Buy Growlanser Heritage of War
PMB Headquarters
After reporting back to Isaac about the Mutant Screaper, it’ll be time to go back to Cyriltia to see if they found it. You’ll see Aimee on the way out, ask her how she is and it seems she has the same ability you do now.
Felmentia
A quick trip west to Felmentia and Krious will go in to report. Talk to Fanille and Melvina in their usual spots, and then check on the north part of town. Return back to the Inn and ask this strange girl how she knows about you. Romina the traveller introduces herself. She seems to like you.
Back in the Inn no one knows anything, so speak up about what Romina said.
Southern Bridge
Take the south route (Southern Bridge). Sure enough in the next area you’ll see the Mutant Screaper and some Workers.
Haschen Mission 11
The Mutant Screaper summons plenty of friends, including a Rook / Pawn Screaper. Your prime concern here is ensuring the workers survive, meaning going in front of the enemy to take blows while you heal them if necessary. Shouldn’t be too difficult for you though the reinforcements towards the end can become overwhelming. Even the weaker enemies you won’t want to leave alone with the workers as they can do quick damage.
Turns out the Mutant Slime is probably getting close to Rio Rey Village via the river. Go to the beach and talk to the guy to find it’s further east. East of Warslee are some Grangalian Guards that will let you through.
Zaramba
As you get inside Zaramba, you’ll see the suspicious looking girl in the south part of town. Talk to her and then chase her – Romina shows up and tells you the Screaper is headed to the Grangalian Capital Geilenach.
Geilenach
Geilenach is several screens east. You’ll have plenty of tough monsters to take care of along the way. Even though the monster is near you can rest at the Geilenach Inn when you get there. Be sure to upgrade Weapons / Armor / Accessories when you get in.
Haschen Mission 12
The next screen east is where the next mission will take place. You finally have the Mutant Screaper cornered but defeating it is another matter. Quickly have Haschen occupy the Mutant Screaper and don’t let it get across the bridge. Order your other characters around to kill the weaker enemies and then gang up on the Screaper at the end. You won’t need to Cure too often here unless a villager gets trapped.
Let Fanille speak with you and then talk to Rufus in the southeast part of town. Sleipnir’s Blood is in the far northeast part of this screen. Knock on the doors in this area and then go to the west screen. You’ll probably get dragged into a fairy argument, so support Korin and tell her she can get back at her by winning. Now the very west door has a guy who will sign the SFC Application but you had to of talked to the people in the east screen to allow you to offer the application. Hang around and talk to Melvina for a bit about the PMB – it’s hard to say whether they should expand in members or not.
If you haven’t yet, talk to Krious about why he’s there – then leave the screen and see him again. The Grangalians are still not seeing him, so decide that you should look for the remaining documents in Neylern.
Talk to the guy east of the Inn in the first screen. He says he has initials at the top of the town’s gate – speak with that guard by Melvina and you can climb up there. Search the southwest wall to see Y. W. Report back to the guy to hear that he is Yelos Whitey.
Outside Geilenach
You’ll hear voices to the north speaking about the biological weapon and Groemer. Try to conserve MP as you venture north a few screens. You’ll come across a PMB Soldier. He says something about Rockbein being located south of Jaergen, and a White Rose also.
Head towards Zerdok now. Since I didn’t have time to visit Zaramba earlier, I made a stop along the way. There is a peddler sitting in the center (right part of it) who will take a SFC Application. Not much else to do here so visit Zerdok.
Zerdok
Buy some White Rose Incense in the second area to the east.
South of Jaergen
Take the north route and then east, south of Jaergen. Keep going south until you reach a scene now.
East in the next area to the blue pedestal – use the White Rose Incense here and the cave opens up.
Read the note to the east and you should have an idea of what to do with the mechanism to the southwest – blue, green, then red. This opens the west path to continue on, but you probably want all of the treasures. Choose to open that brown south door and Haschen will become petrified. Quickly use Remedy and then mop up the enemies. Grab Meditation Accessory and Buff Coat.
