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FAQ/Walkthrough by cnick

Version: 0.4 | Updated: 04/15/05

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 Walkthrough  Version 0.5            ####                      written by cnick
 Last Updated: April 1, 2005         ###                     seamanci@yahoo.com

                         Copyright 2000-2005 cnick.
                           "We are as goddddds!"

Essentially, this is a revamped version of my old, crappy guide. Due
to the complicated nature of the game, I'm only concentrating on getting
a decent walkthrough out.
If I ever get more time (or for that matter, be interested in continuing
this guide), I'll continue to add onto the core structure of the guide.
But as of now, this guide merely covers the first-play walkthrough. I
know the FAQ is missing a lot of access information, but it isn't a
priority for me to finish this stuff when there are far better guides
with that information.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
*                   t a b l e   o f   c o n t e n t s                   *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

                     1. updates
                     2. game overview 
                     3. walkthrough
                        - wine cellar
                        - catacombs
                        - sanctum
                        - town center west: part 1
                        - abandoned mines b1
                        - town center west: part 2
                        - undercity west: part 1
                        - snowfly forest
                        - city walls south
                        - the keep
                        - town center south
                        - city walls east
                        - undercity west: part 2
                        - abandoned mines b2
                        - town center east
                        - undercity east: part 1
                        - using the iron key
                        - city walls north
                        - undercity east: part 2
                        - limestone quarry
                        - temple of kiltia
                        - using the silver key
                        - great cathedral
                        - great cathedral L4
                     4. secrets
                     5. break arts
                     6. appendix
                     7. closing
 Find what you want faster:
     1. Highlight the section name (e.g. "undercity east: part 2").

     2. Press Ctrl C
     3. Press Ctrl F
     4. Press Ctrl V, and hit return.


 Version 0.4 (April 1, 2005)
 - First-play walkthrough is 100% done. Secrets and Appendix sections
   need work. To be continued?

 Version 0.2 (March 23, 2005)
 - Complete walkthrough done. Gee, only took 5 years to do it!

 Version 0.1 (May 25, 2004)
 - Begin revisions of old material.
 - Begin finishing walkthrough.

 Version 0.0 (March 23, 2000)
 - Start of FAQ


[ Game Analysis ] -------------------------------------------------------

 There are few console games out there that can be as frustrating as
 Vagrant Story. With a complex story, and a difficult battle system, I
 imagine there many a gamer out there simply confused with the game.

 The tough thing about VS is that there is really no room for error in
 the system. It's hard to "gimp" yourself through the game unless you
 have a real knowledge of the system. Which sucks, because I figure many
 gamers have left their copies in the corner to collect dust because of 

 First and foremost, understand that most of the game is designed in
 dungeons, with boss fights every now and then. In some ways, it's the
 Radiant Silvergun of RPGs (^_^), where one could spin around the 
 gameplay from a dungeon crawler to a series of boss fights. Fortunately,
 there IS a battle system to back up this premise (because, who would
 really want to go through boss fights without a fun battling system).

 Between boss fights, you'll run into a number beautifully laid out rooms
 and areas. Some involve platform jumping; others use box-puzzes; and
 the rest are simply filled with baddies to kill. There never is a dull
 moment in the game. Which is a downside in some regards, as it is hard
 to play the game for more than a few hours.

 And all of this sort of sums up VS. Mix in a great story with (at the 
 time) awesomse graphics, and you got one hell of a game.

[ Controls ] -----------------------------------------------------------

 There are too many different modes, so I apologize for this long list.

NORMAL MODE (unarmed)

 Left analog stick / - * Move cursor
 directional pad       * Grip/Climb
                       * Look (in first-person)

 Right analog stick - * Free-look

 Start Button - * Free-look, skip demo                                  

 Select Button - * Zoom In / Zoom Out                                    

 Circle Button - * Execute 
                 * Draw weapon (to switch to BattleMode)

 X Button - * Cancel 
            * Open doors and boxes
            * Move cubes
            * End free look

 Square Button - * Jump                                                  

 Triangle Button - * Menu                                  

 L1 Button - * Rotate map counterclockwise                           

 L2 Button - * Display abbreviated commands                          

 R1 Button - * Rotate Map Clockwise                                  

 R2 Button - * Walk, when used with D-Pad or left stick    

BATTLE MODE (weapon drawn)

 Left analog stick / - * Move cursor
 directional pad       * Select target
                       * Look (in first-person)

 Right analog stick - * Free-look

 Start Button - * Free-look, skip demo                                  

 Select Button - * Zoom In / Zoom Out                                    

 Circle Button - * Execute 
                 * Use battle ability
                 * Open/Close battle sphere

 X Button - * Cancel 
            * Close target sphere
            * Switch to normal mode
            * End free look

 Square Button - * Jump   
                 * Use battle ability 

 Triangle Button - * Menu      
                   * Use battle ability                            

 L1 Button - * Rotate map counterclockwise                           

 L2 Button - * Display abbreviated commands                          

 R1 Button - * Rotate Map Clockwise                                  

 R2 Button - * Walk, when used with D-Pad or left stick    


 Left analog stick / - * Move cursor
 directional pad       * Switch menus while <items> window is open
 Right analog stick - * Not used   

 Start Button - * Not used                            

 Select Button - * Not used                                  

 Circle Button - * Execute 

 X Button - * Cancel 

 Square Button - * Jump                                                  

 Triangle Button - * Menu                                  

 L1 Button - * Switch menus
             * Switch between Ashley and opponents in status window   

 L2 Button - * Not used                         

 R1 Button - * Switch menus
             * Switch between Ashley and opponents in status window  

 R2 Button - * Not used.

[ Game Screen ] ---------------------------------------------------------

 The game screen has a couple of new things never before seen in any 
 game.  You do have your usual HP and MP meters, which are obvious on 
 their purpose. Incase you get lost, theres a map on the lower right
 corner of the screen.

 The two new things are the limb gauge, and the RISK meter.  The risk 
 meter raises the more you attack, and drops over time.  The higher it
 is, the more of a chance you might miss, but your chance of landing a 
 critical is higher. Chaining more then eight times can drastically
 increase the RISK meter.

 The limb gauge displays the condition of Ashley's body parts.  Different
 colors means different things, and you should get familiar with what 
 color means.

[ Limb Gauge ] ----------------------------------------------------------

 Theres are 5 different colors that represent the condition of your body

 Excellent  (blue)  Perfect Status. Where you want to be at most times.
 Good       (Green) Fairly good.  Nothing to worry about.
 Average    (Yellow) Normal.  Should be careful on when you fight.
 Bad        (Orange) Bad.  Very bad.  Seriously wounded.
 Dying      (Red)    Your body part is dead, or almost dead.

 When a body part is dying, theres a couple of penalities that apply.  
 Below is what happens when a body part is dying.

 R. Arm     Attack 50% (Normal and Break Art attack is halved)
 L. Arm     Parry 50%  (Chance to parry is halved)
 Head       Silence    (Cant use magic)
 Body       Risk 200%  (RISK increases gradually when the target sphere
                        is open)
 Legs       Move 50%   (Movement speed is halved)

[ What's Risk? ] --------------------------------------------------------

 RISK is basically the feature that adds some strategy to the battle
 system, along with the equilizer to stop you from doing multiple 5 hit 
 chains non-stop untill the enemy dies.  For the most part, you want your
 RISK low.  VERY LOW.  None at most times. You shouldn't even have it in 
 high levels for more then a couple of seconds.

 As your RISK goes up (each chain/defense ability moves it up) your 
 chance of hitting the enemy is lessen.  What does that mean?  Lots of 
 misses, and using break arts is nearly impossible, since you can't risk
 the loss of HP with a miss.  Vera Roots and Bulbs are available to drop 
 your RISK when it gets high, but only use them when you are fighting a 
 boss.  Normal enemies can be dealt with easily, simply because the ass
 kicking you receive from a high RISK can easily be reparied by multiple 
 heals, and letting your MP regenerate.

 When facing a boss, always have your RISK at none.  Believe me when I 
 say this, you are dead if its at 35+ and you dont lower it down.  It 
 only takes a couple of seconds in non-battle mode for it to drop down.
 Interestingly enough, there are enough RISK-reducing items in the game
 where you don't have to worry too much about RISK. The key thing is to
 lower it once it gets reall high, as the damaging inflicted increases
 significantly due to high RISK.

[ Chaining ] ------------------------------------------------------------

 This is the toughest thing in the game to do, but once you get it, 
 fighting is much easier.  Make sure you have the exclamation mark pop up
 on top of Ashley's head.  If you don't have that show up, look through
 the menu to turn it on. When you see that mark, thats you signal to 
 press the button to pull off another chain or use a defense move.

 What button do I press?  It's up to you.  You have a choice to use three
 abilties for chain, and defend, and you get to configure them using 
 square, triangle, and circle.  For defense, only one move will be done
 and thats it.  But for chains, you can continue to repeat the process.  
 Remember, press whatever button you want to, a second after you first 
 see it.  Pressing it right when you see it will be too fast.  My best
 suggestion is that you concentrate always on top of Ashleys head.  That
 way, you won't get distracted by the attack, and you can pull off 
 monster 10 hit chains.


 Ashley Riot
 Age: Late 20s
 Height: 181 cm
 Affiliation: VKP, Dangerous Criminal Task Force 

 After graduating as valedictorian from VKP Academy, Ashley worked as an 
 elite soldier. Following the tragic death of his wife and child at the 
 hands of a ruffian, he transferred to the Dangerous Criminal Task Force,
 a.k.a. "Riskbreaker," the most danger-ridden post at VKP, where he 
 remains today.

 Riskbreakers conduct their investigations alone, infiltrating into and
 investigating foreign crime syndicates over long periods of time, which 
 always puts the individual at high risk. Many lose their lives during 
 their assignments; the survival rate stands at less than 30 percent. 
 Ashley, always maintaining his calm in all situations, has succeeded in 
 mission after mission.

 Having let Sydney slip away during the take-over of Duke Bardorba's 
 manor, Ashley was forced to infiltrate Lea Monde, Mullenkamp's 
 stronghold, to continue his pursuit.  While in the labyrinthine city, 
 Ashley felt something right at the moment he was confronted by Sydney, 
 appearing out of nowhere--Ashley's odious memories of the past and his
 infamous killing instincts were revived.  Were these phenomena due to 
 the powers of Lea Monde? Or were they "tricks" Sydney was playing on 

 The only way to the truth was to track Sydney down.

 Callo Merlose

 Age: 23
 Height: 173 cm
 Affiliation: VKP Information Analysis Unit

 Callo is a member of the VKPs Information Analysis Unit, a team 
 specializing in the collection of information, espionage, and analysis,
 sifting through tangible and intangible evidence for information that 
 can help in criminal investigations.

 With a Ph.D. in both criminal psychology and religious psychology, Callo
 entered Info. Analysis as a specialist in the analysis of cults and 
 religious terrorism; her proficiency in information analysis has drawn 
 the attention of the veteran analysis officers in spite of her young 

 As an Information Analyst, she cooperated when Ashley sneaked into the 
 Duke's manor and infiltrated Lea Monde.  According to our records, she 
 hasn't been heard from since she parted with Ashley at the wine cellar, 
 the doorway to Lea Monde...

 Sydney Losstarot
 Age Unknown (late 20s?)
 Height: 178 cm
 Affiliation: The Mullenkamp Cult

 This charismatic youth leads the religious cult Mullenkamp. Forced into
 a tight spot by Ashley during the occupation of Duke Bardorba's manor, 
 he goes into hiding in the city of evil, Lea Monde.

 Many self-proclaimed prophets foretell the end of the world, but Sydney 
 is exceptional. He can accurately read people's pasts and their minds,
 and can in fact manipulate them.

 How he obtained such power, no one knows.

 When he encounters Ashley again in Lea Monde, Sydney seems to take 
 pleasure in the "game" between them, likening Ashley to a hunter and 
 himself a hare.

 What were Sydney's real intentions in provoking and taunting Ashley as 
 though he knew everything about the Riskbreaker...?

 Romeo Guildenstern
 Age: 34
 Height: 179 cm
 Affiliation: Knights of the Cross

 Chieftain of the "Crimson Blades"--Knights of the Cross, a militia under
 the direct control of the Cardinal.

 Although every bit a knight of elegance and breeding, he can be utterly
 cold-blooded, hesitating at nothing in the name of justice for the

 He led the Knights of the Cross during the occupation of Duke Bardorba's
 manor and led sorties to suppress the following riots. Why the 
 Cardinal's Knights of the Cross became involved despite having received
 no orders to do so remains a mystery.

 The Crimson Blades, led by Romeo Guildenstern, have also infiltrated the
 city of evil, Lea Monde. Their aim is to extinguish the Mullenkamp 
 cultists, headed by Sydney, and to obtain the legacy of the evil city --
 an artifact they call the "Miracle."

 Jan Rosenerantz
 Age: late 30s
 Affiliation: VKP, Dangerous Criminal Task

 Another Riskbreaker dispatched by the VKP to support Ashley, Rosencrantz
 went directly from Duke Bardorba's manor to Lea Monde.

 Having secretly researched Lea Monde, he would of course have more 
 information on Sydney and Mullenkamp, as well as on Sydney's "powers," 
 than Ashley.

 Yet Riskbreakers always act alone, and it is inconceivable that they 
 would change their strategies in the middle of a mission. Can his words
 be trusted?

 And what of his rumored ties with Duke Bardorba...?

 John Hardin 
 Age : 29
 Affiliation: Mullenkamp Cult

 A prominent member of the Mullenkamp Cult, Hardin organized the 
 occupation of the duke's manor with Sydney. Although Sydney is 
 recognized as the leader of the cult, these two men are more like
 comrades-in-arms than master and servant.

 Hardin is the one who took Joshua to Lea Monde during the occupation.  
 His noble stature hints at his skill in the sword and his pleasant, 
 open-minded personality.

 Like his comrade Sydney, who has the power to read the minds of others,
 Hardin possesses the power to see events unfold from afar.

 Duke Bardorba
 Age: 64
 Height: 175 cm

 One of the heroes who brought an end to the civil war in Valendia.

 Once the most vocal member of the former House of Lords, he has 
 withdrawn from center stage for health reasons. He continues to exercise
 formidable influence in the national assembly, though. Rumored to be the
 financial benefactor for the Mullenkamp cult, he is a fixer pulling the
 strings behind the scenes of history.

 Sydney's legions attacked the Duke's manor--apparently to acquire 
 something in the duke's possession. The night of the occupation, 
 however, the duke was at his secondary residence, and thus escaped harm.


