- Green text on this page indicates that it is exclusive to the GBC and SNES versions.
Monsters in Portoga Area |
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Your progress to the east will be blocked by a stubborn Dwarf, but a new opportunity to explore the West presents itself now that you have the Magic Key. You will visit the kingdom of Portoga and meet a king who longs to taste a spice that is only found far to the east. With his assistance, the Dwarf may be more inclined to assist you. Once you reach the nearest town, you will learn about a kidnapping that has caused a seller of spices to close down until the matter has been resolved. With no other choice, you must bravely enter the cave where the victim are reportedly held and rescue them.
Portoga[edit | edit source]
Tool shop | ||||
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Medical Herb Herb |
Antidote Herb Antidote |
Fairy Water Repellent Holy Water |
Wing of Wyvern WarpWing |
Full Moon Herb MoonHerb |
8G | 10G | 20G | 25G | 30G |
Equipment shop | |
---|---|
Steel Steel Sword |
1300G |
Iron Iron Axe |
2500G |
Steel Steel Whip |
3100G |
Iron Iron Armor |
1100G |
Iron Iron Shield |
1200G |
Black Black Coat |
2400G |
Services | |
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Inn | Healing |
40G/person | No |
To find Portoga, you must follow the coast west of Romaly up and around until your reach the Romaly shrine. Step inside and unlock the door with your Magic Key. This will give you access to an underwater tunnel that will allow you to reach the shrine on the opposite shore. You'll pass a prison door which you can't open yet. Once across, head south to Portoga and beware of attacks from the Infernos casting Lumpus/Druids. Cast Stopspell if you have it, as well as your mightiest offensive spells—fights against them are a damage race.
Portoga is a small hamlet. It has a single Item shop in a covered enclosure where you'll find standard goods, and an equipment shop with upgraded whips for your Hero, Thieves, & Jesters. Be sure to purchase them. You'll hear a lot of talk about pepper, and how much the king likes it. Another man will tell you that if you're looking for a ship, you should talk to the king.
Check the right cupboard for a Token / Pachisi Ticket. Now go outside in Horse pasture and search the topright corner for a TinyMedal / Small Medal. Leave the pasture and go west into a small house. Enter it and go upstairs. Go in lower room and search the left bag for a STRseed / Strength Seed. Leave the house and go northeast behind the pasture but don't step to far out or you'll leave the Town. Go around the trees to the west, then south to a stairs leading below. Check the bookshelf for a Tragic / Tragic Tale and Pot for a TinyMedal / Small Medal. Whether you are or not, the castle is your next destination. Follow the path that leads west across the water from the center of town.
Portoga Castle[edit | edit source]
In the small castle, there are a few people to talk to, but what you may be initially attracted to are the three treasure chests surrounded by dangerous floor tiles. You can unlock the door which leads to them, but make sure that you party can survive at least two crossings over these tiles which do 15 hit points of damage to anyone who steps on them. In these chests, you'll find a Spider Web ( Tattoo / Angry Tattoo), a Vitality Seed ( VITseed / Stamina Seed), and 88 gold ( Mist / Mist Staff). You won't learn much by talking to the castle occupants, except perhaps for the possibility of changing your class in the east.
Speak to the king, and he will indicate that he wishes for you to explore the lands to the east, and that if you return with black pepper, he will declare you a hero and grant you a ship. He will then give you the Royal Scroll (King's Letter) and tell you to show it to Norud the Dwarf, who is found in the cave east of Assaram. Take the scroll and your new assignment, and exit the castle. Stay at the Inn if you wish to recover from the dangerous tiles around the treasure chests, and cast Return to Assaram.
Heading East[edit | edit source]
Norud the Dwarf[edit | edit source]
Back in Assaram, approach the mountain range to the east and walk up to the cave entrance. You have nothing to fear in this cave, as you won't be attacked by monsters. Simply follow the path to the right, unlock the door, and continue along the path until it stops, and you are forced to examine a small gap at the top. The gap leads to the small quarters of a Dwarf named Norud. On the way to Norud is a Well. Climb down and search easternmost after you've reached the Ground for a LifeAcorn / Life Nut. Perhaps you need the Thief's Spell "Seek Out" to discover where it's. This is the same Dwarf who has been turning other explorers away. If you speak with him, he will be no more inclined to help you than anyone else. If you examine the two chests he has in the corner, you'll find a Training Suit ( Training ) and a Club ( Club ), two pieces of equipment that are unlikely to help you at this time.
