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FAQ/Walkthrough by Lancet Jades

Version: 1.21 | Updated: 10/01/18

========================================================================
THE LEGEND OF ALON D'AR WALKTHROUGH AND FAQ
========================================================================
Author: John H. Hoffnagle IV (Lancet Jades)
Author's Homepage: http://www.evermoreforums.com/forums/index.php
Version: 1.21 (completed October 1st, 2018)

Sites with permission to post this FAQ:
GameFAQs.com (will always host the most up-to-date version of this guide)
Neoseeker.com
Gamesradar.com
Gamershell.com
Supercheats.com





=======================================================================
==========================================================================
ABOUT
==========================================================================
=======================================================================
This is a guide for the PS2 game The Legend of Alon D'ar. Seemingly doomed to 
obscurity, I rather enjoy it, if for no other reason than the exploration 
potential. I wrote this guide for the sole reason that few other exist; I do 
not like exploring games that are already adequately researched. I harbor no 
illusion as to the quality of this game; it is mediocre and poorly polished. 
The difficulty curve is steep, and the story and mechanics often resemble a 
cross between the worst aspects of a WRPG and JRPG.

But this is a guide for the game! If we are this far, it is a safe assumption 
both I, the writer, and you, the player, are here to learn about the game, if 
not actually play it. This guide is a best effort on my part. There is so 
little information about this game and its mechanics, even within the game 
itself, it is impossible to document it all without hacking (I lack the 
ability and knowledge to do so).

This guide assumes the player can guide themselves through. It does little 
hand-holding, but due to the terribly linear nature (even going so far as to 
bar entry to nearly ANYWHERE not associated with your current goal) a full 
walkthrough is hardly needed. Some problem-solving and a LOT of exploring on 
the part of the player/reader is not only assumed, but required. Scour every 
inch of each area searching for battles and use logic when hunting 
collectibles.

This game can actually be decent, but only if the player works to make it so. 
If nothing else, it is an experience, and beating it legitimately is quite an 
accomplishment. At the very least, it is far from the "worst game ever."






=======================================================================
==========================================================================
NOTES ABOUT THE GAME AND THE GUIDE
==========================================================================
=======================================================================
--------------------------
NOTES ABOUT THE GAME
--------------------------
MAXIMUM PP
~PP (Proficiency Points) are limited in this game. Enemies do not respawn, 
 except by moving the story, and thus there are a limited number of battles. 
 Along with that, PP gained from events (such as collectibles) is not applied 
 to characters who have not joined yet. To ensure getting maximum PP for all 
 four party members, do not collect ANY unnecessary PP until all four members 
 have been assembled. Unnecessary PP includes PP bonuses from collectibles, 
 mainly, as enemy groups will change after each character has been recruited.

 By my estimates, there is almost 500,000 PP total throughout the game, with 
 over 400,000 of that available to all four characters. This gives a 
 comfortable buffer of around 184,000 PP that can be missed without losing out 
 on reaching Lv10, keeping in mind later characters join with some PP already 
 on their record.


EFFECTIVE PP DISTRIBUTION
~As was mentioned, there is limited PP in the game. Because of this, don't 
 squander it on skills for weapons or magics you won't use! Each character 
 should focus on one or two weapons and magic types, and if they have spare, 
 maybe a third (or fourth). Priorities are mastering one weapon type for each 
 character (all skills to Lv6) and White Magic for two characters. Everything 
 else is preference and most things will work well enough to finish the game.

 The characters that join Jarik start with a higher level, but 0 available 
 PP. This is because they start with some skills already leveled, causing 
 them to waste a lot of experience if you decide to walk them down different 
 paths. Not that other weapons and magics can't be used, but the existing 
 skill levels are the compensation for not having access to as much PP as 
 Jarik gets.


ALL THAT GLITTERS IS GOLD
~Gold is limited just like PP is, although there is much more of it than a 
 player would normally need. Assuming the selling of most potions after the 
 first few areas of the game, selling of all spoils, fighting all groups 
 possible, and harvesting all herbs and selling the resulting potions will 
 provide more than enough for anything. The only way to spend that much gold 
 is to try and buy every character every skill and magic from a Portal (which 
 WILL bankrupt you, no matter when or what).

 By my estimations, buying every skill for every character will cost about 
 120,000 gold. A very rough estimate of the total gold is somewhere around 
 200,000 gold. This may vary, as missed enemy groups, missed chances to pick 
 all possible herbs and sell the resulting potions, not winning every item 
 drop in every battle possible, and throwing cheaper stuff away (such as herbs 
 or potions) due to periods of no shop access all impact your final score of 
 gold. Unless you go to great lengths to miss out on gold, however, there 
 should be more than enough to buy a few complete skillsets for each character, 
 as well as whatever weapons and armor may be needed.


QUEST ITEMS
~Quest items are important items for story advancement. They have their own 
 special inventory list and do not take up space in your regular inventory. 
 They are used automatically and function much like in other RPGs.

 The one difference that should be noted is that the quest item list is 
 regularly "revised," with any items that are rendered useless being removed 
 automatically. As such, any unused quest items, or ones that have become 
 deprecated by virtue of advancing far enough will disappear from the list, 
 making it pointless to refrain from using a quest item to keep it on the 
 list.


ENCOUNTERING ENEMIES
~When attempting to battle enemies, the battles are triggered by a pre-
 defined "zone" which, if entered, starts the battle. In some cases you 
 can get close to or even right next to enemies you see without triggering 
 a battle, but dare to step a foot away and boom, fight time.


SPOILS OF WAR
~Battle spoils work somewhat oddly. You get PP for each monster, based on 
 how many were killed (as one may expect). However, you only get gold for 
 each monster TYPE. A monster gives 50PP and 100 gold. Defeating a single 
 one will thus give 50PP and 100 gold. However, defeating a group of five 
 would give 250 PP (50 PP x 5), but still only 100 gold. If there was another 
 enemy present who gives 200PP and 250 gold, you would get 450PP (250 x 5 + 
 200), and 350 gold (100 + 250).

 Item drops work the same way as gold - each monster type can drop an item, 
 although any or all of the items they drop may be dropped (a single Lurker 
 may drop a Wither AND Spike Potion, for example).


EARLY-GAME JARIK
~The early game is the hardest part of this game. Little money, scarce PP, 
 and poor selection of items makes it a chore. Your weapon choice is much 
 more critical than you may think though, as you don't want to waste money 
 and PP on weapons you can't make much use of, nor can you easily afford and 
 keep leveled up several weapon types. The game gives you a Katar to start, 
 but this may not be the best option.

 The two best options are Sword or Two Hnd Axe. Sword would be a typical 
 weapon for an RPG protagonist, and they are generally faster weapons that 
 are effective against many enemies. Two Hnd Axe, however, is not only very 
 powerful, with a 50 melee damage variant available fairly early (the Large 
 Ornate Axe), but its chopping property is effective against many enemy types 
 fought in the early game. Those enemies not weak to chopping are at least 
 neutral towards it, until Moorlets in Whitewater Gorge.

 Either option will work well, and while most weapon types are viable, the 
 ones to avoid are anything with mashing damage, daggers, and anything 
 ranged. Mashing damage is much more useful later in the game, but many 
 things resist it early on. Daggers are underpowered for most of the game, 
 and are best used by Tahir, your first ally, who even starts with Dagger 
 skill levels. Ranged weapons have a per-battle limit on number of uses, 
 making them unreliable as a primary weapon.

 Later in the game, PP flows much more freely, but early on, Jarik needs to 
 focus on a single weapon class until he obtains the Grandmaster skill. This 
 advice applies to all characters, actually. Once that skill is obtained, then 
 branch out into other weapon types and magic classes.



--------------------------
NOTES ABOUT THE GUIDE
--------------------------
"TREASURE INFORMATION"
~This section in a chapter lists all treasure data: specific items, random 
 chests, collectibles, gold and PP, and quest items, as well as where they 
 all are found. It also includes which treasure sets random chests will have. 
 While it does not list which set each chest is (assuming there are more than 
 one), this can be easily determined by opening it (after saving) and seeing 
 how much gold it gives.

"MONSTER INFORMATION"
~This section lists all monsters found in the area and their approximate 
 HP. It also contains lists of all known monster groups (as each group is 
 pre-programmed into the game).

 For the specific enemy notation, here is the legend:
 [Enemy name] x[Enemy amount] ([Number of groups])
 Thus, Skurling x2 (4) means there are four groups consisting of two 
 Skurlings in the area it is listed under.

 If a group is a boss, it is listed as such, instead of the number present. 
 Bosses usually consist of a unique enemy, or a type not seen commonly for a 
 while yet. SunDeep's Eliminate spell usually will not work on bosses, whereas 
 it has a 100% success rate on any other enemy.

"COLLECTIBLES INFORMATION"
~This section contains a list of all collectible items available in the area, 
 along with the description of each one's location. These only list the 
 collectibles available in the area for the first time, thus returns to Orin 
 will not list all Silver Acorns each time.

"ADDITIONAL NOTES"
~This section is the "walkthrough" segment of the guide. It just lists all 
 shops in the section of the game, along with anything else of importance, 
 such as tips for maximizing PP, glitch warnings, difficult to find (or win) 
 enemy groups, and so forth. As the game is incredibly linear, I felt a full 
 walkthrough would be unnecessarily bulky and time-consuming, when this, plus 
 the other sections, would easily suffice.

 If there is anything you think should be added to the additional notes 
 section, feel free to contact me and let me know (check the contact info 
 section for how to do that).






=======================================================================
==========================================================================
TABLE OF CONTENTS
==========================================================================
=======================================================================
1: Hollow Grange - The journey's start (HOLL1)
2: Orin - Lord Kort's Lands and Pilgrim's Hatch (KORT2)
3: Dagan - Into the swamp and beyond (DAGA3)
4: Palash - Land of lizards and magic (PALA4)
5: Whitewater Gorge - Cactus Canyon (WHIT5)
6: Kemarran Highlands - High and dry (KEMA6)
7: Drommar's Tomb and the Twisting Deeps - Things just got real (DROM7)
8: Dagan, Whitewater, and Palash Redux - Old friends, new enemies (DWGP8)
9: Twisting Deeps and Frost Peaks - A winter wonderland (FROS9)
10: Exploring with SunDeep - The world at your fingertips! (SUN10)
11: Zonra's Tomb and Oo Pang Tulmus - At long last (ZON11)
12: Charak's Tomb and Dagan - Once more unto the breach (CHA12)
13: Glethdarang - Sulfur and brimstone (GLE13)
14: The ancient, lost city of Karunesh - End of an eternity (KAR14)

15: Skill Lists - Lists of all skills, their levels, and effects (SKI15)
16: Character skill profiles - Default and unique skills for everyone (CHA16)
17: Shop Guide - Lists of all items various shops sell (SHO17)
18: Treasure Chest Information - Information on random chests (TRE18)
19: Enemy Guide - List of all enemies and known stats (ENE19)
20: Collectibles Guide - Lists of all collectibles and locations (COL10)
21: Glitches - the good, the bad, and the ugly (GLI21)
22: Other Information (OTE22)
 -Weapon properties
 -Combo bonuses
 -Class titles and levels
 -Codes for Black Arts spells
23: Item table links - Tables of all items in the game (ITE23)

24: Information Needed
25: Contact Information
26: Credits
27: Version history
28: Boilerplate






=======================================================================
==========================================================================
1: Hollow Grange - The journey's start (HOLL1)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Wither Potion - from the chest in Jarik's house
-Steel Buckler - from the chest in Jarik's house
-Wither Potion - in the lockbox in the commons of Grandar's Keep
-Wither Potion - in the lockbox in the treasury of Grandar's Keep
-Katar - in the lockbox in the treasury of Grandar's Keep

PP and Gold Bonuses:
-5 PP - from the well in the center of Hollow Grange
-5 PP - pull the left torch in Grandar's Keep
-5 PP - pull the right torch in Grandar's Keep
-5 PP - in the lockbox in the treasury of Grandar's Keep
-30 PP - from the chest in Jarik's house
-30 PP - at 5 Drinking Horns
-2 Gold - pull the right torch in Grandar's Keep
-20 Gold - from the chest in Jarik's house
-20 Gold - in the lockbox in the treasury of Grandar's Keep
-30 Gold - return the five Drinking Horns to Riley

Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Drinking Horns (5 of 5)

Quest Items:
-Bucket of water - from the well in the center of Hollow Grange
-Small Iron Key - pull the right torch in Grandar's Keep
-Small Silver Key - in the lockbox in the commons of Grandar's Keep
-Ring of Passage - pull the left torch in Grandar's Keep
-Lump Hammer - found on the weapon rack in the treasury of Grandar's Keep
-Cobalt Crystal - use the Lump Hammer on the blue crystal


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Trial Skurling (about 130 HP)

-----Hollow Grange Training Area
 Trial Skurling x1 (2)
 Trial Skurling x2 (1)


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Drinking Horn Locations:
1. In the NW part of the village, between two rocks.
2. In a small alcove of a cliff E of the village, behind a large rock.
3. Near the entrance to Grandar's Keep.
4. SW of the village, on the left side of Nefreet's house.
5. Extreme SW of the village, behind a large rock near the training grounds.


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-Herbalist (Arleen in Hollow Grange)

MAX PP NOTE - If you want maximum PP at the end of the game, don't collect 
the 5th Drinking Horn until you have all 4 party members assembled. The 5 PP 
from the Small Silver Key lockbox is unavoidable, as you cannot leave Hollow 
Grange without a weapon, and thus must claim the lockbox's contents. The 10 
PP from pulling the torches in the Keep are also unavoidable, as you need 
to enter the treasury to continue.

MAX PP 2 - The PP from the Bucket of water and opening the chest is missable 
too, as if you do not do these before warping to Dagan, they will be 
unavailable by the time you can return here.

BREAKING POTIONS - The small lockboxes can be opened with the Lump Hammer as 
well as the proper key, but doing so breaks the Wither Potion inside. Ggetting 
the keys is hardly a big deal, so get the two extra potions by doing it the 
correct way.

TRAINING AREA WALKTHROUGH:
At the beginning, proceed to the fenced area. After learning all you need to 
know, tell him you wish to practice. For the first round, you get a Shamshir, 
Ornate Axe, Short Sword, and Orin Katar. MAKE SURE YOU HAVE ENOUGH BELT SPACE! 
Use either the Short Sword or Shamshir. The Orin Katar is too weak, and the 
Ornate Axe doesn't do enough damage to justify the recovery time.

Round two is for magic practice. You get a Orb of Sound, Orb of Tears, Stone 
Orb, and two Spike Potions. MAKE SURE YOU HAVE ALL 4 SLOTS OPEN (which you 
should after round 1). Without that Spike Potion, you won't have enough MEP to 
kill the Skurling. Attack away with Sunder (from the Stone Orb). It does less 
damage than Sonic Strike, but costs half the MP and stuns the Skurling 
temporarily. Sunder causes 8 damage, Sonic Blast does 11, and Ice Shards (not 
recommended), only hits for a measly 2 damage (he does warn you Skurlings 
resist water magic). You keep any Spike Potions that were not used in this 
round.

Round 3 is a composite of 1 and 2. You get a Shamshir, Orin Katar, Ornate 
Axe, Short Sword, Orb of Sound, Wither Potion, Stone Orb, and Spike Potion. 
Make sure to exit the arena to be fully healed before attempting this round, 
as going into it directly from round 2 will see your HP lower and MEP expended 
from round 2! You also keep the Spike and/or Wither Potion if unused in this 
round.






=======================================================================
==========================================================================
2: Orin - Lord Kort's Lands and Pilgrim's Hatch (KORT2)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Shortstaff - from Laran in the mountain pass outside Hollow Grange
-Leather Jerkin - from Deryn after clearing the Hermit's Cave
-Stone Orb - from the lockbox in the Hermit's Cave

PP and Gold Bonuses:
-500 PP - at 10 Silver Acorns
-1000 PP - at 20 Silver Acorns
-300 PP - at 30 Silver Acorns

Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Silver Acorns (30 of 30)
-Journal Chapter 1 (1 of 25)

Quest Items:
-Lord Kort's Token - given by Kort for destroying the Skurling Mound


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Orin Lurker (about 80 HP)
Skurling (about 25 HP)
Skurling Mound (about 50 HP)
Sword Zombie (about 45 HP)
Unarmed Zombie (about 30 HP)
Weak Tengu (about 500 HP)


-----Lord Grandar's Lands
 Skurling x1 (6)
 Skurling x2 (4)
 Skurling x2 (1) (appears after approaching the Hermit's Cave)
 Skurling x3 (1)


-----Lord Kort's Lands, before obtaining Lord Kort's token
 Orin Lurker x1 (1)
 Skurling x1 (6)
 Skurling x2 (1)
 Skurling x3 (2)
 Skurling Mound x1 (Boss)
 Sword Zombie x1 (1)
 Sword Zombie x1, Unarmed Zombie x1 (2)
 Unarmed Zombie x1 (3)
 Unarmed Zombie x2 (3)


-----Lord Kort's Lands, after obtaining Lord Kort's Token
 Skurling x3 (1)1
 Weak Tengu x2 (1)1
 Sword Zombie x1, Unarmed Zombie x1 (1)


-----Lord Grandar's Lands, after obtaining Lord Kort's Token
 Skurling x3 (1)
 Sword Zombie x2 (1)


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Silver Acorn Locations:
1. Early on the path out of Hollow Grange, behind a large rock on the left.
2. Near the sheep beside a rock in a large open area of the mountain pass.
3. Behind the third tree on the left in the field past the mountain pass.
4. Behind a tree NNW from the M'Ton Cave, near a big rock pillar-like thing.
5. Between a tree and the rock wall, near the M'Ton Cave.
6. NW of the save point, behind a tree.
7. SW, down the path towards Hermit's Cave, next to a tree.
8. Behind some barrels in Hermit's Cave.
9. Go up the slope next to the barrels, it is at the top.
10. Behind a tree W of the majestic oak.
11. Behind a tree NE of the majestic oak.
12. Back across the bridge near the save point, behind a tree in the NW.
13. In the mountain pass to Pilgrim's Hatch, near a rock along the left wall.
14. Behind a large boulder on the right side of the mountain pass.
15. Behind a collection of rocks on the left side, after the U-shaped bend.
16. SW of the Portal, beside a tree.
17. Further SW of the Portal, behind a tree near the left cliffs.
18. Beside a tree SW/W of Pilgrim's Hatch (behind the town).
19. In the wood pile on the left side of the Weaponsmith's hut.
20. Under a tree near the small plateau in the middle of Lord Kort's lands.
21. Under a tree on the left side of the path heading to Whitewater Gorge.
22. Near a boulder just before the save point at the Whitewater Gorge entry.
23. Under a tree near a huge boulder immediately SE of the Portal.
24. In an open area N of the Portal and silver acorn #23.
25. Behind a tree N of the "To Whitewater Gorge and Dagan" signpost.
26. On the right side of the Graveyard.
27. Under a tree at the intersection of paths NE of the Portal.
28. Under the last tree on the right when approaching Drommar's Door.
29. Head SE from the Hollow Grange signpost E of the Portal. In a corner.
30. Given by Carlynne in Pilgrim's Hatch.

Journal Chapter 1 Locations:
1. In the lockbox in the Hermit's Cave


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-Herbalist (Meylia, in Pilgrim's Hatch)
-Basic Weaponsmith~Orin (Deryn, near the bridge, and then near Hermit's Cave)
-Basic Weaponsmith~Orin (Merchant, in Pilgrim's Hatch)
-Advanced Weaponsmith (Weaponsmith, on outskirts of Pilgrim's Hatch)
-Atelier (Jingu, in Pilgrim's Hatch)
-Earth Magic seller (Jingu, in Pilgrim's Hatch)

MAX PP NOTE: To obtain max PP, make sure to collect no more than 9 Silver 
Acorns before your party of four is assembled, so all benefit from the 1800 
bonus PP. This is much more substantial than the pittance of PP in Hollow 
Grange, and can equate to an extra skill level or two for the other 
characters. Other collectibles usually add up to 2000 total, unlike the 
Acorns.

RETURN TO GRANDAR'S LANDS: This is necessary for maximum PP! If you leave the 
Skurlings alive in the hermit's cave, you will be able to return to Grandar's 
lands even after entering Kort's territory. If the cave is cleared, Jarik will 
turn away from the Grandar end of the mountain pass. New enemies spawn in 
Grandar's lands after obtaining Lord Kort's Token, and they are inaccessible 
without being able to return there! Basically, Grandar's lands will remain 
available so long as the quest A Safe Place to Live remains open.

RUSTY SWORD: Zombies with swords can drop a Rusty Sword. This is an inferior 
Sword-class weapon that sells for only 20 gold, but if you talk to the 
blacksmith on the outskirts of Pilgrim's Hatch, he will repair it for free, 
converting all Rusty Swords in your inventory into Short Swords. The Short 
Sword is the best option for a Sword weapon this early in the game (3 recovery 
time compared to Long Sword's 4 is more important than 24 melee damage vs. 
20), and sells for 150 gold should you not want it, or win extras.

SKURLING MOUND: The mound can generate an infinite number of Skurling enemies, 
but none of them will give any PP, gold, or item drops. Destroy the mound as 
fast as possible. It can rarely drop a Steel Breastplate, which is a 
fantastic piece of armor this early (and worth 175 gold to sell). It can take 
several attempts to win it, however, and constantly reloading and walking 
back into town each time can get tedious.

HERB GATHERING: Pick all the Wither Bane you can find before talking to Lord 
Kort after destroying the skurling mound. After getting Lord Kort's Token and 
meeting SunDeep nearby, all of the wither bane in Kort's lands will have 
regenerated, ready to pick again. Even if you have plenty in stock, it can be 
worth selling your stock and picking the herbs again, as each Wither Potion is 
worth 15 gold. Not a large amount, but selling 10+ will be a nice chunk of 
money. Herb pickups regenerate based on story progress, not time spent 
playing.






=======================================================================
==========================================================================
3: Dagan - Into the swamp and beyond (DAGA3)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Wither Potion x2 (potion) - from cauldron near the beginning (near portal)
-Large Ornate Axe (two-hnd axe) - from weapon rack in hut in Dagan
-Spike Potion x2 (potion) - from cauldron near Fidarack in Gomira
-Barkcleaver (two-hnd axe) - from chest in the swamp gas area
-Wet Staff (staff) - from chest in the swamp gas area
-Orb of Tears (focal item) - from Ramal near the raft launch

Random Chests (sets 1 and 2):
-Near the dock at the beginning, next to a tree. This disappears after 
 meeting Tahir!
-In the swamp water between the third and fourth bridge
-In the water to the left of the ramp into Gomira
-In a burnt-out hut near the save point in Gomira
-In a cluster of trees right outside of Gomira (heading to the Oracle)
-A tiny alcove behind the small plateau SW of the exit from Gomira
-In an alcove in the water E of the first ring of stones beyond Gomira
-Beneath the bridge onto a small plateau at the three-way junction
-To the left, in an alcove right before approaching the Oracle
-In the water behind the Oracle's temple structure
-SW of the bridge-laden plateau, in the water, surrounded by trees
-A bit S of the circular stone structure, in the water to the left
-Right next to a save point, bridge, and totem, in the water
-In the water SW of the second large gas cloud (NW of the large plateau)
-Beyond the large clearing with the plateau, submerged on the left side

PP and Gold bonuses:
-500 PP - at 10 Tree Frogs
-1000 PP - at 20 Tree Frogs

Collectibles and Herbs:
-Palm Nut - found on some palm trees
-Tree Frogs (24 of 30)
-Journal Chapter 2 Pages (9 of 25)
-Ancient Scrolls (1 of 5)

Quest Items:
-Treeheart - after slaying the Amareth


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Gretchling (about 60 HP)
Dagani Amareth (about 500 HP)


-----Portal to Gomira (before Tahir; all disappear after he joins)
 Gretchling x1 (1)
 Gretchling x2 (6)


-----From Gomira to the Raft
 Gretchling x2 (2)
 Gretchling x3 (1)


-----Deep swamps: after the raft, up until meeting with the amnesiac Sarojin
 Gretchling x1 (1)
 Gretchling x2 (2)
 Gretchling x3 (5)
 Gretchling x4 (2)
 Dagani Amareth x1 (Boss)


-----Deep swamps: after meeting the amnesiac Sarojin (night time)
 Gretchling x1 (3)
 Gretchling x2 (9)
 Gretchling x3 (3)
 Gretchling x4 (2)


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Tree Frog Locations:
1. On one of the rocks next to the river port, right after the Portal.
2. On a large rock beside the first barrels you come across.
3. In the green swamp gas area (requires Tahir).
4. On a log on the right, past bridge #2, and between totems #5 and #6.
5. On bridge #3.
6. On a log to the right, past totem #7, and before bridge #4.
7. Behind the smaller of two rocks on the right, just past bridge #4.
8. On the right side supports of the bridge leading into Gomira.
9. On one of the rocks near Kirandir in the back of Gomira.
10. On a large rock N of totem #10, near the hut with chest #5.
11. Circle to the left after exiting Gomira. Its on the wall.
12. To the right of totem #11, on a large rock.
13. On a large rock on the left of elevated outcropping near totem #12.
14. On one of the rocks in the stone circle to the right of bridge #7.
15. Past totem #13, on a log in the water to the right.
16. Past the bridge near totem #15, on a long in the water on the right side.
17. On a large rock right behind totem #17.
18. On the SE wall of the Oracle's ruins, from the swamp.
19. On a large rock in front of totem #18.
20. In the ruin past totem #18.
21. From totem #20, head SW to the side of the sloped outcropping.
22. On totem #24.
23. On a small rock to the right of the dead Red Amareth.
24. On the left side on a rock on the left turn, after the Red Amareth.

Journal Chapter 2 Locations:
1. On land near the entrance to the river port.
2. On bridge #1.
3. Near totem #6.
4. On the path after bridge #7, and before totem #13.
5. Past totem #14, on the sand right before the raft launch.
6. On the sand near the raft landing in the deep swamp.
7. On the right, just after bridge #15.
8. Behind the dead Red Amareth, near the entrance to Palash.
9. On the right side of the path, between the dead Red Amareth and Palash.

Ancient Scroll Locations:
1. Behind the palm tree on the island with the Portal.


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-Herbalist (Oleck, in the side section of Gomira)
-Basic Weaponsmith~Dagani (Burrik, in the main part of Gomira)
-Dagani Specialist (Bolahdon, in the main part of Gomira)
-Magical Item (Fidarack, in the main part of Gomira)
-Water Magic seller (Ramal, near the raft launch, Gomira-side)

MAX PP NOTE!
To obtain max PP, make sure to collect no more than 9 Tree Frogs before your 
party of four is assembled, so all benefit from the bonus PP.

SWAMP TREASURES: Check the Treasure Chest list for information on the 
seemingly random treasures found in the swamp. They aren't random, though, and 
function much the same as other treasure chests.

SWAMP GAS: You need Tahir to pass the green clouds of swamp gas, but only 
the cloud between the Portal and Gomira can be traversed by him. The clouds in 
the deep swamp bar you from areas you're not supposed to go yet, and Tahir 
refuses to go it alone. This ability only proves useful to pick up a free Wet 
Staff and Barkcleaver in a chest, as well as one of the tree frogs. Later on, 
it will also be used for a puzzle, but his Gill Breathing sees very little 
actual use.

FULL HEALING: Examining the Oracle at any time will fully heal you. This will 
save backtracking to the portal at the start of Dagan for healing.

MONSTERS: No new monsters spawn anywhere in the swamp after meeting the 
Oracle, as one may expect, but meeting the amnesiac Sarojin in the stone ruins 
en route to Palash DOES trigger respawns as far back as the raft to Gomira. 
Check in the waters around the Oracle and between the raft landing and Palash 
for extra gretchlings to fight.

MAX PP NOTE 2!
If you've obtained all available PP from all enemies and events after Tahir 
joins, he should reach level 4 with the final batch of enemies before 
entering Palash. This is excluding PP from the 10 and 20 Tree Frog bonuses.






=======================================================================
==========================================================================
4: Palash - Land of lizards and magic (PALA4)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Sarojin Hammer (hammer) - in chest next to the first save point
-Spike Potion (potion) - in chest next to the first save point
-Palm Nut Potion x2 (potion) - in chest at the bottom of the zigzagging path
-Spike Potion x2 (potion) - in chest at the bottom of the zigzagging path
-Wither Potion x4 (potion) - in cauldron behind a rock SW of orb statue #26

Random Chests (set 2):
-Two on the hill S of the Red Amareth

PP and Gold bonuses:
-500 PP - at 10 Amber Beads
-1000 PP - at 20 Amber Beads
-500 PP - at 10 Journal Chapter 2

Collectibles and Herbs:
-Amber Beads (25 of 30)
-Journal Chapter 2 Pages (11 of 25)
-Journal Chapter 3 Pages (1 of 25)
-Journal Chapter 4 Pages (2 of 25)
-Ancient Scrolls (1 of 5)

Quest Items:
-Jade Scarab - slay the Red Amareth in the DarkFell camp
-Diadem - from WhipTail's tomb
-Golden Crystal - from WhipTail's tomb
-Bronze Bell - trade the Diadem to BrambleFoot in La'Shon
-Ring of Revealing - use the Bronze Bell on the amnesiac Sarojin in Dagan


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Dagani Amareth (about 500 HP)
DarkFell Warrior-A (about 150 HP)
Gretchling (about 60 HP)
Orin Lurker (about 80 HP)
Palash Amareth (about 650 HP)
Palash Lurker (about 105 HP)
Red Amareth (about 650 HP)


-----Dagani border to La'Shon
 Palash Lurker x2 (2)
 Palash Lurker x3 (3)


-----La'Shon to WhipTail's Tomb
 Palash Amareth x2 (Boss)
 DarkFell Warrior-A x1 (2)
 DarkFell Warrior-A x2 (4)
 DarkFell Warrior-A x6 (1)
 Palash Lurker x1 (2)
 Palash Lurker x2 (1)
 Red Amareth x1 (Boss)


-----La'Shon back to the Dagan/Palash border
 Palash Lurker x2 (2)
 Palash Lurker x3 (3)
 Palash Lurker x4 (2)
 Palash Lurker x6 (2)


-----From Dagan/Palash border to the Whitewater Gorge raft launch
 Dagani Amareth x1 (4)
 Dagani Amareth x2 (2)
 DarkFell Warrior 2 x2 (1)
 Gretchling x2 (11)
 Gretchling x3 (6)
 Gretchling x4 (1)
 Gretchling x5 (2)
 Gretchling x6 (1)
 Gretchling x2, Dagani Amareth x1 (1)
 Gretchling x3, Dagani Amareth x1 (1)
 Gretchling x2, Orin Lurker x1 (1)
 Orin Lurker x2 (1)


-----Between stone ruins and Dagan/Palash border (after curing the Sarojin)
 Dagani Amareth x1 (1)
 Gretchling x1 (1)
 Gretchling x2 (2)
 Gretchling x3 (2)


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Amber Bead Locations:
1. Just past stone marker #3, near the Save.
2. Curve #4 of the winding path, on the left.
3. Between stone statue #7 and 8, on the right.
4. To the right of stone statue #10.
5. NE of stone statue #15, between the tents.
6. NE of the blue flame in La'Shon, behind some tents.
7. W of the blue flame in La'Shon, behind FernDancer.
8. Behind a rock on the right side, past orb statue #5.
9. To the right of orb statue #12, along the path's wall.
10. Just past orb statue #18 on the left.
11. To the left of orb statue #19.
12. To the left of orb statue #20.
13. Right after orb statue #21, near the DarkFell totems.
14. On the left side of the path past orb statue #23, near a log.
15. Past the hard turn to the right after orb statue #27, beside a rock.
16. Just before orb statue #31.
17. Beside orb statue #32.
18. Go left up the path beside orb statue #34.
19. Beside the save point past orb statue #36.
20. Down path at the end of orb statue #38, on the right.
21. Go W from orb statue #42, looking behind the trees and rocks.
22. Go N from orb statue #42, down the path on the left.
23. Go N from orb statue #42, down the path near the waterfall.
24. Go N from orb statue #42, straight down the path to the end.
25. On the left side of the path NW of orb statue #42.

