Suikoden 5 Bandit Beaver Suikoden V Index : Walkthrough/FAQ
Of Beavers and Bandits
East of Lordlake is your destination. You’ll be at the Sable border and you’ll fight some guards. Defeat them and you’ll talk to Dinn and Boz, who will then go with you east to Sable. You’ll meet the leader there, Solis, who wants to ally with you but says that the fake prince has ruined your reputation among the locals here. The only way to turn this situation around would be to apprehend the bandits in the Ranro Mountain. When you get control again head south for a Fate Control Epic item, and then leave west. There will be another chest, the Elementary Magic. Leave into the town and go by the Armor Shop; go left and you’ll find a Silver Hammer, which you can give to the blacksmith dwarf for recruiting purposes and for leveling up to level 12. Head east and then northeast for a trail that leads to a Crown of Destiny. Back at the Inn, go to the second floor to see the wounded Armes Soldier, and instead of heading back down the stairs go south and then east. This will be a long path that takes you to the Old Book Volume 8. Remember the Armes soldier though, you’ll have a limited amount of time to get him after the bandit situation.
A couple things now before you go northeast to confront the bandits; you just acquired the Elementary Magic and the Silver Hammer, so put them to use. Specifically, go to the Dwarf Camp to give the blacksmith the Silver Hammer and he’ll join you if you choose the first option. Teleport back to Sable when you’re ready and go northeast on the overworld. Save and then you’ll see a scene where some soldiers try to apprehend you but Dinn steps in. Take the vine north of the Save Point for a set of Pale Moon Gloves. Continue left until you get to another vine, and continue climbing until you get to a choice between climbing a vine on the left or right. The vine on the left will take you to another vine and then a Circle Tactic. The right vine takes you to another choice, of taking a vine up or down (this is on the far right side of this area). Climbing down the vine leads another vine which leads to a Swift Foot Epic. All of this is really pretty simple, just a lot of slow vine-climbing. Take the vine going up now, and that’ll lead to another vine. Again, you’re at another right/left intersection, with right being the Window Setting 4 and the left leading to a path near a Save Point. Save, as you have a battle against Roy (fake prince) and his friends coming up.
There are six bandits here but if you have some quality magicians they’ll be done in no time. A Kite Orb and ? Painting are your rewards. Hopefully you saved because it’s time for a duel (and if you lose you get the second bad ending). Head into the northeast cave and take the right path, leading to a Taira Armor. The north room has a Wind Ring (good for Sialeeds) and the west room has Roy. Roy is strikingly similar but with yellow eyes. His life wasn’t as pleasant as yours and it seems like he’s using that as an excuse to steal and leave a dishonest lifestyle. He’ll challenge you, if you choose the first option. Again, if you lose he takes over and you get the second bad ending. Once you beat him (he’s aggressive and deceitful, watch out for his hints) he’ll have lost his wig and looks nothing like you now.
The other two, Faylon and Faylen, will run in and beg you to spare Roy. Choose the second option and all three of you will go back to Sable to figure out who plotted this.
Grab the Cyclone Piece here and leave for Sable (Escape Talisman works). When you get there, you’ll rest in Solis’ house, and afterwards you’ll be treated to a scene with your old friend Euram Barows. It seems he was pulling the strings behing all of this to slander your good name, but Sialeeds has a plan. Your group (Sialeeds, Lyon, Faylon, Faylen and the Prince) is stationed at the gate, and Euram sets himself up to be the hero. He fights you with five bandits, and yields the Firefly Orb, Rose Brooch and a Mega Medicine.
Euram yells at you thinking you’re Roy (Roy was to lose to make Euram look like the hero) and then you show him the Dawn Rune. Euram smartens up about the situation but it’s too late, as Roy comes out in a prince costume and ruins everything for Euram. The villagers understand what’s going on now and about fifteen of them give chase after Euram. Back in Solis’ mansion, he’ll thank you and will give you a choice. Choose the second one, and Dinn will join you. Roy will then interrupt and ask you to release his two friends, so pick the first choice to do so. They’ll be happy and join you. Now, return to the War Room when you are ready.
You will be allowed to rest after your long journey, but refrain from going to your room; you have work to do.
