Beautiful place with classic Dragon Warrior tunes. However, it looks like at the moment it is impossible to change our vocation (class). Go north to have this re-affirmed, and then north all the way to the priest in the red robe. Talk to him a few times to mention the fruit; evidently someone still here has one of these fruits and gave it away. That man is in green in B1, by the Inn. There is also a maid down here who has some advice. Weapons and armor here if you’d like; the Iron equipment is decent if you have the money, though the weapons are nothing new. Also be sure to speak to the man in purple in the Inn who is practicing his Bow gestures.
Check the bookshelf in the Inn for some recipes; Steel Broadsword, Steel Lance, Spiked Steel Whip, Steel Bar, Steel Claws, Steel Axe and a Steel Fan. The opposite bookshelf has steel defensive equipment recipes; Steel Shield, Steel Helmet, Full Plate Armour, Steel Gauntlets, Steel Kneecaps, and Steel Sabatons. Head upstairs now and talk to the priest at the north end once more and he implores you to head off to the Tower of Trades to retrieve the priest who fled. You learn a new party trick that will allow you to enter; the Bow gesture.
Back on the Newid Isle world map. The Tower of Trades is to the far east of this island. However, fighting around and earning some gold / exp would not be the worst thing at this time. A tough boss looms, certainly the toughest we've fought yet. Of course you can fight tougher random enemies within the Tower to level up as well, if you so desire.
Tower of Trades
Tall, ominous-looking Tower. The door won't open until you go in front of it and use the Bow Party Trick. You can now enter but monsters will be on top of you as you do. Go to the southeast corner when you have a chance to find some Toad Oil. Take the northeast staircase to 2F of the Tower of Trades.
We took the northeast staircase because then the three treasures at the south end of 2F are right along the path we're taking. You will come to some nails, a Mini Medal and some Magic Water (though the contents of these chest's seem to be random). Follow along this path until you see a staircase going up in the center of the room. Before going up, open up the pots for some Tortoiseshell.
On the next floor, travel to the southeast for a Mini Medal. Continue clockwise until you reach the stairs going up in the northwest corner. You are on L4 now. The southwest corner has a Lump of Iron Ore. The north end has a 1200 Gold Coins treasure chest. The southeast corner is where you want to end at, with a Mini Medal and the stairs going up to L5.
Be careful up here because you will find Restless Armour enemies. They guard the far northeast and far northwest areas. The treasure north of you is a pair of Iron Gauntlets. To the center for the staircase up to level 6 of the Tower of Trades. The northeast path leads to nothing here, so just take the center staircase up to the rooftop (level 7 of Tower of Trades).
Look southwest first for a Mini Medal, and then northeast for a phial of Magic Water. Travel through the strange white portal in the north. Abbot Jack off Alltrades Abbey is within. He wishes for power but gets evil power. You now face off against the Master of Nu'Un.
Prepare to use Sap often, assuming you have a magician. Master of Nu'Un attacks twice per round and loves to Buff his defense. His main attacks to worry about are his Woosh and Crackling Lightning spells. The latter takes off about 20 to all, while Woosh's damage can fluctuate. If the Master goes 'haywire', it'll be closer to 30 damage to everyone. Otherwise, in the high teens is more likely. Defending at times will be useful and you will need to stay ahead of healing. If one person dies you're in deep trouble especially if it's a healer (or the magician who can keep his defense down). Master of Nu'Un doesn't attack twice every turn, but over 50% of the time he will and if he uses Woosh or Crackling Lightning twice in a turn, it can be devastating. The Coup de Grace for a Priest is a huge help - Choir of Angels heals everyone's HP to full. Master of Nu'un has a ton of HP so this is another of those battles where you absolutely want to have near full MP (especially considering he uses Magic Drain at times in this battle). Everyone will get about 700-800 EXP, 780 Gold Coins and a Lava Lump.
The Jack of Alltrades wakes up after this, not sure what has happened. Seems the shiny fruit (the Fygg) is something that consumes the being that eats it.
Return to Alltrades Abbey. If you have reached level 15 as a Martial Artist, you will meet Brusque Lee, a student of Grandmaster Wun Tun Punch. He is right outside the abbey. 097 Cry Wolf. We will deal with this later, at Bloomingdale (which is where the Scare Wolf is).
Within the temple you can also accept another quest; 109 Elementary Training. This is with the Armamentalists that use the Fource of Mother Nature. You will need a Mage with Wizard Ward. This erects a magical barrier though we don't need it to defeat the Metal Slime. This is one of the more annoying quests, because you'll have to hope your crappy-attacking Mage can finish off the enemy after a Wizard Ward (or if you are really leveled up, you could make your Mage (w/ Wizard Ward) a better physical class like Gladiator or Martial Artist). Timing is the key once again as you'll need to get the final blow in before the Slime leaves (they have three HP, maybe four HP some rare times). After you have killed two Metal Slimes like this, return to Alltrades Abbey and talk to that Armamentalist just as you enter the Temple. You can now change your vocation to an Armamentalist (Not the best class certainly but it's fun to experiment).
When you build up an Armamentalist to level 15, you will have a new quest; Use Sap on an enemy to dampen their defense and then use Fire Fource. You must do this to a White Tigertaur ten times. This is quest 110 Fource In The Field. Another quest that we cannot do for a while.
The old man by the Inn mentions Gladiators. This new quest 103 Gladiator Graduator is accepted. I suggest you take part in this quest because Gladiators are dominant physical characters. Anyway, for the quest, you need to get your tension to 100 and use a Dragon Slash on a slime (yes, a regular blue slime from the beginning of the game). Slimes often times run though, so you should put it to sleep or use War Cry to strike fear in it so it cannot act. Getting your Tension up with Egg On or Psyche Up should do the trick, though getting the tension from 50 to 100 can be hard some times. You may fail 5+ times or you may get it to 100 after 1 or 2 tries. Just keep buying yourself time, you only need to do this with three Slimes. Use the Dragon Slash to off the slimes and you'll know you did it right when it mentions it after the battle. Return to the guy at Alltrades Abbey outside the Inn. You have now completed Quest 103 Gladiator Graduator.