 Before I begin, let's discuss the layout of the walkthrough. From my
 experience with the game, the rooms between bosses aren't challenging
 enough to go in-depth room by room. If there is one thing I've became
 frustrated with VS is the lack of compass on the game screen. Because of
 this, it's hard for me to give you instructions based on a compass that
 requires you to go through the menu everytime. 

 So with the lack of compass, I've realized the best way to give a 
 good walkthrough is to go room-by-room. I originally had the walkthrough
 without this, and it simply did not work. Going room-by-room gives the
 reader some reference in case you get lost.

 AN: There are a couple of scenes to watch after the initial FMV that
 help explain what's going on in the Prologue.

 After Ashley, umm, listens, he accidently causes the box to fall, and 
 the two guards discover our stealthy hero. Round one. Fight!

 Waste them by spamming your one attack. d00d, this battle system 

 After some more sexy cut-scenes (seriously, I want to have sex with 
 them ~_~), Sydney's summoned dragon monster attacks.  Like the previous
 two lackies, pound away with your sword. It doesn't take more than a
 few hits to kill it.

 With the dragon dead, and the location of Sydney's destination known,
 it's time to head off to Lea Monde. 

                               Wine Cellar
 Our goal in the Wine Cellar is to reach Lea Monde. Because Sydney locks
 doors requiring a magically key called a Sigil, we need to first find
 that before we can get out to the Catacombs.

 Entrance to Darkness
 Without getting a chance to sample the wine, continue through the only
 passage in the room. 
 Worker's Breakroom
 Here, the game will introduce two objects one will see throughout the
 Lea Monde; a chest and save point! ^_______^

    Tovarisch (L)
    Buckler (W)
    Leather Glove (L)
    5 Vera Bulb
    5 Cure Bulb

 Save, as this is the first opportunity to do so in the game. Then move
 north into the next screen. 

 Hall of Struggle
 Monster: Bat (Beast)
 Use the boxes to create a pillar so that you can climb over the small 
 cliff. And this, essentially, represents every single dungeon puzzle in 
 Vagrant Story. Of course, there are harder variances of this, but is
 basically it. AN: This isn't me implying that they're all very easy; 
 there are some hair-pullers amongst the depths of the city.

 Smokebarrel Stair
 Among other things in here, you'll run into a couple of Crimson Blades, 
 discussing the "mysteries" of Lea Monde. And contrary to our wishes, we
 arne't allowed to kill them. Follow them up the stairs, and move into 
 the following room. 

 AN: Like I said earlier, a lot of Vagrant Story is searching for a 
 Sigil, which has locked a door preventing us access to our goal. In
 this case, we need the Chamomile Sigil.

 Wine Guild Hall
 Monster: Goodwin (Human)
          Sackheim (Human)
          Bats, Silver Wolf (when you come back)
 Inside, Ashley will goof up and let his prescene known to the knights 
 (hell, I'd goof up if I saw that crazy looking ghost kid). The result of
 all of this, of course, is some fighting. Keep you're Fandango equipped,
 and waste away. 

 With the knights dead, use the save if you wish, or dump any excess
 equipment in the chest (to be fair, I'll say don't even bother; we'll
 run into another storage chest in the not-so-distant future). When done,
 jump onto the moving platform, then through the exit.

 Wine Magnate's Chambers
 Monster: Bat, Silver Wolf (Beast)
 Small earthquake occurs as you enter. A Gust Trap is on the square two
 ahead of the door exiting out to

 Fine Vintage Vault
 Monster: Crimson Blade
 Destroy the first knight, then use the crates to reach to the second
 bow-knight. Move to

 Chamber of Fear
 Monster: Silver Wolf, Bat
 An earthquake will change the geography of the room, allowing access to
 a second room (on a higher plateau). Take that passage.

 The Reckoning Room
 Monster: Silver Wolf, Bat
 You're rewarded with a chest (after you've dealt with the enemies
 inside). Retreive the goods, then return to the previous room, and take
 the lower exit (which would be your left coming out).

    Seventh Heaven (B)
    Reinforced Glove (L)
    3 Cure Root
    3 Vera Root

 Labourer's Thirst
 Monster: Silver Wolf, Bat
 Take one of the 3 crates (destroy one of them, as you cannot pick up a 
 crate if there are three in a stack), and carry it over to the doorway 
 on the other side of the room.  Drop it so that you can climb up to it.

 The Rich Drown in Wine
 Monster: Silver Wolf, Bat
 Destroy one of the three boxes again so that you can carry it. Drop it 
 so you can jump up to the higher level near the locked door. Then pull 
 the switch. At this point, you have three seconds to drop down and go 
 through the door. This doesn't look as hard then it actually is.
 AN: If one of the wolves destroyed the crates, simply leave and return 
 into the room. They will respawn.

 Room of Rotten Grapes
 Monster: Bat
 Once again, move along into another room with crates (you'll also see
 yet another scene with the ghost-kid. 

 Blackmarket of Wines
 Use the Magic Circle to save, and open the chest.

    1 Cure Potion
    5 Cure Bulb

 Since it's the beginning of the game, there isn't much to do to prep for
 this boss. Heck, we can't even chain yet!

 The Gallows
 Boss: Minotaur HP 275 (Beast)
 Hack away. With no chain abilities, there's nothing you can do. Since
 Minotaur has such a large reach, you even can't run away from him and
 spam circle so you can get a few more hits in (as most monsters are
 slow in attacking; moving away from their range, and they'll walk back
 into yours just in time for you to smack them again). 

 Items Received:
 Chamonile Sigil 
 Grimoire Guerir (Heal)
 Grimoire Debile (Degenerate)

 Remain in the Gallows, and pick up a chest in the opposite end of the

    Pelta Shield (W)
    3 Vera Bulb
    15 Yggdrasils Tears

 As you attempt to leave, Sydney shows his face again. When the boys have
 had their chat, Ashley is treated to a new ability: chain abilites! 
 w00t. Return to the save room. Before you return back to Smokebarrel
 Stair to use the Sigil, use your Fandango on the human dummy. Pound on
 it for an hour ; this will raise your human/physical traits on
 your blade, and thus, enhancing you're ability to fight human opponents.
 This is a great way to make things easier in Lea Monde. AN: Don't 
 practice chains on the dummy! Weapon traits only increase on the first

 When you're ready, return to Smokebarrel Stair and use the Chamonile 
 Sigil to open the previously unlocked door.

 Room of Cheap Red Wine
 Monster: Mandel (Undead)
 Watch the scene, and destroy the monster. He drops a Rapier (B), which
 is a nice weapon to use for undead. Hint. Hint. Hint.

 Room of Cheap White Wine
 Monster: Zombie (Undead)
          Zombie Fighter (Undead)
          Ghoul (Undead)
 Standard undead monsters. Use your newly acquired Rapier on these, and
 they'll be dead again.

 The Greedy One's Den
 Monster: Silver Wolf
 Walk into the next room. Boss time.

 The Hero's Winehall
 Boss: Dullahan 180 HP (Evil)
 Dullahan probably represents your first glimpse at the overal battle
 structure of Vagrant Story. With chains in hand, the best possible way
 to kill him, is of course, to chain! 

 If he's causing serious problems with your head, then I recommend 
 quitting the game. Joking aside, chaining is really important to the
 game. If you're struggling with it, the game will only get harder.

 Items Received:
 Elixer of Queens
 Elixer of Mages
 Grimoire Lux (Spirit Surge)

 After he's toast, open the chest in the northeastern corner of the
 rather large room.

    Rusty Nail (B)
    Braveheart gem
    3 Cure Bulb

 Exit (or enter) into the Catacombs.

 The catacombs is another barrier preventing us to Lea Monde.
 Well, we're already technically in the city, but we want to get deeper
 into town to find Sydney.

 Hall of Sworn Revenge
 Save at the Magic Circle. In the future, an undead dummy will appear in
 this room. Unfortunately, he is not here at this stage of the game.
 To boost your undead weapon (I recommend a piercing weapon, such as a
 Rapier), kill the undead in the Catacombs without chaining. They don't
 take more than two or three hits, and your undead class will increase
 rather rapidly. 

 The Last Blessing
 Monster: Bat, Hellhound (Undead)
 Again, this is a great time to start skilling up an undead blade 
 (which cannot be the same blade as the one you're using for human).
 Given that, this is a good room to show you one of the minor downsides
 to Vagrant Story: switching between weapons. The only way to do this
 is to go through the menu. Which sucks. Hardcore.

 When the timer appears for you, don't rush straight for the
 door. Instead, take the time to whack the monsters around you, as
 it's slower to try and plow past them.

 The Weeping Corridor
 Monster: Hellhound, Skeleton (Undead)
 Continue north to
 (AN: There is a freeze trap two squares in front of the exit).

 Persecution Hall
 Monster: Bat, Skeleton, Hellhound

 Turn the camera around a full 360 degrees.  Notice anything?  There is a 
 secret doorway up on the wall (SW corner).  Grab a crate from the SE
 corner (AN: you'll have to destroy one of the three to do so) and
 carry it to the western doorway. Use the coffins on the ground floor
 to get the crate up to the western wall.

 Rodent-Ridden Chamber 
 Monster: Skeleton
 Open the chest for some goodies. Again, use the other wooden crate
 so that you can take the second one onto the higher level to make the
 jump to the chest's platform.

    Pink Squirrel (I)
    Cross Guard grip
    Cuirass (L)
    Long Boots (L)
    Iocus gem
    3 Mana Root
    3 Cure Bulb

 Return to Persecution Hall, and enter the nothern door. 

 Shrine of the Martyrs
 Monster: Skeleton, Hellhound
 Since you need an earthquake to open the northern door (>_>), divert
 your attention to the eastern door to

 Lamenting Mother
 Monster: Ghost (Phantom)
 Once again, the game limits the time one has to kill the enemy. 
 Fortunately, if you fail to kill it in time, there is no penalty 
 (outside of missing the ghosts's natural treasure). Regular attacks
 and chaining works fine, with Rending Gale (or any other Break Arts)
 a decent way to finish him quick. Don't fret about his teleports; he
 tends to stay in one small area (where you can easily get your sphere
 open before he has a chance to attack). 

 Items Received:
 3 Cure Bulb
 Elixer of Kings 

 You also have access to a chest.

    Shandy Gaff (B)
    Knuckles (B)
    Elixer of Queens

 A short earthquake will take place when it's dead.  If you had checked
 the other door in Shrine to the Martyrs, you can gather that that door
 is now open as a result of the earthquake. A chasm is created in the
 room you are in Lamenting Mother, preventing you to reach the chest if
 you haven't already opened it. Take that northern door in Shrine to the
 Martyrs to

 AN: You can get the chest once the main Catacombs path loops around to
 the other side of the rusted door.

 Hall of Dying Hope
 Monster: Zombie Knight (Undead)
 Upon entering, you'll notice you have two possible routes to take (west
 and east). Take the left door (west) first. To reach the door, we'll
 have to use the two crates in the room.

 Push the crate to the left wall, right in front of the left doorway.  
 Stack the box on top, and climb up. 

 Bandits' Hideout
 Monster: Ghost, Hellhound, Skeleton, Bat
 A full party here, but nothing you can't take. And I wouldn't blame
 you if you just used your Fandango on everything there. Like the 
 previous room, we have another little box puzzle to solve.

 Fall down, and destroy the crate on the top of the white rock.  Roll the
 rock to the cliff where a chest resides.  Climb up, and move the crate 
 right in front of the chest, so that you can walk level to it. Open it.

    Soul Kiss (S)
    Targe (B)
    Knuckles (B)
    Bear Mask (L)
    Haeralus gem
    3 Spirit Orison
    3 Eyes of Argon

 Head back to the large room where you first came into and go inside the 
 doorway opposite from the Bandits' Hideout room. 

 The Bloody Hallway
 The solution of the puzzle is to use the box and a rock to climb up to
 the doorway.  First, stack the 3 boxes like this:

 b1 b2

 Climb on b1, and pick up b3 so that you can put it on top of the middle
 level. Pick it up again and drop it near the white rock on the very 
 bottom level. Next, put the box on top of the bottom rock.  It should 
 look like this:


 Push the higher rock on top of the box, and then push it off.  Now, 
 pull the box off, and push r2 to the left or right. It doesn't matter.
 AN: A lot of box/crate puzzles include using a crate for this very
 purpose: to allow another crate to fall down on a lower level, while
 still accessible.
 Push r1, now free to move throughout this lower level, towards the 
 doorway cliff (it's about half way on the wall, despite the game map
 showing otherwise).  Finally put the box on top and climb up.  

 If you're having trouble, here is one last overhead shot of the final
 product (for the most part).

 |       ---  R(B) = b3 on top of r1
 |   R(B) D
 |       ---
 |r2       |

 Go through the door to

 Faith Overcame Fear
 Monster: Skeleton, Zombie Knight
 Continue east to

 The Withered Spring
 Monster: Ghoul, Skeleton, Zombie Knight
 After the enemies have been dispatched, now would be a good time to use
 the Magic Circle. Yeah, it has been awhile.

 The eastern door is locked, requiring the Lily Sigil. This, now, is our
 goal in catacombs. To get through this door.

 Enter the northern door into

 Workshop: Work of Art
 Can combine Wood, Leather, and Bronze.
 I won't add much here, as this is just the walkthrough of the game.
 However, just so you have a hint at what the Workshop can do, combine
 the Targe and Pelta Shield you've collected in your journey. This 
 creates a Quad Shield, far better than any shield in the game. So,
 equipment it man!

 Continue to do whatever you want in the Workshop, but saving the world
 from Sydney requires you to exit the room, and move across the Withered
 Spring into

 Repeat O Ye Sinners
 Monster: Ghoul, Bat
 Use the western door to

 The Reaper's Victims
 Monster: Zombie Knight, Bat
 Despite the room being one of those 'locked until everything is dead'
 rooms, there is no special treasure for doing so. However, we want this
 room so that we explore all of Lea Monde.

 Return back to Repat O Ye Sinners, and take the southern passage to

 The Last Stab of Hope
 Monster: Skeleton
 If you missed the chest in Lamenting Mother, use the western door to
 get it.

 Back in the Last Stab of Hope, go south to

 AN: When coming back once you have the Lily Sigil, you'll have to take
 two of the three crates in the corner to climb back on top of the cliff.

 Hallway of Heroes
 Monster: Zombie Knight
 Continue south to

 The Beast's Domain
 Monster: Lizardmen
 You'll face two lizardman in here. They're nothing out of the ordinary,
 but are dragon-based enemies rather then beast. If you have a piercing
 weapon, like a spear, then this would be a good time to train a dragon
 killing weapon. Unfortunately, you probably don't (you are actually 
 given one as a prize for beating the lizardmen down).

