_____ _ _____ / _ / ___ _ __ ___ _ __ (_) __ _ |___ / \// / / _ \ '_ \ / _ \| '_ \| |/ _` | |_ \ / //\ __/ | | | (_) | | | | | (_| | ___) | /____/\___|_| |_|\___/|_| |_|_|\__,_| |____/ -The Midgard Story- +-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+ |F|A|Q| |W|a|l|k|t|h|r|o|u|g|h| +-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+ Written By: Mushupork222 Version: 1.1 Original Post Date: 5-3-2011 ~ Copyright 2011 Mushupork222/S.A. ~ ******************************************************************************* Table of Contents ******************************************************************************* **If you want to find a specific place in this walkthrough, press Ctrl+F and copy the code listed below.** I. Version History II. Introduction III. Basics 1. Sword Knight............................(K00) 2. Shadow Hunter...........................(H64) 3. Mechanic Launcher.......................(L97) 4. Nature Shaman...........................(N48) 5. Sheathe Stones..........................(S40) 6. Combining/Refining/Mining...............(C38) 7. Fairy...................................(F15) 8. Medals..................................(M68) 9. Execution Room..........................(X89) 10. Player vs. Player.......................(P71) 11. Tips & Tricks...........................(K08) IV. Walkthrough 1. Outer Iris..............................(R56) 2. Akun Temple Altar.......................(A79) 3. Town of Delfoy..........................(D11) 4. Shade Woods.............................(P72) 5. Lorela River............................(L52) 6. Maru Island.............................(M83) 7. Cloud Plateau...........................(P44) 8. Elraum Valley...........................(G84) 9. Kanak Canyon............................(K50) 10. Roku Mines..............................(R71) 11. Venedoom Cave...........................(V99) 12. Historic Site...........................(H10) 13. Nifel Fortress..........................(F22) 14. Dungeon Labyrinth of Antione............(A87) V. Contact.......................................(O24) VI. Legal........................................(T55) VII. Credits.....................................(BBQ) ******************************************************************************* I. Version History ******************************************************************************* Version 1.0 - First submission. Walkthrough is complete, Loose class bios & Basics section are finished. Version 1.1 - Updated Basics section with more specific information about the Execution Room, Player vs. Player, and added Fairy & Medals sections. Also made minor tweaks to the walkthrough itself. Information regarding sidequests is coming soon. ******************************************************************************* II. Introduction ******************************************************************************* Zenonia 3 is the third installment in the first true RPG series to hit mobile non-console devices. It was made available on iTunes' Appstore on 4/26/11. This walkthrough is intended to help you navigate the puzzles in this game's many dungeons, as well as offer other tips like classes' strengths and weaknesses and strategies to defeat every boss. If you notice any errors in this guide or have any questions about the game, I would appreciate it if you sent me an e-mail; my contact information is located at the end of the page. ******************************************************************************* III. Basics ******************************************************************************* Zenonia 3's protagonist, Chael, may select one of four weapons at the beginning of the game, thus confirming his class for the rest of the game. Those selections include the archetypical warrior class: the Sword Knight, the assassin class: Shadow Hunter, the magician: Nature Shaman, and the ranger: Mechanic Launcher. Here is the basic lowdown on each class. ------------------ Sword Knight (K00) ------------------ Recommended Stat Distribution: Any combination of Str and Con (Explained below) Pros: -High defense and HP, coupled with his passive skill Revival, makes him an almost indestructible force -Able to handle groups of enemies with ease due to his large AoE abilities Cons: -Ultimately lower damage output than the other classes -Relying so heavily on close combat makes for dangerous boss encounters Sword Knight's Skill Trees O-----------------------------------------------------------------------------O |Active Tree: | | | | Blade Sting --- Hold Smash --- Sword Wave Sacrifice Holy Berserker | | | | | | Power Surge --- Command Power Sword Boomerang --- Divine Sword| | | | | | Napalm Flame --- Battle Stomp Illusion --- Reflection | | | | 1 10 20 30 40 | O-----------------------------------------------------------------------------O O-----------------------------------------------------------------------------O |Passive Tree: | | | | Skilled Sword Skilled Evasion Explosion Area Zero | | | | | |Skilled Defense Potion Plus Power Link Skilled Precision Revival | | | | 1 10 20 30 40 | O-----------------------------------------------------------------------------O Overview -------- The Sword Knight hearkens back to the first Zenonia's Warrior class. Because of his durability, he is a good class for beginning players to choose, but also offers a slew of opportunities for veterans to utilize their skills. Because Strength and Condition are so similar for Sword Knights, any combination of the two really works. If you prefer higher damage, devote more points to STR. If you'd rather give up power for survivability, invest more in CON. You really can't go wrong with any combination of those two stats. Revival and Holy Berserker are two abilities that, paired with a CON heavy Sword Knight, can make him literally invincible. ------------------- Shadow Hunter (H64) ------------------- Recommended Stat Distribution: +3 Dex Pros: -Possesses devastatingly fast, powerful attacks -Despite being a melee class, has no trouble flying across the battlefield Cons: -Low defense and health make taking damage an... exciting experience -Spends a lot of time recovering between attack bursts Shadow Hunter's Skill Trees O-----------------------------------------------------------------------------O |Active Tree: | | | | Raid --- Smoke --- Fire Shadow --- Black Fist Divine Awakening | | | | | | Wild Sting Tornado --- Vein Berserker Fire Burst | | | | | | Dark Shadow --- Extinction Summon Clone --- Invisible Shadow| | | | 1 10 20 30 40 | O-----------------------------------------------------------------------------O O-----------------------------------------------------------------------------O |Passive Tree: | | | | Swiftness Blaster Extreme Evasion Fiery Fist Area Zero | | | | | | Potion Plus Concentrated Attack Adamantine Frantic Dash | | | | 1 10 20 30 40 | O-----------------------------------------------------------------------------O Overview -------- Shadow Hunters are an incredibly fun class to use. They have that high risk/ high reward mentality like Daza from Zenonia 2 with powerful screen clearing abilities and failsafes like Extinction to (hopefully) keep you just out of death's grasp. Compounding Extreme Evasion, Fiery Fist, and Dexterity gives the Shadow Hunter an impressive amount of attack power, thus letting them obliterate even the toughest bosses in seconds. ----------------------- Mechanic Launcher (L97) ----------------------- Recommended Stat Distribution: +3 Dex Pros: -Longest natural range of all the classes -Can control battles by disabling high-risk opponents Cons: -Heavily dependant on skills & abilities -Has trouble handling groups in enclosed spaces Mechanic Launcher's Skill Trees O-----------------------------------------------------------------------------O |Active Tree: | | | | Sharp Mine --- Summon TK-16 Elec Burier Disillusion | | | | | | Ensnare Shot --- Power Cannon Psychic Power Thunderstorm | | | | | |Bolt Snap --- Electric Power Double Launcher -- Gamma Coil -- Booster Effect| | | | 1 10 20 30 40 | O-----------------------------------------------------------------------------O O-----------------------------------------------------------------------------O |Passive Tree: | | | | Potion Plus Gun Master Refractor Area Zero | | | | | | Concentration Metal Skin Wind Movement CRI Master Psychic Shot | | | | 1 10 20 30 40 | O-----------------------------------------------------------------------------O Overview -------- Mechanic Launchers are a very technical class to use. They take a lot of aiming and timing to use properly, but when used correctly are pretty dominant. Be careful to maintain a solid pool of SP, since the class's basic attacks are more a danger to yourself than anything else. Similar to the Nature Shaman, this class relies on hit & run tactics to survive; thankfully they do both of those things fantastically well (Running with full game speed & movement buffs is crazy). ------------------- Nature Shaman (N48) ------------------- Recommended Stat Distribution: +3 Int Pros: -Can remotely eliminate hordes of enemies -Only class with healing capabilities Cons: -As with the other classes, save for Sword Knights, low defense makes this a very easily killed class. -Wolves and totems can sometimes be temperamental Nature Shaman's Skill Trees O-----------------------------------------------------------------------------O |Active Tree: | | | | Bone Wall --- Fire Totem --- Ice Totem --- Cure Totem Vengeance | | | | | | Sunset --- Hell of Flame Mindset --- Starfall | | | | | | Tub Trap Power Switch Feral Spirit --- Negativity | | | | 1 10 20 30 40 | O-----------------------------------------------------------------------------O O-----------------------------------------------------------------------------O |Passive Tree: | | | | Natural Barrier Potion Plus Magicholic Refractive Cape Area Zero | | | | | | Concentration Divine Mind Nature Fury Chill Touch | | | | 1 10 20 30 40 | O-----------------------------------------------------------------------------O Overview -------- The Nature Shaman is definitely a new take on Zenonia Gameplay. A lot of their skills operate like traps, going off when enemies come near. This makes for fun enemy encounters where you can just box them in with totems and watch your vicious wolves swoop in for the kill. Even though skills cost a disgusting