SUMMONER 2 TACTICS GUIDE ------------------------ By thewaynemanor Table of Contents ----------------- 1. Disclaimer 2. Introduction 3. Skill 4. Equipment 5. Gems 6. Tactical Walkthrough 7. Bosses 8. Sidequests 9. Sidequest Order 10. Tips and Trivia 11. Acknowledgments ------------------------------ 1. DISCLAIMER The Tactics Guide has been written as a companion piece to Upright8infinitY's walkthrough and to correct the erroneous and missing information in WZnSpyro's Guide. ------------------------------ 2. INTRODUCTION This Guide has been written to address some outstanding issues and answer player questions that still persist about this game. Please note that the Tactics Guide does not recap the game story or provide a full walkthrough for Summoner 2. It is a support tool - and by no means exhaustive - as there are many ways in which to play Summoner 2. The methods outlined here are simply designed to maximize players' chances of survival and their enjoyment of the game. ------------------------------ 3. SKILL Skills range in rank from 1 (raw novice) to 10 (absolute master). The characters will constantly require their Skills to perform tasks and feats which can improve a situation for them. Attaining an adequate level of competence is therefore vital, as everything from picking locks to casting spells is dependent upon Skill. In Summoner 2 Skills are specialized - there is no generic Skill that all characters possess. As with Summoner, all Skills in this game suit a character's class, of which there are five: 1. Assassin (Sangaril) 2. Cleric (Krobelus, Neru) 3. Fighter (Taurgis) 4. Magic User (Iari*,Morbazan, Yago) 5. Multi-Class (Maia) * The Magic User Class best suits Iari’s Skills. This in turn raises the issue of Skill point allocation. The game follows this formula: Levels 1-6: 2 Skill Points per level Levels 7-19: 3 Skill Points per level Level 20 + : 2 Skill Points per Level Allocating Skill points is challenging, as it will become obvious that it is almost IMPOSSIBLE to achieve a ranking of 10 in all Skills. This is due to four inhibiting factors: i) Numerous Skills - Simply put, there are too many skills to master. A ranking of 10 in one Skill means another Skill will remain at a very low level. ii) XP requirements - Increases exponentially once characters reach a certain level. For example, at Level 21 Maia requires over 1,000,000 XP to advance to Level 22. iii) XP value - In the last stages of the game, there are several monsters that provide high XP, but divided by three party members it is not a cost efficient exercise. It would take hours of gameplay to progress even one level. iv) Skill Point decrease - As of Level 20, only 2 Skill Points are allocated per level. This slows progress considerably. It is theoretically possible for the characters to have a ranking of 10 in all Skills. As the final number of Skills per player and the rate of Skill point allocation is known, it is possible to calculate the level required for each character to achieve this: Maia Level 51 Sangaril Level 40 Taurgis Level 31 Neru Level 34 Morbazan Level 37 Iari Level 26 Yago Level 30 As this is an unrealistic scenario for most players, the issue of what Skills are raised to a ranking of 10 becomes all-important. What follows are the Skill Trees for all disciplines and the recommended Skill Point allocations for each character, based on the premise that each character will reach Level 20. Maia is rated at level 21 as she advances at a faster rate than the other party members due to her solo missions. SKILL TREES ----------- AIMED ATTACK - Iari 1 - Dodge - evade attack 1 - True Shot - unblockable attack 3 - Attack Legs - causes SNARE 4 - Attack Arms - cripples target 5 - Attack Eyes - causes BLIND + damage 7 - Spine Stab - causes PARALYZE 10 - Achilles Heel - casts DEATH on target ------------------------------ ASSASSINATION - Sangaril 1 - Dodge - evade attack 1 - Arm Slice - cripples target 1 - Leg Slice - causes SNARE 2 - Back Stab - damage x 4 from behind 4 - Chill - ICE damage 6 - Sacrifice - damage x 2 + 1/2 damage to Sangaril 8 - Leech - absorb foes' HP 9 - Throat Slit - causes SILENCE 10 - Paralyze - causes PARALYZE ------------------------------ COLD - Krobelus, Morbazan, Yago 1 - Icicle - ICE damage 2 - Enchant Cold - ICE damage added to weapon 4 - Cold Protect - + ICE resistance 5 - Sleep - causes SLEEP 7 - Freeze - causes PARALYZE 8 - Ice Coffin - encases target in ice 9 - Ice Shield - ICE damage to attacking foes 10 - Frostbite - ICE damage to all foes ------------------------------ ELEMENTAL COMBAT - Yago 1 - Dodge - evade attack 2 - Ignite - FIRE damage 4 - Chill - ICE damage 6 - Shock - ENERGY damage 8 - Drain - absorb foes' AP 10 - Elemental Wrath - simultaneous FIRE/ICE/ENERGY damage ------------------------------ ENERGY - Krobelus, Iari, Yago (Supported by D: ENERGY) 1 - Energy Bolt - ENERGY damage 2 - Enchant Energy - adds ENERGY damage to weapon 3 - Drain - absorb foes' AP 4 - Energy Protect - + ENERGY resistance 5- Haste - increases speed of target 8 - Chain Lightning - damage x 2 9 - Energy Shield - ENERGY damage to attacking foes 10 - Empower - + all physical damage ------------------------------ FIRE - Maia, Yago (Supported by D: FIRE) 1 - Fire Arrow - FIRE damage 2 - Enchant Fire - adds FIRE damage to weapon 3 - Fire Circle - persistent FIRE damage to all foes in circle 4 - Fire Protect + FIRE resistance 5 - Meteor Storm - FIRE damage to nearest targets 7 - Inferno - FIRE damage to nearest targets 9 - Fire Shield - FIRE damage to attacking foes 10 - Explosion - explosive damage to foe ------------------------------ GALDYR COMBAT - Taurgis 1 - Dodge - evade attack 2 - Kick - BLUNT damage 3 - Heavy Shot - damage x 2 4 - Leech - absorb foes' HP 5 - Whirlwind - unblockable damage to all foes 7 - Knockdown - knock foe down 8 - Earthshaker - knock multiple foes down 10 - Powerblow - damage x 4 ------------------------------ GOLEM - Iari 1 - Beam - energy beam 2 - Transfer - + 20 AP to target 4 - Scan - provides statistics of foe 5 - Triple Shot - 3 energy bolts at foe 8 - Cloak - INVISIBILITY for Iari 10 - Self Destruct - Destroys Iari + damage to all in radius ------------------------------ HALASSAR COMBAT - Maia 1 - Dodge - evade attack 2 - Kick - BLUNT damage 3 - Ignite - FIRE damage 4 - Leech - absorb foes' HP 5 - Whirlwind - unblockable damage to all foes 6 - Drain - absorb foes' AP 8 - Killing Blow - chance for instant kill 10 - Nightmare - causes BLIND + SILENCE + SLEEP on foe ------------------------------ HEAL - Krobelus, Neru, Yago 1 - Heal - restores 200 HP to target 2 - Cure - removes a harmful status from target 3 - Dispel - removes a helpful status from foe 4 - Regenerate - gradually restores HP to target 5 - Vitalize - restores 400 + HP to all party members 6 - Revive - revives party member 7 - Power of Healing - Cure + Vitalise on one party member 10 - Complete Heal - restores all HP for party member ------------------------------ HOLY - Krobelus, Neru 1 - Protect - + defence of party member 3 - Curse - - defence of foe 4 - Fire Protect - + FIRE resistance 5 - Cold Protect - + COLD resistance 6 - Energy Protect - + ENERGY resistance 8 - Prayer - + defence of whole party 9 - Omen - - defence of all foes 10 - Holy Shield - - damage sustained by target ------------------------------ MARTIAL ARTS - Neru 1 - Dodge - evade attack 1 - Leg Sweep - knock humanoids down 3 - Reverse Kick - strike foe behind for damage x 2 4 - Whirlwind - unblockable damage to all foes 5 - Tiger Stance - damage x 2 + reduced defence 7 - Turtle Stance - increased offence + reduced offence 9 - Pressure Point - causes BLIND + SILENCE + SLEEP & must use from behind 10 - Phoenix Stance - damage x 4 ------------------------------ NECROMANCY - Maia, Morbazan 1 - Revive - revives party member 1 - Heal - restores 200 HP to target 4 - Death Ward - protects vs. DEATH 6 - Destroy Undead - kills undead 7 - Resurrect - revives party member with full HP 8 - Death - causes DEATH 9 - Control Undead - immobilises undead temporarily 10 - Death Pact - automatically revives a party member if killed ------------------------------ PAIN - Morbazan (Supported by BLOOD) 1 - Dart - PAIN damage 2 - Icicle - ICE damage 4 - Energy Bolt - ENERGY damage 5 - Poison - gradually poisons target 6 - Glyph - creates exploding magic trap 7 - Mind Spike - causes foe to attack allies 8 - Iron Maiden - causes BLIND + SILENCE + SNARE 10 - Sacrifice - kills self or party member to restore full HP/AP party ------------------------------ POISON - Sangaril 1 - Nightshade - causes BLIND 3 - Snake Poison - causes POISON 5 - Asphyxia - SILENCE 7 - Mind Fungus - DRAIN 8 - Lunatica - causes berserk + increased foe offence + decreased defence 10 - Deadly Venom - DEATH ------------------------------ SOUL CONSUMPTION - Morbazan 1 - Soul Consumption - consume soul for HP + AP 2 - Redemption - restores 30% HP + AP 3 - Soul Search - provides statistics of foe 4 - Vitalize - restores 400 + HP to all party members 5 - Haste - increases speed of target 6 - Soul Transfer - swaps Morbazan's attributes with foe 7 - Inferno - FIRE damage to nearest targets 8 - Omen - defence of all foes 9 - Urath's Prayer - casts Death Pact on party 10 - Beguile - causes foe to attack allies ------------------------------ STEALTH - Sangaril 1 - Sneak - undetectable unless seen 3 - Hide - invisible unless moving 5 - Pick Lock - unlocks doors etc 7 - Steal - steal from foes 10 - Sunken State - almost undetectable ------------------------------ TWILIGHT COMBAT - Morbazan 1 - Dodge - evade attack 2 - Soul Consume - damage + possible soul consumption 3 - Ignite - FIRE damage 4 - Chill - ICE damage 6 - Soul Free - damage x 2 + possible soul consumption 8 - Drain - absorb foes' AP 10 - Soul Restoration - uses 1 of each soul type to restore party AP ------------------------------ WARRIOR - Maia, Neru, Taurgis 1 - Taunt - lures foe away from target 3 - Distract - interrupts foe's spell 5 - Defensive Stance - increased defence + decreased offence 5 - War Cry - taunts all foes 8 - Recover - recover 80% of total HP 10 - Offensive Stance - increased offence + decreased defence ------------------------------ SKILL POINT ALLOCATIONS - Maia (Level 21) ---- Blunt 10 Concentration 6 (+ 4 - see a) D : Fire 10 Fire 5 Halassar Combat 5 (+ 1 - see b) Necromancy 9 (+ 1 - see c) Nimble Attack 1 (+ 1 - see d) Parry 10 Summon 1 Swords 7 (+ 3 - see e) Warrior 1 (a) 4 points to be gained via Magic Circle 1 + 4 in the Tome of the Nhuvasarim (b) + 1 from Prophet Boots (c) + 1 from Anima Cuirass (d) + 1 from Prophet Boots (e) + 2 obtained from Varaleth in the Arena/ + 1 from Prophet Boots Rationale:* * Each character Rationale will focus on those Skills that are NOT raised to a ranking of 10. 1. Fire Only raised to METEOR STORM as with a high D:FIRE this is still a killing spell. BLOOD (3) also has mastery of the FIRE discipline so doubling up becomes unnecessary. 2. Halassar Combat: Only raised to KILLING SHOT as the higher NIGHTMARE is not as effective. 3. Nimble Attack: A1 attacks are not a priority as battles will not last long if using tactics. 4. Summon: Surprisingly, raising this SKILL is unnecessary for several reasons: i) SUMMON is learnt in the first level (Teomura) and for the entire pre-Twilight sequence consumes far too many AP. This is a major drawback given that the AP will be consistently needed for spellcasting (eg. FIRE ARROW, HEAL). ii) The (1) and (2) forms of each SUMMON are only temporary and too weak against some of the later foes. Given the AP each SUMMON consumes, they cannot be used on a regular basis. Maia is more effective in human form using fighting skills and spells. iii) Obtaining the Summoner Mastery Ring from the Tome of the Nhuvasarim allows Maia to remain in SUMMON form indefinately, irrespective of the ranking of this Skill. This is beneficial once each SUMMON has been raised to (3) level. iv) Adopting this strategy will mean that Maia does not achieve a ranking of 10 in SUMMON and therefore does not have access to the 13th Guardian. This is a small drawback given that the 13th SUMMON is only available in the final stages of the game. The points are better spent on raising Maia's other Skills. 5. Warrior: Unnecessary given the Skill Points attributed to Halassar Combat. SUMMON SKILLS ------------- Note that while the disciplines for each level of SUMMON are listed, the rankings are not as they CAN vary depending on Maia's own level of competance. BLOOD - Levels 1-3 ------------------ (1) SUMMON BLOOD COMBAT FIRE HAND TO HAND PARRY (2 + 3) SUMMON BLOOD COMBAT BLUNT D:BLOOD D:FIRE FIRE HEAL NIMBLE ATTACK PAIN PARRY STEEL SKIN EYE - Levels 1-3 ---------------- SUMMON COLD CONCENTRATION D:ENERGY ENERGY EYE COMBAT GOLEM HAND TO HAND NIMBLE ATTACK PARRY WILLPOWER SAND - Levels 1-3 ----------------- SUMMON D:FISTS HAND TO HAND HOLY NIMBLE ATTACK PARRY POISON SAND COMBAT STEALTH STEELSKIN WILLPOWER TREE - Levels 1-3 ----------------- SUMMON CONCENTRATION HAND TO HAND HEAL HOLY NECROMANCY NIMBLE ATTACK PARRY TREE COMBAT WILLPOWER 13TH SUMMON ----------- SUMMON COLD CONCENTRATION ENERGY FIRE HAND TO HAND HEAL HOLY LAHARAH COMBAT PAIN PARRY ------------------------------ Sangaril (Level 20) -------- Assassination 2 Bow 8 (+ 2 - see a) D : Cold 10 Nimble Attack 2 Parry 10 Poison 10 Stealth 7 Sword 10 (a) + 2 from Marlak Rationale: 1. Assassination: A ranking of 2 to attain BACKSTAB is all that is needed, as the POISON Skill is superior. 2. Nimble Attack: Unnecessary 3. Stealth SUNKEN STATE is unnecessary in the later stages of the game. The points are better spent on BOW which will be needed in The Tempest. ------------------------------ Taurgis (Level 20) ------- Axe 1 Blunt 10 D : Fire 7 Galdyr Combat 10 Nimble Attack 1 Parry 10 Sword 10 Warrior 10 Rationale: 1. Axe: This Skill is unnecessary given that Taurgis will have mastery of both BLUNT and SWORD - to which Taurgis' two best weapons (Sandumar's Khanda and Tagan's Warhammer) are aligned. While there are foes that are only vulnerable to PIERCING they are rare, and Taurgis can compensate for his lack in this Skill by using a PIERCING weapon + the Warrior Skill OFFENSIVE STANCE. 2. D:Fire: Taurgis at a ranking of 7 is close to immune to FIRE and Maia or Yago can always guarantee total protection by casting FIRE PROTECT prior to a battle. 3. Nimble Attack: Unnecessary. ------------------------------ Neru (Level 20) ---- D : Fists 10 Hand to Hand 10 Heal 10 Holy 8 (+ 2 - see a) Martial Arts 1 Parry 10 Steelskin 1 Warrior 1 Willpower 10 (a) + 2 Holy Ring Rationale: 1. Martial Arts: Unnecessary given the emphasis on D: FISTS and HAND TO HAND. 2. Steelskin: Unnecessary given the perfect rankings achieved in the protective Skills HEAL and HOLY. 3. Warrior: Unnecessary given the emphasis on D: FISTS and HAND TO HAND. ------------------------------ Morbazan (Level 20) -------- Blunt Weapons 10 Cold 3 (+ 2 - see a) Concentration 10 D: Blood 10 Necromancy 8 (+ 1 - see b) Pain 5 Parry 10 Soul Consumption 1 Steelskin 5 Twilight Combat 1 (a) + 2 from Areon, Sorceress of Ice (b) + 1 from Saviour Ring Rationale: 1. Cold: The higher level spells are not worth the Skill point allocation. 2. Pain: As Above. 3. Soul Consumption: Too difficult and time consuming to acquire the correct souls for spell use. 5. Twilight Combat: Unnecessary. ------------------------------ Iari (Level 20) ---- Aimed Attack 10 D : Energy 10 D : Power Sources 10 Energy 5 Energy Weapons 10 Golem 8 Parry 5 Rationale: 1. Energy: A ranking of 5 provides HASTE. Yago will attain a ranking of 10 and obtain EMPOWER meaning the points can go into other important Skills. 2. Golem: SELF DESTRUCT is unnecessary. 3. Parry As high as this skill can be taken with the remaining points. Sufficient given Iari's high HP. ------------------------------ Yago (Level 20) ---- Cold 7 Concentration 10 Elemental Combat 1 Energy 10 Fire 10 Heal 10 Staff 1 Willpower 10 Rationale: 1. Elemental Combat: Unnecessary as spells take too long to charge and not as effective as FIRE and ICE. 2. Staff: Unnecessary as Yago is a spellcaster, not a fighter. ------------------------------ * Krobelus - How to Manage -------- ------------- When Krobelus first joins the party, he has the following Skills: Cold Concentration Elemental Combat Energy Heal Holy Staff Willpower ENERGY, HEAL and HOLY make an excellent combination, making Krobelus invaluable during the Ruins of Hopiris level (see relevant section of the Tactical Walkthrough). Given the short time Krobelus is with the party, it is highly recommended that all available points be placed into ENERGY, HEAL and HOLY. HEAL and HOLY should be raised as high as is possible, while ENERGY should be raised to a ranking of 5 to obtain HASTE. Note that it is possible to level Krobelus up in the Arena, which is recommended as Yago will join the party at the exact same level that Krobelus possessed. ------------------------------ 4. EQUIPMENT What follows is an ideal inventory for each character, suited to their individual strengths and weaknesses. Although SPEED is reduced by many items, this can be countered by use of the spell HASTE. Maia ---- Necklace SPEED TALISMAN Armour ANIMA CUIRASS Leggings SUPREME LEGGINGS Boots PROPHET BOOTS Gloves FURY GAUNTLETS Weapon GITHIRAN'S MACE Shield INVINCIBLE SHIELD Ring ENERGY BAND Ring SUMMONER MASTERY Speed Talisman: Speed + 30 -------------- Anima Cuirass: ------------- Stamina + 10 Magic Defence + 3 Necromancy + 1 Speed - 10 Defence + 25 10% chance of casting HEAL when hit Supreme Leggings: ---------------- Magic Defence + 2 Speed - 9 Defence + 20 Prophet Boots: ------------- Magic Defence + 2 Intelligence + 3 Stamina + 25 Sword Weapons + 1 Halassar Combat + 1 Nimble Attack + 1 Speed - 8 Defence + 15 Fury Gauntlets: -------------- Magic Defence + 1 Intelligence + 3 Stamina + 15 Speed - 8 Defence + 15 + Strength Ward Githiran's Mace: --------------- Magic + 15 Strength + 90 + PROTECTED (Level 10) + EMPOWERED (Level 10) BLUNT Invincible Shield: ----------------- Speed - 5 Defence + 20 Rings: ----- Energy Band: Resist Energy + 50 Summoner Mastery