 After dispatching the Lizardmen, you'll be rewarded with: 
 Glaive (B)
 Knuckles (I)
 Grimoire Antidote (Antidote)
 Elixer of Queens
 Spear (I) 
 Cuirass (L)
 Lily Sigil 

 Return to the Withered Spring, save, then use the Lily Sigil, and go
 through the door. When coming back, each individual room up to the
 Withered Spring have different enemies. However, they remain the same
 monsters we've touched upon in the Catacombs.


 Prisoners' Niche
 In Prisoner's Niche, you'll need to move the boxes to get across the
 river. To begin with, the boxes look like this:

 c1c2 c3c4B1

 Destroy c4, and push c3 against c2 (using the X button).  Put B2 on the
 newly placed c3, and put B1 on c2.  Climb on c1, and pick up B1 on top
 of B2. Here is the final outlook and the entrance of the Sanctum:


 Climb up, then fall down to open the door.

 AN:  To get back on top of the high cliff (if you want to go back to the
 Catacombs), destroy one box, and put the other on top of the tomb right 
 against the wall.

 Corridor of Clerics
 Monster: Skeleton
 You have three paths you can take. For now, go straight ahead to

 Priests' Confinement
 Monster: Bats
 Kill the bats, and then move to the right (south).  Notice the 
 passageway on top?  Use the cabinet just below it and to the right.  
 You need to jump off that, and grab onto the passageway. This maneuver
 is actually required to continue through the game, so just keep working
 at it. It _is_ a weird jump, I can give you that.

 AN: There is a Heal Trap on the furniture in front of the door to the
 Corridor of Clerics.

 Alchemists' Laboratory
 Monster: Skeleton Knight, Poison Slime (Beast)
 In the next room, Spirit Surge the slime.  One hit, gone, and it leaves
 you free from any suspecting knight attacks. With the slime gone, the
 knights should be nothing more than what you have already faced, despite
 the new name.
 At the end of the room, there is a chest with so-so contents.

    Bosom Cleaver (B)
    Dragonite gem
    Grimoire Halte (Fixate)

 Leave using the exit on the ground floor. 

 The Academia Corridor
 Monster: Skeleton
 Go west to

 Theology Classroom
 Monster: Ghost, Skeleton
 Another locking room. No prize for beating this enemies outside of the
 normal items they drop. The Ghost in this type of room is damn
 annoying though. He does have the possibility to drop a vera root, which
 is a nice item to have more of.

 Exit out, then go south to

 Shrine of the Martyrs
 Monster: Hellhound, Skeleton Knight
 Take the door at the very southeastern corner to

 Hallowed Hope
 Monster: Poison Slime, Bat
 After defeating these enemies, prep for battle.

 Hall of Sacrilege
 Boss: Golem (Evil)
 There are a number of ways to kill Golem. Using your reflective defense
 chain ability is an interesting way to kill. You can also equip the
 hammer you just received (Bosom Cleaver), or simply hack-and-slash your
 way through your current sword. Again, at this point in the game, 
 there isn't a whole lot you can do with weapons.

 Items Received:
 2 Cure Bulb
 Elixer of Dragoons
 Grimoire Amerliorer (Prostasia)

 The game will cut to a cloudstone being activated. We see a lot of these
 during our time in Lea Monde. This cloudstone is what kept us from 
 moving into the city, which you would've found out if you went through
 the north door in the Corridor of the Clerics.

 Also, Prostasia is one of the game's best spells. You'll be using it for
 nearly every boss battle up until the end. Get used to using it.

 Return to the Corridor of the Clerics, and take the last remaining
 unexplored door to

 Advent Ground
 Monster: Lizardman, Bat
 Move right (east) through the passageway, into a new room. 

 Passage of the Refugees
 Monster: Lizardman, Bat, Poison Slime
 Destroy the middle crate, so that you can pick up the box.  Lift the box
 and drop it against the wall on the level of the doorway we just used.
 If you go into first-person mode, you'll see that simply putting the
 box on the lowerst floor level won't help; we need the extra height
 to make the jump.
 Climb up, and go on the moving platform.  Use the door to go back to
 Advent Ground.

 A Magic Circle greets you just before the northern door on the northern
 side of Advent Ground. Take a well-deserved save, and open the door to

 The Cleansing Chantry
 Boss: Dragon
 Immediately, walk up to its head to negate one of this more powerful
 attacks (thermal breath). Prostasia is clearly the best buff spell at
 this point, so use it. I recommend using the Spear you received in the 
 Catacombs as your dragon-killing weapon. 

 Spears themselves are very effective against dragons. Its head is weak
 against piercing, while its tail is weak against edged stuff, like your 

 AN: Against dragons, always run under them as soon as possible. There
 most devastating attack is their physicial-based elemental breath, and
 if you are right next to them, they can't use it.

 Items received:
 3 Cure Bulb
 Elixer of Sages
 Grimoire Analyse (Analyze)

 Continue north to

 Stairway to the Light
 Go up the stairs to literally, the light.

                        Town Center West: Part 1

 Essentially, our goal in Town Center West is to gain access to Abandoned
 Mines B1 through City Walls West, which allows us access to the other
 side of Town Center West.

 Rue Vermillion
 We've finally reached Lea Monde. Use the Magic Circle to save, then
 use the northeast passage to

 The Rene Coastroad
 Use the door right next to you as you enter the coastroad to

 AN: There is a Heal Panel at the very end of the road.

 Workshop: Magic Hammer
 Can Combine Bronze and Iron here. Do any combining or repair work you
 need, and exit back out to the coastroad. Take a right and down the
 road and enter

 Rue Mal Fallde
 You'll run into a group of Crimson Blades, preventing you any further
 on this route. Return to Rue Vermillion, and use the southern-most door

 Tircolas Flow
 Before you can continue, you'll catch a scene explaining what happens
 to those who die in Lea Monde.

 Boss: Duane  HP 250 / MP 70
       Sarjik HP 180 / MP 70 <-- Swordsman
       Bejart HP 190 / MP 55 <-- Axeman
 Duane will stay back until both knights are killed, but if you come up 
 the small hill, he will attack.  This allows you to concentrate on the
 weaker two knights. 

 Immediately cast Prostasia on yourself, and take out the isolated 
 knights with chains, break arts, and reflect damage defensive ability.
 Once the knights are dead, Duane is really a pushover. Keep your HP 
 above 100 so you don't get blind-sided by his Lv1 Explosion. Just whack
 at him and pound him with your human-based blade with an assortment of

 Items received from Sarjik:
 Rapier (I)
 3 Mana Root

 Items received from Bejart:
 Guisarne (B)
 3 Cure Root

 Items received from Duane:
 Magnolia Frau (S)
 Wizard Robe
 Crimson Key
 Grimoire Demolir (Explosion)
 Grimoire Clef (Unlock)

 Since we have the Crimson Key, we can move further into the city.
 Head back to the save point in Rue Vermillion, and open the door with 
 the Crimson key to

                            City Walls West

 Students of Death
 Go south to

 The Gabled Hall
 Monster: Zombie Knight
 You have to destroy the zombies before you can continue on.

 Where the Master Fell
 Go down the stairs, and watch the short cinema.

                           Abandoned Mines B1

 Dreamers' Entrance
 Monster: Stirge (Beast)
 Stirges are nice bats to kill because they tend to drop Vera Roots a 
 lot. You'll want to stock up on these as much as possible. Run down the
 stairs and continue through the door to

 The Crossing
 Monster: Hellhound
 Tackle the Magic Circle, and take the western door (the right door, 
 assuming you're looking from the Dreamers' Entrance door) to

 Miners' Resting Hall
 Monster: Mimic (Beast), Goblin (Human)
 Use the Unlock spell to... unlock... the chest to gain

    Stinger (B)
    Quad Shield (B)
    Ring Mail (B)
    Ring Leggings (B)
    White Queen gem
    Grimoire Visible (Eureka)
 Return to The Crossing, and take the eastern door to

 Conflict and Accord
 Monster: Goblin, Hellhound
 Follow the path south to

 The End of the Line
 Monster: Goblin, Stirge
 Another locking room. You know what to do.

 The Earthquake's Mark
 Monster: Stirge
 All of the doors are locked (one by a latch, another by the Hyacinth
 Sigil). However, the door to the northeast is not. 

 Watch out for the eruption trap on the space just ahead of the
 passageway door, against the edge.

 Coal Mine Storage
 Monster: Goblin, Goblin Leader (Human)
 Destroy the regular goblin first, then focus on the leader. Break Arts
 and Spirit Surge do well against the leader, but if you've been keeping
 up with a beast-based weapon, that that will be just fine. Use
 Vggdrasil's Tears to cancel the paralysis the leader may cast on you.

 Step on the square behind the chest to hit a Trap Clear, which cancels
 out the Poison Trap in front of the chest.

    Ring Sleeve (B)
    Chain Coil (B)
    Undine Jasper gem
    Fern Sigil

 Return back to the Crossing, and take the southern route to

 The Suicide King
 Monster: Goblin, Stirge
 Continue south to

 The Battle's Beginning
 Boss: Wyvern
 Cast Prostasia, and head for his tail.  Chain like hell, use a vera root
 once your RISK is high, and you win.  Very easy.  He has a couple of 
 moves that hurt a little, but you should be attacking so fast that he
 wont have a chance to get them off. 

 If you are using a piercing-based weapon, then aim for his head as 
 opposed to the edge-weak tail. 

 Items received:
 Hyacinth Sigil
 Cure Tonic
 Grimoire Ignifuge (Pyro Guard)

 With the Fern and Hyacinth Sigil, you now can go a lot deeper into the
 mines, specifically through the Earthquake's Mark. Proceed south to

 What Lies Ahead?
 Monster: Goblin, Goblin Leader
 Again, paralysis is the wild card with the Goblin Leader. With the
 gobbies dead, move south to

 The Fruits of Friendship
 Jump onto the cloudstone, and go across the room.  Destroy one of the
 crates, and either push or pick up the second one.  You can either pick
 it up, and use it to jump onto the upper cliff to reach the door, or you
 can roll the rock.  Your choice.  Unlatch the door and go through to 

 The Earthquake's Mark
 Monster: Stirge
 We've been here earlier, except on the upper section. And yes, the
 Stirges in the room is a nasty surprise for us gamers. They tend to
 come in hit-and-run attacks, making it very difficult for you to 
 kill them off without a long-ranged attack. 

 Use the Hyacinth Sigil on the southeastern door to

 The Passion of Lovers
 You now have 15 seconds to get through two rooms.  Use the map on the 
 lower right corner of your screen so you can clearly see the path that
 needs to be taken. 15 seconds isn't a whole lot of item to search rooms.

 The Hall of Hope
 Monster: Hellhound
 This can be a toughie with the amount of enemies in here. Treat it as
 a boss, by buffing with Prostasia. With the gobbies dead, move east to

 The Dark Tunnel
 Monster: Goblin, Goblin leader
 Save at the Magic Circle. The north door leads to Everwant Passage,
 but you can not go any further then that due to the Silver Key. You
 won't be able to have access to this key until very late in the game.
 Yowzers. Since we can't go through there, go through the east door to

 AN: An undead dummy will appear here late in the game.

 Rust in Peace
 Monster: Goblin Leader, Goblin, Mimic
 Lots of stuff to kill, but nothing we've have not seen before. Unlock
 the chest with the spell of the same name.

    Chain Sleeve (H)
    Salamanders Ring
    Manabreaker gem
    Elixer of Sages
    Grimoire Undine (Frost Fusion)

 Head back to the Dark Tunnel and take the south door to

 The Smeltry
 Boss: Fire Elemental (Phantom)
 Here is our introduction to the many elementals of the game. Like the
 dragons, elementals have some very easy strategies to use. And its the
 same for each elemental, no matter the affinity (of course, you use
 Frost Fusion instead of Soil Fusion on a Fire Elemental, but you see
 the point).

 Use Frost Fusion, equip a phantom-based weapon if you have it (which I
 doubt it, but it should be noted you should find one), equip the
 Salamander's Ring you just found, and equip the Undine Jasper on your
 weapon your using. AN: If you have begun to start a phantom-based
 weapon, make sure it isn't piercing!

 Items Received:
 Grimoire Flamme (Flame Sphere)
 Elixer of Queens
 Mana Tonic

 Defeat him, and go through the door.  You should probably take off the
 Undine Jasper gem, as well as the Salamander Ring off just so you don't
 wonder why you got your assed kicked by a water-based boss in the 

 Clash of Hyaenas
 Jump onto the cloudstone to hop across the pit.  For those less risky
 (and tired of losing 20 HP for falling in the pit) cast fixate, and it 
 will stop.  
 To get on top of the higher ledge with the door, destroy three of the 4 
 crates.  Push the final one below the ledge, and climb through.  Go 
 through the passage to

 Greed Knows No Bounds
 Monster: Goblin Leader, Goblin
 Regular fight with some goblins. Go east to

 Live Long and Prosper
 Use the Fern Sigil to unlock the door at the end of the room to

 Pray to the Mineral Gods
 Monster: Stirge
 After the bat is dead, equip your beast-blade, and cast prostasia. Boss
 fight in the next room.

 Traitor's Parting
 Boss: Ogre (Beast)
 The Ogre dodges chains well, so forget about using them. Reflect Damage
 is an awesome defensive ability, and you should get the timing down.
 Along with Prostasia, casting Degenerate (remember, you can see the
 percent chance the spell has before you cast it) can really increase
 your damage output.

 Continue with the smacking, and you'll be rewarded with a rather nice
 shot of the Ogre's death.

 Items received:
 3 Cure Bulb
 Elixer of Kings
 Grimoire Rempart (Terra Guard).

 Exit north to 

 The Escapeway
 Up and up and up the stairs we go to

                        Town Center West: Part 2

 Rue Bouquet
 Save, then continue north to

 Tircolas Flow
 Monster: Crimson Blade
 Notice how the cloudstone is now activated (doh). This connects both 
 sides of Town Center West, so we don't have to go through the Abandoned
 Mines B1 everytime we're here. Continue west, then south into

 Glacialdra Kirk Ruins
 The locked door requires the Rood Inverse, a key you don't gain access
 until you beat the game.

 Take the southern route to (AN: you'll have to do some jumping here)

 Rue Sant D'alsa
 Nothing here, except for a passageway to 

 Villeport Way
 Cutscene. You'll see the exit to Undercity West (our next goal), but
 the gate blocks our path. Return to Rue Sant D'alsa, and go back to
 the path to Kirk Ruins. Some Blades will ambush you here, but also
 identifying a secondary door you can use. Climb up to it, and enter

 Dinas Walk
 Make the few jumps in this corridor, and you'll come back to Villeport
 Way. Eliminate the Crimson Blade, and go down into

 AN: This is where you saw Sydney, Hardin, and Merlose just awhile ago.