Show Norud the Royal Scroll (King's Letter) from the King of Portgoa, and Norud's attitude will change. Filled with a sense of importance, he will ask you to follow him. Return to the path, and Norud will bang on the bottom wall until a secret passage appears. Follow it down and it reconnects with the original passage to the right and leads to stairs that return you to the outside.
A new land[edit | edit source]
Monsters in Olivia Shrine Area |
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Monsters in Baharata Area |
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Being dropped off in the middle of this new eastern territory may leave you feeling a bit lost for direction. You essentially have two choices; north and south. If you walk north between the two mountains spines and follow them north, you will eventually come to a peninsula with a small shrine at the very top. Inside the shrine, which is known as Olivia Promontory, you'll actually find an Inn. However, there are two doors in the Inn that are locked prison doors which the Magic Key can't open. You will have to remember to return here some time after you obtain the Final Key.
To continue on your quest, you must reach the town of Baharata in the south, with five new monsters to contend with. Avenger Jackals/Mad Jackals/DeadHounds are another zombie wolf recolor, this time with Surround and the ability to summon reinforcements. Dispatch them with Expel once again, or offensive magic of your choosing.
Heat Clouds & Hunter Flies will attack you with fire breath and Firebals. You will want Sleep to deal with the Heat Clouds—but for the Hunter Flies, you will want to choose between Stopspell or Infernos. The former has a 75% chance of silencing each, but the latter has a 100% chance of doing half their HP in damage; potentially useful if combined with a lucky Firebal spell.
Mage Toadstools/Magestool/DeadStool can cast Icebolt, and are also quite resistant to it. But they are vulnerable to Sleep and otherwise quite vanilla. Tonguebears/Antbears are resilient, resistant to Sleep, and use non-weighted targeting.
Baharata[edit | edit source]
Tool shop | |||||
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Medical Herb Herb |
Antidote Herb Antidote |
Fairy Water Repellent Holy Water |
Wing of Wyvern WarpWing |
Full Moon Herb MoonHerb |
Spider's Web SpiderWeb |
8G | 10G | 20G | 25G | 30G | 35G |
Equipment shop | |
---|---|
Mace Morning Star |
1700G |
Shears Giant Shears |
4700G |
Force Force Staff |
2500G |
Steel Steel Armor |
2400G |
Magic Magic Shield |
2000G |
Black Black Hood |
1200G |
Services | |
---|---|
Inn | Healing |
48G/person | Yes |
Baharata is a normal sized town, with some very big problems. Some travelers have come to purchase pepper, but the pepper shops has been closed indefinitely. Walking over to a man and an older gentlemen in the southern portion of town, you will learn that the daughter of the spice shop owner, Tania, has been kidnapped. The young man named Galen will attempt to rescue her on his own and run off, which will worry the old man further. Speaking to one of the inhabitants, you will learn that the kidnappers supposedly live in a nearby cave. Visiting at night will yield little new information other than a debate over the nature of the Archfiend.
One adventurer in the lower left corner of town will teach you about the Force Staff which converts magic points into attack power, if you ever find one of your weaker spell casters prevented from chanting attack spells. This also marks the first equipment shop to sell magic resistant gear. Magic Shields are equippable by all classes, and reduce damage from all spells by 25%. Absolutely purchase as many as possible.
At the crossing go east in a house south and check the cupboard for a Token / Pachisi Ticket'. Go North and enter the Inn and go in right room. Search the cupboard there for a TinyMedal / Small Medal. In black pepper house upstairs is a Traveler / Traveler Clothes in the right cupboard.
Rescue operation[edit | edit source]
Monsters in Baharata Area |
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Remember that there's no place to save in Baharata, so you may wish to cast Return, or use a Wing of Wyvern, to visit a location where saving is possible before you investigate the cave. You will also want to be conscious of your MP situation. It takes 8 MP to escape the dungeon, after all.
In order to initiate your rescue attempt, you must travel east from Baharata, across a bridge, then a bit north and back over another bridge to reach a cave. It's a short journey, but the wilderness around Baharata should not be underestimated.
Nevs/Mystifier can chant Chaos and confuse one of your members into attacking, or casting spells on, your own party. Always target Nevs/Mystifiers first, or flee from swarms of them. Simiacs/Killer Apes are tough beasts that are resistant to Sleep & Surround, and capable of doing a lot of damage to you with each hit.