amount of SP (relative to other classes), you have ways to keep your already large pool healthy, like using Power Switch inside of your Cure Totem. More than anything else, the Nature Shaman relies on dividing & disabling enemies with totems rather than charging in headfirst with normal attacks. ==================== Sheathe Stones (S40) ==================== Sheathe Stones are little stones you can use to enchant your gear with special properties, like attack bonuses or stat boosts. Each piece of equipment and/or accessory you own can hold one Sheathe Stone bonus each. To make a Sheathe Stone, visit your local Blacksmith and hit the "Create Sheathe Stone" button (Takes a rocket scientist, I know). Now double-tap two pieces OF EQUAL RARITY: Magic (blue), Rare (yellow), Epic (Purple) or Unique (Orange), and then tap "Fusion." Voila! A Sheathe Stone. Do know that the bonus you receive from creating a Sheathe Stone is entirely random, and not even slightly affected by the enchantments currently on the fused gear. In order to place that stone in a piece of equipment, simply open your inventory, go to the Accessory tab, select "Use" on the Sheathe Stone you want to use, then tap again on the piece of equipment/accessory you want enchanted and the benefit is added. A few things to note: - Items of regular (white) quality CANNOT be fused - Once a stone is placed in your equipment it cannot be retrieved, so use them carefully - More powerful enchantments come from BOTH higher levels of rarity and more powerful equipment (For example, a rare sheathe stone created by level 10 gear will give +2 to strength, while another rare stone created by level 50 gear grants +10 strength) - Combining Unique equipment yields only 'unique' bonuses like HP/SP absorb, movement speed, etc. =============================== Combining/Refining/Mining (C38) =============================== Combining and refining are two ways of empowering yourself beyond your level. Items created through combining are almost always far superior to equipment of equal level, and come at least at the Magic level when they're made. Refining is a way of increasing the base stats on your equipment, with the level of refinement denoted by a number in parentheses next to your gear. --------- Combining --------- You can't combine anything without possessing its Combine Scroll. Most are found through monster drops, but some you can purchase from the Item Merchant in each town. When you have the scroll for something you wish to create-let's say for the sake of demonstration that we want to make a Steel Kepi-talk to the Blacksmith and select "Combine." Now we'll tap the Steel Kepi scroll we found earlier and it lists the ingredients we need. Assuming we have the Magic Stone and Anvil Hammer we need, we now hit the Combine button and the smithy makes our Kepi. **NOTE** Equipment created this way CAN break. Use Magic Powder (The blue button next to Combine) to improve your odds **NOTE** -------- Refining -------- Once again, only equipment of Magic grade or higher can be used for this, so don't go trying to refine that Fegushe you bought at the shop. Both equipment and accessories can be refined, but have to be unequipped for you to do so. As usual, talk to the Blacksmith, only choosing "Refine" this time. Double tap the item you want to refine, add Magic Powder if you don't feel lucky, and hit Refine. If successful, you obtain your strengthened item. If not... Well, your item breaks. Don't fret, though, you can use a Restoration Scroll to repair your item (It won't keep the new refined level, though) and try again. ------ Mining ------ Using your trusty pickaxe of standard to infinite grade (Zen shop), you can extract valuable minerals from the shining rocks of Midgard. All you have to do to mine is walk up to the left or right side of a shiny rock (They come in several colors: blue, red, purple, black), and press the action button to mine. You will either receive nothing, money, or a preset mineral like copper or mithril. Each rock can only be struck 10 times before running dry, at which time you'll have to find a new rock to mine at. Attention Zenonia 2 players, the mining glitch DOES NOT WORK in this game. Regardless of what you try to do with the stone, it will always run dry after being struck 10 times. =========== Fairy (F15) =========== Fairies have been the steadfast companions of Zenonia heroes for millenia. Chael's guardian is an abrasive, pie-loving fairy named Runa, who uses runes and skill stones to boost Chael's abilities. She, much like Chael, levels up over time. But in addition to simply increasing elemental effectiveness through levels, Runa also has a Sync gauge which fills every time you kill a monster not in the Execution Room. When the Sync gauge is full, you can create either a Rune or a Skill Stone to further increase her abilities. ----- Runes ----- Your fairy can be imbued with an elemental rune (fire, ice, dark, or light), which changes her color based on your chosen element and gives Chael the respective elemental capabilites when he attacks. They are created through the Spirit Manager in each town by using up Runa's Sync gauge and/or Stones of Awakening, and there is a chance you will receive either a rune or a Skill Stone every time you use his service. Each rune will have elemental attack and defensive properties guided by the 'type' to the right of its main attribute, ranging from defensive modifiers to offensive. o-------------------------------------------------------------------o | Name | Effect | |-------------------------------------------------------------------| | Rune of Fire | Ignites Enemies (constant damage) | |-------------------------------------------------------------------| | Rune of Frost | Freezes Enemies (slows movement) | |-------------------------------------------------------------------| | Rune of the Holy | Stuns Enemies (enemies cannot act) | |-------------------------------------------------------------------| | Rune of Darkness | Confuses Enemies (enemies wander around) | o-------------------------------------------------------------------o ------------ Skill Stones ------------ These little nuggets of joy are perhaps the most important component of your fairy. Your rune will come with anywhere from one to three Skill Slots attached, with which you can socket Skill Stones that increase Chael's abilities for a limited time upon attacking or being attacked. The power and length of your skill stone depends on Runa's level, although any of the stones can be found at any level. o-------------------------------------------------------------------o | Name | Effect | |-------------------------------------------------------------------| | Blessing of Sky | Increases Strength | |-------------------------------------------------------------------| | Blessing of Wind | Increases Dexterity | |-------------------------------------------------------------------| | Blessing of Earth | Increases Condition | |-------------------------------------------------------------------| | Blessing of Sea | Increases Intelligence | |-------------------------------------------------------------------| | Crest of Valor | Increases Critical Rate | |-------------------------------------------------------------------| | Crest of Dazzle | Decreases Skill Cooldown Times | |-------------------------------------------------------------------| | Crest of Command | Decreases Skill SP Usage | |-------------------------------------------------------------------| | Light of Guardian | Increases Defense | |-------------------------------------------------------------------| | Light of God | Reflects a Percentage of Damage Taken | |-------------------------------------------------------------------| | Light of the Absolute | Heals and Gives Immunity | |-------------------------------------------------------------------| | Blaze of Healing | Recovers HP and SP over time | |-------------------------------------------------------------------| | Blaze of Vampire | Absorbs Health upon Attacking | |-------------------------------------------------------------------| | Blaze of Protection | Grants Invincibility | o-------------------------------------------------------------------o NOTE: Each stone ranges in power and length from level 1-10. Train your fairy to improve the quality of stones you receive. ============ Medals (M68) ============ New to the series, Medals are little extra bonuses you can gain through completing various tasks throughout the game. They can be equipped just like any piece of armor, and give their preset boosts when equipped. o-----------------------------------------------------------------------------o | Name | Effect | How to Obtain | |-----------------------------------------------------------------------------| | Newbie Hero | Attack +25 | Reach Level 5 | |-----------------------------------------------------------------------------| | Divine Hero | All Stats +5 | Reach Level 50 | |-----------------------------------------------------------------------------| | Immortal Divine Hero | All Stats +15 | Reach Level 99 | |-----------------------------------------------------------------------------| | Apprentice Miner | Strength +10 | Mine 10 Ores | |-----------------------------------------------------------------------------| | Expert Miner | Strength +5% | Mine 30 Ores | |-----------------------------------------------------------------------------| | Apprentice Cook | Dexterity +5% | Cook successfully 10 times | |-----------------------------------------------------------------------------| | Expert Chef | All Stats +10 | Cook successfully 30 times | |-----------------------------------------------------------------------------| | Mister Chef | All Stats +5% | Cook successfully 75 times | o-----------------------------------------------------------------------------o o-----------------------------------------------------------------------------o | Crazy Collector | Attack +10% | Purchase Magic Pickaxe (Zen) | |-----------------------------------------------------------------------------| | Bourgeoisie | Condition +15 | Use 10 Origin of Life | |-----------------------------------------------------------------------------| | Super Customer | Max HP +15% | Use 30 Origin of Life | |-----------------------------------------------------------------------------| | Potionholic | Max HP +10% | Consume 30 Elixir of Stamina(l) | |-----------------------------------------------------------------------------| | Skill Maniac | Max SP +10% | Consume 30 Elixir of Mana(l) | |-----------------------------------------------------------------------------| | Iron Body | SP Absorb +3% | Consume 30 Omni Potion | |-----------------------------------------------------------------------------| | Fairy Fan | Attack +10% | Use 10 Stone of Awakening | |-----------------------------------------------------------------------------| | Murloc Killer | Condition +10 | Defeat 30 Murlocs | o-----------------------------------------------------------------------------o o-----------------------------------------------------------------------------o | Frog Killer | Strength +15 | Defeat 30 Frogs | |-----------------------------------------------------------------------------| | Gargoyle Killer | Dexterity +15 | Defeat 30 Gargoyles | |-----------------------------------------------------------------------------| | Alien Hunter | Intelligence +15 | Defeat 30 Kazrogal Larvae | |-----------------------------------------------------------------------------| | Dwarf Slayer | Critical +5.00 | Defeat 30 Gadshu | |-----------------------------------------------------------------------------| | Devil Slayer | Critical +10.00 | Defeat 30 Devil Tribe Soldiers | |-----------------------------------------------------------------------------| | Exorcist | Intelligence +10 | Defeat 30 Evil Spirits | |-----------------------------------------------------------------------------| | Septi Slayer | Evade +5.00 | Defeat 30 Septi | |-----------------------------------------------------------------------------| | Miner Golem Slayer | Critical +10% | Defeat 30 Miner Golems | o-----------------------------------------------------------------------------o o-----------------------------------------------------------------------------o | Basilisk Hunter | Defense +15 | Defeat 30 Basilisks | |-----------------------------------------------------------------------------| | Shaman Slayer | Attack +100 | Defeat 30 Chaos Shamans | |-----------------------------------------------------------------------------| | Absolute Destroyer | Condition +5% | Defeat 30 Confusion Spirits | |-----------------------------------------------------------------------------| | Friend of Dark Merchant| Intelligence +5% | Speak to Dark Merchant 10 times | |-----------------------------------------------------------------------------| | Infinite Trainee | HP Absorb +3% | Speak to Execution NPC 10 times | |-----------------------------------------------------------------------------| | Arena Regular | SP Absorb +5% | Speak to Arena Official 10 times| |-----------------------------------------------------------------------------| | Labyrinth Master | Dexterity +10 | Clear Miro Woods area | |-----------------------------------------------------------------------------| | Friendly Foreigner | Evade +10% | Visit Paramanon Great Temple | o-----------------------------------------------------------------------------o o-----------------------------------------------------------------------------o | Midgard Explorer | All Stats +20 | Visit every field map | |-----------------------------------------------------------------------------| | Novice Fighter | Max HP +250 | Win 10 PvP battles | |-----------------------------------------------------------------------------| | Gladiator of Blood | Attack +250 | Win 50 PvP battles | |-----------------------------------------------------------------------------| | Legendary Gladiator | HP Absorb +10% | Win 100 PvP battles | |-----------------------------------------------------------------------------| | Weakling | Defense +5 | Lose 10 PvP battles | |-----------------------------------------------------------------------------| | Clear Minded | Evade +5.00 | Lose 50 PvP battles | |-----------------------------------------------------------------------------| | **Super Lucky Guy | All Stats +10% | Possess 7777 Gold | |-----------------------------------------------------------------------------| | Midas | Defense +10% | Possess over 100,000 Gold | o-----------------------------------------------------------------------------o o-----------------------------------------------------------------------------o | ZENONIA Lover | Defense +20% | Log 2 hours (per character) | |-----------------------------------------------------------------------------| | ZENONIA MANIAC | Attack +5% | Log 5 hours (per character) | |-----------------------------------------------------------------------------| | Apprentice Refiner | Max SP +250 | Refine successfully 10 times | |-----------------------------------------------------------------------------| | Expert Refiner | Max HP +500 | Refine successfully 30 times | |-----------------------------------------------------------------------------| | Master Refiner | HP Absorb +10% | Refine successfully 50 times | |-----------------------------------------------------------------------------| | Apprentice Combiner | Max SP +500 | Combine successfully 10 times | |-----------------------------------------------------------------------------| | Master Combiner | Max SP +15% | Combine successfully 30 times | |-----------------------------------------------------------------------------| | Expert Combiner | SP Absorb +10% | Combine successfully 50 times | o-----------------------------------------------------------------------------o ** The Super Lucky Guy medal is a fantastic end-game medal, and incredibly easy to get the second you reach the first town of the game. When you first enter Delfoy, fight monsters or buy/sell gear until you have any amount of gold between 7778 and 8887. Take out your trusty calculator and subtract 7777 from however much gold you have. This is the amount you send to a good friend, complete stranger, or me (ID: Sirius, but only use me as a last resort), and voila, 7777 gold. Practical example: I walk into Delfoy with 9500 Gold, extremely distraught that I didn't get the medal. "But wait," I ponder, "what if I buy stuff until I'm close to 7777 gold?!" So I mosey on over to the Item Merchant and buy 4 Potions of Stamina(s). "I'm closer, but not quite at 7777 gold yet..." I say in frustration as I pound my fist into the nearest awkward family portrait. "Hey, why don't you just send me the difference?" says my dear friend Flubzy. "Great idea!" I hoot in delight. I whip out my TI-82 basic and plug in the following: 8500 - 7777 = 723 Upon mailing this amount to Flubzy, I remark "I'm a genius! Someone should give me a medal!" And the Super Lucky Guy medal was had by all. And by all I mean me. ... I'll stop talking now... ==================== Execution Room (X89) ==================== The Execution Room is a new feature to the Zenonia series. It's essentially a Horde/Escalation/Zombies/whatever FPS's endurance mode you want to call it. You simply clear all the monsters on a floor, walk up the stairs, and do it all over again until you reach the end of the tower. To test your mettle, find the Executioner (That's not really his name, I just feel like it fits. Well, either that or Stanislas) in town, and he gives you the option to enter the dungeon. There are currently three Towers you can challenge, which charge a fee to enter depending on your level: Tower of Challenger (30 Floors) <--- Recommended Level: 50 Tower of Limit (50 Floors) <--- Recommended Level: 70 Tower of Transcend (100 Floors) <--- Recommended Level: 99 By completing towers you are awarded with a hefty sum of experience, and a special prize; usually a piece of gear suited to your level (The exception is the Tower of Transcend, which gives Skill Points for clearing the first few times). You can choose to tackle these missions either solo or by asynchronous co-op. Asynchronous co-op is a fancy way of saying that you play with an AI controlled version of a friend/complete stranger's character. This means that if you choose to play with your friend Flubzy (If your Gamevil ID really is Flubzy then I apologize. But fantastic choice of name), you aren't really playing with Flubzy; rather the AI uses his stats and active command deck and fights alongside you instead. ---- Fame ---- One fame point is rewarded each time another player uses one of your characters in the Execution Room, and you receive special bonuses for leveling up your Fame rank. ======================= Player vs. Player (P71) ======================= Just as was the case with Zenonia 2, this is not 'true' Player vs. Player (PvP) combat. As I stated in the Execution Room section above, PvP is an asynchronous system; that is, you're really fighting an AI controlled version of your opponent. The server downloads your character's information (including stats, gear, and even assigned quickslots), and dumps it into a large pool. When you choose to fight (at the Arena Official in each town), the game pulls another player's character of similar level and rank out of the pool, and pits you against them. Winning PvP matches is currently the only way to obtain free Zen (currency used to purchase special items), and it is no easy task. At any level you will need a properly geared character to even compete with opponents who appear to be much weaker than you. Winning matches nets you items & zen, based on how many PvP points you have. ------ Groups ------ Groups, most closely defined as Clans or Guilds, still exist in Zenonia 3. Under the Community tab in the main menu, you can select Register Group, and type in the name of a friend's group (or create your own). Your PvP stats will now count towards your Group's total as well, but be careful, once you sign up for a group, that decision is final. ----------- Death Notes ----------- Death notes are used for quickly fighting an opponent you lost to. If you believe you should have won, assign a death note to that character, and you can choose to fight them again at any given time. You can only assign three death notes at once, and the note is erased when you defeat that opponent. =================== Tips & Tricks (K08) =================== -The level of surrounding monsters should be your prime indicator of what level you should be. If you find that monsters are becoming ~5 levels stronger than you, take the time to get yourself