                         Undercity West: Part 1

 The Bread Peddler's Way
 This is one of my favorite areas in the game. Love the look. Love the
 enemies. Love the music.

 Way of the Mother Lode
 Monster: Zombie Knight, Ghast
 Take the door to the south (closest to you) to Underdark Fishmarket.
 The door to the east leads to Sewer of Ravenous Rats, which then leads 
 to a door requiring the Silver Key. Which we don't have yet.

 Underdark Fishmarket
 Boss: Giant Crab (Beast). Oh snap.
 Equip the Undine Jasper on your shield. Remove any fire bonus items you 
 have, like the Salamander's Ring, since his Agua Bubble will tear you
 apart.  Blunt weapons do nicely on him, but a regular good old sword 
 (which I used) did the job well.

 If you're using anything but then a blunt weapon, then you'll have to
 aim for the crab's mouth. Keep your health up, as Aqua Bubble is can
 get you if you're lazy with Ashley's health. Degenerate and Prostasia
 work well together.

 Items received:
 3 Cure Bulb
 Elixer of Queens
 Grimoire Sylphe (Luft Fusion)

 Once the crabbie is dead, move into the Sunless Way.

 The Sunless Way
 Save. Door to the south requires the Iron Key, which we'll get later 
 in the game. Despite the fork in the road, there is only one available
 path to go (the western way). For the record, the Hall of Poverty ->
 The Washing-Woman's Way path should be noted for future use. Visit
 there for the map percentage, but you don't need to go there to move
 in the story. Later in the game, we'll be returning here to unlock some

 Remembering Days of Yore
 Proceed through the south door, into

 AN: The west door is locked, requiring the Iron Key. When we finally get the
 key, we'll be returning here to open this door.

 Where the Hunter Climbed
 Move up the stairs/ramp, and enter into one of the more exciting /
 frustrating parts of the game.

                             Snowfly Forest

 Save.  And welcome to hell. Okay, it isn't that bad. In fact, I've grown
 to enjoy the Snowfly Forest as one of the better parts of the game. Go
 figure. Go into the forest when you are ready. I've provided a different 
 type of walkthrough for this area, as it is do unique compared to the
 rest of the game.

 Before we begin, let me provide the overall map of the forest. For the
 most part, the forest is fairly straight-forward. There are a couple of
 areas that will teleport you around, but those will only bother you 
 unless you really get lost. Lucky for us, the passage through is
 surprisingly easy; just make you get your directions in order (as in,
 figure out what direction south is)

 AN: Remeber, despite the fact it looks like you're moving north when
 going up, you're actually going south. Also, if you're looking to 
 explore every inch of the forest, then remember that there are 26 areas 
 in the forest. So when you think you have explored everywhere, make sure
 you count to double-check.
           +--------------------------------------+      |
           |                                      | E ---+--- W
           |           Forest River               |      |
           |                           to:FC      |      |
           +--------------------------------------+      N
             ||                                  ||           to:TST
           +----+       +----+          +----+ +----+        +----+
        to:|    |to: to:|    |       to:|    | |    |        |    |
        HWK|LTHM|TWC TGT|TSH |=====  TGT|TST | |WSRF|        |ROTL|
           +----+       +----+          +----+ +----+  to:   +----+
   to:THH    ||                           ||     SF    GEW     ||
   +----+  +----+       +----+          +----+ +----+ +----+ +----+
to:|    |  |    |       |    |       to:|    | |    | |    | |    |to:
TSH|YATP|==|RWTW|=======|THH |        BB|TAF |=| YW |=|TOTB|=|FH  |GEW
   +----+  +----+       +----+          +----+ +----+ +----+ +----+
     ||                   ||            to:TGT   ||     ||
     ||                   ||              ||     ||     ||
   +----+               +----+          +----+ +----+ +----+
   |    |            to:|    |to:    to:|TWC | |    | |    |
   |TSP |            TSH|HWK |LTHM  LTHM|    |=|TWR |=| BB |
   +----+               +----+          +----+ +----+ +----+
     ||                                 to:YW           ||    to:TAF
   +----+                              +----+ +----+ +----+ +----+
   |    |                           to:|    | |    | |    | |    |
   |Boss|                            FH|GEW |=|TWB |=|WWH |=| TGT|to:TST
   +----+                              +----+ +----+ +----+ +----+
     ||                               to:TOTB          ||
   +----+                                            +----+
   |    |                                            |THB |
   | SP |      S                                     |    |
   +----+      ^                                     +----+
    Exit       |                                       ||
          E ---+--- W                                +----+
               |                                     |    |
               |                                     | FC |
               N                                     +----+
 Looking at the map through the menu can really be a life-saver, as it can
 help you get your bearings back if you get lost. Find the area's name you're
 in, then look at my map to figure out what you need to do.
 Continue south through a couple of areas in the forest. You'll run into 
 a few basiliks along the way, and should be no problem for you, as 
 they're about as standard as beast come in this game. They do have an
 acid attack, which can do 100+ damage (and it's unfortunately a weaker
 version of an attack you'll face soon).

 When you reach Traces of the Beast, take note. Going EAST, then SOUTH
 will take you to the area where the snowflies are grouped together.
 However, they are blocking passage through the forest, so we need to do
 something about them. Therefore, go WEST in Traces, to Fluttering Hope,
 then SOUTH after dealing with a couple more basiliks. 

 Return to the Land
 Boss: Earth Dragon

 It's all about earth defense. Terraward once in battle (I've noticed if
 you have it on before you enter the area, he will immediately cast acid
 breath, which means automatic death unless you use a proper defense
 ability (that lowers the damage).

 Since he's not our first dragon, you should know the drill. Get to his
 head/neck, and chain away. Damage produced won't be spectacular if this
 is your first-time through, so keep your chain going. Hopefully you
 kept on to the Spear you got in the Catacombs.

 Items received:
 Bronze Key
 Grimoire Parebrise (Aero Guard)
 Vera Potion

 Once our friendly dragon is six-feet under, return to Traces of the 
 Beast, and take the eastern passage to the Yellow Woods (not to be
 confused with yellow snow). Go south, and you'll run into a weaker
 version of the fire-elemental boss you fought in Abandoned Mines B1. 
 This, of course, means frost fusion is a great way to destory it.

 With it dust, continue SOUTH into the largest area in the forest, the
 Forest River. Destroy the Basiliks, then take a very welcomed break to
 save your game. While we might not have progressed far time-wise, 
 Snowfly Forest can really be a pain if you have to keep going through it
 again and again. Before we cross the river, take note that you DO NOT
 want to take the passage NORTH on your side of the river. This is one
 of those tricky teleport zones, and the last thing you want to see is
 the Fairy Circle again.

 Jump across using the pillars, then lay waste to the undead knights.
 Although the penalty isn't too harsh, pay attention to what the knights
 are doing as you cross; they may obstruct you from jumping across, and
 you'll find yourself with 20 less HP. Open the chest, and retrieve its

    Knuckle Guard grip
    Circle Shield (H)
    Chain Mail (I)
    Sylphid Ring
    Night Killer gem
    3 Acolytes Nostrum
    Grimoire Agilite (Invigorate)

 Head NORTH through the EASTERN most passage. You may want to make a 
 second save, just so you don't have to go through the process of killing
 the knights and opening the chest.

 Continue to move NORTH in Lamenting to the Moon, eliminating any Basilisk you
 encounter. Continue NORTH to

 Running with the Wolves
 Monster: Fire Elemental
 Go EAST to

 You Are the Prey
 Go NORTH to

 The Secret Path
 Monster: Ichthious
 The secret path is not so secret anymore. Continue NORTH to

 Hewn from Nature
 Boss: Grissom       350 HP / 100 MP
       Dark Crusader 380 HP / 80 MP
 Partner: Sydney

 Don't bother casting Prostasia on yourself because Sydney will do it for

 Take out the Dark Crusader first, if only because you'll likely be able
 to kill him faster. Chains to his abdomen will make short work of him.
 Blunt supposedly is the best weapon against him, but I used a piercing
 rapier (my evil weapon) and killed him fairly quick. He is resistant to

 With Grissom alone, it will be hard for him to really get any magic
 off. If you have Degenerate on, this fight can be frustrating long. To
 help your damage, make sure you have a Haeralis gem to increase your
 blade's human class. Remember to keep your risk low, as his spell's
 damagin increase due to this.

 Sydney can be used as a shield against the Dark Crusader's attack. He
 can also be killed (!), but I've yet to see it be done yet.

 Items Received from the Dark Crusader:
 Angel Wing (H)
 Grimoire Deteriorer (Tarnish)
 Elixer of Queens

 Items Received from Grissom:
 Shillelagh (H)
 Swan Song
 Grimoire Annyier (Magic Ward)
 Grimoire Gnome (Soil Fusion)

 There is a chest located in the corner of this room.

    Corpse Reviver (I)
    Circle Shield (H)
    Demonia gem
    3 Vera Tonic
    3 Cure Bulb

 Continue north to

 The Wood Gate
 Use the Magic Circle in here, and proceed through the door to

                            City Walls South

 The Weeping Boy
 Monster: Lizardman
 Continue to

 Swords for the Land 
 Monster: Lizardman, Blood Lizard
 Another locked time trial here. Despite being new to you, the Blood
 Lizard isn't much harder then the normal Lizardman.

 In Wait of the Foe
 Unlock the latched door, which leads to Villeport Way in Town Center 
 West. Continue east to

 Where Weary Riders Rest
 Monster: Lizardman
 Continue to

 The Boy's Training Room 
 Monster: Lizardman, Blood Lizard
 The northern door is locked. We'll need to unlatch the lock once we
 enter Town Center South. AN: A dragon-based dummy will appear here in
 the future. Continue east into

                                The Keep

 The Soldier's Bedding
 The north door in here is locked and requires the gold key. The South 
 goes down to Iron Maiden B1, which is similiar to what the dungeon in 
 Final Fantasy Tactics (lots of good items, but you don't need to go in 

 For now, enter the Iron Maiden dungeon, because we want to pick up an
 item we need to get further into the game. AN: The rest of my Iron 
 Maiden walkthrough will be in a separate section later in the FAQ.

 The Cage
 Go down the stairs to

 The Cauldron
 Monster: Wraith (Phantom). Gargoyle (Evil)
 The wraith is in the same class as the ghost we faced off in earlier
 in the game. Casting Magic Ward before you enter the room can give you
 the edge to catch up to him before he has a chance to hit you with his
 spells. The Gargoyle can cast numbness (slows you down), which can be
 healed by the Spirit Orison item. In the future, the spell Clearance
 can heal it as well.
 Items Received: 
 Mandrake Sigil
 Grimoire Exsorcer (Exorcism)

 The locked door requires the Tearose Sigil, which we get later in the
 game. Return back to the Soldier's Bedding, and take the east option.

 The next 4 rooms all have locked doors, which you cant open yet.  Run
 past all four. Run through A Storm of Arrows, Urge The Boy On,
 A Taste of the Spoils and Wiping Blood From Blades to

 The Warrior's Rest
 Save at the Magic Circle. The chest requires the Chest Key, which you
 can get later in Iron Maiden B1.  

 The door right across Wiping Blood from Blades leads you to

 Workshop: Keane's Craft
 You can finally combine Hagane. Return back to the Warrior's Rest, and 
 walk up to the northern door.

 Mini-Boss: Rosencrantz (Human)
 Imagine fighting yourself, and you get Rosencrantz. Gear up for a human
 opponent, and you should be ok. Most spells/chains do not work with
 him, so just whack away one hit at a time.

 Once Rosencrantz is gone, go through the door to

                           Town Center South

 There are a number of different paths you can take at this point in
 the game. I recommend taking the long route, as you'll pick up sigils
 required later in the game. If you want to proceed deeper in the game
 first, take northeastern path to Rue Faltes. Fall down, and continue 
 into Rue Morgue. Use the Bronze Key to open the door, and you'll find 
 yourself in Abandoned Mines B2. 

 For those ready to explore, we'll skip the path to the Abandoned Mines
 for now.

 Forcas Rise
 Monster: Crimson Blades
 This is the main area of Town Center South, so I'll use it as a sort of
 reference base. Take the western door into

 Valdiman Gates
 Nothing in here, except a save point, and an unlockable door leading
 back to City Walls West. Return back to Forcas Rise. At this point in
 the game, we have two routes to take. Both lead to the Abandoned Mines
 B2 room, Bandits' Hollow. If you care for total game percentage, then
 you'll want to go through both. You do need to go through the Undercity
 West route to complete the game.

1. Bandits' Hollow route through the Undercity West

 In Forcas Rise, enter the path to the east (right across from the path
 you used to Valdiman Gates).

 Rue Aliano
 Monster: Crimson Blades
 Use the Mandrake Sigil you found from the second room of the Iron Maiden
 to open the door.

 The House of Khazabas
 Go upstairs to move further along. Chest requires the sorceror magic, 
 Unlock to be opened.

    10 Eye of Argon
    Grimoire Muet
    10x Eye of Argon, Grimoire Muet

 Zebel's Walk
 Make some easy jumps across the chasms, then through the doorway to
 Rue Volnac
 Some blades to kill here. The western route leads to Rue Faltes. The
 northern, east door is one of those latched doors. Except, we're on the
 wrong side of the area. However, this is the area you want to be in if
 you want to continue through Abandoned Mines B2. If you haven't yet
 gotten the Mandrake Sigil from the Iron Maiden B1 dungeon, then that
 would be your destination. 

(AN: Continue your walkthrough at City Walls East)

2. Bandits' Hollow route through most of Abandoned Mines B2

 Forcas Rise
 Monster: Crimson Blade
 Use the the northeastern door to

 Rue Faltes
 If you chose the Undercity route, you could explore this area from the
 other side of the gate. Continue through the northern path to

 Rue Morgue
 Monster: Crimson Blade
 Open the door with the Bronze Key, and enter the Abandoned Mines B2.

(AN: Continue your walkthrough at Abandoned Mines B2)

                            City Walls East
 Like previously City Walls areas, this area moves in one direction.
 In CWE's case, it's north (or if you're coming back, then south).

 Train and Grow Strong
 Take the only available door (the locked door requires the rood inverse,
 available through a second replay of the game).

 The Squire's Gathering
 Monster: Zombie Mage, Dark Skeleton
 Some zombies. Move along to

 The Invaders are Found
 Monster: Dark Skeleton
 Unlatch door, which happens to be that previously locked door in 
 Rue Volanc. Move along north to

 The Dream Weavers
 Monster: Zombie Mage, Dark Skeleton
 More of the same. Boo.

 The Cornered Savage
 Monster: Gargoyle (Evil)
 Down the stairs to Undercity West. Death to all Gargoyles!