If you build up a level 15 Gladiator you can accept the quest relating to Unscrupulus Maximus. However we can only pick that up after we attain a ship.
To the far north is the Jack of Alltrades. Speak to him a few times as he thanks you for helping and then offers to change your vocation. This is where you can really alter your party however you like. It is advised that you don't change 3 or 4 classes at once as those characters start at level 1.
If you stay the night at the Inn with a level 15 Mage, you have a dream. You meet Wanda the faerie of the Wand. And Wandine. They have a request; 095 Free the Faerie Two. They need you to equip the Faerie Staff and kill ten monsters with the weak spell Frizz. This will release the faeries from their prison. Not too tough of a task. Return back to the Inn after 10 enemies are defeated by Frizz, and they will meet you again. Your reward for Mission Request 095 Free The Faerie Two is the Fizzle-retardant Suit and the Fizzle-retardant Blouse. They then say to come back when you are level 40.
Once you are finished with your vocations, make your way south (slightly east as you head south to get over the hill). You are looking for the port town, Porth Llaffan. Fight up with your new vocations so that hopefully you are at level 7-9.
As you get here, it seems we cannot use a ship for Lleviathan is in the water and willing to attack. Check out the weapons / armor shop. Not much for weapons (some new types that you can't equip) but the defensive gear is worth looking into.
If you are there at night, rest. Otherwise if it's daytime you'll see the villagers in the center of town. Mayor Bryce is near the water by Jona Jones. Try to talk to Jona Jones but she'll be too busy. Eventually Lleviathan comes in with a bunch of fish. Talk to everyone again after this and Jona Jones will want you to come by at night time (her house is the east-most). Check the west house for a locked treasure chest but also a bookshelf that tells about trailblazing bandana, Mercury's bandana, bunny ears, golden tiara, feather headband and a Gold Circlet. The one next to it nets you these recipes; tortoiseshell fan, ace of clubs, shell shield, tortoise shell, and the tortoiseshell armour. Just rest to night-time after this.
Speak with Jona in her home. Not a minute after talking to her someone comes in, saying Mayor Bryce wants her to come by. Follow her and talk to the ghost at the shore. She'll tell you what you probably already were seeing. Go over to the Mayor's house at the west end, so watch the conversation. You'll then be back at Jona's talking to her for a bit.
When you wake up, she's gone. Go towards the northwest to find Bryson at the gate. Seems it is time to head through. Follow the path west on the world map until you reach the cave.
Go south and east for a Seed of Magic. West of here for a Phial of Magic Water. Enter the cave to the north now. Walk along the eastern rocks, and then go southwest at the next split. This takes you to a Set of Iron Kneecaps. Take the north route and look for a north cave as you head west. A pair of Ultramarine Mittens are within. These are nice. Go up those stairs and through that cave for a mini medal. Now go back to the main area and go south along this west end. But look for rocks leading a tad east and then south all the way through the center of the room.
This takes you to the initial area, but on the west end (higher side). Go up the stairs and take the first cave you see. East for a Seed of Agility, but then it is a dead end. Head out and west to the other cave entrance.
In this area of Tywill Cave L2, take the west-most path for a Mini Medal. Now head back south to the myriad paths awaiting us. Take the west one and the west path for those jars and some lambwhool. Continue north (the chest you got earlier should be north of you) and follow that path east. It leads a long way, but to 1500 gold coins. Make your way to that blue treasure in the center, a Resurrock. You're going to want to go north from here as the next path is in this northeast area. Just follow the rock paths.
Even more narrows paths here. Take the first north path across the rocks that you see, and wrap around west when you can. There are a pair of blue jeans down here. Now rest up and go all the way north.
You have arrived at Cuddiedig Cliff. Mayor Bryce's private beach. Watch the scenes with Jona, Bryce and Lleviathan. You get another chance to rest before going up to Lleviathan for battle. This battle will likely be extremely long, so it is advised you return back to rest or at least use Magic Water to have full magic for your healer / magician. That said, Lleviathan is not as hard as you might think. It only gets to go once, so even though the physical attack does 35-40 damage it is not too hard to heal one person. Sap doesn't seem to work so Crack might be best as a low-cost magic attack for 35 damage. Unfortunately after the first few turns he will begin to use a side swipe attack to hit all members for ~30 damage points. Then a Tidal Wave for 30-35 damage. So you are only really in trouble if you get caught with a Tidal Wave a few times in a row. But you will likely have to expend a lot of items and magic water to win this war of attrition. Over a 1000 EXP for many of your characters (those who haven't changed vocations). Also 960 gold coins and a mass of emerald moss. After defeating Lleviathan, we also see Jona walk right out. She recognizes the voice of Lleviathan as he speaks; it is her dad. After some conversation here you will eventually get your second Fygg fruit.
Go to the boat in town and agree to head with them.
You arrive at Slurry Quay. The item shop is just to the right of you as you get off the boat. Not much to speak of though it is worth buying the Bow Tie for a quest. One of the chests is locked, the other is a Seed of Strength. Not much else here. Get to the world map, and go southeast to the marker on the map. But if you want some Fresh Water to complete a previous quest, you can go northeast of Slurry Quay to see a waterfall. Search it for a Jug of Fresh Water. Return to Angel Falls now and talk to the purple-robed man east as you enter. He will mix it with the water here to get Angel Tears. Now zoom over to Stornway, and enter the castle. Take the northwest staircase up and talk to the guard to give him the Angel Tears. Evidently it's for the king. Your reward is a Seed of Life.
Welcome to the wonderful village of Dourbridge. People like to party here. Head north and go down the stairs for the weapon / armor shop. Finally, better weapons. Cautery Sword, Holy Lance, Stolos' Staff, and Sacred Claws were all purchases, and that was the rest of my gold. There are some nice defensive choices as well depending on class choices you have made.
