Neoseeker : The Last Story : The Last Story FAQs : The Last Story FAQ/Walkthrough

The Last Story FAQ/Walkthrough

by gbhoang   Updated to v1.03 on

Table of Contents

  1. Party Members
    1. Gathering
    2. Command Mode
    3. Ancient Barrier
    4. Primary/Secondary Spells
  2. Normal or Manual
  3. Magic Circles
    1. Ally Magic Circles
    2. Enemy Magic Circles
  4. Walkthrough
    1. Chapter 1-Reptids' Cave
    2. Chapter 2-Lazulis Road
    3. Chapert 3-Ariela's Tavern: Day
    4. Chapter 4-Lazulis City
    5. Chapter 5-Ariela's Tavern: Night
    6. Chapter 6-Bandits' Warehouse
    7. Chapter 7-Stargazers' Tower
    8. Chapter 8-Lazulis Castle: Great Hall
    9. Chapter 9-Lazulis Castle: Ballroom
    10. Chapter 10-Cliffside Path
    11. Chapter 11-Gurak Warship
    12. Chapter 12-The Mercenaries' Warship
    13. Chapter 13-The Vono Islands
    14. Chapter 14-Shipwreck
    15. Chapter 15-Mysterious Forest
    16. Chapter 16-Gurak Military Base
    17. Chapter 17-Asthar's Warship
    18. Chapter 18-Lazulis Castle: Dungeon
    19. Chapter 19-Underground Tunnel
    20. Chapter 20-Haunted Mansion
    21. Chapter 21-The Flame & Lizard
    22. Chapter 22-Dark Spirit Passage
    23. Chapter 23-Tower of Trials
    24. Chapter 24-Reptid Catacombs
    25. Chapter 25-Sea Cave
    26. Chapter 26-Lazulis Castle
    27. Chapter 27-Lazulis Castle: Dungeon
    28. Chapter 28-Lazulis Castle: Courtyard
    29. Chapter 29-Gurak Castle
    30. Chapter 30-Lazulis Castle: Great Hall
    31. Chapter 31-Place of Secrets
    32. Chapter 32-Lazulis Castle: Count's Chamber
    33. Chapter 33-Lazulis Castle: Great Hall
    34. Chapter 34-Turret Basement
    35. Chapter 35-Port Lazulis
    36. Chapter 36-Sewer
    37. Chapter 37-Fortress Island
    38. Chapter 38-Raging Ocean
    39. Chapter 39-Reptids' Cave Revisited
    40. Chapter 40-The Last World
    41. Chapter 41-Stargazers' Tower: Day
    42. Epilogue-The Last Story
    43. Chapter 42-Arganan Temple
    44. Chapter 43-Contaminated Cave
    45. Chapter 44-Stargazers' Tower: Night
  5. New Game+
  6. Optional and Missable Things
    1. Optional Chapters
    2. The Arena
    3. Optional Events/Quests
    4. Missable Items
  7. Working the Goods Market
  8. Travelling Merchants
  9. Online Modes
  10. Miscellaneous Info
  11. Credits
FAQ/Walkthrough for The Last Story.

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Version History

Version 0.35 (10/21/12). The sections outside of the walkthrough, such as sections on optional chapters and optional events/quests, are mostly done. The walkthrough is done up to right before Chapter 16.

Version 0.50 (10/25/12). The walkthrough is now done up to right before Chapter 22. Also added/fixed some things outside of the walkthrough.

Version 0.60 (10/26/12). The walkthrough is now done up to right before Chapter 26. Also added/fixed some things outside of the walkthrough.

Version 0.90 (10/29/12). The walkthrough is now done up to right before Chapter 39. Also added/fixed some things outside of the walkthrough.

Version 1.00 (10/30/12). The walkthrough is now complete.

Version 1.01 (11/22/12). Added where The Orchid Gang can be found during the Epilogue. Also added more detail for a few things.

Version 1.02 (1/15/13). Added that Demons can be found in gold chests in Replays of Reptid Catacombs. Added mention of an optional short scene with Mirania early in the game. Also added more details for a few things.

Version 1.03 (8/24/13). Added more information about when certain optional things close. Added the section Miscellaneous Info. Also added more details for some things.

Introduction

The main track of The Last Story is very linear. The walkthrough portion of this guide will focus more on highlighting optional events and easily missable items. The optional events/chapters and missable items are also compiled in their own sections after the walkthrough. I will try to avoid explicit spoilers but I cannot guarantee that there will be no spoilers. Heck, the names of chapters are spoilery. The walkthrough assumes that the player is on a first playthrough.

Terms

Here are some terms that are used frequently below that may not be explicitly explained in-game or that I use to mean a specific thing.

Break: I'll use this to mean both Armour Break and Guard Break. Break lowers defence and nullifies Guard. It is indicated by a red, downward-moving ring surrounding the character or enemy. A character suffering Break can still press the Guard button to do the Guarding animation but will take hits as if they were unGuarded.

Dodge: If a character is hit during a dive, the word "DODGE" appears over the damage, similar to the word "GUARD" appearing over Guarded damage. This reduces damage taken (by 50%), but not by as much as Guarding. This is what I mean by Dodge (capital D) in this guide, as opposed to dodge, which will mean evade in general. Dodge even works against attacks that Guard does not work against. Dodging also protects from knockback and knockdown in most cases.

regen: What I will call the HP regenerating effect from stepping inside a Heal/Recover Circle.

SEEK: I will often use SEEK as a verb to mean "go into SEEK mode and focus on".

Party Members

Here I give information on party members' roles in battle and their abilities. Once a character learns their Spirit ability, that character will get a Spirit Gauge, which fills up as the character deals damage, takes damage, and sees allies get Downed nearby. Once a character has a full Spirit Gauge, that character's Spirit ability can be used via Command Mode.

Zael: The main character, controlled by the player for the vast majority of the game. A physical fighter who can very effectively draw enemy attention and who can diffuse Magic Circles.

  • Gathering: Learned during an event in Chapter 1-Reptids' Cave. Draws enemy attention along with granting many other benefits. See the section on Gathering below.
  • Cure: Learned along with Gathering. Touch a Downed ally while Gathering is active to immediately revive that ally and give that ally a temporary stat increase.
  • Slash: Learned at level 7. While hiding, tilt towards a nearby enemy and press A/a when a prompt appears. Deals x2.5 damage (of a Normal setting attack).
  • Gale: Learned at level 11. Deals light magic damage and diffuses Magic Circles. Requires one segment of the Skill Gauge.
  • Command Mode: Learned at the beginning of Chapter 11-Gurak Warship. Stops time and allows the player to issue orders to the party. Requires a full Skill Gauge. See the section on Command Mode below.
  • Power Strike: Learned along with Command Mode. Temporarily increases Zael's attack. Must be activated via Command Mode.
  • Gathering Burst: Learned at level 16. Take three hits with Gathering active to charge a Burst. Then deactivate Gathering to damage and slow down all enemies that are targeting Zael. Taking five hits instead of three will charge up a more powerful Burst that can also temporarily decrease enemies' levels.
  • Vertical Slice: Learned at level 20. Try to run into a wall to stick to it. Then aim and slam down on the ground. Deals x3 damage (of a Normal setting attack) and diffuses Magic Circles.
  • Guard Counter: Learned upon completing the fifth trial in Chapter 23-Tower of Trials. Start Guarding soon before an attack hits to block the attack, taking zero damage, and do a counter. A Guard Counter on a physical attack is a physical attack that does x4 damage (of a Normal setting attack). A Guard Counter on a thrown spell knocks the spell back at the caster, doing damage based on Zael's M. Atk.
  • Accelerate: Learned at level 35. A Spirit ability. Temporarily greatly increases Zael's movement and attack speeds. Use Gale to give the Accelerate status to allies.

Calista: An offensive mage (primary role) and healer (secondary role). Uses offensive Light magic that can be diffused to boost party defence.

  • Holy: Begins with this. Offensive Light magic. Diffuse to grant a Barrier status to all allies which increases defence and blocks small projectiles.
  • Heal: Begins with this. Creates a Heal Circle centered on Calista.
  • Shining: Learned at level 27. An upgrade to Holy. Creates a larger Magic Circle. Diffuse to grant Deflector, which gives a greater defence boost than Barrier, to all allies.
  • Recover: Learned at level 33. An upgrade to Heal.
  • Ancient Barrier: Learned at level 39. A Spirit ability. Gives the Ancient Barrier effect to Zael. Ancient Barrier repels thrown spells, damages enemies on contact, and more. See the section on Ancient Barrier below.

Dagran: A physical fighter.

  • Power Strike: Learned when Zael learns Command Mode. Temporarily increases Dagran's attack. Must be activated via Command Mode.
  • Full Guard: Learned at level 15. Puts Dagran in a defensive stance and draws attention of nearby enemies. Must be activated via Command Mode.
  • Guard Counter: Learned at level 30. The same as Zael's Guard Counter.
  • Death Sentence: Learned at level 32. A Spirit ability. Deals heavy physical damage and inflicts Death, which defeats an enemy after 30 seconds.
  • Full Counter: Learned at level 40. Puts Dagran in a defensive stance and draws attention of nearby enemies. Dagran Guard Counters all attacks (that can be Guard Countered) on him while this is active. Must be activated via Command Mode.

Syrenne: A dual-wielding physical fighter.

  • Power Chain: Learned when Zael learns Command Mode. Temporarily makes it easier to maintain Chains.
  • Full Guard: Learned at level 15. Puts Syrenne in a defensive stance and draws attention of nearby enemies. Must be activated via Command Mode.
  • Guard Counter: Learned at level 30. The same as Zael's Guard Counter.
  • Shadow Stitch: Learned at level 37. A Spirit ability. Deals heavy physical damage and inflicts Paralysis.

Yurick: An offensive mage who can counteract enemy Magic Circles. Uses offensive Fire magic that can be diffused to inflict Break on enemies, lowering their defence and nullifying their ability to Guard.

  • Flare: Begins with this. Offensive Fire magic. Diffuse to inflict Armour Break.
  • Reverse: Learned at level 9. Removes enemy Damage Circles. Turns Enemy Heal Circles into Ally Damage Circles. Turns other enemy Magic Circles (such as Poison Circles) into ally Heal Circles.
  • Prominence: Learned at level 25. An upgrade to Flare. Creates a larger Magic Circle. Diffuse to inflict Guard Break. Guard Break lowers defence more than Armour Break.
  • Meteor: Learned at level 36. A Spirit ability. Deals heavy Fire damage and inflicts Guard Break.

Mirania: A healer (primary role) and offensive mage (secondary role). Uses offensive Nature magic that can be diffused to inflict Silence on enemies, preventing them from casting spells.

  • Heal: Begins with this. Creates a Heal Circle centered on Mirania.
  • Leaf: Learned at level 11. Offensive Nature magic. Diffuse to inflict Silence.
  • Recover: Learned at level 26. An upgrade to Heal.
  • Forest: Learned at level 29. An upgrade to Leaf. Creates a larger Magic Circle. Diffuse to inflict Long Silence, which lasts longer than Silence.
  • Revive: Learned at level 42. A Spirit ability. Fully heals HP of, removes negative statuses from, and restores one life to all allies.

Lowell: An offensive mage (primary role) and physical fighter (secondary role). Uses offensive Ice magic that can be diffused to make enemies fall.

  • Freeze: Begins with this. Offensive Ice magic. Diffuse to inflict Slip, making enemies fall down. This persists for a short while. Enemies that try to move while inflicted with Slip will fall.
  • Berserker: Learned at level 15 or 16. Makes Lowell use physical attacks instead of spells. Increases his offence but decreases his defence.
  • Blizzard: Learned at level 28. An upgrade to Freeze. Creates a larger Magic Circle. Diffuse to inflict Slip Fall, which lasts longer than Slip.
  • Glacier: Learned at level 35. A Spirit ablity. Deals heavy Ice damage and inflicts Slip Fall.

Gathering

The most important ability in the game. Having Gathering active does the following:

  • All enemies that can notice Zael will target Zael.
  • Enemies' movement and attack speeds are reduced. The amount of reduction is indicated by the number of downward-pointing arrows above enemies' heads.
  • Allies' casting speeds are doubled.
  • Zael gets healed 20% of any damage he deals.
  • Hiding causes certain enemies that are targeting Zael to display a "?" above their heads. Enemies with a "?" above their head take double damage.
Downed allies will automatically revive after enough time has passed, but touching a Downed ally while Gathering is active immediately revives that ally and gives that ally a temporary stat increase.

After Zael learns Gathering Burst, taking damage while Gathering is active builds up power. Take three hits to get a Burst Up. Deactivate Gathering at that point to damage and slow down all enemies that are targeting Zael. Take five hits to get a Burst Max. Deactivate Gathering at that point to do a more powerful Gathering Burst that can also temporarily decrease enemies' levels.

Gathering gets forcibly deactivated if Zael is knocked down or is grabbed by an enemy.

Command Mode

Requires a full Skill Gauge. This stops time and allows the player to issue orders to the party. The bottom order is usually Retreat, which makes the character immediately jump to an ally healer or Heal/Recover Circle. The top order is the character's Spirit ability. For Zael, Dagran, and Syrenne, the left order is a temporary self-buff. Zael's right order is his normal Gale. For Dagran and Syrenne, the right order lets the player choose where to send Dagran or Syrenne and that character will jump to that location and assume a defensive stance, drawing attention of nearby enemies. For the mages, the left order is their primary spell and the right order is their secondary spell/ability (see "Primary/Secondary Spells" below). Spells ordered via Command Mode take three ticks to charge, unless they are already under three ticks. (What I mean by "ticks" is the timer above a casting mage.) A character can be skipped over (not given an order) by pressing A/a.

Ancient Barrier

Ancient Barrier does many things. It repels thrown spells and damages enemies on contact with the dome. Allies within the dome get negative statuses removed and have their HP regenerate. Allies who enter the dome get a buff (indicated by a purple ring) that increases defence and blocks small projectiles, similar to Barrier/Deflector. Ancient Barrier also grants some resistance to knockback and knockdown.

Primary/Secondary Spells

The four mages each have a primary spell and a secondary spell/ability. Whenever a new battle begins, the mages will start with, and continue using, their primary spell. To switch a mage to his or her secondary spell/ability, use Command Mode. The left order for a mage is the primary spell. The right order is the secondary spell/ability. Once ordered to used their secondary spell/ability, a mage will continue to use that spell/ability in the current battle until ordered back to the primary spell, and vice versa.

For example, Calista's primary spell is Holy/Shining and her secondary spell is Heal/Recover. In every new battle, Calista will always start using Holy/Shining. You must use Command Mode if you want her to use Heal/Recover. After being ordered to use Heal/Recover, Calista will continue using Heal/Recover for the rest of the current battle unless she is ordered back to Holy/Shining (or she uses a Spirit ability). Lowell has a primary spell of Freeze/Blizzard. But instead of a secondary spell, he has a secondary ability, Berserker, that makes him use physical attacks. Use Command Mode to switch Lowell between casting spells and fighting physically.

After a mage uses a Spirit ability, he or she will switch back to his or her primary spell.

Normal or Manual

There are two attack settings in the game. Both have pros and cons and neither is strictly superior to the other. They both work well. The attack setting can be changed under OPTIONS in the main menu.

  • The Normal setting may cause unintended attacks, which doesn't happen in Manual. (+ for Manual)
  • Manual attacks do less damage than Normal attacks (roughly two-thirds of Normal setting damage). (+ for Normal)
  • Manual attacks can be faster than Normal attacks, at the same Agility. (+ for Manual)
  • In Normal, Gale (and spells, when the player is controlling a mage) can be used without an initial attack. Using a hold-A/a ability in Manual often causes an inital weapon swing. (+ for Normal)
  • In Normal, trying to use Slash when there isn't a Slash prompt causes the character to dive. This doesn't happen in Manual. (+ for Manual)
Manual is a safe, orthodox bet. But if you are willing to give Normal a try, you may be pleasantly surprised.

If you want to use Normal (or at least give it a try), I have two suggestions. One, learn to think of the Guard button as also the do-not-attack button. I think the biggest con to Normal is that it may cause unintended attacks. Learning to think of (and use) the Guard button in this way goes a long way towards avoiding unintended attacks. Two, set the dive type to "only when Guarding" and only use (D-pad down)/y to dive.

Magic Circles

Certain actions in the game (mainly spells) leave discs called Magic Circles on the field. Magic Circles affect allies and/or enemies (depending on the kind of Circle) that enter them. Zael has two abilities, Gale and Vertical Slice, that can "diffuse" Magic Circles, which removes them and, if they were ally Circles, creates a one-time effect.

Ally Magic Circles

Stepping inside ally Magic Circles grants beneficial effects. Diffusing ally Magic Circles grants one-time beneficial effects at the cost of getting rid of the Circle.

Offensive ally spells leave a Magic Circle at the point of impact. "Offensive Magic Circles" are what I will call ally Magic Circles that are not Heal/Recover Circles. Allies who step into an offensive Magic Circle will have their weapon imbued with the element of that Circle. This gives a boost to physical damage (as long as enemies don't resist, nullify, or absorb that element) and makes it easier to keep Chains going. Weapons quickly lose this elemental boost after a character leaves an offensive Magic Circle. Enemies who are in an offensive Magic Circle take continuous damage. This damage is not indicated with numbers onscreen. However, this damage is indicated by small sparks at enemies' feet when they are in an offensive Magic Circle.

Heal/Recover Circles

These are white Circles. Stepping inside a Heal/Recover Circle removes negative statuses and grants an HP regenerating effect. This regen effect, indicated by a small white ring underneath the character, lasts for quite a while after leaving the Circle, so there is no need to stay inside of a Heal/Recover Circle to get healed. Just step inside for the regen. However, staying inside of a Heal/Recover Circle does grant the benefit of having immunity to negative statuses. Diffusing a Heal/Recover Circle grants a one-time heal and negative status removal to all allies, no matter how far away they are. Enemies are not affected by ally Heal/Recover Circles.

Holy/Shining Circles

These are yellow Light-elemental offensive Magic Circles. Diffusing Holy/Shining Circles grants a Barrier/Deflector status to all allies, no matter how far away they are. Barrier increases defence and blocks small projectiles, such as Arrows, Paralysis Arrows, and Spines from the various Muruks. Deflector increases defence more than Barrier does. Shining Circles are larger than Holy Circles.

Flare/Prominence Circles

These are orange Fire-elemental offensive Magic Circles. Diffusing Flare/Prominence Circles deals Fire damage to, and inflicts Armour Break/Guard Break on, nearby enemies. Armour Break lowers defence and nullifies Guard. Guard Break lowers defence more than Armour Break. Prominence Circles are larger than Flare Circles.

Leaf/Forest Circles

These are green Nature-elemental offensive Magic Circles. Diffusing Leaf/Forest Circles deals Nature damage to, and inflicts Silence/Long Silence on, nearby enemies. Silence prevents enemies from casting spells. Long Silence lasts longer than Silence. Forest Circles are larger than Leaf Circles.

Freeze/Blizzard Circles

These are blue Ice-elemental offensive Magic Circles. Diffusing Freeze/Blizzard Circles deals Ice damage to, and inflicts Slip/Slip Fall on, nearby enemies. Slip causes enemies to immediately fall over. It then persists for a short while. Enemies that are still under Slip who try to move will fall over again. Slip Fall lasts longer than Slip. Blizzard Circles are larger than Freeze Circles.

Enemy Magic Circles

All enemy Magic Circles, except for Damage Circles, can be removed with Gale or Vertical Slice. Yurick's Reverse can turn enemies' Magic Circles against them.

Enemy Heal Circles

These are light black Circles. They function like ally Heal/Recover Circles, but are for enemies. Enemies who step inside an Enemy Heal Circle get a regen effect, indicated by a dark green ring under the enemies, that continuously heals them for a while. Diffusing an Enemy Heal Circle gets rid of it and removes the regen from enemies that got it from that Circle. Yurick's Reverse turns all Enemy Heal Circles into Ally Damage Circles (these are red-purple). Ally Damage Circles continuously damage enemies that stand in them. Like enemy Damage Circles, Ally Damage Circles cannot be diffused. But why would you want to diffuse them?

Damage Circles

These are red Circles that tend to be quite large. Allies who stand in a Damage Circle take continuous damage that is not indicated with numbers onscreen. This can be negated with regen. Allies who have an active regen from a Heal/Recover Circle will not take damage from Damage Circles. Damage Circles cannot be diffused with Gale or Vertical Slice. However, Yurick's Reverse can remove Damage Circles.

Poison/Silence/Stone Circles

Poison Circles are purple, Silence Circles are black/gray, and Stone Circles are gray. Allies who step into one of these Circles gets inflicted with the corresponding negative status (Poison/Silence/Petrify). However, if these spells are Guard Countered, they will leave the same-looking Circles, but those Circles will affect enemies instead of allies. These Circles can be diffused with Gale or Vertical Slice to remove them, but that won't remove the negative status. Yurick's Reverse turns these Magic Circles into ally Heal Circles. Note that Zael cannot use Gale when he is Silenced. Poison hurts 5% of max HP every three seconds for a while but cannot bring HP below 1.

Walkthrough

Don't put too much weight into the chapter structure of the game. New chapters generally happen when entering a new area or when something significant happens at an old area. At certain points, you will be entering new areas rapidly so some chapters are very short.

During portions when you are free to explore the city, I will run through optional events and quests that are available. Information on how to do the events and quests will be in the main body of the walkthrough, but I will also link to the event/quest in the dedicated sections after the walkthrough.

A note on EXP: There are times in the game when some party members may be absent from the party for several dungeons in a row and fall behind in level. Don't worry about that. Party members that are behind in level will catch up very quickly once they are back in battle, often gaining several levels in the first few battles they're in after being absent for a while.

After battles, your allies will usually go towards where you need to go to proceed. Use that to know where to go to proceed and to know which path to take last if you want to explore at intersections.

Chapter 1-Reptids' Cave

Something you may want to do early on is decide whether you will be using Normal or Manual. You may change the attack setting under OPTIONS in the main menu. I suggest that you leave Tutorials on and pay attention to them. They should answer most questions about controls and how abilities work. There are two kinds of Tutorials. One kind stops the action and includes a video. The other are hints that pop up at the top of the screen. The hints that pop up at the top of the screen are easy to miss if you are in the middle of a battle, so I will mention some of the more important ones.

Once you have control, turn around to head to a wall that can be checked. Go through for a chest with Heart of the Outsider. Then go back to where you started and continue on to a large room. Fight for a short while and control will switch to Zael, the main character.

Move forward to encounter the first instance of a fight where there are multiple ways to approach the fight. You can go and attack the enemies head on or you can SEEK the pillars and tell Yurick to destroy the pillars for a quick victory. In battles where there is something that can be SEEKed, I will mention them. Continue on to a large room to reunite with Dagran and Syrenne. SEEK the bridge and have Yurick use magic to quickly defeat the enemy archers. Dispatch the rest of the enemies and a Reptid Gladiator will enter the room. This enemiy hits hard. Be sure to Guard its attacks. Yurick's Flare spell leaves Flare Circles on the ground. Step into them to infuse your weapon with fire to deal increased damage (see Magic Circles for a more comprehensive treatment of Magic Circles).

Continue on to the next large room. As Dagran suggests, use the path on the right. The crossbow tutorial happens here so I will add something that is not mentioned in the game. While in SEEK mode, press left on the D-pad to quickly switch back to the basic Arrows. Continue on the path and you will end up right next to the enemy healer and offensive mage. It is generally a good idea to take out enemy healers and mages quickly. Offensive magic from enemies often take out characters in one hit if unGuarded. After the fight, check the center of the room to open the way forward.

In the next room, follow your allies to trigger a scene. After the scene, either approach Syrenne or wait for her to finish talking to continue. Once the large door opens, follow Syrenne to an apparent dead end. Check the small door on the left and the large rock formation on the wall to trigger a scene and gain the Gathering ability.

To say that Gathering is an important ability is a vast understatement. It is almost always better to have Gathering on than not. Unless noted otherwise, I will assume that you have Gathering almost constantly active in battle. In battles where the enemies have not detected the party, don't activate Gathering until the enemies have detected the party.

The enemy skeletons will get up several times. Finish the fight and go through the door that opens.

Approach the bridge to trigger a battle. The Undead Swordsmen will get up several times. To defeat them quickly, position yourself so that your attack knocks them off the bridge. Let Yurick handle the enemy archers and mages. There are white bombs on both ends of the bridge. Those are Heal Bombs. Throw one to create a Heal Circle. Step inside a Heal Circle to gain an HP regenerating effect that lasts for quite a while after leaving the Heal Circle.

Bombs

There are three kinds of Bombs. White ones are Heal Bombs that create a Heal Circle where they are thrown. Orange ones are Damage Bombs that deal damage where they are thrown. Green ones are Daze Bombs that become rigged once thrown. After a certain amount of time has passed or if anyone, ally or enemy, goes near it, a rigged Daze Bomb will explode, dealing tiny damage and inflicting Daze.

After the battle, there will be a red Summon Circle next to the door forward.
Red Summon Circles

Use Gathering while standing on a red Summon Circle to make enemies appear. Enemies from Summon Circles give more EXP than usual. However, if you train at a Summon Circle for a while, eventually enemies from that Circle will give very little EXP once you reach a certain level.

At some Summon Circles, more than one wave of enemies can be summoned at a time. Upon activating Gathering on a Summon Circle, a Checkpoint Save will be made. If it is a Summon Circle where this works, wait a second or two for the save to finish. Then deactivate and reactivate Gathering while standing on the Summon Circle to summon a second wave of enemies.

BOSS ALERT!

Continue forward for the first boss fight, against Cocoon. Since the dive tutorial happens here, I should mention that getting hit during a dive reduces damage by half and protects from knockback and knockdown in most cases. I use "Dodge" to mean getting hit during a dive.