                         Undercity West: Part 2

 Back to our favorite blue-aura underground city. Our mission here is
 to open up the rest of Undercity West from the Keep/Town Center South
 area. This allows us to move back and forth without having to hit the
 Snowfly Forest again. Before we proceed any further, it's that time
 again to prep for a boss.

 Fear of the Fall
 Boss: Dark Elemental 
 Anything Light is a bonus. Prostasia and phantom bonuses on your weapon
 works well. He dodges chains, but doesn't have much life. Watch out for
 Meteor Lv.1 if you have high RISK or low dark protection (which is 

 Cattleya Sigil 
 Grimoire Meteore (Meteor)

 The Cattleya Sigil is used to open a door in Town Center East.

 Unlatch the door, and proceed to

 Sinner's Corner
 Monster: Dark Skeleton, Dark Eye (Evil)
 Despite its appereance, the eye isn't too bad, although he is hard to
 hit/chain. Save at the Magic Circle, and move west to

 The Children's Hideout
 Monster: Dark Eye, Gargoyle
 Open the chest, and return to the Corner.

    Sweet Death (S)
    Footman's Mace (H)
    Steel Bolt
    Spiked Shield (I)
    Sallet (H)
    Undine Bracelet
    Speedster gem
    Grimoire Dissiper (Dispel)

 Back in Sinner's Corner, go east into the Corner of Prayers. (AN: the
 northern passage leads to Namless Dark Oblivion, which happens to 
 connect this side of Undercity West to the other side. Unfortunately,
 we need that dang Silver Key still.

 Corner of Prayers
 Monster: Dark Eye, Dark Skeleton
 Eastern most door requires gold key, so take the northern route into

 Hope Obstructed
 Monster: Gargoyle
 Go down the stairs to the Abandoned Mines B2.

(AN: Refer to 2. Undercity West Route to continue the walkthrough)

                           Abandoned Mines B2

 There are two different ways to reach a meeting point in the Mines 
(Bandits' Hollow). Depending on if you went through Undercity West or 
 not, you'll have a different route. Fortunately, there is little 
 walkthrough to discuss in regards to the Undercity West route. 

 AN: The main goal to use the Undercity West route is to get some 
 treasure, a sigil that unlocks the Junction Point workshop, and to 
 further explore Lea Monde.

1. Total Abandoned Mines B2 action route

 Corridor of Shade
 Continue to

 Revelation Shaft
 Before jumping down, push the push crate forward so it falls down next
 to the huge crate stack. Next, destroy one of the carrying crates, then
 pick up the remaining one, and drop it right against the ledge (and in
 front of the cloudstone way up there).

 Now, turn around and pick up the last remaining carrying crate, and
 put it on top of the one we just placed against the ledge. With this
 two crate platform, you can make the jump to the cloudstone, then to
 the door to

 Gambler's Passage
 Monster: Orc (Human)
 Orcs are the bigger brothers of goblins. Which means despite their
 appearance, you'll want to unleash your human-based weapon on them.

 The Miner's End
 Boss: Air Elemental (Phantom)
 At this point in the game, there is no earth affinity gem to put on
 your sword, so your basically left with Prostasia and Soil Fusion as
 to help with damage. Degenerate does work nicely. Defensively, put on
 Slyph gems on your shield. 

 Items Received:
 Grimoire Foudre (Thunderburst)
 Mana Bulb

 Continue south to

 Treaty Room
 Monster: Slime, Poison Slime
 Use the Magic Circle, as it has been awhile since the previous one.

 Once you go on into the next door, you'll begin the game's hardest
 time trial. With a two-minute timer, our ultimate goal is to reach 
 the Bandit's Hollow. If you fail to reach your goal in the allotted
 time, the game will teleport back to the Treaty Room. There are three
 rooms with treasures, which are technically out of your way. For those
 aiming to get a 100% map completion, you'll want to find these rooms.

 The following walkthrough is complete. It explores every inch of this
 maze, and more and likely will require a couple of runs to do it. If
 you just want to get past the maze, then follow this route from the
 Treaty Room:

 Way of Lost Children (east), Desire's Passage (east), 
 Senses Lost (north), Crossing of Blood (east), 
 Fool's Gold, Fool's Loss (north), Tomb of the Reborn (north),
 The Lunatic Veins (east).

 Way of Lost Children
 Monster: Orc, Orc Leader (Human)
 Go west to

 Hidden Resources
 Monster: Mimic, Imp (Evil)
 The chest requires the Chest Key, which is found in the Iron Maiden B1
 dungeon. Unfortunately, we're unable to get the key at this point in
 the game, so you'll have to make a mental note to come back here. The
 chest includes some great items.

    Eviscerator (S)
    Kudi (I)
    Breastplate (I)
    Fusskampf (H)
    Trinity gem
    3 Saint's Nostrum
    Grimoire Mollesse (Restoration)

 Exit out, and go through the east door in Way of Lost Children to

 Desire's Passage
 Monster: Slime
 There is a Cure Panel to cure any status effects you have in front
 of the door to

 Senses Lost
 Monster: Orc

 Crossing of Blood
 Monster: Orc
 Lots of traps here, so cast Eureka if you're running past the enemies.
 It's not too important to know where the traps are if you're killing
 them off, as traps can't kill you. When one of the orcs see you, it's
 likely they will hit the Diabolos trap (ha).
 Despite the three options here, the best way to go is north. The rooms
 to the east and west can be taken in a long loop around. Of course,
 if you just wanted to get the hell out of here, then the north option
 is not for you. 

 The Abandoned Catspaw
 Monster: Slimes

 Hall of Contemplation
 Monster: Orc, Orc Leader
 Take the north route to

 Hall of the Empty Sconce
 Monster: Orc, Orc Leader

 Acolyte's Burial Vault
 Monster: Imp, Mimic
 You know, the imps are so damn annoying in a big area like this, its
 probably best to run in, grab the chest, then walk back out.
    Affinity (H)
    Framea Pole
    Circle Shield (H)
    Gauntlet (H)
    Hellraiser gem
    Grimoire Vie (Surging Balm)

 Return back to Hall of Contemplation, and take the south route to

 The Fallen Bricklayer
 Jump onto the cloudstone, then jump to the crates in the middle. From
 there, you can jump across the chasm, and make it to the southern
 path to

 (AN: the eastern passage is actually back to the Crossing of Blood).

 Cry of the Beast
 Monster: Orc
 Down, down, down the stairs we go to

 The Ore of Legend
 Monster: Orc, Orc Leader
 For some treasure, go west to

 Suicidal Desires
 Monster: Imp, Mimic
 First off, we have some Imps in here, so you know this room is going to
 suck. Then you have three traps, including one in front of the damn
 chest. Upon immediately entering the room, use an Eye of Argon or 
 Eureka so you don't hit these deadly traps.

    Dog's Nose (H)
    Target Bow (I)
    Barbut (S)
    Gnome Bracelet
    Elixer of Queens 
    3 Vera Bulb

 Exit out, and go east in the Ore of Legend to

 Lambs to the Slaughter
 Monster: Slime, Poison Slime
 Continue east to

 A Wager of Noble Gold
 Monster: Orc, Orc Leader
 We're almost there! If time is less then 30 seconds, then skip the Orc
 Leader. He's usually too busy casting spells to bother you.

 Kilroy Was Here
 Monster: Orc, Orc Leader
 Up, up, up the stairs we go to

 Fool's Gold, Fool's Loss
 When first entering, you'll see the cloudstone just leave our platform.
 Yeah, now we got to wait 10 seconds. The cloudstone has to first go
 to the middle stop, then to the northern ledge, then back to the middle,
 then to the southern ledge where we are. It takes up time, but there
 is nothing we can do about it.

 The nice thing about this level is the western passage leads back to
 the Crossing of Blood room. So if you do run out of time here, you
 can take the eastern door in the Crossing of Blood to get back here in
 no time. AN: at this point, you should have a pretty clear understanding
 of where to go if you were rushing through here.

 Go through the northern door to

 Tomb of the Reborn
 Boss: Earth Elemental 
 Not only do we have a boss to contend with, but we still have another
 room to go through.

 Essentially, reverse everything you did against the Air Elemental.
 The Gnome Bracelet you just picked up (assuming you went and go the
 treasure in the time maze) can help with earth protection.

 Items Received:
 Grimoire Gaea (Gaea Strike)

 Once he's dead, continue north to

 (AN: If time is running short, remember that the in-game map shows the
 door you came from in red).

 The Lunatic Veins
 Monster: Slime, Poison Slime
 This is it. Go through the path into

(AN: Move to Bandit's Hollow to continue your walkthrough)

2. Undercity West Route

 Work, Then Die
 Go down stairs to

 Bandits' Hollow
 Monster: Imp, Blood Lizard
 Well, what a nightmare we have here.
 Due to the narrow nature of the area, it's real hard to kill the buggers here. 
 here. You'll have to climb up on top. As you'll see, a wooden crate will
 be in the way for you to reach that goal. You can either do a tough jump
 to a platform above the south-east door (the entrance from the Undercity
 West route), or use a spear/crossbow to destroy the box, then climb up.

 The door at the top on the northeast corner requires the infamous Iron
 Key, so enter the southeast door on the top. Before you do, however,
 remember to save!

 (AN: Depending on which route you took to Bandits' Hollow, you have to
 go through the Undercity West passage for sigils, and the time-maze for
 some grimoires, treasure, and the exploration for 100% map completion.

 Dining in Darkness
 Boss: Sky Dragon (Dragon)
 Load up on earth damage bonuses and air protection. Get under him so
 he can't use this deadly breath attack. Remember, piercing weapons for
 everything except the tail, which is weak against edged weapons.

 Tearose Sigil
 Grimoire Demance (Drain Mind)
 Elixer of Queens

 With the Tearose Sigil, as explained earlier, you can now explore the
 Iron Maiden dungeon fully. Among other things, this allows you to gain
 access to the Chest Key

 Subtellurian Horrors
 Drop down, and move up to the chasm. Ignore the crate on your side for
 now, and jump on the moving cloudstone (use fixate if you need the 
 help). Looking ahead, notice the wooden crate wall is lower on the very
 right. Yep, you can make the jump from the stone. Wait until the 
 cloudstone is completely to the right wall, then make your jump. You'll
 grab the wooden crate on the other side, and lift yourself up. Open
 the door to

 The Crumbling Market
 Monster: Dullahan
 We're back in the Undercity West, but only for a short while (hence, 
 no sub-header for it).

 Wipe the Dullahan out (use prostasia and degenerate if he buffs up 
 before you reach him), then take a much needed save. Unlatch the western
 door; this takes you back to the first area of Undercity West. Next,
 take the east door into

 Tears from Empty Sockets
 Monster: Dark Skeleton
 Ignore the locked door. It's time to move back outside.

                            Town Center East

 Rue Lejour
 Save again if you want, then proceed southwest. Ignore the City Walls
 North door on the side; continue through town.

 Kesch Bridge
 Monster: Crimson Blade
 One soldier on your side. Two on the save side. The door on the side 
 takes you to City Walls again. Continue to

 Rue Crimnade
 Monster: Crimson Blade
 Some more Blades. Drop nice armor. The south-western most door is locked
 and requires the Cattleya Sigil, which you should have after killing the
 Dark Elemental in Abandoned Mines B2. The workshop, Junction Point, 
 allows you to work with Wood, Leather, Bronze, Iron, and Hagane. To get 
 the Sigil, you'll need to return back to Town Center South, and use the
 path through Undercity West.

 The north-western door is locked on the other side, so that just leaves
 the other northern passage way. Take that to

 Rue Fisserano
 Monster: Crimson Blade
 The door immediately ahead of you leads to the workshop: Metal Works.
 You can combine Silver and Damascus here. About half-way between the
 passage to Rue Crimnade and the workshop, notice that there is a street
 above you. Jump up, take the Blade out, then proceed to
 Shasras Hill Park
 Monster: Crimson Blade
 There are a few Blades remaining here to kill off. Continue along the
 Park, use the Bronze Key to open the door at the end, then go down the
 stairs to Undercity East.

                         Undercity East: Part 1

 Hall to a New World
 Monster: Quicksilver (Evil)
 These puppet girls are indeed named Quicksilvers. Out of most of the
 supposed scares in the game, these are a little freaky.

 Place of Free Words
 Mini-Boss: Harpy (Evil)
 Curse requires the Angelic Paean item to be cured. There is a spell
 available in the game to cure curse, but it's not available until much
 later. Harpy can also use an instant death attack, so kill it quickly.
 There are few instant death attacks in the game and they all tend to
 follow the same formula: this won't be cast until the caster is almost
 dead. Which means you need to finish off these casters, like the Harpy
 before they have a chance to cast.

 At this point in the game, you should have a good evil-based weapon.
 With this, a quick four or five hit chain will destroy the Harpy.

 Grimpoire Intensite (Herakles)
 5 Angelic Paean
 Cure Tonic 

 Herakles is one of the best spells in the game, and is the ultimate
 buff magic. Cast this always during boss fights.

 Before going into the next door, prep for an evil Boss.

 Bazaar of the Bizaare
 Boss: Lich (Evil)
 Not much to say. They're immune to a lot of attack magic, and weak 
 against physical attacks. However, it teleports like mad. Equip your
 most powerful 'evil' weapon, and keep Magic Ward up as you try to track
 it. Eventually, it will teleport near you, and you should be able to
 finish it off in a small-hit chain (it has a very low HP).

 Items Received: 
 Summoner Baton (I)
 Agales's Chain
 Eulelia Sigil
 Mana Tonic
 Elixer of Mages

 Also, the Lich will teach Ashley teleportation. Teleportation really
 opens the door for you to go back and 'complete' the game. This means,
 going back through the Abandoned Mines B2 (if you haven't) so you can
 make the 100% completion goal. Another possibility is going back to the
 Keep to go through the Iron Maiden B1 dungeon, since you have the 
 Tearose Sigil. 

 Continue forward to

 Noble Gold and Silk
 Monster: Quicksilver
 The eastern door is locked, requiring the Iron Key, so proceed west to

 Weapons Not Allowed
 Monster: Lich, Quicksilver
 Despite the name, Weapons are indeed allowed. Jokes about room names,
 however, are no longer allowed.

    Mojito (B)
    Stone  Bullet
    Titan's Ring
    Grimoire Nuageux (Psychodrain)
    Iron Key (woot!)

 At last, the most-wanted key of all times, the Iron Key, has been found.
 As you can imagine, we have a lot of back-tracking to do to really take
 advantage of this key. Return back to Noble Gold and Silk, and open up
 the east door with the iron key. 