A few characters who become unrecruitable after a certain time period are worth searching out at this point in time. First of all, return to Sable. The Armes soldier should be awake and coherent, so talk to him for a while and tell him to rest. He’ll go on about how some of the assassins killed his parents and how he wants revenge on the girl he saw do it. Anyway, it’s suggested you go see Oboro in Raftfleet for more information, so do so. Actually though, when you get to Raftfleet go to the Inn first and play that card game with Linfa again. You should be able to beat her this time, and either way she will join you. Pay her 5000 potch to the Innkeeper (pick the second choice) and that will be enough to get Linfa. Now go out and talk to Oboro. The group will join and you’ll go see this person of interest in Sable, also known as Nakula. He’ll recognize Sagiri as the girl who killed his parents. It is then revealed that the Oboro agency was involved with Nether Gate. Both Nakula and Sagiri (finally) will join you, and thankfully as if you wait a little longer they are gone forever.
Now go back to the second floor and sleep. During the night Lyon will wake you to show you that the sky is red near Beaver Lodge. This spells doom, certainly, and hopefully not the use of the Sun Rune. Go downstairs and put some people in your party, then go to Viki to bring you to Beaver Lodge. It’ll be night time on the overworld, so head west and you’ll see a place burning…Beaver Lodge!
Inside an Assassin will come up to you; he should not be too hard and he dropped a Crazed Orb when he passed away. Go into the elder’s hut, where Dolph will be confronting Fuwalafuwalu. Evidently, the Godwins have deemed a complete beaver genocide necessary. You’ll fight Dolph now, and he’ll go after Lyon exclusively. You have six characters though and he’ll be done in a few rounds. A Resurrection Piece and a Twin Tactic are your rewards. Goesch and Toma will come to help out the beavers evacuate. When the fire is done, the group will be talking outside of the burnt-down beaver chief hut. The beavers will blame you at first but Maroon will make them realize it was their own isolation that caused it. The Godwins want them exterminated so they must fight. Automatically they’ll join you here.
On your way out, go northwest and talk to one of the beavers for a Toy Beaver. If you leave and re-enter, plenty of shops will have sprung up. Most contain beaver-type equipment but there are other varieties as well.
You’re supposed to go to the War Room to advance the plot line (like usual), but take this time for a few more SoD’s. Go to Estrise and make like you are going to see Babbage (go east upon entry). You’ll run into some thugs, and then Mathias and Isabel will show up. Those two takes out the thugs and then leave saying they are looking for the Prince. Go back to the HQ, and talk to Boz and Luserina (note that if this is immediately after the Beaver Fire, Boz will be busy in the war room, thus making you wait). Luserina will have gotten a letter from her brother Euram about some “intelligence” regarding the Godwins and that you must go with a small party (3 people). Bring a good magician (Zerase) and walk into Haud Village. Euram will have set you up, but Mathias and Isabel won’t fight for him. Instead, Euram gets six guards to fight you (Prince, Lyon, your choice, Isabel, Mathias) but they shouldn’t bother you. Euram will flee and the two Maximillian Knights will join you.
Back in the War Room, you’ll be discussing foreign relations with the Island Nations. Eventually it is decided you are to visit Admiral Egan of the Island Nations and form an alliance. Go to the Estrise port and Boz will have you ready to go. When you get there you’ll be met by the Admiral, and then you can search around. Lots of Suikoden 4 references in this area, for those who have played. For treasures, go to the right of the Inn. It’s hard to see, but it’s in the grassy area to the right of the Inn, and it’s a Voice Setting 3. Left to the Inn is the second part of town, where there are shops. Further to the right in this second area are Flare and Brandeau (puppets of Suikoden IV characters). Chisato is the puppeteer here and if you talk to her a few times you can ask her to join; unfortunately she’s too embarassed to join you at this point. South of here is a VERY hard to find Toy Boat in the southeast corner of the area. It’s not in the exact corner, but search around the west corner and you should get it (you won’t be able to see it).
The stairs to the north take you to Skald and Bernadette. Offer to help (second choice) and Bernadette will join you to go to the Lighthouse. Before that though, go north and then west for a while. You’ll come across a Divine Right Epic and the Window Setting 7. Go into the nearby Great Lighthouse and go up a few sets of stairs and you’ll come to the Striking Arrow Tactic and a Stone of Speed. At this area you’ll try to go further but Georg will suggest splitting the group into two; Lyon steps up to be the agile one climbing the ladder, so go with her (choose first choice). Leave the lighthouse and to the left is a ladder that will eventually take you all the way up. You’ll listen to the Pirates for a while then you’ll fight them; 5 Pirates and a Pirate Captain. A Strike-back Orb will be your present. More dialog and just make sure you allow Bernadette to join, and then walk back to the ship and ask to leave.
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