Journal Chapter 2 Locations:
10. On the right of the fifth curve of the winding path past stone marker #3.
11. Next to stone marker #7.
12. Just past stone marker #14.
13. On a ledge left of La'Shon on left near end.
14. NW of orb statue #10, in a wide turn on the right.
15. Just after the left turn past orb statue #10, on the left.
16. In front of a rock on the right, just after orb statue #12.
17. Next to orb statue #14.
18. Look behind the tents near two chests in the middle of the DarkFell camp.
19. Behind a large rock on the left after orb sphere #26.
20. Beside a large rock to the right of orb statue #27.

Journal Chapter 3 Locations:
1. At the Whitewater Gorge raft launch, in the left corner.

Journal Chapter 4 Locations:
1. On the left side of WhipTail's Tomb.
2. On the right side of WhipTail's Tomb.

Ancient Scroll Locations:
2. Go to the end of the path left of orb statue #34.


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-Herbalist (MossDigger, in La'Shon market)
-Basic Weaponsmith~Dagani (JasperScale, in La'Shon market)
-Sarojin Specialist (CopperCrest, in La'Shon market)
-Explosives Specialist (OpalEye, in La'Shon market)
-Atelier (FernDancer, in La'Shon market)
-Fire Magic seller (FernDancer, in La'Shon market)

ODD ROCKS - Many of the rocks you see are actually Lurkers, but most are inert 
at the moment and will not attack. Many of these are fought later in the game.

ARMORED BRACERS - If you haven't already, buy Jarik and Tahir a set of the 
Armored Bracers available from the fire magic shop in La'Shon. These provide a 
large block boost of 20, which combined with armor will result in blocking 
most attacks. Blocking will significantly reduce damage taken from most enemy 
attacks, and prevents the blocked attack from inflicting status effects.

SPIRE HEALING - At the Spire of Suspicion, there is a cauldron near BrightEye, 
the Sarojin guard. This offers a one-time full heal for Jarik and Tahir. Use it 
wisely, but keep in mind that returning to La'Shon to heal with the portal is 
always an option.

IMPOSSIBLE BATTLE - Near the entrance to the Twisting Deeps (W of WhipTail's 
Tomb) is a battle with SIX DarkFell Warrior-A. This is an incredibly 
difficult battle, as six enemies attacking constantly will quickly kill your 
party. Quick weapons with cut or chop will do a lot of damage, such as swords 
or axes. Magic isn't as effective, but area-of-effect spells should do enough 
to make them worthwhile earlier on. It is suggested to wait until Jarik gets 
his Juggernaut morph at WhipTail's tomb before tackling this battle, but it 
can indeed be won with just basic weapon attacks (barely).

JUGGERNAUT - After the scenes at WhipTail's Tomb, Jarik obtains a special 
skill - Morph. This lets him transform into the Juggernaut you fight the 
Amareth with. This form is free to transform to anytime. It has 1000 HP 
and no MEP, and can only do two actions: Punch and Crush (the latter being 
stronger, but with more cooldown). The HP you start with is based on what 
percent of your HP you had as Jarik, but when he reverts, his HP is restored 
to what Jarik had before transforming, ignoring any damage or healing his 
morph sustained. The Juggernaut form cannot use any items, but is powerful 
enough to be useful for a while to come. Note that you can transform BEFORE 
triggering a battle, so as not to waste any time once fighting, and so 
Jarik's HP is preserved.

DAGAN RESPAWN TAKE TWO: After curing the amnesiac Sarojin, a few new groups 
of monsters spawn between you and Palash. These are noted in the monster 
group list. The most obvious is another Dagani Amareth (the 500 HP version) NW 
of the large plateau. This battle can be difficult to trigger; you must walk 
in the swamp water NW of the Amareth itself (close to the swamp gas cloud). 
Just walking on the land next to it will not trigger the battle.






=======================================================================
==========================================================================
5: Whitewater Gorge - Cactus Canyon (WHIT5)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Antitoxin (potion) - from Goltir at the beginning of the Gorge
-Moorlet Egg (collectible) - in a chest near the first two random chests
-Magic Potion x2 (potion) - in the Marketplace, for delivering message to Ekue
-Amulet of Silence (amulet) - in a chest past the "Wilderness" save point
-Studded Armor (armor set) - in a chest past the "Wilderness" save point
-Archers Bow (bow) - in a chest past the "Wilderness" save point
-Old Dagger (dagger) - in a chest beyond the blue key's stone door
-Bone Bracers (wearable) - in a chest beyond the blue key's stone door
-Spi Boost (elixir) - in a chest beyond the blue key's stone door
-Dex Boost (elixir) - in a chest beyond the blue key's stone door
-Pelewan's Pendant (wearable) - deliver the Kemarran Brooch to Pelewan
-Cactus Potion (potion) - talk to Kayreeda in Marketplace after curing Pazinah
-Spike Potion (potion) -  talk to Kayreeda in Marketplace after curing Pazinah
-Oak Shield (shield) - in a chest in the ruins NE of the exit of the canyon
-Spike Potion (potion) - in the ruins NE of the exit of the canyon into Orin
-Str Augmenter (elixir) - in the ruins NE of the exit of the canyon into Orin
-Poison Resistance (potion) - in the ruins NE of the exit of canyon into Orin
-Target Shield (shield) - in a chest in the Boggroat's den
-Hauberk (armor set) - in a chest in the Boggroat's den
-Spi Boost (elixir) - in a chest in the Boggroat's den
-Spike Potion (potion) - in a chest in the Boggroat's den
-Old Chakram (chakram) - in a chest in the Boggroat's den
-Small Petards (petards) - in a chest in the Boggroat's den
-Ice Dagger (dagger) - in a chest in the Boggroat's den
-Cactus Potion (potion) - in a chest in the Boggroat's den
-RazorClaw's Staff (staff) - from RazorClaw, in exchange for Scarlet Cloak
-Dagani Bow (bow) - in chest on Gargoyle Bridge, post-Boggroat
-Sturdy Shield (shield) - in chest on Gargoyle Bridge, post-Boggroat
-Cactus Potion (potion) - in chest on Gargoyle Bridge, post-Boggroat
-Dark Defender (tattoo) - from Kemarrans near Pilgrim's Hatch
-Wraith's Bane (bow) - on a grave after examining the crypt for Lord Kort

Random Chests (sets 1, 2, 3):
-In the Lurker-infested area between the intersection and the Marketplace
-Also in the Lurker-infested area between the intersection and the Marketplace
-Atop the cliff via the path W of the Whitewater Portal (a lockbox)
-In some shallow ruins beyond the first bridge on Pelewan's path
-Right before the second bridge on Pelewan's path
-Two in an alcove of a cliff SW of the first save point after the Marketplace
-Two behind the blue key's stone door
-Push a barrel beyond the "Gargoyle Bridge" (with Journal Chapter 3 page 16)
-On a small ledge overlooking the earlier section, after the "barrel chest"
-In the ruins NE of the exit of the canyon into Orin
-In the NE corner of the Sunken Market, near CrystalFang

PP and Gold bonuses:
-500 PP - at 10 Moorlet Eggs
-1000 PP - at 20 Moorlet Eggs
-500 PP - at 10 Journal Chapter 3
-100 PP - in a chest past the "Wilderness" save point
-50 gold - in a chest past the "Wilderness" save point

Collectibles and Herbs:
-Cactus Flower - found on small green cacti with pink buds
-Flower Spike - found on cacti with a large, vertical white flower spike
-Wither Bane - collect the green weeds near small rocks
-Moorlet Eggs (28 of 30)
-Journal Chapter 3 Pages (18 of 25)
-Ancient Scrolls (2 of 5)

Quest Items:
-Kemarran Brooch - from the chest in the ratsprat's lair
-Red Key - from the chest in the ratsprat's lair
-Blue Key - from the chest behind the red key's stone door
-Nettlefire Weed - from herbalist in the Market after meeting blinded Kemarran
-Boggroat chest key - after defeating the Boggroat in its den
-Sphere of Calling - in a chest in the Boggroat's den
-Scarlet Cloak - examine the remains after the Gargoyle and Tengu battle


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Blood Moorlet (about 220 HP)
Boggroat (about 1300 HP)
Fake Dagani-A (about 220 HP)
Fake Orin-A (about 100 HP)
Fake Orin-B (about 400 HP)
Gargoyle (about 1000 HP)
Moorlet (about 200 HP)
Palash Lurker (about 105 HP)
Shadowspawn (about 400 HP)
Skurling (about 25 HP)
Strong Zombie (about 350 HP)
Tengu (about 600 HP)
Weak Lurker (about 80 HP)


-----Raft Launch to Whitewater Gorge Market (including Twisting Deeps path)
 Blood Moorlet x3 (1)
 Blood Moorlet x6 (1)
 Fake Dagani-A x1 (1)
 Palash Lurker x1 (3)


-----Whitewater Gorge Market to Orin (before Boggroat is defeated)
 Boggroat x1 (Boss)
 Fake Dagani-A x3 (1)
 Fake Orin-A x2 (2)
 Fake Orin-B x3 (1) (behind red door)
 Gargoyle x1 (2)
 Gargoyle x2 (2)
 Moorlet x2 (3)
 Moorlet x3 (7)
 Moorlet x4 (7)
 Moorlet x2, Blood Moorlet x2 (1)
 Moorlet x2, Shadowspawn x4 (1) (behind blue door)
 Palash Lurker x1 (8)
 Palash Lurker x2 (3)
 Palash Lurker x2, Moorlet x1 (1)
 Tengu x1 (1)


-----Whitewater Gorge, after Boggroat is defeated
 Fake Kemarran-A x6 (1)
 Gargoyle x2 (2)
 Gargoyle x4 (2)
 Gargoyle x4, Tengu x2 (1)
 Moorlet x4 (1)


-----Lord Kort's and Grandar's lands
 Strong Zombie x3 (5)**
 Tengu x3 (1)
 Tengu x2, Skurling x3 (1)
 Orin Lurker x1 (5)

**The Strong Zombie x3 groups can each drop a Spi Boost.


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Moorlet Egg Locations:
1. On the left, beside the palm trees just past trail marker #2.
2. Early on the path to the Twisting Deeps, look near a Flower Spike plant.
3. On the left side of trail marker #6.
4. In the cauldron next to Tuako, just past trail marker #6.
5. In a chest next to a big rock near trail marker #12.
6. Under a wagon NE of Brin in the Marketplace.
7. Just past Riffin and the "To Orin" signpost on the elevated path.
8. Behind some barrels in the large area past trail marker #18.
9. Near the entrance to Whitewater Portal in large area past trail marker #18.
10. On the ledge of a "window" on the unmarked path past the Portal. 
11. Near a lockbox at the end of the unmarked path past the Portal.
12. Behind a large rock a bit past Gymal's camp at the start of the canyon.
13. On the right side of the path, right past Koldor.
14. Push the barrels aside near the start of the unmarked path past Pelewan.
15. Just beyond trail marker #22.
16. In an alcove on the far side of a large rock past trail marker #24.
17. In an alcove on the far side of a large rock past trail marker #24.
18. SE of the save point and trail marker #25.
19. Go NW from trail marker #26 and follow the unmarked path to end.
20. At the end of unmarked path, behind the blue key's stone door.
21. Behind some barrels in the Boggroat's domain. 
22. In an area SW of intersection at trail marker #27, on an unmarked path.
23. Further down in area SW of trail marker #27 on unmarked path.
24. Up the unmarked path SW of trail marker #27.
25. At the end of the unmarked path SW past trail marker #27, in some ruins.
26. Behind a broken ruin SE of Orin signpost, after trail marker #32.
27. On a small ledge right before the Sunken Market.
28. In the Sunken Market, to the right of OnyxEye's tent.

Journal Chapter 3 Locations:
2. On the right of the winding path when leaving the raft landing.
3. On the right of the winding path just after leaving the raft landing area.
4. On the right after trail marker #1.
5. Across the bridge to the left, behind AmberTail (path to Twisting Deeps).
6. Between trail markers #7 and #8 on the path to WG Market.
7. Just before trail marker #13.
8. Make a right turn on the path past trail marker #19.
9. Beside a large rock on the left, past trail marker #19.
10. On the right, past trail marker #19 and right before Koldor.
11. On the unmarked path, in the balcony just beyond the ratsprat's den.
12. Just beyond trail marker #23.
13. Near trail marker #25 and the save point.
14. NW of trail marker #26, on the right beyond the save point.
15. On the unmarked path NW of trail marker #26, just before the bridge.
16. On the Gargoyle bridge past trail marker #28.
17. Beside BlackTail in the Sarojin Bazaar, to the right of a tent.
18. On the trail just beyond the Sarojin Bazaar.
19. Circle back around to the Bazaar, and check the right side of the trail.

Ancient Scroll Locations:
3. Right ahead of you after exiting the raft in Whitewater Gorge.
4. Near the Moorlets NW of trail marker #24.


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-Herbalist (Kayreeda in Whitewater Gorge Market)
-Herbalist (Melzia, in Pilgrim's Hatch)
-Herbalist (Arleen, in Hollow Grange)
-Basic Weaponsmith~Sarojin (Merchant, in Whitewater Gorge Market)
-Basic Weaponsmith~Sarojin (OnyxEye, in the Sunken Market)
-Basic Weaponsmith~Orin (Merchant, in Pilgrim's Hatch)
-Basic Weaponsmith~Orin (Deryn, near Hermit's Cave)
-Advanced Weaponsmith (Brin, in Whitewater Gorge Market)
-Advanced Weaponsmith (Weaponsmith, on outskirts of Pilgrim's Hatch)
-Sarojin Specialist (SixClaw, in the Sunken Market)
-Exotic Equipment (BlackTail, in the Sunken Market)
-Magical Items (Tuako, near the path to the Twisting Deeps)
-Atelier (CrystalFang, in the Sunken Market)
-Atelier (Jingu, in Pilgrim's Hatch)
-Stone Magic seller (Jingu, in Pilgrim's Hatch)
-Sound Magic seller (CrystalFang, in the Sunken Market)
-White Magic seller (Gymal, on the path to Orin, then in the Marketplace)

DIFFICULT BATTLE - On the path to the Twisting Deeps is a battle against six 
Moorlets. This is incredibly difficult, and is not recommended unless Tahir 
can use Acid Rain. The spell will slaughter them. Picking them off one by one 
will usually result in suffering too much damage. They are weak to thrusting 
weapons, so anyone with a dagger or spears will make quick work of them, too.

CHANGELINGS - You will start encountering Changelings in the guise of one of 
the four races from here on out. These come in many varieties, wielding many 
different weapons and even spells.  Due to the extreme variety these enemies 
present, this guide cannot describe each and every group's weapons and magic.

WHITE MAGIC - Soon after leaving the marketplace, you will encounter Gymal, 
who sells the Orb of Healing. BUY ONE FOR TAHIR. Spend the money on white 
spells from the Portal, and begin training Healing Mist. This is your top 
priority! Healing potions are basically obsolete after you gain even one 
more level (if they aren't already - 100HP is less than 1/8th of your max HP), 
thus Healing Mist will be how you heal for the rest of the game. Heal itself 
is alright, but mainly for quick full healing of someone about to die in 
battle. MEP healing potions (Spike and Ulappa) still remain useful, since 
120 MEP healed is six Healing Mists, and 200 is ten! Jarik is a poor choice 
for a healer, as his morph will prevent him from making use of any items.

PELEWAN GLITCH!!! - En route to Orin, you will meet Pelewan, who pleads for 
you to help recover an item for him. DO THIS QUEST IMMEDIATELY. The Amulet of 
Silence needed to finish it is found in the canyon ahead. If this quest is 
left until too late in the game, Pelewan can vanish without a trace, and with 
him goes your hopes to mark this quest completed and get the reward. The 
reward is a crappy pendant which has the exact same effect as an easily-bought 
accessory (Resist Stun), so this glitch is hardly game-breaking.

MAX PP PROBLEM - The Amulet of Silence's chest gives 100 PP, which you would 
think could be saved, but due to Pelewan possibly vanishing at a random point, 
it is best to collect it ASAP, just to ensure it doesn't cost you the chance 
to finish this quest. After all, if you're the type to care about scrounging 
every last PP, you care even more about a unique item as a reward!

GLITCH!!! - The giant stone door opened by the red key is glitched. Once you 
open it the first time and leave, it will close and never open again. If you 
do not collect everything from behind it, they are lost forever. THIS INCLUDES 
A MOORLET EGG! Make sure to get everything the first time through. If the 
enemies are too tough, or you want all four characters to partake of the PP, 
the door will always open the first time, no matter how late in the game you 
are.

VERY DIFFICULT BATTLE - Behind the blue door lies a battle with three Moorlets 
and FOUR Shadowspawn. Shadowspawn attack by throwing rocks, and with claws at 
melee range. This battle is VERY easy to lose. Although rocks are easily 
dodged by moving, the battle system isn't conducive to evasive movement. 
Gather the Moorlets and cast Acid Rain on them while Jarik pounds at the 
Shadowspawn. After Tahir gets a second turn, have him finish off the Moorlets, 
then start casting healing spells! Again, this battle is very difficult, so be 
extremely careful.

BLINDED KEMARRAN AND THE ANTIVENOM - A short way after the first save point in 
the gorge will be a Kemarran warrior fighting some moorlets. After helping her 
kill them, she says their poison has blinded her and she needs an antidote. 
If you still have the Antivenom item Goltir gave you at the start of the 
gorge, Jarik will automatically offer it to her. Otherwise, you must return to 
Whitewater Gorge Marketplace and speak to the herbalist to receive the 
Nettlefire Weed quest item, to serve the same purpose. Either option will 
lead to the same result, but the Antitoxin saves backtracking. It is also 
impossible to keep the Antitoxin permanently, as meeting the Kemarran is 
unavoidable when advancing the story.

ICE DAGGER - One of the rewards for defeating the Boggroat is an Ice Dagger. 
This is an excellent weapon for Tahir! 20 base damage, 2 recovery time, and 
a water focal item make it quite a potent treasure. If Tahir is trained in 
daggers and water magic (which are two of the better options for him), this is 
a must-have! This will be THE dagger for the rest of the game, no matter who 
uses it, or if they even use water magic. There's another one later in the 
game as well, if you prefer two dagger users.

GARGOYLE GLITCH!!! - The Gargoyles that guard a page of Chapter 3 of the 
Journal on the bridge/ramp may occasionally be glitchy and not provide the 
journal page upon defeat. Make sure to save before encountering this group, in 
case the glitch occurs. If it does, that page of the journal will be lost 
forever!

SUNKEN MARKET AND THE TACHI - The exotic weapons dealer in the Sunken Market 
carries a 2H Sword called the Tachi. This is extremely expensive (over 1500 
gold), but for a reason: it has 45 base damage, causes Disrupt and Bloc 
(easily the most overpowered status - resets cooldown gauge and pauses it for 
a few seconds), and is a fire focal item! Two Hnd Swords are a good option for 
Jarik and are powerful weapons, and even if not Jarik, then Tylonee (who joins 
later) comes with levels in Two Hnd Swords already.

LORD KORT'S LANDS - The gorge leads back to Lord Kort's lands, seen much 
earlier in the game. While there aren't a huge number of enemies to fight, all 
of both Kort's and Grandar's lands are available for exploring, all the way 
back to Hollow Grange. If there was any unfinished business in these areas, 
you can take care of it now.

SPI BOOST DROPS! - The zombies in Lord Kort's lands have a very small chance 
of dropping Spi Boost items. Each one permanently boosts a character's SPI 
stat by 10. This offers up to 50 extra SPI. These zombies also sometimes drop 
the Cycgel, which is a sound focal staff. Rarely can you get both, as it is 
the only place to get a Cycgel.






=======================================================================
==========================================================================
6: Kemarr Highlands - High and dry (KEMA6)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Warrior's Halberd (halberd) - lockbox in the NW corner of the Skurling Nest
-Str Enhancer (elixir) - lockbox in the NW corner of the Skurling Nest
-Spi Augmenter (elixir) - lockbox in the NW corner of the Skurling Nest
-Ulappa Potion (potion) - bring the Ulappa Leaves to Maravana
-Stonecutter Axe (axe) - in a lockbox in the ruins S of crystal marker #42
-Matron's Hammer (two-hnd hammer) - in the chest in the Hakar Cave
-Orb of Winds (focal item) - in the chest in the Hakar Cave
-Fire Halberd (halberd) - in the chest in the Hakar Cave
-Vivana's Amulet (amulet) - collect all 30 Crystal Shards

Random Chests (set 4):
-Beside Gamson's tent, near crystal marker #13
-E of crystal marker #13, overlooking the plains below
-NW of crystal marker #14, near a cauldron, barrel, and bench
-SE part of the unmarked area E of crystal marker #42, near a barrel
-E side the of island beyond 2nd bridge in area E of Matron's Camp

PP and Gold bonuses:
-500 PP - at 10 Crystal Shards
-1000 PP - at 20 Crystal Shards
-100 gold - defeat Fen Skurlings in the area NE of first the save point
-500 gold - return the Box of Flutes to Geshan
-500 gold - defeat all fen Skurling Mounds, then talk to Hurmiz

Collectibles and Herbs:
-Ulappa Leaves - the leafy plant in the ruins near crystal marker #42
-Crystal Shards (30 of 30)

Quest Items:
-Box of Flutes - from a lockbox in the plains beyond Geshan, guarded by Tengu
-Hakar Tooth - defeat the Hakar in the cave E of Matron's Camp
-Spirit Wind - from a Kemarran in a tent in the Dragon's Maw


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Fake Dagani-B (about 400 HP)
Fake Sarojin-A (about 300 HP)
Fen Skurling (about 150 HP)
Fen Skurling Mound (about 200 HP)
Hakar (about 2000 HP)
Kemarran Zombie (about 500 HP)
Tengu (about 600 HP)


-----From the entrance to the Highlands and the Matron's Camp
 Fen Skurling x1 (1)
 Fen Skurling x2 (6)
 Fen Skurling x3 (2)
 Fen Skurling x4 (1)
 Fen Skurling x6 (1)
 Fen Skurling Mound x1 (1)
 Fen Skurling Mound x1, Fen Skurling x1 (1)
 Fen Skurling Mound x1, Fen Skurling x2 (3)
 Fen Skurling Mound x2, Fen Skurling x1 (1)
 Fen Skurling Mound x2, Fen Skurling x2 (1)
 Kemarran Zombie x3 (1)
 Kemarran Zombie x5 (2)
 Kemarran Zombie x6 (1)
 Tengu x2 (2)
 Tengu x3 (3)
 Tengu x4 (1)


-----During the Hakar Quest
 Fen Skurling x5 (1)
 Hakar x1 (Boss)**
 Kemarran Zombie x3 (4)
 Kemarran Zombie x4 (1)
 Kemarran Zombie x5 (1)
 Tengu x2 (2)
 Tengu x4 (1)

**The Hakar can drop a Spi Boost.


-----Heading to Dragon's Maw after the Hakar Quest
 Fake Dagani-B x3 (2)
 Fake Sarojin-A x3 (1)
 Fen Skurling x2 (4)
 Kemarran Zombie x3 (2)
 Tengu x3 (6)


-----After the Dragon's Maw (check all throughout the Highlands!)
 Fen Skurling x2 (1)
 Tengu x3 (2)


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Crystal Shard Locations:
1. On the ledge E of the Windsinger statue, at the start of the area.
2. SE of Chocud's tent (S of the save point), near a tree and some rocks.
3. A little ways W of crystal marker #4.
4. In the narrow alley SE of crystal marker #9.
5. NW of crystal marker #14, near a cauldron, barrel, and bench.
6. E of crystal marker #16, in a corner, surrounded by cliff.
7. Near a tree E of the stone bridge seen from area SE of crystal marker #16.
8. Pass W under the stone bridge seen from area SE of crystal marker #16.
9. In chest next to Elliman's tent in unmarked area near crystal marker #16.
10. Laying on the ground a bit SW of Elliman's tent.
11. On the ground next to the wall-bridge NW of broken bridge to Zonra's Tomb.
12. On the ground between crystal markers #20 and #21, NW of the save point.
13. On the ground near crystal marker #23.
14. SW of crystal marker #26, in the alcove near the cliff and boulder.
15. NE of crystal marker #27, in another alcove along the cliff.
16. S of crystal marker #33, in the middle of the narrow pass.
17. NW of crystal marker #34, beneath some trees near the cliff face.
18. In the NW corner of the Fen Skurling lair, NE of crystal marker #38.
19. Near some trees SW of the pond in the Fen Skurling Lair.
20. SW of crystal marker #40, behind a tree.
21. SE of crystal marker #42, in a corner beyond Maravana.
22. To the right of the shrine in the Ulappa Grove, S of crystal marker #42.
23. NE corner of the unmarked area E of crystal marker #42.
24. Down the mountain pass W of Dreyfar's tent in the Matron's Camp.
25. Behind a boulder on the left side of the path E of the Matron's Camp.
26. In the NE corner of the area before the bridge, E of the Matron's Camp
27. E side the of island beyond the long bridge in area E of Matron's Camp.
28. On the ground near the chest in the Hakar's Cave
29. In the Dragon's Maw, at the NE end, near a stone bridge/wall.
30. Near the empty tents in the SW corner of the Dragon's Maw.


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-Herbalist (Maravana, near the ruins S of crystal marker #42)
-Kemarran Specialist (Gamson, in a tent near crystal marker #13)
-Kemarran Specialist (Vosmek, in the Matron's Camp)
-Exotic Equipment (Elliman, in a tent in unmarked area north of Zonra's Tomb)
-Magical Item v2 (Thezram, in the Matron's Camp)
-Crappy Magical Item (Elisinar, in the Dragon's Maw)
-Armor Shop (Akilias, in the Dragon's Maw)
-Atelier (Chocud, S of the entrance to the Kemarran Highlands)
-Atelier (Dreyfar, in the Matron's Camp)
-Tattoo Parlor (Rooba, in a tent near crystal marker #13)
-Wind Magic seller (Maia, in a tent near crystal marker #11)

MISSABLE! ENTIRE KEMARRAN HIGHLANDS - Everything in the Kemarran Highlands 
is missable, as once you leave you may never return. The most notable items 
include ALL Tattoos (the tattoo parlor is the only one in the game), the Orb 
of Winds, and various items in chests. This also includes Vivana's Amulet, the 
reward for all 30 crystal shards! Do NOT leave until you are completely sure 
you have everything you ever will need! This includes a set of tattoos for 
your other two characters (taking up a massive 10 inventory slots, bummer). 
Fortunately, after the scenes at the Dragon's Maw, you have the run of the 
Highlands, so everything (shopping, chests, crystal shards, etc.) can be done 
then.

SET 4 RANDOM CHESTS - Several of the random chests in the Highlands are set 4, 
which has 150 gold, very often a Ulappa Potion, and most importantly, a Spi 
Boost! This elixir boosts a character's Spi by 10 points permanently. Save 
before opening each chest to maximize the number of Spi Boosts and your stats!

TATTOOS - Mentioned briefly earlier, tattoos give bonuses and use up five 
unique skill slots (cannot be used for anything else). They are permanent. As 
far as I've been able to test, multiple tattoos of the same kind do not stack. 
I would wager the status resist tattoos are better than the voodoo/black arts 
resists, due to the latter two being much more uncommon (but increasingly 
common as the game goes on). Make sure to load everyone up on tattoos (as well 
as bring 10 extras, five for each of the future two party members).

ULAPPA LEAVES - The plant in the shrine near crystal marker #42 is the Ulappa 
plant, where the potion of the same name comes from. This is the ONLY Ulappa 
plant in the game! In total, you can harvest leaves from it three times: when 
the herbalist first sends you on, after clearing the Hakar Cave, and after the 
scenes at the Dragon's Maw. These are the only three leaves available in the 
entire game, however talking to any herbalist will end up consuming them if 
you turn herbs in for potions.

HAKAR DROPS A SPI BOOST - Exactly as it says, the Hakar can drop a Spi Boost 
as well. With the five that Strong Zombies dropped in Kort's lands, the five 
from chests in the highlands, and this one, that is 11 total Spi Boosts, or 
110 extra SPI that can be distributed to your characters. But I'll level 
with you: I still have no idea what SPI actually does. Or STR and DEX for 
that matter.

LAST CHANCE SHOPS - Three shop types only exist in the Highlands: the 
Kemarran Specialist weapon sellers, the Armor Shop at the Dragon's Maw (with 
the Plate Mail), and the Tattoo Shop. All three have several unique items 
not obtainable elsewhere, and the Tattoo Shop is the only way to fill up each 
character's Tattoo list in their skill menu. Consider carefully which, if 
any, of the equipment options available, are something you wish to carry 
later into the game, and purchase accordingly before leaving.