 A Knight Sells his Sword
 Monster: Harpy, Quicksilver
 Taking the northern route will take you back to City Walls North. 
 However, it is really, really, really important that you go south to

 Gemsword Blackmarket
 Boss: Nightstalker (Evil)
 Cast Herakles and Prostasia. Waste away, but no chains allowed. With 
 Herakles on, he did nothing but cast degenerate. Perhaps there is a bug
 that keeps him doing anything hard, but this was an extremely easy 
 fight, despite the fact he dodges chains like crazy.

 AN: I've found that certain bosses sometimes dodge chains and other
 times do not. For example, on my second play through Dullahan, I had
 no problems chaining him to death.

 Items Received: 
 Melissa Sigil
 Grimoire Eclairer (Enlighten)
 Angelic Paean

 The Pirate's Son
 Monster: Harpy, Quicksilver
 Watch out for the trap 2 squares ahead of the door leading to

 Sale of the Sword
 Monster: Lich, Quicksilver

    Grimoire Tardif
    Stock Sigil

 The Stock Sigil can be used to open up the room where you fought the 
 first actual boss of the game (not counting the dragon in Duke
 Bardorba's manor.

 When you can, teleport back to Blackmart of Wines in the Wine Cellar.
 Unlock the door to the north with the Sigil into
 The Gallows
 Boss: Minotaur Zombie
 Equip your Undead weapon and go at him. He's very similar to his
 prior form, so don't expect the unexpected. Keep your risk down, as he
 is fairly strong in that regard. The zombie may be too hard for someone
 on their first play-through, but this seemed like the best place to
 mention what the stock sigil actually does.

 Items Received:
 Rune Earrings
 3 Cure Bulb
 Elixer of Queens

 There also is a chest in the back of the room, which requies the chest
 key from Iron Maiden B1.

    Circle Shield (D)
    3 Cure Potion
    Vera Potion

 Return back to a Knight Sells his Sword room. Use the northern door to

 Traces of Invasion Past
 Monster: Dark Elemental
 We're now in City Walls North. Use the Iron Key at the top of the stairs
 to reach 

 From Squire to Knight
 Monster: Blood Lizard
 The door on the side will take you to Rue Lejour. I recommend doing so,
 as the area has a Magic Circle. With the teleportation magic you learned
 from the Lich, you can now teleport to any previous seen Magic Circle
 in the game. Which means you can now teleport to a workshop if you 

 To move further into the game, we need to find the Clematis Sigil, which
 will take us into another section of Undercity East. First, we need
 the Sigil though. 

                           Using the Iron Key

 Before we use the Key for plot-purposes, teleport to the Bandits' 
 Hollow, and open the door nearest to the Magic Circle to

 Delusions of Happiness
 Monster: Blood Lizard
 Some bonus treasure include:

    Pirate's Mate (H)
    Kris (D)
    Heater Shield (I)
    Swan Song
    2 Vera Potion
    Grimoire Salamandre (Spark Fusion)

 Teleport to the Magic Circle in the Sunless Way, in Undercity West. Due
 to low MP, you may need to use multiple teleports.

 The Sunless Way
 You can use the Iron Key on the south door, but it takes a little 
 further into the game then where we want to be (AN: you need a sigil 
 from Undercity East to get further past the Elemental. Although it 
 should be also noted that you'll be coming back here soon). Back to
 the task at hand, take the west route to

 Remembering Days of Yore
 Continue forward to

 Larder for a Lean Winter
 Monster: Lich, Dark Skeleton

    Balin's Revenge (H)
    Vambrace (H)
    Elixer of Sage
    5 Alchemist's Reagent
    Clematis Sigil

 With the Clematis Sigil, proceed back to Rue Lejour.

 I included this earlier when you received the Stock Sigil, but I figure
 I'll mention it again in case you missed it. The Stock Sigil opens up
 the door to where you fought the first boss of the game, the Minotaur.
 Teleport back there (through the Blackmart of Wines) and defeat the
 new undead Minotaur to gain access to a chest.

 Rue Lejour
 Go into

                            City Walls North

 We're back here only to get to Undercity East with our new sigil. 
 AN: We're taking the long route here because I've yet to go through
 City Walls North for first-play percentage. The quickest way to get
 to Undercity East would be through Kesch Bridge -> From Boy to Hero.

 From Squire to Knight
 Monster: Blood Lizards
 Go north to

 Be for Battle Prepared
 Monster: Blood Lizard
 Continue north to (AN: not a typo on room name)

 Destruction and Rebirth
 Monster: Dark Elemental
 You are given 30 seconds to kill the elemental off, or you'll have to
 try again. Should not be difficult at this point in the game, although
 I'll give you that it's damn annoying to fight these.

 From Boy to Hero
 Monster: Blood Lizard
 Use the Clematis Sigil on the door, and continue north to

 A Welcome Invasion
 Monster: Dark Elemental
 Go down the stairs and open the door to

                         Undercity East: Part 2

 The Greengrocer's Stair
 Go north down the stairs to

 Where Black Waters Ran
 Monster: Lich, Quicksilver
 Continue north to

 Arms Against Invaders
 Monster: Harpy
 Continue west to

 Catspaw Blackmarket
 Monster: Lich, Quicksilver
 Careful for the Diablos trap in front of the chest.

    Round Shield (H)
    Grimoire Paralysie (Stun Cloud)
    Aster Sigil

 With the Aster Sigil acquired, we can now proceed deeper through 
 Undercity West. AN: This sigil is used in conjunction with the Iron Key
 to enter the Limestone Quarry.

 Return back to The Greengrocer's Stair, and you'll run into two Blade
 officers, along with a Grissom's corpse. Ashley will retreat to Where
 Black Waters Ran for the boss fight.

 Boss: Neesa and Tieger (Human)
 Both are human, so I recommend casting Prostasia and Herakles quickly,
 and immediately bashing Neesa to hell. She is the weaker of the two.
 Both use Break Arts with status effects, but you should be able to
 chain-kill Neesa before you run into these. Depending on how quick you
 can get to Neesa, these break arts can really start to affect the
 battle. Once you begin curing the status effects and reapplying Herakles
 (most of the break art effects cancelled this as well), your MP starts
 to fall.

 Instead of killing both, you merely have to inflict enough damage on
 either of them (AN: I can confirm it is the sum of damage you inflict on

 Return back to The Greengrocer's Stair, and you'll see Neesa and Tieger
 again with a dead Grissom. Hilarity ensues.

 To continue along on our journey, return to the nearest Magic Circle.
 If you need to, teleport to a Workshop, then when ready, teleport to 
 the Sunless Way. The closest Magic Circle is in Kesch Bridge, which
 is in Town Center South, just outside From Boy to Hero, in City Walls

 The Sunless Way
 Unlock the door to the south, and move to

                            Limestone Quarry

 Dark Abhors Light
 Some stairs down. Prepare for an icy boss.

 Dream of the Holy Land
 Boss: Water Elemental (Phantom)
 Load up with water protection and fire damage bonus. Protasia and
 Herakles work wonders yet again. He blocks chains fairly well, but his
 HP is low. With decent water protection on a shield, his attacks should
 not be very threatening.

 Grimoire Avalanche (Avalanche)
 Elixer of Sages
 Acolyte's Nostrum

 The Ore Road
 Magic Circle; save time! Go west (for the west route) or east for the
 east route. Both lead to the same place, but you'll want to go both
 routes to get the percentage.

1. West Route

 Atone for Eternity
 Monster: Gremlin (Evil)
 These gremlins aren't easy. Fortunately, they don't have too much HP, so
 they die easily. Because they are flying, it can be a pain to catch 
 them, so I recommend using Prostasia and Herakles to up your damage 
 significantly. It doesn't take very long to recharge your MP, and you'll
 finish these off quickly. Off all the moves in their arsenal, they
 tend to cast silence first.

 There is a Death Vapor trap in the middle of the room.

 Stair to Sanctuary
 Monster: Wraith
 Go down the stairs to

 The Fallen Hall
 Monster: Ogre (Beast)
 Simple beast-type baddies. On a possible return visit, you'll run into
 Dullahans with a 30 second timer.

 The Rotten Core
 Monster: Gremlin
 Skip the next section, unless you want to back-track to the beginning 
 of the quarry to increase your map percentage. AN: If you recall, the 
 Ore Road had two passages (east and west). Both lead to the Dreamer's 

2. East Route

 The Air Stirs
 Monster: Gremlin
 Continue east to

 Bonds of Frienship
 Monster: Air Elemental
 You've fought enough of these to know what to do. 

    Matador (H)
    Cranequin (I)
    Side Ring
    Brigandine (H)
    Rondanche (H)
    5 Snowfly Draught
    Grimoire Benir (Blessing)

 Return to the Air Stirs, and use the northern door to

 Bacchus is Cheap
 Monster: Wraith
 Go down the stairs to

 Screams of the Wounded
 Monster: Dullahan
 When you enter the room for a second time, you'll face off with two 
 ogres in a 30 second timer match. This is the exact opposite of the
 Fallen Hall, which is on the west route.

 The Ore-Bearers
 Monster: Gremlin
 A poison trap panel is located in the room. Nothing to really worry
 about, but if you care enough, Eureka the room to dodge it.

 Continue to

 The Dreamer's Climb
 Both routes lead to this area. Jump into the middle platform, with all
 the colored boxes. If you used the west route, then you'll have a larger
 jump to make to the middle platform. If you're agility is lacking, move
 the crate to the other wall, then climb on top of that. This will give
 you the necessary height to make the jump.

 Once in the middle platform, stack the blue crates on top of each other.
 Jump onto the new platform, then make the jump to the north door. It
 doesn't look like you can make this jump, and this instinct is partially
 correct. You BARELY make the jump.

 To open the door, you'll need to use the Eulelia Sigil, which you got
 way back when you defeated the Lich for the teleportation magic.

 Sinner's Sustenence
 Monster: Wraith
 Continue down the stairs to

 The Timely Dew of Sleep
 Monster: Gremlin
 The door to the east requires the Gold Key, so we'll have to ignore it
 for now. Proceed through the west door to

 The Auction Block
 Save at the Magic Circle. The northern door is locked, requiring the
 Silver Key. Methinks its time to get that soon. Use the west door to
 continue to

 The Laborer's Bonfire
 Careful for the Paralysis trap near the blue crates. If you hit it,
 it doesn't last long though. Stack the blue-crates on the edge, then
 jump into the middle platform. Using a bow or spear, destroy the wooden
 crates until just one is remaining. Jump on the stack now, then jump
 across (not up yet). Go through the west door to

 Stone and Solfurous Fire
 Monster: Earth Elemental

    White Lady (H)
    Balbriggan (B)
    Power Palm grip
    Kite Shield (H)
    Talos Feldspar
    3 Acolyte's Nostrum
    Grimoire Egout (Drain Heart)

 Return to the Laborer's Bonfire. Go up to the edge, and destroy two
 wooden crates (leaving two). Jump on the stack, then jump north to the
 locked door. Use the Melissa Sigil to open.

 Torture Without End
 Boss: Ogre Lord
 He's not much harder then most ogres, so your strategies should remain
 the same. Prostasia and Herakles up, maybe try a degenerate on him, then
 whack away at his head or left arm. He resists chains easily, so it may
 be best to use single attacks. By spamming the circle button after
 attacks, you can get 5-6 attacks off before he gets one off.

 His normal attack isn't too damaging, so don't worry about it. He can
 cast Tornado, which can take off nearly 200 HP. It is a rare spell, and
 you should be finishing him off quick anyway. Besides, unless your
 using the Crimson Pain/Raging Ache combo, it's unlikely you'll get
 burned by it.

 He also likes to play hide-and-seek, which can get rather annoying.
 If you have a short-ranged beast-based weapon, I guess you're outta

 Items Received: 
 Schiavona {I)
 Agales's Chain
 Elixer of Queens
 3 Mana Tonic
 Cure Potion

 Way Down
 Use Magic Circle to save. Go east first to

 Excavated Hollow
 Monster: Water Elemental
    Angel Face (H)
    Casserole Shield (H)
    Missaglia (I)
    Beaded Anklet
    Elixer of Queens
    Grimoire Flamme (Flame Sphere)
 Return to Way Down, and use the southern door.

 Parting Regrets
 Monster: Wraith
 Down the stairs we go.

 Corridor of Tales
 Monster: Gremlin, Ogre
 Continue west to

 Dust Shall Eat the Days
 Drop down and move past the white crates (AN: these crates are used if
 you're going back up).

 Notice how the cloudstone moves: down-forward, left to right, up-back,
 down-forward, right to left, up-back and so on. If you have a bow with
 long-range, you can snipe the wooden crates and make the jump easier.
 If not, cast fixate just as the cloudstone is right in front of the
 opening. From there, you can make the jump.

 If this isn't working, try using the stone's forward momentum as it
 moves down for extra boost. Invigorate or a Fairy Wing can also help if 
 your agility is lacking.

 Hall of the Wage-Paying
 Boss: Snow Dragon (Dragon)
 You've fought enough of these to know what to do. Put as much water
 protection and fire bonus damage as possible on your weapons and shield.
 Protasia and Herakles pre-battle, then get under him and whack away.

 Items Received:
 Grimoire Barrer (Aqua Guard)
 Elixier of Queens

 Tunnel of the Heartless
 To solve this puzzle, you need to move the wooden crate from its current
 position to the missing cube-shaped part of the ground right where you
 need to be jumping to get to the door.

 First, push the frictionless cube forward. Jump up, and push the second
 cube on top of each other. Next, push the taller of the two white cubes
 down from the crate to the east. Then, push the second white crate south
 twice. Now, we've created three steps for Ashley to use so you can push
 the wooden crate to where it belongs.

 Make the jump and go into the door.

                            Temple of Kiltia

 The Dark Coast
 Move to the very west side, and stop just before the ground drops a 
 little. If you drop, you'll hit a Trap-clear, which cancels out a 
 heal trap past the chasm. Not really important as there are no enemies

 Using the trap-clear as reference, climb back up and look north. That
 is our goal: a high platform. Make the jump (use a spell/item if
 necessary), then save and use the container if you need to.

 Hall of Prayer
 Mini-Boss:  Last Crusader (Evil)
 He uses a number of spells; in fact, you can keep him constantly using
 them, and keep him from attacking. To begin with, Prostasia and Herakles
 yourself, and rush in.

 Dispel him if he gets Prostasia and Herakles on before you can start
 hitting him; this will eliminate every stat bonus on him. Whack away
 on his abdomen. Use degenerate to weaken him greatly. This also begins
 a cycle of him casting Herakles to counter your degenerate. Fortunately,
 you can get 3-4 swings in before he can. You can also Silence him
 pretty easily...