Haschen Mission 13
In the next area, you will see Vittorio and Fernando here. Before walking up to them, cast high-level Attack boost magic on your party.
Interrogate them but they aren’t going to go lightly. Fernando releases monsters as he runs away – you want him to release them all, and there will even be a cage for you to release. So if you wish to complete everything be sure to let Fernando live until the very end – you can cut him off and defend with Haschen whenever you’d like the monster-siccing process to slow down.
At first there will be two Diatribes that come after you. As you go down the stairs, more of them and an annoying Mutant Slime that you’ll want to take care of with a spell as soon as possible. The Diatribes should be easy to mow down if you used Attack magic before this battle. Once Fernando reaches center of the west part of the room, he’ll release a few more magic-casting enemies you’ll want to kill right away. Finally, there are three plants and a Spectre that he releases, and then you can kill Fernando before he retreats. Try to leave one enemy alive in the far south area.
Leave an enemy alive down there because in the northwest by the other cage’s is a lever – it releases the Ruin Guard in the far south. It’ll kill enemies even, and attacks fast in addition to it’s tough defense / HP level. Make sure to gang up on it and heal up – it drops Vito’s Nostrum.
After the battle, chase after Vittorio, going to the southeast. Search around but the boat is gone.
Back in, talk to Krious and then search to the north for some documents. Fernando wakes up and you can ask him if he knows anything else, specifically the informant’s meeting location. Another question will come up and of course it’s because they didn’t want you to know about it.
Leave here and rest in Jaergen. West of here and then to Noschwartz Tunnel in the northwest. First stop by Nu Nahn but there isn’t much to do here but walk around the ruins.
Noschwartz Tunnel
The first area is packed full of monsters – you’ll want to get off a preliminary Flare or something to kill off a few Spectres. Use the south ramp (center part of the stage) to go up to the second floor. Clear out this area, grabbing the Wisdom Apple in the south, and then north of that you’ll see two different rectangular holes. Go by them, and hug the south wall as you go east to drop down the second one – grab the Meditation Scroll and the blue glyph will warp you back. You’ll want to check out the second floor again, but drop down the big hole in the center – from the north end. Grab Sleipnir’s Blood and go back to floor one.
This time go all the way west and then northwest. You’ll see the path just north of this in the next area takes you east to the Healing Skills chest in area 1. Back to the west area, and take the first path going north you see. Following the first path north as it winds east and south to the Drop Up Accessory. Back to the north area, and take the west-most path going south. Keep going north through the west side here and you can exit in the very northwest.
Once outside, go knock on the cabin door and then northwest to the next screen. There is an Inn / Shop in the northwest part of this screen thankfully. Lots of things to do with this guy, including rest / save / upgrade armor / weapons. Ask him some questions too. Make sure to save, and then go back to that empty house in the southeast screen.
Talk to the guy there and ask him a bunch of questions. He’ll lead you through the woods to the northeast cabin. It is empty though. But go up the stairs and search the far right bookshelf to find Evidence Report. Show it to Krious and then leave.
Haschen Mission 14
Vittorio and his men are outside. He flees but the Neylern Soldiers, Sorcerer and Healer attack you. They can actually do good damage so you’ll need Fanille to be healing while the others attack away. Not a strategic battle by any means but stayed healed.
Decide that you will find the truth before the enemies. Return to the cabin to rest / save. When you head west, you can get on the boat.
Speak with the guy who looks like a more tan version of Isaac. Introduce yourself and he will too, he is Ziekwalt. Watch the ensuing hilarity but tell him you sense the peril of the world. Also tell him you work for the PMB, and then talk to the girl south of that about the farmland. You’ll have to talk to the north guy, and then the captain to the east. Just talk to everyone and a scene will break out.
Haschen Mission 15
A couple of screapers hop onto the boat. Do not let them attack the wind goddess statue east on the boat. Just a little damage will result in your not getting a complete victory. Might as well just clear this because this stage is annoying and there is so much dialog to get back here that you will be tired of reloading constantly. Stupid Qaron.