=======================================================================
==========================================================================
7: Drommar's Tomb and the Twisting Deeps - Things just got real (DROM7)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Charged Staff (staff) - in the chest in the upper part of Hermit's Cave
-Evil Bracers (wearable) - in the upper part of Hermit's Cave, in a lockbox
-Spi Boost (elixir) - in the upper part of Hermit's Cave, in a lockbox
-Ulappa Potion (potion) - in the upper part of Hermit's Cave, in a lockbox
-Great Sword (sword) - in a chest inside the M'Ton's Cave
-Hauberk (armor set) - in a chest inside the M'Ton's Cave
-Charged Buckler (shield) - in a chest inside the M'Ton's Cave
-Amareth Shield (shield) - in a chest inside the M'Ton's Cave
-Magic Potion (potion) - in a chest inside the M'Ton's Cave
-Stone Orb (focal) - in a chest inside the M'Ton's Cave

Random Chests (set 4 and 5):
-Two in the room to the right between opal scarabs #19 and #20

PP and Gold bonuses:
-50 PP - in the chest in the upper part of Hermit's Cave
-30 gold - in the chest in the upper part of Hermit's Cave
-400 gold - in the upper part of Hermit's Cave, in a lockbox
-500 PP - at 10 Journal Chapter 1
-1000 PP - at 20 Journal Chapter 1
-500 PP - at 25 Journal Chapter 1
-20 gold - in a chest inside the M'Ton's Cave

Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Journal Chapter 1 Pages (24 of 25)
-Journal Chapter 4 Pages (2 of 25)
-Ancient Artifacts (3 of 30)

Quest Items:
-Lapis Key Ring - in a lockbox in the bottom of the unmarked path
-ShadowFire's Key - in a lockbox in the bottom of the unmarked path
-Drommar's Torc - in a lockbox by the bed in the room next to #19 and #20
-Dementia Thorn - from a M'Ton on the bridge back to Lord Kort's lands
-Bone Hammer - from the Zombie Lord at the graveyard, after killing it
-Lord Kort's Token - from Lord Kort, in exchange for the Bone Hammer


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Changeling (about 300 HP)
Ethereal (about 1000 HP)
Fake Kemarran-A (about 400 HP)
Orin Lurker (about 80 HP)
Shadowspawn (about 350 HP)
Skurling (about 25 HP)
Strong Zombie (about 350 HP)
Zombie Lord (about 1200 HP)
Zombie Minion (about 525 HP)


-----Drommar's Gate and Lord Grandar's lands
 Fake Kemarran-A x2 (1)
 Orin Lurker x1 (1)
 Orin Lurker x2 (2)
 Skurling x5, Strong Zombie x2 (1)**
 Strong Zombie x3 (3)**
 Strong Zombie x4 (2)**
 Strong Zombie x6 (1)**

**Any group with a Strong Zombie can drop a Spi Boost.


-----Grandar's lands, the Twisting Deeps, and Drommar's Tomb (after Nefreet)
 Changeling x1 (1)
 Ethereal x1 (Boss)
 Orin Lurker x1 (2)
 Shadowspawn x2 (10)
 Shadowspawn x4 (3)
 Shadowspawn x5 (1)
 Strong Zombie x4, Orin Lurker x1 (1)**

**The group with Strong Zombie x4 can drop a Spi Boost.


-----After Drommar's Tomb: Lord Grandar's and Kort's Lands revisited
 Fake Kemarran-A x4 (1)
 Orin Lurker x1 (5)
 Orin Lurker x2 (1)
 Orin Lurker x4 (1)
 Strong Zombie x3 (3)**
 Strong Zombie x4 (2)**
 Strong Zombie x5 (2)**
 Zombie Lord x1, Zombie Minion x5 (Boss)

**Any group of Strong Zombie enemies can drop a Spi Boost.


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Journal Chapter 1 Locations:
2. Head SE along the unmarked path beyond opal scarab #12.
3. On the opposite side of the small lake, down the unmarked path.
4. Near a stalagmite in the SE of the bottom-most area of the unmarked path.
5. Near a rock in the E of the bottom-most area of the unmarked path.
6. Near the same rock in the E of the bottom-most area of the unmarked path.
7. Near a NE corner of the bottom-most area of the unmarked path.
8. Under a bed in the NW of the bottom-most area of the unmarked path.
9. Near opal scarab #17.
10. On the left, past opal scarab #18.
11. In the room on the right, between opal scarabs #19 and #20.
12. In the room on the right, between opal scarabs #19 and #20.
13. In the room on the right, between opal scarabs #19 and #20.
14. In the room on the right, between opal scarabs #19 and #20.
15. In the room on the right, between opal scarabs #19 and #20.
16. In the room on the right, between opal scarabs #19 and #20.
17. In the room on the right, between opal scarabs #19 and #20.
18. In the room on the right, between opal scarabs #19 and #20.
19. In the room on the right, between opal scarabs #19 and #20.
20. In the room on the right, between opal scarabs #19 and #20.
21. In the room on the right, between opal scarabs #19 and #20.
22. In the room on the right, between opal scarabs #19 and #20.
23. On the left side, past opal scarab #20.
24. On the right, past opal scarab #22.
25. Head E from opal scarab #24.

Journal Chapter 4 Locations:
3. Inside Drommar's Tomb.
4. Inside Drommar's Tomb.

Ancient Artifact Locations:
1. Just beyond opal scarab #3.
2. Go down the path on the right SE of OS #12 and #13, it is on the ramp.
3. Just past the door on the right between opal scarab #19 and #20.


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-Herbalist (Arleen, in Hollow Grange)
-Herbalist (Melzia, in Pilgrim's Hatch)
-Basic Weaponsmith~Orin (Devyn, inside Hermit's Cave)
-Basic Weaponsmith~Orin (Merchant, in Pilgrim's Hatch)
-Advanced Weaponsmith (Weaponsmith, in Pilgrim's Hatch)
-Atelier (Jingu, in Pilgrim's Hatch)
-Stone Magic seller (Jingu, in Pilgrim's Hatch)

NO REST FOR THE WEARY - You are herded towards Hollow Grange straight from 
exiting Kemarr. Pilgrim's Hatch will be unavailable for a while, so the only 
shops you'll have access to are an herbalist in Hollow Grange and Devyn, the 
basic weaponsmith. Devyn will leave the cave shortly after entering the Deeps, 
at which point you need to make it back to Pilgrim's Hatch before any other 
shops are available (Hollow Grange is blocked off after crossing the river 
bridge towards the cave).

MORE STAT BOOSTERS - The Strong Zombie enemy groups can drop Spi Boosts and 
Cycgel staves just like prior to entering the Kemarran Highlands. Even the 
group with the (pathetically weak) Skurlings can drop these items. This can 
result in seven more Spi Boosts before even reaching Grandar's lands, and 
seven more after returning to Kort's territory. Any battle with a Strong 
Zombie present can result in one. Note that the zombies with the Zombie Lord 
are a different variant and so a Spi Boost is not a possible reward in that 
battle.

EVEN MORE STAT BOOSTERS - Two chests in the Twisting Deeps are sets 4 and 5. 
Set 4 gives Spi Boost (SPI +10), and set 5 (very rarely) gives Str Enhancer or 
Spi Enhancer (STR or SPI +5). Save at the nearby save point and open them 
repeatedly until they give up these rare elixirs! If you're willing to devote 
untold hours of reloading, you can even get both the Str and Spi Enhancer from 
the set 5 chest. This is where you prove your true devotion to maxing stats 
despite not knowing exactly what they even do.

ETHEREAL BATTLE - The Ethereal is a difficult foe. Weapons do extremely little 
damage to this enemy, even if you've mastered a weapon class. Conversely, 
magic (besides air and fire) does great damage to the Ethereal. Even a level 1 
or 2 spell will outperform the strongest weapons available. In particular, 
Tahir can make use of Ice Shards even if he hasn't spent any points in it, and 
someone can use RazorClaw's Staff to cast Life Steal. Finally, Jarik's 
Juggernaut morph does typeless damage that is equally effective against any 
enemy, including this Ethereal.

DROMMAR'S SWORD AND REVEAL - The Reveal attack of Drommar's Sword dispels the 
Changeling's magic, reverting them to their original form. This prevents them 
using magic and weapons, which prevents many status effects and ranged damage, 
but their normal form has strong melee attacks and a rock throw ranged attack, 
just like the Shadowspawn. Be sure you wish to fight the original form when you 
use this ability! Revealing changelings will not affect the rewards of the 
battle.

MISSABLE! JOURNAL CHAPTER 4 PAGES - When inside Drommar's Tomb, be sure to 
get both of these pages! If you don't collect them now, they are missed 
forever, locking you out of a nice accessory and the best armor in the game 
(for everyone).

ZOMBIE LORD'S VOODOO - The Zombie Lord casts a voodoo spell at you constantly. 
This spell's damage can be reduced with Evil Bracers, or if you bought some, 
the Voodoo Charm tattoo. It can hit pretty hard and consistently from a range, 
so be careful.

ZOMBIE LORD GLITCH!!! - I have heard a report that once, the Zombie Lord did 
not trigger the after-battle event of obtaining the Bone Hammer. Make sure to 
save beforehand, to ensure the hammer is dropped. If it does not, the game 
cannot be continued.






=======================================================================
==========================================================================
8: Dagan, Whitewater, and Palash Redux - Old friends, new enemies (DWGP8)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Wither Potion (potion) - in chest in the water outside the new Dagani Cavern
-Orb of Tears (focal) - in the single chest in the new Dagani cavern
-Ulappa Potion (potion) - in the pair of chests in the new Dagani Cavern
-Steel ChoPinTou (chopintou) - in the pair of chests in the new Dagani Cavern
-Studded Armor (armor set) - in the pair of chests in the new Dagani Cavern
-Str Enhancer (elixir) - in the pair of chests in the new Dagani Cavern

Random Chests (sets 1 and 2):
-Lockbox in the ruins N of the path to the Twisting Deeps in the Gorge
-Near the Whitewater Gorge entrance to Twisting Deeps, near a cauldron
-Behind hill with Dagani refugees in the new section of Dagan
-In water beyond a fallen tree in the path beyond the Dagani refugees
-In S corner of swamp in the water on path to Charak's Tomb
-Behind a tree in a pool of water N of the previous chest
-In the water SE of Charak's Tomb

PP and Gold bonuses:
-120 gold - in a chest in the water outside the new Dagani Cavern
-500 PP - at 30 Tree Frogs
-500 PP - at 30 Moorlet Eggs
-300 PP - at 30 Amber Beads
-1000 PP - at 20 Journal Chapter 2
-1000 PP - at 20 Journal Chapter 3
-300 PP - at 5 Ancient Scrolls

Collectibles and Herbs:
-Palm Nut - found on some palm trees
-Cactus Flower - found on small green cacti with pink buds
-Flower Spike - found on cacti with a large, vertical white flower spike
-Tree Frogs (5 of 30)
-Moorlet Eggs (2 of 30)
-Amber Beads (5 of 30)
-Journal Chapter 2 Pages (2 of 25)
-Journal Chapter 3 Pages (2 of 25)
-Ancient Scrolls (1 of 5)

Quest Items:
-Mahir's Ring - from Mahir's ghost in Gomira
-Black Skull - kill the DarkFell beyond the "Deep Swamp" save point


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Dagani Amareth (about 500 HP)
DarkFell Mage-A (about 450 HP)
DarkFell Warrior-C (about 350 HP)
DarkFell Warrior-D (about 600 HP)
Fake Dagani-B (about 400 HP)
Fake Orin-C (about 1400 HP)
Fake Sarojin-B (about 400 HP)
Palash Amareth (about 650 HP)
Palash Lurker (about 105 HP)
Red Gretchling (about 400 HP)
Shadowspawn (about 400 HP)


-----Dagan Portal to Gomira (before using Spirit Wind)
 Dagani Amareth x2 (3)
 Dagani Amareth x2, Red Gretchling x3 (1)
 DarkFell Warrior-C x2, DarkFell Mage-A x2 (1)
 Red Gretchling x3 (1)
 Red Gretchling x4 (7)


-----Gomira to Whitewater Gorge Marketplace
 Fake Orin-C x4 (1)
 Gargoyle x1 (1)
 Palash Lurker x1 (2)
 Palash Lurker x2 (3)
 Palash Lurker x3 (1)
 Palash Lurker x4 (1)


-----Palash and Dagan, up until getting the Black Skull
 Dagani Amareth x1, Red Gretchling x1 (2)
 DarkFell Warrior-A x2 (1)
 DarkFell Warrior-C x2, DarkFell Mage-A x2 (3)
 DarkFell Warrior-C x3, DarkFell Mage-A x3 (1)
 Fake Dagani-B x2 (3)
 Palash Lurker x2 (5)
 Palash Lurker x3 (4)
 Palash Lurker x4 (1)
 Palash Lurker x5 (1)
 Palash Lurker x6 (1)
 Red Gretchling x2 (6)


-----Palash to the Twisting Deeps
 DarkFell Warrior-C x2 (2)
 DarkFell Warrior-C x3 (5)
 DarkFell Warrior-C x5, DarkFell Warrior-D x1 (1)
 DarkFell Warrior-D x1 (1)
 Fake Sarojin-B x2 (1)
 Palash Amareth x3 (1)
 Palash Amareth x4 (1)
 Palash Lurker x2 (1)
 Shadowspawn x5 (1)


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Tree Frog Locations:
25. On the back of a large boulder under the NW new Dagani path.
26. Sitting on the SW pillar in the cavern in the NW new Dagani path.
27. On a wooden post where previously was a large cloud of swamp gas.
28. On a wooden plank in the sand SE of the "Deep Swamp" save point.
29. On the floor of the stone ruins SW of the "Deep Swamp" save point.
30. On a log to the right of the entrance to Charak's Tomb.

Moorlet Egg Locations:
29. In an alcove in the hidden path NW of the ruins, en route to the Deeps.
30. SW of the Gorge entrance to the Twisting Deeps, next to a rock and tree.

Amber Bead Locations:
26. Beyond "Palash" save, near the tents in opposite direction as cursed lake.
27. To the right of the pedestal at the cursed lake.
28. On the right side of the path to the fire pit.
29. At the fire pit, to the left of the pedestal.
30. Near the lapis scarab marker outside the Palash entrance to the Deeps.

Journal Chapter 2 Locations:
21. On the landmass with the Dagani refugees in Dagan
22. In the SW portion of the DarkFell camp, near a log leaning on the wall.

Journal Chapter 3 Locations:
20. En route to the Gorge entrance to the Twisting Deeps, SW of cliff alcove.
21. Just before the Whitewater Gorge entrance to the Twisting Deeps.

Ancient Scroll Locations:
5. On a bridge near the "Swampland" save point, after Charak's tomb. (Dagan)


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-Herbalist (Kayreeda, in the Marketplace)
-Herbalist (MossDigger, in La'Shon market)
-Basic Weaponsmith~Dagani (Faymel, on the hill with a cauldron)
-Basic Weaponsmith~Dagani (JasperScale, in La'Shon market)
-Basic Weaponsmith~Palash (Merchant, in the Marketplace)
-Advanced Weaponsmith (Brin, in the Marketplace)
-Dagani Specialist (Saker, on the hill with the Dagani refugees in Dagan)
-Sarojin Specialist (CopperCrest, in La'Shon market)
-Explosives Specialist (OpalEye, in La'Shon market)
-Magical Item (Damore, on the hill with the Dagani refugees in Dagan)
-Magical Item v3 (Gymal, in the Marketplace)
-Atelier (FernDancer, in La'Shon market)
-Fire Magic seller (FernDancer, in La'Shon market)
-White Magic seller (Gymal, in the Marketplace)

WHITE MAGIC AGAIN - Buy Tylonee a White Magic orb, and train her Heal and 
Healing Mist spells! Two healers is the best option.

POWERFUL CHANGELINGS - After speaking with Brin, a party of fake Orins appears 
near the Whitewater Gorge entrance to the Twisting Deeps. This is pretty far 
out of the way. These Changelings have 1200 HP - a massive amount - and also 
cast magic. Be careful!






=======================================================================
==========================================================================
9: Twisting Deeps and Frost Peaks - A winter wonderland (FROS9)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Hunter's Bow (bow) - chest at end of the path S of lapis scarab #21
-Palm Nut Potion (potion) - chest at end of the path S of lapis scarab #21
-Ulappa Potion (potion) - chest at end of the path S of lapis scarab #21
-Cactus Potion (potion) - in the S prison cell in the dungeon area
-Ulappa Potion (potion) - in the S prison cell in the dungeon area
-Orb of Sound (focal) - in the S prison cell in the dungeon area
-Absorption Orb (focal) - in the 'new' chest in SilverScale's lair
-Orb of Defense (focal) - Next to green scarab #13, in a chest
-Ice Dagger (dagger) - chest in the corner NW from "Frost Peaks" save
-Preserved Shield (shield) - chest in the corner NW from "Frost Peaks" save
-Spi Boost (elixir) - chest in the corner NW from "Frost Peaks" save
-Ulappa Potion (potion) - chest in the corner NW from "Frost Peaks" save
-Stun Grenades (petards) - at end of path SE of the end of raised pathway
-La'Shon Halberd (halberd) - at end of path SE of the end of raised pathway
-Balkstaff (staff) - chest N of the path under the large raised pathway
-Ulappa Potion (potion) - chest N of the path under the large raised pathway
-Blazing Orb (focal) - in the chest at the Temple of the Ice Hakar
-Ulappa Potion (potion) - in the chest at the Temple of the Ice Hakar
-Str Boost (elixir) - in the chest at the Temple of the Ice Hakar
-Ring of Might (amulet) - Sarojin spires, after completing journal chapter 1

Random Chests (set 4):
-Alcove NW of the intersection between Deeps and Frost Peaks elevator paths
-S of the "Frost Peaks" save point
-At the middle of the long raised pathway early in the Frost Peaks
-SW of the end of the large raised pathway
-In an alcove underneath the raised pathway, near a large pillar and red rock
-SW of the entrance to raised pathway leading to the Temple of the Ice Hakar

PP and Gold bonuses:
-200 gold - in a chest N of the path under the large raised pathway
-500 PP - at 10 Ancient Artifacts
-1000 PP - at 20 Ancient Artifacts
-500 PP - at 10 Journal Chapter 4

Collectibles and Herbs:
-Ancient Artifacts (17 of 30)
-Journal Chapter 4 Pages (13 of 25)
-Koldor's Items (5 of 12)

Quest Items:
-Cell Door Key - from the Shadowspawn at the prison complex
-Cell Key - in the S prison cell in the dungeon area
-SilverScale's Key - from the translocation node's chest, near the sun bed
-Chandarath Scroll - a chest in the Sarojin-only room via SilverScale's node
-Opal Key Ring - a chest in the Sarojin-only room via SilverScale's node
-Agate Key Ring - a chest in the Sarojin-only room via SilverScale's node


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Boraro (About 1400 HP)
Demon Plant (about 800 HP)
Fake Dagani-B (about 400 HP)
Fake Kemarran-A (about 400 HP)
Fake Orin-B (about 400 HP)
Fake Sarojin-B (about 400 HP)
Grandar (about 2200HP)
Green Changeling (about 1400 HP)
Ice Hakar-A (about 2200 HP)
Ice Hakar-B (about 2200 HP)
K'Tik (about 2500 HP)
K'Tiker (about 2500 HP)
Shadowspawn (about 400 HP)
Stronger Zombie (about 1500 HP)


-----Twisting Deeps, lapis and white regions, and the prison (pre-SunDeep)
 Fake Dagani-B x5 (1)
 Fake Dagani-B x3, Fake Kemarran-A x3 (1)
 Fake Kemarran-A x3 (1)
 Fake Orin-B x2 (1)
 Fake Sarojin-B x4 (2)
 Shadowspawn x3 (1)
 Shadowspawn x5 (4)
 Shadowspawn x6 (2)


-----Twisting Deeps (post-SunDeep) and Gateway Garden region
 Boraro x2 (2)
 Boraro x3 (2)
 Demon Plant x5 (2)
 Demon Plant x6 (1)
 Green Changeling x1, Shadowspawn x4 (1)
 Green Changeling x2, Shadowspawn x3 (1)
 Shadowspawn x5 (2)
 Shadowspawn x6 (1)


-----Frost Peaks: before the Temple of the Ice Hakar
 Grandar x1, Ice Hakar x1 (Boss)
 Ice Hakar-A x1 (1)
 Ice Hakar-A x2 (2)
 Ice Hakar-A x3 (1)
 K'Tik x2 (1)
 K'Tik x4 (2)
 K'Tiker x4 (1)


-----Frost Peaks (after Temple), and the Gateway Garden region revisited
 Boraro x3 (2)
 Ice Hakar-A x5 (1)
 Ice Hakar-B x2, K'Tiker x3 (1)
 Ice Hakar-A x4, K'Tik x1 (1)
 K'Tik x3 (2)
 K'Tik x2, K'Tiker x3 (1)
 Stronger Zombie x3 (1)
 Stronger Zombie x4 (1)


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Ancient Artifact Locations:
4. Near lapis scarab #2.
5. On the ground slightly N of lapis scarab #12.
6. N of lapis scarab #17, near a large stalagmite and some mushrooms.
7. In an unmarked area S of lapis scarab #21, near some mushrooms and a rock.
8. On the right of white scarab #16, right before the long bridge.
9. At the end of the unmarked path NW of white scarab #20.
10. In an alcove in the cavern wall W of white scarab #26.
11. In an alcove in the cavern wall E of white scarab #29.
12. S of white scarab #35, between two large stalagmites.
13. Next to a purple crystal near the doorway at white scarab #42.
14. On path SE of white scarab #41, behind second large rock.
15. Beyond doorway far SE of white scarab #41, just inside the dungeon area.
16. SE of the Sarojin healing device in the dungeon area of the Deeps.
17. End of the path N of the "Dark Cavern" save point, in the dungeon area.
18. In the W cell of the prison complex, in the dungeon area.
19. In SilverScale's lair (near the Deeps Portal), near the odd shell machine.
20. On a platform in the switch puzzle between green scarabs #11 and #12.

Journal Chapter 4 Locations:
5. Between lapis scarabs #1 and #2.
6. On the ground slightly S of lapis scarab #4.
7. Right next to white scarab #24.
8. Behind some mushrooms N of white scarab #31.
9. To the left of the translocation node near the sun bed in the dungeon.
10. To the right of the N prison cell (with SunDeep) in the dungeon area.
11. S of green scarab #12 (right after finishing the switch puzzle).
12. A little bit SE of green scarab #17.
13. Sitting on the ground just before green scarab #21.
14. Near the rock overpass (NW side) on the upper part of the Garden area.
15. In a large alcove on the right side of the path to the Frost Peaks.
16. W of the Frost Peaks elevator, next to a large stone pillar.
17. Next to the four Sarojin Spires in the Garden area on the Deeps.

Koldor's Item Locations:
1. In a chest next to a purple crystal, NW of white scarab #41.
2. In a chest in a large alcove in the NE, in the dungeon area.
3. In a chest in a small depression E of the path, in the dungeon area.
4. In a chest SE of the "Dark Cavern" save point, in the dungeon area.
5. NE of green scarab #6, in a chest.
6. Next to green scarab #13, in a chest.


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS: NONE!

SCARABS - Keep in mind that halfway through this section of the Deeps, the 
scarab path to follow changes from lapis to opal!

MISSABLE! DUNGEON AREA - The dungeon area where SilverScale traps your party 
and SunDeep joins is one time only! You can never return there after warping 
out. Be sure to collect everything in there before leaving, especially the 
collectibles! Check for entries that mention the dungeon area, or the sun bed. 
This goes triple for the Ancient Artifacts and Koldor's Items, as these are 
needed for two of the four ultimate weapons!

CELL DOOR KEY - Use the first key you get to unlock the S cell door, NOT the N 
one! There is a chest in the S cell containing some potions, an orb of sound, 
and another key. Opening the N cell first denies you these items, since the 
key is consumed.

SUNDEEP - SunDeep starts out extremely weak - only 100HP and 30MEP at level 7! 
Once he is taken to the bed of sunlight, he will regain some of his stats, 
but he will always be your weakest character, making him a good candidate for 
being a mage. Equipping him with the Roshogon (when you get it, if you don't 
already have it) will compensate for his MEP use and lower MP in general.

DEX BOOSTS - Demon Plants are first encountered after recruiting SunDeep. Each 
group has a chance to drop a Dex Boost! Use Jarik's Juggernaut form to tear 
through their 800 HP fairly quickly. Be warned, the first group of plants 
will require sitting through SunDeep's recruitment cutscene and fighting a 
group of six Shadowspawn each time it fails to drop the Dex Boost.

ABSORPTION ARTS - In SilverScale's lair, you'll find an Absorption Orb. It is 
one of only two Absorption Arts focal items in the game, but unfortunately 
comes a bit late to get full use from. Still, the Absorption spells could 
potentially be useful, although only the last two (and grandmaster spell) 
actually restore the caster's HP and MEP, despite the name!

MISSABLE! SWITCH PUZZLE - The Ancient Artifact on the platform in the switch 
puzzle (in the green scarab section) is missable! Pick it up while you are 
solving the puzzle, or you'll never get another chance. The puzzle itself is 
not terribly difficult to solve, so for now I will not give a walkthrough for 
it, however if requested, I will add a solution for it.

MISSABLE! FROST PEAKS - This is the only chance in the game to explore the 
Frost Peaks. Get everything there now, because once you leave this area, it is 
sealed off for the rest of the game.

ELEMENTALS AND HEALING - The ice elementals (K'Tik) drop Ancient Heals and 
Magic Potions, the best healing items in the game, and the only worthwhile 
ones in the endgame. There are three Magic Potions available before this 
point, but try to win some of each to bolster your party's supplies. The K'Tik 
themselves have thousands of HP (2500, to be precise), but are surprisingly 
easy to defeat, given how fearful the people in the game are of them. Be 
prepared with healing mid-battle and they should fall easily.

MORE SPI BOOSTS - The Frost Peaks chests are all from set 4, which includes 
that elusive Spi Boost! There are six total available from chests in the 
Frost Peaks and Gateway Gardens area of the Deeps.

CHEST GLITCH!!! - There is a chest near the final path to the temple which is 
visibly snowed in. Approaching the chest from the left side will result in 
Jarik being stuck in place and unable to move. The only fix is to load an 
earlier save, so be careful when nearby!

RETURNING FROM THE TEMPLE: DIFFICULT! - After the scenes at the Temple of the 
Ice Hakar, new enemies appear in Frost Peaks. This includes large groups! Five 
K'Tik at once can cause some damage, and five Ice Hakars attacking the same 
person can chew through even 2500HP in an instant! Be very ready with both 
Healing Mist and Heal spells, or face losing characters to the onslaught. Few 
of the battles, if any, can be avoided. You're still a long way from home, so 
keep an eye on HP and MEP, and put those Ulappa Potions you found in chests to 
good use.

SHADOWFIRE'S SPIRES - In the SW of the Garden area are four Sarojin spires. 
Each of these corresponds to a journal chapter. Collect all 25 pages of a 
chapter and an item is unlocked! The first three boost one of the stats (STR, 
DEX, or SPI) by 20%, while chapter four's item boosts all three by 10%. 
Completing all four chapters unlocks the area beyond, which contains the best 
armor in the game. Unfortunately, chapter four cannot be completed without 
passing the point of no return. More information is available in the later 
chapters.






=======================================================================
==========================================================================
10: Exploring with SunDeep - The world at your fingertips! (SUN10)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-La'Shon Halberd (halberd) - give the Miner's Shovel to BronzeScale
-Dragonwhip (staff) - in a chest on the left side of the DarkFell HQ
-Dragon's Dawn (halberd) - give all 12 Weapons to Koldor, in Whitewater Gorge
-Magical Crown (wearable) - examine ShadowFire's spires w/ all Chapter 3 pages
-Runed Sword (sword) - chest in the Boggroat's Lair
-Blazing Orb (focal) - a chest in the DarkFell water lair in Palash
-Wind Spear (spear) - a chest in the DarkFell water lair in Palash
-Dragonet's Breath (petard) - a chest in the DarkFell water lair in Palash
-Sword of Tieg (two-hnd sword) - a chest in the DarkFell fire lair in Palash
-LongTooth's Staff (staff) - from LongTooth for clearing both DarkFell lairs
-Nimble Cloak (wearable) - examine ShadowFire's spires w/ all Chapter 2 pages

Random Chests (set 4):
-Between opal scarabs #29 and #30
-In a nook behind a large stone face NW of opal scarab #28
-W of opal scarab #31
-SW of opal/red scarab intersection, in a small path S of V-shaped rock ridge
-SW of opal/red scarab intersection, in the middle of the room
-Two SW of opal/red scarab intersection, N of the v-shaped rock ridge
-Two down the unmarked path NE of red scarab #4
-One down the ledge SW of red scarab #7 (beside the green crystal barrier)

PP and Gold bonuses:
-500 gold - from Burrik, after returning his lockbox
-500 PP - from Fidarack, after delivering the news of his nephew
-500 PP - at 25 Journal Chapter 2
-500 PP - at 25 Journal Chapter 3
-1000 PP - at 20 Journal Chapter 4
-500 PP - at 30 Ancient Artifacts
-500 PP - at 10 Koldor's Items
-400 PP - at 12 Koldor's Items

Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Palm Nut - found on some palm trees
-Cactus Flower - found on small green cacti with pink buds
-Flower Spike - found on cacti with a large, vertical white flower spike
-Ancient Artifacts (10 of 30)
-Journal Chapter 2 Pages (3 of 25)
-Journal Chapter 3 Pages (4 of 25)
-Journal Chapter 4 Pages (7 of 25)
-Koldor's Items (6 of 12)

Quest Items:
-Lockbox - in the pile of wreckage SW of the W exit of Gomira
-Miner's Shovel - in a chest beyond the mist door near opal scarab #25
-HighCrest's Key - from MistWalker in the Library- requires 5 Ancient Scrolls
-Emerald Crystal - from the Dragonet in the Boggroat's Lair
-Mossy Skull - on a desk in the Boggroat's Lair
-Flame Skull - from the DarkFell in the water lair in Palash


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Blood Moorlet (about 220 HP)
Boggroat (about 1300 HP)
Boraro (about 1400 HP)
Dark Boggroat (about 2500 HP)
Dark Gretchling (about 650 HP)
Darker Gretchling (about 650 HP)
Dark Lurker (about 1200 HP)
DarkFell CommanderA (about 1200 HP)
DarkFell CommanderB (about 1200 HP)
DarkFell Mage-A (about 450 HP)
DarkFell Mage-B (about 450 HP)
DarkFell Mage-C (about 800 HP)
DarkFell Ranger-A (about 1200 HP)
DarkFell Ranger-B (about 1200 HP)
DarkFell Ranger-C (about 1600 HP)
DarkFell Warrior-D (about 700 HP)
DarkFell Warrior-E (about 850 HP)
Fake Dagani-C (about 1200 HP)
Fake Dagani-D (about 1400 HP)
Fake Kemarran-B (about 220 HP)
Fake Orin-C (about 1400 HP)
Fake Sarojin-C (about 1400 HP)
Green Changeling (about 1400 HP)
Green Changeling X (about 1400 HP)
Orin Hakar (about 2000 HP)
Orin Lurker (about 80 HP)
P'Gok (about 2500 HP)
Red Gretchling (about 400 HP)
Shadowspawn (about 400 HP)
Strong Tengu (about 1200 HP)
Stronger Zombie (about 1500 HP)

STORY SEGMENTS IN THIS SECTION - This part of the game is free-roam to an 
extent, unlike the rest of the game. There are story events and some do 
trigger new enemies appearing, but only in some areas, not all. This monster 
list will be by what story event was last triggered, then area. If an area is 
not listed after a particular event, that event triggers no new enemies in 
that area.