Kidnapper's cave[edit | edit source]
Monsters in Kidnapper's cave |
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The layout inside Baharata cave is actually deceptively simple. However, you are prevented from seeing anything beyond each room of the cave you presently occupy. With no knowledge of where the treasure chests or stairwells are, you could easily wander about the cave for quite some time before stumbling across anything of actual significance. All the while, you will be attacked by Vampire Cats, Executioners/Executers, and Shadows/Shadowers.
Executioners/Executers are completely unexceptional, and Shadows/Shadowers just imitate most foes up until this point in the game. But, the Catulas are capable of reducing your magic points. Fortunately, they are quite frail, have no resistance to attacking magic, and are even vulnerable to Expel, so hopefully you'll defeat them before they sabotage you too thoroughly.
Towards the middle of the cave, you will actually find a guard who will tell you that he literally saw a man walk through darkness, and then heard the sound of a lock being turned. This is useful information. You may find that as you attempt to cross certain boundaries from one room to another, you will hear the noise that is generated whenever you bump into a wall. Against these black barriers, try using the Magic Key. You should hear the sound of a door unlocking. Three such doors are found along the very top, and three more are found along the bottom.
There are chests along the top row of cave rooms. In the right room, you'll find 552 gold (352 gold) in the right chest, but the top chest is a Man-Eater Chest (Cannibox). These creatures have obscene Attack, are resistant to all debuffing and attacking spells, can put your party to Sleep, use non-weighted targeting, and have a 12.5% chance to score a critical on every attack—ignoring them is highly recommended.
You'll find Fairy Water ( TinyMedal / Small Medal) in the center room, and in the left room, you'll find 232 gold (132 gold) and a Medical Herb (Cannibox). There's one more chest on this floor, a Man-Eater Chest ( VITseed / Stamina Seed). As with the top, you'll have to use the Magic Key to pass through the door beyond the black barrier below. Explore the right side of the bottom row to find the only staircase down to the floor below.
When you arrive on the second floor, the path will start going left, and change direction, but not before leading up to another ominous black wall. Once again, you can use your Magic Key on the wall to examine the room beyond. You'll find four treasure chests inside, and they contain quite a cache of stat-boosting items like the Acorn of Life ( LifeAcorn / Life Nut), a Strength Seed ( STRseed), an Intelligence Seed ( INTseed / Wisdom Seed), and an Agility Seed ( AGLseed).
Returning to the central corridor, you can open the large door with the Magic Key. When you visit the room below, two guards will stop you and ask you if you were planning on joining. If you say yes, they'll tell you the boss is gone and shove you out of the room. Say no, and the guards will attack you. When you get attacked, you will discover that they are none other than Kandar Henchmen/Henchmen/Goons. Fortunately for you, they are gathered in one group of four so that group-offensive spells will be effective.
But, while they are relatively weak in the NES version, the Remakes are a different story. They have 120 HP each, can lower your entire party's defense, use non-weighted targeting, and can heal each other with Healmore. Stopspell and/or the ( Mist / Mist Staff) are very helpful against them, so you don't incur too much damage against them.
Defeat them, and you will be able to explore the back of the room, where you will find Tania and Galen, now both victims of kidnapping and stuck behind jail cell doors. They will tell you to free them by pressing the button in the back of the hallway. Do so, and the doors will open, allowing the two love birds to reunite. They thank you and speed off to the top. As you follow behind them, you will realize that they don't get very far. They've been stopped by more Kandar Henchmen/Henchmen/Goons, as well as Kandar himself. Clearly ignoring his promise to reform, you must fight him in order to free Tania and Galen once and for all.
You'll face Kandar and a group of two Kandar Henchmen/Henchmen/Goons. In the NES version, this is your first introduction to Boss HP Regeneration—a trait most bosses will have from now on. Kandar automatically gains back 44-55 HP after each round, to supplement the 300-400 HP he starts with. He is also immune to every debuff except Sap, so a Priest will be a great boon here. This regen does not exist for most bosses in the Remakes—most bosses will just have a large amount of HP, instead. In Kandar's case, it's 700 here.
Take the henchmen out first since they are easier to defeat. Do not bother with Spopspell or the ( Mist / Mist Staff) this time, as there's now only two of them.
After they're gone, focus all of you attacks on Kandar. He will put up a good fight and take a great deal of damage before going down. Successful completion of the battle will result in a large amount of experience points. Kandar will claim to see the error of his ways and beg for your mercy. He won't let you refuse, so say yes and he will thank you before leaving. Check left bag in room for a Token / Pachisi Ticket, then go checking the rug in both jails for LUCKseed / Luck Seed and MysticNut / Mystic Nut. With the captors freed, so too are you free to return to Baharata.