Head south after this and talk to the old man by the fire. He needs something to stoke his fire: Quest 013 All Fired Up. Just talk to him again and give him a Cowpat or some other worthless item. Some of the more valuable items he won't even take (like those used for alchemy). Your reward is 1 gold coin no matter what you give.
Check the house west of this. There is a dwarf-looking guy who gave away 'a shiny fruit' for some Leather Shoes. That's good. A Cowpat and Boxer Shorts in the door just next to it. Also a thief next to him who has a quest for you if you have a level 15 Thief. 099 B-Coming One of the B-Team. You need to find a Hunter Mec in the Bad Cave and steal from it. You are looking to steal the Tycoon's Trove. It shouldn't be too hard to steal, though you'll have to go to the lower floors to do it (not a bad place to be with the Metal Medley's there). Your reward is a Set of Rogue's Robes.
Go on to the east end of town now. A Pink Pearl that you can buy more for aesthetic purposes (like the Bow tie). North through the door here for recipes; Perfect Panacea, Yggdrasil Dew, Sage's Elixir, Astral Plume, Celestial Skein, and a Lucida Shard.
Climb the ladder and look at the drunk. Then walk west and a blue ghost comes out. Go to the far north when you regain control. The guy has a chest with 52 gold coins and some barrels of gold too. Talk to this guy and I guess he sold it to some guy who lives at the bottom of Zere Rocks. Read the bookshelves for some more recipes: Pointy Hat, Hunter's Hat, Ear Cosy, Tricky Turban, Thief's Turban, Musketeer Hat, Tough Guy Tattoo, Raging Ruby, Mighty Armlet, Ruby of Protection, Utility Belt and a Rosary. And a Bunny Tail in the drawer.
As you go outside, someone is here who mentions Old Man Mason. Enter the tent on the east end of town. This is Cap'n Meddlin's Castle, the guy who collects Mini Medals. You'll find a Wing of Bat in the jars on the west end. This guy is loaded with treasures, but some are in a gate and others are locked. There is a Seed of Sorcery near the fellow. Then talk to Cap'n Max Meddlin. At the moment I had 10 mini medals. At 4 Mini Medals you get the Thief's Key and for 8 you get the Mercury's Bandana. The Thief's Key allows you to open 'ordinary' treasure chests. Mercury's Bandana is a huge help, with an added 20 agility and 8 magical mending. Before leaving his place, search the chest right by him and you can now open it; another Mini Medal.
To leave the village, just go southeast. But since we now have the Thief's Key, let's go back and take care of the locked treasure chests we couldn't access previously.
Zoom over to Slurry Quay. The chest here is an Agility Ring. This is a huge upgrade over the Bunny Tail in terms of agility-increasing accessories. Next, to Porth Llaffan. Remember there is a chest in the mayor's house at the west end; it is a Pink Pearl. Teleport over to Stornway and go into the castle. Take the northwest stairs going down to B1. The locked chest down here is a Cautery Sword. You probably already have a Cautery Sword but you may have two that could use it (or sell it for good $). While you are in Stornway, if you haven't yet done the Magic Water quest, you can now drop some off to Earnan in the castle (old guy in 1f). He then gets the ink off and request 008 Don't Cry Over Spilt Ink is complete. Your reward is a Seed of Magic.
Head through the east exit of Dourbridge to continue the story. Take the southeast path on the World Map across the bridge, and then work your way to the east and northeast eventually in the following area. Be careful in the second area. There are Beakons and they can be extremely annoying. They attack twice, call reinforcements, and use a fear-all attack that can force your party to sit out a turn. Their attacks aren't devastating but combined with the fact that it's hard to run in this game, you can get stuck in one of these battles for a long while.
You will find a shack with a guy looking for Mason, the statue-building expert. Inside the house you can find a Moonwort Bulb and then read the diary; it seems he's gone off to Zere Rocks, unsure if he'll stop by again. Good recipes here; Staff of Sentencing, Staff of Divine Wrath, Pillar of Strength, Sacred Claws, Foehn Fan, and the Gale Force Fan.
Heights of Loneliness
Just as you enter, you see Odval, the true Ranger. He says, the Toxic Dagger is your friend. Use it to envenomate three Hocus Chimaeras. However, the venom itself must cause them to expire. This is Quest 112 Ranger Changer.
As you enter, take the west route for a red treasure; a mini medal. Take the east route now to the top, and to the exit to Heights of Loneliness L2. In this area you will probably come across the Hocus Chimaera. Remember, we need to defeat three of these Hocus Chimaera's for the Ranger Changer quest. Venomous damage only takes off 4 so you'll have to get close (at the same time, this Chimaera uses Midheal so that can make these battles very long). Cast evacuate when you are finished and talk to Odval. Mission request 112 Ranger Changer is now complete and you are now versatile enough to venture into the ranger vocation! I wouldn't blame you if you went back to Alltrades and got a Ranger, they're pretty good.
Okay, continuing on L2 of Heights of Loneliness. Go west and up for a Jar of Toad Oil. North of here for a red treasure (climb the green rope) which is a Seed of Deftness. West and up a few green ropes, then walk east across one. Follow this around clockwise now until you reach a long green rope on the west end. Climb this to Heights of Loneliness L3.
The ledges here are narrow which means you'll be forced into some of these fights, most likely against the Metal Slime Knights or the Chimaera's. Take the first opening you see and follow this a long ways inside. It comes out by a treasures, a bag of kitty litter. Return to the main route and follow it up. Stick to the west end and look for stairs going way up, and then a green rope. The treasure up here is a Mini Medal, but again, you'll have to do some winding and weaving to hope to evade the enemies in these tight areas. Now go to the far right end, across the bridge. Another green rope to climb, and another to walk across.
Enter and you are in Heights of Loneliness - L6. The grave north of you belongs to Mason, the Champion of the chisel. Up the west stairs now to L7. South now to the exterior of the cave.