Ring (remain in Summon form indefinitely) ----------------------------- Sangaril -------- Necklace STAMINA TALISMAN Armour JIHANA'S CUIRASS Leggings SUPREME LEGGINGS Boots REGENERATION BOOTS Gloves DRAGON GAUNTLETS Weapon HARADI KATANA Weapon DAGGER OF DEATH Ring ENERGY BAND Ring FIRE BAND Stamina Talisman: Stamina + 50 ---------------- Jihana's Cuirass: ---------------- Intelligence + 5 Stamina + 10 Magic Defence + 3 Speed - 10 Defence + 25 + POISON Ward Supreme Leggings: ---------------- As Above Regeneration Boots: ------------------ Magic Defence + 2 Intelligence + 3 Stamina + 15 Speed - 8 Defence + 15 + REGENERATION (Level 7) Dragon Gauntlets: ---------------- Magic Defence + 1 Intelligence + 3 Stamina + 15 Resist Fire + 30 Speed - 8 Defence + 15 Haradi Katanna: -------------- Strength + 70 + HASTE (Level 10) Dagger of Death: --------------- Magic + 10 Strength + 30 Speed + 10 20 % chance of casting DEATH (Level 10) on hit. PIERCING Rings: ----- Energy Band: Resist Energy + 50 Fire Band: Resist Fire + 50 ------------------------------ Taurgis ------- Necklace RUNE TALISMAN Armour AVENGER CUIRASS Leggings SUPREME LEGGINGS Boots SUPREME BOOTS Gloves TITAN GAUNTLETS Weapon SANDUMAR'S KHANDA Shield N/A Ring ICE BAND Ring REGENERATION RING Rune Talisman: Magic Defence + 30 -------------- Avenger Cuirass: --------------- Stamina + 10 Magic Defence + 10 Speed - 10 Defence + 30 5% chance of casting PROTECT (Level 10) when hit Supreme Leggings: ---------------- As Above Supreme Boots: ------------- As Above Titan Gauntlets: --------------- Magic Defence + 1 Intelligence + 3 Stamina + 15 Speed - 8 Defence + 20 + EMPOWER (Level 10) Sandumar's Khanda: ----------------- Magic + 30 Stamina + 40 Strength + 60 + BOOSTED (Level 10) SLASHING Rings: ----- Ice Band: Resist Cold + 50 Regeneration Ring: Regenerating (Level 3) ------------------------------ Neru ---- Necklace STRENGTH TALISMAN Armour LEVIATHAN CUIRASS Leggings SPEED LEGGINGS Boots SUPREME BOOTS Gloves CELESTIAL GAUNTLETS Weapon N/A Shield N/A Ring HOLY RING Ring REGENERATION RING Strength Talisman: Strength + 50 ----------------- Leviathan Cuirass: ----------------- Stamina + 10 Strength + 20 Magic Defence + 3 Speed - 10 Defence + 25 Speed Leggings: -------------- Magic Defence + 2 Defence + 20 + HASTE (Level 10) Supreme Boots: ------------- As Above Celestial Gauntlets: ------------------- Magic Defence + 1 Intelligence + 3 Stamina + 15 Speed - 8 Defence + 15 + DEATH Ward Rings: ----- Holy Ring + 2 Regeneration Ring (REGENERATION Level 3) ------------------------------ Morbazan -------- Necklace MASTERY TALISMAN Armour SPIRIT CUIRASS Leggings SUPREME LEGGINGS Boots SUPREME BOOTS Gloves DISCIPLE GAUNTLETS Weapon SOUL HAMMER Shield N/A Ring BOOST BAND Ring SAVIOUR RING Mastery Talisman: Intelligence + 25 ---------------- Spirit Cuirass: -------------- Intelligence + 5 Magic + 10 Magic Defence + 10 Speed - 10 Defence + 20 Supreme Leggings: ---------------- As Above Supreme Boots: ------------- As Above Disciple Gauntlets: ------------------ Magic Defence + 1 Intelligence + 3 Stamina + 15 Speed - 8 Defence + 10 + Mind Ward Soul Hammer: ----------- Magic + 75 Strength + 75 + Mastery SOUL CONSUMPTION + PROTECT (Level 20) BLUNT Rings: ----- Boost Ring: (Level 20) Saviour Ring: Stamina + 10 Necromancy + 1 Heal + 1 + REGENERATION (Level 3) ------------------------------ Iari ---- Necklace RUNE TALISMAN Armour N/A Leggings N/A Boots N/A Gloves N/A Weapon SUPREME ARM Shield N/A Gem RED LEVEL 10 Gem CYAN LEVEL 5 Rune Talisman: Magic Defence + 30 ------------- Supreme Arm: ----------- Strength + 100 Speed - 5 + Mastery Power Sources BLUNT Red Gem Level 10: ---------------- Stamina + 150 Defence + 150 Intelligence - 10 Magic Defence - 20 + Strength Ward + REGENERATION (Level 9) AP REGENERATION x 50% Cyan Gem Level 5: ---------------- Defence + 50 Magic Defence + 50 + Magic Ward* * Immunity to all magic. ------------------------------ Yago ---- Necklace STAMINA TALISMAN Armour PROPHET CUIRASS Leggings SUPREME LEGGINGS Boots SUPREME BOOTS Gloves FORTITUDE GLOVES Weapon STAFF OF FAITH Shield N/A Ring SAVIOR RING Ring REGENERATION BAND ---------------- Prophet Cuirass: --------------- Intelligence + 10 Magic + 10 Magic Defence + 3 Speed - 10 Defence + 20 Supreme Leggings: ---------------- As Above Supreme Boots: ------------- Magic Defence + 2 Intelligence + 3 Stamina + 15 Speed - 8 Defence + 15 Fortitude Gloves: ---------------- Magic Defence + 1 Intelligence + 3 Stamina + 15 Speed - 8 Defence + 10 + PROTECT (Level 30) Staff of Faith: -------------- Magic + 65 Intelligence + 5 Magic Defence + 10 Strength + 65 Speed - 5 AP REGENERATE x 150% BLUNT Rings: ----- Saviour Ring: Stamina + 10 Necromancy + 1 Heal + 1 + REGENERATION (Level 3) Regeneration Band: (REGENERATION Level 6) ------------------------------ NOTE! a) It is not possible to double up on REGENERATION items. b) DO NOT purchase Supreme Armour from the Merchant in the Palace until AFTER one visit to the Tome of the Nhuvasarim, the Tamirath Citadel and Labyrinth of Guardians to collect the specialized armour items. Once this is done, the party should discard all unnecessary Twilight Armour and only require the following Supreme items from the Merchant: Maia Leggings Taurgis Leggings + Boots Sangaril Leggings Neru Boots Morbazan Leggings + Boots Yago Leggings + Boots * 5 pair of Supreme Leggings + 4 pair of Supreme Boots in total ------------------------------ 5. GEMS What follows is a complete listing of all gems found in the game. Refer to Threshold RPG's Guide: http://db.gamefaqs.com/console/gamecube/file/summoner_ii_crafting.txt for the advanced gem making techniques. Black Gem: --------- Strength + 3 Defence + 3 Speed + 3 Stamina + 3 Magic + 3 Magic Defence + 3 Intelligence + 2 Blue Gem: -------- Stamina + 25 Blue Gem Level 5: ---------------- Stamina + 125 + Death Ward Cyan Gem: -------- Defence + 10 Magic Defence + 10 Cyan Gem Level 5: ---------------- Defence + 50 Magic Defence + 50 + Magic Ward Green Gem: --------- Intelligence + 5 Magic + 10 Magic Defence + 10 Strength - 2 Defence - 2 Stamina - 2 Green Gem Level 2: ----------------- Intelligence + 10 Magic + 10 Magic Defence + 20 Strength - 4 Defence - 4 Stamina - 4 Green Gem Level 5: ----------------- Intelligence + 25 Magic + 50 Magic Defence + 50 Strength - 10 Defence - 10 Stamina - 10 + Sense Ward Orange Gem Level 5: ------------------ Strength + 50 Magic + 50 + Death Ward Purple Gem Level 5: ------------------ Magic + 50 Strength + 50 Defence + 50 Magic Defence + 50 Stamina - 15 Intelligence - 8 + Mind Ward Red Gem Level 10: ---------------- Stamina + 150 Defence + 150 Intelligence - 10 Magic Defence - 20 + Strength Ward + REGENERATION (Level 9) AP REGENERATION x 50% White Gem Level 2: ----------------- Strength - 2 Magic Defence - 2 AP REGENERATION x 120% White Gem Level 5: ----------------- Strength - 5 Magic Defence - 5 + Poison Ward AP REGENERATION x 150% Yellow Gem: ---------- Speed + 30 AP REGENERATION x 95% Yellow Gem Level 5: ------------------ Speed + 150 + Time Ward AP REGENERATION x 75% ------------------------------ 6. TACTICAL WALKTHROUGH Isle of Teomura - 1st visit --------------- After receiving Blood Summon - Level 1 - go up the stairs. Do NOT go through the arch as it is trapped. Rune traps can be avoided entirely if entering SOLO Mode and rushing one character at a time through the smallest possible corner. When disarming the traps, re-arm them once to see the cutscenes of the effect taking place. When fighting both Trees and Ghosts, always attack Ghosts first as their spells are the most damaging offensive. Maia and Sangaril should NOT move towards the Pirate standing on the platform, but rather around the long way to the left to gain the element of surprise. An ideal way to explore Teomura is to enter SOLO mode and rush each character up to the Pool of the Healing Twins - restores both HP and AP - and then explore the lower areas. By doing this Maia and Sangaril will be able to attack most foes from behind. Neru's Lair - 1st visit ----------- Once Neru's lair has been cleared, reenter the Isle of Teomura and clear the entire island. Then do the same for Neru's Lair. As the monsters respawn, as it is possible for Maia and Sangaril to achieve at least two more levels. They should be Level 7-8 before leaving Teomura. Fight as many Pirates as possible to maximize the chances of finding: Pirate Insignia Rings (+ 3 Defence). Try for at least 8 as Taurgis and Krobelus can be equipped when joining the party. Teomuran Mace - needed by Maia in the Adytum of the Unseen. Save any rings or scrolls found and sell them all - the funds are vital in the first stages of the game as they are needed for Maia to resolve the maintenance Quests in the Palace of Halassar. Keep potions as they will be needed to sustain Taurgis and Sangaril during the solo missions in Indubal. Palace of Halassar - 1st visit ------------------ Collect the Khanda from the secret room in the Throne Room. Retrieve the Adventure Song from the Library and present to Faelin for a