Monster Groups, before seeing HighCrest in Whitewater Gorge's Library:
-----Dagan: portal to Gomira and raft launch
 Boraro x2 (2)
 Boraro x1, Fake Dagani-D x2 (1)
 Boraro x2, Fake Dagani-D x1 (1)
 DarkFell Warrior-E x2, DarkFell Ranger-A x1 (1)
 DarkFell Warrior-D x4, DarkFell Warrior-E x2, DarkFell Ranger-A x1 (1)
 DarkFell Warrior-E x3, DarkFell Ranger-C x2 (Boss)
 Fake Dagani-D x2 (1)
 Fake Dagani-D x3 (1)
 Red Gretchling x3 (1)
 Red Gretchling x4 (1)
 Red Gretchling x1, Dark Gretchling x1 (1)
 Red Gretchling x2, Dark Gretchling x1 (2)
 Red Gretchling x3, Dark Gretchling x1 (3)


-----Dagan: deep swamp to Palash
 Boraro x1, Dark Lurker x1 (2)
 Boraro x1, Red Gretchling x3 (1)
 Dark Boggroat x1 (1)**
 Darker Gretchling x1 (1)
 Dark Lurker x1, Red Gretchling x2 (2)
 Fake Dagani-D x2 (1)
 Red Gretchling x3 (5)
 Red Gretchling x4 (8)
 Red Gretchling x5 (1)

**The lone Dark Boggroat can drop a Str Boost.


-----Orin (all found in Lord Kort's Lands)
 Dark Lurker x1 (1)
 Fake Dagani-D x4 (1)
 Orin Hakar x3 (1)**

**The Orin Hakar x3 group can drop a Str Augmenter.


-----Palash: Dagani border to La'Shon
 Dark Lurker x2 (3)
 Dark Lurker x5 (1)
 DarkFell Warrior-D x4, DarkFell Mage-A x1 (2)
 Fake Sarojin-C x2 (2)


-----Palash, La'Shon to WhipTail's Tomb
 Dark Lurker x1 (1)
 Dark Lurker x2 (1)
 Dark Lurker x3 (2)
 Dark Lurker x4 (1)
 DarkFell Mage-A x2 (2)
 DarkFell Mage-B x1 (1)
 DarkFell Warrior-D x4, DarkFell Mage-B x1 (1)
 DarkFell Warrior-E x1 (1)
 DarkFell Warrior-E x3 (1)
 DarkFell Warrior-E x5 (1)
 DarkFell Warrior-E x1, DarkFell Mage-A x1 (3)
 DarkFell Warrior-E x2, DarkFell Mage-A x1 (1)
 Green Changeling X x4 (1)**

**The Green Changeling X x4 group can drop either a Str Enhancer or Dex 
  Enhancer (or very rarely, both).


-----Twisting Deeps: agate path
 Strong Tengu x2 (1)
 Strong Tengu x3 (1)


-----Twisting Deeps: opal path
 Boraro x1 (8)
 Green Changeling x2 (5)
 Green Changeling x3 (2)
 Green Changeling x4 (4)


-----Twisting Deeps: green path, garden area, and DarkFell headquarters
 DarkFell CommanderA x1 (4)
 DarkFell CommanderB x1 (2)
 DarkFell Warrior-D x4, DarkFell Mage-B x1 (1)
 P'Gok x1 (1)**

**The lone P'Gok can drop a Str Enhancer.


-----Twisting Deeps: lapis path
 Fake Dagani-D x5 (1)
 Fake Orin-C x5 (1)
 Fake Sarojin-C x5 (1)
 Green Changeling x5 (1)


-----Twisting Deeps: red path
 Green Changeling x2 (3)
 Green Changeling x4 (1)


-----Twisting Deeps: white path
 Boraro x5 (1)
 Fake Orin-C x5 (1)
 Fake Sarojin-C x5 (1)
 Green Changeling x4 (1)
 Green Changeling x5 (1)


-----Whitewater Gorge
 Boraro x2, Blood Moorlet x4 (1)
 Dark Lurker x1 (1)
 Dark Lurker x2 (1)
 Fake Kemarran-B x3 (1)
 Fake Orin-C x5 (1)
 Green Changeling x4, Dark Lurker x3 (1)
 Shadowspawn x3 (1)



Monster Groups, after HighCrest and before seeing the Dagani Oracle:
-----Dagan: portal to Gomira and raft launch
 Boraro x2 (1)
 Boraro x3 (1)
 Boraro x1, Red Gretchling x1 (1)
 DarkFell Warrior-E x3 (1)
 DarkFell Warrior-E x3, DarkFell Ranger-A x1 (1)
 DarkFell Warrior-E x2, DarkFell Ranger-C x1 (1)
 Fake Dagani-C x3 (1)
 Red Gretchling x2 (1)
 Red Gretchling x1, Dark Gretchling x1 (1)
 Red Gretchling x2, Dark Gretchling x1 (2)
 Red Gretchling x2, Dark Gretchling x2 (2)


-----Dagan: deep swamp to Palash
 Boraro x1 (1)
 Boraro x1, Dark Lurker x1 (2)
 Dark Gretchling x2 (1)
 Dark Gretchling x2, Darker Gretchling x1 (1)
 Dark Lurker x3 (1)
 Red Gretchling x1, Darker Gretchling x1 (1)
 Red Gretchling x1, Dark Gretchling x1, Darker Gretchling x2 (2)
 Red Gretchling x1, Dark Gretchling x2, Darker Gretchling x1 (4)
 Red Gretchling x2, Dark Gretchling x1, Darker Gretchling x1 (3)


-----Dagan: after the Oracle (all in the Charak Tomb section of swamp)
 Boraro x1 (1)
 Boraro x2 (1)
 Dark Boggroat x1 (Boss)**
 Dark Gretchling x2, Darker Gretchling x1 (1)
 Red Gretchling x1, Darker Gretchling x1 (1)
 Red Gretchling x1, Dark Gretchling x2, Darker Gretchling x1 (1)
 Red Gretchling x2, Darker Gretchling x1 (1)

**The Dark Boggroat boss can drop a Str Boost.


-----Palash: Dagani border to La'Shon
 Dark Lurker x2 (4)
 Dark Lurker x5 (1)
 DarkFell Ranger-A x3, DarkFell Ranger-B x1, DarkFell Mage-A x1 (1)
 DarkFell Warrior-D x2 (1)
 DarkFell Warrior-D x4, DarkFell Ranger-? x2 (1)
 Fake Sarojin-C x3 (1)


-----Palash: La'Shon to WhipTail's tomb
 Boraro x2 (2)
 Boraro x3 (1)
 Boraro x1, Boggroat x1 (1)
 Dark Lurker x6 (1)
 DarkFell Ranger-? x1, DarkFell Mage-A x3 (1)
 DarkFell Ranger-B x1, DarkFell Mage-B, DarkFell Warrior-D x3 (1)
 DarkFell Warrior-E x2 (3)
 DarkFell Warrior-E x4 (1)
 DarkFell Warrior-E x2, DarkFell Ranger-A x1 (1)
 Fake Sarojin-C x3 (1)


-----Twisting Deeps: agate, opal, and red paths
 Boraro x1 (1)
 Boraro x1, Green Changeling x3 (1)
 Green Changeling x2 (3)
 Green Changeling x3 (10)
 Green Changeling x4 (2)
 Green Changeling x5 (1)
 Green Changeling x6 (1)
 Strong Tengu x3 (1)


-----Twisting Deeps: lapis path
 Boraro x5 (1)
 Fake Sarojin-C x3 (1)


-----Twisting Deeps: white and green paths, and Gateway Gardens area
 Fake Dagani-D x5 (1)
 Stronger Zombie x3 (3)
 Stronger Zombie x4 (1)



Monster Groups (after defeating the Dark Boggroat and before Zonra's Tomb):
-----Palash: DarkFell lairs
 DarkFell CommanderA x1 (1)
 DarkFell CommanderB x2 (1)
 DarkFell Warrior-E x3 (1)
 DarkFell Warrior-E x5 (1)


-----Twisting Deeps: red path (beyond crystal barriers) and Zonra's Tomb
 Green Changeling x2 (1)
 Green Changeling x3 (1)
 Green Changeling x4 (3)
 Green Changeling x5 (1)
 Hakar x4 (1)


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Journal Chapter 2 Locations:
23. On ledge S of the far translocation node in the ruins near "Deep Swamps."
24. On the bed inside the Boggroat Cave beyond the "Deep Swamps" save point.
25. On the opposite end of the bridge over the DarkFell water trap in Palash.

Journal Chapter 3 Locations:
22. To the right of agate scarab #11, en route to Whitewater Gorge.
23. W of agate scarab #19, en route to Whitewater Gorge.
24. Between agate scarabs #20 and #21, right next to the door to the Gorge.
25. Just outside the back door of the Whitewater Gorge library.

Journal Chapter 4 Locations:
18. Near the bottom of the long spiral pathway deep on the opal scarab path.
19. Behind a wall on the right side of deepest part of the DarkFell HQ.
20. On the grassy path en route to the P'Gok elevator in the garden area.
21. In a corner directly NW of the P'Gok elevator in the garden area.
22. On the floor near the "Statue" save point, past the red crystal barrier.
23. At the end of the non-tiled ledge overlooking the "Statue" save point.
24. Sitting outside Zonra's tomb, between the right side and the cliff face.

Ancient Artifact Locations:
21. Right beyond the yellow mist door on the opal path, on some tiles.
22. Between some stalactites SE of opal scarab #26.
23. Between opal scarabs #29 and #30.
24. NW of opal scarab #28.
25. SW of opal/red scarab intersection, near a pool of water.
26. SW of opal/red scarab intersection, N of the v-shaped rock ridge.
27. SW of opal/red scarab intersection, in alcove E of the two chest part.
28. Down the unmarked path NE of red scarab #4.
29. Between 3rd and 4th agate scarabs beyond the opal/agate scarab junction.
30. NE of the "Opal Path" save point.

Koldor's Item Locations:
7. Use the translocation node in the NW part of Lord Kort's lands.
8. In a chest SW of the opal/agate scarab intersection.
9. SW of opal/red scarab intersection, SW of the V-shaped rock ridge.
10. Between opal scarabs #27 and #28.
11. In a chest beyond the translocation node next to white scarab #17.
12. In a chest on the left side of the DarkFell Headquarters.


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-All shops in Orin, Dagan, Palash, and Whitewater Gorge
-Armor Shop: Lomel in Dagan (stone circle between Gomira and Raft)

FREE EXPLORATION!!! - This part of the game is free exploration. Even doing 
story segments will not take away free exploration until you see the scenes 
at the center of Zonra's Tomb (the point of no return). Re-explore all areas, 
finish collecting collectibles, get items, and fight monsters. The monster 
section of this chapter is more free-form, based on sections of the world AND 
the story location.

MONSTER SPAWNS DURING FREE ROAM - During this part of the game, almost every 
location can be traversed in multiple directions, going through one way or 
in reverse. Many monster groups only spawn when running through an area in 
a specific direction. The Twisting Deeps is especially true in this regard. 
Travel the lapis path from Palash to the Deeps portal, and you'll find some of 
the groups; travel from the Portal to Palash and you'll find the rest. Don't 
worry you're missing a group unless you've covered the area multiple times in 
both directions and can't find them!

ARMOR SHOP IN DAGAN - Lomel has set up an armor shop in Dagan, in the stone 
circle past Gomira. This is the only other source of many of these items 
besides the vendor at the Dragon's Maw in Kemar, which has long been 
inaccessible.

STAT BOOST DROPS - A few enemy groups will drop stat boosters. The three Orin 
Hakars in Lord Kort's land, near Drommar's Door, can drop a Str Augmenter. 
The "Green Changeling X" group near WhipTail's tomb can drop a Str or Dex 
Enhancer, and extremely rarely, both at once. The lone P'Gok in the Gateway 
Gardens can drop a Str Enhancer. Dark Boggroats can drop a Str Boost, and 
there are two in Dagan. (also get a Boggroat Sword if possible!)

TWISTING DEEPS, OPAL AND WHITE - While the "opal" and "white" scarab paths 
are actually the same color, opal is used to denote the "Orin" path through 
the Deeps (ShadowFire's cave to the red/agate/opal intersection region), 
while white is for the interior Deeps path, beyond the long spiral path. It 
is the path used in pursuit of Grandar and SilverScale during the lead-up 
to meeting SunDeep. White scarabs start count at the Twisting Deeps portal, 
and lead up to the door to the large spiral pathway that leads to the red/
agate/opal intersection room.

SPI BOOST IN THE DEEPS - Many chests are within the Twisting Deeps, and all 
random chests possibly hold a Spi Boost. It is a tall order to get one from 
every single chest, but I believe in you!

DRAGON'S FALL ON THE AGATE PATH - On the agate scarab path (Whitewater Gorge 
entrance) in the Twisting Deeps, there is a chest surrounded with some dragon 
head statues. This houses one of the dragon weapons: The Dragon's Fall, a 
chakram (the crappiest dragon weapon of all). Opening the chest triggers a 
trap. The solution is simple: send Jarik to the W head, Tylonee to the N head, 
Tahir to the E head, and then SunDeep to the S head. This causes a 
translocation node to appear, allowing you escape.

DRAGON ORDEALS - At this point, three of the dragon ordeals may be obtained; 
the aforementioned (and useless) Dragon's Fall, as well as the Dragon's Dawn 
from Koldor (collect all 12 of his weapons), and Dragonwhip from the DarkFell 
(requires all 30 Ancient Artifacts). These weapons are incredibly powerful! 
Make it your top priority to get these weapons ASAP, and whoever wields them 
(with a mastered Halberd and Staff skillset) will destroy anything they touch.

GOLTIR GLITCH!!! - After turning in the 30 Moorlet Eggs to Goltir, he will 
ask you if you require his usual services (herbalist). This is the last time 
he will ask! After the eggs are traded, he will stop talking altogether, 
resulting in the loss of the only herbalist in Dagan. Not an insurmountable 
glitch, but annoying nonetheless.

WHITEWATER GORGE GLITCH!!! - When entering the Marketplace via the library's 
back door, many people will be missing from the area. This is because the game 
does not properly load the area when entering from the library. The fix is 
simple: just leave and return (going out to the Portal is sufficient).






=======================================================================
==========================================================================
11: Zonra's Tomb and Oo Pang Tulmus - At long last (ZON11)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Torc of Power (wearable) - examine ShadowFire's spires w/ all Chapter 4 pages
-Ornate Armor (armor set) - a chest at the end of ShadowFire's Sanctum
-Shadow Armor (armor set) - a chest at the end of ShadowFire's Sanctum
-Steel Armor (armor set) - a chest at the end of ShadowFire's Sanctum
-Dark Mail (armor set) - a chest at the end of ShadowFire's Sanctum

Random Chests (sets 2 and 5):
-Beyond ShadowFire's four spires, on the left side of the area
-Beyond ShadowFire's four spires, on the right side of the area

PP and Gold bonuses:
-500 PP - at 25 Journal Chapter 4

Collectibles and Herbs:
-Wither Bane - collect the green weeds near small rocks
-Palm Nut - found on some palm trees
-Cactus Flower - found on small green cacti with pink buds
-Flower Spike - found on cacti with a large, vertical white flower spike
-Journal Chapter 4 Pages (1 of 25)

Quest Items:
-Memory Crystals - from the High Ethereal in Zonra's Tomb
-Vortex Lever - in the Ice Hakar cave in Oo Pang Tulmus
-Oo Pang Hammer - from the Master Stonemover in Oo Pang Tulmus


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Boraro (about 1400 HP)
Boraro Ruin (about 1400 HP)
Ethereal (about 1000 HP)
Green Boraro (about 1800 HP)
Green Boraro Ruin (about 1800 HP)
Green Changeling (about 1400 HP)
High Ethereal (about 1000 HP)
Ice Hakar (about 2200 HP)
K'Tiker (about 2500 HP)
Shadow Zombie (about 1400 HP)
ShadowFire (about 850 HP)


-----Zonra's Tomb
 Ethereal x1 (Boss)
 High Ethereal x1 (Boss)


-----Twisting Deeps: agate, opal, and red paths (before Oo Pang Tulmus)
 Boraro x2 (8)
 Boraro x1, Boraro Ruin x1 (1)
 Green Boraro x1 (5)
 Green Boraro Ruin x1 (1)
 Green Changeling x2 (2)
 Green Changeling x3 (7)**
 Green Changeling x4 (3)*
 Green Changeling x5 (1)**
 (Invisible) Green Changeling x1 (1)
 (Invisible) Green Changeling x3 (2)

*A group of 4 Green Changelings along the white path will be reduced to 3 if 
 fought approaching from the path intersection (S). Enter the chamber from 
 the opal path (Orin exit, to the N) to ensure all 4 spawn. If you see a lone 
 Green Changeling sitting in front of a hole and it never triggers a battle, 
 you already killed the 3 and missed the 4th.

**Sometimes the changelings that spawn right after the red crystal barrier 
 will be a group of 5, sometimes a group of 3. I can't determine what causes 
 it to be 5 or 3 at any given time.


-----Twisting Deeps garden area (before Oo Pang Tulmus)
 K'Tiker x2 (2)
 K'Tiker x3 (1)
 K'Tiker x4 (1)


-----ShadowFire's Sanctum
 Shadow Zombie x3 (2)**
 Shadow Zombie x4 (1)**
 ShadowFire x1, Shadow Zombie x4 (Boss)**

**All four enemy groups can drop either a Str Enhancer or Dex Enhancer, or 
 both on very rare occasions.


-----Oo Pang Tulmus
 Ice Hakar x2 (1)
 Ice Hakar x3 (1)


----------------------------------------------------
COLLECTIBLES INFORMATION
----------------------------------------------------
Journal Chapter 4 Locations:
25. In the middle of Zonra's Tomb (this means passing the point of no return!)
 (it's also missable, if you don't get it while in the tomb)


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-All shops in Orin, Dagan, Palash, and Whitewater Gorge (until Oo Pang Tulmus)

SORT OF FREE-ROAM: After Zonra's Tomb, you're theoretically not supposed to 
have free-roam anymore (Portal translocation is disabled), but you still can. 
You'll be turned back from the lapis path in the Deeps, but the white one 
still works, and will let you leave the Deeps and head to Whitewater Gorge, 
Orin, Dagan, and Palash. All herbs can be collected once again, but there 
are no new enemies to be found, aside from the ones listed in the Deeps 
(mainly agate, opal, and red paths). The only real use of this accidental 
freedom is to finish collecting the collectibles, if that wasn't finished 
before Zonra's Tomb.

INVISIBLE CHANGELINGS GLITCH!!! - New encounters abound in the intersection 
room of the agate, red, and opal paths, but one set of Green Changelings is 
invisible! They seem to appear after fighting one of the solitary Green 
Boraros, and they cannot be seen. They are still open to attack, though. There 
are three of them, so kill them and things should be fine afterwards. Another 
group then appears, but is the same as the first group (only three). There's 
also a lone green Changeling near the agate door when approaching from the 
opal path.

SHADOWFIRE'S SANCTUM - This is the earliest point that the Gateway Gardens can 
be accessed with all four journal chapters completed. This allows you to 
collect all four rewards (Ring of Might, Nimble Cloak, Magical Crown, and Torc 
of Power), along with access to the area beyond, ShadowFire's Sanctum.

ZOMBIES AND STAT BOOSTS - Upon entering ShadowFire's Sanctum, you are made to 
face some battles with Shadow Zombies - nothing special, zombie-wise, but 
notable in that each group can drop a Dex and/or Str Enhancer! They are very 
rare drops unfortunately, and three of the four battles are fought one after 
another, making it very difficult to win more than a couple of boosters.

ULTIMATE ARMOR - After defeating ShadowFire, four chests await you at the end 
of his Sanctum. These contain four suits of armor that are indisputably the 
ultimate armors of the game, with what is by far the best block boost, as well 
as an abundance of valuable and high-level resistances. Distribute them as you 
see fit, and prepare to never worry about armor again.






=======================================================================
==========================================================================
12: Charak's Tomb and Dagan - Once more unto the breach (CHA12)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
Orb of Tears (focal) - chest where the Dagani merchants used to be
Strength Bracers (wearable) - chest where the Dagani merchants used to be
Red ChoPinTou (chopintou) - chest where the Dagani merchants used to be

Collectibles and Herbs:
-Palm Nut - found on some palm trees

----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Boraro (about 1400 HP)
Dagani Boraro-A (about 2200 HP)
Dark Boggroat (about 2500 HP)
Dark Gretchling (about 650 HP)
Darker Gretchling (about 650 HP)
Dark Lurker (about 1200 HP)
Darker Lurker (about 1200 HP)
DarkFell Mage 1 (about 400 HP)
DarkFell Ranger-A (about 1200 HP)
DarkFell Warrior-E (about 850 HP)
Ethereal (about 1000 HP)
Fake Dagani-C (about 1200 HP)
Fake Dagani-D (about 1400 HP)
Fake Dagani-E (about 1400 HP)
Fake Sarojin-D (about 1500 HP)
Green Boraro (about 1800 HP)
Green Boraro Ruin (about 1800 HP)
High Ethereal (about 1000 HP)


-----Dagan: Portal to Charak's Tomb (before events at the tomb)
 Boraro x4 (1)
 Dark Boggroat x1, Darker Lurker x1 (1)
 Dark Boggroat x1, Boraro x1, Dark Gretchling x1 (1)**
 Dark Gretchling x2, Darker Gretchling x1 (3)
 Dark Gretchling x3, Darker Gretchling x1 (11)
 Darker Lurker x6 (1)
 DarkFell Warrior-E x2, DarkFell Ranger-A x1 (1)
 Fake Dagani-C x3 (1)
 Fake Dagani-D x3 (1)
 Fake Dagani-C x5 (1)
 Fake Dagani-D x5 (1)
 Green Boraro x2 (3)
 Green Boraro x1, Green Boraro Ruin x1 (1)
 Green Boraro x2, Green Boraro Ruin x1 (1)
 High Ethereal x1, Ethereal x1 (Boss)

**The Dark Boggroat near the save point can drop a Str Boost. The one near 
 the Boggroat Lair, however, will not.


-----Dagan: After Charak's Tomb
 Dagani Boraro-A x5 (1)
 Dark Boggroat x3 (1)**
 Dark Boggroat x1, Darker Lurker x1 (1)
 Dark Boggroat x1, Boraro x1 (1)
 Dark Boggroat x1, Green Boraro Ruin x1 (1)
 Dark Gretchling x2, Darker Gretchling x1 (2)
 Dark Gretchling x3, Darker Gretchling x1 (9)
 Dark Gretchling x4, Darker Gretchling x1 (1)
 Darker Lurker x5 (1)
 Darker Lurker x6 (2)
 Darker Lurker x5, Darker Gretchling x1 (1)
 DarkFell Ranger-A x1, DarkFell Ranger-B x1, DarkFell Mage-B x1 (1)
 DarkFell Ranger-B x2, DarkFell Mage-C x2 (1)
 Fake Dagani-C x2, Fake Dagani-E x1 (1)
 Fake Dagani-D x4 (1)
 Green Boraro x1, Green Boraro Ruin x1 (2)
 Green Boraro x3, Green Boraro Ruin x1 (1)
 High Ethereal x1, Ethereal x1 (1)

**The group of 3 Dark Boggroats outside Gomira can drop a Str Boost. The other 
 two enemy groups with a single Dark Boggroat cannot, and instead drop the 
 items of the other enemy in the battle. The fourth battle has a Green Boraro 
 Ruin, which cancels all gold and item drops for the battle.


-----Palash: After Charak's Tomb
 Dark Lurker x2 (1)
 Dark Lurker x3 (3)
 Dark Lurler x5 (2)
 Dark Lurker x6 (1)
 High Ethereal x1, Ethereal x4 (1)


-----Twisting Deeps, green path and garden area
 Fake Sarojin-D x5 (1)**
 Green Boraro x4, Green Boraro Ruin x1 (1)
 Shadow Zombie x4 (1)**

**Both the Fake Sarojins and the Shadow Zombies can drop either a Str Enhancer 
 or Dex Enhancer (or very rarely, both).


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS:
-Herbalist (MossDigger, in La'Shon market)
-Basic Weaponsmith~Dagani (JasperScale, in La'Shon market)
-Sarojin Specialist (CopperCrest, in La'Shon market)
-Explosives Specialist (OpalEye, in La'Shon market)
-Magical Item (Almus, in the first Dagani rest area past the Portal)
-Atelier (FernDancer, in La'Shon market)
-Water Magic seller (Ramal, near the raft launch, Gomira-side)
-Fire Magic seller (FernDancer, in La'Shon market)

ALON D'AR - At Charak's Tomb, Jarik gains a new transformation - into Alon 
D'ar's old form. This gives him access to some unique Chandarath-only spells. 
Restore is probably the most useful, costing 50 MEP and restoring 1000 HP for 
the target (200 HP more potent than Heal). Alon D'ar's MEP works like the 
Juggernaut's HP; a certain percent of Jarik's current MEP is converted into 
Alon D'ar's MEP. Any MEP spent as Alon D'ar though is not counted, as when it 
reverts to Jarik, his MEP reverts to what Jarik originally had, ignoring any 
spent or healed as Alon D'ar.

NEXT DESTINATION - After Charak's Tomb, you may proceed to either the Dagan or 
Palash Portal, and from there to the Portal in the Twisting Deeps. There 
are new enemies on both routes Dagan to La'Shon, so to maximize PP, clear out 
both, then use the Portal at whichever was your second destination.

FINAL CHANCE FOR SHOPPING - Palash offers the final chance for shopping in the 
entire game. Once you take either the Palash or Dagan portal to the Deeps 
after getting Alon D'ar, there are no more shops available.

THREE DARK BOGGROATS - Be especially careful of this battle! The Dark 
Boggroats resist most elements and often block your own attacks, reducing the 
damage dealt and stopping any status that would be applied! If they gang up on 
a single character, they can kill even a level 10 in short order. This is far 
from an impossible battle, but it's easily the most dangerous since the five 
Ice Hakars in Frost Peaks.

MORE STAT BOOSTS - Several enemies from here on out drop stat boosters, such 
as the Sarojin changelings guarding the elevator to Glethdarang!

LAST CHANCE FOR SHADOWFIRE - En route to Glethdarang is the last chance to 
redeem ShadowFire's journal's pages for the spire treasures (Ring of Might, 
Nimble Cloak, Magical Crown, and Torc of Power), as well as your last chance 
to venture into his Sanctuary and claim the four ultimate armor sets of the 
game.






=======================================================================
==========================================================================
13: Glethdarang - Sulfur and brimstone (GLE13)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Dragon's Teeth (chopintou) - translocation node chest in NW of lava caves
-Dragonstorm (sword) - translocation node chest in SE of lava caves

Random Chests (set 4):
-On a pathway leading down to the lava, behind the first building
-At the end of the raised pathway NW past the bridge with SilverScale
-Down the path that leads to the two Dragon Ordeals weapon chests

Quest Items:
-Jailer's Key - from the Boraro-Sarojin near Grandar's cell in the dungeons


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Dagani Boraro-B (about 2200 HP)
Kemarran Boraro (about 2500 HP)
Orin Boraro (about 2500 HP)
P'Gok (about 2500 HP)
P'Goker (about 2500 HP)
Sarojin Boraro (about 2500 HP)
SilverScale (about 3000 HP)

NOTE: In battles with multiple changeling races, the one marked with a ## is 
 whose drop item table is used. This limits the chances to obtain the Sarojin 
 Boraro drops, including the unique Devils Urns and extra Orb of Defenses.



-----Glethdarang lava caves: entrance area
 Dagani Boraro-B x4 (1)
 Kemarran Boraro x3, Sarojin Boraro x1## (1)
 Orin Boraro x4##, Sarojin Boraro x1 (1)
 Orin Boraro x5 (1)
 P'Gok x3 (2)**
 P'Gok x5 (4)**
 P'Gok x1, P'Goker x3 (1)**
 P'Gok x3, P'Goker x2 (1)**
 P'Gok x3, P'Gokz x1 (1)
 SilverScale x1 (Boss)

**Groups containing normal P'Gok can drop a Str Enhancer, except the one group 
 guarding the Dragon's Teeth, which has two P'Gokz that cancel all gold and 
 item drops for the battle.


-----Glethdarang lava caves: dungeons
 Dagani Boraro-B x5 (2)
 Dagani Boraro-B## x3, Orin Boraro x2 (1)
 Dagani Boraro-B x2, Sarojin Boraro## x2 (1)
 Dagani Boraro-B x3, Sarojin Boraro## x2 (2)
 Kemarran Boraro x3 (1)
 Kemarran Boraro x5 (1)
 Kemarran Boraro x4##, Orin Boraro x1 (2)
 Orin Boraro x4 (1)
 Orin Boraro x2##, Sarojin Boraro x1 (1)
 Orin Boraro x3, Sarojin Boraro## x2 (1)


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
AVAILABLE SHOPS: None for the rest of the game.

SUNDEEP'S ELIMINATE - Don't forget that SunDeep has a special skill called 
Eliminate. Found at the bottom of his command list, it will isntantly kill an 
enemy for 300 MEP. It will not work on "boss" enemies, but anything else is 
dispatched with 100% success. This can help thin down ranks of the P'Goks 
quickly, and even help against Boraro changelings if Drommar's sword was 
discarded or otherwise lost earlier in the game.

BORARO CHANGELINGS - Glethdarang introduces Boraro changelings. These are 
changelings made from Boraro instead of the usual creatures. Not only do they 
have much more HP, they are MUCH stronger than the ones you've fought thus 
far. The first group of four Orin and a Sarojin can kill even a max level 
party without diligent healing and careful preparation! Reveal (from Drommar's 
sword) is a powerful tool in this area, and should be used in every battle 
against the boraro changelings.

BORARO CHANGELING PP - The Boraro changelings have two interesting quirks 
about their PP rewards. The first is that they are quite pathetic for what 
might be expected so late in the game, with most battles giving 300-600 PP. 
Second, their PP varies heavily. Almost every battle with Boraro changelings 
would need their own bestiary entry to properly determine how much PP each 
particular one gives, and that would mostly be guesswork. However, item drops 
are consistent between the four races, but each battle with multiple races 
will have drop items from one of them (and that one is pre-determined).

BARRIER MAGIC - Enemies in Glethdarang and beyond hit very hard and can kill 
even a maxed out party with the Dragon Ordeals and powerful magic. Barrier 
magic is a great way to mitigate a lot of damage. Throw up a barrier spell 
before each battle to block a lot of damage and keep your party alive longer. 
Barriers last until they are broken by damage or you save and reload the game.