You will see someone laying on the ground on the other half of the broken bridge. This is Christopher Collapsus. New mission request: 015 Collapsus's Call. Chris needs some special medicine, which you can make using Alchemy. We'll deal with that when we're finished here unless you have some on you. Grab the blue treasure to the left of you (Gold Bracer). Up the stairs now.
Wow, so this place looks familiar, sort of. Probably what the village looked like before it turned bad. Make your way to the northeast part of the area to see a staircase and a door (be sure you are ready for a boss if you enter). Talk to the slime for a bit and then it's time to head out.
The Garth Goyle is here. He was extremely easy with the help of Egg On. Combined with Flailing Claws, it can do tremendous damage. I've heard the Gargoyle will buff his physical defense but he only buffed his magic defense. This only affected the Mage (and a Mage can cast Spooky Aura to negate that (though it doesn't always work)). His own attacks aren't that bad, lest he happens to use two physical attacks on one party member. Even then you should be able to survive, unless you have a character with a relatively new vocation. Your reward is a good chunk of EXP (~1200). 1250 Gold Coins and last, a Terrible Tattoo.
Afterward you see an old man go down the stairs. You will speak with Mason, and then acquire a Fygg fruit. Head out of that area and then use Evac to leave.
If you want you can finish up that Collapsus quest while we're here. Just go use Alchemy with some Medical Herbs to get the Special Medicine. Bring that to Collapsus (not fun walking all the way up the Heights of Loneliness but save your MP to Evac out). For completing 015 Collapsus's Call, you get your first treasure map; Granite Tunnel of Woe Lv. 1.
To get to the main plot, go down to Bloomingdale. There will be a part at the end of this Treasure Map cave that is very hard so you may wish to do this later anyway, but we'll cover it here. Go west of Stornway Castle and north across the bridge, and go to items - treasure map. You should see the marker on the map is near, and you will be able to click it when you see the ! mark.
The Granite Tunnel of Woe is a cave with long, thin paths that make it hard to avoid enemies, and it goes four floors deep. Not much treasure to be found except a few blue treasure chests. The enemies are a challenge for where you are, namely the groups of 3 Exploads that love to spam their Ribbit Launcher attack.
If you plan on putting up a fight against the boss, you'll have to conserve your MP throughout. Avoiding battles would help, or maybe explore and fight battles to open up the map and leave / return with full HP / MP. When you get to the floor with the green horse, definitely rest up. As mentioned before entering, it's probably best off that you return later unless you are skilled or over-leveled. The closer to level 30 your characters are, the better off you'll be. Anyway, I focused on Egging On the Martial Artist, and using Flailing Nails. Equinox does seem to have a stronger physical defense than magic defense, but you'll spend a lot of time with your Mage healing. Considering we lack a way to heal-all allies at this point, it can be troublesome especially if Equinox gets off his attack-all ability for 60-70 damage to all. He will waste a lot of turns on Panic Wave though, and his regular attacks (which are very strong). Defeating him nets you close to 5000 total EXP and some Gold. Also, a new map; Graphite Lair of Joy Lv. 13. If you pull this map out it seems to be an island, so nothing we can get to yet.
Take the bridge southwest of the Heights of Loneliness. This leads to Bloomingdale. Beautiful town, eh? First stop at the weapon store as usual. Many of goodies, depending on your vocation. Crow's Claws were a must-have for my Martial Artist but 4800 Gold is pricey. You can check out the defensive gear shops (there are two of them) but if you're like me and blow your money on weapons, I doubt you'll have gold for Armor left over. But, you should save about 1000 gold. More on this later.
Talk to the folks around town. The lady at the front of town mentions a boat up for grabs. The well in the northeast leads to a jail cell with a treasures but we don't have that key. At the Inn, rest up and talk to people. Uh oh, seems that Marion at the mansion had a 'fruit' and suddenly gained strength. We'll deal with that later. Go upstairs now. A little girl is worried about the cat; talk to the cat for a new mission request; 016 Help Meowt Here! The key to this quest is simple. Head to the armor shop (the west-most one in Bloomingdale) and buy the Cat Ears for 1150 gold. Decent headgear but just put it on the hero and return to the second floor of the Inn. The cat is so in love that it purresented you with a Kitty Shield. Quest complete.
Check the house just west of the graveyard. Bookshelves within; you learn recipes for Hobnail Boots, Classy Clogs, Stiletto Heels, Highness Heels, Sorceress Sandals, Platinum Sword, Platinum Platter, Platinum Shield, Platinum Headgear, and Platinum Mail. The series of three doors on the southwest building have some things to find. The west-most has some useless items / gold, but the east has a Springtime Skirt. Also a bookshelf with these recipes; Kestrel Claws, Kite Claws, Feathered Cap, Eaglewing and a Fowl Fan.
When you are ready to continue the story, take the northwest route to see an old man at the harbour, protecting the pride of Bloomingdale. He seems to want someone to use it so he suggests seeing Marion, Ms. Bloome, at the mansion in the center-north part of town. Talk to Marion Bloome's guard and he lets you in. On the 2nd floor (east end) you'll find a Strength Ring and 1500 Gold.
Talk to Marion (east end of 1F). Clearly, 'Marion' realizes you are onto her and says you can't have the ship. Time to head out and talk to the nanny in the house just west of Marion's mansion. She suggests the toymaker next to the church. He's the bald guy in green that was outside his house just before. He's in the house now, his name is Randolph. You automatically go with Randolph to the Mansion after this.
The door is unlocked, but Marion is no longer there. A letter says she has been kidnapped, but we see a ghost after this. Follow it through and watch the scene. Time to head north to that cave, though you can talk to the villagers for new dialogue.
One thing worth noting is that you will find the Scarewolves in the north forests, by the Bad Cave. If you remember they are the enemies you have to kill after using War Cry (Martial Artist ability). You need to kill five of them and the caveat is that you have to defeat them while they stunned, meaning you can't even let the wolf get to it's turn after being stunned. Just whittle the enemy down and you should be able to use War Cry and then defeat it with the mage. You must do this five times, and then return to Alltrades Abbey. Speak with Brusque Lee to finish up Quest 097 Cry Wolf. Your reward is a Pair of Slick Slacks. We can do more with this at level 40.