High level attack magic is useful especially if you can get it off in the time period between after the captain talks to you and the battle starts. Kill off the nearby Pawn Screapers and you should then be killing the Floaters afterwards and clearing the cabin of the Rook Screapers. This battle is actually really damn hard to keep the NPC’s alive. Ziekwalt is overrated and really only deals with 1 Screaper the whole time. Meanwhile the other Rook needs to be dealt with. One of the few battles where I was really pulling my hair out because of the wind statue getting hit a few times from the Floaters. Things seemed to go best with Krious and Fanille blocking the route to the statue while Haschen routes the Screapers.
A scene with Melvina after this. Then speak with Ziekwalt.
Totuwa
To get here, go southwest a few screens and then take the northwest path. Of course, protect the steeds and Qaron.
Qaron gives you a Mage’s Scroll for your efforts. Go east to hear a story and then talk to the guy east of that. Tell him a member of PMB is here. Then give him the SFC Application to sign. Speak with Fanille north of here and just listen to her story.
You will also meet Mira at the Inn. Explain ‘hailing from’ to Korin, and then talk to Mira. Tell her yes and then go agree with Ziekwalt. Talk to the Innkeeper and go to Krious’ room. Talk to him, and then bring him to the guy who took the SFC Application. Then rest / save.
The door between the Inn / Item shop is a lady who will show you the Circling Hawk. Where Fanille was, you’ll run into Ellon the Futon Dog. If you didn’t get weapons / armor for Krious and Fanille, do it now.
Outside the villager you’ll see a red Futon Dog. Go in that tunnel.
Tunnel to Cyriltia
As you enter, there will be plenty of enemies to take out. An Ice Scroll lies to the west and a Full Studded to the southeast. The exit is to the southwest.
As you get out, Ziekwalt mentions the Pothrad Camp to the west. As you go northwest you’ll be in an area with different music – quickly cast Attack magic and move in.
Haschen Mission 16
There is a Knight Screaper in this one but let Ziekwalt handle that. The remaining enemies should be dealth with by your other three members, though Fanille will probably end up doing a lot of healing. Have one of the two heavier hitters stand by the northwest to protect the Pothradian’s from the northeast enemies and the reinforcements that come from there.
The southwest area has Evil Mages that will bug you if you let them be down there, so one of your other chars should go there and take them out. You’ll be able to control Ziekwalt after a while but just have him deal with the Knight Screaper. Once the other enemies are cleared and the Pothradians cured, team up on the Knight Screaper for victory.
The Pothradian’s speak of the ley line. Ziekwalt leaves, but when you show the Pothradians the document they won’t read it to you since it’s by Pernagi who is a traitor to them. Respond to Krious that he is one of the founders and mention that again. Could the professor have ran away?
Take he east exit and then southwest towards Cyriltia. Keep heading southeast until you see the Cyriltia sign.
Felmentia / Zaramba / Zerdok / Jaergan / Elphan Forest
In Felmentia, that Futon Dog in screen one is now at the very north part of screen two, and it’ll grr at you. Make sure to check it out since you are by here and you can tell Irvine later.
Check out Zaramba because there is yet another Futon Dog in the southeast part, hiding behind trees and bushes.
In Zerdok, talk to the old guy in the blue house in area 1. Since you know it’s called a Futon Dog, he’ll give Korin the Cheerleader outfit. The seamstress east of this house has the Suit Pattern ready for Korin also. Bring this to the lady next to the Item Shop in Jaergen to get Business Suit.
At the Elphan Forest, speak to a northeast fairy here to learn Flight of the Bee for Korin.
PMB Headquarters
Rest and save, then talk to Irvine a few times. All the work you’ve done is finally paying off.
Speak with Commander Isaac about what you’ve learned. Tell him about Pernagi being a collaborator. Haschen and Fanille are to go out again shortly after.