P'GOK...ER? - There are two P'Gok enemy types. The normal ones (fought earlier 
near the Glethdarang elevator) are normal P'Goks. They give 500 PP apiece and 
the normal drops (including Str Enhancer!) P'Gokers, however, sit back and 
chuck rocks that cause both Fire and Disrupt and Block, and have no drops. 
They give 550 PP. Besides these small differences, they are identical.

MORE STAT BOOSTS - Once again, this place has several chests with the 
potential for a Spi Boost. This is compounded by the fact that many enemy 
groups, specifically those with P'Goks (not to be confused with P'Goker, as 
they are identical, although there are no P'Goker-only groups), carry Str 
Enhancers. You can boost your stats a lot in this area, but the price is 
reloading many, many times from an increasingly distant save point. Enemies 
also tend to come in consecutive groups, preventing you from reliably claiming 
more than one stat boost per two or more battles.

DARKSTAFF - SilverScale's Darkstaff claims to be a Black Arts focal item. 
This would normally be exciting, except there's no way to level up the Black 
Arts, so you're stuck only casting the first spell of that magic class at Lv0, 
just like any other class without any levels in it. Although the game 
prohibits you from learning or leveling any Black Arts spells normally (as 
they are considered unnatural and evil), there is no penalty for casting this 
Black spell, so if you're curious about it, go ahead and try it out.






=======================================================================
==========================================================================
14: The ancient, lost city of Karunesh - End of an eternity (KAR14)
==========================================================================
=======================================================================
----------------------------------------------------
TREASURE INFORMATION
----------------------------------------------------
Treasure:
-Ancient Heal (potion) - in a chest in a side corridor, near some Boggroats
-Ancient Heal (potion) - in a chest in a side corridor, near some Boggroats
-Magic Potion (potion) - in a chest in a side corridor, near some Boggroats
-Magic Potion (potion) - in a chest in a side corridor, near some Boggroats
-Ancient Heal (potion) - a chest near the Temple save point, outside the room
-Ancient Heal (potion) - a chest near the Temple save point, outside the room
-Magic Potion (potion) - a chest near the Temple save point, outside the room
-Magic Potion (potion) - a chest near the Temple save point, outside the room
-Ancient Heal (potion) - a chest near the Temple save point, inside the room
-Ancient Heal (potion) - a chest near the Temple save point, inside the room
-Magic Potion (potion) - a chest near the Temple save point, inside the room
-Magic Potion (potion) - a chest near the Temple save point, inside the room

PP and Gold bonuses:
-500 gold - in a chest in a side corridor, near some Boggroats
-500 gold - a chest near the Temple save point, outside the room
-500 gold - a chest near the Temple save point, inside the room


----------------------------------------------------
MONSTER INFORMATION
----------------------------------------------------
Boggroat (about 1300 HP)
Chandarath R (about 1000 HP)
Chandarath Y (about 500 HP)
Dagani Boraro-B (about 2200 HP)
Dark Boggroat (about 2500 HP)
Drindithar (about 2000 HP)
Grandar Boraro (about 2000 HP)
Hakar (about 2000 HP)
Ice Hakar (about 2200 HP)
Marble Boraro (about 1000 HP)
Marble Changeling (about 1000 HP)
Marble Hakar (about 3000 HP)
Marble Juggernaut (about 4000 HP)
Red Juggernaut (about 4000 HP)
Sarojin Boraro (about 2500 HP)
Zaharanar (about 8000 HP)


-----Karunesh
 Dark Boggroat x2 (1)
 Dark Boggroat x3 (3)**
 Dark Boggroat x1, Marble Boraro x1 (1)
 Drindithar x1, Chandarath R x1, Chandarath Y x1 (Boss)
 Marble Boraro x3 (5)
 Marble Hakar x2 (2)
 Marble Hakar x3 (4)
 Mystery Girl x1, Marble Boraro x3 (Boss)

**The first and last groups of 3 Dark Boggroats can drop a Str Boost. Other 
 groups either have their drops replaced with the 2x Ancient Heal and Magic 
 Potion, or are with an item/gold drop-cancelling monster.


-----The Arena (consecutive battles, listed in the order fought)
1: Marble Boraro x1, Marble Changeling x2
2: Marble Boraro x1, Dagani Boraro-B x1, Sarojin Boraro x1
3: Marble Boraro x1, Orin Boraro x1, Grandar Boraro x1
4: Boggroat x2, Dark Boggroat x1
5: Hakar x1, Ice Hakar x1, Marble Hakar x1
6: Marble Juggernaut x1
7: Red Juggernaut x2
8: Marble Juggernaut x3
9: Zaharanar (Final Boss)


----------------------------------------------------
ADDITIONAL NOTES
----------------------------------------------------
ALON D'AR BLOCKED - Once your party enters Karunesh, Jarik's morph abilities, 
both Juggernaut and Alon D'ar, and blocked and unavailable. This should pose 
little problem, as there is not much need of such forms anymore, but it is 
still something to keep in mind.

ANCIENT HEAL X2, MAGIC POTION X2 - Various battles in this place will yield 
a prize of two Ancient Heals and two Magic Potions. This seems to override 
any other item drops, and is guaranteed, no matter the quantity or variety 
of enemies present. The following groups yield this drop (in order of 
appearance):
-Drindithar x1, Chandarath R x1, Chandarath Y x1
-Dark Boggroat x3
-Dark Boggroat x2
-Mystery Girl x1, K-Boraro x3
-Stone Hakar x3
-Stone Hakar x3
-Stone Hakar x2
-Stone Hakar x3

All arena battles also have this as a drop.

MYSTERY GIRL - Jarik faces a solo battle about halfway into Karunesh. He must 
face a girl and three green Boraros. This battle may seem hard, as Jarik 
fights alone, however it is not. The more party members are present, the 
higher the cooldown for any action is. With Jarik fighting alone, the cooldown 
is reduced to what it used to be in the beginning. Using any mastered weapon 
will usually result in Jarik attacking faster than his animations can resolve 
themselves. If he wields Dragonstorm and uses Zoe's Shield, he will be all 
but invincible in this joke of a battle. Use Dragon Light to dispatch the 
Boraro, and anything on the girl. If these items are unavailable, use mashing 
weapons or attack magic on the Boraro, and cutting/thrust weapons on the 
girl.

ARENA COMBAT - Once in the Arena, you're made to face many consecutive foes, 
culminating in the final showdown with Zarahanar. A list of the foes faced, 
in the order faced are listed above. Equip all healing items you have, as 
there is little required beyond this point except a weapon and a focal item 
or two. Jarik will be locked in his Alon D'ar form the entire battle, too, 
meaning he loses access to all of his equipment. Zaharanar himself fights 
alone, but casts a spell which hits your entire party for 500-600 damage 
apiece. This will require two people casting a Lv6 Healing Mist to counter! 
Alon D'ar should cast Decimate, while the free person attacks physically. 
Good luck, and Godspeed.






=======================================================================
==========================================================================
15: SKILL LISTS (SKI15)
==========================================================================
=======================================================================
This provides a list of all notable skills in the game, any costs associated, 
and other relevant information.

Each skill is marked with a number 1 through 10, called Rank (R). These 
indicate how fast this skill advances, according to the following table. The 
measurements are in PP. Note that the Lv1 requirement only applies to the 
default skill of each type (the first one listed), which starts at Lv0. The 
rest are bought with gold and start at Lv1 (these have no Lv0 stats; Shields 
are the exception).

        Lv1  Lv2  Lv3  Lv4  Lv5  Lv6
Rank 1: 100  300  800  1500 3000 6500
Rank 2: 100  300  800  1500 3500 6500
Rank 3: 100  300  800  1500 3500 7500
Rank 4: 100  300  800  1800 4000 8000
Rank 5: n/a  300  800  1500 3500 8500
Rank 6: 100  300  800  1800 4000 9000
Rank 7: 150  350  800  1800 4000 9000
Rank 8: n/a  400  800  1800 4000 9000
Rank 9: 300  500  1000 2000 5000 10000
Rank10: n/a  800  1200 2500 6000 10000

The ONLY thing the learning rate affects is the PP required per level. The 
actual bonuses for each skill level are entirely dependent on the weapon. 
Lighter weapon tend to give bigger Speed and Accuracy boosts, while heavier 
weapons give more Damage and Critical. Ranged weapons give a Range boost 
instead of Block. However, the Grandmaster skill for ranged weapon still 
boosts Block instead of Range (and that is noted in the tables where it 
occurs).

When all five skills of a weapon type are at Lv6 (the max level), you will 
earn a Grandmaster skill in that type, which occupies the bottom slot in the 
skill menu. This grants another set of boosts, one in each category of the 
weapon (so, a dagger's grandmaster skill gives an additional boost to speed, 
accuracy, damage, critical hit rate, and block rate). These bonuses are listed 
in the "Master" column, next to each of the skills, and provided when the 
Grandmaster skill (listed at the bottom of the skill column) is acquired.

Magic works a bit differently. Each spell has different effects which change 
every level. This makes each spell much more complex than a single weapon 
skill, and thus each magic class is listed as a section. The various stats 
each spell may have are listed below, as a reference to help with the 
understanding of magic:
-MEP Cost: The cost of the spell, in MEP. Should be straightforward.
-Casting Range: The distance from the target the caster may be. Units are 
 unknown.
-Max Targets: This is the number of targets the spell hits. If they are 
 chained (denoted with a C after the number), the spell hits each enemy one 
 after another, in a chain.
-HP Damage: This is how much damage the spell inflicts (single-hit only).
-HP Damage/ Time: This is how much damage a multi-hit spell inflicts per 
 period of time (detailed by later stats).
-Duration: The duration of the spell's effects (probably in seconds). What 
 this is the duration of is listed before the word.
-Reapply Time: How often during the spell the effects (damage and status) 
 are reapplied (again, in seconds). A spell with 10 duration and 5 reapply 
 means it hits twice. 9 duration and 5 reapply hits only once (with the extra 
 four seconds essentially wasted).
-Total Damage: This is the total amount of damage the spell inflicts to HP.
-Radius: This is the area around the target the spell also affects, causing 
 the effects to any other viable targets nearby.

When all five spells of a spell class are at Lv6 (max level), you earn a 
Grandmaster spell of that element. This is a powerful and expensive spell 
which is essentially the best of that element, bar none. All magic, however, 
is rank 5 at the lowest, making these Grandmaster spells extremely expensive, 
especially considering each spell is its own command, unlike weapon skills, 
which are collective and all work together towards the weapon.

----------------------------------------------------
WEAPONS
----------------------------------------------------
DAGGER    R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Speed    1  n/a   -50%  0%    10%   20%   30%   40%   60%   +50%
-Accuracy 1  200   n/a   100%  120%  140%  160%  200%  300%  +150%
-Damage   1  300   n/a   100%  150%  200%  250%  300%  500%  +150%
-Critical 1  400   n/a   10%   20%   30%   50%   75%   95%   +100%
-Block    6  550   n/a   100%  120%  140%  160%  180%  200%  +150%
-Deadly Cut
PP to master: 66,400

SWORD     R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Speed    4  n/a   -50%  0%    10%   20%   25%   35%   50%   +50%
-Accuracy 4  200   n/a   100%  115%  130%  150%  180%  250%  +120%
-Damage   4  350   n/a   100%  150%  200%  250%  300%  400%  +120%
-Block    4  500   n/a   100%  130%  150%  180%  200%  250%  +240%
-Critical 6  650   n/a   10%   20%   30%   50%   75%   95%   +0%
-Swift Blade
PP to master: 75,600

AXE       R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Damage   4  n/a   75%   100%  150%  200%  275%  350%  500%  +120%
-Block    4  200   n/a   100%  120%  140%  160%  180%  200%  +150%
-Accuracy 4  350   n/a   100%  115%  120%  130%  150%  200%  +150%
-Critical 4  500   n/a   15%   25%   40%   60%   80%   95%   +150%
-Speed    6  650   n/a   0%    5%    15%   25%   35%   50%   +50%
-Deadly Hack
PP to master: 75,600

HAMMER    R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Damage   4  n/a   75%   100%  150%  250%  350%  450%  550%  +120%
-Critical 4  200   n/a   15%   25%   40%   60%   80%   95%   +150%
-Speed    4  350   n/a   0%    5%    15%   25%   35%   50%   +50%
-Accuracy 4  500   n/a   100%  120%  130%  140%  160%  210%  +150%
-Block    6  650   n/a   100%  125%  140%  165%  185%  210%  +150%
-Ringing Blow
PP to master: 75,600

TWO HND SWORD      Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Damage   6  n/a   85%   100%  150%  200%  275%  350%  500%  +120%
-Speed    6  250   n/a   -20%  0%    5%    15%   30%   40%   +50%
-Critical 6  400   n/a   15%   25%   35%   50%   75%   95%   +150%
-Accuracy 6  600   n/a   100%  120%  130%  140%  150%  180%  +150%
-Block    6  750   n/a   100%  120%  130%  140%  150%  180%  +150%
-Skull Splitter
PP to master: 79,600

TWO HND AXE  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Damage   6  n/a   80%   100%  150%  200%  250%  350%  500%  +120%
-Critical 6  250   n/a   10%   20%   30%   50%   70%   95%   +150%
-Speed    6  400   n/a   -25%  0%    5%    10%   25%   35%   +50%
-Block    6  600   n/a   90%   100%  120%  130%  140%  150%  +150%
-Accuracy 6  750   n/a   90%   100%  120%  130%  140%  175%  +150%
-Cleave
PP to master: 79,600

TWO HND HAMMER     Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Damage   6  n/a   70%   100%  150%  200%  350%  425%  550%  +120%
-Critical 6  250   n/a   10%   20%   30%   40%   60%   90%   +150%
-Accuracy 6  400   n/a   90%   100%  120%  130%  140%  175%  +150%
-Speed    6  600   n/a   0%    5%    15%   25%   30%   40%   +50%
-Block    6  750   n/a   100%  110%  125%  150%  160%  175%  +150%
-Mighty Blow
PP to master: 79,600

STAFF     R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Block    4  n/a   90%   100%  150%  175%  200%  300%  500%  +150%
-Accuracy 4  200   n/a   100%  120%  150%  175%  200%  300%  +150%
-Speed    4  300   n/a   0%    5%    15%   25%   40%   50%   +50%
-Critical 6  450   n/a   5%    10%   25%   45%   55%   75%   +150%
-Damage   6  650   n/a   90%   100%  150%  250%  400%  550%  +120%
-Concussion
PP to master: 76,600

SPEAR     R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Accuracy 3  n/a   75%   100%  150%  200%  300%  400%  500%  +150%
-Block    3  200   n/a   100%  150%  175%  200%  300%  500%  +150%
-Speed    3  300   n/a   0%    15%   25%   40%   50%   60%   +50%
-Critical 3  450   n/a   10%   20%   30%   50%   70%   95%   +150%
-Damage   5  650   n/a   100%  150%  200%  250%  350%  500%  +150%
-Skewer
PP to master: 69,100

THROWN WEAPONS     Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Range    2  n/a   70%   100%  150%  200%  300%  300%  500%  +150% (block)
-Accuracy 2  200   n/a   100%  150%  250%  400%  600%  800%  +150%
-Speed    2  250   n/a   0%    20%   40%   60%   80%   90%   +50%
-Damage   2  350   n/a   90%   120%  180%  250%  350%  500%  +150%
-Critical 3  500   n/a   10%   20%   30%   40%   50%   80%   +150%
-Furious Blades
PP to master: 64,100

BOW       R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Accuracy 6  n/a   70%   80%   100%  250%  500%  750%  1000% +150%
-Speed    6  200   n/a   0%    20%   30%   40%   50%   70%   +50%
-Damage   6  350   n/a   100%  120%  180%  250%  375%  500%  +120%
-Critical 6  500   n/a   10%   20%   30%   40%   50%   80%   +150%
-Range    6  650   n/a   100%  120%  150%  250%  300%  500%  +150% (block)
-Deadeye
PP to master: 79,600

CHAKRAM   R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Range    2  n/a   50%   75%   100%  125%  150%  200%  300%  +150% (block)
-Damage   2  200   n/a   100%  150%  200%  250%  300%  400%  +150%
-Speed    3  300   n/a   0%    20%   40%   60%   80%   90%   +50%
-Accuracy 3  450   n/a   90%   100%  200%  500%  750%  1000% +150%
-Critical 2  650   n/a   10%   25%   35%   50%   75%   95%   +150%
-Flying Razors
PP to master: 65,100

HALBERD   R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Damage   6  n/a   75%   100%  150%  200%  300%  400%  500%  +120%
-Block    6  200   n/a   90%   120%  175%  200%  300%  500%  +150%
-Accuracy 6  350   n/a   90%   100%  120%  130%  150%  175%  +150%
-Speed    6  550   n/a   -25%  0%    5%    10%   25%   40%   +50%
-Critical 6  750   n/a   10%   20%   35%   50%   75%   90%   +150%
-Arc of Death
PP to master: 79,600

PETARD    R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Range    6  n/a   50%   70%   100%  150%  200%  250%  300%  +150% (block)
-Accuracy 6  200   n/a   90%   100%  110%  125%  150%  200%  +150%
-Speed    6  300   n/a   -25%  0%    10%   20%   30%   45%   +50%
-Damage   6  500   n/a   100%  110%  120%  150%  200%  300%  +150%
-Critical 6  750   n/a   10%   30%   50%   70%   90%   100%  +150%
-True Strike
PP to master: 79,600

CHOPINTOU R  Gold  Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6   Master
-Damage   6  n/a   50%   75%   100%  150%  250%  350%  500%  +120%
-Accuracy 6  200   n/a   90%   100%  120%  150%  175%  210%  +150%
-Block    6  350   n/a   100%  120%  150%  200%  250%  400%  +150%
-Speed    6  500   n/a   -50%  0%    10%   20%   40%   55%   +50%
-Critical 6  750   n/a   10%   20%   30%   50%   75%   95%   +150%
-Scythe Strike
PP to master: 79,600


----------------------------------------------------
SHIELD
----------------------------------------------------
Skill           R  Gold
 Attribute      Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6

-Tiny Shield    2  n/a
 Block boost:   80%   100%  150%  200%  400%  800%  1600%
 Dexterity:     -5    0     5     6     7     8     9

-Small Shield   2  200
 Block boost:   80%   100%  150%  200%  400%  800%  1600%
 Dexterity:     -6    0     6     7     8     9     10

-Medium Shield  2  250
 Block boost:   80%   100%  150%  200%  400%  800%  1600%
 Dexterity:     -8    0     8     9     10    11    12

-Large Shield   2  300
 Block boost:   80%   100%  150%  200%  400%  800%  1600%
 Dexterity:     -12   0     12    13    14    15    16

-Critical       2  350
 Critical:      0%    10%   20%   30%   40%   50%   100%

-Protective Wall
 Speed:         0%
 Damage:        150%
 Block:         200%
 Critical:      150%
 Accuracy:      150%


----------------------------------------------------
WATER FATES
----------------------------------------------------
PP to master: 79,600

Spell              R  Gold  MEP  Range Type
 Attribute         Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6

-Ice Shards        6  n/a   15   60    Offensive
 Max Targets:      1     2C    2C    3C    4C    4C    5C
 HP Damage:        15    25    35    45    60    75    100
 Total Damage:     15    25    35    45    60    75    100

-Water Sprites     6  200   45   25    Defensive
 Max Targets:      n/a   1     1     1     1     1     1
 Damage Down Time: n/a   10    10    15    15    20    20
 Damage Down %:    n/a   25%   35%   45%   55%   70%   90%

-Wave              6  300   30   30    Offensive
 Max Targets:      n/a   2C    3C    3C    4C    5C    5C
 Damage Duration:  n/a   5     5     5     5     5     5
 Reapply Time:     n/a   3     3     3     2     2     2
 HP Damage/ Time:  n/a   30    40    45    55    75    90
 Total Damage:     n/a   30    40    45    110   150   180

-Frozen Geyser     6  500   50   60    Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 HP Damage:        n/a   30    30    30    30    30    30
 Disrupt Duration: n/a   4     5     6     7     8     10
 Reapply Time:     n/a   1     1     1     1     1     1
 Total Damage:     n/a   30    30    30    30    30    30

-Acid Rain         6  750   50   40    Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 Damage Duration:  n/a   10    10    10    10    10    10
 Reapply Time:     n/a   2     2     2     2     2     2
 HP Damage/ Time:  n/a   30    45    60    80    100   120
 Radius:           n/a   10    14    18    22    27    30
 Total Damage:     n/a   150   255   300   400   500   600

-Water Fury        GM n/a   150  40    Offensive
 Max Targets:      4
 HP Damage:        500
 Total Damage:     500


----------------------------------------------------
FIRE FATES
----------------------------------------------------
PP to master: 79,600

Spell              R  Gold  MEP  Range Type
 Attribute         Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6

-Burn              6  n/a   15   8     Offensive
 Max Targets:      1     1     1     1     1     1     1
 Damage Duration:  5     5     5     5     7     9     9
 Reapply Time:     2     2     2     2     2     2     2
 HP Damage:        10    20    30    50    75    90    120
 Total Damage:     20    40    60    100   225   360   480

-Rapid Fire        6  200   20   40    Offensive
 Max Targets:      n/a   1     2C    3C    3C    4C    5
 HP Damage:        n/a   10    15    30    45    65    80
 Total Damage:     n/a   10    15    30    45    65    80

-Firestream        6  350   45   60    Offensive
 Max Targets:      n/a   1     1     2C    2C    3C    4C
 HP Damage:        n/a   20    25    40    40    50    75
 Radius:           n/a   8     10    15    20    25    25
 Total Damage:     n/a   20    25    40    40    50    75

-Incinerate        6  500   35   48    Offensive
 Max Targets:      n/a   1     2     3     4     5     6
 Damage Duration:  n/a   5     5     5     5     5     5
 Reapply Time:     n/a   3     3     2     2     2     2
 HP Damage/ Time:  n/a   30    40    45    55    75    90
 Total Damage:     n/a   30    40    90    110   150   180

-Inferno           6  750   35   40    Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 Damage Duration:  n/a   10    10    10    10    10    10
 Reapply Time:     n/a   3     2     2     2     2     2
 HP Damage/ Time:  n/a   20    25    36    50    60    80
 Radius:           n/a   6     6     9     9     12    12
 Total Damage:     n/a   60    125   180   250   300   400

-Hell Fury         GM n/a   180  40    Offensive
 Max Targets:      4
 Damage Duration:  5
 Reapply Time:     1
 HP Damage:        100
 Total Damage:     500


----------------------------------------------------
EARTH FATES
----------------------------------------------------
PP to master: 79,600

Spell              R  Gold  MEP  Range Type
 Attribute         Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6

-Sunder            6  n/a   10   60    Offensive
 Max Targets:      1     1     1     1     2     3     4
 HP Damage:        10    10    20    30    30    50    50
 Stun Duration:    3     4     4     5     5     5     5
 Total Damage:     10    10    20    30    30    50    50

-Sandstorm         6  200   25   50    Offensive
 Max Targets:      n/a   1     2C    2C    3C    4C    4C
 Damage Duration:  n/a   5     5     5     5     5     5
 Reapply Time:     n/a   2     2     2     2     2     2
 HP Damage/ Time:  n/a   15    20    20    30    35    45
 Radius:           n/a   4     5     7     7     9     11
 Total Damage:     n/a   30    40    40    60    70    90

-Brimstone         6  350   35   60    Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 Damage Duration:  n/a   5     6     7     7     7     8
 Reapply Time:     n/a   3     3     3     3     2     2
 HP Damage/ Time:  n/a   20    30    40    50    55    70
 Radius:           n/a   4     4     10    10    15    15
 Total Damage:     n/a   20    60    80    100   165   280

-Venom Cloud       6  500   40   60    Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 Damage Duration:  n/a   7     7     7     7     7     9
 Reapply Time:     n/a   2     2     2     2     2     2
 HP Damage/ Time:  n/a   25    40    50    65    75    90
 Radius:           n/a   10    12    15    17    20    20
 Total Damage:     n/a   75    120   150   195   225   360

-Nature's Curse    6  750   40   80    Offensive
 Max Targets:      n/a   1     2C    3C    4C    5C    5C
 Damage Duration:  n/a   5     5     5     5     7     7
 Reapply Time:     n/a   2     2     2     2     2     5
 HP Damage/ Time:  n/a   25    25    25    25    25    45
 Total Damage:     n/a   50    50    50    50    75    135

-Pile Driver       GM n/a   150  80    Offensive
 Max Targets:      1
 Damage Duration:  5
 Reapply Time:     1
 HP Damage/ Time:  100
 Radius:           20
 Total Damage:     500


----------------------------------------------------
AIR FATES
----------------------------------------------------
PP to master: 79,600

Spell              R  Gold  MEP  Range Type
 Attribute         Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6

-Sparks            6  n/a   20   40    Offensive
 Max Targets:      1     1     1     1     1     1     1
 Damage Duration:  7     7     7     9     9     9     9
 Reapply Time:     2     2     2     2     2     2     2
 HP Damage/ Time:  15    20    20    20    20    25    30
 Radius:           8     12    15    20    25    30    35
 Total Damage:     45    60    60    80    80    100   120

-Blind             6  200   40   60    Offensive
 Max Targets:      n/a   1     1     2     2     3     3
 Stun Duration:    n/a   5     8     5     8     5     8
 HP Damage:        n/a   15    15    n/a   15    15    15
 Total Damage:     n/a   15    15    n/a   15    15    15

-Spiral Twist      6  350   35   30    Offensive
 Max Targets:      n/a   1     2     2     3     3     4
 Damage Duration:  n/a   5     5     5     5     5     5
 Reapply Time:     n/a   2     2     2     2     2     1
 HP Damage/ Time:  n/a   16    20    25    30    40    80
 Total Damage:     n/a   32    40    50    60    80    400

-Energize          6  500   40   20    Defensive
 Max Targets:      n/a   1     1     2     2     3     4
 Speed Boost:      n/a   85%   80%   80%   80%   80%   80%
 Boost Duration:   n/a   15    15    15    20    20    30

-Current Spears    6  750   35   60    Offensive
 Max Targets:      n/a   1     2C    3C    4C    5C    5C
 HP Damage:        n/a   20    30    40    50    75    100
 Total Damage:     n/a   20    30    40    50    75    100

-Storm Fury        GM n/a   150  60    Offensive
 Max Targets:      5
 Damage Duration:  5
 Reapply Time:     1
 HP Damage/ Time:  100
 Radius:           20
 Total Damage:     500


----------------------------------------------------
SOUND FATES
----------------------------------------------------
PP to master: 79,600

Spell              R  Gold  MEP  Range Type
 Attribute         Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6

-Sonic Blast       6  n/a   20   60    Offensive
 Max Targets:      1     1     1     1     1     1     1
 HP Damage:        12    20    30    50    65    120   150
 Total Damage:     12    20    30    50    65    120   150

-Dizzy             6  200   45   40    Offensive
 Max Targets:      n/a   1     1     2     2     3     4
 Stun Duration:    n/a   5     8     12    16    20    30

-Oscillation       6  350   20   20    Offensive
 Max Targets:      n/a   1     2C    2C    3C    3C    4C
 HP Damage:        n/a   10    10    20    20    30    45
 Total Damage:     n/a   10    10    20    20    30    45

-Arpeggio          6  500   25   6     Defensive
 Max Targets:      n/a   1     1     1     2     3     3
 Heal Duration:    n/a   5     10    15    20    30    35
 Reapply Time:     n/a   5     5     5     5     5     5
 HP Healed:        n/a   25    30    30    40    50    75
 Total HP Healed:  n/a   25    60    90    160   300   525

-Shatter           6  750   40   20    Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 Damage Duration:  n/a   10    10    10    10    10    10
 Reapply Time:     n/a   2     2     2     2     2     2
 HP Damage/ Time:  n/a   25    25    35    45    75    100
 Total Damage:     n/a   125   125   175   225   375   500

-Crescendo         GM n/a   150  40    Offensive
 Max Targets       4
 Damage Duration:  5
 Reapply Time:     1
 HP Damage/ Time:  75
 Stun Duration:    15
 Total Damage:     375


----------------------------------------------------
BARRIER ARTS
----------------------------------------------------
PP to master: 96,800

Spell              R  Gold  MEP  Range Type
 Attribute         Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6

-Weapon Barrier    9  n/a   50   10    Defensive
 Max Targets:      1     1     1     2     2     3     4
 Null Phys Damage: 60    120   180   300   550   750   1000

-Magic Barrier     9  500   50   10    Defensive
 Max Targets:      n/a   1     1     2     2     3     4
 Null Mag Damage:  n/a   60    90    150   300   550   800

-Multi Barrier     9  750   75   10    Defensive
 Max Targets:      n/a   1     1     2     2     3     4
 Null All Damage:  n/a   100   150   250   475   550   800

-Reflect Barrier   10 1000  100  10    Defensive
 Max Targets:      n/a   1     1     2     2     3     4
 Reflect Phys Dmg: n/a   30    60    90    125   225   275

-Rainbow Barrier   10 1200  100  10    Defensive
 Max Targets:      n/a   1     1     2     2     3     4
 Reflect Mag Dmg:  n/a   30    60    90    150   225   275

-Elemental Barrier GM n/a   375  10    Defensive
 Max Targets:      4
 Reflect Mag Dmg:  1000
 Reflect Phys Dmg: 1000


----------------------------------------------------
ABSORPTION ARTS
----------------------------------------------------
PP to master: 79,900

Spell              R  Gold  MEP  Range Type
 Attribute         Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6

-Life Eater        7  n/a   30   8     Offensive
 Max Targets:      1     1     1     1     1     1     1
 HP Damage:        40    60    80    100   120   140   160
 Total Damage:     40    60    80    100   120   140   160

-Spirit Siphon     7  200   30   8     Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 MEP Damage:       n/a   30    40    50    60    75    100

-Soul Drain        7  350   35   8     Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 HP Damage:        n/a   40    50    60    70    80    120
 MEP Damage:       n/a   20    25    30    35    50    75
 Total Damage:     n/a   40    50    60    70    80    120

-Life Steal        7  500   40   20   Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 HP Damage:        n/a   40    45    55    60    75    90
 HP Absorb:        n/a   15    20    25    30    40    50
 Total Damage:     n/a   55    65    80    90    115   140
 Total HP Healed:  n/a   15    20    25    30    40    50

-Spirit Steal      7  650   45   20   Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 MEP Dmg Duration: n/a   10    n/a   n/a   n/a   n/a   n/a
 Reapply Time:     n/a   2     n/a   n/a   n/a   n/a   n/a
 MEP Damage:       n/a   10    15    20    20    30    40
 MEP Absorb:       n/a   5     10    15    20    30    40

-Karmic Force      GM n/a   150  40   Offensive
 Max Targets:      4
 HP Abs Duration:  4
 Reapply Time:     1
 HP Absorb:        50
 MEP Abs Duration: 4
 Reapply Time:     1
 MEP Absorb:       50
 Total Damage:     200
 Total HP Healed:  200


----------------------------------------------------
WHITE MAGIC
----------------------------------------------------
PP to master: 79,700
Spell              R  Gold  MEP  Range Type
 Attribute         Lv0   Lv1   Lv2   Lv3   Lv4   Lv5   Lv6

-Heal              6  n/a   20   10    Defensive
 Max Targets:      1     1     1     1     1     1     1
 HP Healed:        50    100   200   250   400   600   800
 Total HP Healed:  50    100   200   250   400   600   800

-Healing Mist      6  200   20   10    Defensive
 Max Targets:      n/a   1     1     1     1     1     1
 Heal Duration:    n/a   10    10    10    10    10    10
 Reapply Time:     n/a   1     1     1     1     1     1
 HP Healed:        n/a   5     8     20    30    50    70
 Radius:           n/a   10    10    15    15    20    20
 Total HP Healed:  n/a   50    80    200   300   500   700

-White Fire        7  350   35   30    Offensive
 Max Targets:      n/a   1     1     1     1     1     1
 Damage Duration:  n/a   6     6     6     6     6     6
 Reapply Time:     n/a   4     4     4     4     3     3
 HP Damage/ Time:  n/a   20    25    45    60    80    120
 Total Damage:     n/a   20    25    45    60    160   240

-Revive            8  500   50   10    Defensive
 Max Targets:      n/a   1     1     2C    2C    3C    3C
 Revive Dead:      n/a   10%   25%   40%   55%   70%   90%

-Transfer Mana     7  650   50   10    Defensive
 Max Targets:      n/a   1     1     1     1     1     1
 MEP Healed:       n/a   20    25    30    35    45    50

-Rejuvenation      GM n/a   175  20    Defensive
 Max Targets:      4
 Revive Dead:      100%
 HP Healed:        500
 Total HP Healed:  500






=======================================================================
==========================================================================
16: CHARACTER SKILL PROFILES (CHA16)
==========================================================================
=======================================================================
This section details each character's initial stats and skill levels, along 
with any unique skills or talents they possess. Characters who join start at 
a higher level, but have zero available PP. To compensate, they have some 
levels already invested in pre-determined skills and magic. Take these into 
consideration when deciding what weapons and spells to give your characters.