The Bad Cave
The east route that leads north in the Bad Cave leads to a locked door within. Read the classy signs and just take the center path going into the cave. After a battle or two, a scene. A man leaves through the previously locked door (which is now southeast of where you are). One of the guys here is worried that no one will come to give them the dough. Then they go back in and you can continue counterclockwise on that grassy path above. Check the sign and then sit in the chair like it says. A scene occurs, and then the guys run off. Now we can climb the ladder down to continue. All you can do is go southeast and go through the wall for a new area of Bad Cave L1.
This seems to be the 'residential' area of the hideout. To the west is a jail cell that has been destroyed. Break the jar in here for a mini medal. Go to the southeast to unlock that door; you now have an easier exit, but of course we don't need to take this yet. Northeast now for two blue treasures; a Gleeban groat and a Chimaera Wing. You can raid the rest of the place but everything else is useless fodder. Follow the path all the way counter-clockwise until you see two southwest paths. Take the eastern-most one for Hephaestus' Flame, then the western one to continue.
Take the path you see just to the west. Not much in this room either; just go west down the steps and south back to the initial area of L1 (albeit on the northwestern part of the map). Go south past the rocks and underneath the natural bridge above you. You'll want to circle around west, north and east to grab that blue treasure; a Strong Antidote. Through the west door now to a new area of the Bad Cave, with a rushing current south of you. Use the north path as you get out for a mini medal. Return back south and work your way west. You'll see a blue treasure as you head west. Circle back to get it when you have a chance (Pair of Sandals). Return back west and go straight north across the rocks. The treasure up here has 1700 Gold Coins. Nothing left to do here so it's time to head to the far west and through the opening.
You are now in The Bad Cave - B2. Great place to level up your allies. You are apt to see some Metal Medley slimes that yield an absurd amount of EXP (2500-3500 depending on character level). It's possible you saw some at the end of B1 too. They run quick and have more powerful attacks than the Metal Slimes we fought previously. Abilities like Metal Slash and Flailing Nails are a bit help in doing damage to these things; Flailing Nails in particular can do 2-4 damage easy with it's multiple attacks. Also you will find Hunter Mec's more often down here. Remember, we need to steal with them from a Thief for Quest 099 B-Coming One of the B-Team. It may take several tries, the only thing you can do to increase the odds would be to up your Deftness skill. At least we only need to get one of these. Return this to the Thief in Dourbridge for a Set of Rogue's Robes.
Anyway, back to the walkthrough. The northeast path at the split leads to a grave, telling you about the Tarantula. Take the northwest path when you want to continue for a blue chest (Phial of Magic Water). Rest up and walk through the door here.
Poison on the exterior of this level. We see Marionette, and then Tyrantula. This boss has some devastating moves, Wind Sickles maybe being the worst (30 or so damage to all members). Like most bosses he attacks twice, and does use a regular attack from time to time. Tyrantula will use a Wicked Web to cause an ally to miss a turn. Venomissile is nasty too, especially if he uses it in conjunction with Wind Sickles on some turn. The poison damage is negligent but it's hard to heal multiple allies in this game until later on, which provides the difficulty in battles like this. Have your other allies (sans the Priest) have Strong Antidotes and stronger medicine in their possession. They'll need it. Your members will get 1000-1500 EXP, also a Tangleweb and 1500 Gold Coins.
A scene with those kidnappers, Marion and Marionette. Time to cast Evac and then return to Bloomingdale.
Rest up. Go to the manor in the north part of town, and then to the grave (to the west of her room on 1F). The Fygg is acquired, your fourth one. Just as this happens, someone walks in and grabs Marionette.
Time to head to the port. Finally, we get our hands on the ship. You get the basics from Stella, and then can go wherever you wish.
After this, my Ranger was level 15+ so you can do the Ranger Quest at the beginning of the Heights of Loneliness. You can talk to Muunokhoi now; Odval rescued him. This new quest sounds hard; Quest 113 Hoarse Whisperer. You must attract the attention of twenty beasts by angering them, and then calm them back down with Soothe Sayer. The key is you need a Warrior that has the Whistle ability to enrage an enemy. This takes 28 ability points for the class so if you're making a character just for that, it's going to take you until level 20 or so to get the ability. Then you just use that and Soothe Sayer on an enemy to calm them. You can do this to the same enemy over and over (but Soothe Sayer costs MP so you'll run out eventually but still, beats doing it one enemy at a time). Back to Odval you go and you have completed Mission Request 113 Hoarse Whisperer. Your reward is a Nomadic Deel. This is quality armor for a Ranger. Like the other quests with a class, you can also return when you are level 40.
Djust Desert + Gleeba Town
The continent north of the one you are one (Bloomingdale's) is a huge desert. You will want to head for the center, which looks like a town. It is Gleeba.
Check the well to the north. This is a more 'finished' well bottom here, made by King Aqeus High Drator. Unfortunately the incumbent ruler seems to be using too much water and it will soon be gone. Check the west house for some recipes; Sober Ring, Full Moon Ring, Contra Band, Rousing Ring and a Ring of Clarity. Nothing in the east residential house but we do learn that the salesman came over here with a fruit for the Queen.
The southwestern house is the headquarters of the Gleeban Royal Guard. Some useless things in the pots and drawers (Lambswool, Chimaera Wing, etc). Talk to Ruki on floor 1, he has a quest; 029 Fool's Gold. It seems the Gold Golems around the desert want the fake gold-plated golem to go. Upstairs is Mehdik, who heals the wounds of Gleeban soldiers. He is looking for five of the bindings that are worn by mummies. Another quest, 030 Wrapper's Delight. We will need to find five grubby bandages from Manky Mummies. The man implies stealing them but defeating those mummies also nets the bandages at a 1/8 rate. We will soon be able to take care of this quest.