up to speed. -As you progress through the story, remember to set your return point to the city you're currently in (and ALWAYS at least have a town set to be a return point). It is very possible to get trapped in a dungeon with all broken armor and no way past the monsters you've already fought through. Make sure you keep Teleport Scrolls with you at all times (and Two Way Portals, but those are more expensive). -The Execution room is THE best way to gain experience in this game. Beating the Tower of Challenge alone gives 182,000 experience, while the Tower of Limit gives a little under a million, and the Tower of Transcend gives much, much more. What's better, the Tower of Challenge can be completed in 5 minutes with a competent co-op partner. -Combine when you can, and refine only when you're sure you've found your end- game gear. Until you hit the level cap, you'll be changing equipment every couple minutes; making all your hard work and money useless. Combined equipment, on the other hand, lasts much longer and the gear usually isn't too hard to make. -Be sure you grab EVERY Travel Bag in the game. They greatly increase your inventory size and are only available otherwise through the Zen shop. They can be found in the following locations: ~From a chest in the water in East Akun Temple ~From a chest obtained by completing the block puzzle in the Lorela River map ~From the Start of Journey main quest, given to you as a reward by Celine ******************************************************************************* IV. Walkthrough ******************************************************************************* ======== Foreword ======== Zenonia is primarily a linear game, with very little to do outside of the main storyline. While the world map and dungeons themselves are extensive, there will usually be no more than two possible directions you can go. You may also come across a place in the game where you are simply not strong enough to fight the monsters in the area (especially when traversing later dungeons). In this situation, it is wise to stock up on food, healing items, Holy Medicine, and whatever else you may need. Proceed to the area in the dungeon or world map where you are having trouble, and fight monsters ~3 levels above you. Work through the dungeon as usual when you feel strong enough. Without further ado, here is the walkthrough for Zenonia (Again, if you need to find one specific place in the game, use the three digit codes located in the table of contents). ================ Outer Iris (R56) ================ You first gain control of the protagonist Chael outside of Regret's house just outside of Iris. After a brief dialogue, smash the pots to the right of your house and take the POTION OF STAMINA(s) from the sneaky little chest back there. Now head right into another scene to learn a little bit about combat. Dispatch the first wave of Mukakas, destroy the crates on the far right, and obtain a POTION OF STAMINA(s) from the chest. Walk up the ladder, move across the bridge, and examine the tombstone for another scene. Afterwards, make your way back to your house and talk to Regret. Another lengthy cutscene follows, upon which you'll somehow magically end up in the Akun Temple Altar. ======================= Akun Temple Altar (A79) ======================= Before you go off exploring too far, be sure to grab the chest to the northwest of your starting position for a JEWEL HILT. The rest of this room is pretty straightforward; simply proceed out the southern exit. Other than a new enemy type, there's nothing of interest in this room either. Grab the EXAMINE SCROLL from the chest before you proceed west and into the next area. Here Runa will teach you the basics of sliding block puzzles (or 'pushing rock' puzzles, as they are described by Runa). Simply follow orders, and upon placing the block on the switch a block previously blocking your path will vanish. Go down the stairs and head right for another simple block puzzle. Break all of the crates and push the middle block straight down and onto the switch. Before proceeding onwards, make your way all the way left, and wrap around the top of the map to reach a chest containing a POTION OF MANA(s). Now return to where the middle of the map previously blocked by the current, head up those stairs, grab a REPAIR HAMMER from the chest, and go south into the next area. Before heading to the next area on the right side of the map, get one chest in the water just left of your starting position for a P BARREL, and another just north of the next map for a REPAIR HAMMER. Since finding treasure in a mysterious dungeon is obviously more important than saving your girlfriend, go through the little spiral maze for a POTION OF STAMINA(s), then into the water and all the way north for an ENCHANT L. Now proceed down the stairs at the south end of the map. Down the staircase to the right (into the water) and all the way around will lead you to a chest for a RESTORATION SCROLL, after which you can backtrack to the entrance of this map and head due south until you reach a scene in the next area. You may have noticed a chest during the cutscene, and maybe even a merchant hanging out in the water. Take the staircase on the northeast corner of the map and you'll end up on the southern end where you can buy things if you need, and then retrieve a TWO WAY PORTAL from the chest to the right (These will prove to be very important, so be sure use them wisely). When you're done shopping, follow the Frey clone out the bottom right exit. This room is a decent training spot, so crush some monsters here until you feel adequately leveled (the next room leads to a boss), then go out the north door for your first taste of a Zenonia 3 boss. x-----------------x |Boss Info: Kraken| x-------------------------x |Recommended Level: 7| x--------------------x No matter your class, this boss doesn't hit too hard, but regardless you should proceed with caution. He only has a couple attacks, so let's review. His primary attack consists of shooting 5 ink bullets in a uniform arc, and, while they are alive, his tentacles will periodically seek you out for a small amount of damage. For the first half of the battle, position yourself one tile to the left of center, and between the moss-covered pillars on either side of the battlefield. His ink shots will always miss, and when he sends his tentacles, simply take a step backwards before they emerge and take a few swings at them before they retreat. Once half of his tentacles are destroyed, he will begin to shoot one large, homing ink ball at you, in addition to his normal rotation. As long as you remain back between the pillars, they should be a non-issue, and you can continue fighting like normal until all of his tentacles are destroyed, thus ending the boss fight. You'll be treated to a very informative cutscene, and end up back in the temple. Your next destination is the quaint little town of Delfoy, so head all the way south to the Shade Woods, and from there proceed right and into town. On your way, you may have noticed some shiny blue rocks along the path. These are mining rocks which, provided you have a pickaxe, you can mine for materials and money. **NOTE** For those of you familiar with the Zenonia 2 Mining Glitch, know that the same trick does not work here. The stone will run dry after 10 hits, regardless of whether you move or not. **NOTE** ==================== Town of Delfoy (D11) ==================== After the scene you will have a little bit of free time if you wish (Now would be an ideal time to get the Super Lucky Guy medal, refer to (M68)), before talking to Luxferre to advance the story. Your first order of business (as it should be in every town from now until the end of the game) is to talk to the portal guide and set Delfoy as your return town (top option). It can be very easy to bury yourself too deep into a dungeon, and if you don't set a return point, you can't teleport yourself to safety. Anyways, after you've set Delfoy as your return town, buy/repair equipment if you need to, and take care of any other business you might have, then talk to Luxferre when you're ready. Abyron, a little... dog? located in the item shop is your next target. He will tell you to fetch (pun intended) some bronze from those shiny stones I mentioned earlier. As Abyron said, it would be wise to talk to the Spirit Manager for some background information on Runa's unawakened powers. Doing so will net you a fair amount of experience, as well as a STONE OF AWAKENING. Use it now if you wish, or wait until you have a good skill stone to accompany it. You can also grab the quest from Trieli if you're in the mood to backtrack, but whatever your decision, you'll have to mine your bronze and return to Abyron to advance the story. Of course, the bronze you bring him isn't enough to answer all of your questions, so find Chigoch in the chief's house located next to the Network Gal. He'll need you to kill Fog Spathes (They're the crablike monsters in Shade Woods), so head out of town and start killing Spathes. If you're in the mood for some treasure, go south into Central Shade Woods and run left under the waterfall. Push that middle block onto the switch to reveal a chest containing a RESTORATION SCROLL. Now instead of returning to the Delfoy Entrance via the path on the ground, take the ladder up, wade through the trees in the bottom left corner for a POTION OF STAMINA(S). Collect your Azalias and return to Chigoch. After a small scene you'll be asked to return to Akun Temple, so take care of any unfinished business you may have and march on up into the temple. ============================ Akun Temple Altar, revisited ============================ Backtrack a couple rooms here until you reach the area with the little spiral maze. Make your way right through the previously-blocked off area. Take the staircase here into the water, loop around to the left, and open a chest for a TRAVEL BAG(6 slots) **NOTE** This item will expand ONLY ONE of your inventory subcategories, so choose wisely. **NOTE** Backtrack to solid ground, and head north for a little scene. You'll notice that two paths are currently blocked off, so your only option is to kite to the left and head up that staircase. Break the barrels in your way and push the stone onto the switch to eliminate one water current. Don't