----------------------------------------------------
CHARACTER PROFILE - JARIK
----------------------------------------------------
INITIAL STATS:
Level: 0
Class: Youth
PP: 0
Stats:
  HP: 201
  MEP: 100
  Spi: 30
  Dex: 25
  Str: 25
Initial equipment:
  Nothing!

INITIAL SKILL LEVELS:
None!

LEVEL-UP STATS:
Level 1     2     3     4     5     6     7     8     9     10
HP:   251   301   376   476   876   1276  1976  2476  2876  3476
MEP:  130   160   200   240   290   475   975   1575  1875  2175
Spi:  30    35    40    45    50    55    60    65    70    75
Dex:  25    30    35    40    45    50    55    60    65    70
Str:  25    30    35    40    45    50    55    60    65    70

JUGGERNAUT
"A powerful form from the Diadem of the Dreaming Beast."
-This ability is free to use.
-This is one of Jarik's transformations, acquired at WhipTail's tomb in 
Palash. It has a lot of HP, and is physically powerful, but only capable of 
using Punch, although it is different from normal characters' Punch attack and 
much stronger. The form's current HP is based on Jarik's current HP at the 
time of morphing, but Jarik's HP is reset to what it was before morphing when 
the effect ends. Any damage or healing that the Juggernaut experiences does 
not carry over to Jarik. This makes the form as much of a defensive tool as 
an offensive one, as it can tank damage and when it wears off, Jarik's HP is 
preserved.

PUNCH
-This ability is free to use.
-The Juggernaut morph has this attack. It is a typeless attack, with equal 
power against any enemy. It will generally do around 90-120 damage, and can 
be blocked (reducing it to around 50-60 damage).

CRUSH
-This ability is free to use.
-The Juggernaut morph has this attack. It seems to be identical to Punch, but 
has a chance of inflicting Crack Bones. Damage is the same, and it can be 
blocked as well (also preventing Crack Bones from being inflicted).

ALON D'AR
"An old shape used by Alon D'ar in combat."
-This ability is free to use.
-This form is gained at Charak's Tomb, very late in the game. It possesses 
four spells unique to it, and once again uses Jarik's current HP and MEP to 
determine the form's own stats. It also possesses a Punch attack, for melee 
combat that doesn't expend MEP.

DECIMATE
-Costs 25 MEP.
-The Alon D'ar morph has this spell. It launches a single ball of energy at 
the target, resulting in one hit of damage. Seems to do 120-300 damage, based 
on the target's resistance to whatever element this spell is.

RESTORE
-Costs 50 MEP.
-This is a simple recovery spell possessed by the Alon D'ar morph. It restores 
1000 HP to a single person, making it superior to the Heal spell.

VANQUISH
-Costs 50 MEP.
-An area-of-effect spell used by the Alon D'ar morph. It deals damage to an 
area according to the usual formula (farther away from the target means less 
damage). Seems to do 200-300 damage to the target, and less to others.

CONJUNCTION
-Costs 50 MEP.
-Another area-of-effect spell the Alon D'ar morph can use. Appears to be very 
similar to Vanquish, including damage, but possibly a different element? In 
any case, none of these spells are of any real use except possibly Restore.


----------------------------------------------------
CHARACTER PROFILE - TAHIR
----------------------------------------------------
INITIAL STATS:
Level: 3
Class: Fighter
PP: 7501
Stats:
  HP: 351
  MEP: 250
  Spi: 30
  Dex: 30
  Str: 35
Initial equipment:
  ChoPinTou (right hand)
  Steel Scutum (left hand)
  Leather Jerkin (wearable)
  Dagani Bow (belt)
  Dagani Katar (belt)

INITIAL SKILL LEVELS:
Dagger: Speed/3, Accuracy/2, Damage/3, Critical Hit/2, Block/1
Sword: Speed/2, Accuracy/2, Damage/1, Block/1, Critical Hit/1
Axe: Damage/2, Block/2, Accuracy/2, Critical Hit/2, Speed/2
Two Hnd Axe: Damage/2, Critical Hit/2, Speed/2
Spear: Accuracy/2, Block/1, Speed/1, Critical Hit/2, Damage/1
Bow: Accuracy/2, Speed/2, Damage/2
Cho Pin Tou: Damage/2, Accuracy/2, Block/2, Speed/2, Critical Hit/2
Water Fates: Ice Shards/2, Water Sprites/1
Earth Fates: Sunder/2, Sandstorm/1
White Magic: Heal/1, Healing Mist/1

LEVEL-UP STATS:
Level 4     5     6     7     8     9     10
HP:   451   851   1251  1951  2401  2801  3401
MEP:  290   340   525   1025  1625  1925  2225
Spi:  35    40    45    50    55    60    65
Dex:  35    40    45    50    55    60    65
Str:  40    45    50    55    60    65    70

GILL BREATHING
"Allows Tahir to pass through poisonous swamp gas."
-This ability is free to use.
-This ability is what allows Tahir to pass through the poison gas clouds in 
the swamps. Only two clouds are ever passable though, one guarding a chest 
with a Barkcleaver and Wet Staff, another guarding a switch that must be 
pressed.

FINAL DEFIANCE
"A transfer of magical energies into health."
-This ability is free to use.
-In battle, this ability is named "Desperate Defiance".
-This command apparently boosts Tahir's maximum HP for a short period in 
battle. Although it says it converts MEP into HP, this does not seem to be 
the case. This cannot be active at the same time as Aura of Calm. The only 
apparently benefit of using this is that his HP is healed according to the 
boost when used, although it decreases back to a normal amount when it times 
out. Tahir can die when this effect ends if his HP is low enough.

AURA OF CALM
"An increase in magical energy at the cost of health."
-This ability is free to use.
-This command apparently boosts Tahir's maximum MEP for a short period in 
battle. Although it says it converts HP into MEP, this does not seem to be 
the case. This cannot be active at the same time as Final Defiance. The only 
apparently benefit of using this is that his MEP is healed according to the 
boost when used, although it decreases back to a normal amount when it times 
out.


----------------------------------------------------
CHARACTER PROFILE - TYLONEE
----------------------------------------------------
INITIAL STATS:
Level: 5
Class: Veteran
PP: 30001
Stats:
  HP: 701
  MEP: 350
  Spi: 35
  Dex: 40
  Str: 30
Initial equipment:
  Shamshir (right hand)
  Kemarran Shield (left hand)
  Hakar Hide (wearable)
  Kemar Knives (belt)
  Orb of Winds (belt)

INITIAL SKILL LEVELS:
Dagger: Speed/3, Accuracy/3, Damage/3, Critical Hit/3, Block/3
Sword: Speed/3, Accuracy/3, Damage/3, Block/3, Critical Hit/3
Two Hnd Sword: Damage/4, Speed/4, Critical Hit/2, Accuracy/2, Block/2
Thrown Weapons: Range/4, Accuracy/3, Speed/3, Damage/2, Critical Hit/1
Bow: Accuracy/4, Speed/3, Damage/3, Critical Hit/2, Range/2
Halberd: Damage/2, Block/3, Accuracy/3, Speed/3, Critical Hit/2
Shield: Tiny Shield/2, Small Shield/2, Medium Shield/2
Water Fates: Ice Shards/1
Fire Fates: Burn/1
Earth Fates: Sunder/1
Air Fates: Sparks/2, Blind/1
Sound Fates: Sonic Blast/1, Dizzy/1
Barrier Arts: Weapon Barrier/1, Magic Barrier/1
White Magic: Heal/2, Healing Mist/2, White Fire/1

LEVEL-UP STATS:
Level 6     7     8     9     10
HP:   1101  1801  2251  2651  3251
MEP:  535   1035  1635  1935  2235
Spi:  40    45    50    55    60
Dex:  45    50    55    60    65
Str:  35    40    45    50    55

YIL ATTACK
"Tylonee's dragonet attacks those who threaten her."
-This ability is free to use.
-This summons Yil to body slam a single enemy. This attack seems to do 
typeless damage, similar to Jarik's Juggernaut form, and will usually do 
70 to 100 damage.

YIL HEAL
"The dragonet uses magic to heal other party members."
-This ability is free to use.
-Yil is summoned, and restores 100 HP to a single target. This one is 
definitely not worth using much, if ever. It is basically a free Cactus Potion 
that never runs out, but 100 HP in battle is nothing by the time Tylonee 
joins the group.


----------------------------------------------------
CHARACTER PROFILE - SUNDEEP
----------------------------------------------------
INITIAL STATS:
Level: 7
Class: Swashbuckler
PP: 80001
Stats (before/after sun bed rejuvenation):
  HP: 100/1000
  MEP: 30/400
  Spi: 50/55
  Dex: 15/50
  Str: 5/55
Initial equipment:
  Nothing!

DEFAULT SKILLS:
Sword: Speed/4, Accuracy/4, Damage/4, Block/4, Critical Hit/4
Two Hnd Sword: Damage/2, Speed/3, Critical Hit/3, Accuracy/3
Staff: Block/3, Accuracy/2, Speed/2, Critical Hit/2
Bow: Accuracy2, Speed/1, Damage/1, Critical Hit/2
Petard: Range/2, Accuracy/2, Speed/2, Damage/2
Shield: Tiny Shield/2, Small Shield/2, Medium Shield/2
Fire Fates: Burn/2, Rapid Fire/2, Firestream/2
Earth Fates: Sunder/2, Sandstorm/2, Brimstone/2
Air Fates: Sparks/2, Blind/2, Spiral Twist/2
Barrier Arts: Weapon Barrier/2, Magic Barrier/2, Multi-Barrier/2
Absorption Arts: Life Eater/2, Spirit Siphon/2, Soul Drain/2
White Magic: Heal/2, Healing Mist/2, White Fire/2

LEVEL-UP STATS:
Level 8     9     10
HP:   1500  1900  2500
MEP:  1000  1300  1600
Spi:  60    65    70
Dex:  50    55    60
Str:  55    60    65

LEVEL-UP STATS (pre-sun bed, requires cheat codes):
Level 8     9     10
HP:   550   950   1550
MEP:  630   930   1230
Spi:  55    60    65
Dex:  20    25    30
Str:  10    15    20
(When SunDeep rests in the sun, his stats will reset to the post-sun bed 
initial values regardless of level! Don't hack him extra PP until after he 
rejuvenates, or else he'll lose those level-up bonuses forever!)

FAST LINKS
"Allows the use of Sarojin portals to travel large distances."
-This ability is free to use.
-This allows the party use of the Portals' "Map/Links" function at any time. 
However, after a certain point (visiting Zonra's Tomb) it becomes unavailable 
except for story-specific translocations. The Kemarran Highlands are never 
an available location.

TRANSLOCATION
"Grants the ability to traverse short distances."
-This ability is free to use.
-This allows use of the Sarojin translocation nodes throughout the world. 
Blue ones can only be used by SunDeep alone, Purple transport objects to you, 
and Green allow the party to translocate.

ELIMINATE
"Removes one enemy from combat."
-Costs 300 MEP.
-This removes one enemy from a battle entirely, with what seems to be a 100% 
probability against non-boss enemies. PP, gold, and items are still obtained 
from any enemies killed via this spell. It is incredibly expensive, with a 
Lv10 SunDeep only able to cast it five times before running low on MEP. The 
Roshogon helps his MEP, but overuse of this will keep his MEP constantly 
depleted.


----------------------------------------------------
SKILL SUGGESTIONS
----------------------------------------------------
When it comes to magic, there isn't as much reason to master a skillset. 
A good idea is to just max whatever spells you'd like to use (especially 
for white magic), and ignore the rest. However, the grandmaster spell of each 
element is much more powerful than any of the basic spells of an element. It 
can be a difficult balancing attempt.

SunDeep is rather weak as far as HP and MEP is concerned. Take that into 
consideration when deciding what he should do. He is great with Swords right 
off the bat, with some levels in bows, staves, and petards. He can use magic 
just as well as others, but the lower MEP makes it more difficult. Also, he 
has the Eliminate spell, which costs 300 MEP but is the most effective attack 
he can inflict on high HP enemies, such as the Demon Plants, elementals, and 
Dark Boggroats.

Also to consider are the four Dragon weapons (not counting the Chakram) that 
serve as the game's "ultimate" weapons:
Dragonstorm (Sword)
Dragon's Teeth (ChoPinTou)
Dragon's Dawn (Halberd)
Dragonwhip (Staff)

Tahir begins with ChoPinTou levels, and the Dragon's Teeth a traditional 
Dagani weapon anyways. Tylonee behigs with Halberd levels and the Dragon's 
Dawn is a Kemarran weapon. But staff and sword can fit either SunDeep or Jarik 
depending on how you play. SunDeep starts with higher Sword levels than he has 
Staff levels, while Jarik has nothing to start, but access to all of his PP 
as the player desires.






=======================================================================
==========================================================================
17: SHOP GUIDE (SHO17)
==========================================================================
=======================================================================
This is a list of all of the shop's inventories in the game, and at what level 
each item is stocked at. The higher your level, the greater the inventories 
are, although at around level 5 of 6 they've reached their maximum stock 
level. Check the "People" listing in each area for a list of what shops are 
available, and where they are located.

This is only a rough list, however. Some additions to shops seem based on 
story progression or possibly Jarik's level only, whereas others may be based 
on the highest leveled person's level (such as Tahir's Lv3 when he joins), or 
again, story progression.

Example: Dagani Specialist Weapon Shop didn't stock new items until Jarik was 
level 3 (after meeting Oracle), whereas the potion shop stocked the items 
marked level 3 as soon as Tahir joined.

----------------------------------------------------
Herbalist
----------------------------------------------------
Wither Potion (1)
Poison Resistance (2)
Palm Nut Potion (2)
Cactus Potion (2)
Spike Potion (3)
Ullapa Potion (3)


----------------------------------------------------
Basic Weaponsmith
----------------------------------------------------
Katar (1)
Short Sword (2)
Woodcutters Axe (1)
Hunter's Bow (2)
Short Spears (2)
Hand Axe (1 - Orin version)
Hammer (2)
Sledge Hammer (1)
Large Hammer (4)
Javelins (2)
Basic Chakram (1 - Orin version)
Cheap Halberd (3 - Orin version)
Quarterstaff (2)
Dagani Hand Axe (2 - Dagani version)
Palash Axe (4 - Sarojin version)
Pick-Axe (1)
Two-hnd Sword (2)
Settler's Axe (2)
Large Orin Axe (3 - Orin version)
Shortstaff (1)
Plain Staff (1)
Farmer's Darts (3 - Orin version)
Dagani Spears (2 - Dagani version)
Bending Staff (4 - Sarojin version)
Common Spears (2)
Sticking Knives (2)
Orin Bow (3 - Orin version)
Orin Chakram (3 - Orin version)
Hunter's Chakram (3 - Orin version)
Tracker's Halberd (4 - Orin version)
---------------------------------
Chain Hauberk (4 - Sarojin version)


----------------------------------------------------
Advanced Weaponsmith
----------------------------------------------------
Heavy Katar (2)
Ornate Sword (4)
Long Sword (2)
War Axe (4)
Mace (2)
War Hammer (4)
Shamshir (4)
Large Ornate Axe (4)
Soldier's Darts (4)
Green Rivers (2)
Archers Bow (4)
Heavy Chakram (2)
Orin Katar (2)
Great Sword (4)
Orin Axe (2)
Great Hammer (4)
Militiaman's Axe (4)
Target Knives (4)
Long Bow (4)
Long Chakram (2)
War Chakram (4)
Warrior's Halberd (4)
Orin Halberd (4)
Orin ChoPinTou (4)
Tall Hammer (4)
Orin Hammer (4)
---------------------------------
Steel Buckler (1)
Hard Shield (4)
Steel Scutum Shield (4)
Steel Body Shield (4)
Soldier's Buckler (2)


----------------------------------------------------
Dagani Specialist
----------------------------------------------------
Flamberge (5)
Battle Axe (3)
Heavy ChoPinTou (5)
ChoPinTou(3)
Dagani Katar (2)
Dagani Dagger (2)
War Chief's Blade (3)
Dagani Axe (3)
Meibutsu (5)
Labrys Axe (5)
Dagani Great Axe (3)
Water Lance (3)
Dagani Knives (2)
Dagani Bow (2)
Dagani Chakram (2)
Bronze Chakram (3)
Dagani Halberd (5)
Great ChoPinTou (5)
---------------------------------
Target Shield (2)
Kemarran Shield (2)
Body Shield (3)


----------------------------------------------------
Sarojin Specialist
----------------------------------------------------
Ornate Axe (4)
Sarojin Blade (3)
Sarojin Sword (3)
Blazing Axe (4)
Sarojin Axe (3)
Sarojin Hammer (3)
Sarojin Mace (3)
Zukuri (3)
Saijin (3)
Sarojin Great Axe (4)
Sarojin Spears (3)
Sarojin Knives (3)
Sarojin Bow (3)
Sarojin Chakram (3)
Sarojin Halberd (4)
Gold ChoPinTou (5)
Palash Hammer (4)
---------------------------------
Stump Shield (3)
Bark Shield (3)
Oak Shield (3)
Solider's Shield (3)
Shining Shield (3)
Sturdy Shield (3)
War Shield (3)
Stone Shield (3)
Fire Shield (3)
Steel Shield (3)
Dagger's Shield (3)
Knight's Shield (3)
Amareth Shield (3)
Blazing Shield (3)
Brin's Body Shield (3)
Scaled Shield (3)
Swamp Shield (3)
Bronze Shield (4)
Ice Shield (4)
Arrowturner (3)
White Shield (3)


----------------------------------------------------
Kemarran Specialist
----------------------------------------------------
Heavy Halberd (5)
Light Katar (5)
Hunter's Katar (5)
Kemarran Dagger (5)
Light Sword (5)
Hunter's Axe (5)
Light Mace (5)
Shirasaya (5)
Kaskara (5)
Kemarran Darts (5)
Kemarran Spears (5)
Kemar Knives (5)
Kemarran Bow (5)
Dagger's Bow (5)
Standard Halberd (5)
Dagger's Halberd (5)
Great Halberd (5)
Small ChoPinTou (5)
Kemarran Hammer (5)
---------------------------------
Hide Shield (5)
Hide Body Shield (5)
Kemarran Buckler (5)
Highland Shield (5)


----------------------------------------------------
Exotic Equipment
----------------------------------------------------
Pronged Katar (5)
Pick (5)
Pelted Blade (5)
Bardiche (5)
Cold Axe (5)
Icepick (5)
Tachi (5)
Daito (5)
Moroha (5)
Dao Axe (5)
Hero's Axe (5)
Blessed Axe (5)
Tipstaff (5)
Stave (5)
Serrated Spears (5)
Thin Spears (5)
Boggroat Spears (5)
Talon Knives (5)
Choking Bow (5)
Short Halberd (5)
Boggroat Petards (5)
Flaming Bottles (5)
Green Sword (5)
Ice Hammer (5)
Heavy Hammer (5)
Steel Hammer (5)
Spiked Hammer (5)
---------------------------------
Target Shield (2)
Stump Shield (3)
Hard Shield (4)
Kemarran Shield (2)
Bark Shield (3)
Hide Shield (5)
Steel Scutum Shield (4)
Body Shield (3)
Oak Shield (3)
Hide Body Shield (5)
Steel Body Shield (4)
Solider's Shield (3)
Shining Shield (3)
Sturdy Shield (3)
War Shield (3)
Stone Shield (3)
Fire Shield (3)
Steel Shield (3)
Dagger's Shield (3)
Knight's Shield (3)
Amareth Shield (3)
Blazing Shield (3)
Brin's Body Shield (3)
Scaled Shield (3)
Swamp Shield (3)
Bronze Shield (4)
Ice Shield (4)
Arrowturner (3)
White Shield (3)


----------------------------------------------------
Explosives Specialist
----------------------------------------------------
Brimstone Bottles (3)
Staff of Atmos (4)
Charged Staff (3)
Wet Staff (3)
Sarojin Grenades (3)
Fiery Petards (3)
Charged Grenades (3)
Sarojin Petards (3)
Carpetsweepers (3)
---------------------------------
Mage's Buckler (3)


----------------------------------------------------
Magical Item
----------------------------------------------------
Swamp Axe (3)
Charged Staff (2)
Wet Staff (3)
---------------------------------
Armored Bracers (1)
White Bracers (1)


----------------------------------------------------
Magical Item v2
----------------------------------------------------
Staff of Atmos (5)


----------------------------------------------------
Magical Item v3
----------------------------------------------------
Charged Staff (2)
Small Petards (2)


----------------------------------------------------
Armor Shop
----------------------------------------------------
Wooden Buckler (5)
Hide Buckler (5)
Buckler (5)
Hide Target Shield (5)
Charged Buckler (5)
Orin Buckler (5)
---------------------------------
Plate Armor (5)
Hauberk (5)
Leather Jerkin (5)
Hide Hauberk (5)
Chain Hauberk (5)
Leather Hauberk (5)
Bar Mail (5)
Brigandine Armor (5)
Studded Armor (5)
Breastplate (5)
Steel Breastplate (5)
Studded Coat (5)
Hakar Hide (5)
Chain Coat (5)
Gamberson (5)


----------------------------------------------------
Atelier
----------------------------------------------------
Bracers of Power (3)
Armored Bracers (1)
Strength Bracers (1)
Fire Bracers (3)
Bone Bracers (2)
Mind Bracers (3)
White Bracers (1)
Evil Bracers (3)
Death Bracers (3)


----------------------------------------------------
Tattoo Parlor
----------------------------------------------------
White Ward (5)
Sword Ward (5)
Voodoo Charm (5)
Venom Ward (5)
Fire Ward (5)
Health Charm (5)
Mind Ward (5)
Dark Defender (5)






=======================================================================
==========================================================================
18: TREASURE CHEST INFORMATION (TRE18)
==========================================================================
=======================================================================
Each chest has its own treasure pool: some amount of gold, usually 100-300, 
which is always awarded. A second item (almost always a common potion, 
between Wither and Ulappa), not always awarded but usually (~50% chance), 
and a low chance of a rare item (this varies a lot - sometimes another 
potion, or a stat boost, etc). The last item is almost never awarded. When 
opening each chest, you're given the money and one or both (or neither) of 
the other items.

You can tell which treasure set a random chest has by how much gold it gives. 
Each treasure chest always have the same treasure set - the ONLY random 
element is which items are given.

The only set with more than two items is set 5, which has three. And those 
items, even the Ulappa Potion, are much rarer than any other items listed 
here, even set 4's Spi Boost. It IS possible to get both the Str Enhancer and 
Spi Enhancer at the same time, but it can take hundreds of reloads to ever see 
it even once.

Set 1:
-100 gold
-Spike Potion
-Palm Nut Potion

Set 2:
-200 gold
-Spike Potion
-Wither Potion

Set 3:
-300 gold
-Spike Potion
-Cactus Potion

Set 4:
-150 gold
-Ulappa Potion
-Spi Boost

Set 5:
-250 gold
-Ulappa Potion
-Spi Enhancer
-Str Enhancer


----------------------------------------------------
DAGAN SWAMP TREASURE:
----------------------------------------------------
This is a special section. Swamp treasure are places in the swamp where you 
gain a little money (5 gold) and maybe an item or two if you touch it. These 
work just like normal treasure chests and are in set places, but invisible 
otherwise. Unlike other chests as well, this set has gold and FOUR items. 
However, they seem even rarer than other chests' items, and you're lucky if 
you find one, much less two. It IS possible to find three or even all four 
at a time, but exceedingly rare. I've found all four only once.

-5 gold
-Spike Potion
-Palm Nut Potion
-Studded Coat
-Hakar Hide

This will attempt to explain to the best of my ability each known location. 
If one is willing to reload a lot, getting Studded Coats and Hakar Hides 
is a great way to earn early game gold, as Hakar Hide sells for 75 gold, and 
Studded Coat sells for 125. Multiply that by over 15 and that's a nice little 
cache!

PORTAL to GOMIRA LOCATIONS

#1: Directly east of the totem near the dock at the start of the swamp. 
There is a group of three large trees. One has a light green fern-like plant 
at its base. The fern is the treasure location. The nearby totem is pointing 
right at it.

#2: At the base of the large tree next to the second totem, directly SE of 
the first totem and swamp treasure.

#3: W of the Dagani refugee rest stop with the cauldron. There are three large 
trees. Check the swamp water to the north of the "middle" tree.

#4: Check the swamp water directly SW of the cauldron in the refugee camp. It 
is close to the curved edge of the land that the camp is on.

#5: Head E along the path past the rest station, starting from the three 
barrels. Pass the first three trees on the left, then check the swamp water to 
the NW of the little strip of land away from the main path. Two trees are 
nearby.

#6: Go directly SE from the three barrels at the rest stop. There will be a 
palm tree and a rock, with the tree to the left of the rock. Walk directly W 
from the rock and it will be in the swamp water after a few steps.

#7: After the first bridge, immediately head W and you'll see a fallen tree 
trunk in the water, leaning on the jungle ledge. This spot is at the end of 
the trunk, in the swamp water.

#8: After the first bridge, immediately head E. There is a palm tree with a 
rock behind it to the left and two trees behind it to the right. Head S from 
the tree in the swamp water towards another tree. It will be in the water 
halfway between the two.	

#9: After the second bridge, there is a palm tree with a thin tree behind it. 
The thin tree has many ferns around its base. Check the swamp water that is 
immediately around the SE edge of the land that tree is on to find it.

#10: About halfway between the second and third bridge is a totem (with a 
journal page near it). N of this are two fallen tree trunks leaning into 
the water. This one is in the swamp water about halfway between the ends of 
the trunks sitting in the water.

#11: Head E right before stepping onto bridge #3. There is a thick tree in the 
water with a fallen tree trunk to the right of it. Head directly E into the 
swamp water past the large tree and it is in the water after a short distance.

#12: S of the fourth bridge is a fallen tree trunk with some animals somehow 
grazing nearby. You'd think they would've drowned, but that's not important. 
Check the swamp water around the animals and the end of the tree trunk in the 
water for this one. 

#13: Head directly SW from the final totem before entering Gomira. It will be 
in the open swamp water. The exact spot is difficult to describe, but if you 
look N from the area where it is located, a palm tree should be visible 
between a rock (to the left) and a tree (to the right), with the totem 
directly NE.

#14: NW of the entrance ramp to Gomira is a palm tree and a rock. Head E along 
the edge of the land from the rock and you'll hit it. If you reach the tree 
with the treasure chest next to it, you've gone past this treasure spot.


LOCATIONS INSIDE GOMIRA
#15: Head to the cauldron E of the entrance ramp when you first enter Gomira. 
This spot is a short ways S, in front of two barrels in the swamp water.

#16: Near the NW corner of Gomira is a destroyed hut with just a bench inside. 
Check the swamp water near the W edge of the land behind this hut.

#17: In the swamp water NW from the save point is a group of three barrels 
partially submerged. This spot is on the N side of the group, near the barrel 
that is fully submerged.

#18: SE of the save point, check the border of the land and water next to the 
destroyed hut with the treasure chest inside.

#19: A short way NE of the save point is a collection of barrels and furniture 
sitting in the swamp water. Check the middle of the E side of this pile for 
this spot.

#20: E of the save point is a totem. Check the swamp water in the "canal" N of 
this totem. It is about halfway between the totem and the pile of barrels and 
furniture from #19.

#21: Follow the path NW from the pile of barrels and furniture. This spot is 
in the swamp water where the path turns from N to W, about halfway between the 
walls of the path. It's in the part where you have to cross water to get to 
the next bit of land, with a tree to the right.

#22: In the back of Gomira, past the path NW of the pile of furniture and 
barrels, walk up to the edge of land before the open swamp water. The NE end 
of the land should have a little "spike" jutting out to the NE. Head E off of 
this "spike" of land and it is in the swamp water a few steps away.

#23: In the back of Gomira, past the path NW of the pile of furniture and 
barrels, walk up to the edge of land before the open swamp water. Head NW 
towards the cluster of trees in the water. This one is found a couple of steps 
in front of the first tree you come across (with a fern at the base).

#24: Back to the center of Gomira! To the right of Mahir's grave marker are 
two palm trees. Walk between them, hugging the left wall. This spot is in the 
swamp water where the land meets the water while hugging that wall.


LOCATIONS BETWEEN GOMIRA AND THE RIVER RAFT TO THE DEEP SWAMP
#25: After stepping off of the exit ramp from Gomira, head NW, past the swamp 
water and towards an "island" of land. This is in the swamp water before 
reaching that island.