Strength Chain. Imperial Sepulchre - 1st visit ------------------ Taurgis - equip with Strength Chain + Khanda. Retrieve the Heart of Arxes. Palace - 2nd visit ------ Speed Chain - purchase from the Merchant and equip on Taurgis. Strength Chain - equip on Sangaril. Miridan's Pass - 1st visit -------------- Use Sangaril in Solo Mode and steal two sets of Galdyran armour for Maia and Taurgis. Retrieve the Wardstone from the Rath. Ignore the Creature at this time. Raise all levels by one by fighting the Ghouls, which respawn. Prison of Indubal - 1st visit ----------------- Taurgis - Solo Mission: ------- Retrieve Mastery Pendant Retrieve Dung Beetles Kill the Horrors before the Terrors. The Horrors have Status attacks such as BLIND, SLOW and SNARED, while the Terrors merely have a Knockdown attack. Maia - Solo Mission: ---- Retrieve Hood of Insight Retrieve Crown of Isaris Receive Spirit Vellum Quest Retrieve Crossbow Retrieve and equip Ptas' Sword After speaking with Imarbeth IX, rush out and kill the Mage before he has time to cast any spells. Use FIRE ARROW to weaken foes from a distance and then draw them in for the kill. As Galdyran soldiers always execute the same moves, draw them and in and move just as they begin their attack sequence and strike from the side or behind. ALWAYS attack Mages first to stop spellcasting. This is vital as the Indubal Mages can cast PARALYZE. Sangaril - Solo Mission: -------- Use SNEAK + HIDE to avoid the guards, then kill each with BACKSTAB. Do not overlook the upper balcony! Against the last three guards, STEALTH will not work. Use NIGHTSHADE when fighting them to induce Blindness. Munari City - 1st visit ----------- Include Krobelus in the party and have him speak to Lord Vellis to obtain Vellis' Sword. Include Sangaril in the party and have her speak with Ideola and play the Pearl Game to obtain Pearl + Ubenna's Katanna. Ruins of Hopiris - 1st visit ---------------- Krobelus MUST accompany Maia and Sangaril. If levelled correctly, he will be able to: - HEAL with Maia as Sangaril fights the River Ghosts with her crossbow - CURE the POISON attacks of the Acolytes - Defeat the Hopirian God Before boarding the boat, always ensure that Sangaril is the lead character and is equipped with a Crossbow, so as to be able to attack the River Ghosts immediately. After the first boat ride, switch to Solo Mode to stop the A1 controlled characters rushing in. Control Krobelus and cast HASTE + PROTECT + REGENERATE on the party. Control Sangaril and use POISON. Once the party has engaged the Neophytes, control Maia or Krobelus as the next wave arrive and pick them off at a distance with FIRE ARROW or ENERGY BOLT. Equip Sangaril with Munari Katannas once dropped as the greater damage will be useful against the Acolytes. Acolytes - If facing the party, control Maia and switch to Solo Mode. Move away from the other Party members and cast FIRE CIRCLE, and then draw the Acolytes into the circle. Block until they are killed by the fire. Alternatively pick them off with FIRE ARROW and physical attacks. Control Krobelus and cast CURE on Maia if necessary. If the Acolytes face away from the party, control Sangaril and pick off with STEALTH + BACKSTAB, with POISON added if necessary. Learn to draw Acolytes in to commence their attack then dodge and attack from behind. Adytum of the Unseen - Part 1 -------------------- Bring Taurgis with Maia and Neru. Control Maia and use FIRE ARROW to draw Unseen Guards in and then equip with the Teomuran Mace, as the Unseen Guards are susceptible to BLUNT attacks. When fighting the Unseen Guards, control Taurgis and use KNOCKDOWN, then control Neru and attack the Guards. Control Neru and VITALISE the party when needed. Adytum of the Unseen - Part 2 -------------------- Equip Maia with the Time Ward as it will prevent the Unseen Beasts from casting SNARE. First wave: Two Slashing Guards that can each be automatically defeated with an ENERGY MAJOR scroll. BLOOD (1) will defeat one or both of them before reverting back to Maia. Only a very skilled player should try to fight them hand to hand as they are fast and one will always circle behind to attack. Second wave: Three Energy Projection Guards and can be defeated easily if drawn away from the gate Maia first entered. If Maia then runs back to the gate, they will stop and not follow. This will allow use of FIRE ARROW to weaken them from a distance before finishing with a physical attack. With timing it is possible to use FIRE ARROW between their energy attacks. Do not move round the corner until AP have sufficiently recovered. Third wave: One Fire-based and one Ice-based Unseen Beast and two Energy Projection Guards. Draw the Fire Beast away from the others and let it attack Maia as the Fire attacks will heal her. Defeat with the Teomuran Mace and have FIRE ARROW ready to use on a fast approaching Ice-based Unseen Beast. Immediately equip the Energy Shield that it will drop. HEAL Maia and then move round the corner and again use FIRE ARROW on the two Energy Projection Guards. Fourth wave: The last wave are two Slashing Guards, and BLOOD (1) can defeat them. After passing through the door, WAIT until Maia's AP are full before proceeding. The teleporting Energy Projection Guards should be defeated before fighting the Unseen Beast (see Bosses) as they will disappear if it is killed first. Keep moving and use the Teomuran Mace. Heal completely before moving to the next room. As the Slashing Guards teleport in, run back into the previous room and up the ramp to the balcony. The Guards will eventually lose Maia and stop. Then backtrack and start picking them off with FIRE ARROW and the Teomuran Mace. Be sure to only fight one at a time. Miridan's Pass -------------- The Poachers cannot be fought until in the hidden lair. Do not pick up any drops from the Trees once the Creature has been cared for, as the nuts are now useless and cannot be discarded. Eleh Caverns - 1st visit ------------ Take Taurgis and Morbazan with Maia. Taurgis should be equipped with the Nammu Claymore. Use FIRE ARROW + WHIRLWIND to defeat Rock Spiders. Explore the right and then left passages first before proceeding to the central area where Yago is located. When exploring the right passage, have Maia use DRAIN against the Alpha Wolf to prevent it using AP for damaging attacks, then finish it with METEOR SWARM. * If Krobelus is taken to meet Yago there is revealing dialogue. Tree of Eleh ------------ TREE - Have Maia use physical attacks on the two-headed Eleh Parasites FIRST and Krobelus use ICICLE on the round Eleh Parasites. BE SURE TO STRIP KROBELUS OF ALL ITEMS BEFORE REACHING THE BOTTOM OF THE PATH. Once the cutscene starts, Krobelus becomes a NPC. SAND - Sangaril should add POISON to her attacks. Taurgis should target the two-headed Eleh Parasites while Morbazan uses ICICLE on the round Eleh Parasites. The order through the portal should be Sangaril then Morbazan, and then just Sangaril. EYE - Yago should cast HASTE + EMPOWER on the party while Neru adds PROTECT + REGENERATE. Neru should target the flesh-coloured two-headed Eleh Parasites while Yago uses ICICLE on the round Eleh Parasites. Iari should use CLOAK + TRIPLE SHOT constantly. The order through the portal should be Neru then Iari, then just Neru. NOTE! SAVE before leaving the Eye stage as it is not possible in Blood. BLOOD - Sangaril should STEAL the Fire + Ice Bands from the Ezuran Guards before the party defeat Ezuran. Have Neru use VITALISE when needed. Wheel of the Perduellion - 1st visit ------------------------ Correct play order: - Visit all four streams. - Ask Perduellion about Party. - Take purple stream to Tribunal. - Take gold stream to Temple of the Archons - Speak with Advocate (to the left and behind Maia) for Mask - ignore the others until Maia recieves the Red Mask. - Return to Tribunal and speak with Judges. - Return to Temple of the Archons and speak with Advocate. - Take green stream to Bibliopolis of Lost Tomes. - Speak with Librarian for directions to Book of Laws (must be wearing Advocate Mask to receive directions). - Take note! The far door in the left corridor houses six Alpha Wolves. Once the door is opened, they will attack IMMEDIATELY. Change to BLOOD (2) or cast METEOR SWARM followed by DRAIN to limit their attacks. - Return to Tribunal and speak with Judges. - Return to Temple of the Archons and speak with Taurgis and the Archons. NOTE! There is a chest containing a HASTE scroll behind the boxes to the north of the Archons. SAVE this item as it will needed in the final Boss battle. - Take the blue stream to Vandal's Ruins. The Fire traps in two of the side passages to replenish health. - Speak with Vandal and Nepenthes and play the Game. - Revisit the three side passages for extra XP, gold and items as the Deceivers will have respawned. Visit the following to reclaim Iari's limbs: Left Leg - -------- Bibliopolis of Lost Tomes - exit entry room and move in straight line across Summon Circle to correct room. Unlock the chest with Vandal's Key. Revisit all