Head to Fanille’s Lab to talk to her for a bit, and then Krious. Tell him you are to rest, and then go to the Inn. You’ll hear something as you go in, so leave and say yes to Melvina. Save, and then head to Warslee with her.
Haschen Mission 17
Isaac is here along with a ton of PMB soldiers. Quickly kill off the northwestern Screaper and then work on the Screapers clustered in the northeast. Shouldn’t be too hard, even when Isaac bails to the beach.
Defend Melvina at the beach and return to the PMB HQ.
PMB Headquarters
Talk to Seldous after resting at the Inn, and it seems something is up. Go to Juwaina Jungle to look for Pernagi.
Juwaina Jungle
To get to Juwaina Jungle, head to Felmentia and take the southwest exit. Keep heading in this direction until you reach a Lucky Symbol in the third southwest exit.
Back a screen, and take the eastmost path going north. Take the southeast path, and then go south again to see Rana Fruit in the southeast corner. West a few screens and you’ll see a sign – south for Juwaina Village.
Juwaina Village
Choose to ask around when you enter. Immediately to the south you’ll see a Love of Flowers Score glowing. The Mayor is next to this and he’ll take the last SFC Application. Remember to visit the guy in Cyriltia who gave you these.
The shop at Juwaina has plenty of new weapons / armor / Accessories for you. Fill up on Sacred Elixirs. They have oils too, which will come in later. Speak with the lady in the house next to this and check out Randall’s in the far west. He doesn’t seem to like you much.
Juwaina Mines
Enter the mines to the west. Randall runs in ahead. He gets hurt though. Charge west past those two, and then north, east and south to work your way to the ladder going down.
In this bottom floor, clear out the 8 enemies or so to save the children. Another floor down, 9 more Poisonous monsters to kill. Grab the Theriaca towards the east, then climb up the ladder a few times to get Thievery Scroll.
Back down those two ladders and check the light blue thing in the southwest – you can save your game.
Haschen Mission 18
There are Pollutioners around here. As you attack them, they’ll spew off poisonous gases. Before starting to do that, cast Attack boost magic and then a high level magical attack to get things going.
They really aren’t that dangerous until towards the end when the pollution in the atmosphere is very high – you’ll need to work quick at this point yet heal often. Especially Ann. Make sure her HP is in a good state.
Grab the Dispel, Panacea, and Lethe Charm.
Juwaina Village
Back at the village, rest up and save.
Talk to Randall a few times. Ask him about his friend and then see the scene with Ann and Fanille upstairs.
Find Fanille and tell her to do some household things like cooking. Tell Krious you don’t think his dad had it in for Pernagi and then offer your theory.
You’ll see Nina and Korin arguing by the Inn. Talk to Nina again and say Korin isn’t trouble – he’ll tell you of a trainer nearby.
Rest at the Inn and save. The next day, talk to the yellow fairy to the west, the Fairy Trainer. If you find a Rana Fruit you can heighten your ability’s. You should have one.
Visit Randall. Then talk to his daughter before leaving village to get the School Uniform. Just follow Randall north to Professor Pernagi’s house.
Get ready for a long conversation. You probably realized a lot of what Pernagi tells you. Ask him about what Rockbein wanted to do. Then talk to the two, and Randall will join you to go to the PMB as an envoy for Pernagi. Make a quick trip to Juwaina Village to drop Pernagi off at Randall’s. Talk a bit and then Randall will be ready to go. Check out the Steed Express in town, where you can travel anywhere you want.
Felmentia
Take it to Felmentia. Speak to the SFC guy who gave you all the applications and he’ll reward you with a Kimono. Then take the Steeds to Jaergen, and visit Fanille’s house to learn Sunset for Korin.
Take Randall to Zerdok, specifically the house by the flower lady. You’ll then be directed to Totuwa Village, so go to the Inn there. Then have Korin spy on them :). Return to PMB HQ after all of this.