Boss: Cocoon

Guarding does not work on Cocoon's claw swipe or shoulder lunge. If Cocoon's target is far away, Cocoon will toss a sword. The sword does an inital hit and then explodes after a brief delay. If the sword hits someone, it will be stuck in that character, even if it was Guarded. So try to dive to evade the sword rather than Guard it. There are Heal Bombs in the room if you need healing. SEEK Cocoon's head and tell Yurick to aim for the head. When Cocoon gets hit in the head with magic, it gets stunned for a short time. Cocoon will eventually summon reinforcements. After dealing some damage, Dagran will suggest luring Cocoon out onto the bridge. If you do, there will be a scene and Cocoon will be defeated. You may also take down Cocoon the old-fashioned way by depleting its HP, but be warned that that approach will take quite some time. There is no special reward for defeating Cocoon by depleting its HP.

Chapter 2-Lazulis Road

BOSS ALERT!

Continue past the Save Point to trigger a boss fight against Forest Beast.

Boss: Forest Beast

Play it safe and focus on Guarding its attacks, getting in an attack of your own in between the Forest Beast's attacks. Position Zael so that Zael, Dagran, and Syrenne form a triangle around Forest Beast. That puts it in a Surrounded state where it takes more damage. Yurick will join in the fight after he takes the two kids to safety. Get Forest Beast down to about 15% of its max HP to end the fight.

Follow your allies to the city.

Chapert 3-Ariela's Tavern: Day

A very short chapter. A door on the first floor of the tavern leads to a merchant. When you are ready to continue, leave the tavern to enter Lazulis City.

Chapter 4-Lazulis City

Walk around Lazulis City and you will eventually run into Dagran, who will invite Zael to watch a company of knights arrive in the city. That progresses the story. Choose to meet up with him later if you wish to explore more of the city first. If you choose to meet up with him later, he will be at the south side of Castle Gate Plaza, the northmost large rectangular area (press + to open a map of the city). When you are ready to proceed with the story, go Watch the Knights Arrive.

Now is a good time to talk about the layout of the city, since I will often be referring to the major parts of the city. The plaza just north of Ariela's Tavern is Central Plaza. The northmost large rectangular area is Castle Gate Plaza. The southmost somewhat-large rectangular area is South Gate Plaza. The large rectangular area east of Ariela's Tavern is Fountain Plaza. The broad street running northeast of Fountain Plaza is the Market. The large circular structure in the northwest of the city is the Arena. The large alley west of the Arena is Artisan's Way. You may warp to any of the above mentioned areas by selecting MAP on the main menu. The bridge west of Ariela's Tavern is Arganan Bridge.

Throughout the city are pickups that give tiny permanent stat increases to the party. Those pickups respawn whenever the player leaves the city. There is no limit on how many of those pickups the player may take. However, when I say those pickups give tiny stat increases, I truly mean tiny stat increases. I highly recommend against trying to farm those pickups. Doing so is a large waste of time. If some of those pickups happen to be nearby, feel free to pick them up. Just don't purposely exit and enter the city to farm them.

If you wish to explore the city right now, there is plenty to do. But first, a little about weapons, equipment, and upgrades. I do not suggest buying weapons or equipment (I use "equipment" to mean armor, both top and bottom). Plenty of weapons and equipment come from enemy drops and chests. Upgrading weapons and equipment increases their stats and, at certain milestones, grants attributes and strengthens existing attributes. Of particular note at this point are the two Rogue Edges that come with Syrenne. At +3, Rogue Edge gains a 5% chance to steal upon attacking, which becomes an 8% chance at +5. Personally, I would get a Rogue Edge+5 on Zael early in the game. If you decide to do that, just get it to +4 first and then make use of the one free upgrade (see two paragraphs below) to get it to +5. There is an upgrade shop northeast of Central Plaza, one in Artisan's Way, and one just east of Ariela's Tavern. Otherwise, I suggest waiting a bit before doing your first upgrading. There will be an opportunity in not too long to get upgrades at a 30% discount.

Exploring the City

You may wish to read SEEK the Ground for Free Stuff, Working the Goods Market and Travelling Merchants at this point. I will now map out a route around the city to get most of the optional events/quests that are available right now. If you wish to explore the city on your own, use the links in the below paragraph to be taken to the corresponding event/quest in the dedicated section after the walkthrough.

There is a Fortune Teller just outside Ariela's Tavern. Talk to him and he will tell Zael to vist Horace's Shop, the upgrade shop just east of Ariela's Tavern. Visiting Horace's Shop after talking to the Fortune Teller will result in Zael getting a one-time free upgrade. SEEK the kid standing outside Horace's Shop for a Coconut (for a list of people, and a cat, who give free stuff when SEEKed, see SEEK People for Free Stuff). Head east into an alley and follow the alley a bit towards the northeast. You should notice strong winds blowing in that alley. There is a boy and a girl standing next to each other in the windy alley. SEEK the girl for Magical Defence+1.

Return to Horace's Shop. Then head south and turn right. Go until you see a woman sweeping. SEEK her for a Dragon Skin. Head south to South Gate Plaza and SEEK a boy sitting on a bench in the northwest corner of South Gate Plaza for an Ordinary Pumpkin. Then talk to a boy on the east side of South Gate Plaza who challenges Zael to find Six Toy Coins. Accept his challenge. There is a Toy Coin on the west side of South Gate Plaza. Go west of South Gate Plaza until you see a girl sitting on a bench. Talk to her to meet The Orchid Gang and begin a multi-part quest. The Orchid gang will steal 100G. The one who has the money is above the entrance to Ariela's Tavern. SEEK him get the money back and a Dragon Skin. There is a Toy Coin on the west side of Central Plaza.

Head south from Horace's Shop and turn left at the fork this time (not into an alley). There will be a craftsman plastering a wall. SEEK him for a Dragon Skin. Continue east into Fountain Plaza. SEEK the old man sitting at the fountain for an Almond. There is a Toy Coin at the southeast corner of Fountain Plaza. Use the north exit of Fountain Plaza, turn right and then turn left. Look on your right for a small nook with a chest with a Dragon Fang, one of several Dragon Fangs in the City. Return to Fountain Plaza. Continue northeast into the Market. As you enter the Market from the south, look left for a Toy Coin. From the south end of the Market, take the second right (you should see a gate after you turn.) There will be an old man sitting on a bench. Sit down next to him and choose "Being strong." to get Physical Defence+1 or "Good business acumen." for 100G. Go back into the Market, look right and up. SEEK the boy sitting above a stall for a Dragon Skin. One of the stalls in the Market is the Greengrocer. Get two Bananas, two Eggs, and three Coconuts.

Go north from the Market, turn right, and turn right again into an alley. Proceed further into the alley and look for a chest with a Dragon Fang. Head back out the alley. Proceed northwest across the bridge and turn right into an alley. Take the second left in that alley to reach a chest with a Dragon Fang. Head out the alley the way you came. Turn right and follow the main road towards Central Plaza. SEEK the elderly preaching man for a Wine. SEEK the cat just east of that man for a Quality Fertiliser. Continue west a bit and turn right onto the road that leads to Castle Gate Plaza. Walk under the cover on the west side of the road for another Toy Coin. If you want to avoid triggering the knights arriving, be sure to not actually enter Castle Gate Plaza from the south. Head south back to Ariela's Tavern. Go west to reach Arganan Bridge and head northwest across it. Turn left and look on your left for a small opening. Go through that opening for a chest with a Dragon Fang.

Head north to the Arena. Go to a stall just east of the Arena entrance (where Syrenne and Lowell are standing) and agree to get ingredients since that Shop Needs Ingredients. You will get 3000G. Hand over one Banana, two Eggs, and three Coconuts to get a Dragon Skin and have that shop open for business. Head to the north side of the road encircling the Arena and talk to the Comedy Actor sitting on a bench. He is the Banana Man. Agree that Bananas are great (because they are) and give that man a Banana to receive Prank Banana x50. That man will reappear if you return to Lazulis City (such as from Ariela's Tavern, Lazulis Castle, or Lazulis Road) and will continue to give Prank Banana x50 for a single Banana. Head north from the Banana Man to find a brother with a sick sister. Remember this brother for later. Head to the west side of the road encircling the Arena for a Toy Coin. That should be all six. Return to the boy in South Gate Plaza to get a Hoe. From South Gate Plaza, head east through two passages that Zael has to squeeze through to reach a tiny dead end with a chest containing a Dragon Fang.

There are a few other things for me to mention. There are three people in the city who have Fetch Quests that may be repeated. These three people each have one request at the moment, but they will have more as the game progresses. Their requests may be canceled without penalty, so feel free to accept them. One is the Charismatic Chef, a man in red walking around in the Market. One is the Budding Confectioner, a woman in blue standing in Artisan's Way. One is a Trader, a man in light blue standing in the southeast corner of Castle Gate Plaza. (If you want to go to Castle Gate Plaza without triggering the Knights arriving, enter Castle Gate Plaza from the east and avoid going towards the south exit of the plaza.) After completing a request, just reenter the city from somewhere, such as Lazulis Road or Ariela's Tavern, to make these people reappear. Also in Castle Gate Plaza is a woman working at the tables in the northeast of the plaza who thinks that Some People Need to Slip. Make the five people sitting at the two tables in the northeast of Castle Gate Plaza slip with Prank Bananas to get a Wheat. SEEK a man playing a musical instrument just west of the large gate in Castle Gate Plaza for a Banana.

Talk to Syrenne in front of the Arena to gain access to Arena Season 1. The first time through Arena Season 1 (or any of the later seasons), the party is Zael, Syrenne, and Lowell. Afterwards, you may choose your party of four to tackle Season 1 again.

You can complete a quest to gain the ability to dive into the river in the city. But you will need Three Frogs to Dive. From Central Plaza, head west down the bank of the river. At the end of the path is a man who asks you to catch three frogs. To make a frog appear, talk to the Fortune Teller in Central Plaza, who will tell you where to go to find a frog. When catching a frog, be sure to approach from behind (you don't have to move slowly). To have the Fortune Teller tell you the location of another frog, return to Lazulis City (such as from Ariela's Tavern, Lazulis Road, or Lazulis Castle). You only need three frogs for this quest, but the first six that you catch will each give Party Agility+5, so you may want to catch an additional three. After catching at least three, return to the man who asked you to catch frogs and he will teach Zael to dive into the Lazulis City river. This is needed to meet the Old Man of the River and to do the Cougars in Lazulis City quest later. Dive into the river and go all the way east along the south bank of the river to find the Old Man of the River. He gives a Dragon Skin the first time you talk to him. He gives rewards when you reach certain milestones of bumping into people, hitting your head on signs, and falling over. (There are baskets of fruit around the city. Knock one over and then step on the fruit to fall over.) The last rewards are for 300 bumps and 150 hits/falls.

Watch the Knights Arrive

When you are ready to proceed with the story, either choose to go with Dagran when you first meet him in the city or head to the south side of Castle Gate Plaza. After the scene, either choose to go back to the tavern with Dagran to advance the story or choose to go back later if you want to explore more. If you choose to head back later, note that sunset will start in a few minutes of (real) time. After Zael says that it is getting late, you won't be able to head to Lazulis Road to reset frogs for the Three Frogs to Dive quest. It isn't a big deal since you can continue catching frogs the next morning, but it is something to know. Also, if you choose to head back later, Mirania will be standing in the middle of Central Plaza. Approach her for a short scene. Head to Ariela's Tavern when you are ready to proceed.

First Night in the City

Returning to Ariela's Tavern after seeing the knights arrive will cause night to fall. Head back out into the city and go behind Ariela's Tavern. There is a small opening there that Zael can squeeze into. Start moving into that opening and listen carefully. There will be an audio-only (without any onscreen text) conversation involving Yurick's Muruk. Head to the east balcony of Central Plaza (through a door) and SEEK the boy there for Firework x10.

Supposedly, Zael's current objective is to get some booze. And you can, if you'd like. Head to the north end of the road south of Castle Gate Plaza to find a Liquor Merchant who will give you Fine Liquor. You can then return with the liquor to Ariela's Tavern, but Syrenne will just down all of it again, prompting Zael to go get more. The purpose of this is to get the player to go just north of Central Plaza, where someone sneezes from a nearby cart.

When you wish to continue the story, head just north of Central Plaza and check or SEEK the cart there. After the scene, head towards the Market via the east bridge. At the southeast end of the bridge, SEEK the boy there for Firework x10. After a few scenes in the Market, head towards Fountain Plaza.

After another scene, a chase sequence will begin. The objective is to make the guards lose track of Zael and Lisa. If a guard grabs Zael or Lisa, that character's HP will drop. If either of them gets to zero HP, you'll get a Game Over. When a guard grabs Zael or Lisa, rapidly shake the left control stick left and right to break free more quickly. Press Guard to look behind Zael. There are many ways to lose the guards. I tend to use the narrow alleys (that don't lead to dead ends) either west of South Gate Plaza or east of the Arena. The corners in the alley south of Artisan's Way also work well. After the chase, head to Ariela's Tavern.

Chapter 5-Ariela's Tavern: Night

A short chapter. You may still head out into the city if you wish. To proceed, talk to Mirania and Lowell. Then head to the second floor of the tavern, go into Ariela's Room, and approach Ariela and Warren. Leave Ariela's Room and Lowell will suggest going to the Bandits' Warehouse. Tell Lowell when you are ready to go.

Chapter 6-Bandits' Warehouse

After the mandatory SEEK, carefully walk across the beam, drop down, and take out the Bandit. If you drop down next to the Bandit, enemy reinforcements will arrive. Open the four chests in the room to continue. One is next to Lowell. Approach Mirania to have her open a chest. One is next to the Save Point. Finally, one is through a small opening next to the chest by the Save Point. Continue down the stairs to a fight. Zoran is a Leader, so enemies near Zoran will get a significant stat increase.

Enemy Leader Command

Certain enemies have a constant "Leader" status (indicated by the word "Leader" on their HP bar). Enemies under the command of a Leader (they are surrounded by an orange light) gain a significant stat increase. Try to take out Leaders quickly.

Defeat Zoran to continue. If you haven't used Summon Circles or the Arena, Zael should reach level 7 at this point and learn Slash.
Slash

Slash deals x2.5 damage of a Normal setting attack. Slash does the same damage in both attack settings. Hiding while Gathering is active will make most enemies that would be targeting Zael display a "?" above their heads. Enemies with a "?" above their head take x2 damage. Some enemies (typically non-humanoid enemies) are not affected by this and never get a "?" above their heads.

Zael and Mirania will be separated from Dagran and Lowell. Follow Mirania out of the water to trigger a fight. After the fight, follow the SEEK prompt to find a spot you can climb up at. Continue to a dead end for another fight. Go through the newly-created hole and proceed to reunite with Dagran and Lowell. Slash the Reptid Gladiator when it has a "?" over its head to take it out in one hit. Beyond the Reptid Gladiator is a Summon Circle and beyond that is a Save Point. The next room has Reptid Berserkers whose spit attack inflicts Break.
Break

I use "Break" to mean both Armour Break and Guard Break. Break lowers defence and nullifies Guard. It is indicated by a red, downward-moving ring surrounding the character or enemy. A character suffering Break can still press the Guard button to do the Guarding animation but will take hits as if they were unGuarded.

Break, like other negative statuses, can be removed by entering a Heal Circle. Removing Break is not vital in this fight, but just remember that Break renders Guarding useless. The next room has an Ogre that is chained and cannot move far. Ogres deal heavy physical damage and their attacks knock down if unGuarded. Approach the Ogre to begin the fight. Move back and SEEK the pillar to the right of the Ogre to command Lowell to attack the pillar with magic to safely take out the Ogre. Be sure to distract or take out archers who target your mages. The next room has two chests and a Save Point.

BOSS ALERT!

Continue past the Save Point for a boss fight against Terracor.

Boss: Terracor

Slash is the key to this fight. Slash Terracor from the landings on the side to make Terracor get stuck in a wall. Then proceed to attack away. Once Terracor gets free from the wall, go to one of the landings and repeat.

Don't miss the Killer Cutter+2 that Terracor drops on the ground. Follow after Zoran to finish the dungeon.

After Finishing Bandits' Warehouse

You will be back in Ariela's Tavern. To continue on to Chapter 7-Stargazers' Tower, talk to Lisa and agree to go with her. This is your last chance to listen to the conversation about Yurick's Muruk by going into the small opening behind Ariela's Tavern.

Dungeons may now be Replayed!

Replaying Dungeons

Certain dungeons can be Replayed (just battles, minus story events that happen the first time through the dungeon) by choosing MAP in the main menu while in Lazulis City. You get to choose the party to bring along, with the same number of party members that were present the first time through the dungeon. There are no Save Points or Summon Circles during a Replay. You can stop a Replay and return to Lazulis City by selecting QUIT in the main menu. Enemies do not give EXP during Replays but money and rare items will appear more often. Regular (brown) chests that were present the first time through will not refill with items. However, there will be special gold chests that refill every time you Replay a dungeon. Each Replay has at least one gold chest with a roulette with all Dragon Fangs and Dragon Skins. Several areas' Replays have a chest with Sylph Bowstring x2. Enemy levels are scaled to your party's levels in Replays.

Both Reptids' Cave and Bandits' Warehouse may be Replayed.
Replaying Reptids' Cave

Beware of the level scaling here. Enemies in Reptids' Cave Replays are scaled to have levels quite a bit higher than your party's. In Replays of Reptids' Cave, Cocoon must be defeated by depleting its HP. But don't worry. It should not take anywhere near as long as the first time through. (The first time through, Cocoon was purposely given very high HP to encourage the bridge victory.) From my experience, Cocoon drops Cresent Moon the first time it is defeated in a Replay and drops Rogue Edge+3 after that.

Replaying Bandits' Warehouse

Zoran is not present in Replays. The party does not get separated. There are several gold chests with Gnome Copper and the enemies drop Gnome Copper pretty often, so going through this Replay should get you a good number of Gnome Coppers. Terracor still drops Killer Cutter+2 on the ground.

Gnome Copper is used to upgrade equipment up to +3. A discounted upgrader is coming up soon, so considering Replaying Bandits' Warehouse for some Gnome Coppers in preparation for that.

Chapter 7-Stargazers' Tower

Once Lisa is standing on the alter and you can talk to her, you can choose "Touch her." twice for some extra scenes. Choose "Talk to her." to continue. Back in the tavern, you will not be able to head out into the city anymore this night. Head to Zael's room on the second floor, talk to Dagran, and choose to go to sleep to continue.

The Next Day

Telling Dagran that you are ready will take the party to Lazulis Castle and begin Chapter 8-Lazulis Castle: Great Hall. There are new optional things to do in the city. However, all of those optional things can still be done after entering Lazulis Castle as long as you don't start Chapter 9-Lazulis Castle: Ballroom, so feel free to go with Dagran to the castle right away if you wish and return to the next paragraph later. If not... I will walk through optional things to do in the city.

Talk to the Dye Maker next to Yurick and agree to help her get Angel Threads for Invisibility. Go down to the first floor of the tavern and talk to Ariela for Ariela's Handmade Lunch. This is the beginning of the quest to Trade for Zoran's Sword. If you get Ariela's Handmade Luch now, you can leave off the rest of this trading sequence for later, if you wish. Head out to the city into Central Plaza. Ignore the SEEK prompt for now. Go down the south bank of the river, east of Central Plaza, to find a kid who asks for Ariela's Handmade Lunch. Trade him the lunch for a Absorbent Towel. Continue east along the south bank to find a man fishing. SEEK him for a Dragon Skin. Beside the fisherman is a man guarding a chest in a tent. Shoot a Firework as Distraction and open the chest for a Dragon Skin. Move away from the tent before the man notices the chest is open. Go back to Central Plaza and follow the SEEK prompt to find a bird and get an Angel Thread. Wait in Central Plaza for three more SEEK prompts, the first two of which will get you two more Angel Threads. The third will cause the bird to fly off towards Castle Gate Plaza. Follow the bird, ignoring the SEEK prompt just north of Central Plaza. The fourth bird will be on the fountain in Castle Gate Plaza. Go back to just north of Central Plaza and there will be a SEEK prompt showing a boy on a roof. To reach him, head a bit east then north. There will be a path on your left that leads to a large backyard. A ladder in that backyard leads to the boy. Talk to him and agree to help find his cat. Then go talk to the Fortune Teller in Central Plaza. Head to Fountain Plaza and follow the cat there to find Mari the missing cat. If you lose track of the cat that will lead you to Mari, return to Lazulis City (such as from Ariela's Tavern, Lazulis Road, or Lazulis Castle) and talk to the Fortune Teller again. Your reward is a Ladle. Go to the north end of Artisan's Way to find a man who will trade a The Art of Magic for the Absorbent Towel. The person who wants The Art of Magic is inside Lazulis Castle, so you will need to proceed to Chapter 8-Lazulis Castle: Great Hall to continue this trading sequence. Go to the south end of the Market to trigger a scene and meet a woman named Mina who drops some lemons on the ground. This starts the Mina and Mini event. Leave the city and return to her to trigger another scene where Mina again drops some lemons. That's all you can do for that event for now. I now want to bring your attention to a quest that should not be seriously attempted now. From Fountain Plaza, head north and turn right to find a man. Talk to him and he will mention the east floodgates in the river. This makes a dot (indicating a door that can be opened) appear on the map at the east end of the river. You can now go to that dot and head inside (you need to have done the Three Frogs to Dive quest to be able to dive into the river). Inside are Cougars in Lazulis City that Zael has to take out on his own. Feel free to check them out, since you are given the option to retreat after seeing them. Just know that they are there and remember to defeat them before starting Chapter 32-Lazulis Castle: Count's Chamber, after which you will not be able to go there. Return to Ariela's Tavern and give the Dye Maker the four Angel Threads to get Incredible Invisibility Dye. That's all for now, so tell Dagran when you are ready.

Chapter 8-Lazulis Castle: Great Hall

Like in Lazulis City, selecting MAP on the main menu allows you to quickly warp to places in the castle that are currently accessible. To go between Lazulis City and Lazulis Castle, you have to manually use the door in the Great Hall/Castle Gate Plaza. The Library, on the west side of the upper floor of the Great Hall, will gradually get more reading material as the game progresses. When there is something new in the Library, a Lazulis Mage on the lower floor of the Great Hall will say so.

To proceed with the story, head all the way north on the lower floor of the Great Hall to trigger a scene and be taken to the Courtyard. After that, return to the Great Hall, head to the upper floor, and tell Dagran that you are ready to begin Chapter 9-Lazulis Castle: Ballroom. BE WARNED: Once you begin Chapter 9, you will not be able to return to Lazulis City for quite a while. If you wish to do optional things, read on.

The optional things that could be done back in Chapter 7 (during the day) can still be done now. If you have The Art of Magic, the next stop in the sequence to Trade for Zoran's Sword is the Library. A young mage in the Library will trade a Rules of Nobility for The Art of Magic. Head to the Courtyard. Go down to the east gate and check the gate to get a Gnome Copper. Go down to the west gate (the Forbidden Gate) and talk to the guard there. Head back to the city. At Castle Gate Plaza, a woman in the northeast corner of the plaza will trade a Precious Jewel for the Rules of Nobility. Go to the west side of South Gate Plaza and talk to an old man there for a Precious Foot Ointment. Return to Lazulis Castle. Go to the end of the east wing on the upper floor of the Great Hall to find a Noblewoman who will trade Zoran's Voyage Log for the Precious Jewel. That's all that can be done in that trading sequence for now. Head to the Forbidden Gate in the Courtyard and hand over the Ointment for a Dragon Skin.

Once you are ready to proceed, tell Dagran, who is on the upper floor of the Great Hall, that you are ready. BE WARNED: Once you tell Dagran that you are ready, you will not be able to return to Lazulis City for quite a while.

Chapter 9-Lazulis Castle: Ballroom

Once Calista heads out to the Ballroom balcony, follow her. For the fight on the balcony, knock the enemies off the balcony for a quick win. Return to the Ballroom proper for another fight. If you haven't used Summon Circles or the Arena, Zael should reach level 11 at this point and learn Gale.

Gale

This attack deals light magic damage and "diffuses" Magic Circles. Use Gale into a Magic Circle to remove it and, if it was an ally's Magic Circle, create a one-time effect. This requires one segment of the Skill Gauge.

Diffusing Magic Circles: Holy Circles

Diffusing a Holy Circle grants a Barrier status to all allies, no matter how far away they are. Barrier increases defence and blocks small projectiles, such as basic enemy Arrows.

Follow Calista to the next screen for another fight. After the fight, check either of the doors that can be checked to have Calista get changed and officially join the party. Follow her to the Great Hall. Go to the lower floor of the Great Hall for a scene. After the scene, head towards the Courtyard. Before entering the Courtyard, there is a Lazulis Mage by the door to the Courtyard who offers upgrades at 70% of regular price. I suggest getting at least Zael's equipment to +3. If you want to do a good deal of upgrading here, I suggest leaving Syrenne's and Lowell's stuff alone for now. Out in the Courtyard, help the Lazulis Knight and Lazulis Healer in a fight. Afterwards, you may talk to the Lazulis Knight and agree to help to make more enemies appear. If you wish to train here, I suggest waiting a bit since Syrenne and Lowell are about to rejoin. Head down to the east gate to join up with Syrenne and Lowell.
Diffusing Magic Circles: Freeze Circles

Diffusing a Freeze Circle deals Ice damage to, and inflicts Slip on, nearby enemies. Slip makes affected enemies immediately fall over. They will continue to be affected for a short while. An enemy suffering Slip who tries to move will fall over again.

Diffusing Magic Circles: Enemy Heal Circles

Diffusing an Enemy Heal Circle removes the Heal Circle and also removes the regen from enemies who got a regen from that Circle.

After the fight, a Lazulis Mage by the east gate will offer upgrades, still at 70% of regular price. To continue, go through the east gate.

Chapter 10-Cliffside Path

Proceed through several fights to the next screen. Guarding does not work against a Gurak Beast's charge. Gurak Beasts do not turn very well. Dive out of the way as one charges and attack it from behind. The Gurak Guards can Guard attacks. Diffuse Flare Circles to inflict Break on them.

Diffusing Magic Circles: Flare Circles

Diffusing a Flare Circle deals Fire damage to, and inflicts Armour Break on, nearby enemies. Armour Break lowers defence and nullifies Guard.