 Items Received:
 Agrias's Balm
 Grimoire Purifier (Clearance)
 3 Alchemist's Reagent

 After winning the fight, take the east door to

 Those who Drink the Dark
 Whew. Here we go. Jump the gap, then go forward, ignoring the wooden
 crates. Our goal is to push the northern most crate all the way north.
 AN: If you mess up, I recommend putting on Magic Ward as you return
 to the Hall of Prayer. A water elemental will always get a spell off
 before you can return back in here.

 First, push the top of the two crate-stack west. Then destroy the 
 northern-most crate of the two just north of you. Confusing? Yes.
 It's hard to describe in words, but you don't want to destroy the most
 northern. It's the second northern most crate. Now, you can push the
 crate next to you south 5 spaces. Now just it east once. Leave it there
 for now.

 Destroy the top crate we pushed to the west at first. We don't need this
 anymore. Move the crate next to it to the east. AN: Let's label this
 crate 'A.'

 Now, you want to push the two crates near the gap north. To do this,
 push A east once. Then push these two crates, (B and C now) north.
 Once B and C are pushed over A, fall down and push A west once. See
 where we're going at now? This allows space for Ashley to move behind
 B, and you can continue to push it north. You'll do the same for C as
 well (just remember that you'll have to push A east once for C).

 Eventually, you'll want everything to look like this:
 D is the northern most crate on the map before we messed everything up.
 Now, push D north once, then east onto C, then north on B, then west
 finally. Now you can push it north to the wall. Holy crap.

 The Chapel of Meschaunce
 Mini-Boss: Minotaur Lord
 Go all out on him. He's significantly weaker then the boss version.

 Items Received:
 Titan's Ring
 Elixer of Queens
 3 Alchemist's Reagent
 Pick up the chest in the northwest corner.

    Frost Maiden (H)
    Sonic Bullet
    Ghost Hound
    2 Cure Potion
    2 Mana Potion
    Silver Key

 Return to Those who Drink the Dark, and open the locked door with the
 Silver Key. This route is nothing more than a connection between
 the Limestone Quarry and Undercity West, but we want the map percentage

 Ants Prepare for Winter
 Continue east to

 Where the Serpent Hunts
 Monster: Gremlin
 It's been awhile since we've fought the Gremlins, so be careful with 
 them. They can be annoyingly tough with their spells. Go east first to

 Drowned in Fleeting Joy
 Monster: Dark Elemental
 A chest is located in the northeast corner of the room.

    Falarica Bolt
    Plate Glove (H)
    Elixer of Mages
    5 Mana Potion

 Return to the previous room and take the southern door.

 Monster: Wraith
 You can go up the steps to the Auction Block in Limestone Quarry. Unless
 you have business in there, back track all the way to the Hall of 

 Hall of Prayer
 Monster: Water Elemental, Nightstalker
 This is the same room where we fought the Last Crusader, so don't let
 this monsters confuse you. The elemental we've seen before, but the
 Nightstalker is new. He is along the lines of the Dullahan group we've
 been fighting since day one, so just whack him away with your evil 
 weapon. He is weak against edged blades as well. Go in the west door

 The Resentful Ones
 Another puzzle room. Yay. In fact, we are rewarded with a very large
 room consisting of two puzzles.

 For the first puzzle, let's go through the players. 
 Frictionless Cube = A
 White crate next to A = B
 Other white crate = C
 Stacked wooden crates = D

 The idea is to move A one square north of D, so we can push the top
 wooden crate on A, and allow us to make the jump to the second area of
 the room.

  | | | | | | | |        North
  | | | | | | | |          ^
  | | |C| | | |D|          |
  | | | | | | | |          |
  |A|B| | | | | |

 Move C north twice, then west once. Move north one square, east once,
 then south once. Then move A east, then north, then east again. Move
 the top crate of D north onto A, then jump onto the new platform. From
 here, you can jump north onto the higher platform.

 Fortunately, the second puzzle doesn't require a diagram, as its more
 of the same. Jump down, and move the white crate north once, then west
 three times. Push the southern most frictionless cube west. Now, move
 the white crate north twice, then push the other frictionless cube
 west. And to finish it off, push it south to put the two cubes together.
 Push the top wooden crate twice, then jump on top. This allows us to
 make the jump to the door. Use the Silver Key to unlock, and proceed to

 Those who Fear the Light
 Monster: Air Elemental, Gremlin
 This room can be a real frustrating test. The Air Elemental is weak 
 against earth, and the Gremlins are strong against it. So while we
 whack away at the Elemental, the Gremlins will cast a bunch of status
 effecting spells like Leadbones. Fun, fun, fun. You can run past this
 room without killing everything, although there is a boss in the next

 Chamber of Reason
 Before the boss fight, we'll run into a cut-scene.
 Boss: Kali (Human)
 Like most spell-casting bosses in this game, you can frustrate him by
 putting on buffs like Herakles on. Kali is no difference. By putting
 on Herakles, she'll do nothing but want to cast degenerate. This can
 be annoying to you as well, as degenerate really decreases your damage

 If you have the MP, just battle with her by using Herakles, and hit her
 with your human-weapon on the legs or head (the weaker parts of her
 total body). None of her special attacks are particularly damaging, but
 one can drain a lot of your mp. Seeing as how we're battling her with
 Herakles to counter her degenerate, this kind of blows.

 Unlike most bosses, you should be able to chain successfully on her.
 After she is toast, move north through the double-doors to

 Exit to City Center
 You know, this may be one of the few room names that actually has some
 context to the room itself, as continuing north through the door leads
 us to the last part of town center east.

 Plateia Lumitar
 And finally, the game rewards us going through the Temple of Kiltia with
 a Magic Circle. The double doors to the west lead to the Great 
 Cathedral, the end of the game. There are some things we need to take
 care of though: getting as much of the map done as possible, and using
 unused keys and sigils to gain treasure.

 So if you feel like hitting the Great Cathedral, go ahead and skip down
 to that part of the walkthrough. If not, jump across the river, and
 enter the door to the north.

 Charmes Walk
 Monster: Evil Dummy
 I recommend spending the time to get your evil blade to 100, as its
 one of the more important class to have maxed. I've noticed that dummies
 tend to increase the class by about 50 points until they are destroyed.
 AN: remember to remove evil gems off your blade, as you'll kill the
 dummy quicker that way.

 The House Gilgitte
 Ignore the boxes here. They are used to climb back up to Charmes Walk,
 but due to teleportation magic, there is no reason to actually do so.
 Do grab the chest in the corner.

    Ribesplitter (H)
    5 Faerie Wing

 Unlatch the door, and you'll find yourself back at Rue Crimnade, and
 a little north of the Junction Point workshop. Town Center East is a
 good area to keep as a base of operations, as you collect treasure and
 upgrade your weapons.

                          Using the Silver Key

 There are a number of areas to search for the first time due to the
 silver key.

 First, teleport to the Dark Tunnel in Abandoned Mines B1. Go north into

 Everwant Passage
 Open the door at the end of the hall to

 Mining Regrets
 Nothing in here, except for a chest full of goodies. There is a Death
 Vapor trap two squares east of the chest.

    White Cargo (D)
    3 Mana Potion

 Return to the Dark Tunnel, and teleport to the Sunless Way.

 The Sunless Way
 Proceed north into Underdark Fishmarket.

 Underdark Fishmarket
 Monster: Zombie Mage, Dark Skeleton
 Head north to

 Way of the Mother Lode
 Monster: Zombie Knight, Dark Skeleton
 Turn east to

 Sewer of Ravenous Rats
 Monster: Zombie Mage, Skeleton
 Unlock the door at the end of the room with the Silver Key.

 Beggars of the Mouthharp
 Monster: Dullahan
 At this point in the game, a Dullahan should be nothing to you. Continue
 north to

 Corner of the Wretched
 Monster: Lich, Dark Skeleton
 This game works in strange ways. One of the last keys you earn in the
 main game is used to take you to a room that requires the second-play
 Rood Inverse.

 Return back to the Sunless Way, and teleport to Sinner's Corner (which
 also is in Undercity West). Go north into

 Namless Dark Oblivion
 Unlock the door at the end of the room with the Silver Key. Go through
 just to make sure the game registers that you unlocked the door. 

 Now that we've used the Silver Key to uncover some of Lea Monde, its
 time to continue with the game. Teleport back to Plateia Lumitar,
 and enter the double-doors into the Great Cathedral. AN: To be fair,
 there are about three different paths you can take from the Sunless Way
 to here.

                            Great Cathedral
 Because of the teleportation magic in the game, there really is no point
 of no return in Vagrant Story. You can go up to the last Magic Circle
 in the game, and still be okay to leave the Cathedral to upgrade 
 weapons and armor, or find some missed treasure.

 Into Holy Battle, L1
 The red cloudstone has yet to be activated, so continue down the stairs

 Struggle for the Soul, B1
 There are two doors to take; one on the current side of the river you're
 on, and another on the other side. I recommend jumping over and using
 that door first to Order and Chaos as defeating Marid activates a 
 cloudstone needed after beating Ifrit. 

 Order and Chaos, B1
 Boss: Marid
 Imagine a slightly tougher water elemental, and you get Marid. Up your
 water protection as much as possible, and put fire bonuses on your 
 phantom blade. He's weak against edge blades, but on my first go-around
 with the game, I had a piercing weapon (doh!) and manage to beat him
 fairly easily.

 Items Received:
 Elixer of Queens
 Grimoire Avalanche (Avalanche)

 After winning, you'll see a small cut-scene with a cloudstone 
 activating (not the one we saw in Into Holy Battle, L1). Return back
 to Striggle for the Soul (ignore the second door in here for now).

 Struggle for the Soul, B1
 Jump over the river, and enter the northwestern door to

 Truth and Lies, B1
 Boss: Ifrit
 Reverse all the equipment changes you made for Marid. If you forget
 something, it can really make your life miserable for about 10
 seconds. Then, you'll probably be six feet under. But much like
 Marid, once you get things organized, he isn't much harder then a
 normal fire elemental.

 Items Received:
 Elixer of Queens 
 Grimoire Flamme (Flame Sphere)

 In this room, you have yet another choice of doors. Take the west door
 first, cuz I say so.

 Sanity and Madness, B1
 Boss: Iron Crab
 Yikes! Despite his scary looks, I can't believe how easy this crabbie
 is. I'm no scholar of the armor system in this game, but he was taking
 single-digit attacks off me, and the only extra defense I used was
 Undine Jaspers on my shield.

 Items Received:
 Elixer of Kings

 After defeating the crab, watch the small scene of the cloudstone in
 Into Holy Battle being activated.

 Return back, and go straight across to the eastern door to

 The Victor's Laurels, B1
 You can also use the cloudstone in Into Holy Battle to reach Level 1
 of the cathedral. However, this being closer to your current position,
 I figure we'll take the victor's laurels (ha).

 Cracked Pleasures, L1
 Before using the cloudstone, go into the door next to it to
 Hieratic Recollections, L1
 Continue westward to

 The Flayed Confessional, L1 
 Boss: Djinn
 Mmm... ok. Here's King (AN: I guess Queen actually) Air Elemental. You
 know the drill by now. If you've beat Ifrit and Marid, then you can 
 take Djinn.

 Items Received:
 Elixer of Queens
 Grimoire Foudre (Thunderburst)

 After defeating Djinn, the cloudstone in the Poisoned Chapel, L1 
 (AN: This is actually a few rooms after where you fought Marid; at the
 time you fought her, there was no reason to continue).

 Also in the room, destroy the wooden crate in the corner, then push the
 second crate in front of the chest, so you may use it as a platform to
 open the chest.

    Fluted Armor (H)
    Fluted Glove (H)
    3 Vera Potion
    Saint's Nostrum
 Return to Cracked Pleasures, and rid the cloudstone to

 Free from Base Desires, L2
 Once again, ignore the cloudstone, which takes you to L3 (its a common
 theme in the Cathedral; ignore cloudstones at all costs!). Anyway,
 proceed through the door to

 Abasement from Above, L2
 This is a meeting point of sorts, depending on what cloudstone you used
 to get to L2 (AN: did you use the Into Holy Battle L1 cloudstone for
 map percentage points?). It's agreed that this is the far easier side
 to make the jump to the side door, but making the jump from either side
 isn't exactly a huge feat to accomplish. Go inside the door to

 The Hall of Broken Vows, L2
 Mini-Boss: Flame Dragon
 Despite the fact that this dragon could be considered the hardest of
 the monster's we've fought in the cathedral so far, he is the only
 one not given boss status. Interesting.

 That said, he is an automatic fight at this point in the game. Get some
 fire protection as you make the run under him, as a dragon's breath is
 his most powerful. Edged weapons do great on his tail, while piercing
 pretty much is great everywhere (for me, even his head was an okay
 spot to hit with a piercing rapier).

 Items Received:
 Calla Sigil
 Sorcerer's Reagent

 The door to the south is locked, requiring the Acacia Sigil, so let's
 take the northern door first.

 Light and Dark Wage War, L2
 At first, this area seems a little tricky in regards to making the jump
 across the chasm. However, follow the ledge east from the door you
 came from. Jump onto the ledge on the eastern wall, then make your
 way as far north as possible. Jump across west to the main platform,
 then jump west again to hit the lever. This unlocks a door on L3.
 Return back to the door to (AN: invigorate really helps here).

 An Arrow into Darkness, L2
 To reach the chest, push the top crate west once, then south once. Now,
 push the other crate west twice, south once, east, south, and finally

    Fluted Leggings (H)
    Fluted Gloves (H)
    5 Eye of Argon
    Cure Potion

 Take the elevator down to

 Where Darkness Spreads, L1
 Before we do anthing in here, make sure you don't touch the frictionless
 cube near the cloudstone. There is only one way to get back, and moving
 this cube could get you stuck in this room forever!

 Yuck. I admit, I actually had to look up help to figure out this one.
 To begin with, drop down the bit, and push the top wooden crate west.
 Stand on that crate, and push the middle crate east. Now you can push
 two of the crates north, inline with the cube-stack in front of the
 chest to create a bridge.

 With that done, you now need to move the frictionless crates to create
 the bridge. To do this, move the wooden crates as stoppers. In fact,
 I'll leave it at that for now. I thought about putting a step-by-step
 strategy here, but I figured it would take a few boring pages to do
 so. So unless I hear some complaints about needing one, I'll let you
 VS-veterans finish this up yourself.