PMB Headquarters
Return to ‘dad’ (Seldous). Then go get Isaac and explain it yourself. Leave HQ and go to the lift that brings you to the Admonisher. After a short talk, enter it.
Go northeast and up the stairs, and then head to the northwest for a shiny item – PMB Healer Uniform. The bottom floor has the Dragon Orb. As you leave after some talking, the alarm sounds. Return back down to see Melvina, and then go with Seldous to see it is missing now! Exit the Admonisher via the lift.
As you get out, search together. Go to the entrance and then say that you have an idea of who did it – Melvina, the one who was in the room by herself. Report to the commander’s and you’ll have to go out and search for her.
Talk to Fanille / Krious a few times and then the guards around town. Return to Krious and Fanille, and then to Seldous’ room. Unfortunately it looks like Melvina is gone and the Cyriltians and Grangalians are attacking.
Haschen Mission 19
Leave HQ and go outside and then east. Tell the two idiots to leave and bring back Sorcerers (or a Healer and a Sorcerer if you wish).
Set your party up so that you block the three ways to get past the barracks. Unfortunately only Krious and Haschen are set up for this situation but Randall will have to make due – just try to stick him where the enemy is going less (which was the top route, for me). Meanwhile, try to get in a high level attack before they start rushing and then just plow through them. Fanille’s use of area magic can really damage the clustered enemy.
Eventually Rufus makes his way here. His attacks take off a bit more but stay at it and eventually Lt. General Wolgainer comes by to call it off.
Seems Cyriltia has backed off too. Agree with Fanille about what’s going on and then head back to town – it seems the weapons and such have been upgraded, so you should do the same. Rest and save.
PMB HQ Secret Exit
Go past the gate and then north to the green door. Search the well…and suggest Melvina might be getting blackmailed here. Grab the Rope just west of the well, tie it on, and then go down.
Climb down the ladder to the left and then another ladder left of you. Now go north for a ladder and then immediately go east for a ladder to climb since you’re on the lava. There is then a blue switch east of here to hit that turns the lava off.
Back down that ladder now and go west to the northwest ladder, and then take the one south of that. Quickly grab Thief’s Art and climb down. Take the southeast-most ladder now. The chest here is Petrify Attack. There is another chest if you go down the ladder and chest the southeast corner, but you may start a fight with enemies. The west path will be the one you need to take to continue.
Haschen Mission 20
This battle can be tricky. It really is all about angles here if you wish to get a mission clear. First of all, Melvina can be switched back to your side (pick the last choice) when you encounter her. Try to wait a bit before this happens because the enemy will make a beeline to her once this happens. You want Haschen and Krious to be in the way so that the enemies encounter them instead of Melvina as she runs to the far south.
More goons come from the north. Randall with his Sleep spells can be the key in slowing the enemy down enough for Haschen and friends to wipe them out. Protect Melvina and the Dragon Orb at all costs. You’ll get the Dragon Orb back afterwards, and then backtrack to the PMB HQ.
PMB Headquarters
Go to the Inn to rest and save. Aimee will tell you about Rufus, so question where he’ll go. Back to the HQ area and you’ll be by Melvina. After the dust settles, go up and talk to Isaac about Melvina’s feelings.
Knock on her prison door and tell her who it is. Say Korin it right and ask her if she meant it when she joined the PMB. Knock again and tell her the folktale from Totuwa to brighten her up, and then leave.
Speak with Krious at HQ and Fanille at her lab about Melvina. Assure her that her ideals are strong. Randall is by the PMB exit. Agree with him on both notes.
Save and rest at the Inn.
Juwaina
Ride over to Juwaina. At Randall’s House speak with Pernagi and he’ll decide to come by to sway PMB not to use the Admonisher.
You’ll have to walk back, but that’s because there is a scene as you get to Felmentia and work your way towards the PMB path. Cyriltian’s run as you get there cause Screapers are near.