Be careful of getting the Surround status. If three or more enemies surround Zael, Zael will be under the Surround status and take increased damage.

BOSS ALERT!

On the second screen of Cliffside Path, approach Zangurak to begin a "boss fight".

"Boss": Zangurak

This isn't much of a fight at first, since you won't be able to damage Zangurak. Attempt to attack Zangurak three times to trigger a scene. After the scene, Zael will be able to damage Zangurak. Attack Zangurak for a bit to end the fight.

Chapter 11-Gurak Warship

Zael learns Command Mode. Along with Command Mode, Zael and Dagran both learn Power Strike while Syrenne learns Power Chain. I suggest you read Command Mode and Primary/Secondary Spells. You must use Command Mode if you want Calista to use Heal.

Diffusing Magic Circles: Heal Circles

Diffusing a Heal Circle grants a one-time heal and negative status removal to all allies, no matter how far away they are.

This area cannot be Replayed, so I will point out chests. Go down where Dagran and Calista are looking. After you climb up, head right to a chest, then go the other way. Go through the door, defeat the Gurak Marine, and open the back door to let Dagran and Calista in. There is a chest in the room. Continue past two enemies and down a ladder to the next screen. After the Ogre, there will be three enemies that can be defeated stealthily by luring them over with a crossbow shot and then Slashing them. If you don't defeat them stealthily, they will call reinforcements that include Leaders.
ALONE State

In certain battles where you can lure enemies over with a crossbow shot while they still haven't detected you, an enemy that is lured over may display "ALONE" over their head. Defeating an enemy in an ALONE state gives more EXP than usual. Also, enemies in an ALONE state cannot call for reinforcements even if they survive a Slash.

After defeating the enemies, pick up the Lift Key. There is a chest to the right of the lift. Open the lift and head down the ladder.

Continue on. After walking through the net, look for a small opening on your right. Through that is a chest. After seeing Yurick, defeat the Gurak Commando to get a Rusty Set of Keys that opens two cells in the room, one with Yurick and one with a chest. Continue to the next room, which has two chests that you need to squeeze in between crates to find. There are two doors in the room. Go through the small door to find Mirania. Then go through the large door to trigger a mandatory SEEK event. This is one several such SEEK events in the game where if you don't SEEK the enemy quickly enough, Zael will take damage as the fight begins. SEEK the moving crate up and to the right to avoid taking damage. Spiders Guard attacks from the front. The Barrier from diffusing Holy Circles protect from the spikes the Battle Spiders shoot. If you haven't used Summon Circles or the Arena, Mirania should reach level 11 from this battle and learn Leaf, her secondary spell. You must use Command Mode if you want Miraina to use Leaf.

Diffusing Magic Circles: Leaf Circles

Diffusing a Leaf Circle deals Nature damage to, and inflicts Silence on, nearby enemies. Enemies that are Silenced cannot cast spells.

Climb up the ladder. The Gurak Commando (in purple) can be lured over and defeated in an ALONE state. Shooting the Gurak Marine will alert both enemies. If you haven't used Summon Circles or the Arena, Yurick should get past level 9 from this battle and learn Reverse. You must use Command Mode if you want Yurick to use Reverse.
Reverse

Turns enemies' Magic Circles against them. Removes enemy Damage Circles (you will start encountering Damage Circles later). Turns Enemy Heal Circles into Ally Damage Circles (which deal continuous damage to enemies that stand in them). Turns other enemy Magic Circles (such as Poison Circles) into ally Heal Circles.

This room has three chests. Talk to the prisoner for a Gurak Dust. The next room has three enemies that can be defeated steathily. Alerting them to your presence will cause reinforcements, that include a Leader, to come. The closest of the three can be easily lured and Slashed. The two at the bottom can also be individually lured and Slashed while hiding behind the large pillar. Regardless of whether or not you do that fight stealthily, there will immediately be another fight after a scene. Take out the archers and mage at the top first. After the battle, approaching the lift will trigger a scene and send you to the deck of the ship. What if there are enemy drops near the lift, though? Well...
Picking Items Up With Arrows

Enemy drops can be picked up by shooting them with your crossbow.

Approach the lift to head to the deck. If you don't defeat the Ogre in one Slash or while it is in an ALONE state, it will call many reinforcements, including a Leader. An Ogre with the stat boost from a Leader is not pleasant. There is a chest to the left of where the Ogre was standing. There is a Summon Circle if you head up the stairs. Head through the door to find a prisoner who can perform upgrades. To the left of the prisoner is a locked door. Remember that door for later. Go through the door to the right of the prisoner to find a Save Point and a chest close to the Save Point.

BOSS ALERT!

From the Save Point, head up the stairs and go through the door to the Captain's room to begin a boss fight against Muruk.

Muruk

Muruk has high physical defence, has a constant Guard, and can be inflicted with Break. It often uses a Spines attack that hits most of the room and inflicts Paralysis. After several Spines, Muruk spins around the room, doing heavy damage. Expect several characters to get Downed from Muruk spinning around the room. After doing a Spines or spinning around the room, Muruk will be dizzy for a short time. Hit Muruk while it is dizzy to knock it over and you will be able to press A/a while next to Muruk to ride it and do up to three hits of heavy damage. But if Muruk Paralyzes you with Spines, you likely won't be able to hit it in time to knock it over. Barrier blocks the Spines. So diffuse Holy Circles to keep Barriers up and diffuse Flare Circles whenever Muruk's Guard is active. Take advantage of whenever Muruk gets dizzy to do large damage.

Chapter 12-The Mercenaries' Warship

There is are two chests and a Summon Circle in the Captain's room. Don't worry, the party will show up if you use the Summon Circle. If you got any ? SWORDs on the Gurak Warship, there is an Appraiser on board who can tell you what those weapons are.

Missable(?) Item Alert: Knight Sword

A merchant here sells Knight Swords. I believe that buying may be the only way to get Knight Swords since I've never gotten Knight Swords from drops or chests before. This isn't the only merchant who sells Knight Swords. Knight Swords will continue to be sold for a while, but will not be sold late in the game.

To continue, head to the front of the ship (where Zael, Dagran, and Calista began when they first boarded the Gurak Warship) for a chat with Calista. There is a chest in the room before where Calista is. Then go to the back of the ship, on the deck (towards where the Summon Circle on the Gurak Warship was).

Chapter 13-The Vono Islands

The next two chapters may be done in either order. To do Chapter 14-Shipwreck, talk to Yurick in the room before the Captain's room and choose to go with him. To do Chapter 15-Mysterious Forest, talk to Mirania in the room before where Calista is and choose to go with her. Once you've cleared both of those areas, go to Preparing for the Gurak Military Base, which I have under Chapter 15.

If he hasn't already, Zael will reach level 16 soon and learn Gathering Burst.

Gathering Burst

After Zael learns Gathering Burst, taking damage while Gathering is active builds up power. Take three hits to get a Burst Up. Deactivate Gathering at that point to damage and slow down all enemies that are targeting Zael. Take five hits to get a Burst Max. Deactivate Gathering at that point to do a more powerful Gathering Burst that can also temporarily decrease enemies' levels. Just remember to reactivate Gathering again.

If he hasn't already, Dagran will reach level 15 soon and learn Full Guard.
Full Guard

Activated via Command Mode. You choose a spot for Dagran to go. Dagran will then jump there and assume a defensive stance for a while, drawing attention of nearby enemies. This may be useful when you need to heal but also need to keep enemies off of your mages. Use Full Guard to have Dagran draw attention, deactivate Gathering, and go get healed.

Chapter 14-Shipwreck

This is not a Replayable area, so I will point out chests. There are no chests in the first room. Follow Yurick to the next room. After defeating the two Crabs, there are two chests in the room, one of which is across a floating box left of where Yurick stands in waiting. Open the next door and continue on for a scene. There are two doors near Yurick, both of which lead to a room with one chest. Climb the ladder to the next screen. Open the chest in the room for a Poison Antidote, but don't go back down to Yurick just yet. There are two doors in the room. Go through the left one to enter a large room with two chests. Go through the right one to enter some narrow corridors with one chest. Go back down to Yurick and talk to him. Climb back up the ladder and approach the curtain for a scene.

You will have to decide which door you want to go through. If you got the two chests in the large room through the left door, there are no more chests on that side. Choosing the left door leads to two simple fights before meeting up with Dagran and Mirania again. There is a chest with a Blunt Copper Sword through the right door that you must choose the right door in order to get. If you choose the right door, at the part where you have to check the walls to find places where you can break the wall, there is an optional wall you can break with a chest (with a Blunt Copper Sword) behind it.

Either way, you will rejoin with Dagran and Mirania in a large room with four Crabs and several Undead Archers. You can have Yurick blow up the barrels near the Undead Archers by using SEEK. If some of the Undead Archers drop stuff on the upper ledge, remember that you can pick up those drops by shooting them with your crossbow. There is one chest in the room. Head up the ladder and continue on to a dining room. Check the mirror. Go through the new door and turn right for a chest. Continue on to a Save Point.

BOSS ALERT!

Go through the door and check the curtains for a boss fight against Doppelganger.

Boss: Doppelganger

Do not try to attack Doppelganger in the mirror. Doppelganger Zael will move, behind the mirror, where Zael moves. Make Doppelganger Zael move onto Yurick's Flare Circles. Get Doppelganger Zael down to half HP to begin the real fight against four Doppelgangers, one for each party member.

In this fight, your attacks can hurt allies. There are several ways to recognize the Doppelgangers. The simplest is that they have target lines. But if you need more, here are some markers. The Doppelgangers can be inflicted with Break, after which they'll have the red ring indicating Break. The Yurick Doppelganger, like other enemy offensive mages, has a red timer when casting. The Mirania Doppelganger, like other enemy healers, has a black timer when casting. If you Command Mirania to use Leaf, diffusing Leaf Circles can Silence the Yurick and Mirania Doppelgangers. If you Command Yurick to use Reverse, he can turn the enemies' Magic Circles against them. After a Doppelganger takes few hits, it will swap places with a party member, so don't keep attacking one Doppelganger too aggressively.

Doppelganger drops a ? SWORD (that is a Fang) straight into your inventory. You will also get the Memento Dagger, a weapon that only Yurick may equip.
Memento Dagger

The Memento Dagger is an excellent magic weapon. It gives high M. Atk and gives a large boost to casting speed (starting at +3). The first two upgrades require a Pirate Ring each. The two upgrades after that require a Noble Ring each. The last two upgrades require a Royal Ring each. Personally, I would keep the Memento Dagger on Yurick for the rest of the game and upgrade it every chance I get.

Chapter 15-Mysterious Forest

This is a Replayable area. If you turn around and head away from the gate, you will see four Cave Cougars and two Reptid Healers from levels 30 to 40. You are not meant to fight them now. Once you are much stronger, return here in a Replay to take them on.

Cougars in the Mysterious Forest

The Cave Cougars and Reptid Healers here are at fixed levels. Their levels do not scale to the party's in Replays. Cave Cougars are tough customers. They have high HP, move fast, attack fast, and hit hard. Gathering Burst works very well on them. Be sure to take out the two Reptid Healers quickly or else this will be a very long fight. After defeating the enemies, go past where they were to reach a dead end with two chests. One has a Gnome Gold and the other has a roulette with mostly Guardian Blades.

Return to the gate and go through it. Continue on to trigger a scene and a battle. During the pre-battle view, look for two enclosed regions with a fountain and several chests and keep them in mind for after the battle. Check the fountain where you begin the battle for a Blunt Copper Sword. There are five enemy Skeletons, all of whom are Leaders. Alerting any one of them will cause many reinforcements to come. If you want to defeat them all while they are in an ALONE state, do the following. Turn left and head around the perimeter past four pillars arranged in a square. Take out the Skeleton around the corner past the four pillars. Head back to your allies. Now head around the perimeter the other way and take out the Skeleton you see. Look left past where that Skeleton was for another one. Take it out. Now go to where that Skelton was and look left for another one. Take it out. Go to where the most recent Skeleton you defeated was and look left for the last Skeleton. Defeating the five Skeletons while they are in an ALONE state gives more EXP than taking out all of the enemies if you alert them. After the battle, there is much loot to be claimed. Go into a vertical opening to an enclosed area with three chests and a fountain. Check that fountain for a Blunt Silver Sword. Find the enclosed area with a weak wall that can be broken. In there are three chests and a fountain that can be checked for a ? SWORD (that is a Rising Sun). There are also two chests along the perimeter. Follow your allies for a scene. Then SEEK the door and continue to the next screen.

Before going on the large floating rocks, go right for a chest. Continue along the rocks to a battle. Avoid going near the Mystic Plants. Use the Damage Bombs and Yurick's magic to take out the mages from afar. Take out the mages to end the fight. Since there are multiple mages here who are difficult to approach, this seems like a good time to bring up Magic Guard.

Magic Guard

Start Guarding soon before a thrown spell hits to have the spell bounce harmlessly off your weapon and do zero damage.

Continue on. At the fork, turn left to go to a Summon Circle. Turn right to continue to a fight. Beyond that fight is a Save Point.

BOSS ALERT!

Continue past the Save Point for a boss fight against Mystic Spider.

Boss: Mystic Spider

Mystic Spider has a frontal Guard but can be inflicted with Break. It creates weak Sylvan Spiders whose attacks inflict Paralysis. Mystic Spider has a lunge attack that knocks down if unGuarded and a web attack where it tries to eat a party member. After getting hit by the web attack, quickly rotate the left control stick to get free. After shooting a web, Mystic Spider will pull one party member towards it. If that party member isn't Zael, use Gale to cut the silk between Mystic Spider and the party member that is being dragged. Zael will get knocked down often in this fight. Remember to reactivate Gathering after getting knocked down.

Don't miss the ? SWORD (that is a Karma) that Mystic Spider drops. Continue on past a breakable wall to finish the area. Mysterious Forest may be Replayed while the party is on the Mercenaries' Warship. Of course, it can also be Replayed once the party returns to Lazulis Island. Calista will not be available for Replays (or the Arena) for a while.
Replaying Mysterious Forest

This is the same as the first time through, but the party sticks together. Of course, also minus Save Points and Summon Circle and plus several gold chests. Two of the gold chests have roulettes with all Dragon Fangs and Dragon Skins. Mystic Spider continues to drop a Karma on the ground upon defeat.

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Preparing for the Gurak Military Base

After you've finished both Chapter 14-Shipwreck and Chapter 15-Mysterious Forest, the one door on the ship that had been locked for a while will be open. Behind that door is a small room with a chest. Enter the room for a scene and a Cabinet Key. Go to the Captain's room and follow the SEEK prompt to find the cabinet that can be checked. Behind that cabinet, SEEK or check the map on the wall. To continue, tell Dagran that you are ready.

Chapter 16-Gurak Military Base

This is not a Replayable area, so I will point out chests. If you swim towards the first Gurak Scout instead of taking him out with your crossbow, several reinforcements, including a Leader, will appear. Continue on to find a Gurak Commando(Leader) and two Smelly Ogres. Ogres are vicious when under a Leader buff. Try to take out the Gurak Commando in an ALONE state first. Go through the door to the next screen.

There are two chests in the room before stepping outside. Go outside for a scene and a fight. You have two options for this fight. You can SEEK the ceiling above the enemies to tell Yurick to bring down the ceiling. That is an instant victory, but you won't be able to pick up enemy drops (the Gurak Witch drops a weapon roulette) and the party will reprimand Zael. If you do that, head back inside and go through a gate that you will then be able to open. If you do not bring down the ceiling, try to lure the Gurak Commando(Leader) over to take out first. The Gurak Witch uses Damage Circle.

Beware of Damage Circles

Damage Circles are red Circles that tend to be quite large. Allies who stand in a Damage Circle take continous damage that is not indicated with numbers onscreen. This can be negated with regen from Heal Circles. Allies who have an active regen from a Heal/Recover Circle will not take damage from Damage Circles. Damage Circles cannot be diffused with Gale or Vertical Slice. However, Yurick's Reverse can remove Damage Circles.

Do not rush into Damage Circles. You have several options. You can tell Yurick to use Reverse to remove Damage Circles. You can tell Calista to use Heal. Once you have a regen from a Heal Circle, quickly run in and defeat the Gurak Witch to make the Damage Circle go away. If you haven't used Summon Circles or the Arena, Zael should reach level 20 around this point (give or take, depending on which battles you did stealthily) and learn Vertical Slice.
Vertical Slice

Try to run into a wall to stick to it. Then aim and slam down for an attack that does x3 damage (of a Normal setting attack) and diffuses Magic Circles. Vertical Slice does the same damage in both attack settings.

Both options lead you to the same room and a Save Point. Continue on for a scene and a fight, followed by another scene. Continue on to a bridge for another fight. Keep fighting on the bridge for a while for another scene. After that scene, fight your way to the next room to reunite with Yurick. Then continue to the room after that to meet back with Dagran, who is in the middle of a fight with an enemy group that contains a Leader and an enemy mage who casts a Damage Circle that covers the room. Don't be surprised if several allies get Downed in this fight. If you didn't collapse the ceiling earlier, head outside for a scene. Then follow your allies through a gate (there is a chest behind a pillar beyond that gate) to a Save Point with a chest near it. Continue beyond that and head outside for a scene that takes the party further into the base.

There is a sniper on a high ledge. SEEK the sniper to tell your mages to take out the sniper, or take out the sniper yourself with Burst Arrows. There is a chest in the room with Burst Arrow x10. Continue on to a Save Point. The next room has a pretty long battle. Prepare yourself and continue to the next room.

This is a large room with many Gurak Snipers on high ledges and shiny rocks on the ceiling. Both can be SEEKed to give you the option of telling your mages to target them or leave them alone. You can take out the snipers yourself with Burst Arrows. The shiny rocks can be hit with magic or Burst Arrows to make them fall down, hopefully onto enemies. After taking out all of the enemies, you will be given the option to keep fighting (to make more enemies appear) or move on. Note that the next room has a Summon Circle. Once you are ready to continue, choose "Move on." to make enemies stop coming. It is now safe to get the four chests in the room. One is on the lower level and three are on the upper path. Enter the lift to continue. This next room has a chest, a Summon Circle, and a Save Point. The Summon Circle will disappear once you open the door to the next room.

BOSS ALERT!

Open the door to find Zangurak. You will get different scenes depending on whether you approach Zangurak or shoot him. Either way, this begins a boss fight against Marbas.

Boss: Marbas

Marbas warps away from attacks and can call reinforcements. Marbas can be inflicted with Break to lower its defence. There are five Bombs in the room: two white Heal Bombs and three green Daze Bombs. There are two ways to stop Marbas from warping so that you can properly attack it. One, use Daze Bombs. Marbas often runs around the perimeter of the room. Toss a Daze Bomb onto the perimeter of the room and wait for Marbas to run into it to stop it. Two, use a Max Gathering Burst. Take five hits while Gathering is active to build up a Burst Max and then deactivate Gathering to hit Marbas with a Max Gathering Burst to stop it. Using Gathering Burst after just a Burst Up, but not a Burst Max, won't stop Marbas.

Marbas drops a ? SWORD (that is a Speed Star) straight into your inventory. Continue on to finish the dungeon.

Chapter 17-Asthar's Warship

You can examine some of the barrels on the ship's deck for humor purposes, especially barrels next to Therius and Yurick. Behind Asthar are entrances to the inside of the ship. Go down there.

Giant Shark Fin

A merchant below deck sells Giant Shark Fin. As far as I know, this is the only source of Giant Shark Fin in the game and this is the only time it can be bought. The Charismatic Chef's third request later in the game requires Giant Shark Fin. The rewards from that request are several Gnome Golds, which can be obtained in other ways.

Below deck, follow Calista. You will need to squeeze through some tight spots to reach her. After a scene, talk to Asthar and tell him you are ready to disembark in order to continue.

Chapter 18-Lazulis Castle: Dungeon

Once you regain control, wait a bit for another scene. The answer you give to the question in this scene does not affect anything. Once you regain control again, talk to Horace, the man in the corner next to Syrenne. If you do not have any Burst Arrows, I suggest you buy a batch of ten from one of the prisoners. Also, note that Paralysis Arrows work on the next boss. Wait a bit for the guard to leave and talk to Horace again. When you are ready to continue, agree to help Horace.

Chapter 19-Underground Tunnel

This is not a Replayable area. There are many walls in this area that can be SEEKed. When SEEKed, you can choose to check the door yourself or have Horace check it. Horace can check the walls safely. If you check them yourself, the walls will explode, hurting Zael a small amount. But many of those explosions cause a bag to fall that you can throw for some money. When I mention money bags below, those refer to bags that fall if Zael checks the wall.

There are two SEEK targets in the first room. SEEK the left one first to find a small room with a chest and a money bag. Then SEEK the right one to find a small passage. Crawl through. The next room also has two SEEK targets. SEEK the left one first to find a small room with a chest and a money bag. Then SEEK the right one to find another small passage. Crawl through. There will be a mandatory SEEK event. Quickly look up at the spider on the ceiling or else Horace will get Downed as the fight begins. There is a Recovery Spring in the room. That functions as a constant Heal Circle. It can be diffused like regular Heal Circles to heal all allies, except it never goes away. After the fight, there is a wall in the room that can be SEEKed. Behind it is a chest and a money bag. Follow your allies to a room with several statues. SEEK the one target in that room to find a small room with a chest and a money bag. If you have Zael check the wall, quickly throw the money bag and pick up the money because there will be a scene soon that makes the money bag disappear. There will be a mandatory SEEK event. Quickly look left at a "statue" to avoid Zael getting hurt as the battle, against four Stone Blades, begins. The Stone Blades inflict Petrify with their swords. Petrify gradually slows down movement and attack speeds and then completely stops movement. Syrenne will get past level 15 from this fight and learn Full Guard, which functions just like Dagran's. After the fight, go back into the small room to open the chest, since the mandatory SEEK event happened before you could open the chest. Your allies will be standing around stairs leading down. Going near the stairs automatically takes you on a one-way trip to the next screen. The newly opened door near the stairs leads back to the first room, which has a Save Point. If you want to save, stay away from the stairs as you head for the door. Go down the stairs to continue.

There will be an immediate fight. After the fight, there is a SEEK prompt pointing to a wall with a chest and a money bag behind it. Back in the main room, there are two doors. Go through the left one first. It leads to a room with a Summon Circle and a SEEK prompt. The SEEK prompt points to a wall with a chest and a money bag behind it. Back in the large room where you fought several Undead and Poison Spiders, head through the right door. It leads to a room with two SEEK prompts. First SEEK the one that is to your left as you enter the room. Behind that wall is a chest and a money bag. If you had Zael check the wall, get the money bag first before opening the chest. Opening the chest causes two enemies to appear. Now SEEK the other wall and open it for a scene.

Missable Item Alert: Deadly Crossbow

After Horace falls through the pit trap, don't immediately follow him. Look up and shoot a Burst Arrow at the glowing rocks. The debris will push the chest into the hole. Then go down the hole and the chest, containing the Deadly Crossbow, will be waiting.

Go down the hole and, if you didn't ignore the alert above, open the chest for the Deadly Crossbow. Follow your allies and then follow the SEEK prompt to find some stairs. Go up the stairs to the next screen. SEEK or open the coffin to make Necromancer appear. Hurt the Necromancer a bit for a scene. Then, approach the coffin to go to the next screen.

The Undead King throws his minions, causing them to explode on contact. The Undead Archers here inflict Death with their arrows.

Death

Death is a negative status that starts a 30 second timer. Someone inflicted with Death will get Downed once the timer reaches zero. As with other negative statuses, Death can be removed by stepping into a Heal Circle. If the Death timer on an ally is low and that ally is not going to a Heal Circle, diffuse a Heal Circle to remove Death.

BOSS ALERT!

A Save Point will appear after the fight. Continue to the next room and check the coffin. Whoever you choose to open the coffin will get Downed as the boss fight against Necromancer begins.

Boss: Necromancer

Necromancer can cast Stone Circle and Flare. It also summons reinforcements frequently. Magic Guard is very helpful in this fight. If you are not used to the timing for Magic Guard, start Guarding soon after an enemy mage's target line glows white. If the mage is not too far away, that should be good enough timing to trigger Magic Guard. Use Gale to quickly move large distances towards Necromancer. Also use Gale to stop time and look for Necromancer. You can simply cancel the Gale if Necromancer happens to be nearby. Necromancer warps away after taking a few hits, so expect to constantly be chasing it. That is, unless you Paralyze it. Paralysis Arrows work on Necromancer.

Don't miss the Rapier that Necromancer drops on the ground. Check the ice wall, continue on, and then check the coffin that Mirania and Horace are standing by to finish the dungeon. Horace will give you a Sun Stone, which can be used to upgrade a Karma or a Fang. There is only one Sun Stone per playthrough.

There will be an immediate scene upon returning to the cell. Your answer to the question here does not matter. Check the cell door to continue.

Back in Lazulis Castle

The Library has a new text. Go to the Courtyard for a scene. A Maid in the Courtyard is a special upgrader who upgrades Calista's Ballgown and Calista's Dress. Talk to a Lazulis Guard near that Maid to do the Cliffside Revenge event (which can be repeated), which can get you Pirate Rings and Noble Rings. Note that that Lazulis Guard will disappear for a while later, but will eventually return. Go to the Count's Chamber, on the upper level of the Great Hall. Head to Jirall's room in the Living Area. Check a dresser in Jirall's room for Calista's Dress. Then head to the balcony of the Ballroom. After the scene on the balcony, talking to a Maid nearby gives you the option of returning straight to Ariela's Tavern. If you decide to not head back to the tavern immediately, you can now explore the city again.

There are several optional chapters coming up. Those chapters can be done, for the most part, in different orders and at different times in relation to the main story. Because I am listing the chapters in numerical order, this means there may be some jumping around (for example, optional Chapter 24 can be done before mandatory Chapter 22). I will include links to what I think are likely next-story-points.

Because of this jumping around, I will use this opportunity to mention upcoming abilities.