The house in the northwest is where the belly dancers are. Talk to the man with the turban who has a mission request. 031 Feathers for a Fan. He wants three Hocus Chimaera Feathers to impress a girl at this place, Belinda. Hocus Chimaera's can be found at the Heights of Loneliness but might appear more on that island just west of Bloomingdale (with the lighthouse). Walk around in circles and fight them. They will sometimes drop Chimaera Wings or Prayer Rings (or nothing). The Hocus Chimaera Feather will only appear if you have signed up for the quest and even still might take a long while. Be patient, they'll come (though the reward is a Magical Skirt).
New weapons and armor to clean out the Gold you have saved up. Handrills, Lightning Staff, Bandit Blade, there goes 20k.
In the north is the Mirage Mahal. In the northeast is the peddler who frankly admits he gave the fruit away, you just missed it. New recipes in here, Gigasteel Shield, Gigasteel Helmet, Gigasteel Armour, Gigasteel Gauntlets, Gigasteel Kneecaps and Gigasteel Sabatons. Try to enter the center room that is guarded but you will hear a conversation in the background. In the northwest is a library with all sorts of stuff to read. You find recipes for Enchanted Shield, Enchanted Armour, Enchanted Robes, Enchanted Gloves, Enchanted Stones, Reinforced Boomerang, Cutting-Edge Boomerang, Crucerang, Longbow, Hunter's Bow, Hotshot Bow, Warrior's Sword, Fizzle Foil, Sandstorm Spear, Halberd, Slumber Stick, Set of Hammer Handrills, . You also learn a near party trick, how to Salute. Last but certainly not least, the bookshelf at the west end of the room has a request for you! 033 Lady of the Dance. There is a belly-dancing teacher in the Iluugazar Plains. He has jewels and is pretty, we need to find him.
Go up the stairs and speak to the Chancellor-type by the throne. He has a request for you, and it revolves around the maiden Misslei who has misled His Dryness the pet lizard. Go up the stairs to the south and you will see a treasure by you. Go outside, circle around the building a grab it; the Magic Key! Well that was easy.
To the north is a Paladin, Brunhild. He wants you to use Whipping Boy ten times in battle in the Djust Desert to protect your allies. This is quest 106 Taking Soul Control.
Now go back to floor 1 to confront the purple-haired girl running along the bathing room. This is indeed Misslei. She is glad you're looking around too. From the hints we have learned, we should look in an obscure spot and clap. Go outside of the castle and on the west end, outside. In this area you should find a tree in the northwest. Go up to it and use the Clap party trick. The gleaming golden lizard comes out and you can catch it.
Back into castle and speak with Misslei, and then the chancellor. You then get a scene with the exalted majesty Voluptua Queen of Gleeba. Seems this Fygg won't be so easy to obtain. If you are ready, rest up and go to the top floor (with the Paladin and the guy fishing). Talk to the purple-robed man to learn of how to get in. Before entering I'll be completing some of the quests we just received, but if you just want to enter and get the Fygg press ctrl + f "The Plumbed Depths".
Go outside of the town to finish up some of those quests. 029 Fool's Gold deals with the Gold Golems in the southeast part of the map (the valley, with the Exploads). After defeating a Gold Golem you will eventually come to a cut scene where it was a fake and a real one comes in to give you 1k gold. This has happened for some in their first battles while it took me thirty+ of these guys to get it done. The Gold doesn't hurt though.
While you are out here, you might as well be using Whipping Boy to deflect attacks. Note that you actually have to have the enemy attack whoever the character is protecting for it to count (you probably knew that though). You can also use it multiple times in battle and it will count. Do it ten times and return to Brunhild at the top of the Mirage Mahal. Quest 106 Taking Soul Control is now finished. You now get to meet Bombax, the sensational soul who will now be at your side.
Paladin is a good quest for your Priest to continue on with (at least in the sense that they both have similar weapons with defensive magic). If you make a Paladin and quickly get them to level 15 (the Metal Medley Slimes at the Bad Cave B2 allow this to happen very quick), then you can start a new Paladin quest. You must defeat three Infernal Armours with damage deflected with the Pincushion ability. Quest 107 Off The Record is now accepted.
The Plumbed Depths
Remember, go to the top floor and talk to the purple-robed man fishing. Just west of him you can search and jump in, and you'll be in a scene. So ah, there it goes. You can leave to do whatever you like, but go down the well in the northwest to follow. Through the door and you will be in The Plumbed Depths - B1.
The jars to the northwest were empty, so just go straight north through the door. Follow the path for some pots (120 gold, and then down the stairs). Down here we have the former king, Aqeus High Drator, the father of Voluptua. Check the bookshelf out for recipes; Gigasteel Broadsword, Gigasteel Lance, Gigaspike Whip, Gigasteel Bar, Gigasteel Claws, Gigasteel Axe and a Gigasteel Fan. Exit out to the south and go on the lower floor. Work your way northwest for an Enchanted Stone. Just east of this is a blue treasure (Phial of Finescence). The door here opens with a Magic Key, but the jail cells are locked. West for stairs down.
Now you're in B2 in a larger, more open room. New enemies too, like Mummies and Ghouls. If you're interested in grinding it might be worth doing with the Mummy's as they drop the Grubby Bandages you need for a quest you just accepted. You'll need five of those bandages. In this big area there is also a Lump of Mythril Ore (far north). Back up the stairs and this time and through the jail area to B1. This time in B1 head to the northeast and go up that ladder to the stairs going down here.
New part of B2 here. You can head a long ways southeast on this upper path on the floor but it leads to nothing but jars (empty ones at that). Make your way to the far north across that thin plank. Continue through this long counterclockwise path until you reach a staircase going down. You are in the west corner and will have to go southeast a tad and then work your way north on this lower floor. Look for a northwest route that leads to a red treasure; a Mini Medal. Before going down the ladder at the north end, go all the way north for a Magic Shield.