Haschen Mission 21
Lots of Screapers and other monsters here, including two Knight Screapers. The monsters and screapers fight eachother throughout, and after a short while reinforcements come in the manner of Rufus to the north and Krious to the southeast. You’ll want them to delay the Knight Screapers, but keep a good eye on their health – also watch the Cyriltian in the southeast, make sure Krious protects him.
Fanille can cure whomever while Randall and Haschen go around and mop up the lesser enemies. The Demon takes a while to kill though – and make sure you target the southwestern magicians first to get them out of the way.
Afterwards, some conversation with Rufus. Tell him what Fanille meant and then it’ll be time to head to headquarters and see what is going on.
Rest at the Inn after you hear the news, and save. After you enter the PMB gate, you’ll see the PMB soldiers come up as enemies. Quickly cast a high attack level magic so you don’t have to wait, and then maybe an offensive attack magic spell to get things started.
Try to mop up the Healers / Sorcerers first and then work your way up the stairs until a PMB Officer comes out. He’ll try to reach the Admonisher to tell Isaac but cut him off. Not really a difficult battle but be sure to intercept the PMB officer at the end.
Return to the Inn to rest and save. Head to the lift to check out the Admonisher.
Admonisher
Defeat the monsters inside, and head to the center prison area where Seldous / Melvina are. Seldous says to go downstairs into the Gargoyle Room. So do that.
Inside you’ll see a bunch of gargoyles and a door to the north that won’t open easily. From the front of that door, you need to run all the way south, then east, north, and west all the way until it opens. Inside is Armor Killer.
However as you get this, the 12 or so Gargoyles come to life. They aren’t too difficult but the sheer number of their forces make them annoying at least. Flare or a similar ranged spell can do them in fast.
Go upstairs and hit the switch northeast of you. Grab the Seal Circle Strike in the northeast and then you’ll have to do some more stuff with that switch. Hit it again and move a character into the south room. Hit it once more and move that character into the bigger room to the south. Hit it once more and then move everyone all the way west, but you’ll see there is a switch by Fanille in the southeast. If you hit that, you can grab the Ambrosia with the west characters, and then you’ll want to meet up at that second switch in the south. You can proceed up into the air duct.
A timer appears as you get up. Quickly search the drawer on the east side of the room for Vanette’s Key. Then cast Attack and search the door to open it.
Haschen Mission 23
You’ll want to work your way north to Isaac obviously, pushing through the first two soldiers and Ruin Guards. You’ll see two PMB’s to the west come out but they are unsure of what to do – go up to them and choose the third option, to be careful, and they’ll just join you.
Keep everyone healed because once you go further north, Isaac and the others begin to cast magic on you. Mop up these middle enemies as fast as possible and then send Randall to a door to open it – it’ll take a while. Worse yet, the Healer / Officers inside are difficult enough but Isaac’s high level Blizzard spells will put you in a bind. Once he’s the only one left he isn’t too hard to gang up on, and then search the area where he was to end the mission. Oh, and you have to do all of this before that timer runs out. Once you get the Prison Key, go free Seldous / Melvina, then go to the bottom level to see a friend. He tells you of the Queen Screaper, and then you’ll have to run out of the Admonisher.
War Room
Isaac is still alive and has his opinion on attacking Grangale preemptively. Krious leaves to talk to Cyriltia, while Melvina comes along to show you to the sanctuary.
Tell Korin about her being quiet up until now and then suggest that the body was stolen, later. Go to Irvine’s when you get control to get the Futonslator. Talk to the guard at the entrance and take him seriously, and then tell him to prepare the defenses. Rest and save.
Totuwa
With this new Futonslator, there are some things that can be done – head to Totuwa. Remember the Futon Dog in the northeast part of town pacing back and forth? Use the Futsonslator on it to talk to it – Ellon. You need to find the others – they’ve been separated.
MC Santos
is the one in Juwaina Jungle, towards the beginning (take the southwest path a few times). The difficult part is that you have to walk all the way back to Totuwa with each and every one.