Berserker

Lowell will learn Berserker soon. Berserker is Lowell's secondary ability. (If you haven't already, I suggest you read Primary/Secondary Spells.) It must be activated via Command Mode. Berserker increases Lowell's offence and decreases his defence. More importantly, Berserker makes Lowell attack physically. Use Command Mode to switch Lowell between being an offensive mage and being a physical fighter.

Advanced Spells

The mages will start learning advanced spells, which replace novice spells, soon. The advanced offensive spells leave larger Magic Circles. Also, diffusing the Magic Circles from advanced offensive spells create more powerful effects.

Spirit abilities aren't coming anytime soon, but I'll mention them here anyway.
Spirit Abilities

Every party member eventually learns a Spirit ability. Once a character learns their Spirit ability, that character will get a Spirit Gauge, which fills up as the character deals damage, takes damage, and sees allies get Downed nearby. Once a character has a full Spirit Gauge, that character's Spirit ability can be used via Command Mode. Of course, this drains the character's Spirit Gauge.

You will also start getting Gnome Silvers soon. In particular, Gnome Silvers can now be obtained if you SEEK the Ground for Free Stuff in the city. Gnome Silver is used to upgrade equipment from +3 to +6. (It is also used to upgrade a few weapons.) Since most equipment start getting attributes at +6 or +7, now may be a good time to think about what equipment you want to use in the long run.
Equipment for the Long Run

If you want to choose equipment based on looks, go for it. You'll still do fine. If you want to choose equipment for battling, read on. For the mages, Feather Armour and Cloth Armour give casting speed boosts. For any character, Hunter Armour is good for the HP boost. Also for any character, Hunter Greaves and Cloth Greaves are good for the HP boost. If you want a movement speed boost for Zael, consider using Stealth Greaves or Leather Greaves. Heavy Armour, with its increased damage reduction from guarding, can be good for Zael. If you want to use Spirit abilities more often, Heavy Greaves and Feather Greaves give increase SP accumulation rate. Dragon Armour gets an attribute that further reduces damage when Barrier/Deflector is up. Eventually, Dragon Armour can reduce damage by 90% when Barrier/Deflector is up!

To continue with the story, enter Ariela's Tavern at least once. Then you will be able to Give the Count Your Answer. However, there are plenty of optional things that are available right now, including several optional chapters. When you are ready to continue with the story, go to the section "Give the Count Your Answer", which I have under Chapter 21-The Flame & Lizard. Also, after entering Ariela's Tavern at least once and before going to give the Count your answer, go to Jirall's room for a short humorous scene.

Back in Lazulis City

There are new optional things that can be done now. The Charismatic Chef has a new request. You can now redeem Dragon Skins for Equipment. In the section of the city, east of the Arena, consisting of small alleys, there is now a Dragon Master who will make a piece of Dragon equipment for five Dragon Skins. Just west of Ariela's Tavern is a Farmer. Talk to him and accept his offer to begin Pumpkin Growing. Plant a Seedling (which can be bought from Travelling Merchants) in the field on Lazulis Road. Spread Fertiliser if you wish. Return later to harvest some pumpkins. Go to Artisan's Way, talk to the Dye Maker there, and agree to help her. You will then need to Chase a Pickpocket for Invisibility. The map may fail to load properly during the chase. Don't freak out. If the Pickpocket gets on a roof, shoot him with a Prank Banana. Your reward is the Outrageous Invisibility Dye. Go to the short path north of the Arena and talk to the Devoted Younger Brother. Then enter and exit Ariela's Tavern to have the brother steal your Castle Pass. You will need to chase after and catch him twice. Again, there might be loading issues during this chase. If you lose track of him, talk to people to find out where he is. Your reward is Agility+20. In addition, the brother will leave behind a Dragon Fang on the first floor of the tavern. This isn't new, but if you haven't done the Shop Needs Ingredients quest yet and do it now, you will get 9000G for the ingredients.

Zael can now open a shop of his own. Well, kind of. Go talk to a man at a stall at the north end of the Market and agree to be his assistant. You will then tend that stall. SEEK people who walk by who turn the target cursor red to call them over. Each person called over this way buys a certain category of item. There is a person for each category except Goods and Valuables. Don't worry about missing someone since they will alwasy walk by again. Items sold here, at Zael's Shop, sell for double of what they usually sell for. To stop tending the stall, try to walk away. After making use of Zael's shop, you won't be able to again until you proceed with the story a bit. The next time you can open Zael's Shop is the morning after you Give the Count Your Answer.

There are two optional chapters available now, Chapter 20-Haunted Mansion and Chapter 21-The Flame & Lizard. Also, completing Chapter 20 makes another optional chapter, Chapter 24-Reptid Catacombs, available. To begin Chapter 20, talk to Horace on Arganan Bridge and agree to help him. To begin Chapter 21, talk to the Father in green on the first floor of Ariela's Taverm, agree to help him, and then go to Fountain Plaza and follow the robed man there. If you cannot talk to the Father in Ariela's Tavern, it is because you talked to the Devoted Younger Brother before entering the tavern. Simply exit the tavern and catch the brother. Then you will be able to talk to the Father. To continue with the story, go Give the Count Your Answer.

Chapter 20-Haunted Mansion

This is an optional chapter, initiated by talking to Horace on Arganan Bridge and agreeing to help him. This is a Replayable area. The beginning is straightforward. Proceed until Zael is alone.

Missable Item Alert: Phantom Sword

Right after Horace is taken and Zael is all alone, heading into the next corridor will prompt a mandatory SEEK event. Quickly look to the right at the sword and shield on the wall to trigger a scene that leaves the Phantom Sword stuck in a wall for you to examine and take. If you are too slow at looking at the sword and shield during the SEEK, there will be a different scene that does not leave the Phantom Sword stuck in a wall.

Continue into the backyard and check the coffins. Four of them contain allies. Free your allies and then try to leave the backyard to trigger a fight against a Terracor. Terracor has a constant Guard but can be inflicted with Break. Gathering Burst works very well against Terracor. Vertical Slices to Terracor's head have a special animation that does heavy damage. If you want to use Vertical Slices on Terracor, slow it down with Gathering Burst first. Afterwards, proceed until you reach a patio, where another Terracor will attack. If an ally gets Downed, the Black Skeleton from earlier will appear and try to drag that ally away. Attack the Black Skeleton to stop it. If any allies were dragged away by the Black Skeleton, return to the coffins in the backyard after the fight to get them back.

From the patio, proceeding into the next room will cause bats to attack Zael. Be prepared to rotate the left control stick quickly or else the bats can actually Down Zael. Use a Heal Bomb in the patio to heal up after the bat attack. Continue on to return to the entrance room for a fight against some Phantom Armours. Once the fight begins, go around the room and smash the suits of armor that are on the ground to get through the fight more quickly.

BOSS ALERT!

Return to the room with the locked cabinet from earlier (the room before the patio) and bats will attack again. Heal up with the nearby Heal Bomb and then check the spot right of the cabinet to begin a boss battle against Nebirous.

Boss: Nebirous

Nebirous has a shield that can only be broken by shooting it with a Silver Arrow. Run around the mansion and Silver Arrows will periodically spawn on the ground. A single Silver Arrow will temporarily break Nebirous' shield. Once you have a Silver Arrow, try to lead Nebirous to your mages before shooting Nebirous so that the mages may contribute to the offensive before Nebirous gets its shield back. Nebirous can be inflicted with Break and is affected by Gathering Burst (once its shield is down, of course). Take a few hits to charge up Gathering Burst and then release it once Nebirous' shield is down to slow down Nebirous.

Nebirous drops Death(cursed) straight into your inventory. Horace can remove curses from weapons after you do the optional Chapter 24-Reptid Catacombs.
Replaying Haunted Mansion

Haunted Mansion Replays are streamlined. There is a fight against some Phantom Armours in the entrance room, then a fight against a Terracor in the backyard, and then a fight against Nebirous. The gold chest in the entrance room has a roulette with all Dragon Fangs and Dragon Skins. Nebirous continues to drop Death(cursed) straight into your inventory.

A Quick Way to Get Dragon Fangs and Dragon Skins

Replay Haunted Mansion. Go into the entrance room and avoid stepping onto the carpet in the middle. Open the gold chest for a Dragon Skin or a Dragon Fang. Leave the Replay by choosing QUIT in the main menu. Repeat.

Still need to Give the Count Your Answer? Well, you should know that completing Chapter 20 gives access to Chapter 24-Reptid Catacombs. To start Chapter 24, go to Horace's Shop and agree to help him again. That causes a dot (indicating a door that can be opened) to appear on the well west of the Market. Go down that well to begin Chapter 24.

Just finished the Dark Spirit Passage and need to Go to the Courtyard? Or did you finish the Tower of Trials and need to Go with Therius?

Chapter 21-The Flame & Lizard

This is an optional chapter, initiated by talking to the Father on the first floor of Ariela's Tavern, agreeing to help him, and then following the robed man in Fountain Plaza. This is not a Replayable area. However, once you finish this dungeon, you will be able to enter it as a tavern rather than as a dungeon. This opens up the Zael's Groupies optional event.

Inside the tavern, there are two chests behind the counter. Approach the robed man for two fights in a row. There is a Leader in the second fight who stays behind the counter. Take him out quickly. Head to the second floor and go with Syrenne to a room with a fight and a chest. Then check the door Syrenne is standing next to. Go to the room Dagran was in for a Save Point and two chests. Head back to the locked door (not the one sealed with magic) and then go out the window and continue to a fight.

BOSS and MISSABLE ITEM ALERT!

Go downstairs for a boss fight against Lesser Shade.

Missable Item Alert: Fast Crossbow

The upcoming boss, Lesser Shade, drops a ? CROSSBOW that is either a Sniper Crossbow or a Fast Crossbow. Sniper Crossbows can eventually be bought in the weapon shop on Artisan's Way. This is the only way to get a Fast Crossbow. If you want the Fast Crossbow, remember to quickly appraise the ? CROSSBOW after the fight (the Merchant Woman in Ariela's Tavern can appraise at this point) and redo the fight if you got a Sniper Crossbow.

Boss: Lesser Shade

The Girl will help by casting Heal. Lesser Shade cannot be hurt by physical attacks (unless the weapon is infused with an element from a Magic Circle) unless it is covered in flames, either from Yurick's spells or the braziers in the room. Either wait for Yurick's magic to hit or knock a brazier into Lesser Shade to cover it in flames and make it vulnerable to physical attacks for a while. After the flames wear off, Lesser Shade will use an attack that can make allies turn against the party. Quickly diffuse a Heal Circle to return affected allies to normal. Lesser Shade can also call reinforcements. Defeat those reinforcements quickly. If you don't, then Lesser Shade will drain those reinforcements to heal itself.

Back in Ariela's Tavern, talk to the Father to get Dragon Fang x3.

Completing Chapter 21 opens the Zael's Groupies optional event. The Fortune Teller in Central Plaza will start offering love fortunes in addition to happiness fortunes (happiness fortunes are for making a frog appear for the Three Frogs to Dive quest). After getting a love fortune, go to the east balcony of Central Plaza. A woman will appear and ask Zael several questions. Answer them correctly and the woman will go to The Flame & Lizard to wait for Zael. All of the women who go to The Flame & Lizard this way will be waiting on the second floor of The Flame & Lizard and will cheer on Zael if he goes there. The Forune Teller will no longer be giving fortunes in the Epilogue. But any woman who had already gone to The Flame & Lizard will still be there in the Epilogue.

Moving on... Still need to Give the Count Your Answer? Well, then look just below!

Just finished the Dark Spirit Passage and need to Go to the Courtyard? Or did you finish the Tower of Trials and need to Go with Therius?

----------------------------------

Give the Count Your Answer

When you are ready to continue after talking to Calista on the Ballroom balcony, enter Ariela's Tavern at least once and then go to the Count's Chamber in Lazulis Castle. Choose the left option to continue. Back in Ariela's Tavern, you won't be able to leave the tavern. Try to leave and agree to drink with Syrenne to continue.

The Next Day

To continue, head to the Count's Chamber again. But there are a few things you can do first. One, Zael's Shop is available again. Two, you can help a man who is looking for a Master of Archery. Go to the second floor of Ariela's Tavern and talk to the man who mentions a man looking for a "master of archery". Then go to Fountain Plaza and talk to the man at the northwest corner of the plaza to help him. Helping him gives Arrow Damage+2.0. This can be repeated. As usual, return to Lazulis City (such as from Ariela's Tavern, Lazulis Road, or Lazulis Castle) to make him reappear. This man is no longer available during the Epilogue. The max Arrow Damage is +99. Arrow Damage can be checked by pulling out your crossbow in an area with enemies. If you wish to max out Arrow Damage, just get it to +94. You will automatically get an Arrow Damage+5.0 later. Three, you can meet The Orchid Gang again, if you met them earlier in the game. This time, they are just south of Artisan's Way. The one you need to SEEK is at the southwest side of the road encircling the Arena. They give a Light of the Outsider this time.

In Lazulis Castle, another text is available in the Library. Go to the Count's Chamber to continue. Go to the Courtyard and talk to a guard in the middle of the Courtyard who tells you about a switch. Check the switch near that guard to open the way to a lift that can take you to the Castle Depths and the Dungeon. If you have Zoran's Voyage Log from the trading sequence earlier, go to the Dungeon. From the lift, head straight and turn left to immediately find Zoran. Give him the Voyage Log to finish the Trade for Zoran's Sword.

Head to the Castle Depths. When you are ready, enter the big gateway.

Chapter 22-Dark Spirit Passage

This is not a Replayable area. Turn around and check behind the gateway for a chest. Continue on. There is a chest as the path starts turning right. Continue to the end of the path for a fight. The Dark Master cannot be hit as long as the Dark Servant is active. The Dark Servant can only be seen and hit when Gathering is active. Attack the Dark Servant until it temporarily stops moving. Then you will be able to attack the Dark Master once, which will cause the Dark Servant to start moving again. After the fight, operate the platform that appears to continue.

SEEK some of the doorways and then operate the platform again. You will need to go into two rooms and defeat the enemies inside. Clear the two rooms and then continue up the blue stairs that appear to go to the next screen.

Turn around and look behind the gate for a chest. Continue on for a fight against a Dark Master and two Dark Servants. After the fight, Dagran and Mirania will stand next to the path that leads onwards to the end of the area. But first, follow the path to the right of Dagran and Mirania to reach a Summon Circle and a chest with a Lapis Lazuli. (You may want to get Mirania to level 29 so that she'll learn Forest, an upgrade to Leaf. Mirania's offensive magic will be important in the next boss fight.) Then go back and continue on. There will be two chests along the way to a Save Point.

BOSS ALERT!

Continue past the Save Point for a boss fight against Shade.

Boss: Shade

To hurt Shade with physical attacks, have Mirania use her offensive magic. (If you've never had Mirania use her offensive magic before, you have to use Command Mode to tell her to do so.) Once hit by Mirania's magic, Shade will be vulnerable to physical attacks for a while. Shade can use an attack that can turn party members against the party. It also summons reinforcements. Take out the reinforcements quickly or else Shade will drain them (and any allies that are still possessed when Shade reappears) to heal itself.

I suggest the following flow to the battle. Shade appears. Use Command Mode for Power Strike, Power Strike, Leaf/Forest. Attack Shade until it is no longer covered in green. Quickly use Command Mode for Power Strike, Power Strike, Heal/Recover. If Shade possesses Mirania, she'll be inside a Heal/Recover Circle and so will be immediately healed. If Shade possesses Dagran, have Zael go inside the Heal/Recover Circle. Dagran will follow and get healed. (You could also diffuse the Heal/Recover Circle, but I don't recommend it. I suggest saving the Skill Gauge for Command Mode in this fight.) Quickly defeat the reinforcements before Shade reappears. Repeat.

If you have difficulty defeating the reinforcements in time, try to knock them off the edge of the field if they are near the perimeter.

Shade drops a Paladin straight into you inventory.

Back in Lazulis Castle, talk to Count Arganan and agree to do what he wants Zael to do in order to continue. You can't leave the castle until you do so.

Several Days Later

Zael now has a room in the castle. Check the dresser next to the Save Point in that room for a Knight's Attire. There will be a Craftsman at the north end of Artisan's Way can upgrade the Knight's Attire. The Library has new texts. To continue with the story, Go to the Courtyard. But there are some new optional things that can be done now.

There are new things in the city that may be done now. The Budding Confectioner has a new request that rewards you with some Gnome Silver. Zael's Shop is available again. Talk to Mina in the Market to continue the Mina and Mini event and meet Mini. Talk to Yurick in Ariela's Tavern to learn about Yurick's Past. You can also talk to the other party members for some extra information before going to the Courtyard. Dagran and Lowell are in the Great Hall, near the entrance to the Library. Syrenne and Mirania are in the Library. This isn't new, but if you haven't done the Shop Needs Ingredients quest yet and do it now, you will get 12000G for the ingredients.

Another optional chapter is available now. To begin Chapter 25-Sea Cave, go to the Great Hall and talk to the pacing Lazulis Knight near the Save Point. Then go down to the Castle Depths and turn right. Go to the knights by the door and agree to help to begin the chapter.

Go to the Courtyard

To continue the story, go to the Courtyard for a fight. Then go to Lookout Point and talk to the person there. You will then need to manually enter the Military Wing via the lift. You can now (optionally) go to Ariela's Tavern to learn about Syrenne's and Lowell's Pasts. This is the only time that you can do so. Talk to Lowell in the guys' room and choose to ask about his past. Then talk to Syrenne in Syrenne and Mirania's Room and choose to talk about Lowell. If you haven't already, you can also talk to Yurick on the first floor of the tavern to learn about Yurick's Past. When you are ready to continue, talk to Asthar in the Courtyard and accept the challenge.

Chapter 23-Tower of Trials

This is a Replayable area. Continue on to the first trial.

The First Trial: Defence. Use the cover and take the child across the bridge. Then activate Gathering and touch the ally mage. The mage will take care of the Chess Archers. Continue to the second trial.

The Second Trial: Strength. There is a Recovery Spring in the middle region of the field, but stepping onto the middle of the field makes the enemies in the middle awaken. Avoid stepping onto the middle of the field at first. Take out the two Ogres first with your crossbow. As long as you remain hiding, you can keep shooting even when an Ogre is right next to you and you won't be detected. Then take out the mages and archers at the top sections. Once you attack one of the two high ground sections, the enemies on the other high ground section will notice you. Use Magic Guard to avoid being Poisoned as you make your way around to the other high ground section. Then step into the middle to awaken the enemies there. The Black Chess Knights take zero damage from physical attacks. They can be hurt with Gale and basic Arrows. Knock them over ledges to defeat them quickly. Continue to a Save Point. Beyond that is the third trial.

The Third Trial: Wisdom. You have three potential allies in this fight: an archer, a healer, and an offensive Ice mage. Only one can be active at a time. Touch a stone ally to make it active and turn your previous ally back to stone. The mage on the left is the offensive one. The one on the right is the healer. All three allies have one life. You fail if any of them fall. The offensive Ice mage ally can rip the enemies to ribbons. Just make sure to diffuse the Enemy Heal Circles. To be fair, the ally archer can disrupt the enemy mages and can knock down the Black Chess Knight. The ally healer's Heal Circle can be used to get a regen to safely go inside the Damage Circles that one enemy casts. Go on to the fourth trial.

The Fourth Trial: Camaraderie. The enemies and allies here are at much higher levels than you. Leave the bulk of the damage-dealing to your allies. Run around to draw attention, diffuse Freeze Circles and Enemy Heal Circles, and keep the enemy mages occupied. You fail if any ally gets Downed twice. Continue on to a Save Point. Beyond the door is the fifth trial.

BOSS ALERT!

The Fifth Trial: Courage. Naturally, this is a boss fight against the Master.

Boss: Master

I'm using an alias here for the benefit of people who are scrolling past here but who have not reached this point. At certain HP milestones, there will be a quick-time event where you have follow several directional prompts. If you don't input the prompts in time, you will take pretty heavy damage and will have to try the prompts again. The first one is up, down, up. The second one is down, down, up. The third one is up, up, down. The fourth and final one is up, up, down, up, down, up.

The Master can be slowed down by Gathering Burst. After the second and third quick-time events, the Master will activate Mind's Eye, causing him to evade your attacks. The first time, hit him with Vertical Slice or Slash to remove Mind's Eye. The second time, hit him with Vertical Slice or Slash, whichever one you didn't use to remove his first Mind's Eye, to remove Mind's Eye.

Zael will learn Guard Counter.
Guard Counter

Start Guarding soon before an attack hits to block the attack, taking zero damage, and perform a powerful counterattack. If you Guard Counter a physical attack, Zael will do a powerful counterattack that does x4 damage of a Normal setting attack. This damage is the same for both attack settings. If you Guard Counter a thrown spell, Zael will hit the spell back at the caster. Not all attacks can be Guard Countered.

You do not have to start Guarding right before an attack hits to trigger Guard Counter. The window of opportunity for Guard Counter is quite large. If you are used to timing Magic Guard, then you are in good shape to time Guard Counter.

After the battle, you can go back up the stairs and talk to Asthar twice for some extra information. To continue, go down the stairs into the room that the fourth trial took place in. You will have 30 seconds to defeat an Ogre. Just make sure you don't allow yourself to take unGuarded hits, which knock down and waste many precious seconds, and you should be fine. If you have difficulty, try using Slash. Guard Counter is great here, but I won't suggest it since now may not be the best time to start practicing it. The Ogre drops a Wisdom Dagger straight into your inventory. An additional Wisdom Dagger can also be stolen from it.

The Next Day

To continue with the story, tell Therius that you are ready. As Therius suggests, if you have any business to attend to, you should do it now. In particular, if you plan on doing the Mina and Mini events (up to meeting Mini), the Trade for Zoran's Sword (up to getting Zoran's Voyage Log), or Chapter 25-Sea Cave, I suggest doing them now. This isn't the absolute last time those things can be done, but it is pretty close to it. Regardless, once you are ready to continue, Go with Therius to begin Chapter 26-Lazulis Castle.

The Library has a new text. The Tower of Trials can be Replayed eventually, but not right now. It can be Replayed starting the day after Chapter 28-Lazulis Castle: Courtyard.

Chapter 24-Reptid Catacombs

This is an optional chapter, available after finishing Chapter 20-Haunted Mansion. Go into Horace's Shop, just east of Ariela's Tavern, and agree to help Horace again. Then go into the well west of the Market (the well will have a dot on it on the map) to begin the chapter. This is a Replayable area.

Turn around to head to a chest. Then continue on to the next screen. Move forward in the large room to begin a fight. If you don't rotate the camera during the pre-battle view, look to the downleft of the enemies for a chest you can open after the fight. As Lowell suggests, go flank the enemies. After the fight, get the one chest in this part of the large room. (If you didn't see it during the pre-battle view, face the gate that leads onwards, turn around, and go straight). Go through the gate.

In the next part of the room, there will be stat increase items suspiciously scattered around. That's because the Reptids have laid mines all over the place. The mines don't do much damage, so feel free to charge in anyway. The mines disappear after the fight. There is one chest in this part of the room. Go through the gate your allies are standing next to. Immediately turn right to find two chests.

Missable Item Alert: Demon

One of the two chests just mentioned above contains a Demon (as a ? SWORD) in the roulette. The enemies in the upcoming Summon Circle can also drop Demons, but the drop is quite rare.

I have been told that a gold chest near the two chests mentioned here can give Demons in Replays of Reptid Catacombs. However, remember that there are no Save Points during Replays. If you must have a Demon, I suggest saving at the nearby Save Point and resetting until you get one from one of the brown chests here.

Continue up the stairs and through the gate for a fight. The three Reptid Scouts can be defeated in ALONE states. Don't have Gathering active when taking out the Reptid Scouts. Then assault the enemy groups one-by-one. Alerting a Reptid Scout not only alerts the enemy group behind it, it also causes reinforcements, which include a Leader and a Damage Circle user, to appear. Each of the three enemy groups is guarding a chest with an Ivory Fang. Get the three Ivory Fangs and then check the statue to open a stairway. Go down the stairs to the next screen.

Don't have Gathering active. Shoot a Reptid Gladiator to lure it over to the party to take out one at a time in ALONE state. If you alert the enemies, many reinforcements, including a Leader and a Damage Circle user, will arrive. Continue on to a Summon Circle. Go through the door to find a Save Point.

BOSS ALERT!

Go through the door by the Save Point to enter a large room. Proceeding to the middle of the room will trigger a boss fight against Queen of the Abyss. However, if you stay near the entrance of the room, enemies will keep coming along the sides of the room to head towards the far end. You can keep taking out those enemies with your crossbow.

Boss: Queen of the Abyss

There is a Heal Bomb near the entrance to the room. The Queen can be inflicted with Break. Defeating a Reptid in this fight will cause another one to quickly replace it. The Queen has a bite attack where she knocks her target into the air, which then falls into her mouth. While the unfortunate victim is in the air, you can toss a Damage Bomb into her mouth to temporarily stun her. If an ally gets bitten, it is an instant Down. If Zael is knocked into the air by that attack, you can avoid being bitten by doing the usual rapid left control stick movement. The Queen often runs around the room, damaging everything in her path, for a short while after swallowing something. If she swallowed a Damage Bomb, she'll run around after she gets unstunned.

There is no need to let an ally be bait so that you can toss Damage Bombs into the Queen's mouth. She can be tricked into eating the Bombs herself. The key is that she can knock Bombs into the air as well. Just stand next to a Damage Bomb and dive away when the Queen lunges for her bite. Voila, a stunned Queen. Well, unless she got someone else who happened to be very close by.

The Queen drops a Flame Reptid(cursed) on the ground. After the fight, pick up the Ancient Grimoire on the opposite end of where you entered, then go through the large door near there to finish the area.

Return to Horace and he will be able to remove curses from weapons.

Replaying Reptid Catacombs

The level scaling here is pretty high. The Replay is very similar to the first time through except that there is no battle in the room that had three Reptid Scouts and three enemy groups. The Queen of the Abyss continues to drop Flame Reptid(cursed) on the ground.

