Suikoden 5 Prison Lucretia Suikoden V Index : Walkthrough/FAQ
Stealing a Tactician from Prison
Well, it’s due time you get a tactician who will consider your cause. Head to Raftfleet to ask for a boat ride. Logg and Lun will attempt to take you there, but instead will backtrack to the Baska Mine and then join your party. Upon entry to the Baska Mine, head east to grab a Resurrection Piece and a Turtle Orb. The beaver will bitch at you and will not join or prompt a choice. Go into the mineshaft.
Venture north a little and then right. You’ll see a cart to your north so check it to push it through the fence. Continue on through this recently-created passage and you’ll see a Martial Arts Garb to your north. This should be useful, and further on is a save point. The bats around here should not provide too much obstruction, although if you didn’t bring Antitoxin you may be in for a treat. Remember to utilize the Unite attack of Lun and Logg, as it attacks an entire row. Anyway, north of the save point is Sound Set 4 and another cart to push. Lastly, head right for a Mother Earth Piece and then west to leave.
You are now in the Dwarf Caves. Interesting, so we must be going to the prison via a tunnel? Well, talk to these Dwarves. They don’t seem to care about the external affairs, but rather just focus on their way of life. You’ll see the blacksmith who was yelled at by the guards at Stormfist. Unfortunately,. he won’t join you or sharpen your weapon, as he needs a hammer. There are two chests in this area; one behind the blacksmith for 1000 potch and 1 in the appraisal shop that is a Skullcap. When you are ready, head to the left ladder to meet Gunde, or “Gunny” as Logg calls him. Logg is a helluva guy, let me tell you.
If you have a Do Re Mi elf (or two) then you’ll have to send one to the Entourage section. There are no treasures here, just a series of trails in which you generally want to head north in. The enemies aren’t bad and your party is pretty good so leveling up a bit wouldn’t hurt. When you get to the northmost point you’ll come to a wall. Gunny will break it open for ya and you can go through.
Gunny will now leave you unfortunately, regardless of which option you choose. Head into the door, up the stairs, and into that door. You’ll be at the prison area with several cells. Run south for a while and you’ll get to a Military Uniform. A little east of here is a Guard Ring, and finally you’ll come to four guards. They’re pretty tough, but if you unload some of your top attack spells (Soaring Bolt – Hero, The Shredding – Cornelio is what I had) they should all drop. After the battle they’ll reveal that they’re against the Godwin’s, which you’ll respond by saying that you’re the prince, and thus they’ll join you. Cius and Lelei are guards here, and after a while they’ll trust you and show you to Lucretia. She’ll join you, but warns that if you do something that she deems is “wrong” then she will betray you just as she did Lord Godwin.
Backtrack and talk to the red guy in the cell. That crazy fellow Killey will teleport out of the cell and then walk out via the hole you dug. Well, you head back via the Wharf and trick your way onto a boat. Plenty of warships are on the way to Raftfleet so you’ll head there first since they aren’t attacking quite yet. When you’re back in Raftfleet, go through your inventory and equip anything you can to your new characters and sell whatever off that you can. Finally, use the blacksmith and then talk to Raja.
You discuss the situation and then choose the second option to start the first naval battle. It’s against old man Luger’s fleet, a former Raftfleet commander. Lucretia has the dams shut to stop a few units of the enemies, so they’ll send out Luger (archer), another archer unit, and an infantry unit. Remember, use archers on the infantry unit and the ram (Boz) on Luger and the other archer. You should have no problem and you’ll have numbers as well. A Luck Ring is your reward after, although I received a Flowing Piece during the battle as well.
Afterwards, Raja and Kisara will thank you and join you. Before you leave Raftfleet, get the Old Book Vol. 1 and the Flowing Piece on the deck to the left of the stairs just as you get out from talking to Raja. Somebody outside the Inn will give you a Tomato Salad, and the Item Shop owner Shinro will join you for saving Raftfleet. (Note – For some reason I completed this battle and then walked around for a bit, and then went back to the main ship and the game had skipped back to right before that battle. Lucretia asked if I wanted to assist, and I said yes, and the battle just started over again).