There is also that turquoise one at the very top part of Felmentia‘s second screen. Bring Liana back to Totuwa, it’s a little shorter walk than Juwaina at least.
The next and last one you can get for now is located along the way to Totuwa from Felmentia. Look for the Toadhenge sign and go east to scare the thing off the cliff. Then go north and east to enter the ruins you checked out with Randall. You can see it on the east side of the floor so work your way there to get Tarran to follow you. These are the only dogs you can get for now.
Melvina’s Clan
Remember where the battle that you had to protect Melvina took place? Anyway it’s directly east of Felmentia so go there for a scene. Keep heading north to a ‘dead end’ but Melvina opens it up.
Safeguards’ Sanctuary
Speak to the first guy here and defend her, telling the guy not to talk to her like that. Keep going north to learn Isaac has already entered the catacombs. Say yes to Melvina but return to the first part of the village to talk to the locals. You will learn about Toxifiers and you will also get the Impressionist art style.
Of course there is a bunch of weapons / armor for you here, which you may or may not be able to afford. Fighting inside the cavern will help you get more money, lots of tough enemies there.
Underground Sanctuary
Enter here through the north part of the Safeguard Sanctuary. First off, take the nearby west stairs.
Take the next set of stairs right by you, and then work your way to the northwest for Interceptor. East a bit and south down the stairs. You should see a switch in the center of this area (go north though).
Back to the entrance, and take the stairs down in the far east. An Intelligence Up EX lies to the left and then take the north stairs. West of you for a switch to hit, and then take the east stairs going up.
Keep following the stairs to the southeast until you reach Spell Barrier. Once again go back to the entrance but this time go north down the set of stairs you see.
There is a Rana Fruit in the southwest if you want to make the treck over there. Northwest for the exit.
Haschen Mission 24
You’ll see guardians as you enter, but they aren’t enemies so you cannot attack them pre-emptively. But you can use support magic like Attack up, etc. So do that and then have a few characters run to either one of the bridges to the ship. The main gun will come out so you’ll need to shut that off – not really hard but the enemy guardians have a tricky way of cutting you off to get there.
As you get closer to the ship, Isaac enters from the north to help. After the gun is shut off, he’ll join you in clearing the guardians and the enemy in the ship for a mission complete and an Ambrosia.
Enter the ship after Isaac. There is a hard to see treasure in the next area, far to the west – it is Vito’s Nostrum. Check the far south room for a scene.
Leave for another scene and then talk to the Patriarch. Lots of questions to ask him, and then at the end assure him that you won’t use the Dragon Orb until the seal breaks in 100 years.
Go outside and talk to Fanille, and then Randall to hear about a Bishop Screaper. Talk to him again to leave the village.
PMB HQ
By the time you get here, Seldous will be leaving for Warslee to speak with Ziekwalt – tell him what you know. Then go there too.
After the scene, return back and you’ll see Krious and some Cyriltians.
Haschen Mission 25
Quickly cast Attack up and then begin to push the enemy back. After the first surge of enemies, you’ll see Cyriltian Soldiers begin to retreat from the northeast. Bachter eventually shows up and he can do some damage but once his soldiers get mowed down by your party, and Ziekwalt the special reinforcements, Bachter will decide to retreat. Make sure you heal the Cyriltians if they get damaged if you want mission complete.
Once the Grangalians have retreated though, Ziekwalt turns on you and begins sucking HP from you and the Cyriltians. Put him down and make sure he doesn’t hurt the Cyriltians.
After the battle Randall wonders if Ziekwalt might be more dangerous than anything in the world. Remember that you saw him when you were looking for the biological weapon
– could Ziekwalt be it?
Need help getting a mission complete on mission 33.
Ok I’m so confused with this game i have been trying to prove who’s been poisoning sherris brother and i have been told to go to safeguards sanctuary only problem is i don’t know if I’m going to the right building because its not letting me in. Is the safeguard sanctuary that big building in zerodok? And if it is how do i get in or did i miss something