Still need to Give the Count Your Answer? Or did you finish the Dark Spirit Passage and need to Go to the Courtyard? Or perhaps you finished the Tower of Trials and need to Go with Therius?

Chapter 25-Sea Cave

This is available after finishing the Dark Spirit Passage and agreeing to do what Count Arganan wants Zael to do at Lookout Point. To begin the chapter, go to the Great Hall and talk to the pacing Lazulis Knight near the Save Point. Then go down to the Castle Depths and turn right. Talk to the knights by the door and agree to help to begin the chapter. This is a Replayable area.

The Replay starts past this room, so get the chests here now. There is one to the right of where you begin. Another chest is by a pillar a bit beyond the Save Point. Continue to where Zael got Gathering and use the SEEK prompt to find a door. Go through it to the next screen. Continue and step onto the broken bridge. Check where Mirania and Lowell are standing to go down. Continue to the next screen.

Proceed through the corridor to a room where two Reptids appear. If you don't defeat them stealthily, reinforcements will arrive. There is a chest in that room. Go through the hole in the wall that the Reptids made. In the next room, you can shoot the braziers into pillars to take out several enemies at once before jumping down. There are two chests in the room, one near the door onwards and one near the Recovery Spring. Talk to the knight near the door and then go through the door and continue to the next screen.

Defeat the enemies and Mirania will shortly arrive with three Reptid Scouts. Take them out and Sea Reptids will arrive. Sea Reptids absorb Ice. Whenever you face Sea Reptids, use Command Mode and have Lowell use Berserker to switch him into a physical fighter. After the battle, don't follow Mirania and Lowell quite yet. Go back to where Mirania ran in from to find a passage that leads to a chest with a Light of the Outsider. Go back to Mirania and Lowell. Don't go through the large door yet. If you do, you will have to finish the rest of the area without Dagran and Syrenne. Instead, follow the SEEK prompt to a wall that can be checked. (There is a chest with an Ogre Nail by that wall.) Check the wall and go through to meet up with Dagran and Syrenne, who are in the middle of a fight. There are two chests in the room. Now head back and go through the door.

There are two chests on the left as you go down the stairs. Go past the Save Point to be ambushed by some enemies. Go down the stairs past the archers, without falling down to the lower area, for a chest with Noble Ring x2. Don't worry if you fall down to the lower area and miss the chest. You can get it in a Replay. Drop down to the lower area for a fight. After the fight, you can choose to keep on fighting. When you are ready to continue, choose to move on.

BOSS ALERT!

Continue on to a boss fight against Kraken.

Boss: Kraken

Kraken and the Kraken Tentacles absorb Ice, so quickly have Lowell use Berserker. Kraken will summon many Kraken Tentacles. Those Tentacles can use a basic physical attack and can also grab Zael, which forcibly deactivates Gathering. Once all the Tentacles are defeated, or if enough time has passed, Kraken will appear and cause the ceiling to collapse, doing heavy damage to characters in the middle of the field. It then attacks with a ring that appears under its target and explodes after a brief delay. After a while (or after it gets hit by a special Vertical Slice), Kraken will disappear and summon more Kraken Tentacles to repeat the cycle. Vertical Slices on Kraken get a special stab animation that does increased damage. However, those special Vertical Slices cause Kraken to disappear right away.

A Max Gathering Burst usually takes out all of the Kraken Tentacles at once. When Kraken is using the exploding rings attack, try not to stand near allies.

If you have difficulty, try the following flow. Kraken appears. Allies should survive the ceiling collapse if they are healthy. Use Command Mode for Power Strike, Power Strike, Power Chain, Berserker, Forest. Stay away from Kraken and avoid the exploding rings. Allies may be hurt from the ceiling collapse but won't get hit by the rings. Kraken disappears. Use Command Mode for Retreat, Retreat, Retreat, Retreat, Recover. Build up a Burst Max and wait for the Skill Gauge to fill. Use Gathering Burst to take out the Tentacles. Repeat.

Kraken drops a Grand Swell straight into your inventory.
Replaying Sea Cave

The Replay is very similar to the first time through, but without the party getting split up. I suggest you leave Lowell behind. The room that Dagran and Syrenne were in will now have Reptid Gladiators and Cave Cougars. Do not underestimate them. That is an optional room, so don't take them on unless you really think you are prepared. Also, you cannot keep fighting at the battle right before Kraken. There is a gold chest with Gnome Silver x4 right before Kraken and the enemies in this Replay drop Gome Silver pretty often. Kraken can be inflicted with Break. Kraken continues to drop Grand Swell straight into your inventory.

Did you finish the Dark Spirit Passage and need to Go to the Courtyard? Or perhaps you finished the Tower of Trials and need to Go with Therius? If it is the latter, look just below.

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Go with Therius

After completing Chapter 23-Tower of Trials, talk to Therius in the Living Area and tell him you are ready in order to proceed to Chapter 26.

Chapter 26-Lazulis Castle

Proceed to the Great Hall. Go through two fights and head to the Courtyard. The new Phantom Coffin enemies have a single attack with a long build-up time. Go into the Military Wing. The Gurak Beast drops a Defender and the Gurak Fighter riding on the Gurak Beast drops a Healel.

Missable Items Alert: Healel, Defender

There are other ways to get Healels and Defenders, but the ones dropped here are the only guaranteed ones.

Continue for two fights in a row. Quickly pick up enemy drops here because finishing the second fight triggers a sequence of scenes that ends the chapter.

Chapter 27-Lazulis Castle: Dungeon

Talk to the person who visits and then wait a short while for a scene. Proceed to the Courtyard.

If you are detected by the knights, you will have your Sleep Arrows replenished to 30 and will have to try again. Shoot a knight with a Sleep Arrow to put that knight into a deep sleep. It is safe to shoot a knight who is right next to another knight. Examine the door to the Great Hall. Then you will be able to check knights who are asleep. There are knights down by the two gates who have extra items (be careful of the blind corner when going down to the east gate). In total, if you check every knight in the Courtyard, you can get Gurak Dust, Courtyard Key, Sylph Bowstring, Light of the Outsider x2, and Dragon Fang x2. Thinking about getting caught on purpose to farm those items? Well, it won't work because the items you've already gotten won't respawn if you are caught. With the Courtyard Key, continue to the Great Hall.

If you are caught in the Great Hall, you will restart in the Great Hall (with 30 Sleep Arrows), rather than in the Courtyard. Shoot the two nearby knights and head up either stairs. There are two knights near the Count's Chamber, one of whom has a Gurak Dust. There are two knights near the Library. Go into the Library to continue.

Once you regain control, you can continue to the next chapter by telling Dagran you are ready, or by manually entering the castle from Castle Gate Plaza. But there's something you may want to do first. Go to The Flame & Lizard (go south from Fountain Plaza) but don't go inside. SEEK a drunk man there to get a Bottle.

Chapter 28-Lazulis Castle: Courtyard

You do not have Sleep Arrows this time. Once the nearby knight goes by all the way to the right, quickly move to the center of the Courtyard. From there, go to the door to the Great Hall. In the Great Hall, go to the stairs on your right. Start going up those stairs (but don't rush up) to cause a knight on the upper floor to walk by. Then go towards the Count's Chamber for a little scene. The rest of the way to Jirall's room will be clear. Go into Jirall's room and SEEK or check the desk.

The Next Day

The Library has a new text. The Tower of Trials can now be Replayed.

Replaying Tower of Trials

The first four trials are the same as the first time through (with scaled enemy levels, of course). The fifth trial now has five Cave Cougars with fixed levels. Defeating the Cave Cougars rewards you with a Guardian Blade, but it might be difficult to do so right now. There is no shame in leaving the Replay (by choosing QUIT in the main menu) since Cave Cougars are meant to be very tough at this point.

Heading to the exit to Lazulis City in the Great Hall will trigger a scene and close off a few things. This is your last chance to do Chapter 25-Sea Cave and to complete the Trade for Zoran's Sword up to getting Zoran's Voyage Log if you have the Precious Jewel. As long as you get Zoran's Voyage Log, you'll still be able to finish the trade sequence, and get Zoran's Sword, during the Epilogue. Also, you may want to talk to Count Arganan in the Count's Chamber and Mirania in the Library before continuing.

To continue, head to the Great Hall, to the exit to Lazulis City, for a scene. You will end up in Lazulis City. To continue to the next chapter, go back into Lazulis Castle, talk to Count Arganan at the Lookout Point, and tell him you are ready. But there are some new optional things available now.

Zael's Shop is available again, as long as it isn't night yet. Entering the castle or the Arena will make night fall. The Trader in Castle Gate Plaza has two new requests. Calista is now (briefly) available for Replays and the Arena. Starting the next chapter will make Calista no longer available for Replays and the Arena again. Speaking of the Arena... Arena Season 2 is now available. (If you haven't done Season 1, you'll have to do Season 1 at least once first.) The Frost Muruk in Season 2 drops a weapon roulette that contains Namelesses and Air Blades. When facing Frost Muruk, have Lowell use Berserker and knock the braziers over to create Flare Circles that can be used to inflict Break on Frost Muruk. Finishing Season 2 ten times will get you a Salamander Bone, a material used to make many powerful weapons. There are more efficient ways to get Salamander Bones later, but this is, I believe, the first one that is available.

Now is probably the best time to take out Cave Cougars in several areas. Go through Season 2 once or twice with Calista and she will catch up to the party in level. Deflector is very helpful against Cave Cougars since they hit so hard. The Cave Cougars you can fight with a party are in Sea Cave and Mysterious Forest. The ones in Mysterious Forest only need to be defeated once, for the two chests beyond them, one of which has a Gnome Gold and one of which has a roulette with mostly Guardian Blades. I also suggest trying to take out the Cougars in Lazulis City. If you've done all four optional chapters at this point, there aren't any more training opportunities outside of the Arena between now and the big closeout point that closes many optional things, including the Cougars in Lazulis City. So now's as good a time as right before the closeout to train using Season 2 (now might be an even better time to train than later since Calista helps against Frost Muruk's Spines) and take out those Cougars in Lazulis City. If you truly cannot defeat those Cave Cougars alone, don't worry too much about it. The Silver Thread and Indigo Thread from finishing that fight can also be obtained as first place prizes in Deathmatch, one of the Online Modes.

To continue, go to the Lookout Point in the Castle and tell Count Arganan that you are ready.

Chapter 29-Gurak Castle

There are three chests on the first screen. When you open them, they give the option of not taking the contents. Do not take the items in those three chests. Keep following Syrenne until you reach the throne room. Then talk to Therius. Go through the door that opens and proceed to a scene. Return to the throne room and fight off two Ogres to finish the area.

Chapter 30-Lazulis Castle: Great Hall

Some more optional things are available now. Zael's Shop is available one last time. If you've been keeping up with the Mina and Mini events, talk to Mina in the Market for a Dragon Fang. You can meet The Orchid Gang again now. They are right next to the Dragon Master in the network of alleys east of the Arena. The one who steals your wallet will be on the well in the large backyard north of Central Plaza. This time, they give you Gnome Silver x3. You can now do the Knight Wants a Fashion Magazine quest. Go to the gate east of the Market and stand next to the woman by the gate to hear her talk about her beloved. Then go to Gurak Castle (via an orange dot on the MAP screen). At Gurak Castle, turn around and go up to the knight there (don't talk to him yet) to hear him talk about wanting a Fashion Magazine. Then talk to him to return to the city. Go talk to the woman by the east gate again to get a Fashion Magazine. Give that to the knight at Gurak Castle for a Passionate Letter. Deliver that letter back to the woman by the east gate for a Dragon Fang.

To continue, go to Lazulis Castle. You will end up on the Ballroom balcony. Follow the humming voice. If you don't want to follow the voice, then head to the Castle Depths, turn right, and go through the large door. Continue on to Calista and check the wall near her several times to make a doorway appear. Go through.

Chapter 31-Place of Secrets

This is not a Replayable area. This is a short area with no chests. Continue down the stairs. To fight the enemies in this area, use Max Gathering Bursts to stop them from moving. At the bottom, fight until the gateway activates. Go through to pretty much finish the area (after a few scenes and conversations).

The Big Day

There are three new texts in the Library. Exiting the castle at least once and then going to the Count's Chamber triggers the next chapter. BE WARNED: Once you begin the next chapter, you will not be able to return to Lazulis City or Replay dungeons for quite a while.

Starting the next chapter causes many optional things to close. Now is your last chance to do many of the optional things that are available at this point. The first two seasons of the Arena will not be available after this. Three optional chapters (Chapter 20-Haunted Mansion, Chapter 21-The Flame & Lizard, and Chapter 24-Reptid Catacombs) close after this. If you don't complete the Reptid Catacombs now, you won't be able to remove curses from weapons until the Epilogue. Now is the time to face the Cougars in Lazulis City, if you haven't defeated them yet. Your rewards for defeating those Cougars are in the three chests in that room. One has a Silver Thread, one has an Indigo Thread, and one has a roulette with mostly Guardian Blades. Silver Thread and Indigo Thread are used to upgrade Calista's Ballgown and Calista's Dress, respectively, from +6 to +9. You can only get one of each of the Threads per playthrough. But the Threads are also available as first place prizes in Deathmatch, one of the two Online Modes, so don't worry too much if you cannot defeat those Cougars in Lazulis City.

Some other things that close upon starting the next chapter are Shop Needs Ingredients, Six Toy Coins, Three Frogs to Dive, Angel Threads for Invisibility, Mari the Missing Cat, Precious Foot Ointment, Chase a Pickpocket for Invisibility, Zael's Groupies, and Master of Archery.

It is still available later, but you may want to take this time to defeat the Cave Cougars in the Mysterious Forest, behind where you begin. That is, if you haven't already. Beyond those Cave Cougars are two chests, one with a Gnome Gold and one with a roulette with mostly Guardian Blades.

If you are low on Prank Bananas, you might want to get some from the Banana Man. There might be a boss later who is vulnerable to Prank Bananas. You will start getting Gnome Golds soon. Gnome Golds are used to upgrade equipment from +6 to +9. (Gnome Golds are also used to upgrade quite a few weapons.) If you have many Gnome Silvers, now is a good time to get your party's equipment up to +6.

ONE LAST WARNING: Once you begin the next chapter, you will not be able to return to Lazulis City or Replay dungeons for quite a while. When you are ready, you can go to the Count's Chamber manually to continue. However, if you enter the castle from the city, some knights will ask if you are ready. If you tell them you are ready, you will get an extra short scene and then will be taken straight into the Count's Chamber.

Chapter 32-Lazulis Castle: Count's Chamber

Choose the left option to continue. Go to the Living Area. Then head to the Turret Control Room via the Military Wing. Go to the far end of the Turret Control Room and check the seat there.

Chapter 33-Lazulis Castle: Great Hall

Note that Lowell has had a level skip to put him at the same level as Zael.

Controlling a Mage

Hold A/a to charge a spell and release A/a to fire. While charging, press Guard to make the target cursor latch onto an enemy near the cursor. In story mode, spells that are not fully charged (even if they are one tick away from fully charged) do 10% of the damage of a fully charged spell. Also, spells that are not fully charged do not leave Magic Circles.

Continue to the Courtyard for a fight. Note that you still have access to Command Mode. Be careful of the archers on the roof. Some of them can inflict Death. Continue to the Military Wing. Here, enemies will keep coming from the hole in the ground until you have Lowell or Yurick destroy the bridge above the hole. Go to the Turret Control Room for another fight. In this fight, quickly pick up enemy drops. After the fight, there will be a scene that takes you to the next chapter.

Chapter 34-Turret Basement

This is not a Replayable area. Turn around to find a chest with the first Royal Ring. Continue on to find two Reptid Scouts that you likely will not be able to kill before they call reinforcements. The reinforcements include a Leader.

Nitro Status

Enemies with a blue glow (and who have the word "NITRO" on them) have increased movement, attack, and casting speeds.

Missable Item Alert: Sanctuary

The Reptid Gladiator here drops a weapon roulette with mostly Sanctuaries. This is the only place I've ever seen Sanctuaries.

Open the door onwards and go on the small ledge to the left for a chest. Continue down the stairs to another fight. A Reptid Witch here casts a Damage Circle that covers room. Note that Count Arganan will help by casting Heal. Proceed carefully, being sure to keep regen active. Once an enemy is hurt, it will try to run to the enemy healer all the way in the back. Try to position yourself so that if you get a critical hit, the critical hit will knock an enemy into a corner so that you can keep it from running off. Hiding can make nearby enemies stop for a short while, even if you emerge right away. Try using that if an enemy begins to run. You can also knock enemies off the short railings for quick kills. Continue on to a third fight. Here, there are two broken cables that you can shoot the ends of to Daze nearby enemies (and allies). Continue on to a chest next to the door to the next screen. Go through the door.

Continue straight instead of going down the stairs to find a chest and a Summon Circle. If you want to train at this Summon Circle, you may want to wait a bit since other allies are about to rejoin.

BOSS ALERT!

Go down the stairs for a scene and you'll meet up with someone who can perform upgrades.

Late Game Upgrading

You'll start getting Gnome Golds now. Gnome Golds are used to upgrade many equipment from +6 to +9 and are also used to upgrade quite a few weapons. Gnome Golds aren't rare, but they aren't exactly common either. Think carefully when upgrading things that require Gnome Gold.

You'll probably be getting many Sorcerers. I suggest getting three Sorcerer+5 and putting them on Calista, Mirania, and Lowell.

Go through the door for a boss fight against Berith.
Boss: Berith

Keep attacking Berith to eventually break its shield. Then you'll be able to damage Berith for a while before its shield returns. Berith's arrows explode after a brief delay. If Berith shoots you with an arrow, causing the arrow to be stuck in Zael, then Guard because the arrow will explode. Berith has a blast attack that inflicts Silence. Note that Zael cannot use Gale when Silenced. Fight for a little while and allies will arrive. Berith can be inflicted with Break once its shield is down.

Missable Item Alert: Chaos Blade

Don't miss the Chaos Blade that Berith drops on the ground. I've been told that enemies from the Fortress Island Summon Circle can drop Chaos Blades, but this is the only guaranteed one.

Chaos Blades are very defensive weapons. A Chaos Blade+5 upgrades, using a Heart of the Outsider, into a Stranger, a very offensive weapon. Since this may very well be the only Chaos Blade you'll get in a first playthrough, think carefully about whether or not you should upgrade it into a Stranger.

Go through the door your allies came in from. Head straight and then turn right to find three chests. Then go back to the room Berith was in and open the large door. Go through to find a Save Point and a gateway.

BOSS ALERT!

Go through the gateway for a boss fight against Sentinel Beast: Mitra.

Boss: Mitra

Mitra can be inflicted with Break. From the air, Mitra uses a Flare Blast that leaves Enemy Flare Circles on the ground that damage characters that stand in them. Those Circles can be diffused. Mitra also uses a Silence Blast that inflicts Silence. When it is charging up a Silence Blast, blue circles will appear on Zael. Inflict Silence on Mitra to force it to land. To inflict Silence on Mitra, either diffuse a Forest Circle or Guard Counter a Silence Blast. (The Flare Blasts can't be Guard Countered.) On the ground, Mitra just keeps swiping with its claws. As it starts to get lower in health, Mitra will be able to shoot multiple Silence Blasts (that target other characters, even with Gathering active) and will get a huge laser attack that does immense damage. But you'll never see those attacks if you keep Mitra grounded. For an easy win, have Mirania use Forest and diffuse a Forest Circle whenever Long Silence wears off. Mitra can't do anything other than Claw Swipes (which are not very powerful) on the ground. Get Mitra down to about 10% of max HP to end the fight.

Chapter 35-Port Lazulis

This is not a Replayable area. Continue past two fights for a scene. Then you will need to take out three Wyrms. Use Burst Arrows on the Wyrms. If you need more Burst Arrows, take out the Gurak Fighters that keep dropping down.

BOSS ALERT!

Following your allies past the Save Point triggers a boss fight against Dark Muruk. But first, there are some chests you can get. Turn left before reaching the Save Point. Proceed and turn right to go through a small alley. Past that alley are two chests. Now go to your allies for a boss fight.

Boss: Dark Muruk

Dark Muruk has a constant Guard but can be inflicted with Break. Its Spines attack inflicts Shade and Paralysis. Shade, the status, is the same negative status that Lesser Shade and Shade, the boss, inflict. An ally inflicted with Shade turns against the party. Quickly diffuse a Recover Circle to remove Shade. Dark Muruk can also grab a character and squeeze him or her, ultimately slamming the unfortunate victim down for 9999 damage. After using Spines, Dark Muruk will be dizzy for a short time. Hit Dark Muruk while it is dizzy to knock it over and trigger a RIDE prompt that deals heavy damage.

Missable Item Alert: Divine Poet

I haven't personally confirmed this, but I've heard from many, many sources that the three Fire Sorcerers in the upcoming fight can drop Divine Poets (as ? SWORDs). But if you are planning on hunting for Divine Poets, be warned that the drop rate is apparently quite low. The Fire Sorcerers also drop Blunt Diamond Swords, which will also be ? SWORDs since you haven't appraised Blunt Diamond Swords before.

Dark Muruk drops a General Sword on the ground. SEEK the gate and have Yurick destroy it. Some enemies will appear as Yurick is casting. Go through the gate for a fight. Note that the Fire Sorcerers here absorb Fire. After the fight, follow Syrenne and Mirania to the Sewer entrance. There are two chests by the Sewer entrance. Go down to the Sewer.

Into the Sewer

This is your last chance for quite a while to buy things and get ? items appraised. You will still be able to get upgrades and curses removed for a while after this. Note that one of the people here sells Gnome Copper and Gnome Silver, in case you need some. Talk to the boy near Mirania for a Salamander Bone. Talk to Warren for a Light of the Outsider. To continue, check the door or talk to Calista twice. Then open the door.

Blue Summon Circles

There will be quite a few blue Summon Circles ahead. Use Gathering on one to call Horace. Horace provides his usual services, so you can continue to get upgrades, get curses removed (if you completed [[*Chapter 24-Reptid Catacombs*]]), and sell items.

Go through the door to continue.

Chapter 36-Sewer

This is not a Replayable area. Continue until you reach a + intersection. Straight ahead is a chest. Turning left leads to two chests and a red Summon Circle. Turning right leads onwards. Go either left or right to fight a Giant Crab. Giant Crabs have a regen as long as they are in water. Lure Giant Crabs onto land before attacking them. Afterwards, go towards the red Summon Circle, even if you won't use it, for the two chests. Then proceed onwards. A Giant Crab will come through a wall and another will attack from behind the party. Go past the wall that a Giant Crab made and look to your right for a hole. Through that is a Save Point, a blue Summon Circle, and two chests. Then go through the hole a Giant Crab made and go down the ladder to the next screen.

Continue past a Save Point into a room for a fight with some Giant Crabs. There are four chests in the room. Go through the doors your allies are standing by. Turn right and then right to find two chests. Then proceed until your allies start talking. Keep going to return to the Save Point from earlier.

BOSS ALERT!

Proceed past the Save Point back into the room where you just fought some Giant Crabs for a boss fight against Nebirous.

Boss: Nebirous (Sewer)

Nebirous has a Dragon Fang available for stealing. If you've fought Nebirous in the Haunted Mansion, then you know what to do. Run around to find Skeleton Archers who drop Silver Arrows. If you haven't fought Nebirous before, read on.

Nebirous has a shield that can only be broken by shooting it with a Silver Arrow. Run around the map to find Skeleton Archers who drop Silver Arrows. A single Silver Arrow will temporarily break Nebirous' shield. Once you have a Silver Arrow, try to lead Nebirous to your mages before shooting Nebirous so that the mages may contribute to the offensive before Nebirous gets its shield back. Nebirous can be inflicted with Break and is affected by Gathering Burst (once its shield is down, of course). Take a few hits to charge up Gathering Burst and then release it once Nebirous' shield is down to slow down Nebirous.

Don't miss the Dragon Fang that Nebirous drops. Go through the gate that opened to continue to the next screen. Continue on to a chest and a Save Point that are right next to each other.

BOSS ALERT

Continue past the Save Point for a mandatory SEEK event. Quickly look up and SEEK the Monstrous Spider to avoid getting hurt as the boss fight against Monstrous Spider begins.

Boss: Monstrous Spider

A very straightforward battle. Keep Deflectors up and inflict Break on Monstrous Spider. Then hack away. Both of Monstrous Spider's close range attacks can be Guard Countered. Monstrous Spider does not get slowed down from Gathering Burst. Some Gurak reinforcements will show up once as the battle progresses.

Monstrous Spider drops a General Sword+2 on the ground. There is a blue Summon Circle by the Save Point. Go through the big hole to continue.

Chapter 37-Fortress Island

This is not a Replayable area. Proceed onwards to a fight. To defeat Gurak Obstructors, have allies hit the barrier with magic to create a hole. Then shoot the Obstructor to knock it down. Before going through the door, there are three chests nearby. Note that there is a blue Summon Circle nearby. Continue on to an optional fight. To avoid the fight (which includes Leaders and Ogres), enter the next room and you will be given the chance to sneak through the room. If you want to fight here, shoot an enemy before entering the room, or purposely mess up when trying to sneak through the room. Continue to the next room for a fight. Quickly SEEK the bridge and tell Yurick to destroy it to take out the two Ogres before they can get to the party. More enemies, including a Leader, will come in from the lift. Go into the lift.

After the next battle begins, "switch" hiding places to the right twice. Then emerge and go up the ladder. Then keep "switching" hiding places as you make your way around to the enemies' flank. Then Zael can quickly take out the mages in the back of the enemy formation. After this group of enemies is defeated, more enemies, under Nitro status, will arrive in the upper section of the room. You can SEEK the large glowing rocks above the new enemies to tell Yurick to aim for the rocks to drop the rocks on the enemies. After the battle, go into the lift.

There are two chests near the Save Point. Go through the door for a fight. After the fight, stepping into the middle of the room will trigger a scene that separates the group. Personally, I would hang back and Guard Counter everything. Sure, the enemy mages absorb their element, but spells from allies can take out the enemy mages. By hanging back, I can make sure I shoot all of the drops before stepping into the middle of the room. That way, I won't miss any drops. Continue on to find two chests near the next lift. Go into the lift.