rooms as monsters have respawned. Right Leg - --------- Purchase from the Chrysopomp of Masks. Left Arm - -------- Obtain from the Perduellion (must wear Perduellion mask). Right Arm - --------- Obtain from the Justiciar (must wear Advocate mask). - Return to Vandal's Ruins. Note the Deceivers will have respawned. - Play or pay for the final clue. Fight Vandal and Nepenthes - kill Nepenthes first as she can use HEAL and HOLY spells on Vandal. Note all Deceivers respawn after this battle. - Return to Temple of the Archons. To Maia's left is an idol of an open fanged face - examine the pedestals to either side of it to trigger the release for the tongue and find Iari's torso. - Present Vandal's Mask to the Archons to free Taurgis. NOTE - a Boss fight is imminent so make several purchases from the Chrysopomp. These should include: - Twilight Mace for Maia - Ushan Warhammer for Taurgis - Full set of Twilight armour for Taurgis For Paludal Swamps: - Twilight Cuirass for Yago - Twilight Katannas for Sangaril For Tower of Khargathalan: - Twilight Halberd for Taurgis - Return to Wheel of Perduellion and ask for Iari to be rebuilt. - Return to Tribunal to free Morbazan - See BOSS section. - Ask the Peduellion about Ushandul and receive Red Mask - See BOSS section. - Return to Temple of the Archons and purchase items for party from Chrysopomp. Paludal's Bridge - 1st visit ---------------- Possible to repeatedly swap party at entrance to equip all members with new items. Take the whole party through for the XP. Mud Golems - Iari: INVISIBILITY + TRIPLE SHOT Rococros - FIRE and ICE. Always cast EMPOWER + HASTE + PROTECT + REGENERATE on the party, and try pick off Rococros from a distance with long-range spells before engaging. Try not to let the Rococros surround a party member as they possess KILLING SHOT which has a high rate of success. The Wasteland ------------- Sangaril - Ensure that Sangaril has been equipped with the Saviour Ring to counter any damage from the Flame Spheres or Spikes. Use POISON against the Sentries. Neru, Iari and Yago - Cast EMPOWER + HASTE + PRAYER + PROTECT + REGENERATE on Neru and have him attack the Grubs. Control Iari and use CLOAK + TRIPLE SHOT to pick off the Grubs from a distance. Control Yago and cast CURE when necessary to counter Grubs' POISON attack or Neru to cast VITALISE if necessary. Tower of the Ancient Ones ------------------------- Maia, Taurgis and Morbazan will fight four types of Sentries: Blue - COLD Green - PAIN* Orange - FIRE Purple - ENERGY * - It is an imperative that either Maia or Morbazen cast DEATH WARD on all three party members constantly, as the PAIN Sentries can cast DEATH. Their colours indicate their weaknesses, so Maia and Morbazan should use the appropriate spells against them. Control Taurgis and kill the PAIN Sentries as quickly as possible. Valley of Khargathalan ---------------------- Go into SOLO MODE to control structures. Use Red Orb and cast PROTECT on all structures. Use the Orbs' spells for long range attacks on enemy structures. Team battles: To avoid being overwhelmed, STAY AT THE BOTTOM OF THE RAMP and allow foes to come to the team. Use SOLO MODE when necessary to stop team members advancing too far up the ramp. Using one character ONLY advance when necessary to cause foes to spawn, and then draw them back down the ramp before attacking. Note these are suggestions on the pairings: i) Blue Tower - Maia + Taurgis Taurgis - KNOCKDOWN to slow foes. Attack Kharg Mages as soon as they appear to prevent spellcasting. Maia - constant use of METEOR STORM as by this stage it will only replenish the characters due to D:FIRE ii) Orange Tower - Sangaril + Yago Sangaril - POISON + ASPHYXIA. Target Kharg Mages first, then Kharg Rangers and finally Kharg Warriors. All are very susceptible to BACKSTAB. AVOID the Kharg Warriors power strikes. Yago - constant use of SLEEP + REGENERATE + VITALISE iii) Purple Tower - Morbazan + Neru Neru - PROTECT + REGENERATE + FAITH + HOLY SHIELD. OMEN as each new wave arrives. Morbazan - DART on Kharg Warriors, ICICLE on Kharg Rangers and Kharg Mages. NOTE! There is a slight chance that the Kharg Mages will cast DEATH so advisable that Maia and Morbazan cast DEATH WARD. Dream of Eleh ------------- Collect Summoner Band + Speed + Stamina Talismans before leaving. Miridan's Pass -------------- Take Maia, Sangaril and Yago. Bring all Halassar Mages/Warriors to the Galdyran border and hold the position. The Tempest Demons are: Blue - COLD based Red - FIRE based Control Maia and use FIRE against the Blue, then control Yago to use COLD against the Red. Control Sangaril and use POISON constantly. Defeat the three waves of Tempest Demons at the Galdyran border to receive all items. Adytum of the Unseen - 2nd visit -------------------- Maia, Morbazan and 3rd party member This level simply advances the story. All foes have respawned but should be no challenge post-Twilight Realm. The Sentries are new, but are identical to those fought in the Tower of the Ancient Ones. NOTE - The game now becomes less linear and there are several areas that are available to explore. In addition to completing Side Quests, it is recommended that the final areas be completed in this order: 1. Tome of the Nhuvasarim *Take the whole Party through at least once to obtain all items and utilize Nhuvasarim amulets 2. Tamirath Citadel 3. Labyrinth of Guardians 4. The Tempest Tamirath Citadel ---------------- Maia, Taurgis and Iari Control Iari and use CLOAK + TRIPLE SHOT where possible to weaken foes before the party engages. Taurgis is very effective against the Ghoul Galdyrans with the Nammu Battleaxe and KNOCKDOWN or WHIRLWIND. Control Maia and eliminate Tree Sentinels with one FIRE ARROW when necessary. When ready to enter the Shrine of Sandumar - after the first Garden and at the end of a corridor - watch the cutscene, but DO NOT move. SAVE and prepare for the first encounter with the Living Armours. Switch to SOLO and: Control Maia and cast DEATH WARD on Taurgis and herself. Control Iari and equip BLUE GEM (5) as her second gem, which carries a DEATH WARD. Then using CLOAK take Iari down one set of stairs but DO NOT descend to the bottom. Target both automatically and manually two of the Armours, and weaken them to the point of death. Then return to the party. The Armours will follow but a strong WHIRLWIND from either Maia or Taurgis will finish them, leaving the party to face 4 rather than 6 Armours. Control Iari and use TRIPLE SHOT, while Maia and Taurgis attack physically. Be sure to have Maia cast DEATH WARD on both Taurgis and herself as soon as the party arrive at the SECOND garden. Repeat just before leaving the garden via the double door as a group of Living Armours wait on the other side. Leave Taurgis behind to save Azraman to receive Tagan's Hammer after the Boss fight. NOTE - With the exception of the Shrine of Sandumar, all Living Armours respawn on return visits. Labyrinth of the Guardians -------------------------- Hints - Characters MUST be levelled in the following disciplines in order to be effective in the Labyrinth: Iari D: ENERGY 10 D: POWER SOURCES 10 ENERGY 10 GOLEM 8 Maia CONCENTRATION 10 D: FIRE 10 NECROMANCY 10 Morbazan COLD 7 D: BLOOD 10 NECROMANCY 10 Neru HEAL 10 HOLY 10 Sangaril D: COLD 10 POISON* 10 Taurgis D: FIRE 10 BLUNT 10 GALDYR COMBAT 10 SWORD 10 WARRIOR 10 Yago CONCENTRATION 10 ENERGY 10 FIRE 10 HEAL 10 Equip Maia/Taurgis with a PIERCING weapon (once SAND (1) has been completed, equip Maia with the DAGGER OF DEATH when not using Sangaril) Recommended Sangaril make at least 30 doses of DEADLY VENOM in the Ruins of Hopiris to be able to QUICKLY neutralize the Living Armours. Foes on all levels arrive in waves of 1-4 opponents respectively. When battling the last foe in a wave, one Party member should stay back and cast any necessary Status spells to prepare the party for the next wave. ALWAYS prepare for Level 3 in each Rune by using Status spells BEFORE leaving Level 2. ***USE*** SOLO MODE to stop character movement and USE the screens as cover for spellcasting. One character MUST do this when attempting Level 3. g) The following is a suggested order of completion: 1. Rune - SAND (GREEN) Levels 1-2 Maia + Iari + Yago 2. Rune - TREE (YELLOW) Levels 1-2 Maia + Sangaril + Morbazan 3. Rune - BLOOD (RED) Levels 1-2 Maia + Taurgis + Yago 4. Rune - EYE (BLUE) Levels 1-2 Maia + Sangaril + Yago 5. Rune - BLOOD (RED) Level 3 Maia + Taurgis + Morbazan 6. Rune - TREE (YELLOW) Level 3 Maia + Morbazan + Yago 7. Rune - EYE (BLUE) Level 3 Maia + Sangaril + Yago 8. Rune - SAND (GREEN) Level 3 Maia + Sangaril + Neru --------------------------------------------------- RUNE SAND (GREEN) PARTY Maia + Iari + Yago FOES Ghosts SAND (1st form) Sentries SAND (2nd form) Living Armours SAND (3rd form) TACTICS F(FOE)1 - Maia - DESTROY UNDEAD F2 - Iari - CLOAK + TRIPLE SHOT F3 - Iari - CLOAK + TRIPLE SHOT. Iari's second gem: White Gem Level 5 which provides a POISON ward. Yago - CURE + VITALISE constantly. F4 - Iari and use MANUAL AIM. F5 - Maia - DEATH