bother following it just yet; instead walk through the serpentine path to the north, move the block out of your way, bust the crates in your way, and finally push the far north block onto the switch. Make your way back to that newly opened area. Smash all the crates on the right side of this platform, and push the top-middle block as far as it goes (it should hit the stone already there). Push it straight up and onto the switch. Doing so eliminates some of those pesky stones at the top of the map, which you can now push aside and proceed forward. Before you exit the map, though, keep in mind the slightly obscured switch, as that's your way out later. There's not much else to do in this area, so blast your way through some enemies and talk to Kalz. Examine the mural for a history lesson and the conclusion of Chapter 1. You won't be teleported back to Delfoy, so either use a portal of your own or walk back. Either way, meet up with Luxferre when you arrive. For whatever reason, people in this town keep losing things in the woods, so you'll have to waltz on through the Shade Woods once more to find some GHOST MUCUS (eww) for Luxferre. ================= Shade Woods (P72) ================= Back in Central Shade Woods, enter the cave past the waterfalls to find yourself a ghost and a chest containing DELUXE MAGIC POWDER. Collect all of your mucus here and deliver them to Luxferre when you're done. In another futile attempt to kill you, he sends you back into the woods. Instead of going south as usual, head directly west out of Delfoy Entrance, and in this new area grab the chest hidden in the bottom left corner of the map (probably obscured by your d-pad) for a POTION OF STAMINA(s). Head into the next area. You don't have business anywhere else in the woods yet, so skirt around the map, climbing the ladder and running all the way to the bottom left exit, but be careful, a mini-boss awaits. Watch the scene and learn that you've been ambushed. You're surrounded by some basic ogres and a leader, but don't worry; they're easy enough to deal with. Start by running to the far left and clear the ogres out one by one (The leader shouldn't pursue you just yet). When you've gotten rid of the surrounding enemies, focus your attention on the boss, hitting him with whatever skills you've got. After another cutscene, be sure to grab the chest in the bottom left corner before you head back to town for a REPAIR HAMMER. The cave entrance here leads you directly back to the entrance of town, if you want to save a little time. Talk to Luxferre for a short scene. Yiralia is your next target; she's standing just outside of the temple. She wants you to fetch some cooking salt, which you should have done so from fighting those lobsters back in Akun (but if not, just head on back and crack some shells until you've got the salt). Chael will reminisce for a little bit, then it's on to meet Celine back in the temple. After one last scene, you're sent off to find Pontifex (cool name) with Celine as your guide. If you don't need to take care of any other business in town, simply leave the building and come back. Talk to the Shaman once again and you'll be on your merry way (And she gives you a TRAVEL BAG(6 slots) for your trouble. How nice). You're finally able to go south from the Central Shade Woods, but there is a CLOTH CAPE quite a detour away if you're willing to go hunting for it. Return to the area where you fought the ogres, and head out the bottom right exit. The chest is in plain sight, so grab it and head back to Delfoy Entrance. Take the south exit now. You'll come across a lily pad maze here which is fairly simple to navigate. You're essentially going to make a U shape around the bottom of the map, finally using the third pad from the bottom to hit solid land & the next map. All you can do here is proceed up the staircase on the eastern side of the map. ================== Lorela River (L52) ================== There is a chest with a POTION OF STAMINA(m) just to the left of your position upon regaining control of Chael. Take the northern path to the right, and claim the POTION OF MANA(s) from the chest here. Head all the way north and a scene will ensue. Afterwards you'll be attacked, so keep Celine safe while you pound away at the enemies; they aren't too powerful. You'll be treated to another scene, then given two options: plow through the enemies or take the safe bypass route. Unless you have a death wish, I'd suggest taking the roundabout path, seeing as some of the devil tribe monsters are level 47. Exit this map and the one following, then finally take the left path into a new area. There's a cute little block puzzle here hiding a chest, so take any of the stones from the cross pattern to the northwest and slide it over and onto the switch. Grab the TRAVEL BAG(6 slots) from the chest and proceed north. This places you right in the middle of a Devil Tribe camp. You decide to set them on fire (not a bad strategy, honestly), but have to wait until nightfall to proceed. After your little heart-to-heart with Celine, go on north and talk to Runa to commence your attack. You're on a strict timeframe here, so unleash everything you've got until 8 soldiers are defeated. You now have access to the bridge itself, so backtrack until you reach the bridge entrance (past where you were ambushed by Devil Tribe soldiers earlier) and go on through. Fight your way across the bridge, careful that you don't fall through the holes (if you do, you have to climb the ladder to the south and try again). Crossing the bridge successfully leads to a boss, so prepare yourself accordingly before heading through. x-----------------x |Boss Info: Scylla| x--------------------------x |Recommended Level: 17| x---------------------x Your typical "Troll under the bridge" comes in the form of a repulsive she-beast named Scylla. She moves very slow, but has a pretty wide arc with her normal pillar attack. The ranged characters shouldn't have to worry too much, just blast away until she gets close, then retreat to the opposite side of the map and do the same (Better yet, Nature Shamans can just litter the map with traps and laugh in the face of danger). Melee characters will have to be a little more careful. Try employing your everyday hit & run, throwing in your strongest single target skill whenever it's finished cooling down and you shouldn't take too much damage. About halfway through the fight Scylla starts farting, releasing a painful toxic gas that can chew away at your health. Your strategy shouldn't change too much, though, just be wary of diving attacks like the Sword Knight's Blade Sting. It's an easy fix; get Scylla to chase you on a different plane than where the odor is and keep pounding away at her health. Keep your distance and the monster should fall without too much trouble. After the fight, the bridge collapses, leaving the group stranded on a nearby island. ================= Maru Island (M83) ================= You regain control of Chael after realizing that your mother's necklace is lost (oh no!), so climb the vine and talk to Rherican. Lucky for you, he found the necklace; unlucky for you, he doesn't want to give it back. I can only assume he wants to make s'mores, so oblige him and grab some marshmallows from the Ancient Tree just to the left of your position. Mush Mushes are the enemies that drop marshmallows, so hunt them down and return to Rherican. Runa will make some snide remarks at Rherican's request to accompany him to the nearest town, which you'll find to the southeast. Don't let him get hit as you make your way towards the flashing yellow waypoint, and once he reaches the marker another scene ensues. Before climbing the tree, head all the way right, and retrieve a POTION OF STAMINA(m) from the chest just south of the mining rock. ------------------ Town of Maru Tribe ------------------ A scene will follow, and you'll be given free reign to explore the tree city Maru. First things first, set your return point at the Portal Manager (bottom right), then take care of any shopkeeping, arena battles, etc. you have to. When you're ready to proceed, either take the various ladders around town or ride the elevator, and climb the vine at the top to reach the peak. Ride the elevator once more, and enter the house at the very top. After a scene with the patriarch of Maru, you'll be told to find Rherican one more time. Descend the tree until you reach the main part of town, and talk to Rherican on the second layer. We're about to go on another rousing adventure, so when you've finished up with any sidequests & other business you have, make your way out of town. Exit out the left side, and head south in this next area. Before proceeding further east, make your way down a vine at the south end of the map, and open the chest behind the waterfall for a POTION OF STAMINA(m). Head out the right side of the map, and talk to Ellim (the creepy tree with a face). He tells you that the forest is being overrun by monsters, and you can only save them with the aid of some fireflies. So head back out the way you came. The fireflies we're looking for are scattered all throughout the Southeast Maru Island map, as little blue dots. They're located as follows: 1. Entering from West Maru Woods, there's one at the tree just next to the waterfall 2. Just past [1], at the other tree on that same patch of land 3. Dead center of the map, chillaxing between a mossy rock and some mushrooms 4. Hovering due east from the previous firefly, just in front of a spider webbed tree 5. Right in front of a lone tree by the northwest exit, about three tiles from the mining rock If you're desperate for health potions, head up the northwest exit before returning to Ellim, and climb down the vine for a chest containing a POTION OF STAMINA(m). Either way, return to the tree with your flies and he will open the way to the deep forest. This place would be dreadfully painful to navigate without the aid of our fireflies, but lucky for us, they'll show us the way. Kind of. **NOTE** Be careful, though, if you stray off the main path, you could end up in a pretty tricky endless loop. **NOTE** From your starting point, take the northern path, then head right. Now proceed in the following directions, and you will exit the woods: down, right, up, right. Simple enough, right? When you get to the other