Look to the left for a chest and a door. Go through the door to get Lowell back. (You can get some extra dialogue in a bit if you don't get Lowell and/or Syrenne back now.) Then go past the statues to make them spring to life. The Gold Coffins' attacks have a long build-up time and inflict Sticky. Partway through the fight, there will be a scene showing Syrenne stuck in a lift. Go to the lift with two Ogre Hammers jamming it to free her. If you want to free her during the battle, turn off Gathering. That's because it takes a bit of time to unjam the door, during which time the enemies will keep attacking. Continue to the next room for a fight. Yurick and Mirania will arrive partway through the fight. After the fight, your allies will stand next to the door onwards. If you haven't gotten Syrenne and Lowell back yet, you will not be able to continue until you get them both back. Before continuing, there is a door on the upper portion of this room that leads to a red Summon Circle. Continue onwards to find the next lift. Near the lift are a Save Point, a blue Summon Circle, and three chests.

BOSS ALERT!

There are three boss fights coming up, with a Save Point and blue a Summon Circle in between the first and second fights. The third fight is a one-on-one fight. Go into the lift. Don't bother using the Save Point here since the one before the lift lets you go train at the red Summon Circle and use a blue Summon Circle. Go through the door and head to the middle of the room for a boss fight against Zepha and Zesha.

Boss: Zepha and Zesha

Both twins can be inflicted with Break. The one who glows blue is Zepha, a mage. The one who glows red is Zesha, a fighter. The goal is to take out Zepha, the mage. Don't bother with Zesha since his HP won't go down past a certain point and he'll heal himself when he gets low on health. Zepha erects barriers that reflect all spells except spells of one certain element. Hit the barrier with a spell of the same color to break the barrier. Zepha attacks by casting a spell that causes the ground beneath his target to explode. Both twins have a jumping attack that inflicts Break. Bring Zepha down to about 10% of max HP to finish the fight.

After the fight, three of the wings in the room have a chest at the end (for two Gnome Golds and a Royal Ring). One of the wings leads to a Save Point, a blue Summon Circle, and a gateway.

BOSS ALERT!

Go through the gateway for a boss fight against Atar.

Boss: Atar

Atar can be inflicted with Break. From the air, Atar uses a Flare Blast that leaves many Enemy Flare Circles on the ground that damage characters that stand in them. Those Circles can be diffused. Atar also uses a Silence Blast that inflicts Silence. Inflict Silence on Atar to force it to land. To inflict Silence on Atar, either diffuse a Forest Circle or Guard Counter a Silence Blast. (The Flare Blasts can't be Guard Countered.) Unlike Mitra, Atar is still dangerous on the ground. On the ground, Atar can do Claw Swipes on a close target and a Linear Shockwave on a distant target. The Linear Shockwave cannot be Guarded, but can be Dodged. Atar's most dangerous attack is Ground Burst, which it can use both in the air and on the ground. Ground Burst causes many white discs to appear around the field. The discs explode after a brief delay, doing heavy damage. Those explosions can be Guarded. I suggest Guarding against Ground Burst rather than trying to dive like crazy to get Dodges.

Fight for a while and the party will arrive. Soon after the party arrives, Calista's Spirit ability will change to Ancient Summon. Ancient Summon can only be used once and using it will destroy Atar's wings, causing Atar to be grounded for the rest of the fight. You have to use Ancient Summon to finish the fight. Otherwise, Atar will just stay at one HP.

Chapter 38-Raging Ocean

BOSS ALERT!

Just swim for a while in any direction. After several mandatory SEEK events, there will be one where you need to SEEK a ship. After some scenes, there will be a boss fight against a Cursed Swordsman.

Boss: Cursed Swordsman

I'm using an alias here for the benefit of people who are scrolling past here but who have not reached this point. Gathering Burst works very well against the Cursed Swordsman. The Cursed Swordsman's basic attacks can all be Guard Countered. However, the Cursed Swordsman also has a lunge attack that drains HP and an attack where the Cursed Swordsman hops over Zael's back and does a backslash. There's also a huge (in height) jump attack, but there's plenty of time to Guard or try to evade that. At certain HP milestones, there will be a quick-time event where you have follow several directional/button prompts. If you don't input the prompts in time, you will take moderate damage and will have to try the prompts again. The first one is up, down, left. The second one is up, down, up. The third one is up, left, A/a.

For a ridiculously easy fight, use Paralysis Arrows.

The Cursed Swordsman drops an Emperor(cursed) straight into your inventory. In case you don't read weapon attributes, the Emperor reduces its wielder's lives to one.

Chapter 39-Reptids' Cave Revisited

This is not a Replayable area. There are four chests in the room. There is also a blue Summon Circle in the middle of the room (it might be a bit hard to see). Go towards your allies and then up the stairs to the next screen.

Check the wall, go through, and turn right to find a chest. If you haven't before, check the wall behind that chest to find a chest with a Heart of the Outsider. Continue onwards. There is a chest near where the game does a Checkpoint Save. Proceed to a large room for a fight. There are mines in the room. Fight for a bit and the enemies will flee. Walk around the room and follow a SEEK prompt to find a hidden door. Continue on to a large room with water. Before following your allies into a fight, look on the left for a path to a chest. Then return to your allies. The enemies won't attack until you start attacking them or you step into the middle of the room. Don't rush in. Notice the red floating objects. Those are mines. Shoot them from afar first to get rid of them (that won't alert the enemies). The Gurak Archers inflict Death. Follow your allies to find the path to the next screen.

This room has a Save Point, a red Summon Circle, a blue Summon Circle, and two chests.

BOSS ALERT!

Opening the door past the Save Point makes the red Summon Circle disappear. Proceed onwards for a boss fight against Last Cocoon.

Boss: Last Cocoon

You can't hurt Last Cocoon while it is in a cocoon. Do whatever you want for a while and then there will be a scene. You will then face some enemies that you might think you are not supposed to hurt. Take them all out to continue. The real fight begins when a nightmare dog thing appears.

First Form: Running

Last Cocoon teleports out of the way of physical attacks. Don't bother to attack it now. After a while, Last Cocoon will run around the ring of pillars and then jump onto a pillar. From the top of a pillar, Last Cocoon will periodically throw a sword at its target. To destroy the pillar, either Guard Counter a tossed sword or SEEK the top of the pillar and tell Yurick or Lowell to destroy the pillar. Destroy the pillar to make Last Cocoon fall down and be stunned for a time, during which you can attack away. Repeat. Last Cocoon can be inflicted with Break, but it is best to try that once it is stunned. Take Last Cocoon down to half HP to begin the next part of the fight.

Second Form: Standing

Last Cocoon has a constant Guard but can be inflicted with Break. Against a close target, Last Cocoon uses a Claw Swipe that cannot be Guarded. Against a somewhat distant target, it uses a Shoulder Lunge that can be Guarded. Against a distant target, it uses Swords Toss. The swords do minimal damage on impact but explode after a brief delay, so be sure to Guard if some swords get stuck in Zael. As Last Cocoon is readying a Swords Toss, try getting the bottom part of a pillar between Zael and Last Cocoon so that the swords will just get stuck in the pillar.

SEEK Last Cocoon's head to have the mages aim for Last Cocoon's head for the rest of the fight. Last Cocoon gets stunned for a few seconds after taking a spell to the face. You can try Syrenne's universal approach and just hack away until Last Cocoon falls. However, like the first Cocoon fight, you can finish the fight more quickly by using the environment. There is a huge sword hanging above the altar in the middle of the field. Hitting the hanging sword with a few arrows (basic Arrows will work) will make it drop down. Dropping the hanging sword down on Last Cocoon pretty much finishes the fight. With the sword through it, Last Cocoon no longer attacks and there will be RIDE prompts that have Zael leap onto Last Cocoon's head for an extremely powerful attack. The key is making sure the sword drop actually hits. The most surefire way is to break the alter. Throw a few Damage Bombs at the altar. Then the altar will break when Last Cocoon walks over it, trapping Last Cocoon in place. You can also use Shadow Stitch once Last Cocoon is directly under the hanging sword to stun it for a short while.

Last Cocoon drops a Nightmare straight into your inventory. There are three chests, a Save Point, and a blue Summon Circle in the room. This is the last blue Summon Circle. Once you enter the next area, you will not be able to get upgrades until after defeating the final storyline boss. I suggest using up all of your Gnome Golds now. You can get plenty more later. The next area has five bosses, a handful of fights against regular enemies, and two red Summon Circles.

BOSS ALERT!

There is a boss fight as soon as you enter the next area. When you are ready, go through the gateway to enter The Last World.

Chapter 40-The Last World

This is not a Replayable area. There will be an immediate boss fight against Berith.

Boss: Berith, Second Fight

This is similar to the first Berith fight except Berith now makes two fake copies of itself when it gets its shield back. The fake copies go down after only a few hits, but they explode shortly after they fall. There is a broken Lazulis Golem in the room. Go up to it and press the action button to bring it back to life as an ally. Berith can be inflicted with Break.

Note the Witchcraft that Berith drops straight into your inventory. It is a good magic weapon once upgraded. The party will split up.

Note that you still have access to Command Mode as Syrenne. As Syrenne, fight for a while and control will switch to Yurick. As Yurick, defeat all the enemies that arrive. Remember that pressing Guard while charging a spell causes the target cursor to latch onto an enemy near the cursor. Control will switch back to Syrenne. Two Lazulis Golems will arrive. If you defeat a Lazulis Golem, go up to it and press the action button to bring it back to life and it will be on your side. After a while, the rest of the enemies will flee. Control will switch back to Yurick. Defeat some more enemies to have control switch back to Syrenne. As Syrenne, just dodge like crazy (or, if you prefer, calmly evade) until a door opens. Go through the door. Proceed to a Save Point.

BOSS ALERT! Times two!

There are two boss fights in a row coming up. There is no Save point in between the two fights, but there is, of course, a Checkpoint Save in between. Continue on and look for a chest, with Dragon Skin x3, behind one of the pillars. Proceed to the dead end for a scene and control will switch to Zael. As Zael, move forward into the room to begin a boss fight against Zepha.

Boss: Zepha

Zepha casts Damage Circle. While Damage Circle is active, Zepha uses a spell that causes the ground beneath his target to explode. Hit him a few times and he will erect a green barrier. Have Mirania use Forest to destroy the barrier. Eventually, Zepha will erect a red barrier. Wait a while and Yurick will arrive. For the rest of the fight, Zepha will switch between red and green barriers. When the barrier is green, use Command Mode for Forest and Reverse. When the barrier is red, use Command Mode for Prominence and Recover. Zepha can be inflicted with Break.

Zepha drops a North Wing and a South Wing straight into your inventory. Despite their deceptively low M. Atk, the North and South Wings are definitely weapons for mages. After a Checkpoint Save, a boss fight against Zesha begins.
Boss: Zesha

As long as Zesha is not suffering Break and is not in the animation of doing anything else, he'll Guard Counter every basic physical attack and thrown spell on him. Spells that he Guard Counter will leave Magic Circles that damage allies that stand in them. Zesha has a very fast basic physical attack. Even if he is suffering Break, don't run up to him and attack. Guard as you move towards Zesha to lure out an attack. Then get in an attack of your own. He also has a Thunder Spear attack that targets all allies and inflicts Paralysis. He has a big jump attack that he uses on a distant target and a powerful Linear Shockwave that he uses against a somewhat distant target. He can also teleport right next to his target and immediately do an attack.

Break is absolutely crucial against Zesha. The problem is getting a Prominence to land without it getting Guard Countered. While Zesha is not suffering Break, pelt him with Arrows when Yurick is about to use Prominence. Zesha can't Guard Counter if he is in the middle of Guarding against your Arrows. Once a Prominence successfully lands, inflict Break on Zesha and carefully begin your offensive. Pay attention to Zesha and stop attacking as soon as the red ring indicating Break goes away. When Zesha is suffering Break, diffusing another Prominence Circle won't renew the Break.

Fight for a while and Syrenne and Lowell will arrive. After defeating Zesha, more enemies will appear. Defeat all of the enemies for a scene. Zesha will be revived and more enemies will keep coming. To continue, head to the end of the bridge opposite where you entered and check the wall to leave the fight. It is definitely possible to defeat Zesha a second time, but you don't get anything special for doing so. The common enemies will just keep on coming until you leave the fight.

Continue on to find a red Summon Circle. Proceed to a Save Point by a door.

BOSS and MISSABLE ITEM ALERT!

Go through the door for the inevitable boss fight against Zangurak. It is a two-part fight, with a Checkpoint Save in between. The first fight is a one-on-one fight. The second is a party fight.

Missable Item Alert: Zan Lance

An important part of the second fight is taking Zangurak's weapon, the Zan Lance, and using it against him. Equipping the Zan Lance temporarily replaces Zael's current weapon. Zael drops the Zan Lance if he gets knocked down. Have the Zan Lance equipped when finishing the second fight to keep it. It has never happened to me, but I've heard that some people have lost the weapon Zael was previously equipping when finishing the second fight with the Zan Lance equipped. For me, the weapon Zael was equipping always went back into my inventory if I finish the second fight with the Zan Lance equipped. But if you want to play it safe, you may want to give Zael a weapon you don't mind losing before taking the Zan Lance.

Boss: Zangurak

First Fight

Zangurak has several different physical attacks, many of which leave him open if he misses. He also has his own Gathering Burst, which knocks down and inflicts Break. You can avoid the knockdown from Zangurak's Burst by Dodging it. Dive when you see Zangurak lift a leg for a stomp to Dodge his Burst. You'll still be inflicted with Break, though. If Zael gets knocked over the ledge, rapidly tap A/a to avoid taking a powerful attack. Zangurak can also do a counterattack against physical attacks.

Guard and circle around Zanguark. After Zangurak misses an attack, hit him once or twice (note that a second attack sometimes triggers a counterattack). If you get greedy and keep attacking, you're likely to eat a counterattack to the face. Note that Zangurak has two quick physical attacks that don't leave him open. One is a uppercut and one is a quick stab. If you have difficulty in this fight, or if you just want a laugh, use Prank Bananas. That's right, Prank Bananas. Zanguark, King of the Gurak, is vulnerable to Prank Bananas. Shoot him with a Prank Banana. Attack him once. Repeat.

Second Fight

Zael gets healed after the first fight. It is just Zael and Calista at first, but allies will quickly arrive. When they do, go to the blue door and open it to let your allies in.

Zangurak can't be hurt as long as he has his shield. Prank Bananas will still work on him, though. Zangurak's own weapon, the Zan Lance, can damage and eventually destroy the shield. To make Zangurak drop the Zan Lance, Guard Counter one of his physical attacks or when he throws his lance at a distant target. After Zangurak drops his lance, quickly go to it and press the action button to equip it before Zangurak teleports over and picks up the lance. Zael drops the Zan Lance if he gets knocked down. With or without his lance, Zangurak can use Burst, a quick uppercut, and a projectile he shoots with his left arm that inflicts Silence. Without his lance, Zangurak mostly uses an attack where he raises his right arm, teleports next to his target, and then slams his arm down. That attack knocks down if not Guarded or Dodged.

Keep attacking with the Zan Lance equipped to eventually destroy the shield permanently. Once Zangurak's shield is destroyed, he can be inflicted with Break. When Zangurak is not suffering Break, he occasionally counters physical attacks. If you want to keep the Zan Lance, make sure to Dodge Zangurak's Bursts and then quickly remove Break. Consider using Prank Bananas near the end of the fight to keep Zangurak too busy to use any attacks.

Follow your allies to the next screen. Approach the steps for a scene. After the scene, a red Summon Circle will appear in the middle of the room. Continue to the next screen to find a Save Point.

BOSS ALERT!

Proceed to face the final storyline boss.

Boss: Final Storyline Boss

The Final Storyline Boss (FSB) has three forms. The first form can be inflicted with Break. I'll start each form with a list of attacks. Personally, I suggest keeping Calista on Shining and Mirania on Recover. Then diffuse Shining Circles as Deflector is about to run out or has already run out to keep Deflectors up as often as possible. I cannot stress enough how helpful Deflector is in this fight. If you have difficulty here and have rarely used Spirit abilities, now is the time to use them. Note that Shadow Stitch stuns FSB for quite a while. I suggest not using Spirit abilities (except for one mandatory use) against the first two forms, unless several characters have lost a life, in which case it would be good to use Revive early so Mirania's Spirit Gauge can start filling up again. Go all-out with Spirit abilities against the third form.

First Form

  • Basic attack: Basic two-hit physical attack. Sometimes teleports next to target before using. Can be Guard Countered.
  • Two-hit slam: Uses on a close target. Knocks down if not Guarded. Can catch Zael with this in the middle of a dive or Gale. Can be Guard Countered.
  • Lunge: An extremely fast lunge on a distant target. Knocks down if not Guarded or Dodged. Can be Guard Countered
  • Leaping Attack: Leaps high into the air and then slams the ground, inflicting Death on the party.
  • Counter Stance: Uses after Power Increase wears off. Removes Break from FSB. Indicated by a sphere surrounding FSB. FSB stops actively attacking for a while and Guard Counters all basic physical attacks and thrown spells as long as FSB isn't in the animation of doing something else. Even if FSB is in the middle of some other animation, thrown spells will still bounce off FSB. Inflict Break to remove this early.
  • Power Increase: Uses after Counter Stance wears off. If Counter Stance was removed with Break, uses when Counter Stance would have naturally worn off. Indicated by an orange ring under FSB. Temporarily increases attack. Practically speaking, the only time this is ever off when Counter Stance is off is if Break was used to remove Counter Stance early.

When FSB activates Counter Stance, diffuse a nearby Prominence Circle if one happens to be nearby to remove the Counter Stance early. Otherwise, keep shooting FSB until Counter Stance ends. Spells will still bounce off FSB in Counter Stance, but the constant Arrows will prevent FSB from hitting spells back and doing counterattacks on Syrenne. There's no need to diffuse a Recover Circle immediately after a Leaping Attack, but just remember to find an opportunity to diffuse a Recover Circle within 20 seconds or so (so you don't run into a situation where the Death counter is at 5 seconds and the only Recover Circle just recently disappeared).

Second Form

  • Sword swipe: Swipes FSB's horizontally in front of it. Can lunge forward with this on a distant target. Knocks down if not Guarded or Dodged.
  • Sword slam: Slams FSB's sword vertically in front of it. Knocks down if not Guarded or Dodged.
  • Burst: Plunges FSB's sword into the ground, which creates a shockwave at close range and shoots chains at the party. The shockwave inflicts Break. Deflector blocks the damage from the chains.
  • Death Beam: Shoots a beam that inflicts Death in front of FSB.
  • Death Rain: FSB flys up and creates a red orb that shoots many needles that inflict Death around the room. Deflector completely blocks this.
  • Five-way Blast: FSB flys up and shoots five blasts. If Gathering is active and FSB's attention is on Zael, all five go towards Zael. If Gathering is not active (or if Gathering was recently activated and FSB has not noticed Zael yet), the five blasts each go towards a different party member. Can be Guard Countered.
  • Huge Sword Plunge: Starts using after FSB's barrier is destroyed. FSB flys up, charges up, and then plunges its sword down to create a huge shockwave that does heavy damage.

FSB is immune to Break in this form, so don't make a conscious effort to diffuse Prominence Circles here. Be sure to quickly get Break removed after a Burst and get Death removed after a Death Beam. Deflectors will block Death Rain. But if Death Rain happens when Deflector isn't up, remember to diffuse a Recover Circle. Five-way Blast can be Guard Countered. The shockwave from Huge Sword Plunge lasts a bit longer than you might expect. Keep Guarding a bit after the Huge Sword Plunge.

Hurt FSB a bit and FSB will put up a powerful barrier. Wait a bit for a scene and Yurick's Spirit ability will change to Big Bang for the rest of the fight. Use Big Bang to destroy the barrier. You only need to destroy the barrier once, but Big Bang will be available for use for the rest of the fight.

Third Form

  • One-two Punch: FSB's claws do not glow as FSB does two punches. The second hit knocks down if not Guarded or Dodged. Uses on a very close target.
  • Single Purple Punch: FSB's right claw glows purple. Then FSB punches with that claw. Knocks down if not Guarded or Dodged. Uses on a very close target.
  • Double Purple Lunge: Both of FSB's claws glow purple. Then FSB lunges forward and does two swipes of very heavy damage. This is the attack to look out for. It is quite fast and is very powerful. Make sure you Guard against this! Does not use on a very close target.
  • Death Beam & Shockwave: FSB charges up and then shoots a beam that inflicts Death in front of FSB, quickly followed by a powerful linear shockwave. The shockwave knocks down if not Guarded or Dodged. Does not use on a very close target.
  • Eight-way Blast: FSB shoots eight blasts. If Gathering is active and FSB's attention is on Zael, all eight go towards Zael. If Gathering is not active (or if Gathering was recently activated and FSB has not noticed Zael yet), the blasts get split up between different party members. Can be Guard Countered. Knocks down if not Guarded or Dodged. Does not use on a very close target.
  • Grab & Slam: When a character gets knocked down, FSB jumps over to that character and grabs him or her. FSB then slams the character down for 99999 damage. If FSB grabs Zael, the usual rapid left control stick movement can be used to escape.
  • Ground Burst: Causes many white discs to appear around the field. The discs explode after a brief delay, doing moderate damage. Those explosions cannot be Guarded.

FSB is immune to Break in this form, so don't make a conscious effort to diffuse Prominence Circles here. Read the list of attacks. FSB's two weakest attacks are the two attacks that it uses on a very close target. FSB's most dangerous attacks are not used when FSB's target is very close. Try to stay right next to FSB as often as you can. This is complicated by the fact that FSB likes to often hop away. Whenever Zael gets knocked down and FSB grabs Zael, be sure to escape or else it is a guaranteed Down.

Guard, don't Dodge, against the One-two Punch, Single Purple Punch, and Double Purple Lunge. Make sure you Guard both hits of the One-two Punch. It is vital that you Guard against Double Purple Lunge. When FSB charges up for Death Beam & Shockwave, quickly dive out of the way to avoid the beam and shockwave completely. Eight-way Blast can be Guard Countered. When Ground Burst happens, dive like crazy towards a Recover Circle. When Ground Burst happens is a great time to quickly get to a Recover Circle because you can be confident you won't need to Guard a Double Purple Lunge for a few seconds.

If you want to put a Deflector up, wait for an attack first. Guard or evade the attack, depending on the attack, and then quickly diffuse a Shining Circle. Don't wait until you are very badly injured before going to a Recover Circle. If you need healing and are not extremely low on health, wait for an attack first. Guard or evade the attack, depending on the attack, and then quickly move towards a Recover Circle. If the Circle is very far away, you may need to do this twice. Start Gale or Command Mode if you need to find the Circle. You can simply cancel the Gale or Command Mode after you find the Circle. Once you pick up a regen, quickly get very close to FSB again. Always be ready to Guard or evade, only doing things that leave you open (such as diffusing Shining Circles or running to a Recover Circle) right after one of FSB's attacks.

Deplete FSB's HP and FSB will stop attacking. There are then two ways to finish the fight. One is with a Vertical Slice. Climb some blocks in the room and look for a surface to cling onto to ready a Vertical Slice. Vertical Slice into FSB to end the fight. Alternatively, you can wait through the party's conversation. Then you can go next to FSB and use a RIDE prompt that appears to finish the fight. Neither method gives anything special.

Note the Traive that you get after the fight. It is very weak now, but upgrade it in a New Game+ and it becomes a superb weapon. Make your way out of The Last World. Don't miss the East Wing and West Wing that are on the ground on the bridge where Zesha was fought.

Chapter 41-Stargazers' Tower: Day

An extremely short chapter. Talk to Calista and agree to begin the ritual to continue.

Epilogue-The Last Story

There are many things that can be done during the Epilogue, including two optional chapters, a spar with Therius, and a new season at the Arena. But first things first. Once you have control in the Great Hall, go towards the stairs and look near where the Lazulis Mage who talks about the Library is. If there is a Maid there who says that Ariela is looking for Zael, then you are free to proceed to the end of the game whenever you like. If that Maid is not there, doing Chapter 42-Arganan Temple should make her (and Ariela) appear.

Finishing the Game

To proceed to Chapter 44-Stargazers' Tower: Night and the end of the game, talk to Ariela outside Ariela's Tavern. If she isn't there, completing Chapter 42 should make her appear. Then manually walk north of Central Plaza for a scene. Agree to go with Lowell to proceed to the end of the game.

To do optional Chapter 42, go to Calista's room, SEEK the portrait there, and choose to go in order to begin Chapter 42-Arganan Temple

To do optional Chapter 43, talk to Horace outside his shop west of Ariela's Tavern. A guard will come asking for help. Agree to help to begin Chapter 43-Contaminated Cave. Note that starting Chapter 43 removes Reptids' Cave from the MAP screen. Even if he couldn't before, Horace can now remove curses from weapons.

To have a one-on-one spar with Therius, go to the Underground Tomb in the castle and approach Therius. You can face Therius as many times as you wish. There will be special conversations the first two times you defeat Therius.

Spar with Therius

Therius has three special modes: Attack, Speed, and Defence. In Attack mode, there will be an orange ring below Therius, like the orange ring under Zael when Zael has Power Strike on. Therius does much more damage than usual in Attack mode. In Speed mode, Therius will evade your attacks. Use Gathering Burst to force him out of Speed mode. In Defence mode, Therius will be covered by a sphere. He will Guard Counter your attacks in Defence mode. Knock over a brazier to make a Flare Circle. Use the Flare Circle to inflict Break on Therius to force him out of Defence mode.

When Therius goes down to 2/3 HP and when he goes down to 1/3 HP, there will be a quick-time event where you have follow several directional prompts. If you don't input the prompts in time, you will take some damage and will have to try the prompts again. The first one is up, down, up. The second one is up, up, down.

Going to certain places in the castle trigger scenes or conversations. Try going to the Count's Chamber, Jirall's Room, the Ballroom balcony, the Dungeon, and the Turret Control Room. There are three chests inside one of the cells in the Dungeon.