#26: Go NW from the first totem after exiting Dagan. This spot is in the 
swamp water, with one tree to the N, and another to the S (with a tree trunk 
leaning behind it).

#27: SE of the second totem after leaving Gomira, search the swamp water along 
the S edge of the land. A small plateau should be S of the location. If you 
head into the open swamp water past the plateau, you've gone too far.

#28: N of the second totem after Gomira is a tree surrounded by several ferns 
and a small rock. Head into the swamp water NE from the tree, and it will be 
there in a couple of steps.

#29: SSW of the first ring of stones you encounter. It is near a large tree 
with a fern at its base. Difficult to describe, but easy to find.

#30: This one is on dry land, near the third totem after leaving Gomira. There 
are two large trees and some ferns nearby. Just feel around the small alcove 
to find the last of these treasures.






=======================================================================
==========================================================================
19: ENEMY GUIDE (ENE19)
==========================================================================
=======================================================================
This is a list of all enemies found in the game, their weaknesses and 
resistances, and what special attacks (spells and statuses) they wield. 
All HP amounts are estimates, and not guaranteed to be exact. The weakness 
and resistance information is almost entire hearsay and grasping at straws, 
and is rarely definite or precise. Dropped item lists are similarly 
incomplete and not guaranteed that every enemy of a type drops all items 
associated with it, although the drops are, for the most part, accurate, but 
almost definitely incomplete.

Some enemies (mostly humanoids) can sometimes drop two of a particular item 
of theirs. This includes all changelings (whether transformed or not), 
Shadowspawn, and Boraro. I'm not sure what causes this to be possible, but it 
is fairly rare and doesn't affect anything besides basic potions.

Boraro changelings of the four races seem to have varying PP between battles. 
It is difficult to pin down whether there are discreet values for these 
enemies, so I just list "varies" in their PP column.


Blood Moorlet       220HP   120PP  Causes bleeding
 Weak to thrust and water, strong to slash and mash
 Spike Potion, Cactus Potion

Boggroat            1300HP  300PP  Causes bleeding
 No known weaknesses or resistances
 No known item drops

Boraro              1400HP  250PP  Causes crack bones
 Weak to mash
 Palm Nut Potion, Ullapa Potion

Boraro Ruin         1400HP  350PP  Causes crack bones
 Weak to mash
 Null items/gold**

Boraro-Grandar      2500HP  350PP  Causes bleeding
 No known weaknesses or resistances
 No known item drops

Chandarath R        1000HP  500PP  Casts Venom Cloud
 Strong to all weapon attacks
 No known item drops

Chandarath Y        500HP   500PP  Casts Sparks
 Strong to all weapon attacks
 No known item drops

Dagani Amareth      500HP   200PP  Causes disrupt and block
 Weak to chopping
 Battle Axe, Militiaman's Axe, Hide Body Shield, Palm Nut Potion

Dagani Boraro-A     2200HP  350PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Boraro; weak to mash
 Palm Nut Potion, Ullapa Potion

Dagani Boraro-B     2200HP  varies Attacks depend on equipment
 Cast Reveal on it to transform it into a Boraro; weak to mash
 Wither Potion, Spike Potion, Cactus Potion

Dark Boggroat       2500HP  350PP  Causes bleeding
 No known weaknesses or resistances
 Boggroat Sword, Ullapa Potion, Cactus Potion, Str Boost

Dark Gretchling     650HP   120PP  Causes poison
 Strong to chopping
 No known item drops

Darker Gretchling   650HP   295PP  Causes poison
 Strong to chopping
 Null items/gold**

Dark Lurker         1200HP  250PP  Causes bleeding
 Weak to mash, strong to slashing, pierce, and water
 Spike Potion, Wither Potion

Darker Lurker       1200HP  250PP  Causes bleeding
 Weak to mash, strong to slashing, pierce, and water
 Spike Potion, Cactus Potion

DarkFell CommanderA 1200HP  200PP  Generator: DarkFell Warrior 4*
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell CommanderB 1200HP  300PP  Generator: DarkFell Warrior 4*
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Mage-A     450HP   150PP  Casts Voodoo Skull
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Mage-B     450HP   300PP  Casts Voodoo Skull
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Mage-C     800HP   400PP  Casts Dark Spines
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Ranger-A   1200HP  200PP  Casts Dark Spines
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Ranger-B   1200HP  180PP  Casts Dark Spines
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Ranger-C   1600HP  300PP  Casts Dark Spines
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Warrior-A  150HP   120PP  Causes bleeding
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Warrior-B  200HP   120PP  No special attacks
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Warrior-C  350HP   150PP  No special attacks
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Warrior-D  700HP   150PP  No special attacks
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

DarkFell Warrior-E  850HP   250PP  No special attacks
 Weak to thrusting, strong to water
 Flaming Bottles, Cactus Potion, Ullapa Potion, Spike Potion

Demon Plant         800HP   400PP  Causes poison
 Strong to magic
 Poison Resistance, Spike Potion, Cactus Potion, Dex Boost

Drindithar          2000HP  1500PP Casts Black Ball
 Strong to all weapon attacks
 No known item drops

Ethereal            1000HP  400PP  Casts Sparks
 Strong to all weapon attacks
 No known item drops

Fake Dagani-A       220HP   200PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Dagani-B       400HP   200PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Dagani-C       1200HP  250PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Dagani-D       1400HP  320PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Dagani-E       1400HP  200PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Kemarran-A     400HP   200PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Kemarran-B     220HP   320PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Orin-A         100HP   200PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Orin-B         400HP   200PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Orin-C         1400HP  320PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Sarojin-A      300HP   200PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Sarojin-B      400HP   200PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Sarojin-C      1400HP  320PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Palm Nut Potion, Ullapa Potion

Fake Sarojin-D      1500HP  320PP  Attacks depend on equipment
 Cast Reveal on it to transform it into a Changeling; weak to mash
 Spike Potion, Cactus Potion, Str Enhancer, Dex Enhancer

Fen Skurling        150HP   75PP   No special attacks
 Weak to slashing, resists mash, fire, water, and absorb
 Palm Nut Potion, Spike Potion, Wither Potion

Fen Skurling Mound  200HP   400PP  Generator: Fen Skurling*
 No known weaknesses or resistances
 Ulappa Potion, Poison Resistance 

Gargoyle            1000HP  150PP  Causes stun
 Strong to slash, pierce, chopping; weak to mash
 Cactus Potion, Spike Potion, Ullapa Potion

Grandar             2200HP  250PP  Causes bleeding
 No known weaknesses or resistances
 No known item drops

Green Changeling    1400HP  320PP  Causes poison, long-range screech attack
 Weak to mash
 Palm Nut Potion, Ullapa Potion

Green Changeling X  1400HP  320PP  Causes poison, long-range screech attack
 Weak to mash
 Cactus Potion, Spike Potion, Str Enhancer, Dex Enhancer

Green Boraro        1800HP  350PP  Causes crack bones
 Weak to mash
 Palm Nut Potion, Ullapa Potion

Green Boraro Ruin   1800HP  350PP  Causes crack bones
 Weak to mash
 Null items/gold**

Gretchling          60HP    100PP  Causes poison
 Strong to chopping
 Palm Nut Potion, Spike Potion, Ullapa Potion

Hakar               2000HP  500PP  Causes grievous wounds
 Strong to fire
 Spi Boost, Ullapa Potion, Cactus Potion, Death Bracers

High Ethereal       1000HP  500PP  Casts Venom Cloud
 Strong to all weapon attacks
 No known item drops

Ice Hakar-A         2200HP  550PP  No special attacks
 Strong to water
 Death Bracers, White Bracers, Ullapa Potion, Cactus Potion

Ice Hakar-B         2200HP  400PP  No special attacks
 Strong to water
 Null items/gold**

Kemarran Boraro     2500HP  varies Attacks depend on equipment
 Cast Reveal on it to transform it into a Boraro; weak to mash
 Archers Bow, White Shield, Palm Nut Potion

Kemarran Zombie     500HP   100PP  Causes bleeding
 Weak to chopping, resists to mash, slashing, and thrust
 Spike Potion, Wither Potion, Pronged Katar

K'Tik               2500HP  550PP  Throws rocks
 Strong to water
 Ancient Heal, Magic Potion, Ice Hammer

K'Tiker             2500HP  650PP  Throws rocks
 Strong to water
 No known item drops

Marble Boraro       1000HP  350PP  No special attacks
 No known weaknesses or resistances
 Null items/gold**

Marble Changeling   1000HP  210PP  Throws rocks
 No known weaknesses or resistances
 No known item drops

Marble Hakar        3000HP  550PP  No special attacks
 Weak to halberds, apparently
 Death Bracers, White Bracers, Ullapa Potion, Cactus Potion

Marble Juggernaut   4000HP  250PP  No special attacks
 No known weaknesses or resistances
 No known item drops

Moorlet             200HP   100PP  Causes bleeding
 Weak to thrust and water, strong to slash and mash
 Cactus Potion, Spike Potion

Mystery Girl        1800HP  1200PP Causes bleeding
 No known weaknesses or resistances
 No known item drops

Orin Boraro         2500HP  varies Attacks depend on equipment
 Cast Reveal on it to transform it into a Boraro; weak to mash
 Wither Potion, Spike Potion, Cactus Potion, Breastplate

Orin Hakar          2000HP  250PP  
 Strong to fire
 Ullapa Potion, Str Augmenter, Palm Nut Potion, Ullapa Potion

Orin Lurker         80HP    120PP  Causes bleeding
 Weak to mash, strong to slashing, pierce, and water
 Wither Potion, Spike Potion

Palash Amareth      650HP   200PP  Causes disrupt and block
 Weak to chopping
 No known item drops

Palash Lurker       105HP   120PP  Causes bleeding
 Weak to mash, strong to slashing, pierce, and water
 Wither Potion, Spike Potion

P'Gok               2500HP  500PP  No special attacks
 Weak to water, strong to fire, mash
 Cactus Potion, Str Enhancer, Ullapa Potion

P'Goker             2500HP  550PP  Throws rocks; causes fire and disrupt/bloc
 Weak to water, strong to fire, mash
 No known item drops

P'Gokz              2500HP  550PP  Throws rocks; causes fire and disrupt/bloc
 Weak to water, strong to fire, mash
 Null items/gold**

Red Amareth         650HP   150PP  Causes disrupt and block
 Weak to chopping
 No known item drops

Red Gretchling      400HP   120PP  Causes poison
 Strong to chopping
 Palm Nut Potion, Spike Potion, Ullapa Potion

Red Juggernaut      4000HP  250PP  No special attacks
 No known weaknesses or resistances
 No known item drops

Sarojin Boraro      2500HP  varies Attacks depend on equipment
 Cast Reveal on it to transform it into a Boraro; weak to mash
 Devils Urns, Orb of Defense, Spike Potion, Cactus Potion

Shadow Zombie       1400HP  175PP  Causes grievous wounds
 Weak to chopping, resists to mash, slashing, and thrust
 Ulappa Potion, Cactus Potion, Dex Enhancer, Str Enhancer

ShadowFire          850HP   175PP  Casts Voodoo Chain Bolt
 No known weaknesses or resistances
 No known item drops

Shadowspawn         400HP   200PP  Throws rocks and causes stun
 No known weaknesses or resistances
 Palm Nut Potion, Ullapa Potion

SilverScale         3000HP  800PP  Casts Dark Thunder
 No known weaknesses or resistances
 Darkstaff

Skurling           25HP    50PP   No special attacks
 Weak to slashing, resists mash, fire, water, and absorb
 Spike Potion, Wither Potion

Skurling Mound     50HP    100PP  Generator: Skurling*
 No known weaknesses or resistances
 Steel Breastplate, Wither Potion, Spike Potion

Strong Tengu        1200HP  200PP  Causes bleeding
 Strong to most magic; weak to thrust
 Null items/gold**

Strong Zombie       350HP   120PP  No special attacks
 Weak to chopping, resists to mash, slashing, and thrust
 Spi Boost, Cycgel, Cactus Potion, Spike Potion

Stronger Zombie     1500HP  150PP  No special attacks
 Weak to chopping, resists to mash, slashing, and thrust
 Silver Chakram, Spike Potion, Palm Nut Potion, Ullapa Potion

Sword Zombie        45HP    75PP   Causes bleeding
 Weak to chopping, resists to mash, slashing, and thrust
 Pronged Katar, Wither Potion, Rusty Sword

Tengu               600HP   150PP  Causes bleeding
 Strong to most magic
 Palm Nut Potion, Cactus Potion

Trial Skurling     130HP   0PP    No special attacks
 Weak to slashing, resists mash, fire, water, and absorb
 No known item drops

Unarmed Zombie      30HP    50PP   No special attacks
 Weak to chopping, resists to mash, slashing, and thrust
 Pronged Katar, Spike Potion, Wither Potion

Weak Tengu          500HP   40PP   Causes bleeding
 No known weaknesses or resistances
 Palm Nut Potion, Cactus Potion

Zaharanar           8000HP  5000PP Casts Golden Death (~500 to all)
 No known weaknesses or resistances
 No known item drops

Zombie Lord         1200HP  50PP   Casts Voodoo Curse
 Weak to chopping, resists to mash, slashing, and thrust
 Silver Chakram, Palm Not Potion, Spike Potion, Ullapa Potion

Zombie Minion       525HP   120PP  Causes bleeding
 Weak to chopping, resists to mash, slashing, and thrust
 No known item drops

* Generators are enemies that occasionally generate the indicated monster, 
one at a time (never any more). The monsters generated offer no PP, Gold, or 
item drops, but are otherwise identical to their normal incarnation.

** Enemies listed with "Null items/gold" as a drop cancel any item drops that 
the battle may yield, and also force 0 gold to drop instead of how much 
would normally drop. This affects all enemies in battle, not just the one 
with the "Null items/gold" effect. PP is still distributed as normal.






=======================================================================
==========================================================================
20: COLLECTIBLES GUIDE (COL20)
==========================================================================
=======================================================================
Complete lists of all locations of collectible items. This is for use at the 
end of the game, when collecting items that may have been missed. Some of 
these items will not be available immediately (such as tree frogs #25-30), so 
when playing the game normally, use the lists in the walkthrough.

One tip: Some items can be camouflaged very well against the environment. Tree 
frogs in particular encounter this problem frequently. 

MISSABLES!
-All crystal shards are missable if not collected before leaving the Kemarran 
 Highlands!
-Journal chapter 4 pages 3 and 4. Must be collected while in Drommar's Tomb, 
 as the door closes and never opens again.
-Moorlet egg 20 (the red key door glitches and won't open after first time).
-Ancient artifacts 15 to 18, and 20. 15 to 18 are in the dungeon area of 
 the Deeps, where SilverScale traps you. This area is impossible to return to 
 once left! 20 is on a platform in the switch puzzle in green scarab section. 
 As switches break, this cannot be returned to! (but is difficult to miss)
-Koldor's Items 2, 3, and 4. These are also in the dungeon area of the Deeps, 
 and like the artifacts, cannot be obtained if not collected while there.
-Although not missable as such, Journal chapter 4 page 25 is in the center of 
 Zonra's Tomb, and to acquire it means passing the point of no return, denying 
 you free-roam for the rest of the game.


Drinking Horn Locations (Hollow Grange):
1. In the NW part of the village, between two rocks.
2. In a small alcove of a cliff E of the village, behind a large rock.
3. Near the entrance to Grandar's Keep.
4. SW of the village, on the left side of Nefreet's house.
5. Extreme SW of the village, behind a large rock near the training grounds.


Silver Acorn Locations (Orin):
1. Early on the path out of Hollow Grange, behind a large rock on the left.
2. Near the sheep beside a rock in a large open area of the mountain pass.
3. Behind the third tree on the left in the field past the mountain pass.
4. Behind a tree NNW from the M'Ton Cave, near a big rock pillar-like thing.
5. Between a tree and the rock wall, near the M'Ton Cave.
6. NW of the save point, behind a tree.
7. SW, down the path towards Hermit's Cave, next to a tree.
8. Behind some barrels in Hermit's Cave.
9. Go up the slope next to the barrels, it is at the top.
10. Behind a tree W of the majestic oak.
11. Behind a tree NE of the majestic oak.
12. Back across the bridge near the save point, behind a tree in the NW.
13. In the mountain pass to Pilgrim's Hatch, near a rock along the left wall.
14. Behind a large boulder on the right side of the mountain pass.
15. Behind a collection of rocks on the left side, after the U-shaped bend.
16. SW of the Portal, beside a tree.
17. Further SW of the Portal, behind a tree near the left cliffs.
18. Beside a tree SW/W of Pilgrim's Hatch (behind the town).
19. In the wood pile on the left side of the Weaponsmith's hut.
20. Under a tree near the small plateau in the middle of Lord Kort's lands.
21. Under a tree on the left side of the path heading to Whitewater Gorge.
22. Near a boulder just before the save point at the Whitewater Gorge entry.
23. Under a tree near a huge boulder immediately SE of the Portal.
24. In an open area N of the Portal and silver acorn #23.
25. Behind a tree N of the "To Whitewater Gorge and Dagan" signpost.
26. On the right side of the Graveyard.
27. Under a tree at the intersection of paths NE of the Portal.
28. Under the last tree on the right when approaching Drommar's Door.
29. Head SE from the Hollow Grange signpost E of the Portal. In a corner.
30. Given by Carlynne in Pilgrim's Hatch.


Tree Frog Locations (Dagan):
1. On one of the rocks next to the river port, right after the Portal.
2. On a large rock beside the first barrels you come across.
3. In the green swamp gas area (requires Tahir).
4. On a log on the right, past bridge #2, and between totems #5 and #6.
 (known to be VERY well camouflaged, and possibly a bit off-color to boot)
5. On bridge #3.
6. On a log to the right, past totem #7, and before bridge #4.
7. Behind the smaller of two rocks on the right, just past bridge #4.
8. On the right side supports of the bridge leading into Gomira.
9. On one of the rocks near Kirandir in the back of Gomira.
10. On a large rock N of totem #10, near the hut with chest #5.
11. Circle to the left after exiting Gomira. It's on the wall.
12. To the right of totem #11, on a large rock.
13. On a large rock on the left of elevated outcropping near totem #12.
14. On one of the rocks in the stone circle to the right of bridge #7.
15. Past totem #13, on a log in the water to the right.
16. Past the bridge near totem #15, on a log in the water on the right side.
17. On a large rock right behind totem #17.
18. On the SE wall of the Oracle's ruins, from the swamp.
19. On a large rock in front of totem #18.
20. In the ruin past totem #18.
21. From totem #20, head SW to the side of the sloped outcropping.
22. On totem #24.
23. On a small rock to the right of the dead Red Amareth.
24. On the left side on a rock on the left turn, after the Red Amareth.
25. On the back of a large boulder under the NW new Dagani path.
26. Sitting on the SW pillar in the cavern in the NW new Dagani path.
27. On a wooden post where previously was a large cloud of swamp gas.
28. On a wooden plank in the sand SE of the "Deep Swamp" save point.
29. On the floor of the stone ruins SW of the "Deep Swamp" save point.
30. On a log to the right of the entrance to Charak's Tomb.


Amber Bead Locations (Palash):
1. Just past stone marker #3, near the Save.
2. Curve #4 of the winding path, on the left.
3. Between stone statue #7 and 8, on the right.
4. To the right of stone statue #10.
5. NE of stone statue #15, between the tents.
6. NE of the blue flame in La'Shon, behind some tents.
7. W of the blue flame in La'Shon, behind FernDancer.
8. Behind a rock on the right side, past orb statue #5.
9. To the right of orb statue #12, along the path's wall.
10. Just past orb statue #18 on the left.
11. To the left of orb statue #19.
12. To the left of orb statue #20.
13. Right after orb statue #21, near the DarkFell totems.
14. On the left side of the path past orb statue #23, near a log.
15. Past the hard turn to the right after orb statue #27, beside a rock.
16. Just before orb statue #31.
17. Beside orb statue #32.
18. Go left up the path beside orb statue #34.
19. Beside the save point past orb statue #36.
20. Down path at the end of orb statue #38, on the right.
21. Go W from orb statue #42, looking behind the trees and rocks.
22. Go N from orb statue #42, down the path on the left.
23. Go N from orb statue #42, down the path near the waterfall.
24. Go N from orb statue #42, straight down the path to the end.
25. On the left side of the path NW of orb statue #42.
26. Beyond "Palash" save, near the tents in opposite direction as cursed lake.
27. To the right of the pedestal at the cursed lake.
28. On the right side of the path to the fire pit.
29. At the fire pit, to the left of the pedestal.
30. Near the lapis scarab marker outside the Palash entrance to the Deeps.


Moorlet Egg Locations (Whitewater Gorge):
1. On the left, beside the palm trees just past trail marker #2.
2. Early on the path to the Twisting Deeps, look near a Flower Spike plant.
3. On the left side of trail marker #6.
4. In the cauldron next to Tuako, just past trail marker #6.
5. In a chest next to a big rock near trail marker #12.
6. Under a wagon NE of Brin in the Marketplace.
7. Just past Riffin and the "To Orin" signpost on the elevated path.
8. Behind some barrels in the large area past trail marker #18.
9. Near the entrance to Whitewater Portal in large area past trail marker #18.
10. On the ledge of a "window" on the unmarked path past the Portal. 
11. Near a lockbox at the end of the unmarked path past the Portal.
12. Behind a large rock a bit past Gymal's camp at the start of the canyon.
13. On the right side of the path, right past Koldor.
14. Push the barrels aside near the start of the unmarked path past Pelewan.
15. Just beyond trail marker #22.
16. In an alcove on the far side of a large rock past trail marker #24.
17. In an alcove on the far side of a large rock past trail marker #24.
18. SE of the save point and trail marker #25.
19. Go NW from trail marker #26 and follow the unmarked path to end.
20. At the end of unmarked path, behind the blue key's stone door.
21. Behind some barrels in the Boggroat's domain. 
22. In an area SW of intersection at trail marker #27, on an unmarked path.
23. In an area SW of intersection at trail marker #27, on an unmarked path.
24. Up the unmarked path SW of trail marker #27.
25. At the end of the unmarked path SW past trail marker #27, in some ruins.
26. Behind a broken ruin SE of Orin signpost, after trail marker #32.
27. On a small ledge right before the Sunken Market.
28. In the Sunken Market, to the right of OnyxEye's tent.
29. In an alcove in the hidden path NW of the ruins, en route to the Deeps.
30. SW of the Gorge entrance to the Twisting Deeps, next to a rock and tree.


Crystal Shard Locations (Kemarran Highlands):
1. On the ledge E of the Windsinger statue, at the start of the area.
2. SE of Chocud's tent (S of the save point), near a tree and some rocks.
3. A little ways W of crystal marker #4.
4. In the narrow alley SE of crystal marker #9.
5. NW of crystal marker #14, near a cauldron, barrel, and bench.
6. E of crystal marker #16, in a corner, surrounded by cliff.
7. Near a tree E of the stone bridge seen from area SE of crystal marker #16.
8. Pass W under the stone bridge seen from area SE of crystal marker #16.
9. In chest next to Elliman's tent in unmarked area near crystal marker #16.
10. Laying on the ground a bit SW of Elliman's tent.
11. On the ground next to the wall-bridge NW of broken bridge to Zonra's Tomb.
12. On the ground between crystal markers #20 and #21, NW of the save point.
13. On the ground near crystal marker #23.
14. SW of crystal marker #26, in the alcove near the cliff and boulder.
15. NE of crystal marker #27, in another alcove along the cliff.
16. S of crystal marker #33, in the middle of the narrow pass.
17. NW of crystal marker #34, beneath some trees near the cliff face.
18. In the NW corner of the Fen Skurling lair, NE of crystal marker #38.
19. Near some trees SW of the pond in the Fen Skurling Lair.
20. SW of crystal marker #40, behind a tree.
21. SE of crystal marker #42, in a corner beyond Maravana.
22. To the right of the shrine in the Ullapa Grove, S of crystal marker #42.
23. NE corner of the unmarked area E of crystal marker #42.
24. Down the mountain pass W of Dreyfar's tent in the Matron's Camp.
25. Behind a boulder on the left side of the path E of the Matron's Camp.
26. In the NE corner of the area before the bridge, E of the Matron's Camp
27. E side the of island beyond the long bridge in area E of Matron's Camp.
28. On the ground near the chest in the Hakar's Cave
29. In the Dragon's Maw, at the NE end, near a stone bridge/wall.
30. Near the empty tents in the SW corner of the Dragon's Maw.


Journal Chapter 1 Locations (predominantly opal path of Twisting Deeps):
1. In the lockbox in the Hermit's Cave
2. Head SE along the unmarked path beyond opal scarab #12.
3. On the opposite side of the small lake, down the unmarked path.
4. Near a stalagmite in the SE of the bottom-most area of the unmarked path.
5. Near a rock in the E of the bottom-most area of the unmarked path.
6. Near the same rock in the E of the bottom-most area of the unmarked path.
7. Near a NE corner of the bottom-most area of the unmarked path.
8. Under a bed in the NW of the bottom-most area of the unmarked path.
9. Near opal scarab #17.
10. On the left, past opal scarab #18.
11. In the room on the right, between opal scarabs #19 and #20.
12. In the room on the right, between opal scarabs #19 and #20.
13. In the room on the right, between opal scarabs #19 and #20.
14. In the room on the right, between opal scarabs #19 and #20.
15. In the room on the right, between opal scarabs #19 and #20.
16. In the room on the right, between opal scarabs #19 and #20.
17. In the room on the right, between opal scarabs #19 and #20.
18. In the room on the right, between opal scarabs #19 and #20.
19. In the room on the right, between opal scarabs #19 and #20.
20. In the room on the right, between opal scarabs #19 and #20.
21. In the room on the right, between opal scarabs #19 and #20.
22. In the room on the right, between opal scarabs #19 and #20.
23. On the left side, past opal scarab #20.
24. On the right, past opal scarab #22.
25. Head E from opal scarab #24.


Journal Chapter 2 Locations (predominantly Dagan and Palash):
1. On land near the entrance to the river port.
2. On bridge #1.
3. Near totem #6.
4. On the path after bridge #7, and before totem #13.
5. Past totem #14, on the sand right before the raft launch.
6. On the sand near the raft landing in the deep swamp.
7. On the right, just after bridge #15.
8. Behind the dead Red Amareth, near the entrance to Palash.
9. On the right side of the path, between the dead Red Amareth and Palash.
10. On the right of the fifth curve of the winding path past stone marker #3.
11. Next to stone marker #7.
12. Just past stone marker #14.
13. On a ledge left of La'Shon on left near end.
14. NW of orb statue #10, in a wide turn on the right.
15. Just after the left turn past orb statue #10, on the left.
16. In front of a rock on the right, just after orb statue #12.
17. Next to orb statue #14.
18. Look behind the tents near two chests in the middle of the DarkFell camp.
19. Behind a large rock on the left after orb sphere #26.
20. Beside a large rock to the right of orb statue #27.
21. On the landmass with the Dagani refugees in Dagan
22. In the SW portion of the DarkFell camp, near a log leaning on the wall.
23. On ledge S of the far translocation node in the ruins near "Deep Swamps."
24. On the bed inside the Boggroat Cave beyond the "Deep Swamps" save point.
25. On the opposite end of the bridge over the DarkFell water trap in Palash.


Journal Chapter 3 Locations (predominantly Whitewater Gorge):
1. At the Whitewater Gorge raft launch, in the left corner.
2. On the right of the winding path when leaving the raft landing.
3. On the right of the winding path just after leaving the raft landing area.
4. On the right after trail marker #1.
5. Across the bridge to the left, behind AmberTail (path to Twisting Deeps).
6. Between trail markers #7 and #8 on the path to WG Market.
7. Just before trail marker #13.
8. Make a right turn on the path past trail marker #19.
9. Besides a large rock on the left, past trail marker #19.
10. On the right, past trail marker #19 and right before Koldor.
11. On the unmarked path, in the balcony just beyond the ratsprat's den.
12. Just beyond trail marker #23.
13. Near trail marker #25 and the save point.
14. NW of trail marker #26, on the right beyond the save point.
15. On the unmarked path NW of trail marker #26, just before the bridge.
16. On the Gargoyle bridge past trail marker #28.
17. Beside BlackTail in the Sarojin Bazaar, to the right of a tent.
18. On the trail just beyond the Sarojin Bazaar.
19. Circle back around to the Bazaar, and check the right side of the trail.
20. En route to the Gorge entrance to the Twisting Deeps, SW of cliff alcove.
21. Just before the Whitewater Gorge entrance to the Twisting Deeps.
22. To the right of agate scarab #11, en route to Whitewater Gorge.
23. W of agate scarab #19, en route to Whitewater Gorge.
24. Between agate scarabs #20 and #21, right next to the door to the Gorge.
25. Just outside the back door of the Whitewater Gorge library.


Journal Chapter 4 Locations (predominantly Twisting Deeps):
1. On the left side of WhipTail's Tomb.
2. On the right side of WhipTail's Tomb.
3. Inside Drommar's Tomb.
4. Inside Drommar's Tomb.
5. Between lapis scarabs #1 and #2.
6. On the ground slightly S of lapis scarab #4.
7. Right next to white scarab #24.
8. Behind some mushrooms N of white scarab #31.
9. To the left of the translocation node near the sun bed in the dungeon.
10. To the right of the N prison cell (with SunDeep) in the dungeon area.
11. S of green scarab #12 (right after finishing the switch puzzle).
12. A little bit SE of green scarab #17.
13. Sitting on the ground just before green scarab #21.
14. Near the rock overpass (NW side) on the upper part of the Garden area.
15. In a large alcove on the right side of the path to the Frost Peaks.
16. W of the Frost Peaks elevator, next to a large stone pillar.
17. Next to the four Sarojin Spires in the Garden area on the Deeps.
18. Near the bottom of the long spiral pathway deep on the opal scarab path.
19. Behind a wall on the right side of deepest part of the DarkFell HQ.
20. On the grassy path en route to the P'Gok elevator in the garden area.
21. In a corner directly NW of the P'Gok elevator in the garden area.
22. On the floor near the "Statue" save point, past the red crystal barrier.
23. At the end of the non-tiled ledge overlooking the "Statue" save point.
24. Sitting outside Zonra's tomb, between the right side and the cliff face.
25. In the middle of Zonra's Tomb (this means passing the point of no return!)