B3 is where you will hear Voluptua. Follow counter clockwise and again be rested up. The Grand Lizzier is here. Not a daunting fight though. Grand Lizzier has a tough physical attack (50-70 damage) but only attacks once per turn. He also spends a lot of time trying to terrify your party. The one attack-all ability he will show is Fire Breath and that's only 25-30 damage to each member, which should be close to obsolete right now. Buff your weaker allies to ensure those physical attacks don't catch someone by surprise. You'll get 6k experience points, 1750 Gold and a Dragon Scale. And our fifth Fygg fruit.
Misslei comes in and watch the scenes. There is peace at Gleeba Town right now. If you acquired 5 of those Grubby Bandages from the Mummies, you can return them to the Mehdik in the southwest house. Our reward is a Ruby of Protection and 030 Wrapper's Delight is complete.
Want to explore some older areas now that we have that Magic Key? If you want to continue with the storyline go down to Batsureg Town. If you want Magic Key treasures, read on.
Magic Key Treasures
First, we'll go to Bloomingdale. The big mansion. Head to the second floor and then the northwest door which is a Magic Key door. Lots of random generic treasure here but also a Magical Robes. If you just bought a Fur Vest this will be a lot weaker in the defensive department (but great for Magical Might + Magical Mending).
To Coffinwell we go. To the Inn, and then upstairs via the stairs in the northeast. In the building and then into the Magic Key door. New recipes; Fire Blade, Inferno Blade, Lightning Lance, Storm Spear, Lightning Staff, Lightning Conductor, Magma Staff, Fire Claws, Banefire Boomerang, Flametang Boomerang, Flame Shield and Combusticlaws. And the treasure is a Suit of Spiked Armour. Impressive Armour for this juncture of the game.
Next, go to Zere. There is a door at the back of the Inn (impossible to see on the map besides the ! marker). A Mini Medal is here.
Why not go to Dourbridge and drop off your recent medals. I was at 17 mini medals at this point; for 13 Medals you get a Bunny Suit.
Batsureg is a small, quiet town. Rest up as you get here then check out the weapons / armor. If you are rolling with the new Paladin class, a Partisan Spear would be nice. The Fur Vest is a nice one at the armor shop.
Spend some time talking to the villagers. The northwest yurt belongs to Batzorig, the son of tribe leader Batkhaan. The north yurt belongs to the Chief who is with his lady, Sarantsatsral. She says they know nothing of the fruit, but then Batzorig comes in. He is ordered to defeat this beast though he does not seem up to the task. The beast does in fact come right now and then Batzorig hides. He is then taken off to the north, which is where we need to get to next.
Go outside the village and run around the area north of the village. You will find Goody Bags here aka Trick Bags from the old Dragon Warriors. They have shiny jewels and we need to defeat them for the 033 Lady of the Dance side quest (book you read at the Mirage Mahal). You need to defeat a few of them and then a scene happens after the battle with the Grand Goodybag. Your hero will learn a new party trick; belly dance. That's great.
To the north are the Hunter's Yurts. The west yurt had a Dancer's Costume and you can overhear a conversation in the east yurt. Some scenes and then go to the west yurt to talk some more.
Exit out and then go north across the bridge to a new area. You'll see the young man from the village run off to the west. You should now be in the Mt. Ulbaruun section of the map. Go southwest here to what looks to be a cave. Seems the man has found Khoonbish. You also get to talk to a ghost, Bayarmaa.
Head back northeast and further east to a new screen. Now you are in the Mt. Ulzuun screen. East and north is a cave that leads to Gerzuun. Avoid the poison be careful with the bomb-types around here; if you leave them be for too long they'll do an extremely dangerous explosion.
A quest worth mentioning involves the Drackal enemies here. In southeast Hermany (east of Gleeba on a tiny island) is a champion gladiator. There is another Gladiator level 15 quest that he gives you, 104 Glad to be of Service. It requires you to use Double Up to defeat ten Drackals, so you might as well do it while you're here. Your reward is a Tactical Vest and a Brawling Byrnie.
As you enter the ghost opens the door. Time to find the Bodura Grass. Enemies are all over here, even in the yurt to the north. Take the southwest steps and the southeast for the staircase down. Down here you will find Infernal Armours. If you remember, Paladin level 15 quest 107 Off The Record involves these enemies. You must use Pincushion to deflect the final damage to three Infernal Armours. There are many reasons this is hard, most of which center around the fact that your Paladin has a high natural resistance, so even when you take off all your armour (which you should do for this quest) you will still only take off 3-5 reciprocal damage to the Infernal Armour. But they have around 120 HP so if you can time it right and put that character in the front row, you should be able to achieve victory. You only have to do this three times. One other caveat is to remove the Spiked Armour if one of your allies has that equipped, because it will do 2 damage to the Infernal Armour and could ruin a kill like it did for me. Your reward is a valuable Suit of Holy Mail and a Suit of Holy Femail. Quest 107 Off The Record is complete. We can check back later at level 40.
Okay, with that out of the way, work clockwise to the very end with the two treasures. They are a Sober Ring and Hephaestus' Flame. Back up the staircase now and continue southwest. There is a yurt over here with nothing. Go north and take the east route first for a blue chest (240 gold for me). Take the west path which goes all the way to the far west end. South and down the well for some random treasures (the blue treasure was Iron Nails). The northwest yurt has a Mini Medal red chest.
Further east and ignore the north route. This leads to the sanctuary but we'll go here last. The northwest blue chest was a Phial of Magic Water. Southwest for a Slime Crown. Southeast for a blue chest (Mini Medal). Northeast for a Resurrock. Then take that north west to talk to the ghosts. Further north for some stairs. You can pick some of the rare looking grass here, Bodura Grass. Time to leave. I made a quick stop to Dourbridge to drop off Mini Medals (19 total now and with 18 you get a Jolly Roger Jumper).
Zoom over to Batsureg and walk north to the Hunter's Yurts. Batzorig is here and you will show him the grass. Rest up and save somewhere (you can do it at Batsureg, even) and then go to the hill on the west end of town. Make a point to give your Sober Ring to your best physical attacker (Martial Artist for me).
