house next to it. Place Laura's house near the wall opposite the Mayor and the Gaffer's Buggy anywhere in a central location. The last request is Renee's that My House be facing East. By paying attention to the where the sun rises and sets, or just using trial and error, you can figure out that East is the direction facing away from the village gate. After each step, check Georama Analysis to make sure it completed the request; the percentage should go up 12-13% for each happy customer. When you reach 100%, make adjustments according to taste; this is supposed to be creative after all. It's optional, but for completeness sprinkle roads, river, trees, bridges and the small windmills around where there's room. Recheck the analysis to make sure it's still at 100%, then exit to get Dran's reward.