Ancient Scroll Locations:
1. Behind the palm tree on the island with the Portal. (Dagan)
2. Go to the end of the path left of orb statue #34. (Palash)
3. Right ahead of you after exiting the raft. (Whitewater Gorge)
4. Near the Moorlets NW of trail marker #24. (Whitewater Gorge)
5. On a bridge near the "Swampland" save point, after Charak's tomb. (Dagan)


Ancient Artifact Locations (Twisting Deeps):
1. Just beyond opal scarab #3.
2. Go down the path on the right SE of OS #12 and #13; it is near the water.
3. Just past the door on the right between opal scarab #19 and #20.
4. Near lapis scarab #2.
5. On the ground slightly N of lapis scarab #12.
6. N of lapis scarab #17, near a large stalagmite and some mushrooms.
7. In an unmarked area S of lapis scarab #21, near some mushrooms and a rock.
8. On the right of white scarab #16, right before the long bridge.
9. At the end of the unmarked path NW of white scarab #20.
10. In an alcove in the cavern wall W of white scarab #26.
11. In an alcove in the cavern wall E of white scarab #29.
12. S of white scarab #35, between two large stalagmites.
13. Next to a purple crystal near the doorway at white scarab #42.
14. On path SE of white scarab #41, behind second large rock.
15. Beyond doorway far SE of white scarab #41, just inside the dungeon area.
16. SE of the Sarojin healing device in the dungeon area of the Deeps.
17. End of the path N of the "Dark Cavern" save point, in the dungeon area.
18. In the W cell of the prison complex, in the dungeon area.
19. In SilverScale's lair (near the Deeps Portal), near the odd shell machine.
20. On a platform in the switch puzzle between green scarabs #11 and #12.
21. Right beyond the yellow mist door on the opal path, on some tiles.
22. Between some stalactites SE of opal scarab #26.
23. Between opal scarabs #29 and #30.
24. NW of opal scarab #28.
25. SW of opal/red scarab intersection, near a pool of water.
26. SW of opal/red scarab intersection, N of the v-shaped rock ridge.
27. SW of opal/red scarab intersection, in alcove E of the two chest part.
28. Down the unmarked path NE of red scarab #4.
29. Between 3rd and 4th agate scarabs beyond the opal/agate scarab junction.
30. NE of the "Opal Path" save point.


Koldor's Item Locations (predominantly Twisting Deeps):
1. In a chest next to a purple crystal, NW of white scarab #41.
2. In a chest in a large alcove in the NE, in the dungeon area.
3. In a chest in a small depression E of the path, in the dungeon area.
4. In a chest SE of the "Dark Cavern" save point, in the dungeon area.
5. NE of green scarab #6, in a chest.
6. Next to green scarab #13, in a chest.
7. Use the translocation node in the NW part of Lord Kort's lands.
8. In a chest SW of the opal/agate scarab intersection.
9. SW of opal/red scarab intersection, SW of the V-shaped rock ridge.
10. Between opal scarabs #27 and #28.
11. In a chest beyond the translocation node next to white scarab #17.
12. In a chest on the left side of the DarkFell Headquarters.






=======================================================================
==========================================================================
21: GLITCHES (GLI21)
==========================================================================
=======================================================================
This is a compendium of known glitches in this game. The glitch's discoverer 
is listed at the end. If no one is listed, I (Lancet Jades) found it myself, 
much to my dismay.

RED DOOR WON'T OPEN: The red key's door in Whitewater Gorge is glitched. Once 
 opened once, it will never open again once it closes, even though the red 
 key stays in the quest items list. This is a problem, as one of the Moorlet 
 eggs is behind the door! Make sure to get everything there the first time 
 through, lest it be unobtainable forever.

PELEWAN VANISHES: If you wait too long to deliver the Kemarran Brooch to 
 Pelewan, he vanishes. He says he will return to Whitewater Forge, but never 
 does. It is unknown at what point he vanishes, but it is best to deliver the 
 Brooch as soon as possible (before returning to Orin, as is your goal the 
 first trip through).

WHITEWATER GORGE EMPTY: If entered via the secret path through the library, 
 the Marketplace is mostly empty. This can be fixed by leaving and re-entering 
 from one of the normal entrances. Entering via the library probably doesn't 
 load the area properly. No lasting effects.

AFTER-BATTLE DIFFICULTIES: Occasionally enemies won't trigger a specific 
 after-battle effect that they should. Two examples are the Zombie Lord not 
 yielding his Bone Hammer (preventing the game from continuing), and another 
 the Gargoyles on the Gargoyle Bridge (in Whitewater Gorge) not yielding 
 the page of Journal Chapter 3 they are supposed to. The only way to fix 
 these is to reload an earlier save file. Reported by Zhabin.

SNOWED-IN CHEST: In the Frost Peaks is a chest mostly covered in snow. 
 Opening the chest is tricky enough, but if you walk on the snow around the 
 upper-left corner of the chest, you'll get stuck there and not be able to 
 move from that spot. 

GOLTIR IS BROKEN: After giving all 30 Moorlet Eggs to Goltir in Dagan, he 
 stops being an herbalist. Not by choice, but he no longer responds when 
 talked to. While Goltir's Charm is a good accessory, and you'd probably want 
 to get it, this does deny you a potion shop in Dagan for the rest of the 
 game.

INVISIBLE CHANGELINGS: After visiting Zonra's Tomb, your next goal is to 
 visit Oo Pang Tulmus. However, the white scarab path is not barred, and will 
 let you proceed back, to the agate, opal, and red scarab intersection, where 
 the room is filled with more Green Changelings and various Boraros. One group 
 of the Changelings, however, is invisible! They usually attack after killing 
 one particular Green Boraro. Although invisible to the player, your 
 characters will kill them just as easily as normal, and after defeating them, 
 the game carries on as normal. Not a big deal, but still surprising. A second 
 group of invisible Changelings then attacks, but it is the same as the first 
 (only three), and after that, no more appear.

ACCESSORY BUFFS DON'T WORK RIGHT: When you have multiple accessories equipped 
 that boost stats, such as Bracers of Power, Strength Bracers, or any of the 
 four treasures of ShadowFire (such as Ring of Might), the game can 
 miscalculate the intended stat boosts. With three Bracers of Power equipped, 
 try removing the top-most one. It will bring down all three Bracers' worth of 
 stat boosts (30 SPI and DEX, 15 STR). The game seems to calculate stat boosts 
 from the top slot to bottom, and removing one higher on the list causes it to 
 act like those below are also removed.

 Another effect of this is that the treasures Ring of Might, Nimble Cloak, 
 Magical Crown, and Torc of Power don't count other boosts (from any accessory 
 equipped above them, including Bracers of Power and Strength Bracers)! Thus, 
 to attain the maximum benefit from the aforementioned treasures, equip them 
 on a lower slot than any Bracers of Power and Strength Bracers, and equip the 
 Torc of Power last, no matter what. Although either way, it's only a point or 
 two of each stat, but still something.

ENEMIES WON'T FIGHT: There are a few instances of enemies in the game that 
refuse to do battle. They can be seen, but will not trigger a battle, no 
matter what you do. The many Lurkers throughout the game do not apply for this 
glitch, though. Some known groups:
-Two DarkFell near Charak's Tomb. They appear once you see the scenes there 
 the first time (when getting the Black Skull). They seem to be a remnant of 
 a scene where they run towards the tomb as you first approach.

-Four Fake Dagani near the Whitewater Gorge/Orin border late in the game. They 
 sometimes appear after you kill the initial group of four Fake Dagani.

-In the opal path deep inside the Twisting Deeps, there is a particular 
 hole where a Green Changeling gets caught exiting, preventing you from 
 fighting that group of four. It seems to be an issue with the pathing of the 
 stuck Changeling, and probably guaranteed.

-In the large room that is the intersection of the agate, opal, and red paths 
 in the Deeps are two Green Changelings that appear after visiting Zonra's 
 Tomb. They are near the left end of the unmarked area (near a hidden path in 
 the wall). Nothing seems to trigger a battle. There are probably more 
 that were meant to appear but don't.

-Near the red crystal barrier is a group of three Green Changelings. Like 
 with the earlier entry, one gets caught up exiting the hole, and the group 
 will not start a fight. This happens after Zonra's Tomb, but requires going 
 around the long way via the white path and large spiral pathway to get back 
 to that area.






=======================================================================
==========================================================================
22: OTHER INFORMATION (OTE22)
==========================================================================
=======================================================================
This section contains some information about various aspects of the game, 
such as weapon properties, combo spells, and class listings for each level.

----------------------------------------------------
WEAPON PROPERTIES
----------------------------------------------------
-Each weapon type has a property that will make it more effective against 
 some enemies and weaker against others. While PP intensive in the early game, 
 leveling a few weapon types for characters will pay off later. Earlier, give 
 each character a different type to help with battle.

 Thrusting weapons:
 -Dagger
 -Spear (can be ranged)
 -Bow (ranged)
 -Throwing Knives (ranged)

 Cutting weapons:
 -Sword (also part thrust)
 -Two Hnd Sword (also part chop)
 -Chakram (ranged)

 Chopping weapons:
 -Axe
 -Two Hnd Axe
 -Halberd
 -ChoPinTou

 Mashing weapons:
 -Hammer
 -Two Hnd Hammer
 -Staff

 Fire weapons:
 -Petard (ranged)



----------------------------------------------------
COMBO BONUSES
----------------------------------------------------
Combo bonuses are a fairly unexplained and not particularly intuitive aspect 
of the weapon system. Many weapons, both found or bought, will have one 
listed. Many are existing spells that a character can learn, but some are 
unique to the weapon itself. Most characters will find themselves unable to 
make use of these combo spells, but certain weapons offer them to everyone, 
with no indication of why specific weapons do so.

Most weapons with a combo bonus use the normal function of the mechanic. To 
make use of a weapon's combo spell, the character must meet a hidden spell 
level requirement in one or two spells of that magic class. Usually, one of 
those spells is the same one as the combo bonus itself, or the spell it 
emulates, but not always. When this hidden requirement is met, the combo 
spell is available to use when selecting the weapon in battle. The weapon 
table I provide lists the spell level requirements for all combo bonuses.

Some weapons offer their combo bonus regardless of the user's skill level. 
Tahir makes mention of this when obtaining the Wraith's Bane bow in the 
graveyard prior to entering the Kemarran Highlands, but the game itself gives 
no indication of which weapons this applies to. All weapons of this category 
cannot be purchased from shops.

Combo bonus spells are cast at level 1 of the spell in question, regardless of 
the user's actual skill level with the spell. This makes them of questionable 
value overall, but the advantage is that a character can use the spell without 
needing a focal item of that element, and without an MEP cost. Never use a 
Water Sprites combo spell, however, as it forces an enemy to be targeted, 
despite the spell being a defensive buff! If cast on an enemy, it WILL work to 
reduce the damage they take from your own characters.


UNIQUE COMBO BONUSES (mimics a normal spell)
(combo bonus)   (actual)        (element) (weapon)
-Air Blast       Sparks          Air
-Earth Axe       Sunder          Earth
-Earth Storm     Sunder          Earth     Great Sword
-Earth Storm     Nature's Curse  Earth     Green Sword
-Flaming Sword   Burn            Fire      Ornate Sword, Long Sword
-Flaming Sword   Firestream      Fire      War Chief's Blade
-Geyser          Frozen Geyser   Water
-Singing Sword   Dizzy           Sound
-Sonic           Sonic Blast     Sound
-Torch           Burn            Fire
-Wind of Death   Sparks          Air       Sarojin Sword    
-Wind of Death   Blind           Air       Light Sword	

If a combo bonus has weapons listed, then only the listed weapon uses that 
version. If no weapon is listed, any weapon with that bonus uses the same 
version. Sometimes combo bonuses have a capitalization error on the second 
word; this does not change what spell it produces, and will not be noted here.


UNIQUE COMBO BONUSES (unique effects)
(combo bonus)   (element) (weapon)         (effect)
-Dragon Fog      Black     Dragon's Fall    Multiple hits vs. single target.
-Dragon Heat     Black     Dragonwhip       Multiple hits vs. single target.
-Dragon Light    Black     Dragonstorm      Multiple hits vs. single target.
-Dragon Vapor    Black     Dragon's Teeth   Multiple hits vs. area.
-Flash Fire      Fire      Ornate Axe       3 magic hits vs. single target.
-Gold Dragon     Black     Dragon's Dawn    Multiple hits vs. single target.
-Reveal          Unknown   Drommar's Sword  Changelings returned to true form.


MAGICAL COMBO ITEMS (no skill requirements to use combo spell)
(weapon name)       (class)        (combo bonus)  (combo element)
-Darkstaff           Staff          Blacken Bolts  Black Arts
-Drommar's Sword     Two Hnd Sword  Reveal         Unknown
-Fire Halberd        Halberd        Inferno        Fire Fates
-RazorClaw's Staff   Staff          Life Steal     Absorption Arts
-Wraith's Bane       Bow            White Fire     White Magic



FOCAL ITEMS (can cast any spell of the element)
(element)         (focal item)       (class)
-Absorption Arts   Absorption Orb     Magical Focal Item
                   LongTooth's Staff  Staff

-Air Fates         Orb of Winds       Magical Focal Item
                   Matron's Hammer    Two Hnd Hammer
                   Staff of Atmos     Staff

-Barrier Arts      Orb of Defense     Magical Focal Item
                   Balkstaff          Staff
                   Runed Sword        Sword

-Black Arts**      Darkstaff          Staff
                   Dragonstorm        Sword

-Earth Fates       Stone Orb          Magical Focal Item
                   Charged Staff      Staff

-Fire Fates        Blazing Orb        Magical Focal Item
                   Dragon's Teeth     ChoPinTou
                   Dragonwhip         Staff
                   La'Shon Halberd    Halberd
                   RazorClaw's Staff  Staff
                   Tachi              Two Hnd Sword

-Sound Fates       Orb of Sound       Magical Focal Item
                   Cycgel             Staff
                   Steel ChoPinTou    ChoPinTou
                   Stonecutter's Axe  Axe

-Water Fates       Orb of Tears       Magical Focal Item
                   Ice Dagger         Dagger
                   Wet Staff          Staff

-White Magic       Orb of Healing     Magical Focal Item

**Black Arts cannot be learned via the skill menu, so the two Black Arts 
  focal items can only be used to cast the first black spell, Blacken, at 
  level 0, just like any other magic class with no levels invested.



----------------------------------------------------
CLASS TITLES AND LEVELS BONUSES
----------------------------------------------------
This is a list of the various class titles. These are based on the number of 
skills learned. A character's class also affects their outfit. A War Lord 
wears a differently colored and designed outfit than a Swashbuckler, for 
example. Class titles are dynamic - One could be a Legend one minute, then 
level up a single magic skill one level, and suddenly be a Myth, complete 
with corresponding outfit change. These have no effect on anything BUT 
appearance, however.

This also lists the PP requirements for each level. It is very possible to not 
reach Level 10 by the end of the game if enough enemy groups are skipped! So 
be careful not to miss too many, if any, when playing through the game.

Class is determined by the total combined level of each skill or spell within 
weapon and magic skills. Having a single weapon skill or magic spell at level 
5 is the same as having all five skills or spells of that weapon or element 
at level 1.

To achieve a Balanced class, the character's (weapon : magic) skill level 
ratio must be between (5 : 2) and (5 : 3.1). Each magic skill level is worth 
very slightly less than two weapon skill levels. Above that range and you'll 
have a Magical class; below, and you'll have a Physical class. Hacking the 
game to allow maxing all skill levels will result in a Balanced class. There 
are 480 total physical skill levels available, and 240 magic skill levels 
(grandmaster skills and spells do NOT count). Thus, the ratio for all skills 
maxed would be (2 : 1), or (5 : 2.5).

Jarik will be in a balanced class if he has no skill levels whatsoever.

 Level X: Physical     / Balanced       / Magical       / PP Required
 Level 0:                Youth                          / 0
 Level 1:                Youth                          / 750
 Level 2: Recruit      / Wanderer       / Apprentice    / 3001
 Level 3: Fighter      / Explorer       / Novice        / 7501
 Level 4: Warrior      / Trail Blazer   / Acolyte       / 15001
 Level 5: Veteran      / Tracker        / Conjuror      / 30001
 Level 6: Champion     / Fortune Hunter / Magician      / 55001
 Level 7: War Lord     / Swashbuckler   / Thaumaturge   / 80001
 Level 8: Hero         / Adventurer     / Warlock       / 150001
 Level 9: Blade Master / World Master   / Spirit Master / 250001
 Level 10:Legend       / Myth           / Mystic        / 350001

Stats gained on level-up follow a very simple addition formula that is the 
same for all characters. The only difference is starting stats.

HP and MEP:
Level: 1    2    3    4    5    6    7    8    9    10
HP:    +50  +50  +75  +100 +400 +400 +700 +500 +400 +600
MEP:   +30  +30  +40  +40  +50  +185 +500 +600 +300 +300

Spi: +5 per level
Dex: +5 per level
Str: +5 per level



----------------------------------------------------
CODES FOR OTHER CHARACTERS
----------------------------------------------------
Codes to affect Jarik's stats have been around since the game released, but 
other characters have had nothing. Below are codes to max out each character's 
available and total PP, for maxing all skills or maxing their level. The codes 
are in RAW format and must be converted as necessary for your cheating device 
of choice.

Tahir max total PP: 204E95A4 000F423F
Tahir max available PP: 204E95A8 000F423F

Tylonee max total PP: 204EB9C8 000F423F
Tylonee max available PP: 204EB9CC 00F423F

SunDeep max total PP: 204EDDEC 000F423F
SunDeep max available PP: 204EDDF0 000F423F



----------------------------------------------------
CODES FOR BLACK ARTS SPELLS
----------------------------------------------------
NOTE: As with the above codes, these are in RAW format. Run through a 
converter as needed for your own cheating needs.

There are two Black Arts focal items in the game: the mighty Dragonstorm sword 
and the Darkstaff used by SilverScale. But as an NPC tells you early on, Dark 
Arts are for evil beings to use, not righteous warriors, and so there is no 
option to level these spells in the menu! But these focal items do work 
exactly like any other would, if only you could get a skill level in those 
spells... you can even cast Blacken at level 0! So close...

Here are some codes I created to set those skill levels for your characters. 
Once you do this, they can use either the Dragonstorm or Darkstaff to cast 
these spells. These weapons can only be obtained extremely late in the game, 
shortly before the final dungeon.

Replace X in the last character of the first five codes with a number 1 to 6 to 
set the spell to that number. I also list the effect of each level of the 
spells. All spells cost 5 MEP per cast regardless of level. As can be seen 
below, the spells vary in efficacy between levels, with damage going up and 
down as the spell increases in level. It is fairly obvious the player was 
never meant to have access to these spells. The graphics for the spells are 
also not particularly amazing or sensical for the spell name.

Recommendations include Blacken 6, which is Black Arts' strongest offer, and 
Self Sacrifice 3. Plague 6 can substitute for Barrier spells, but only affects 
one character at a time. And you can always marvel at the underwhelming 
"Black Grandmaster" spell...


-------------------
Blacken

Jarik codes:
004E6F04 0000000X
004E700C 0000000X

Tahir codes:
004E9328 0000000X
004E9430 0000000X

Tylonee codes:
004EB74C 0000000X
004EB854 0000000X

SunDeep codes:
004EDB70 0000000X
004EDC78 0000000X

0: Shoots an orb of darkness for ~30 damage to a single enemy.
1: Shoots an orb of darkness for ~50 damage to a single enemy.
2: Zaps an enemy with lightning for 5x hits of ~150 damage to a single enemy.
3: Shoots an orb of darkness for ~250 damage to a single enemy.
4: Shoots an orb of darkness for ~30 damage to a single enemy.
5: Unleashes a plume of fire and does ~250 to a single enemy with a fireball.
6: Unleashes a plume of light for ~400-700 to an area of enemies.


-------------------
Cauldron Ball

Jarik codes:
004E6F05 0000000X
004E700D 0000000X

Tahir codes:
004E9329 0000000X
004E9431 0000000X

Tylonee codes:
004EB74D 0000000X
004EB855 0000000X

SunDeep codes:
004EDB71 0000000X
004EDC79 0000000X

1: Dumps water on an enemy for ~20 damage.
2: Dumps water on an enemy for ~50 damage.
3: Dumps lots of water on an enemy for ~20 damage.
4: Dumps lots of water on an enemy for ~60 damage.
5: Dumps lots of water on an enemy for ~75 damage.
6: Throws a ball of water at an enemy for ~15 damage.

-------------------
Self Sacrifice

Jarik codes:
004E6F06 0000000X
004E700E 0000000X

Tahir codes:
004E932A 0000000X
004E9432 0000000X

Tylonee codes:
004EB74E 0000000X
004EB856 0000000X

SunDeep codes:
004EDB72 0000000X
004EDC7A 0000000X

1: Blasts an enemy with fire for ~20 damage.
2: Throws a fireball at an enemy for ~120 damage.
3: Buries an enemy under a column of darkness for 5x hits of ~200 damage.
4: Blasts an enemy with a burst of light for ~20 damage.
5: Throws a ball of water at an enemy for ~20 damage.
6: Fires orbs of darkness at an enemy that do nothing whatsoever.


-------------------
Raise Evil

Jarik codes:
004E6F07 0000000X
004E700F 0000000X

Tahir codes:
004E932B 0000000X
004E9433 0000000X

Tylonee codes:
004EB74F 0000000X
004EB857 0000000X

SunDeep codes:
004EDB73 0000000X
004EDC7B 0000000X

1: A splash of green smoke that does nothing. 5 MEP well spent!
2: Casts light bolts down on an area of enemies for 6x hits of ~120 damage.
3: Covers an enemy in a quick wave of water for ~20 damage.
4: Covers an enemy in a quick wave of water for ~20 damage.
5: Covers an enemy in a quick wave of water for ~20 damage.
6: Covers an enemy in a quick wave of water for ~20 damage.


-------------------
Plague

Jarik codes:
004E6F08 0000000X
004E7010 0000000X

Tahir codes:
004E932C 0000000X
004E9434 0000000X

Tylonee codes:
004EB750 0000000X
004EB858 0000000X

SunDeep codes:
004EDB74 0000000X
004EDC7C 0000000X

NOTE: All target YOUR characters, even though all but level 6 inflict damage!
1: Casts acid rain on a character that does 5x hits of ~20 damage.
2: Casts dark spines on a character for 5x hits of ~20 damage.
3: Casts dark spines on a character for 5x hits of ~20 damage.
4: Casts dark spines on a character for 5x hits of ~20 damage.
5: Casts dark spines on a character for 5x hits of ~80 damage.
6: Grants a weird orange barrier effect to a character to block ~500 damage.


-------------------
Black Grandmaster

Jarik codes:
004E6F09 00000001
004E7011 00000001

Tahir codes:
004E932D 00000001
004E9435 00000001

Tylonee codes:
004EB751 00000001
004EB859 00000001

SunDeep codes:
004EDB75 00000001
004EDC7D 00000001

1: Casts acid rain on a single enemy that does 5x hits of ~10 damage.






=======================================================================
==========================================================================
23: ITEM TABLES (ITE23)
==========================================================================
=======================================================================
These are links to downloads for .rtf files of item tables I generated. The 
five available are weapons, armor, shields, miscellaneous items, and quest 
items. This will hopefully be self-explanatory, but feel free to contact me 
with any questions you may have.

http://www.evermoreforums.com/johnny/info/alondar_armor.html
http://www.evermoreforums.com/johnny/info/alondar_misc.html
http://www.evermoreforums.com/johnny/info/alondar_quest.html
http://www.evermoreforums.com/johnny/info/alondar_shields.html
http://www.evermoreforums.com/johnny/info/alondar_weapons.html






=======================================================================
==========================================================================
24: INFORMATION NEEDED
==========================================================================
=======================================================================
This section details features of the game that are still a mystery to me. If 
anyone out there is capable of hacking the game data and obtaining this 
information, I would be grateful, as would other players of this game.

1: ATTUNEMENT
Some weapons have an "Attunement" stat listed. When present, it is always 
one of the three main stats, STR, DEX, or SPI. I cannot seem to figure out 
what the heck it is. Some things I've ruled out:
-Damage from weapon attacks. Doesn't increase with a higher stat.
-Damage from combo bonuses. Isn't affected by the stat, and some weapons with 
 attunement don't have a combo bonus.
-Level-up bonuses. Leveling up with an Attunement weapon doesn't seem to 
 affect the stat.


2: SHIELD SKILL
What exactly do shield skills affect? Namely, the Critical and grandmaster 
skills. Critical is worded as though it provides a critical chance boost to 
weapons, and the grandmaster skill lists a set of weapon bonuses (including 
definitely-weapon attributes like Accuracy, Damage, and Speed). They don't 
seem to affect weapon damage or other properties at all, but the defensive 
bonuses also don't seem to reduce damage taken. At best, block rate is 
increased, but that would be expected.






=======================================================================
==========================================================================
25: CONTACT INFORMATION
==========================================================================
=======================================================================
My screenname is LancetJades on GameFAQs.

You can email me at:
lancet at ever more forums dot com
(remove the spaces, obviously, and replace the at with the proper sign)

Alternatively, if I'm online you can IM me on Discord: Lancet#1039

Feel free to message me if you see me online. I'll reply as soon as I see the 
message and have the chance to reply.

I'm a perfectionist, so if you have anything to contribute or correct, please 
do so. You'll receive full credit (credit goes to the screenname you talk to 
me from, so if you want another name, you have to specify it). Even if you're 
just pointing out a spelling or grammatical mistake, please do so, no matter 
how small. Keep in mind though that I live in the U.S., and as such, I use 
American English spellings such as "color" and "criticize," as opposed to 
"colour" and "criticise."

If you wish to use this guide on your site, aside from asking my permission, 
I require you in question to automatically fetch any updates I make from 
GameFAQs.com yourselves. I only update to GameFAQs.com and if I discover other 
sites carrying my guides have out-of-date versions, I will ask that it be 
removed.






=======================================================================
==========================================================================
26: CREDITS
==========================================================================
=======================================================================
micgirk1
~Helping proofread the guide by using it for a playthrough of the game.

xenobird
~Writing the guide this one was based off of, especially for the collectible 
 item lists. Saved me hours of work! Couldn't and wouldn't have made this 
 guide without yours.

Zhabin
~Helped me with some information on the game.






=======================================================================
==========================================================================
27: VERSION HISTORY
==========================================================================
=======================================================================
1.00        Completed November 27th, 2009.
First version completed. Subsequent updates will likely be just touching up 
the guide, rather than true revisions.

1.01        Completed December 1st, 2009.
Added info on all glitches to the "Additional Notes" section of the area they 
occur in. Don't know why I didn't think of that before. Idea courtesy of 
Zhabin.

1.02        Completed December 3rd, 2009.
More minor revisions and grammar issues fixed, some inconsistencies and other 
errors fixed, too.

1.03        Completed December 12th, 2009.
Fixed a few other errors and inconsistencies I've since noticed.

1.04        Completed February 9th, 2010.
Thanks to micgurk1 for "proofreading" the guide on his playthrough. He's not 
done yet, but I also made some corrections elsewhere and wanted to get the 
new version up.

1.05        Completed April 15th, 2010.
Moved the version history to the back of the guide.

1.06        Completed June 15th, 2010.
Edited a few things.

1.07        Completed June 5th, 2011.
Changed my contact information.

1.08        Completed October 28th, 2001.
Added a note about how well-camouflaged some collectibles are.

1.09        Completed June 25th, 2012.
Fixed a couple of spacing and spelling errors, and updated the whitelist to 
mention GameFAQs.com will always host the most recent version.

1.10        Completed July 11th, 2012.
Updated the contact information section.

1.11        Completed March 3rd, 2013.
Fixed up a few things and improved spacing for some of the appendices. I 
wonder if anyone actually cares.

1.12        Completed March 4th, 2014.
Added a note about quest items in the first section.

1.13        Completed September 15th, 2016.
Updated my contact info.

1.14        Completed December 21st, 2016.
Replaying the game. Not sure how far I'll get, but I fixed up a couple of 
things for Lord Kort's lands near the start, including several missing Zombie 
encounters. Not sure how I missed them so badly. Also added notes about the 
Rusty Sword and possible Steel Breastplate from the mound. Also found some 
more swamp treasure spots in Dagan.

1.15        Completed January 18th, 2017.
Discovered a bunch of enemies respawn in the swamp after meeting the Oracle. 
Turns out the trigger for new enemies is not the Oracle meeting itself, but 
rather meeting the amnesiac Sarojin in the stone ruins on the way to Palash 
afterwards. There's enough extra encounters for a couple thousand more PP for 
Jarik and Tahir. These enemies were originally misplaced in the Palash section 
as spawning after reaching La'Shon. Also added default skill info for Tylonee, 
to show exactly what she comes with and how much PP she is considered to start 
with. Tahir and SunDeep will come later. Added a note about buying Armored 
Bracers, and some tips on curing the blinded Kemarran in Whitewater Gorge.

1.16        Completed January 27th, 2017.
Added more info through the end of Kemarr Highlands, and discovered that the 
zombies in Lord Kort's lands around that time drop Spi Boosts!

1.17        Completed September 7th, 2018.
Improved the formatting for most sections slightly, and finished the 
Kemarran Highlands edits from a year and a half ago.

1.18        Completed September 13th, 2018.
Added a table of weapon properties and clarified properties as cut, mash, 
thrust, chop, and fire, as the game itself explains. Also renovated the 
early Orin section heavily, including many more enemies and a way to return 
to Grandar's lands after entering Kort's!

1.19        Completed September 17th, 2018.
Rewrote the locations of all of the Dagan swamp treasures. I was never 
really satisfied with most of my original descriptions, and they relied too 
heavily on landmarks that could be missed, such as other treasures that 
may have already been obtained. Also reworded a lot of other things in more 
minor ways. Added a new section to detail how combo bonuses work, and added 
some cheat codes to give Jarik black arts spell levels!

1.20        Completed September 20th, 2018.
Added much more detailed info for characters' initial stats and equipment, 
and added a listing to the class/level table for stat gains each level. 
SunDeep's initial stats will also be complete now. Also found that the Demon 
Plants in the dungeon with SunDeep drop Dex Boosts!

1.21        Completed October 1st, 2018.
Continued revising enemy lists based on my recent playthrough. Most are just 
minor adjustments, nothing as severe as early game sections. Discovered some 
more stat boost drops, including Str Augmenter from the Hakar in Kort's lands 
and a Str/Dex Enhancer from the green changelings near WhipTail's tomb. 
Finished the game again as well. Renamed some enemies, mainly the boraro 
changelings and the "Marble" enemies in Karunesh (a term found in the game 
data itself). Finally got all the codes together for Black Arts and PP codes 
for each character! Guide is more or less as complete as possible for now.
It's your turn now, people. Play the game. Play, and discover, and report 
your findings to me!






=======================================================================
==========================================================================
28: BOILERPLATE
==========================================================================
=======================================================================
This document Copyright 2009-2018 John Hoffnagle IV.

Do not reproduce this document for any purpose besides personal use 
without asking me first. I'm not stingy; if you ask, you'll most likely 
get permission to host it. Otherwise, it's a violation of copyright, 
and I WILL pursue legal action, especially if you sell it for money.

All trademarks and copyrights contained in this document are owned by 
their respective trademark and copyright holders. None of which are me.

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