side of West Maru Woods, climb up the first vine you see and run past the waterfall for a chest for an oh-so-important TWO WAY PORTAL. Now take the exit dead center on the right side, and read the sign. Run along the outside layer of this map and take the vine downward into the corrupted spring. Grab the chest under the bridge for a PAPER AMULET. Now like the good detective you are, you'll have to chase down the source of this water. Head out the west side of the map here, climb the vine immediately to your left, run through the cave under the waterfall on the far left side of the map, and finally out the top-right exit. Here you end up on the previously inaccessible side of the pre-Maru map. Head over to the direct center of this map, and enter the creepy-looking cave for a mini-boss encounter with Ekinard. The biggest worry you'll face with this guy is his poison aura, not unlike Scylla before. Only problem is that these poison clouds move. He usually shoots two at once, so let them chase you to the south end of the map, where you can then run around them and take a few shots at the boss. Don't hang around too long though, since he'll drain your health pretty quickly if you aren't careful. His health is incredibly lacking, though, so just a couple good attacks should bring him down. After the scuffle, you find Luxferre badly wounded. Take the shortcut exit to Maru located under the waterfall, go into town and meet with Rherican. He agrees to watch Luxferre for you while you meet with the chief, so head on up to the peak and talk to the patriarch. Ironically enough, the way out you were looking for this whole time was just upstairs... Well, what's done is done; go on up to the Cloud Plateau. =================== Cloud Plateau (P44) =================== The first area here is simple enough, just ride the platform to the other side and be on your way. Here you'll want to head south and take the little elevator down, then proceed down the ladder here for a chest containing a POTION OF STAMINA(m). Now climb back up the ladder and proceed all the way east until the next area. This room offers some good monsters for training, so do that if you feel a little weak at the moment. Don't forget to grab the POTION OF MANA(m) on the left peninsula before taking either bottom exit for another scene. There's not much else to do here, just fight your way through some enemies and into the next area. Take the first platform you see here, and grab the POTION OF STAMINA(m) while you wait for the platform to the right to reach you. You have two choices here: Taking the bottom exit will eventually lead to a POTION OF MANA(l) in the little island to the southeast, and a STATUS HEALING POTION A two rooms further in. It is a dead end, though, so either way you'll have to take the ladder, and go on from there. Just north of the altar here will net you an EXAMINE SCROLL, after which you can proceed through the middle exit on the right side of the map. Before you examine the sign here, take care of your inventory with the vendor here, and when you're ready examine that gold question mark. The group decides to take one more detour to the Sky Lighthouse (Runa just can't say no to apple pie, can she?), so head on south and into the next area. As Chael states, this map is full of Unique Monsters (but hey, when is there ever a field map without enemies?). It's a fairly linear, if pretty winding, area, so take the MAGIC POWDER from the chest directly south and across from your starting position, and heal up before heading into the next area. Lucky enough, you get there just in the nick of time, only to start up a timed mini-boss fight against Garmesh. His attack patters mirror that of the golems you've been fighting, so just pound away at him before the timer runs out. Fanu will give you a little background on fairies during this scene, after which you're sent to find a tombstone near the lighthouse. From where you exit the building, hang a quick left and cross the two bridges, then finally take the ladder up and examine the gravestone. After this scene head back the way you came to reach the lighthouse, then go upstairs and talk to Celine. Now that we're done with this story-heavy area, it's time to make our way north to the Great Temple. In order to get there, however, we'll need to backtrack a couple maps. Head west and away from the lighthouse, and once again traverse the winding passage; finally proceeding north and into Sky Fields for a little heartwarming scene. Despite it looking like a straight shot to get to the next area, you'll have to take the platforms to the right once you reach the middle island. So jump on that first right platform, and go north on the closest one to you, then finally take the left-bound platform into the next area. =================== Elraum Valley (G84) =================== Before you take the west exit across the bridge, grab the POTION OF STAMINA(l) from the chest to the northeast. ---------------------- Paramanon Great Temple ---------------------- Finally, another town! When you regain control of Chael after the scene, talk to the portal manager and set Paramanon as your return town. Now handle any other business you may have, and when you're ready to proceed head into Seru's house (second house from the right, bottom side). Maybe it's just a typo, but when the game tells you to visit the "Maru" shop, it really just wants you to go to the weapons/item shop. So stop by there and return to Seru's. At long last, you can finally return home! Right? WRONG. Luxferre, being the archetypical demi-villain he is, throws yet another monkey wrench into your plans. When you wake up after the scene, talk to Gwyjar to learn a little more about Temir and the Degenerated Tribe. After a short conversation he agrees to help you escape, provided you can take him with you. This leads to another escort mission, so blast away everything in your path as you make your way north to the waypoint. Before you proceed too far, however, know that there is a chest with a STANDARD PICKAXE along the southwestern tip. Getting captured wasn't too big of a detour, so take Gwyjar's advice and hang an immediate right, then take the bridge south after the cutscene. Your target back in Paramanon will be Seru, so head back to his house and talk to him. After this scene you'll be told to meet with another shaman, so head out north, grab the POTION OF MANA(l), pull the lever, and be on your way. The area Upper Elraum is set up as a 2x3 grid of maps, with you starting in the bottom middle. The shaman is located diagonally to the left of you, so after training in the surrounding area (monsters took a considerable jump in levels here), head west, then north from your starting area. After a slightly cryptic scene with Lewiel, you're sent to find some dimensional fragments. The bottom right map in Upper Elraum is most populated with Horseleeches, so head on over and slice/shoot away until you've got 3, then return to Lewiel. Although she won't tell you your future (that would obviously make things too easy...), she directs you to Kanak Canyon: home of the Degenerated Tribe. Leave Upper Elraum, hang a left, and take either exit into the next room. There's some DELUXE MAGIC POWDER by the large rock on the far left edge of this map (you'll have to head all the way up and over to reach it), so grab that and head up north. ================== Kanak Canyon (K50) ================== Climb the little cliffs here for a POTION OF STAMINA(l), then leave the area the only way you can. We don't have any business to the east just yet, so go on left to trigger a scene. Before talking to Kelf, run right past him and grab the STATUS HEALING POTION A in that chest. There's a sneaky POTION OF STAMINA(l) if you backtrack down the ladder and take the left hand northern exit, so grab that if you feel you need it, then return to where Kelf led you. Climb the ladders here, take the path right, and you'll find yourself in the Town of Amarance. ---------------- Town of Amarance ---------------- Seeing as this is essentially a village for rejects, Amarance is not too exciting of a town. Nonetheless you probably need to repair/upgrade/combine/ etc., so do your thing, and head to the house near the lookout tower when you're ready to progress. A comical scene ensues in this little mercenary post, but unfortunately for us, it requires a pretty lengthy detour, given the mission we get sent on. It can't be helped, though, so head out of town and keep running south until you reach Deep Kanak Canyon, making sure to grab the POTION OF STAMINA(l) in Southwest Kanak Canyon on your way. Once you've reached your destination, hunt the Skull Shamans here until your quest is finished. Take a teleport scroll (there's one in a chest here) back to town (or walk), and return to the mercenary post. After the scene, follow the motley crew to meet Gwyjar in the second room to the right of the ladder. Here you learn why there's a vast abundance of females in town, and decide to help the Degenerated Tribe by freeing their people imprisoned at Roku Mines. It'll be a pretty straight shot to the dungeon, so head out of town and continue west across the bridge to trigger a scene. ================ Roku Mines (R71) ================ Angfiez, that demon! He sets some of his Ghoul Miners on you before he bails, so dispatch them however you wish; they're pretty weak in comparison to some enemies we've had to fight. After you take out that initial attack, continue down the winding road, grabbing the POTION OF STAMINA(l) from the boxed in chest before you proceed on. Oddly enough, there's a vendor here. If you need to restock on potions, do so now, then get that chest to the north for a POTION OF MANA(l). There's also a POTION OF STAMINA(l) if you take the wooden ladder-platform into the previous area. When you're ready to proceed, simply follow the path the only way you can: southward. The mini-boss Angfiez is at the base of the mine, so fight your way through more ghouls, and keep moving along the left side of the map until you reach a RESTORATION SCROLL in the very bottom right corner. Backtrack a little bit to the wooden platform, and descend that ladder. When you're ready to face the boss, take the elevator down. The only scary thing about Angfiez is that there are several clones of him. You would do well to target those