There are a few new things out in the city. If you've been keeping up with The Orchid Gang, you can find them one last time at the fountain at Castle Gate Plaza. They will give a Salamander Bone without stealing anything from you. SEEK a man smashing rubble just north of Central Plaza for a Dragon Skin. The Budding Confectioner and Charismatic Chef both have a new request that give some Gnome Golds. You can also now get Gnome Golds if you SEEK the Ground for Free Stuff. You can now do the Getting Gurak Tomes quest. Talk to a Gurak Woman in Castle Gate Plaza, a Gurak Girl in South Gate Plaza, and a Gurak Cook in the Market who all mention leaving something behind at Gurak Castle. Go to Gurak Castle via the MAP screen and open the three chests there. Return the items to their owners to get one Gurak Tome from each person. There is a new merchant in Artisan's Way who sells Gnome Copper and Gnome Silver.

Arena Season 3 is now available. There will be an extra boss fight against Giga Muruk at the end of the first time you do Season 3.

If you've done the sequence to Trade for Zoran's Sword up to getting Zoran's Voyage Log but have not traded that for Zoran's Sword yet, you can do that by talking to Zoran in Artisan's Way. Also, the Old Man of the River is now on the north bank of the river just by the northwest end of the east bridge.

Chapter 42-Arganan Temple

This is a Replayable area. Go to Calista's room, SEEK the portrait there, and choose to go in order to begin this chapter. Move forward to a fight. You can sneak by on the right to take the enemies by surprise. Go through the door to another fight. There's no need to tell Calista to aim for the Reptid Obstructor. There are two stairs you can take to get behind it. Approach Calista to make more enemies appear. Note that the Gold Reptids here and further in this area absorb Light, so you may want to switch Calista to Recover. Before going through the door near Calista, look for three holes in the wall that each lead to a chest. Go through the door near Calista to reach the courtyard.

Enemies will keep coming until you take out the Gold Archers (who absorb Light) across the pond. To take out the archers quickly, either destroy the pillar to the right of the archers or throw a Damage Bomb at the archers. Continue and you will have to choose between two doors. Going through the left door leads to a fight against some mages (among other enemies). The right door leads to a fight against Sea Reptids, Gold Reptids, and a Reptid Healer. After choosing a door, don't go through yet. Look to the left for a small opening. Squeeze through to find a chest with the Arganan Dagger. Then go through the door you chose. The right path has a chest, but you can get that chest later if you take the left path. Both paths lead to a room with many Sea Reptids and Gold Reptids. If you chose the left path, open the door you didn't go through and look left for a chest. Then go back to Calista.

BOSS ALERT!

There is a Save Point near Calista. Go down the hole near Calista. Open the large door for a mandatory SEEK event. Quickly look up and SEEK the Gold Spider to avoid being hurt as the boss fight against Gold Spider begins.

Boss: Gold Spider

Gold Spider has a constant frontal Guard. Gold Spider can devour a character. A character that is devoured by Gold Spider takes low continuous damage but can continue acting. It is good for Zael to get devoured. Don't fight against it if Zael starts getting dragged in towards Gold Spider. Inside Gold Spider, keep on attacking for great damage. After a while, Gold Spider will spit out the character that was devoured, leaving that character Sticky. After Gold Spider gets hurt enough, Reptid reinforcements will arrive once. The reinforcements include a Damage Circle user. Guard Countering one of Gold Spider's close range attacks removes Gold Spider's frontal Guard for about two seconds.

Gold Spider drops a Grand Swell+3 (as a ? SWORD) on the ground. Follow Calista to the next screen. There will be a Checkpoint Save for some reason. In the upcoming scene, choosing "No way!" three times will result in a Game Over. But there was that convenient Checkpoint Save, so no worries.

Finishing Chapter 42 causes the globe in the Library to be fixed. There will also be two new texts.

Replaying Arganan Temple

The Replay is pretty much the same as the first time through. There is a gold chest with a guaranteed Salamander Bone and a gold chest with a guaranteed Blunt Gold Sword. If you bring Yurick, Gold Spider can be inflicted with Break. Gold Spider continues to drop Grand Swell+3 on the ground.

Chapter 43-Contaminated Cave

This is not a Replayable area. After doing this dungeon, Reptids' Cave will be removed from the MAP screen. Talk to Horace outside his shop west of Ariela's Tavern. A guard will come asking for help. Agree to help to begin this chapter. In this area, you can use Horace's Ring to SEEK walls that have a chest behind them (the walls that have a chest behind them glow white when looking through Horace's Ring). I'll call them White Walls. Pull out your crossbow to switch to Horace's Ring.

Move forward for a fight. There is a White Wall in the room. Follow your allies to a large room for another fight. There are two White Walls in this large room. There is also a checkable wall that leads onwards. But don't go on yet. You might recognize this room as the large room near the beginning of Reptids' Cave. Go backwards towards where the game began and look for two White Walls along the way. Then return to the large room and use the SEEK prompt to find the way onwards. In the room with water, operate the mechanism in the middle of the room. Go through the door to the next screen.

You'll end up in the Reptid Catacombs. To continue, go through the gate near your allies. However, you can go to the right first for an optional fight that includes some powerful Cave Cougars. If you do decide to take on this optional fight, look for two chests near where the enemies were after you finish the fight.

Continue on through the gate. Many, many Reptids will arrive and the party will have a little competition. The conversation after the fight differs depending on whether or not Zael gets the most kills here. Go through the gate your allies are standing near and immediately turn right for a chest. Continue on to a large room with water. There is a White Wall at the end of each of the three paths in this room. To continue, go down the stairs near the statue to the next screen.

Proceed until the party mentions a key. Then look around for a White Wall to get a Treasure Hoard Key. You can then open all of the gates with treasure behind them. Behind one of the gates is a Shrine Key, which opens the door onwards. Go through the door to find a Save Point.

BOSS ALERT!

Proceed through the door by the Save Point for a boss fight against Berserk Kraken.

Boss: Berserk Kraken

Berserk Kraken and the Kraken Tentacles absorb Ice, so quickly have Lowell use Berserker. Kraken will summon many Kraken Tentacles. Those Tentacles can use a basic physical attack that inflicts Sticky and can also grab Zael, which forcibly deactivates Gathering. Once all the Tentacles are defeated, or if enough time has passed, Berserk Kraken will appear and be covered in sparks for a while. Don't go near it until the sparks go away. It then attacks with a ring that appears under its target and explodes after a brief delay, inflicting Death. When Kraken is using the exploding rings attack, try not to stand near allies. After a while (or after it gets hit by a special Vertical Slice), Berserk Kraken will disappear and summon more Kraken Tentacles to repeat the cycle. Vertical Slices on Berserk Kraken get a special stab animation that does increased damage. However, those special Vertical Slices cause Berserk Kraken to disappear right away. Berserk Kraken can be inflicted with Break.

An Ancient Alloy can be stolen from Berserk Kraken.

Berserk Kraken drops an Ancient Alloy straight into your inventory. Ancient Alloy is used to upgrade Knight's Attire from +6 to +9. The person who can upgrade Knight's Attire is at the north end of Artisan's Way. This drop and steal are the only ways to get Ancient Alloy offline. Ancient Alloy is also a possible first place prize in Deathmatch, one of the Online Modes.

Chapter 44-Stargazers' Tower: Night

To proceed to the end of the game, talk to Ariela outside Ariela's Tavern. If she isn't there, completing Chapter 42 should make her appear. Then manually walk north of Central Plaza for a scene. Agree to go with Lowell to begin a sequence of scenes that lead to Chapter 44. At Stargazers' Tower, there are two Seek targets in the sky that will prompt Zael to talk. Approach the alter to trigger Calista arriving. Before talking to her, SEEK Calista to trigger a response. Talking to Calista leads to the credits and the end of the game. You are given the option to save a file and use that file to play a New Game+.

New Game+

Party members' levels and stats carry over. All non-Valuable items carry over. For Valuables, Dragon Skins and the two Invisibility Dyes carry over. Money carries over.

Outside of Replays and Summon Circles, some enemies have an increased level. Most small enemies do not have an increased level. Certain large enemies (such as Reptid Gladiators, Ogres, and Cave Cougars) have an increased level. Bosses have an increased level. Summon Circle enemies have an increased level.

Many enemy drops and many chests that have a roulette will start having Particle of the Outsider as a possible item. Particle of the Outsider is used to upgrade weapons and equipment that could not be upgraded any further in a first playthrough. Items upgraded with Particle of the Outsider can be upgraded to +99. Many bosses drop Particle of the Outsider x5, including in Replays.

Equipment upgraded with Particle of the Outsider gain a relatively fixed amount of stat increases with every upgrade. Weapons upgraded with Particle of the Outsider gain large stat increases per upgrade at first but then gain much less per upgrade after certain milestones.

Drops and many chest contents that would have been Gnome Copper or Gnome Silver in a first playthrough will be Gnome Gold instead.

Optional and Missable Things

Optional Chapters

There are six optional chapters in the game: 20, 21, 24, 25, 42, and 43. I don't know why, but Chapter 42 is sometimes optional and sometimes not. I've experienced both. Chapters 20, 21, and 24 close after starting Chapter 32-Lazulis Castle: Count's Chamber. Chapter 25 closes upon triggering the scene at the exit to Lazulis Castle in the Great Hall the morning after Chapter 28-Lazulis Castle: Courtyard.

Chapter 20-Haunted Mansion: Once you are free to go to Lazulis City after Chapter 19-Underground Tunnel, talk to Horace on Arganan Bridge (west of Ariela's Tavern) and agree to help him to begin the chapter. In the mansion, once Zael is alone, continuing on will trigger a SEEK prompt. Quickly look right at the sword and shield on the wall for a scene that leaves a Phantom Sword(cursed) stuck in a wall for you to examine and take. This area can be Replayed. The boss here drops the weapon Death(cursed).

Chapter 21-The Flame & Lizard: Once you are free to go to Lazulis City after Chapter 19-Underground Tunnel, go into Ariela's Tavern and talk to the man in green on the first floor (his "name" is Father) and agree to help him. (If you cannot talk to him, that is because you talked to the Devoted Younger Brother before entering Ariela's Tavern. Simply leave the tavern to trigger the next part of the Devoted Younger Brother quest. Finish that quest and you will be able to talk to the Father.) Then go to Fountain Plaza and follow the robed man to begin the chapter. The boss here drops a ? CROSSBOW that is either a Sniper Crossbow or a Fast Crossbow. Sniper Crossbows can be bought in the Weapon Shop on Artisan's Way. This is the only way to get a Fast Crossbow. So I recommend immediately appraising the ? CROSSBOW (the Merchant Woman in Ariela's Tavern can do this) and reloading the Checkpoint Save before the fight against the boss if you get a Sniper Crossbow. This area cannot be Replayed as a dungeon. However, you may return to it and it will be a regular tavern. That allows you to do the Zael's Groupies optional event. Talk to the Father afterwards for Dragon Fang x3.

Chapter 24-Reptid Catacombs: This may be done before Chapters 22 and 23, so don't worry about missing something because you see a skip from 21 to 24. After clearing the Haunted Mansion, go to Horace's Shop (just east of Ariela's Tavern) and agree to help him. Then go to the well just west of the Market and climb down to begin the chapter. Return to Horace after clearing the area and he will add the option to remove curses from weapons. Even if you don't do this chapter, Horace will be able to remove curses during the Epilogue. This area can be Replayed. The boss here drops the weapon Flame Reptid(cursed).

Chapter 25-Sea Cave: Available after finishing Chapter 22-Dark Spirit Passage and agreeing to do what Count Arganan wants Zael to do at Lookout Point. Go to the Great Hall of Lazulis Castle, near the save point. There is a knight pacing back and forth. Talk to him and then go to the Castle Depths. Talk to the knights guarding the door there and agree to help to begin the chapter. After fighting the Sea Reptids with Mirania and Lowell, be sure to examine a certain wall (use the SEEK prompt to find it) to find Dagran and Syrenne. If you don't reunite with Dagran and Syrenne at that point, you will have to finish the dungeon with only Zael, Mirania, and Lowell. This area can be Replayed. The boss here drops the weapon Grand Swell.

Chapter 42-Arganan Temple: Doing this chapter may or may not be required to trigger the end of the game. If Ariela is not outside her tavern and there is no maid in the Great Hall of Lazulis Castle saying that Ariela is looking for Zael, do this chapter and they should appear. During Epilogue-The Last Story, go to Calista's room and SEEK the portrait. Agree to go with her to begin the chapter. Note that the Gold Reptids in this area absorb Light. When you get to a fork with two doors to choose from, go to the left of the doors. There is a small opening that Zael can squeeze through. Through that opening is the Arganan Dagger. During the scene at the end of this area, choosing "No way!" three times will result in a Game Over. This area can be Replayed. The boss here drops the weapon Grand Swell+3.

Chapter 43-Contaminated Cave: Doing this chapter will remove Reptids' Cave from the Map screen. During Epilogue-The Last Story, talk to Horace outside his shop. A guard will come asking for help. Agree to help to begin the chapter. In this area, you can use Horace's Ring to SEEK walls that have a chest behind them (the walls that have a chest behind them glow white when looking through Horace's Ring). This area cannot be Replayed.

The Arena

The first time you do any season of the Arena, the party is Zael, Syrenne, and Lowell. Afterwards, you may bring four members of your choice (including Zael). Enemies in a given season get more powerful the more times you finish that season.

There are Recovery Springs in some Arena rooms. Those function just like Heal Circles, except they never disappear. You can diffuse one as often as you like to heal all allies and the Spring will still be there.

Before entering an Arena match, talk to the group of people in front of the Arena entrance (if you are able to, since sometimes you may not be able to talk to them). They will talk about betting on the matches. Then finish an Arena match and some of those people will give you a small bonus. The bonus can be a few Gnome Coppers, a small amount of money, or an Almond, a Coconut, and a Wine.

Arena Season 1

Available right away. Not available during the Epilogue. There are two straightforward rooms that you may do in either order.

Arena Season 2

Available the morning after Chapter 28-Lazulis Castle: Courtyard. Not available during the Epilogue. Consists of three rooms (and a fourth room for the first time you do this season). In the first room, SEEK the pillar to tell your mages to destroy the pillar with magic. (You can also use Burst Arrows or Damage Bombs.) The second room has a Frost Muruk. Command Lowell to use Berserker and knock over the braziers in the room to make Flare Circles if Yurick is not in the party. Use those to inflict Break on Frost Muruk. After Frost Muruk spins, attack it to cause it to fall over, triggering a RIDE prompt that allows you to do big damage. In the third room, defeat the Leader or else reinforcements will keep coming for a while. If it is your first time in Season 2, there is a fourth room. Enjoy it.

Frost Muruk drops a weapon roulette that contains Namelesses and Air Blades.

Finishing Season 2 for a tenth time will reward you with one Salamander Bone. This is, to my knowledge, the first Salamander Bone in the game.

Arena Season 3

Available during the Epilogue. Consists of three rooms (and a fourth room for the first time you do this season). The first room has two enemy healers and one enemy mage with Damage Circle. There is a Recovery Spring to the left of your starting position to negate Damage Circle for a short while. The second room has an assortment of enemy mages and two Gurak Beasts. The third room has a Terracor (and a few Undead reinforcements after the Terracor takes some damage). There are braziers in the room to make Flare Circles to Break Terracor if Yurick is not in the party. Gathering Burst is very effective against Terracor. The first time through Season 3, there will be an extra fight at the end against Giga Muruk. The rest of the party will join for that fight. Giga Muruk may be knocked over (to allow a RIDE prompt) by diffusing a Blizzard Circle once Giga Muruk is dizzy from spinning.

Optional Events/Quests

Many of the below events/quests are missable, so I recommend doing them as soon as they are available if you do not want to miss any. They are generally listed in order of when they are first available (or can be started, for quests that have multiple parts). There are a few times in the game when it is evening or nightime in the city. During those times, some quests/events are temporarily unavailable. Simply proceed with the story to make it daytime again to make them available again.

SEEK People for Free Stuff

Many townspeople in Lazulis City who stand still will react if Zael SEEKs them for a few seconds. You can tell if someone will react to a prolonged SEEK by looking at the color of the target cursor on them. If it is blue, then they will not react (or they would react but you are too far away from them). If it is red, then they will react. Some of those who react will give Zael an item.

The boy outside Horace's shop gives a Coconut. A boy with his mom in South Gate Plaza gives an Ordinary Pumpkin. An elderly man feeding birds at Fountain Plaza gives an Almond. An elderly man preaching just north of Central Plaza gives a Wine. A cat just to the east of the preaching man (who gives a Wine) gives a Quality Fertiliser. A man playing a musical instrument just west of the large gate at Castle Gate Plaza gives a Banana. A girl (standing next to a boy) in the windy alley east of Central Plaza gives Magical Defence+1. A woman sweeping just north of South Gate Plaza, a man plastering a wall just west of Fountain Plaza, a boy sitting on the top of a stall in the Market, and a man fishing on the south bank of the river east of Central Plaza each give a Dragon Skin.

During the first night in the game, a kid on the east balcony of Central Plaza and a kid on the east bridge each give Firework x10.

Upon returning to Lazulis City during Chapter 27-Lazulis Castle: Dungeon, go to The Flame & Lizard (go south from Fountain Plaza) but don't go inside. There is a drunk man there that gives a Bottle, one of the joke weapons.

During the Epilogue, a man smashing rubble just north of Central Plaza gives a Dragon Skin.

SEEK the Ground for Free Stuff

Throughout Lazulis City are areas that trigger SEEK prompts when you enter them. These SEEK prompts point to glowing spots on the ground that become an item when you SEEK them. Those items disappear if not picked up within a certain amount of time. If an item is picked up in time, another SEEK prompt will appear, for up to five items. The fifth item picked up in such a way is typically either a Sylph Bowstring or a Gnome metal. Before starting Chapter 9-Lazulis Castle: Ballroom, the Gnome metal from this is Gnome Copper. After Chapter 19-Underground Tunnel up to before starting Chapter 32-Lazulis Castle: Count's Chamber, the Gnome metal is Gnome Silver. During the Epilogue and in New Game+, the Gnome metal is Gnome Gold. During certain periods in the game when you can explore the city at night, there are extra spots that trigger these SEEKs at the various Plazas that give equipment as a fifth item.

There is a windy alley east of Central Plaza (from Horace's Shop, go east into an alley and follow the alley to the northeast). Feathers (that trigger SEEK prompts) blow through that alley. SEEKing those feathers give small boosts to Arrow Damage.

Dragon Fangs in the City

There are several chests with a Dragon Fang each in Lazulis City. From South Gate Plaza, head east through two passages that Zael has to squeeze through to reach a tiny dead end with a chest. From the southeast end of the east bridge, head east into an alley with a chest. From the northwest end of the east bridge, head north into an alley with a chest. From the north end of Arganan Bridge, head north a bit, turn west, and go through a small opening to the south to reach a chest. Use the north exit of Fountain Plaza, turn right and them turn left. Look on your right for a small nook with a chest.

Banana Man

A Comedy Actor sitting on a bench on the north side of the road encircling the Arena gives Prank Banana x50 if you give him a single banana. This can be repeated. Return to Lazulis City (such as from Ariela's Tavern, Lazulis Road, or Lazulis Castle) to make him reappear. He is still around during the Epilogue.

Shop Needs Ingredients

Available right away. The shop just east of the Arena entrance has run out of supplies. Talk to the shopkeeper and agree to get the ingredients to be given 3000G. Hand over one Banana, two Eggs, and three Coconuts to get a Dragon Skin and have the shop open for business. The Goods required can be bought at the Greengrocer in the Market. (If you do this later in the game, after prices of Goods go up, the shopkeeper will give more money to compensate.) This closes after starting Chapter 32-Lazulis Castle: Count's Chamber.

Fetch Quests

There are three people in Lazulis City who ask for one each of certain Goods in exchange for a certain item. All three eventually have three requests. These requests can be repeated. Return to Lazulis City (such as from Ariela's Tavern, Lazulis Road, or Lazulis Castle) to make these people reappear. The requests can also be canceled without penalty. All three are available during the Epilogue.

Trader

A man in light blue standing in the southeast corner of Castle Gate Plaza.

Charismatic Chef

A man in red walking around in the Market.

  • Monthly birthday party: Available right away. Coconut, Wheat, and Egg for Gnome Copper x2.
  • Merchants' banquet: Available after Chapter 19-Underground Tunnel. Ordinary Pumpkin, Almond, and Coconut for Gurak Dust x4.
  • Noble's dinner party: Available in the Epilogue. Wine, Banana, and Giant Shark Fin for Gnome Gold x4. (Giant Shark Fin are sold in Chapter 17-Asthar's Warship.)

Budding Confectioner

A woman in blue standing in Artisan's Way.

  • Coconut milk: Available right away. Coconut, Sugar, and Banana for Gnome Copper x2.
  • Almond biscuits: Available after clearing the Dark Spirit Passage. Wine, Almond, and Sugar for Gnome Silver x4.
  • Pumpkin cake: Available in the Epilogue. Giant Pumpkin, Wheat, and Egg for Gnome Gold x3.

Six Toy Coins

Available right away. Talk to a boy on the east side of South Gate Plaza who challenges Zael to find six Toy Coins. One is on the west side of South Gate Plaza. One is on the west side of Central Plaza. On is at the southeast corner of Fountain Plaza. One is near the west end of the Market, just west of the first stall on the north side. One is on the west side of the road just south of Castle Gate Plaza. One is on the west side of the road encircling the Arena. Return to the boy once you have all six to get a Hoe, one of the joke weapons. This closes after starting Chapter 32-Lazulis Castle: Count's Chamber.

The Orchid Gang

This is a multi-part event. Miss one and you won't be able to do the rest. The first part is available right away. From South Gate Plaza, head west. Talk to the girl sitting on a bench. She is part of the Orchid Gang, who will steal 100G from you. The three Orchid Gang members will hide in high places and your objective is to SEEK the one who has your money. In this case, the one who has your money is above the entrance to Ariela's Tavern. They will return your money and give you a Dragon Skin.

The second part is available after Zael becomes a knight-in-training. From Artisan's Way, head south to find the Orchid Gang. Again, they steal 100G from you. The one who has the money is on the southwest side of the road that encircles the Arena. They give a Light of the Outsider this time.

The third part is available after Chapter 30-Lazulis Castle: Great Hall and before starting Chapter 32-Lazulis Castle: Count's Chamber. This time, the Orchid Gang is right next to the Dragon Master. If you don't know where the Dragon Master is, start heading west from Castle Gate Plaza and turn left into a section of the city that consists of small alleys. The Dragon Master, and the Orchid gang, are in there. The one with the wallet is at the well in the backyard north of Central Plaza. They give Gnome Silver x3 this time.

The final part is available during the Epilouge. The Orchid Gang will be at the fountain at Castle Gate Plaza. Talk to them and they will give a Salamander Bone without stealing anything from you.

Some People Need to Slip

Available right away. On the northeast side of Castle Gate Plaza are two tables. A woman there wants the costumers at the tables to slip and fall. Make all of the costumers slip with Prank Bananas and the woman will give you a Wheat.

Three Frogs to Dive

Available right away. From Central Plaza, head west down the bank of the river. At the end of the path is a man who asks you to catch three frogs. To make a frog appear, talk to the Fortune Teller in Central Plaza, who will tell you where to go to find a frog. When catching a frog, be sure to approach from behind (you don't have to move slowly). To have the Fortune Teller tell you the location of another frog, return to Lazulis City (such as from Ariela's Tavern, Lazulis Road, or Lazulis Castle). You only need three frogs for this quest, but the first six that you catch will each give Party Agility+5, so you may want to catch an additional three. After six, it is not worth the time to catch more as you will get dye materials. After catching at least three, return to the man who asked you to catch frogs and he will teach Zael to dive into the Lazulis City river. This is needed for the "Old Man of the River" quest (just below) and the Cougars in Lazulis City quest. This closes after starting Chapter 32-Lazulis Castle: Count's Chamber.

Old Man of the River

Requires the ability to dive into the Lazulis City river if you want to do this before Chapter 32-Lazulis Castle: Count's Chamber. Can be done in the Epilogue without having done the above "Three Frogs to Dive" quest. Before the Epilogue, dive into the Lazulis City river and head all the way east. On the south bank of the river is a ladder that leads to this old man. He gives a Dragon Skin the first time you talk to him. He also gives rewards (of joke weapons and Dragon Fangs) based on how many times you've bumped into people, hit your head on a sign (the hanging signs found throughout the city), and fallen down (from slipping on fruit). There are baskets of fruit around the city. Knock one over and then step on the fruit to fall over. You can also fall over by shooting a Prank Banana onto the ground and walking over it. Bump into people 50 times for a Leek, 100 times for a Frying Pan, 150 times for a Kitchen Knife, and 300 times for Dragon Fang x9. Have Zael hit his head on a sign 20 times for a Hammer, 50 times for an Axe, 100 times for a Lance, and 150 times for Dragon Fang x9. Fall down from slipping on fruit 20 times for a Pitchfork, 50 times for a Wooden Club, 100 times for a Chair, and 150 times for Dragon Fang x9. During the Epilogue, the old man is on the north bank of the river just by the northwest end of the east bridge. The number of times you've bumped into people, hit your head on a sign, and fallen down carry over to New Game+, so you can quickly get the old man's rewards again in New Game+ if you'd already met the requirements before.

Firework as Distraction

Available right away. Requires a Firework. Fireworks can be obtained for free the first night in the game. On the south bank of the river, east of Central Plaza, is a man guarding a chest inside a tent. Shoot a Firework to distract the man and open the chest for a Dragon Skin. Then move away from the chest. If you are too close to the chest when the man is no longer distracted, he will take the Dragon Skin back. If he does, you can just use another Firework to get the Dragon Skin again.

Yurick's Muruk

During the first night in the game (from the beginning of Chapter 5-Ariela's Tavern: Night to before agreeing to go with Lisa to her special place), go behind Ariela's Tavern. There is a small opening there that Zael can squeeze into. Start moving into that opening and listen carefully. There will be an audio-only (without any onscreen text) conversation with Dagran, Yurick, and Lowell. If you miss some of the conversation or want to hear it again, just move a fair distance away from that spot and then return to restart the conversation.

