- Green text on this page indicates that it is exclusive to the GBC and SNES versions.
Monsters in Crater Area |
---|
The list of places that you have yet to visit is becoming smaller and smaller. One very large region that has been inaccessible to you so far is the mountain locked region south of Isis. No rivers provide access to its interior, and no Travel Doors warp you inside. A nearby volcano acts like a lock, but what is the key? If you access the interior, you'll have to battle through a land populated with the toughest opponents yet, in order to reach a cave that takes you into the heart of the Necrogond Mountains. Only the best warriors will be able to survive the grueling maze, and only the smartest explorers will be able to find the exit. And even when you succeed, you're still a long way off from challenging the Archfiend.
Investigate a volcano[edit | edit source]
Provided you have The Sword of Gaia, then it's time to take a trip to the volcano found between Isis and Assaram. Return to Assaram, board your ship, and sail south until you have a chance to sail west towards the desert. Just below the desert is a small river that leads down into the interior. Follow it down until it ends near a volcano. Park your ship and approach the volcano. Stand before the mouth and use the Sword of Gaia. You will hurl the sword inside, causing a volcanic eruption. The lava will flow down to the left and cool in the water, forming a land bridge that you can now cross to reach the interior.
As you walk through the heart of this land, you will be attacked by some fairly powerful enemies. Trolls have obscene HP, non-weighted targeting, and a 25% crit chance. It is recommended you Sleep them before grinding them down. Minidemons cast Blazmore and breath minor ice breath on your party. They resist Sleep & Stopspell, so blunt force is your recourse for them. They do have a vulnerability to RobMagic, however, so Sages can refill their MP off them. Frost Clouds/Ice Clouds, with their ability to cast SnowBlast, are particularly troublesome. Fortunately, two Firebanes will dispatch them—so your best option is to use the Staff of Thunder, along with a Firebane (or Boom from the Thunder Sword later on) while your other two party members Parry. That will cut down on damage.
Follow the interior south and then west until the entrance to the cave comes into view. Then walk up the sandy path to the cave, and prepare for a long journey.
The Cave of Necrogond[edit | edit source]
Monsters in Cave of Necrogond |
---|
The cave starts out very simply, with a short passage through a hallway of statues. You will begin to encounter some of the strong enemies that occupy the cave, such as Marauders/HellNites who are like powered-up Skeletons/Skeletors, and can be dispatched with Expel. The Lionheads are like Minidemons, except they cast Stopspell instead of using icy breath. Once again, blunt force is what they require.
King Tortragons are especially troublesome, as they have immense Defense and will almost certainly cast Bounce before breathing fire on your entire party. It is recommended you run from them, as they'll take too long to kill, and do too much damage, to be worth the effort. Dancing Jewels can similarly ruin your day with a chance of casting Surround & Chaos on your party, and a 50% chance of getting three moves in one round. Also run from them, unless you want their money (they give 768-1023G upon defeat).
The most dangerous foe, however, are the Hologhosts. They have a 25% chance of casting Beat on someone, and an additional 25% to cast Defeat on your entire party. Fortunately, the Hero can cast Ironize and let each of them waste their MP—two of either spell from each will disable them (they have 20 MP and Beat/Defeat cost 7/11 MP). From there, your Sage can RobMagic them for additional magic points.
Climb the grand staircase up to the stairs that lead to the next floor above.
In comparison to the previous floor, the second floor is much larger and sets the stage for the kind of exploration you'll have to conduct in order to make it through this cave. If you wish to be thorough and discover all of the treasure that the cave contains, it's best to start by following the top path to the left. Continue going left until you reach a dead-end with a treasure chest. Search the treasure for 784 gold ( TinyMedal / Small Medal), and then double back.
On your way back, take the lower path to the right, and follow it down and around until it returns to the left, leading to another treasure chest. In this chest, you'll find the Thunder Sword ( Thunder ), and excellent weapon to give to your Hero, or a non-spell casting Soldier. When used it battle, it casts the powerful spell Firevolt.