Watch the scenes. You'll find yourself in battle with Larstastnaras. She has a weak physical attack, even if she attacks twice. But she has a formidable defense. Crackle seems to do the best damage for magic and physical defense isn't impeded much. Her magic barrier can be a nuisance, along with her draining MP attacks. She has a knock down attack that can waste a turn for your characters, and her most devastating attack that she busts out is Boom. Mostly it's physical attacks though, and you'll know she's close to dead when she does use Boom. 8200 EXP, 2000 Gold, and an Enchanted Stone are your rewards. Of course, there is also the Fygg Fruit. This is our Sixth Fygg.
In the morning, speak to Chuluun. New quest request; 034 A Simple Task. Except, this is anything but simple. It will require a certain list of equipment (I assume for the Hero) and they need to be 'fashionable' types. Even then it's hard to know what to choose but we should have a wider array of weapons / armor to choose from later so we'll do this then.
Remember how we initially entered the continent with Batsureg. It was to the south and a little east through the Urdus Marshlands. So go back to those Marshlands and travel southeast until you reach Hermany. There is a mountainous region to the west, seems like we can't get to the marker on the map without flying. Take the northeast path and you'll see a sign - the Snowberian Coast is indeed our destination.
Snowberian Coast - Swinedimples Academy
Snowing here of course. Travel north and you'll eventually see a big structure in the center of this snowy route. This is Swinedimples Academy. Just as you enter, you meet the Headmaster. You'll be going for a stroll. Next thing you know he'll be giving you a few thousand gold coins and a Swinedimples Blazer.
Head to the east in the Academy (L1) and you will see Alchemilla. Quest 036 Little Miss Bossy Boots. She wants to see if you are qualified to go to this academy so you need to retrieve two lumps of Royal Soil. In the southeast room there are like 10 bookshelves. New recipes; Icicle Dirk, Fenrir Fang, Mistick, Optimistick, Ballistick, Ice Axe, Avalanche Axe, Ice Shield, Flowing Dress, Elfin Elixir, Birdsong Nectar, Densinium, Sainted Soma, Sunstone, Technicolour Dreamcloth, Ethereal Shield, Ethereal Armour, Ethereal Robes, Ethereal Gloves, Ethereal Stone, Aurora Blade, Celestial Spear, Holy Lance, Razer-wing Boomerang, White Shield, White Knight's Shield, Mythril Coif, Holy Mail, Holy Talisman, Rune Staff, Hieroglyph Staff, Thinking Cap, Scholar's Circlet, Canny Cap, Saintly Robe, Fizzle-proof Suit, Sage's Robe, and a Brainy Bracer. Wow.
Go up the nearby stairs to L2. The south room has some new recipes; Meteorite Bracer, Life Bracer, Monarchic Mark, Catholicon Ring, and a Goddess Ring.
Back down to L1. Unlock the Magic Key door in the southeast to get a Pair of Red Tights. The big room in the southwest has a Gold Rosary. Exit out into town now.
I would definitely get a Magma Staff in town. Best staff around and great to use in battle. Go in the southeast shack now and down the stairs. You'll see a scene and a ghost nearby. The ghost disappears when you walk in. Talk to them, they leave, and you should head downstairs and head out too. Everyone runs in, but you should go to the far west. Fred and his gang are here, so chat with them. Another bells rings and people run off. When you are ready, go back to your room and 'rest' until night time.
North to the Academy building, and then go up the stairs to L3. Go up to the rooftop and touch the Guardian Statue's forehead. After the scene go all the way down and to the northeast for another scene. The grave moves and a staircase shows itself. Go down.
Swinedimples - The Old School
Here we are in B1. You're going to want to take the first left and then go north for a bit until you see some books in the northwest acting as stairs. Go up them and then go south, east and south some more for a blue treasure (Tortoiseshell). Now go north and look for a ladder going down. Take it and go through the door, following the long path through the poison until you reach a Brainy Bracer. Return to that door you went through and the ladder you went down. Go up the ladder and north now, following this path until you reach the west wall. Then go south for a Seed of Therapeusis. Now north and east until you reach some 'book' stairs in the northeast corner. Go down to The Old School B2.
Check the bookshelves on the north end, you'll get these recipes; Terra Tamper, Terra Firmer, Terra Hammer, Gusterang, Blusterang, Blowy Bow, Billowing Bow, Blustery Bow, Flamenco Shirt, Dancer's Dress, Superstar's Suit, Technicolour Tutu, Twinkling Tuxedo, Shimmering Dress, Star Circlet, and Fancy Pants. Take the south route (through the middle) for a red treasure; Einhander. Take the far west path going south and east through the poison. Look for a door to enter.
You are late. Rest up and talk to the kids. Then the ghost. This is actually the Dreadmaster. Might be wise to use Kabuff as he has strong physical attacks and goes twice per turn (not to mention some regular attacks will attack twice). He does have an attack-all move in Crackle, but he doesn't use it often. Zamle is maybe his weakest attack but still does 20-40 damage. Just stay healed from his consistent damage dealing and you'll be fine. 10k experience points, 2550 Gold, and a Phial of Sage's Elixir. Sir Sternivus Swinedimple is no more. And here is our seventh and final Fygg Fruit.
After this you speak with the Headmaster and he gives you 3000 Gold Coins.
Starflight Express - Observatory
Okay, we have all the Fyggs. To the Observatory we go. Zoom over to Alltrades Abbey and then go west to that sparkling blue tree. Summon the Starflight Express. A white light appears behind you. Who is here? Well, it's an old friend, one you may have forgotten about. It doesn't matter how many times you say no, you have to give it up. All seven of those Fyggs. You can't win after that either. Afterward you see Lieutenant Hootingham-Gore. He is headed to Upover to take down the Hero of the Heavens. After this the dragon is kind enough to hit the Express with a breath attack and we go down.