    Oval Shield (H)
    Burgonet (H)
    5 Mana Bulb
    Elixer of Queens

 Return to The Hall of Broken Vows, and use the west door to

 He Screams for Mercy, L2
 Next on the plate are two nasty jumps. Invigorate, and jump to the
 southern passageway to

 The Acolyte's Weakness, L2
 Continue down the stairs to

 Monk's Leap, L1
 Monster: Dark Skeleton, Lich
 Defeating the Lich gives us:

 Ghost Hound
 Laurel Sigil
 Elixer of Queens
 Grimoire Demolir (Explosion)

 Proceed back to He Screams for Mercy, L2, and make the jump to the
 northern door to

 Maelstrom of Malice
 Monster: Lich Lord, Dark Skeleton
 The key thing to remember for the Lich Lord is to have magic ward up.
 You should be capable of eliminating the skeletons in one or two hits,
 so they shouldn't be a problem. The Lich Lord himself is rather weak 
 to physical attacks, and seemed like a slightly harder version of the

 Once the Lich Lord is dead, a cloudstone near the door that we unlocked
 with the lever is activated. It's time to return to Order and Chaos L1.
 The best way to head back there is to the Halls of Broken Vows (where
 you fought the Flame Dragon). From there, head east through Abasement
 from Above, then north to the Convent Room. Go down the cloudstone to
 Into Holy Battle, L1 (we took this path to go through the Convent Room).
 Go down the stairs and jump across the river into Order and Chaos L1.
 Inside, go through the second door in the room to

 An Offering of Souls, B1
 Go up the stairs to

 Sin and Punishment, L1
 A Magic Circle and container are the only things in this massive
 room. Once saved, use the north door to

 The Poisoned Chapel, L1
 Ride the cloudstone across and use the Laurel Sigil to unlock the 
 northern door to

 A Light in the Dark, L1
 Mini-Boss: Arch Dragon
 A light-based enemy? uhhhhh. Due to the frequency of these (or lack
 thereof), its likely Ashley will be a little weak against him. There
 isn't a whole lot we can do against him.

 However, I do some some help. Put on the Morlock Jet and Dragonite
 gems on. This will at least give us some edge damage-wise. There isn't
 much we can do protection-wise, so make sure you immediately get under
 the dragon. His breath not only is damaging due to lack of light
 protection, but it also drains MP.

 If you find your damage lacking, rely on Reflect Damage to give the
 Arch Dragon some of his damage back. You probably have the timing of
 his tail attack down fairly well, so it shouldn't be too hard to reflect
 200+ HP back during the course of the battle.

 Items Received:
 Acacia Sigil
 Acolyte's Nostrum

 Return back to Into Holy Battle, L1 and ride the cloudstone to the
 Convent Room, L2. Go north twice into Free from Base Desires (AN: you
 can also take the cloudstone from the Victor's Laurels room as well).
 and ride the cloudstone up to

 The Wine-Lecher's Fall, L3
 Jump along the ledges and exit out to

 The Heretics' Story
 Oh boy. This area can get frustrating quick. The plus side to all of 
 this is we only need to move across the chasm once. The two other doors
 you see on the map are on a higher level of the room.

 The best way to get on each cloudstone is to use fixate. As the
 cloudstone's come together, press L2 and use Fixate. This will allow you
 to easily walk onto the next cloudstone. 

 When you get to the third cloudstone, use fixate when it goes as far
 west as possible. Use Invigorate, and hope to god you don't have to do
 this part again. The western door requires the Calla Sigil, which you
 should have from the Flame Dragon.

 Hopes of the Idealist, L3
 Boss: Dao
 Another King Elemental, this time its an earth one. Gear up with 
 Air-affinity damage bonuses and tear this guy a new one.

 Items Received:
 Palm Sigil
 Elixer of Queens
 Grimoire Gaea

 After watching the scene, we'll see our new goal is to reach L4. To do
 so, we need to use the Acacia Sigil we received a little while ago and
 the newly acquired Palm Sigil. Return back to Free from Base Desires,
 and go south into Abasement from Above, then west into The Hall of
 Broken Vows, L2. Use the Acacia Sigil on the southern door to

 The Melodics of Madness, L2
 The key for this puzzle is to create a small bridge for the western
 most frictionless cube.

 Drop down and push the eastern most (lower) frictionless cube south
 and west. Then push the wooden crate east, then the western cube as far
 south as possible. Then, push it east, then south and use it to climb
 up the wall. Use the Palm Sigil to unlock the door to

 What Ails You, Kills You, L2
 Boss: Nightmare
 A tough dark elemental. You know the drill. Without any light-affinity
 aid spells, your damage will likely be a little reduced compared to the
 other elemental fights. However, this should not pose any problem.

 Items Received:
 Grimoire Meteore (Meteor)
 Elixer of Dragoons

 With Nightmare dead, use the newly activated cloudstone to reach

 Despair of the Fallen, L3
 Continue to

 The Heretics' Story, L3
 We're not on the upper level of this room. Go on the cloudstone and open
 the doors doors at the north end. If you cannot open these doors, then
 you missed the level in Light and Dark Wage War, L2. Go through the 
 door to

 Where the Soul Rots, L3
 Hop onto the cloudstone to

                           Great Cathedral L4

 The Atrium, L4
 Here's a Magic Circle to save and teleport back to whatever business you
 have in Lea Monde. This is it. Continue up the stairs to meet the end of
 the game. Whether or not you plan on going through the game again, use
 up your Grimoires, wines, and elixers. Once you beat the game, you lose
 all of this.

 Walk up the stairs, and watch the cut-scenes.

 Boss: Guildenstern
 Okay, here we go. Herakles and Prostasia up, and equip your standard
 evil weapon.

 There isn't much to work with here, except to look out for his Last
 Ascension break art. It's not incredibly damaging, but may catch you
 off guard, especially if you're relying on Raging Ache for damage.

 After defeating Guildenstern, a couple of cut-scenes will occur.

 Final Boss: Guildenstern
 This is where the real fun begins. 

 There are many strategies people use, and they all seem like viable ways
 to take out Guildenstern. To begin with, your physical weapon, despite
 being light and evil-based will not provide much damage. At all. There
 is not much you can do to work around this; it just means this will be
 one long ass fight.

 I like to stand in the middle, following Guildenstern as he circles
 around (AN: it is impossible to catch up to him; the only way to catch
 him is for him to stop). I still stay in the middle as I do this, but
 it allows me to get close to him to whack at him a few times after he
 casts a spell. As soon as he's blinking red and a exclamation mark is
 above his head, now is the time to rush towards him. He will get the
 spell off, but you'll be close enough to start chaining.

 In regards to chaining, Raging Ache is really your best friend.
 Unlike a lot of previous bosses (including this guy's former self),
 you should be able to chain Guildenstern for as long as possible.
 Follow Raging Ache with whatever you prefer, I liked Heavy Shot as it
 gave out ok damage.

 Guildenstern casts two spells: Apocalypse and Bloody Sin. He can use
 Tarnish and Degenerate, but those are rare. Apocalypse is a standard
 dark-based magic attack. It is easy to get the timing down for Relect
 Magic, which can really speed the battle up once you nail that timing.
 After you've beaten him down a bit, Guildenstern will begin to use
 Bloody Sin.

 What can I say about Bloody Sin that hasn't been said? It's an 
 extremely powerful last resort attack that will kill you unless you're
 near full-HP with low RISK. The trick against Bloody Sin is that there
 is a small period of opportunity where you can press L2 to heal through
 items or magic as he is performing the attack. This allows you to 
 essentially lower risk and increase HP without ever having to worry
 about Bloody Sin. At all. Because of this, Bloody Sin should never be
 an issue. AN: I've heard of people getting an attack of Guildenstern
 as he is in his Bloody Sin move, completely cancelling the attack. I've
 yet to see it done though.

 If anything, this final form of Guildenstern is just a long battle.
 Once you get some chains off and reflect back some of the damage from
 Apocalypse, he'll fall eventually. Once he does fall, watch the ending.

 Remember, continue through the credits, as you'll have to option to make
 a Clear Game Data save.


Training Dummies
 Training dummies are placed throughout Lea Monde as an easy way to 
 upgrade one's weapon. Although there is a negative elemental bonus to
 doing so, the effectiveness of hitting the dummies outways any 
 negatives. The only way to get around this negative is to actually train
 on normal monsters, which can be hard considering they'll die within
 10 hits usually. The Dummy can easily withstand 10 times that amount.
 If anything, using dummies is a great way to upgrade a class so that you
 can have both an edged and blunt weapon.

 The location of the dummies are:

 Human - Blackmarket of Wine in the Wine Cellar
 Beast - Dark Tunnel in Abandoned Mines B1
 Undead - Hall of Sworn Revenge in Catacombs
 Phantom - From Boy to Hero in City Walls North
 Dragon - The Boy's Training Room in City Walls South
 Evil - Charmes Walk in Town Center East

 When destroyed, you usually have to leave the area the dummy is in.
 So if you kill the human dummy, you'll have to leave the Wine Cellar 
 before he respawns.


secret spells

 Grimoire Radius (Radial Surge) from the Lich

unlocked chests
in amb2
 in warrior's rest
 in town center south house of k


 BREAK ARTS                                              
 Each individual weapon-class has their own break arts. They are learned

 sword          description 

 BATTLE ABILTIES                                                

 Battle Abilties are your main attack in Vagrant Story.  When you make
 an attack, you can chain these abilties together to make a technically
 infinite attack. There is a risk penalty for high chains; after the
 eighth chain, the amount of risk accumulated is doubled.

 name             description and risk cost:

  Heavy Shot      Inflicts an amount of additional damage equal to 70% 
                  of damage dealt. RISK: 1
  Gain Life       Regenerates an amount of Ashleys HP equal to 30% of 
                  the damage dealt. RISK: 2
  Gain Magic      Regenerates an amount of Ashleys MP equal to 30% of 
                  the damage dealt. RISK: 2
  Temper          Inflicts an additional 40% of damage on foe and 
                  repairs a small amount of weapon DP. RISK: 2
  Instill         Inflicts additional damage equal to 10% of damage 
                  dealt and adds that amount to PP. RISK: 1
  Dulling Impact  Adds silence to attack. RISK: 3
  Snake Venom     Adds poision to attack. RISK: 3
  Mind Assault    Reduces foes Mp to an amount equal to 30% of damage
                  dealt. RISK: 1
  Gain Magic      Regenberates an mount of Ashleys Mp equal to 30% of 
                  damage dealt. RISK: 2
  Numbing Claw    Adds numbness to attack. RISK 3
  Raging Ache     Inflicts an amount of additional damage equal to 10% 
                  of the damage Ashley has sustained. RISK: 1
  Mind Ache       Reduces foes MP by an amount equal to 20% of the MP 
                  Ashley has used. RISK: 1
  Paralysis Pulse Adds paralysis to attack. RISK: 3
  Crimson Pain    Inflicts an additional 100% od damage on foe and deals 
                  30% of base damage to Ashley. RISK: 2

 DEFENSE ABILTIES                                                

 Defend abilties aren't as important as battle abilites. Unless you're 
 fighting monsters you accustomed with, it's hard to get the right
 timing on a spell or an attack. Still, once you get an attack down,
 defense abilities can really put the battle in your favor.

 name             description and risk cost:   

  Ward            Successful ise of this ability prevents paralysis and 
                  numbness. RISK: 1
  Reflect Damage  Reflects 40% of damage.  Does not reduce damage 
                  received. Effective vs non-magical attacks. RISK: 2
  Impact Guard    Reduces physical damage by 50%. RISK: 4
  Fireproof       Reduces fire-affinity damage by 50%. RISK: 4
  Terra Ward      Reduces earth-affinity damage by 50%. RISK: 4
  Windbreak       Reduces air-affinity damage by 50%. RISK: 4
  Aqua Ward       Reduces water-affinity damae by 50%. RISK: 4
  Siphon Soul     Adds 50% of the mp used in foes magical attack to 
                  Ashley's MP. Effective vs magical attack. RISK: 6
  Reflect magic   Reflects 40% of damage.  Does not reduce damage 
                  received. Rffective vs magical attacks. RISK: 2
  Shadow guard    Reduces light-affinity damage by 50%. RISK: 4
  Demonscale      Reduces dark-affinity damage by 50%. RISK: 4


 There are four different types of magic. You learn magic through
 Grimoires. Once you earn one, use it like an item, and you'll cast 
 whatever magic the Grimoire is. AN: You need the MP required for the
 spell to actually learn it. 

 There is a fifth type of magic, teleportation. This magic is unrelated
 to the rules that control the other four types.

 warlock (attack)  type         description 

  Solid Shock      Physical     Intense shockwave pounds opponent.
  Lightning Bolt   Air          Lightning Arrows shock enemies.
  Fireball         Fire         Searing balls of flame assault target.
  Vulcan Lance     Earth        Razor-sharp debris rains down on the 
  Aqua Blast       Water        Intense cold assaults enemies     
  Spirit Surge     Light        Spirits of light attack enemies.
  Dark Chant       Dark         Torments enemies with a burst of pain.

 shaman (recovery)       description 

  Heal           Restores HP to target.  hurts the undead  
  Restoration    Removes paralysis to target               
  Antidote       Removes posion to target                  
  Blessing       Removes Curse                             

 sorceror (aid)          description 
  Heraldes         Increases STR \                                    
  Enlighten        Increases INT  > These work for a period of time.   
  Invigorate       Increases AGL /                                   
  Prostasia        Temporarily increases the effectiveness of weapons 
                   and armor.
  Silence          Temporarily disables targets ability to use magic   
  Fixate           Tempoarily freezes all cloudstones in their current
  Unlock           Unlocks chest and doors.                            
  Eureka           Reveals traps, making the visible for a limited time.  
  Analsysis        Analyzes targets various stats (HP, MP).    
  Degenerate       Weakens opponents STR for a period of time. 

 enchanter (affinitiy)    description 
  Pyro Guard           Strengthens armors fire affinity
  Luft Fusion          Raises weapons air-affinity     
  Spark Fusion         Raises weapons fire-affinity    
  Soil Fusion          Raises weapons earth-affinity  
  Frost Fusion         Raises weapons water-affinity 

 special          description 
  Teleport    Will instantaneously move between Save points.  Oh yeah.

  CJAYC <www.gamefaqs.com> - For creating the coolest site on the net and 
    hosting this FAQ.


This GUIDE is (c) 2000-2005 cnick.  This guide may be not be reproduced 
at all except for personal, private use. This guide is not to be used for 
profitable/promotional purposes (even if no money would be made by 
selling it or posting it on a for-profit webpage) ; this includes being 
used by publishers of magazines, guides, books, etc. or being 
incorporated into magazines, etc. in ANY way.  Unless noted on this 
guide, this document should not be found on any web site other than 
gamefaqs.com. This GUIDE was created and is owned by myself. Any 
characters, names, places, or miscellaneous objects are copyright their 
respective companies. 

Vagrant Story FAQ / Walkthrough - (c) 2000-2005 cnick
-End of FAQ-

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