first, making sure that you don't stand in one spot for too long, as the damage can ramp up quickly. Angfiez himself shouldn't be too threatening alone, however; despite his shockingly high damage output, he's too slow to hurt too much unless you get careless. Just lay on the pain while your health is high, retreating only to heal before you jump back in to the fight. After slaying the... whatever he was... Runa somehow knows that there's someone you have to save deep in the mine, so you follow her into the next dungeon. =================== Venedoom Cave (V99) =================== It's been a while since we've had to dungeon dive, hasn't it? This first room is pretty vanilla; kill everything in sight while you make your way south. Here I would highly recommend talking to Ciabard and doing the Blue Stone Fragment quest. You're rewarded with two TWO WAY PORTALs, and the quest itself is laughably easy. When you've finished, go on east into the next area. **NOTE** The lava platforms here are NOT permanent. If you stay standing on one for too long, it will sink into the fiery abyss below, killing you in the process **NOTE** That being said, The northern set of moving platforms leads you to a chest with a POTION OF MANA(l), so grab that before returning to take the southern series of platforms into the eastern exit. Follow the linear, if pretty curvy path for a chest with a POTION OF STAMINA(l), then backtrack to the previous room. Take the northern set of blocks here and proceed into that next area. After the scene with Negir, take the chest to the south for an EXAMINE SCROLL. Run through the mist, and take the northern exit into a dead end. In the large, open area, pick up an ELIXIR OF STAMINA(s) in the chest, then return to the previous area. Go east this time, and run through this long passage, taking the ELIXIR OF MANA(s) from the chest along the way. Get healed up and make sure your quick slots are fine, since you've got a boss coming right up. x-------------------x |Boss Info: Kazrogal| x--------------------------x |Recommended Level: 42| x---------------------x Let me start by saying that this will be one hectic boss fight. Kazrogal's attack pattern is pretty simple, though: He will get airborne, and either drop fiery rain or slam the ground when he gets close to you. When he's in the air, use the time you have to keep your Hp and Sp high, and when you're ready to initiate conflict, run directly under his shadow and get a safe distance away. By doing this, you should be able to trigger one of his attacks without him doing any damage. When he lands, unleash all the skills you've got (He's a big target, so area of effect skills work wonders here). Halfway through the battle, unfortunately, things get complicated. Kazrogal Larvae will begin to spawn and hunt you down while you attempt to take shots at the big guy himself. It doesn't help that the arena is tiny, but do your best to keep Kazrogal on the opposite side of the room while you squish the larvae. When there aren't many other enemies on screen, resume your little harass tactic on Kazrogal until he falls. After the scene, teleport back to town and talk to Kelf. After learning that the captured Degenerated Tribe members are recovering, you decide to return to the shaman/fortune teller to see if the stone on Kazrogal's face was what you needed. Take the teleporter to Paramanon, and head back to the shaman's house in Upper Elraum. Unfortunately, Lewiel isn't home. Even more unfortunately, Celine's in trouble! run on back to Seru's house in Paramanon to trigger a scene. After the plot thickens, you'll be sent to track Celine down. Amarance is marginally closer to our target destination, so either teleport there or walk from Paramanon, but either way you'll want to get yourself to Central Kanak Canyon. When you arrive, take the series of ladders up and out the eastern exit. There are two paths you can take in this area. One involves taking the hanging vine across the chasm, while the other is a small walkway laden with traps. While it is possible to dash across the top section of traps, it's just easier to take the northern rope across and east yet again. =================== Historic Site (H10) =================== You meet the shaman here (Lewiel, not Celine. Confusing how there are 2 shaman NPCs and the Nature Shaman character, but oh well), and she's about as useless as ever. However, she does tell you that your so-called destiny will be fulfilled at Nifel Castle. After the scene, take the platform across the gap, and grab the ELIXIR OF STAMINA(s) from the chest on your way out. There's an ELIXIR OF STAMINA(m) at the far north end of this map, so pick that up before heading on in to the game's final town: Tarshen. --------------- Town of Tarshen --------------- As usual, set Tarshen as your return town, then finish up with any business you may have in town. Enter the tent near the Executioner (He's in charge of the Execution Room; I feel like that fits) and talk to Laciel. You'll need a Reaction Stone if you want to infiltrate Nifel, and lucky for you there just so happens to be one at the southern tip of the Historic Site. Take the south exit of town when you've amply prepared. Loot the chest along the northwest edge of this map for a STATUS HEALING POTION A, then head out west. In the altar here, there's a chest containing an ELIXIR OF STAMINA(s). Take the south exit from here. You won't need to go east just yet, so take the ELIXIR OF MANA(s) from the isolated altar here and continue your journey south. The chest inside of Stonehenge here grants you the REACTION STONE; once you retrieve it, backtrack a map and now take the right path. In the little alcove in the left center of the map, there's an ELIXIR OF MANA(m), so take that and make your way further east into one of the final areas of the game. ==================== Nifel Fortress (F22) ==================== Atop the ladders here is a chest containing an ELIXIR OF STAMINA(m), so grab it before proceeding out either eastern exit (And by going up the ladder you bypass the spike trap). Apparently nobody noticed the large blue tank of justice sitting up on the ledge here, so fire it up after you take the ELIXIR OF MANA(m) from the chest. A pretty informative scene ensues, after which you should prepare for a pretty impromptu boss fight. x-------------------x |Boss Info: Luxferre| x--------------------------x |Recommended Level: 48| x---------------------x Luxferre is honestly a pretty pathetic boss. He operates somewhat like a poor Sword Knight PvP character, running at and attacking you relentlessly. The only danger about him is that he has a chance of paralyzing you with his attacks, but you should be able to do enough damage to him that you can end the fight before much else happens. If you let him get too close to death without finishing him off, he'll go into a berserk state with which he attacks and moves faster. Don't change your strategy; a couple of your stronger skills should put him down in seconds. Even though the cutscene places you in the next room, return to the last area and grab the ELIXIR OF MANA(m) from the chest. Go back to Central Nifel Fortress. There's an ELIXIR OF MANA(m) along the skinny piece of upper wall to the right and an ELIXIR OF STAMINA(s) along the left hand wall, so pick those up before heading west into the next room. Waltz around the upper wall here, grab the TELEPORT SCROLL from the chest, and proceed on north. As daunting as this map looks, there's not much too it. Grab the always important TWO WAY PORTAL in the chamber immediately to the left then unlock the doors to the right as you make your way into the room to the east. These hanging maces look pretty terrifying, but they don't hurt too much. Wait until the four maces have dropped then immediately run across the conveyor belt and you shouldn't get hit. There's an ELIXIR OF STAMINA(m) probably obscured by your minimap, but other than that there's nothing important in this room. Be careful with the little white bombs the miners drop; they can hit you quite a few times if you don't notice them, and they'll be showing up for a little bit. In the gated area here fetch the ELIXIR OF MANA(l) before heading north, then west across the mace conveyor belt (Do the same thing as last time) in to the next room. Okay, be VERY careful here. The... Rolling pins here hurt a ton, so unless you like death, you're gonna want to take your time in this room. Follow the first rolling pin as it heads south, and hide in the nook to the left. Jump out as it passes to the north of your position, then rinse and repeat with the next one. **NOTE** It helps to slow down your game speed here (Slider in the options menu), doing so lets you react a little quicker to the same situation **NOTE** Once you make it through that little trap, take the ELIXIR OF STAMINA(m) from the chest to the far left before heading up the staircase. Just in front of the armor in a skinny corridor to the left is a chest containing an ELIXIR OF MANA(m). Take the staircase near you up and out to the next area. Here offers a nice training spot and an ELIXIR OF STAMINA(l). The door to the east leads to a chest containing an OMNI POTION, while the northern door leads to your next boss. When you're healed up, go on in. x-------------------------x |Boss Info: Plopin & Pluto| x--------------------------x |Recommended Level: 52| x---------------------x Here comes your first ever 2-boss boss fight. Even though Pluto shows up as a full-fledged boss here, you only need to kill Plopin to win. This isn't necessarily an easy task, though, since it's hard to isolate Plopin from his monster of a bodyguard. Both of them have the potential to hit hard, Plopin especially, so do your best to maintain distance from them. Pluto DOES move a tiny bit faster than his master, so you can try luring him to one side of the map before you double back to throw in a couple hits at Plopin. Do take note that Pluto becomes enraged (much like Luxferre earlier) at half health, and Plopin can summon Pluto if he gets close to dying (with a little help bubble popping up above his head). Use remote skills as much as possible, as in large- scale AoE attacks, totems, or summons to avoid damage and keep your health pool high and the duo should fall before your humanly might. You get help from an unlikely ally during the