WARD on Party Neru - HOLY SHIELD + PRAYER + PROTECT Party This MUST be done prior to entering the level. GO TO SOLO MODE and place Neru behind a screen Sangaril - DEADLY VENOM on first 3 waves, with Neru constantly using CURE + VITALISE & Maia DEATH WARD BEFORE defeating the LAST Living Armour in the 3rd, place Sangaril behind the screen with Neru. Maia draws the last Armour to the far screen and defeats with METEOR SWARM. With the last two waves of Armours, use the far screen as cover to continually cast DEATH WARD + METEOR SWARM. DO NOT fight directly - if health low run to the other screen and be within range of Neru (NOT the same side of the screen) for RESURRECT. Then run back and cast HEAL constantly) and repeat offensive. F6 - Neru - PROTECT and attack DROPS Dagger of Death Dragon Gauntlets Jihana's Cuirass (Sangaril) --------------------------------------------------- RUNE TREE (YELLOW) PARTY Maia + Morbazan + Yago FOES Ghosts TREE (1st form) Sentries TREE (2nd form) Living Armours TREE (3rd form) TACTICS F(FOE)1 - Maia/Morbazan - DESTROY UNDEAD Yago - VITALISE F2 - Morbazan - DART F3 - Sangaril - attack, Morbazan - SLEEP + DEATH F4 - Maia - METEOR STORM, Morbazan - ICICLE F5 - SOLO MODE: Place Morbazan/Yago behind screen. Maia - attacks in front of screen + DEATH Morbazan - DEATH Yago - DRAIN + VITALISE F6 - SOLO MODE: Place Morbazan behind screen Maia + Yago - METEOR STORM DROPS Soul Hammer Disciple Gauntlets Spirit Cuirass (Morbazan) --------------------------------------------------- RUNE BLOOD (RED) PARTY Maia + Morbazan + Taurgis FOES Ghosts BLOOD (1st form) Sentries BLOOD (2nd form) Living Armours BLOOD (3rd form) TACTICS F(FOE)1 - Maia/Morbazan - DESTROY UNDEAD Yago - VITALISE F2 - Yago - ICICLE F3 - Yago - ICICLE F4 - Yago - ICICLE F5 - Maia and Taurgis attack Morbazan - SLEEP + ICICLE (PAIN). Lead Armours to Maia/Taurgis if followed. F6 - Maia and Taurgis attack. Morbazan - ICICLE (PAIN) + HEAL DROPS Githiran's Mace Fury Gauntlets Anima Cuirass (Maia) --------------------------------------------------- RUNE EYE (BLUE) PARTY Maia + Sangaril + Yago FOES Ghosts EYE (1st form) Sentries EYE (2nd form) Living Armours EYE (3rd form) TACTICS F(FOE)1 - Maia - DESTROY UNDEAD Yago - CURE F2 - Sangaril - BACKSTAB + POISON. F3 - Maia - FIRE ARROW + METEOR STORM Yago - CURE F4 - Maia - DEATH F5 - NOTE! Cast FIRE ELEMENT on Sangaril prior to entering this level SOLO MODE: Place Yago behind screen. Lead with Sangaril - DEADLY VENOM. Swap to Maia - DEATH Yago - CURE + VITALISE F6 - SOLO MODE: ONLY use Yago. Attack ONLY with Staff to prevent EYE regaining HP. DROPS Githiran's Sword (Maia) Titan Gauntlets (Taurgis) Avenger Cuirass (Taurgis) --------------------------------------------------- Tome of the Nhuvsarim --------------------- This area can be used for maximum levelling, as with the exception of the Nhuvasarim in the Chamber of Laharah all foes respawn with each visit. Tactics: Maia: ---- Summon BLOOD (3) as self-healing after an attack. BLOOD'S WHIRLWIND excellent for interrupting a group of Spawn's spells. Summon TREE (3) if entering the Tome without Neru or Yago as CURE may be needed, due to the fact that Spawn occasionally cast POISON. Sangaril: -------- Use ASPHYXIA constantly to SILENCE foes. Taurgis: ------- Use KNOCKDOWN + WHIRLWIND to interrupt spellcasting. Best weapon - Sandumar's Khanda Avoid - Haradi Battle Axe. Foes are virtually immune. Neru: ---- Use all beneficial Status spells before advancing to the next area and wave of foes. Morbazan: -------- DEATH, DEATH WARD & DESTROY UNDEAD. Iari: ---- CLOAK + TRIPLE SHOT. Yago: ---- HASTE + EMPOWER + CURE. ----------------------------- Eye of the Storm ---------------- NOTE - Be sure to have completed ALL quests and any other outstanding tasks as ending this level will finish the game. Sangaril should have as many doses of DEADLY VENOM as is possible ready for the final battle. Entry Halls ----------- Maia, Sangaril and Taurgis Control Maia and cast DEATH WARD on the party. Control Sangaril and use the DAGGER OF DEATH in conjunction with DEADLY VENOM to quickly deal with the Surdama Minions. Sangaril should continue this practice for the duration of her battles. Lower Levels ------------ Maia, Neru and Morbazan Control Neru and cast beneficial Status spells on the party. Control Maia and cast DEATH WARD on the party. Control Morbazan and cast DART or DEATH on the Surdama Minions while Maia and Neru attack physically and try and interrupt their spellcasting. Catacombs --------- Sangaril and Taurgis When fighting Surdamir Kir for the first time, control Sangaril and stand over the portal and try and kill the Tempest Demons as they appear. Attack Surdamir Kir every time she attempts a spell. Interrupt her twice and she will retreat. Refer to the Boss section for the other battles. ------------------------------ 7. BOSSES i) Krobelus Control Maia and destroy two of the three spheres quickly, then heal the party. Control Sangaril and equip the crossbow. Control Maia and destroy the final sphere. Krobelus will then attack Taurgis while Sangaril hangs back for long shots with the crossbow. This will stop Sangaril from being in range of Krobelus should he use INFERNO, which will instantly render her unconscious. Control Maia and constantly heal Taurgis, then join the attack once Krobelus' HP are almost gone. ii) The Galdyran Soldiers Immediately equip Maia with the Mastery Pendant, a Mace and Indubal Boots. Target and kill the Mage immediately. Target the Galdyran with the hand cannon. Equip a SLASHING weapon and attack the other two Galdyrans once they begin their attack sequences. If Maia has been levelled up in Necromancy, the DEATH spell will be highly effective. iii) Azraman Use the stairs and balcony to slow Azraman is necessary. The throne can be used to block Azraman's charge and allow a strike at him as he is forced to run around it. Try and lead Azraman into Taurgis' HEAVY SHOT. Once Azraman starts charging then using a forcefield and the end of the charge, time Taurgis' blows to coincide with the dropping of the forcefield as it will stop Azraman's next charge. iv) Galdyrans + Munari Archer Draw the Galdyrans to Maia and Taurgis one at a time. Pick off Galdyrans with FIRE ARROW before engaging. Kill Mages first. On arriving at the final platform, control Maia and change to BLOOD (1) and kill the Mages. Control Taurgis and use KNOCKDOWN and keep moving. Kill the Munari Archer last. Double teaming stops bow use. v) Xaoset Have Krobelus cast HASTE, PROTECT + REGENERATE on Sangaril just before the Trial. Xaoset has two attacks: a) Simultaneous double-handed slash across the chest - can KNOCKDOWN b) Two consecutive slashes, one with each blade - usually adds Status Effect POISON to damage Both can be successfully blocked, and a counter attack will stop Xaoset's next attack. If Xaoset uses HASTE, the safest option is to allow him to attack, and once Xaoset starts what is clearly his second attack, dodge and use BACKSTAB from behind with a Status Effect such as BLINDNESS or POISON. Only block and counterattack when Xaoset is not using HASTE. Alternatives are using Scrolls or to continually draw Xaoset into attacking then dodging and retaliating with the crossbow. vi) Hopir Control Krobelus and defeat Hopir with use of ENERGY BOLT. vii) Unseen Blood Have one character continually attack from behind. Control Neru and use VITALISE if necessary. viii) Unseen Serpent The Serpent is supported by two teleporting Energy Projection Guards that should be dealt with first. Summon BLOOD (1) to wound the Serpent and then lead it around balcony. Hide under the ramp and finish the Serpent with FIRE ARROW as it is coming down the ramp. The Serpent will occasionally pause on the ramp and try and use an energy Projection attack. If this fails to hit Maia, continue to cast FIRE ARROW as it will often be able to strike the Serpent. ix) The Tribunal Judges Control Maia and run to the side and cast FIRE ARROW at the Blue Judge. 1-2 spells will kill it. Control Iari and use BEAM to kill the Red Judge immediately. Control Taurgis and set to attack the Purple Judge. Control Iari and watch as Maia and Taurgis kill the Purple Judge as Iari's energy attacks only replenish it. x) Ushandul + Logosarchs Take Maia, Taurgis and Iari. Immediately equip with any new items from the Chrysopomp. Allocate the Fire + Ice Bands to Taurgis for this battle. Control Maia and cast DEATH WARD on the party. Control Iari and use CLOAK + TRIPLE SHOT to quickly kill the Logosarchs. Control Taurgis and use Healing Potions when needed if Maia has been silenced. Taurgis must be equipped with BLUNT against the Logosarchs and SLASHING against Ushandul. Continue to attack and interrupt Ushandul's spells until dead. xi) Paludal ONLY take Maia, Iari and Yago to fight Paludal. Paludal's copied forms of the other party members are too problematic due to constant healing, POISON etc. Give Paludal a FIRE or ENERGY weakness. 