Satisfying a king[edit | edit source]
Once you return to Baharata, visit the previously abandoned spice shop in the lower left corner of town. Galen will be working the counter and he will immediately recognize you. As thank you for your heroic rescue, he will supply you with one Black Pepper (Pepper) on the house. A grateful Tania and father will be upstairs above the shop if you wish to speak to them.
Having obtained the Black Pepper (Pepper), it's time to return to Portoga. Head straight to the castle and speak with the king. In return for the pepper, the king will keep his promise and give you a Ship. Note that even now, this king will never record your progress. Step outside the castle, and the ship will be parked in the water. Before you leave Portoga, you may wish to board the ship and sail south until you see a small stairwell in the ground. Visit it, and the man inside will tell you a short story about two young lovers. However, it won't help you much, and you'll have to leave Portoga and return just to get the ship back. Sail it out of Portoga and the entire globe will suddenly be at your finger tips.
The village of Soo[edit | edit source]
Monsters in Ocean |
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These enemies will be the ones you fight any time you are on the ocean, so get used to them. Man O' Wars are unexceptional mobs that are easily dispatched via Sleep & offensive magic. Crabus' and Marine Slimes have very high Defense, but are still vulnerable to fire magic & Sleep. Merzons & Merzoncians are resistant to Sleep, but otherwise unexceptional.
Hades Condors are where the trouble begins. They have 75-100 HP, and can send a party member all the way back to Ruida's Tavern via the Limbo spell. They must be beaten with ice magic & Sleep as quickly as possible. The King Squids are even bulkier, and use non-weighted targeting—it's recommended you Parry with everyone but your Sleep user(s), then neutralize one or two before attacking with fire magic. The Tentacles are even stronger versions of the King Squids, with up to 200 HP and a 50% chance of attacking twice. Once you put them to Sleep, you may consider casting Surround and Increase instead of going straight for the kill—they take a while to bring down.
Sail west, then sail south when you hit the mountains. Follow the coast to the west until you reach the mouth of the river that extends north into the land. Ignore the first left branch and follow the second one. Then continue north while staying to the right whenever you can. As you travel back to the right below some mountains, and above a bridge, a village will come into view. Make your way to the village when the river expands into three great lakes.
The Soo (Sioux) Indians[edit | edit source]
Services | |
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Inn | Healing |
40G/person | No |
This is the village created by members of the tribe of Indians known as the Soo (Sioux) (named for the Sioux tribes of Native Americans that lived in central North America). They know a lot about the lore surrounding this part of the world and have a lot to teach you. Their item shop is impressively stocked, while their equipment shop might be considered rather primitive. However, this is the one place in the world where you can purchase the Poison Needle (Poison Dagger) (instead of stealing one from the shop in Kanave). It is also a prime place for purchasing Bug Powders, an incredibly useful item for farming Metal Slimes. In the remakes, you will want 40-50 Bug Powders, as well as as many Poison Needles as your party can use, before grinding all your members to Level 20 at the Tower of Garuna.
Among the topics that the Soo know about, you can learn about the Vase of Drought (Dry Vase/Thirty Pitcher), the Echoing Flute (Echo Flute), and the land of Greenlad. It turns out that the vase originated in this town, and was stolen away and taken east. Although it's not the greatest clue, the most information on where you might find the shoals of the sunken shrine is given to you by a talking horse, who indicates that you can find them in the ocean to the west.
Many of the children in town know a bit about the Echoing Flute (Echo Flute). This item will echo a tune back to you if you play it in a location that contains an orb, and it is apparently located in a tower. A man at the top of the village tells you about a wizard who reportedly lives on a frozen island far to the north in a place called Greenlad. Another man near the bottom asks if you noticed a town to the east. If you say no, he'll reply that some people left to start a new town there and never returned, but if you say yes, he'll be delighted to hear the news.
Last, but not least, if you stand below the well and search the ground there, you will find the Staff of Thunder ( Bolt / Bolt Staff). Give it to a spell caster if you'd like to save magic points, or give it to a non-spell caster if you'd like to provide yourself with one more party member who can attack an entire group of enemies.
Search on the other side of the well to find the TinyMedal / Small Medal. Go down the well and check the dresser there for a Token / Pachisi Ticket. In house north of the well is a TinyMedal / Small Medal hidden in pot. Now enter the house south of equipment and get the AGLseed / Agility Seed from the pot.