At this point I sold the six salts to Sairou at the trade shop in Raftfleet, but he didn’t join. Later I realize this must be done so that it raises the price of Salt, so hang on to your precious Salts until the time comes. When you leave Raftfleet you’ll be back in Rainwall. By the way, you can head over to Haud Village and get the eccentric Josephine, being that you have a beautifully dressed Sialeeds in your party. Rest at the mansion and you’ll talk about getting a detective, so go head to the detective agency as the head of it is now available. They’ll investigate Barows involvement with the Lordlake incident, so when talks break up head to the Inn and talk to the drunk guy. When you leave, two of the detective agents will have been watching him, as this guy is named Norden and he was an important figure in the Barows force against Lordlake. Head to the agency area and you’ll see the Shady Man talking to Norden, warning him to watch what he tells people. Basically, go along with this story and continue to pick the second choice (continuing the search instead of leaving).
When you’re at the agency with Norden, pick the first choice to take him to Lordlake.
He’ll get freaked out and eventually you’ll be back in Raftfleet. Don’t worry, Norden will tell you all later. Talk to Murado, although he won’t join you and must stay neutral. Go back to Rainwall now and make sure to save. Head to the manor and Kyle will join; you can talk to him for some more dialogue. Go to your room now, and at night Lord Barows will visit you. Choose the first option three times to move on. If you want the first bad ending, choose the second option on Barows third question, and then choose the second again after Lyon comes in. It’ll be game over, as Barows will have taken advantage of you and you’ll see a vignette at Sol Falena with your sister bearing the Sun Rune and the Godwin’s and the Guard Knights going about their business. Obviously, this is not how you continue, but it is interesting to see. Continue on into the center room in the morning.
Talk to Salum and Lucretia and head up to your room; you’ll discuss the matter of Salum joining the Armes nobles and the fact that there are Armes troops in the southern forest. Wilhelm and Mueller will be downstairs, as they will be your “allies”. If you’re ready, choose to fight the battle. Now, immediately move your army into the southern forest. This wasn’t the plan so the other troops that aren’t in your clique will not know what’s going on (Boz, Wilhelm, etc.) but continue into the very southern forest. Take out the Godwin’s that follow you, but don’t worry about the spear guy you can’t kill him. Instead, the Barows plan is ruined now as they didn’t expect you to sniff out the Armes ambush. The Godwin’s then join with you to fight Armes, so use the left-over Godwin forces to take the brunt of the Cavalry hits from the Armes folk. Anyway, hold you saved some archers, hopefully enough to whittle down Jidan. You get a pair of Guardian Boots for your troubles.
Inside everyone will question why the Armes troops are there, and then Euram will come in begging Salum to use the Dawn Rune on them! Hm, not smart. Georg and Kyle will detain the Barows while you go downstairs to see the rune with Sialeeds and Luserina Barows. Chuck protects it and you must defeat him in a duel. Old Chuck ain’t the smartest fella around, around distinguishing between his “attacks” and “specials” can be tricky, although you’ll get the idea soon enough. Hopefully your prince has some decent equipment and a sharp weapon, if so you should have no problem.
Downstairs, you’ll see a boarded up piece of furniture that will bust open, exposing the Dawn Rune and causing the prince to get it. The creepy black/yellow clothed lady from the East Palace will show up and remind you that you must be worthy of the Dawn Rune or she will kill you. Okay…go back upstairs. Salum will be exposed, and Oboro will bring in Norden to further explain the situation. Everyone will leave the Barows, including the Luserina Barows. Hell, even Chuck runs out to join you at the end. Salum and Euram know they’re screwed as the tables have been turned on them. Before you leave Rainwall, you’ll see Mueller and Wilhelm; pick the second option, but they aren’t joining you yet. Explore around or just head to Rainfleet, either way you’ve acquired the Dawn Rune and managed to rid yourself of the Barows family, so things are looking good.
Thank you, Lord Yuah Shu! :D This really helps out for me, since I’ve been playing through the game. I’ve really skipped over quite a few good parts. ._. I don’t even have the guy that can catch the Do-Re-mi elves. >_<
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Thank you so much for writing this though! It's AWESOME!
At this point I sold the six salts to Sairou at the trade shop in Raftfleet, but he didn’t join. Later I realize this must be done so that it raises the price of Salt, so hang on to your precious Salts until the time comes—– Wtf? raises the price? I thought selling the salts at that point decreased the price of salt. o.o