1st form - Paludal FIRE - control Iari and attack while Maia + Yago cast spells long-range. ENERGY - control Maia and attack while Iari + Yago cast spells long-range. Yago should also use CURE + HEAL where needed if Paludal uses POISON. 2nd form - Maia As above. 3rd form - Yago As above. 4th form - Iari As above. 5th form - As per first form. xii) Sharangir Set Morbazan to HEALER. Control Taurgis and using the Sword of Nammu attack and close the Eye quickly. Charge POWERBLOW and return to the fight and strike Sharangir from behind. Repeat 3-4 times to defeat him. xiii) Khargathalan Superstructure form - Control Red Orb and cast PROTECT on all structures. Control Tower and attack with the energy blast. Control Blue Orb when necessary and cast VITALISE on all structures. NOTE! It is possible to use Manual Aim mode and attack the Superstructure before entering the final valley. This will mean that the Superstructure will immediately attack the Tower and the cutscene will not play. It is recommended that the Tower does not enter the final valley as the smaller support structures present will also attack. Four Faces - As Iari can block the energy blasts without harm, stand in front of each face and time the attacks to correspond with the blasts and the lifting of the shields that expose Khargathalan's faces. Use Iari's energy blast and there is not enough time between Khargathalan's own blasts to charge an AP-related attack. Note that Khargathalan can detect Iari even when using CLOAK. xiv) Imarbeth IX After the cutscene immediately equip Maia with the Gold Frog Amulet and Iari with the Silver Frog Amulet. This will prevent Imarbeth from casting DEATH or CHARM. Control Iari and use CLOAK + TRIPLE SHOT to distract Imarbeth while Maia uses METEOR STORM and physical attacks. Once Imarbeth shifts into Demon form, use METEOR SWARM to kill him quickly. xv) 13th Summon Equip the SUMMONER MASTERY ring and become BLOOD (3). Constantly use DART between 13th Summon's attacks, and counter-attack to HEAL as needed. xvi) Krobelus Control Neru and cast FAITH + HOLY SHIELD on both Morbazan and himself. Defeat the Tempest Demons quickly and have Neru continue to find and attack Krobelus until the cutscene. xvii) Surdamir Kir Control Sangaril and continue to attack and try and interrupt her spells. Use Health Elixirs if needed. xviii) Rosalind Equip Yago with the Silver Frog Amulet to prevent CHARM. Control Maia or Yago and cast METEOR STORM continually. Control Iari and use CLOAK + TRIPLE SHOT to kill the Tempest Demons. xix) The Tempest Maintain distance and cast EMPOWER. Use physical attacks when the Tempest is off guard and then block when the Tempest is about to attack. Use Health Elixirs as needed. ------------------------------ 8. SIDE QUESTS Not all are listed - only those that require some clarification. Laboratory Codes ---------------- Buoyancy - Laboratory - Triangle, Square, Circle, Square = AP + 10 Condenser - Bibliopolis - X, Circle, X, Triangle = SKILL + 1 Stabilizer - Jabari in House Soleil - Circle, Square, Triangle, X = None Study - Mas Zalur's Study - Square, Square, Circle, X = HP + 10 Perpetua - Osoke - Triangle, X, Square, Triangle = Resist Energy + 10 Note that Morbazan cannot access the Laboratory machines. Masks ----- Portal Chamber: -------------- Wear Speak With Result ---- ---------- ------ Archon Mask Purple Curator Mask Thought Collector Red Mask Orange Archon Mask Crossbow Mold Vandal Mask Green Chrysopomp Mask Tiny Aquarium Bowl Chamber: ------------ Wear Speak With Result ---- ---------- ------ Curator Mask Gold Tribunal Mask Ivory Case Chrysopomp Mask Yellow Archon Mask Ice Gauntlets Tribunal Mask Vandal Mask Fire Ring + 2 Left Hand Chamber: ----------------- Wear Speak With Result ---- ---------- ------ Perduellion Mask Blue Archon Mask Spirit Vellum Archon Mask Purple Chrysopomp Mask Drawing of 3 Chrysopomp Mask Yellow Curator Mask Wyrm's Claw Vandal Mask Green Tribunal Dream Song Right Hand Chamber: ------------------ Wear Speak With Result ---- ---------- ------ Curator Mask Gold Vandal Mask Magic Circle 3 Red Mask Red Curator Mask Yellow Nhuvasarim Amulet Perduellion Mask Blue Tribunal Mask Fire Gauntlets Tribunal Mask White Chrysopomp Mask Energy Gauntlets Munari City Shrines ------------------- Amasido - Floods - Ohmedilosi = Stamina + 20 - Morbazan Ifano - Waterspouts - Magical Dictionary = Magic + 20 - Yago Ilgerd - Ice - Tusk Wolf Pelt + Wolf Sagas = Resist Cold + 40 - Taurgis Jiseka - Whirlpools - Book of Gyrefish + Tiny Aquarium = Strength + 20 - Taurgis Kamuzu - Walls - Cannon Shell = Defence + 20 - Neru Libulhe - Sun - Perfect Orange = Resist Fire + 40 - Sangaril Ramuli - Silence - Thought Collector = Intelligence + 20 - Maia Sekkaf - Darkness - Hood of Insight = Magic Defence + 20 - Taurgis Ubenna - Lightning - Lightning Shard = Nuntara's Spear* * Fertiliser for Ubenna's Bolt from Plant + Fertiliser Sidequest Nhuvasarim Amulet Circles ------------------------- Blue Amulet - Imarbeth IX in Indubal - 100 + AP depending on character - Neru* Yellow Amulet - Temple of the Archons - Concentration + 2 - Any spellcaster Red Amulet - Tome of the Nhuvasarim - Magic Defence + 3 - Neru * Neru's combination of HEAL + HOLY disciplines become invaluable in the later stages of the game when fighting for extended periods, such as in the Tome of the Nhuvasarim. Nhuvasarim Magic Circles ------------------------ Magic Circle 1 - Skill Points + 2 Any character Magic Circle 2 - HP/AP + 100-300* Sangaril Magic Circle 3 - Magic Defence + 20 Taurgis Magic Circle 4 - Concentration + 2 Maia Magic Circle 5 - 25,000 XP Any party Circle of Laharah** - Resist Fire + 30 Neru or Sangaril * The amount varies depending on the character. ** This Circle is in the final Chamber with the Exit Portal. NOTE - Despite the fact that there are 6 Raven Thrones, one is broken. This indicates there is no Magic Circle 6. Paper Circles ------------- Paper Circle 1 - Teomura - Neru's Lair Paper Circle 2 - Halassar - Library Paper Circle 3 - Munari City - Mas Zalur's Study Paper Circle 4 - Hopiris - Poison Mixing Room Paper Circle 5 - Hopiris - Xaoset Paper Circle 6 - Twilight Realm - Bibliopolis Plant + Fertilize Seeds ----------------------- Elixirs = + 30 bonus DEFENCE - Rathmoss + Wardstone - Morbazan MAGICAL DEFENCE - Scarabee + Dung Beetles - Morbazan MAGICAL POWER - Gramarye + Aahur's Blue Dust - Morbazan SPEED - Ubenna's Bolt + Nuntura's Spearhead - Morbazan STRENGTH - Sinewgrass + Heart of Arxes - Maia Poison Ingredient Locations --------------------------- i) Paper Circle 1: Nightshade - Lurksquid Ink - House Azure - Munari City Water from Unnamed God - Ramuli/Sekkap's Shrine - Munari City ii) Paper Circle 2: Poison - Lamia Coral - Poison Mixing Room - Hopiris Sea Wasp Venom - Poison Mixing Room - Hopiris iii) Paper Circle 3: Asphyxia - Asphasian Ray - Captain Nwabir - Munari City Water from Unnamed God - Ramuli/Sekkap's Shrine - Munari City iv) Paper Circle 4: Lunatica - Amok's Bane - Arena - Munari City Green Eye - Tusk Wolf - Eleh Caverns v) Paper Circle 5: Mind Fungus - Ataraxia - Captain Nwabir - Munari City Brainworm - Tree Sentinel - Teomura vi) Paper Circle 6: Deadly Venom - Spineglass - Captain Nwabir - Munari City Voidstone - Deceiver - Vandal's Ruins Spirit Vellum ------------- 1st Sheet - Gribo - Arena (post Adytum of the Unseen) 2nd Sheet - Bibliopolis 3rd Sheet - Temple of the Archons ARMOUR: ------ Vellum Cuirass Resist Piercing + 10 Speed - 10 Defence + 10 Equipped by Maia or Taurgis WEAPON: ------ Vellum Sword Magic + 15 Strength + 15 Speed + 5 SLASHING Equipped by Maia NECKLACE: -------- Vellum Necklace Resist Blunt + 10 NOTE: Only possible to receive 2 of the 3 gifts. White Lady Quest ---------------- Drawing of One - Poacher's Cave = Red, Yellow, Blue Drawing of Two - Top Level of Indubal = Orange, Green, Yellow, Red Drawing of Three - Temple of Archons = Blue, Orange, Red, Yellow, Green Reward - 15,000 XP + Summon Ring + 1 Note - If using the Cheat Party cannot discard Drawings. Wyrm Quest ---------- Tongue: Songs - House Azure = Song of Love or War* Tooth: Luck - Miridan's Pass = 1 Skill Point Eye: Vigilance - Isle of Teomura = Spells - Magic Defence + 5 Swords - Defence + 5 Egg: Wisdom - Munari City = Insight - Intelligence + 5 Power - AP + 20 Claw: Vengeance - Temple of the Archons = From Afar - Ilgerd's Crossbow** Tooth and Claw - Dagger of Pain*** * Love: Heal Ring + 2 War : Glimmering Sword Strength + 12 Speed + 5 SLASHING Equipped by Maia ** Ilgerd's Crossbow Magic + 25 Strength + 75 Speed - 5 PIERCING 20% chance of FREEZE (Level 10) on hit. Equipped by Sangaril *** Dagger of Pain Magic + 10 Strength + 30 Speed + 5 PIERCING 30% of chance of casting DART (Level 10) on hit Equipped by Maia or Sangaril Wyrmlord's Treasure ------------------- Gold Case (Lute) - Neru's Lair - Dusilla + Tuskad III Iron Box (Twin Daggers) - Indubal - Aphra & Ertha + Sarkassan I Wooden Case (Crossbow) - Ruins of Hopiris - Mioka + Dukhan IV Ivory Case (Wands) - Temple of the Archons - Nula & Nara + Ezelam II Locks ----- 1 Sarkassan I 2 Ezelam II 3 Tuskad III 4 Dukhan IV ------------------------------ 