scene here, after which you end up one step closer to saving Celine. Although this secret passage looks like another dungeon, it's really only a couple rooms before you face your next boss. Regardless, if you need to restock on potions, now wouldn't be a terrible time to use a Two Way Portal. The western door here takes you back to the Fortress library (your way out of the dungeon should you choose to walk), while the eastern one takes you to the pre-boss room. There's some MAGIC POWDER across the bridge in front of the boss door, so after you grab that heal up and ready yourself for another boss. x-------------------------x |Boss Info: Pontifex Temir| x--------------------------x |Recommended Level: 53| x---------------------x Temir's basic attack is a long range magic missile with a chance of slowing you. It's very easy to dodge, so keep moving if you see him use it. Alternatively he can shoot missiles in all directions around him; as long as you're always a step or two away from him you should be able to see the bullets coming and step up and/or to the side. For his final attack he summons doubles to shoot a single shot at you. These shots are faster but less damaging than his normal attack, and as such dodging may be difficult. The biggest tip for this fight is to never stop moving. Temir teleports around the arena when he's under heavy attack, so keep chipping away at his health as you follow him around the arena and he shouldn't have too many chances to get a solid attack off. Plot twist, much! You end up back in Paramanon after the cutscene, next to Temir. Talk to him for another intense scene, after which you gain access to your class' respective Awakening Skills. You have a long trek ahead of you to reach the game's final dungeon, so make sure you've got plenty of inventory space & healing items then take the teleporter on over to Tarshen. Head out south and trudge through the Historic Site & Nifel Fortress Entrance, all the way back to Central Nifel Fortress (You shouldn't need to fight many monsters on your way; none of them are that worth it anymore). Once you reach Central Nifel Fortress, take the eastern door. Retrieve the ELIXIR OF STAMINA(s) from the chest across the way, then open the gate and proceed forward, only if you're ready for round two against your nemesis. x---------------------x |Boss Info: Luxferre 2| x--------------------------x |Recommended Level: 53| x---------------------x Even though he says he's grown stronger, he's still about as dangerous as a level 3 Bidoof. His attack patterns haven't changed a bit, not that it matters. A single use of your strongest skill should drop him almost before the fight itself starts. Gah! Teleporting old lady! Of course you spent this entire scene wanting to grab that chest behind Lewiel, so when you regain control of Chael open the chest for a STATUS HEALING POTION B before hanging a right into the final dungeon. ================================== Dungeon Labyrinth of Antione (A87) ================================== Because the bridge here is broken, you're forced to take the convenient floating platforms to the left. Take them up and over, finally exiting the room to the right. The only point of interest in this room is the chest above the exit containing an ELIXIR OF STAMINA(l), follow the path, grab the elixir, and head out the south exit. **NOTE** It may be beneficial to you to slow your game way down in this room, provided you play with it jacked all the way up like I do. The puzzles here require timing and not-dashing-when-you-just-meant-to-press-right-twice, so you give yourself a much more forgiving timing window with a slower game **NOTE** Although the rolling pins to the far left look like they make the chest impossible to grab, all you have to do is wait for the southern pin to move northward, and sneak over as far left as you can go. In the chest is an ELIXIR OF STAMINA(l), so decide whether or not you want to risk the trip over there, especially considering the much more challenging puzzle to come. Descend the ladder and get your origins of life ready (Just kidding. But seriously, it's easy to die here). Pay close attention to where each rolling pin stops on either side of it's path of motion. First things first, know that if you mess up here, there's a very good chance you'll get pinballed back and forth by the rolling pins, taking 1800 damage a pop. That being said, sneak by the first pin by running straight south when it starts moving right. Now you should be in the bottom left corner, just under the first rolling pin. Now take 3 steps to the right, and you'll be one tile away from the left arc of the second pin. Timing will be very key here; once the first rolling pin passes above you, sprint straight up and move right one tile and you'll be in a little safe spot. To make matters worse, a Devil Supervisor might stumble on in to your puzzle when you're only halfway through it. Blast away at him with a screen-clearing AoE attack (or any distance skill, for that matter) before continuing. Starting from the farthest left you can be (i.e. one tile from getting lit up by the first rolling pin), take two steps to the right, then once again sprint downward when you see the bottom pin move in the other direction. Here you'll end up below the reach of any of the pins, with only two more to go. Again, it doesn't look like it, but you actually can move to the tile one diagonal to the fourth pin. When that pin is one tile to your left, quickly move up and across the gap, going south as soon as you can to finally be free of that monstrosity of a trap. In the nook to the west (above the hanging rope) is a chest containing an ELIXIR OF MANA(l); pick that up before taking the southern exit. There isn't much to do in this room besides hang a right into the next corridor. At the far south end here is another rolling pin trap concealing and OMNI POTION. It's honestly not worth the risk, so skip it and head north into the next room. Assuming you've visited every map in the game thus far, you should receive the fantastic MIDGARD EXPLORER medal, so equip that before pushing on forward to the next boss. But first, a little warmup! Be warned: these Supervisors hit hard. Luckily their health is pretty lacking, so focus your fire on one at a time and a couple powerful skills should bring them down. Now that they're out of the way, it's time to face Tariq head on. x----------------x |Boss Info: Tariq| x--------------------------x |Recommended Level: 57| x---------------------x Be careful, this is one boss that knows how to lay on the pain. First let's review his attacks. He has a primary slash attack which he uses when you get close, an alternate fiery tornado move which can hit for a couple thousand damage if you get caught in the attack, and finally a homing-laser attack that hurts and confuses you. Keeping your distance will be essential to this fight; considering the large battlefield you're given. If you see him shoot the purple lasers, get as far away from him as you can and wait for the attack to finish before laying in a couple attacks. Using distractions like summons or totems is a good way to keep him away from you while you hit him with some of your ranged attacks. Especially for the distance characters, getting close to Tariq can spell a rapid death, so use your speed over him to your advantage, and run circles around him until he falls. The fight may be over, but there's still one prime enemy to face: Antione himself. Without any gap in the action you're thrown into the real final boss. x------------------x |Boss Info: Antione| x--------------------------x |Recommended Level: 57| x---------------------x He starts the fight by scattering some useless Kazrogal Larvae about the battlefield, so dispatch those quickly. His core-where Regret is trapped-is his weak spot, so throw everything you've got at it while Antione litters the field with fiery tiles. His primary offensive attack is an arcing blast of magic bullets, similar in nature to Temir's primary attack, and stepping on the blue tiles triggers it. Keep to the southern side of the battlefield while he uses this attack and you should be able to avoid most of the bullets he shoots at you (trying to attack him during this attack is just suicide). Do what you can to avoid the harmful tiles he throws at you and keep up a strong offensive front. For a final boss, he doesn't have too large of a health pool, so in time the ultimate evil will fall. The ending cutscene here is a well-implemented transition into Hard Mode. I won't spoil what happens, but know that when this scene ends you return back to Akun Temple, which is now populated with much stronger enemies. Completing the game again unlocks the game's true ending and gives you access to Hell Mode (i.e. End game PvP boot camp). So congratulations on completing the third iteration of the Zenonia saga! ******************************************************************************* V. Contact (O24) ******************************************************************************* Email: Nevets21292@aim.com Email me only if you have questions about the game, if you found an error, if you have suggestions on how to improve the guide, or if you would be so kind as to add a section to this guide (You would receive full credit for your submission). I should be prompt in answering emails, and I will be open to criticism of any sort. Just keep in mind that negative criticism doesn't help anybody. ******************************************************************************* VI. Legal (T55) ******************************************************************************* This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. The use of this guide on any web site other than those allowed or as a part of any public display is strictly prohibited, and is a violation of copyright. Sites allowed to host this guide: -www.GameFAQs.com -www.Neoseeker.com ******************************************************************************* VII. Credits (BBQ) ******************************************************************************* ~ Thanks to Gamevil for weaving together some of the deepest RPGs to hit mobile non-console devices ~ Thanks to GameFAQs and Neoseeker for hosting this guide ~ Thanks to all who have commented and critiqued this and all of my previous walkthroughs