Angel Threads for Invisibility

Available the morning after Chapter 7-Stargazers' Tower. Talk to the woman standing next to Yurick on the 2nd floor of Ariela's Tavern and agree to help her. Go to Central Plaza and SEEK the bird at the top of the central pillar for an Angel Thread. Then wait in Central Plaza for three more SEEK prompts, the first two of which will get you an Angel Thread each. The fourth SEEK prompt will cause the bird to fly off towards Castle Gate Plaza. Follow it and SEEK the bird at the top of the fountain in Castle Gate Plaza for the fourth and final Angel Thread. Return to the woman to get Incredible Invisibility Dye. This closes after starting Chapter 32-Lazulis Castle: Count's Chamber.

Cougars in Lazulis City

Available the morning after Chapter 7-Stargazers' Tower. Requires the ability to dive into the Lazulis City river from the Three Frogs to Dive quest. WARNING: This quest requires Zael fighting three powerful (one level 35 and two level 40) enemies by himself. I recommend leaving this quest off for as long as possible. This quest closes upon starting Chapter 32-Lazulis Castle: Count's Chamber, so you can safely leave it alone until right before you intend to start Chapter 32.

From Fountain Plaza, head north and turn right to find a man. Talk to him and he will mention the east floodgates in the river. This makes a dot (indicating a door that can be opened) appear on the map at the east end of the river. Dive into the river and head all the way east. Examine a spot at the northeast corner of the river and head inside. You will end up in a room with three Cave Cougars. Cave Cougars have high HP, move fast, attack fast, and hit hard. Use Gathering Burst liberally to slow them down and make use of Vertical Slice, Slash, Accelerate, and Power Strike (activate Command Mode often to keep Power Strike active). If you have difficulty against them, try switching weapons around often (making use of weapons that give boosts to Vertical Slice, Slash, or Gathering Burst) as the situation demands. If things get too hairy, you can select QUIT on the main menu to return to the city. Two of the chests in the room have fixed contents of a Silver Thread and an Indigo Thread. The third chest has a roulette with mostly Guardian Blades.

Mari the Missing Cat

Available the morning after Chapter 7-Stargazers' Tower. Head north from Central Plaza and there will be a SEEK prompt showing a boy on a roof. To reach him, head a bit east then north. There will be a path on your left that leads to a large backyard. A ladder in that backyard leads to the boy. Talk to him and agree to help find his cat. Then go talk to the Fortune Teller in Central Plaza. Head to Fountain Plaza and follow the cat there to find Mari the missing cat. If you lose track of the cat that will lead you to Mari, return to Lazulis City (such as from Ariela's Tavern, Lazulis Road, or Lazulis Castle) and talk to the Fortune Teller again. Your reward is a Ladle, one of the joke weapons. This closes after starting Chapter 32-Lazulis Castle: Count's Chamber.

Mina and Mini

Can be started the morning after Chapter 7-Stargazers' Tower. Head to the south end of the Market to trigger a scene and meet a woman named Mina who drops some lemons on the ground. Leave the city (to Ariela's Tavern, Lazulis Castle, or Lazulis Road, for example) and return to her to trigger another scene where Mina again drops some lemons.

Talk to her after clearing the Dark Spirit Passage and she will offer to take you somewhere. Agree to go with her and she will take you to see a cat named Mini. From then on, you may feed Almonds to Mini.

After Chapter 30-Lazulis Castle: Great Hall, talk to Mina for a Dragon Fang.

Trade for Zoran's Sword

Available the morning after Chapter 7-Stargazers' Tower. Talk to Ariela to receive Ariela's Handmade Lunch. Go down the south bank of the river, east of Central Plaza, to find a kid who asks for the lunch. Trade him the lunch for a Absorbent Towel. Head to the north end of Artisan's Way to find a man who will trade a The Art of Magic for the Absorbent Towel. Then go to the Library in Lazulis Castle to find a young mage who will trade a Rules of Nobility for The Art of Magic. Head back to the city, to the northeast corner of Castle Gate Plaza to find a woman who will trade a Precious Jewel for the Rules of Nobility. Go back into the castle and head to the upper floor of the Great Hall, on the wing opposite the Library. Head to the end of that wing to find a Noblewoman who will trade Zoran's Voyage Log for the Precious Jewel.

Later in the game, once Zael has access to the Castle Depths and the Dungeon, go to the Dungeon. Talk to Zoran (from the lift, head to the center of the Dungeon and turn left to immediately find Zoran) and trade Zoran's Voyage Log for Zoran's Sword.

If you get Ariela's Handmade Lunch the morning after [[Chapter 7-Stargazers' Tower]], you have until roughly before starting Chapter 26-Lazulis Castle to get Zoran's Voyage Log. Once you have Zoran's Voyage Log, the last step of the trade sequence is not permanently missable because Zoran can be found in Artisan's Way during the Epilogue.

Precious Foot Ointment

Available after entering Lazulis Castle. Head to the west gate of Lazulis Castle Courtyard (to your left if you enter from the Great Hall) and talk to the guard there (it's the correct guard if he talks about the Forbidden Gate). Then head to South Gate Plaza and talk to an old man sitting on a bench there. The old man will give you Ointment. Deliver it back to the guard at the Forbidden Gate to get a Dragon Skin. This closes after starting Chapter 32-Lazulis Castle: Count's Chamber.

Cliffside Revenge

Available after returning to Lazulis Island from the Gurak Military Base. A guard in Lazulis Castle Courtyard (to your right if you enter from the Great Hall) has a letter of challenge for Zael. Accept the challenge to be taken to Cliffside Path. There is a Reptid (who is more bark than bite) on a Gurak Beast there who should fall in a single hit. Then more Reptids will keep spawning for a while. Fight for a bit and the fight will automatically end. You can ride the Guark Beast around for this fight. For your troubles, you will receive either a Pirate Ring or a Noble Ring. This can be repeated by talking to the same guard. After a certain point, this guard will disappear. But he will return in the Epilogue.

Dragon Skins for Equipment

Available after returning to Lazulis Island from the Gurak Military Base. From Castle Gate Plaza, head west. Take a left to enter a section of the city consisting of small alleys. There is a Dragon Master sitting on a bench in those alleys. For every five Dragon Skins you bring him, he will make a piece of Dragon equipment for you. When he asks a personal question, select "Chest" to get a Dragon Armour and select "Legs" to get a Dragon Greaves. The Dragon Master is still available during the Epilogue.

Pumpkin Growing

Available after returning to Lazulis Island from the Gurak Military Base. Talk to a man standing just west of Ariela's Tavern. He had the field where the party fought Forest Beast plowed and offers to let Zael grow pumpkins there. Accept his offer to be taken there. (Alternatively, you can head straight to the spot where the party fought Forest Beast and the man will be there.) One of the plots of land there can be examined. Examine it to plant a Seedling. After that, you may examine it to use Fertiliser (normal, Quality, or Legendary). Return after some time to harvest your pumpkins. Using Fertiliser speeds up the growth of the pumpkins. You will get ten pumpkins, either Miniature, Ordinary, or Giant. Seedlings can be bought from Travelling Merchants. The three types of Fertiliser can also be bought from Travelling Merchants. Quality Fertiliser and basic Fertiliser can also be found when you SEEK the Ground for Free Stuff. Travelling Merchants buy pumpkins at quickly changing prices. Pumpkins can still be grown during the Epilogue.

Zael's Shop

Available after returning to Lazulis Island from the Gurak Military Base. Talk to the man at a stall at the northeast end of the Market and agree to be his assistant. While tending that stall, SEEK passerbys that make the target cursor turn red to sell things to them. Items sold in this way sell for double what they would normally sell for. There is a passerby for every category of item except for Goods and Valuables. Don't worry if someone walks past that you don't SEEK in time; they will return. To stop tending that stall, try to move away. After you tend the stall, you won't be able to do it again unless you progress the story a bit. This is not available during the Epilogue.

Chase a Pickpocket for Invisibility

Available after returning to Lazulis Island from the Gurak Military Base and after doing Angel Threads for Invisibility. Go to Artisan's Way and talk to the woman who gave the Incredible Invisibility Dye. You will then need to chase a Pickpocket. Note that the map may fail to load properly during this chase. Don't freak out about it. If the Pickpocket goes onto a roof, shoot him with a Prank Banana. Your reward for catching the Pickpocket is the Outrageous Invisibility Dye. This closes after starting Chapter 32-Lazulis Castle: Count's Chamber.

Devoted Younger Brother

Available after returning to Lazulis Island from the Gurak Military Base. There is only a small window of opportunity to do this event. This will no longer be available after finishing Chapter 22-Dark Spirit Passage. Head north from the road encircling the Arena and talk to a brother who is worried about his sister. Then enter and exit Ariela's Tavern to have that brother steal your Castle Pass. You will need to chase and catch the brother twice. Note that the map may fail to load properly during this chase. Don't freak out about it. If you lose track of the brother, there will be townsfolk who can point you in the right direction. You will get Agility+20 for this. In addition, the brother will leave behind a Dragon Fang on the first floor of the tavern.

Zael's Groupies

Available after clearing Chapter 21-The Flame & Lizard. The Fortune Teller in Central Plaza will start offering love fortunes in addition to happiness fortunes (happiness fortunes are for making a frog appear for the Three Frogs to Dive quest). After getting a love fortune, go to the east balcony of Central Plaza. A woman will appear and ask Zael several questions. Answer them correctly and the woman will go to The Flame & Lizard to wait for Zael. All of the women who go to The Flame & Lizard this way will be waiting on the second floor of The Flame & Lizard and will cheer on Zael if he goes there. The Fortune Teller will no longer be giving fortunes in the Epilogue. But any woman who had already gone to The Flame & Lizard will still be there in the Epilogue.

Master of Archery

Available after Zael and Dagran are made knights-in-training. Go to the second floor of Ariela's Tavern and talk to a man who is talking about someone looking for a "master of archery". Then head to Fountain Plaza and talk to the man at the northeast part of Fountain Plaza. Help him to get Arrow Damage+2.0. This can be repeated. Return to Lazulis City (such as from Ariela's Tavern, Lazulis Road, or Lazulis Castle) to make him reappear. This closes after starting Chapter 32-Lazulis Castle: Count's Chamber.

Yurick's Past

Available after clearing the Dark Spirit Passage and before starting Chapter 26-Lazulis Castle. Go talk to Yurick in Ariela's Tavern.

Syrenne's and Lowell's Pasts

After the Dark Spirit Passage, available after talking to Therius at Lookout Point and before beginning Chapter 23-Tower of Trials. There is only a tiny window of opportunity to do this. Go to Ariela's Tavern. Syrenne is in Syrenne and Mirania's room while Lowell is in Zael's Room. Talk to Lowell and ask about his past when given the option. Then go talk to Syrenne and choose to talk about Lowell when given the chance. You won't mess up by talking to Syrenne first. If you talk to Syrenne first, you simply won't have the option to continue the conversation unless you've already heard about Lowell's past. You can then go hear Lowell's story and then talk to Syrenne again.

Knight Wants a Fashion Magazine

Available after Chapter 30-Lazulis Castle: Great Hall. Can still be done in the Epilogue. From the Market, head east to the east gate. There is a woman there who says she has a boyfriend stationed far away (she says this out loud without you talking to her). Head to Gurak Castle. Her boyfriend is the knight you have to talk to in order to return to Lazulis Island. Stand near him (without talking to him) and he will mention wanting a Fashion Magazine. Then talk to him to return to Lazulis City. Go back to the woman by the east gate and talk to her to get a Fashion Magazine. Return to Guark Castle and give the Fashion Magazine to that knight to get a Passionate Letter. Deliver the letter to the woman to get a Dragon Fang.

Getting Gurak Tomes

Available in the Epilogue if you didn't open the chests at Gurak Castle. There are three people in Lazulis City who left important items behind at Gurak Castle. One is a woman in Castle Gate Plaza. One is a girl in South Gate Plaza. One is a man in the Market. Talk to all three first and then go to Gurak Castle and open the three chests there. Return the items to get one Gurak Tome from each of the three people.

Missable Items

This is not a comprehensive list. These are items that I know (or, at least, confidently believe) to be missable. Some can be obtained as random drops or from chests with roulettes but only have one guaranteed copy.

Easily Missable Items

Zoran's Sword: See Trade for Zoran's Sword.

Deadly Crossbow: In a chest in Chapter 19-Underground Tunnel. After Horace falls through a pit trap, don't immediately follow him. Look up and shoot a Burst Arrow at the glowing rocks. The debris will push the chest into the hole. Then go down the hole and the chest will be waiting.

Phantom Sword: Can be found during the first trip through Chapter 20-Haunted Mansion. Right after Horace is taken and Zael is all alone, heading into the next corridor will prompt a mandatory SEEK event. Quickly look to the right at the sword and shield on the wall to trigger a scene that leaves the Phantom Sword stuck in a wall for you to examine and take. If you are too slow at looking at the sword and shield during the SEEK, there will be a different scene that does not leave the Phantom Sword stuck in a wall.

Fast Crossbow: Possible drop by the Lesser Shade boss in Chapter 21-The Flame & Lizard as a ? CROSSBOW. Lesser Shade may also drop Sniper Crossbow as a ? CROSSBOW. Some say that which one you get depends on how fast you finish this fight. I don't believe that is true. I've defeated Lesser Shade in under 15 seconds (in a New Game+ with very powerful weapons) and have gotten both rewards. I've taken much longer and have gotten both rewards. Just immediately appraise the ? CROSSBOW (the Merchant Woman in Ariela's Tavern can do this). If you get the Sniper Crossbow, reload the Checkpoint Save before the Lesser Shade fight.

Demon: A ? SWORD. Possible drop by enemies in the Chapter 24-Reptid Catacombs Summon Circle. Be warned that the drop is quite rare. Can also be found in a brown chest (with a roulette which does not give this weapon very often) in the Reptid Catacombs right after the part with many Reptids with bananas and mines on the ground. I've been told that the gold chest near the brown chest that has Demons also contains Demons in Replays of Reptid Catacombs.

Bottle: After leaving Lazulis Castle in Chapter 27-Lazulis Castle: Dungeon, go to The Flame & Lizard (go south from Fountain Plaza) but don't go inside. There is a drunk man there. SEEK him for this weapon.

Indigo/Silver Thread: See Cougars in Lazulis City. Must be done before starting Chapter 32-Lazulis Castle: Count's Chamber.

Divine Poet: I've read in several places and have heard from several people whom I trust that this weapon is a possible drop (as a ? SWORD) by the three Fire Sorcerers in Chapter 35-Port Lazulis after joining up with Therius. I've never gotten this weapon so I cannot personally confirm this. Be warned that this drop is apparently quite rare.

Zan Lance: Have the Zan Lance equipped when finishing the fight against Zangurak in Chapter 40-The Last World. Consider using Prank Bananas on Zangurak once he is low on health to help keep the Zan Lance through to the end of the fight. It has never happened to me, but I've heard of people who've lost the weapon that Zael was previously equipping upon finishing the fight with Zan Lance equipped.

Other Missable Items

Knight Sword: Found in shops starting in Chapter 12-The Mercenaries' Warship. Is not sold late in the game. I've never seen Knight Sword as a drop or from a chest.

Sun Blade/Starburst and Blue Blade/Black Hole: There is one Sun Stone per playthrough, obtained automatically at the end of Chapter 19-Underground Tunnel. It is used to upgrade a Karma or a Fang. Since there is only one Sun Stone per playthrough, only one pair of these weapons can be obtained per playthrough.

Defender: Dropped on the ground by the Gurak Beast in the Military Wing during Chapter 26-Lazulis Castle. Defenders can be obtained in other ways, but the one in Chapter 26 is the only guaranteed one.

Healel: Dropped on the ground by the Gurak Fighter riding the Gurak Beast in the Military Wing during Chapter 26-Lazulis Castle. Healels can be obtained in other ways, but the one in Chapter 26 is the only guaranteed one.

Sanctuary: The first Reptid Gladiator in Chapter 34-Turret Basement drops a weapon roulette with mostly Sanctuaries. I've only ever seen one of these per playthrough. It may be possible that Sanctuaries can be found in other drops and chests with roulettes, but I've never seen it.

Chaos Blade: Dropped on the ground by Berith in the Turret Basement. I've only ever seen one of these per playthrough. Chaos Blades may be obtainable in other ways (I've been told that enemies from the Fortress Island Summon Circle can drop Chaos Blades), but the one dropped by Berith in the Turret Basement is the only guaranteed one.

East/West Wings: While the party is fleeing The Last World, they are on the ground on the bridge where Zesha was fought.

Working the Goods Market

The prices of Goods change over time. Unlike other items, the buy price for Goods is the same as the sell price. With some luck and planning ahead, buying Goods at low prices and then selling them at high prices can lead to large profits.

There are three distinct "phases" in the game for Goods prices. One is before returning to Lazulis Island from the Gurak Military Base, when the prices of Goods are low, on average. The second is after returning to Lazulis Island from the Gurak Military Base, when the average prices of Goods increase. The third is after finishing the Dark Spirit Passage and doing what Count Arganan wants Zael to do at Lookout Point, when prices increase even more. The biggest profits come from buying Goods early in the game, during the first phase, and then selling them at peak prices during the third phase. But buying low and selling high at any time will work.

The following are approximate price ranges that I have seen during the third phase. The extreme prices (very low and very high) can be pretty rare.

  • Almond/Banana/Coconut/Egg/Sugar/Wheat: 500-2100 (I find that Wheat goes for ~2000G much more often than the others.)
  • Wine: 2800-7000
  • Copper/Iron: 1500-6600
  • Pelt/Silk: 3300-14000 (I've sometimes seen above 16000 before, but don't bet on it.)
  • Giant Shark Fin: 3300-7500
The Greengrocer in the Market sells Banana, Coconut, Almond, and Egg. After doing Shop Needs Ingredients, the Goods Shop just east of the Arena sells Wheat, Sugar, Almond, and Wine. The Goods Shop in Artisan's Way sells Pelt, Silk, Copper, and Iron. The only source of Giant Shark Fin is a merchant in Chapter 17-Asthar's Warship. Note that the Goods Shop by the Arena is not available during the Epilogue. So you may want to hold onto a few Wheat, Sugar, and Wine if you plan on doing the Fetch Quests that require them. Even if you cannot buy them, those Goods can be bought from Travelling Merchants and can be picked up off the floor if you SEEK the Ground for Free Stuff in certain places.

This is especially helpful in New Game+ when you can come prepared with a large sum of money at the beginning of the playthrough and buy 99 of each Good in the city before starting Chapter 9.

Travelling Merchants

Walk around Lazulis City for a while and a Travelling Merchant will appear nearby who will have one item for sale at a very low price. Eventually, they will also buy pumpkins at quickly changing prices (see Pumpkin Growing). There are predetermined locations that Travelling Merchants can appear at:

  • South Gate Plaza
  • Fountain Plaza
  • Central Plaza
  • Just west of Ariela's Tavern
  • Arganan Bridge
  • Castle Gate Plaza
  • Road south of Castle Gate Plaze
  • Northwest end of the east bridge
  • Just south of the Upgrade Shop northeast of Central Plaza
  • North end of Artisan's Way
  • North side of the road encircling the Arena
  • Southeast side of the road encircling the Arena
Some (but possibly not all) items that Travelling Merchants sell: Almond, Banana, Coconut, Egg, Sugar, Wheat, Wine, Copper, Iron, Pelt, Silk, Diamond, Seedling, Fertiliser, Quality Fertiliser, and Legendary Fertiliser. As far as I know, Travelling Merchants are the only source of Diamond without playing online.

Online Modes

There are two online modes in The Last Story: Deathmatch and Co-op. In both modes, the stats and levels of the seven party members are not reflected. In Deathmatch, only the appearance of weapons and equipment on the seven party members is reflected. The stats and attributes are not. In Co-op, the stats and attributes of weapons and equipment are reflected.

Initially, getting first place in Deathmatch gets you one of the online Deathmatch reward weapons: Prophet, Squeaky Hammer, Sunflower, or Zero Sword. You may also get a Coral or Rose (both of which can also be obtained from Co-op). You can get more copies of those weapons by upgrading your current copy that is below +5 to +5. If you already have all of those weapons at +5 or beyond, you will get one of the following: Heart of the Outsider, Particle of the Outsider, Silver Thread, Indigo Thread, Ancient Alloy, Blunt Truth Sword, Diamond, Dragon Skin, or Dragon Fang. Getting other places can get you the special effect Dyes. Outside of the special effect Dyes, getting other places can get you the following: Copper, Iron, Pelt, Silk, or Blunt Copper/Silver/Gold/Diamond Sword.

The first time you clear a Co-op match, you will receive a weapon corresponding to the boss (Claw Sword/Trident/Eclipse/Spirale/Dragoon for Kraken/Last Cocoon/Nebirous/Muruk/Atar). You may also get a Coral or Rose. You can get more copies of those weapons by upgrading your current copy that is below +5 to +5. If all of your copies of the corresponding weapon are at +5 or beyond, you will get a material that is used to upgrade several online weapons.

I will include here some basic tips for Co-op. For a much more comprehensive treatment, see my Co-op Mode Guide.

Zael/Dagran/Syrenne: Don't diffuse Heal Circles. Diffuse Shining Circles in spaced-out intervals to keep Deflectors up. Diffuse Prominence Circles on Last Cocoon to inflict Break. Generally, don't diffuse Forest or Blizzard Circles. Use them to boost physical attacks. If there are too many Magic Circles in one place, physical attacks will lag. Diffuse some Circles in that case to reduce the lag.

Mages: Only fully charged spells leave Magic Circles. Don't put too many Magic Circles in one place. That causes lag on physical attacks. Three or more Circles in one place usually causes lag on physical attacks. Don't use Lowell's spell or basic crossbow bolt in the Kraken fight or against Muruk in Ice form. Don't use Yurick's spell or basic crossbow bolt against Muruk in Fire form.

Against Kraken: Don't use Ice. Surround Kraken when it appears and get a long Chain.

Against Last Cocoon: Inflicting Break on Last Cocoon speeds up the fight considerably. DO NOT use Daze Bombs on Last Cocoon when it is standing on two legs. Use Daze Bombs when Last Cocoon is running on four legs. The Reptid Berserkers' Poison Spit inflicts Break, which is very dangerous. Get it removed quickly.

Against Nebirous: Three Silver Arrows break Nebirous' shield. Silver Arrows Paralyze Nebirous when its shield is down. Collect enough Silver Arrows among the group to defeat Nebirous in one shield break.

Against Muruk: Don't be greedy when Muruk is spinning around the field or is about to use a Body Slam. Guard when it is spinning and Guard or move away against the Body Slam. Fire Muruk absorbs Fire. Ice Muruk absorbs Ice. Diffuse Circles of the element that would heal Muruk. Don't diffuse Heal Circles.

Against Atar: The blasts that inflict Poison/Silence may be Guard Countered by all characters, including mages. The Ground Burst attack (white discs on the ground exploding) deals a fixed 2240 damage and cannot be Guarded but can be Dodged. When Atar's Damage Circle covers the field, quickly step inside a Heal Circle. Power and Magic Essences give a much larger boost to damage in this fight compared to other fights.

Miscellaneous Info

This section is a collection of small tidbits of information about the game, some of which are more useful than others. Some of the information here is mentioned elsewhere in this guide as well.

Agility: The Agility stat affects three things: attack speed (of the basic physical attack), magic casting speed, and crossbow firing speed.

Ancient Barrier Counts as a Barrier/Deflector: There are two pieces of equipment in the game that have an attribute that activates when the wearer has Barrier/Deflector up (from diffusing Holy/Shining Circles). Those are Calista's Dress and Dragon Armour. The attribute on those two pieces of equipment also activates if the wearer has an Ancient Barrier up or even the residual buff from an Ancient Barrier (indicated by a purple ring).

Back Attacks: Attacks from behind do an extra 10% damage.

Critical Hits: Critical hits do double damage and knock back more than non-critical hits.

Magic Guard: Available before getting Guard Counter. Start Guarding soon before a thrown spell hits to have the spell bounce harmlessly off your weapon and do zero damage.

Picking Items Up With Arrows: Enemy drops can be picked up by shooting them with your crossbow.

Quickly Switching to Basic Arrows: While in SEEK mode, press left on the D-pad to immediately switch to basic Arrows.

Stealing: There are two weapons in the game that can steal: Rogue Edges and Blood Swords. At +3, Rogue Edges get a 5% chance to steal, which becomes an 8% chance at +5. Blood Swords gain a 5% chance to steal at +5. To steal, all you have to do is equip a weapon that can steal and attack enemies and hope the steal effect activates. Not all enemies can be stolen from, but those that can be stolen from can each be stolen from once only.

Credits

I welcome feedback and corrections at gbhoang267(at)gmail(dot)com. If you are sending corrections or materials for me to add to this guide, please include how you would like to be credited as.

Thanks to MISTWALKER for making this absolutely amazing game and thanks to XSEED for publishing the NTSC version (and Nintendo for publishing the Japan and PAL versions).

Thanks to HAL9000 for telling me that mages go back to their primary spell after using a Spirit ability and that the Shop Needs Ingredients person gives more money after the prices of Goods increase.

Thanks to Idiyanale for telling me that the enemies from the Fortress Island Summon Circle can drop Chaos Blades.

Thanks to Goku61394 for telling me where to find The Orchid Gang during the Epilogue.

Thanks to the person who asked to remain nameless who told me about SEEKing a certain man in Castle Gate Plaza for a Banana.

Thanks to PhilA for telling me that Demons can be found in a gold chest in Replays of Reptid Catacombs.

Thanks to RainOnRoses for telling me about the RIDE prompt for finishing off the Final Storyline Boss and reminding me about the people outside of the Arena who give small rewards.

Thanks to everyone who have read this guide. I hope you have found it helpful.

FAQ/Walkthrough for The Last Story. Copyright 2012-2014 Giabao Hoang.

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