9. SIDE QUEST ORDER The following is an ideal order for completing Side Quests. Does not include those that are story-driven or originate in Halassar (eg. Petitioners and Court Officials). Teomura: ------- Beacon* Daughters of Teomura Poison Ingredient - Brainworm (Mind Fungus)** Wyrms - Eye Wyrmlord's Treasure * Light at this stage to receive Captain Heoma's Quest in Munari City ** Paper Circle not received yet Neru's Lair: ----------- Daughters of Teomura - Gold Case Paper Circle 1 Halassar: -------- Nhuvasarim Magic Circle 1 Nhuvasarim Page Paper Circle 2 Tome of Isaris Miridan's Pass: -------------- Plant + Fertilise Seeds - Wardstone White Lady Imperial Sepulchre: ------------------ Plant + Fertilise Seeds - Heart of Arxes Indubal: ------- Abos of Idor - Prison Journals Crown of Isaris Daughters of Teomura - Iron Box Munari Gods - Hood of Insight Nhuvasarim Amulet - Blue Plant + Fertilise Seeds - Dung Beetles Spirit Vellum White Lady - Drawing of 2 Munari City: ----------- Abos of Idor - Prison Journals (COMPLETED) Captain Heoma's Beacon Ghost Monkeys Glandrii - God (COMPLETED) - Wyrm - Tongue* Hawkwood's Mercenaries Irabani Stone** Laboratory Codes - Buoyancy + Stabilizer + Study Marlak - Arrowheads Mugolo - Magic Shop Licence Munari Gods - Perfect Orange Osoke the Guinea Pig - 1st + 2nd + 3rd Experimental Vials Paper Circle 3 Plant + Fertilize Seeds - Aahur's Blue Dust Plant + Fertilize Seeds - Empty Cannister Poison Ingredient - Amok's Bane (Lunatica) Poison Ingredient - Aphasian Ray (Asphyxia) Poison Ingredient - Ataraxia (Mind Fungus) Poison Ingredient - Lurksquid Ink (Nightshade) Poison Ingredient - Spineglass (Deadly Venom) Varaleth - Disciple Wyrms - Egg * Sidequest can be completed within level ** Possible to make all 3 payments within level Hopiris: ------- Daughters of Teomura - Wooden Case King of Talas Marlak - Arrowheads Munari Gods - Cannon Shell Mugolo - Magic Shop Licence Osoke the Guinea Pig Paper Circle 4 + 5 Plant + Fertilize Seeds - Quest actually received Plant + Fertilize Seeds - Scarabee + Dung Beetles* Poison Ingredient - Empty Vials** Poison Ingredient - Lamia Coral (Poison) Poison Ingredient - Sea Wasp Venom (Poison) Varaleth - Disciple * Return to the start of the level briefly and complete this ** Necessary to obtain the Water on an Unnamed God in Munari City Munari City: ----------- Marlak - Arrowheads (COMPLETED) Mugolo - Magic Shop Licence (COMPLETED) Osoke the Guinea Pig - 4th Experiment Vial Poison Ingredient - Water of an Unnamed God (Asphyxia + Nightshade) Varaleth - Disciple (COMPLETED) Adytum of the Unseen -------------------- No Side Quests Munari City: ----------- Spirit Vellum - Gribo Teomura: ------- Captain Heoma's Beacon (COMPLETED) Plant + Fertilize Seeds - Lightning Shard Miridan's Pass: -------------- Ghost Monkeys (COMPLETED) - Wyrms - Tooth Plant + Fertilise Seeds - Sinewgrass + Heart of Arxes White Lady - Drawing of 1 Munari City: ----------- Munari Gods - Lightning Shard Plant + Fertilize Seeds - Nuntara's Spear Teomura: ------- Plant + Fertilize Seeds - Ubenna's Bolt + Nuntara's Spear Indubal: ------- Irabani Stone - Tangul/Palujl Plant + Fertilize Seeds - Rathmoss + Wardstone Teomura: ------- Irabani Stone (COMPLETED) Eleh Caverns: ------------ Crown of Isaris (COMPLETED) Plant + Fertilize Seeds - Gramarye + Aaahur's Blue Dust Poison Ingredient - Green Eye (Lunatica) Munari Gods - Tusk Wolf Pelt Munari Gods - Wolf Sagas Nhuvasarim Magic Circle 2 Hopiris: ------- Paper Circles 1-5 (COMPLETED) * TREE OF ELEH AND REALM OF TWILIGHT * Bibliopolis: ----------- King of Talas Laboratory Codes - Condenser Munari Gods - Book of Gyrefish Munari Gods - Magical Dictionary Nhuvasarim Page Osoke the Guinea Pig - 5th Experimental Vial Paper Circle 6 Spirit Vellum Summon - Obelisk Thought Collector White Lady - Drawing of 3 Vandal's Ruins: -------------- Poison Ingredient - Voidstone (Deadly Venom) Temple of Archons:* ----------------- Use Masks for: Daughters of Teomura - Ivory Case Magic Circle 3 Munari Gods - Thought Collector Nhuvasarim Amulet - Yellow Nhuvasarim Magic Circle 3 Spirit Vellum Summon - Dream Song Wyrms - Claw * Do this AFTER completing all the story quests. Halassar: -------- Nhuvasarim Page (COMPLETED) Summon - Dream Song (COMPLETED) Miridan's Pass: -------------- Hawkwood's Mercenaries (COMPLETED) Plant + Fertilize Seeds - Collect Sinewgrass White Lady (COMPLETED) Indubal: ------- Plant + Fertilize Seeds - Collect Rathmoss Spirit Vellum (COMPLETED) Teomura: ------- Daughters of Teomura - Use all 4 items (COMPLETED) - Wyrmlord's Treasure - 4 Keys Plant + Fertilize Seeds - Collect Ubenna's Bolt Wyrms - Use all 5 items (COMPLETED) Wyrmlord's Treasure - find and use all 4 keys (COMPLETED) Eleh Caverns: ------------ Plant + Fertilise Seeds - Collect Gramarye Hopiris: ------- King of Talas (COMPLETED) - Munari Gods - Ohmedilosi Paper Circle 6 (COMPLETED) Plant + Fertilize Seeds - Collect Scarabee Plant + Fertilize Seeds - Create Elixirs (COMPLETED) Temple of Archons:* ----------------- Munari Gods - Tiny Aquarium Munari City: ----------- Munari Gods (COMPLETED) Osoke the Guinea Pig (COMPLETED) Summon - Obelisk (COMPLETED) Tome of the Nhuvasarim: ---------------------- Nhuvasarim Amulet - Red (COMPLETED) Nhuvasarim Magic Circle 4 Tamirath Citadel: ---------------- Nhuvasarim Magic Circle 5 Tome of the Nhuvasarim: ---------------------- Nhuvasarim Magic Circles (COMPLETED) ------------------------------ 10. TIPS & TRIVIA i) Read LORE constantly as it provides the backstory on all past and present events. ii) Always collect all gold and satchels of items as soon as possible as they will fade away if unattended for too long. iii) When dealing with the Merchant in the Palace, be careful not to sell items that are usually equipped as these WILL be listed together with other accrued items. iv) Use Solo Mode early in the game to stop the AI controlled characters rushing into combat. Control one character and draw some of the monsters back to the rest of the party to reduce the overall odds. An ideal tactic at these times: - Isle of Teomura - first visit. - Greater Hopiris - first visit. vi) Do not neglect the HALASSAR COMBAT skill DRAIN! This skill is invaluable against foes who need to be neutralized before they can initiate a damaging attack (eg. Alpha Wolves, Rock Spiders, Rococros, Living Armours). vii) Always try spell combinations for greater results: EMPOWER + HASTE OMEN + DEATH PROTECT + FAITH* * Learn to cast FAITH just prior to foes casting spells as the attack will regenerate character HP. Use subtle spells such as: CONTROL UNDEAD DESTROY UNDEAD ENCHANT ENERGY/FIRE/ICE MIND SPIKE POISON These can be highly effective spells in areas involving mass battles such as the Tower of the Ancient Ones, Labyrinth of Guardians and Tome of the Nhuvasarim. viii) If the party leave and area for the World Map, they are automatically healed and cured of all Status Effects when entering another area. ix) DO NOT skip the Pod cutscene as the Party enter the Adytum of the Unseen for the first time as it will introduce Neru to the Party. x) Ichthyosis (ick-thee-o-ses) - is the name of a rare genetic skin disease. Ichthyosis causes the skin to build up and scale. This results in extreme dryness of the skin. A game designer joke as it is a contradiction in terms for Glandri - an aquatic Munari - to be the goddess of this condition. xi) Mask Factions - there are 15 factions in total: - Anhedonians - Animadverts - Apathites - Bizarroides - Disciples of Cacoethes - Dirigible Trance - Entozoons - Esurients - Feralists - Jocund Carks - Koniologists - Metapods - New Cogitation - Perduellions - Steganographites xiii) Morbazan: when ready to collect souls with the Soul Hammer also equip him temporarily with the Speed Talisman + Speed Leggings to enable faster kills. xiv) Kamikaze Run: Take a party to the Tome of the Nhuvasarim and cast DEATH WARD + HASTE on the FASTEST member. Go into SOLO Mode and have the character race to the Chamber of Laharah and then return. The Nhuvasarim, Furies and Spawn will appear and cast spells. Keep moving to avoid the spells - use Healing Potions if necessary - and return to the Entry Portal. Exit SOLO Mode and have the party attack the monsters that follow. This will mean fewer monsters as the party advance. xv) Mistakes: The graphic for the Munari Leggings available for purchase from the Munari Weaponsmith in Munari City is warped. Once entering the Eleh Caverns, the player can access the terrain map which reveals Yago's location, despite the fact that he has yet to be introduced in the story. In the Tree of Eleh, the TREE level is green while the SAND level is yellow. In the Labyrinth of the Guardians, the colours are reversed. In the Eye of the Storm Entry Hall, an attempted spell by Maia will clearly label the enemy as "Surdama Minions", even though Surdama Kir's betrayal has yet to be revealed. ------------------------------ 11. ACKNOWLEDGEMENTS Thanks to Upright8infinitY for the main walkthrough and Threshold RPG for the excellent Gem Guide.