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Event 16[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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.