From this chest, head down and continue to explore the paths that lead to the left. Eventually, you'll reach another dead-end with a treasure chest. In this chest is the Swordedge Armor ( Blade / Blade Armor), an interesting form of protection that not only has a high level of defense, but also causes damage to anyone who strikes the wearer! It's best equipped on whoever leads your party, since they receive the most attacks statistically.
Believe it or not, you've actually discovered all of the treasure that there is to be found in this cave (There is one more treasure to find in the Remakes). From this chest, walk to the right, and take the first passage that leads down. There, you'll find the staircase that leads to the next floor.
When you arrive here, you'll have two choices: head down or head to the right. It turns out that heading right is not such a wise choice. It leads to a set of two tunnels that loop on themselves continuously. However, regardless of how far you travel to the right, one trip back to the left ends the loop and returns you to the regular part of the dungeon.
Obviously, you should make your way down the lower path, either straight from the entrance, or along the small tunnel that leads there from the right. You will eventually reach a set of six pits. While you may be curious to investigate where they lead, rest assured that they simply take you back to the floor below, and not to any place of interest. Ignore them and continue walking right to the staircase beyond.
When you arrive on this floor, you can choose to go in one of three directions; up, down, or to the right. Visiting the top or bottom path will lead you to dead-end rooms, so your only real choice is to head right. However, after walking a short distance to the right, you will find a long crack in the floor that prevents you from reaching the staircase on the other side. Summon your courage and jump into the crack.
You will land in an enclosed room on the third floor, separate from the section you were previously in. Check the middle of the room for a TinyMedal / Small Medal, "Seek Out" will be a great help to find it in this big room. This room contains two staircases and a hole. The hole will drop you down to the second floor, and should only be used as an emergency means of escaping the dungeon. The two staircases will take you back up to the fourth floor. However, the bottom staircase will take you to another portion that is separated by a crack, forcing you to drop back down again. The top set of stairs will take you to a section of the fourth floor that is connected to the staircase that leads up to the fifth and final floor.
The final floor is intended to be quite confusing. To reach the dungeon exit, you must find your way through three corridors built around rivers, which are connected by a series of small chambers. You arrive in the upper left corner of the floor. As you walk down, you will notice two bridges across the water. Beyond the bridges are three potential passages to the right. The bottom two lead to dead ends, so take the highest passage.
As you walk to the right, the passage splits off and part of it heads down. The path that continues leads to the top bridge of the second corridor, while the path that heads down leads to the lower bridge. Ultimately, it doesn't matter which one you take since you can access each of the passages on the opposite side of both bridges.
Once across, you have three choices again. The middle passage leads to a quick dead end. The upper passage may appear hopeful, but you will find that the bridge it leads you to goes to a small dead end island. Instead, take the lowest path. If you go straight, it will lead you to a section of land with no bridge that leads you across. However, if you walk down to the bottom, you can clearly see that a path leads from the bottom of the floor to the far right wall. As you head back, explore the passage leading down. It will lead to a room with a black space in the lower right corner. You can walk through the bottom of it to reach that lower path that you could see from above. From here, you can simply walk up along the right side of the floor and reach the exit of this grueling dungeon.
Beyond the cave[edit | edit source]
Monsters in Necrogond Area |
---|
When you exit from the dungeon, you will find yourself on the north face of the mountain range. From there, you can see a number of features. One is the large castle to your north. This is where the Archfiend Baramos resides. Unfortunately, without a means to cross the water, you cannot reach it yet. To the east, you'll find a shrine, also surrounded by water. This is the entrance to something known as the Great Pit of Giaga, and like the castle, you can't reach it yet.
That leaves one small shrine to the east which lies somewhat between the other two locations. Since you can actually reach this shrine, head on over and enter. Inside, you'll find a man standing in the midst of a bed of flowers. When you speak with him, he will congratulate you and declare you capable of defeating Baramos. Then he will give you the Silver Orb. If you've followed along with the walkthrough, this should be your sixth and final orb. Check the left and rightmost tomb for a Token / Pachisi Ticket each and the middle for a TinyMedal / Small Medal.