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walkthrough resident evil code veronica : x

Posted by childy aditya lockerhearts on 10/19/2009 , under | komentar (0)



Military Facility - Prison

You begin the game trapped in a prison cell. Equip your lighter on the inventory screen. When you spark the lighter, Rodrigo, the jailer just outside of the cell will open the door for you. He'll preach some gloom and doom about not being able to get off of the island. Then, Mr. Pessimism will slump into a chair and you'll be alone with your thoughts (and the sound of dripping water).

Return to your cell and grab the Herb in the corner. Exit the cell and pick up the Handgun bullets to the right of the door. A Knife is on the desk in the adjoining room. Take it if you want to, then exit.

The next area is a Save Room. Grab the Ink Ribbon next to the typewriter and the Handgun Bullets on the floor. Continue down the hall and turn right, then follow the stairs up.

This will put you outside in the rain. Isn't this place supposed to be run by Umbrella? What's up? Proceed forward and take a right (near the smashed, sparking car) into the graveyard. Walk a little further and a cutscene ensues, introducing your most consistent threat in this (and any other Resident Evil) game: zombies. You'll see a briefcase fall out of the exploded truck. Don't bother trying to fight the zombies yet. Instead, simply run through them to the metal gate. Exit through the iron door.

Military Facility - Barracks

Three deadheads will attack the moment you enter, so make sure your weapon is loaded and equipped. Take out the one to the right first, then focus on the two others (either killing or avoiding them). Skirt around the central table and claim the Handgun Bullets on the bookshelves. Then, take a left into the kitchen and snag the Map from the wall.

Mount the wooden stairs and get the Green Herb on the other side of a cluttered table. There is a bathroom through the open door near the bookshelves, but it contains nothing of interest (although it could use a good cleaning¿)

Go back to the room where you entered and head through the other door. Track through the dilapidated barracks. This area is littered with corpses and painted in blood. Be careful. Proceed forward and grab the Prisoner's Diary on the top bunk to your left. Then, take a right around the corner. Here, you'll encounter a frustrated zombie attempting to head-butt his way through the window. Grab the Handgun Bullets from the ledge.

When you return to live action, the zombie bursts through the window, and is joined by two of his friends indoors. The first zombie will drop the M-100P pistols. Shoot the zombie in front of you first, then turn to waste the crawling zombie in the doorway. Finally spin and shoot the zombie coming up behind you.

When all the undead have been rendered¿well¿dead, pick up that pair of Pistols and go forward, heading into the shower area. Take the Handgun Bullets in the last stall. After you grab the ammo, leave the bunk area. As you are exiting this room, you will encounter another zombie. Blow by it, then exit the building.

As you reach the bottom of the wooden stairs, a short cutscene will play from a beastly perspective beneath the walkway. Move forward along the right wall, then turn the corner right. As you move ahead, you'll see a corpse get pulled under the building. Eeew!

Keep moving forward, making a couple of right turns, until you reach a fenced-in cul de sac. Take the door left into the next area. Move ahead, disregarding the zombie in the cage to your left. Don't try to shoot him--apparently bullets can't pierce chain-link fences in this world.

Take on the two zombies you encounter, using the Knife (this will save ammo). Ahead a little ways is another zombie. Kill him, then follow the path to the right and enter the door on the left.


Military Facility - Secured Area

Proceed forward to the metal detector and place all of your metal gear inside. Walk to the box, press X, then press X for each item, moving the Box list down to accommodate. When all of your metallic objects have been placed inside, move through the detector. If you try to move through while holding metal objects, the subsequent areas will lock down, and you will not be able to go further. If you did trip the switch, you'll need to reset it by pressing the button to the right of the detector.

Step out of the metal detector and follow the corridor until you reach a second deposit box. In the next room, grab Flame and B.O.W. Rounds from the cluttered cabinets on the left side of the room. Then, snag the First Aid Spray and 3D Scanner Manual from the table.

Leave the machine next to the table for now. You'll be coming back to it. Instead, proceed to the door near the metal detector. In the next area, take the Fax from the edge of the counter.

Cutscene: As you round the corner, you'll run into Steve again. Hacking into the computer, he's found that Chris Redfield is being monitored by Umbrella. Claire uses the computer to send messages to both Leon and Chris, giving them her coordinates. When Steve suggests that Chris couldn't possibly come save her, she disagrees and Steve leaves in a huff.

In the computer desk drawer is the Hawk Emblem. Grab it and the Ink Ribbon near the typewriter. Then, walk to the panel near the blocked door and flip the switch. This will activate power to the outdoor shutter.

Return to the 3D scanning machine and place the Hawk Emblem on the scanning tray. The machine will hold on to the Emblem for you, storing a 3D scan of the item. Return to the metal detector and place the metallic items you've found inside. Head back to the first deposit box and grab all of your gear.

Exit the building. Activate the shutter mechanism to open both the shuttered door and the chain link cage. Opening both doors will bring out four zombies: two in front and two behind. Target the oil drum behind the first two and take them down with one shot. Then spin to waste the other two.

Head into the garage to collect the Fire Extinguisher. Then, go to the fenced-in area and take the Padlock Key from under the guillotine. Man, someone sure made a mess in here! Go back to the iron door and exit.

As you round the corner of the brick building, two dogs will attack--one from either side. Whirl and knock down the first canine, then spin back and pop the other. Run past them once they are down.

Proceed back to the area with the wooden walkway. Beyond the building (near the door where you entered), take a left and unlock the door with the Gate Key. This will give you easy access to the computer lab area later.

Head through the iron door back to the burned-out Jeep area. Dispatch with the two zombies here and proceed to the door near the Jeep.

Military Facility - Graveyard

Through the door is the graveyard, and yet another zombie party. Waste the undead (three total) on your way to the other end of the yard, then take out the last one right before you reach the burning van.

Equip the Fire Extinguisher and use it on the blaze. Then, pluck the Briefcase from the ashes. To see what's inside, select the Briefcase in the inventory screen and Examine it. Make sure the handles are facing directly toward you when you examine it, or it will not open. Once it is open, take the TG-01 Material and Report inside.

Head back through the graveyard, past the Jeep and to the gate you recently unlocked. Proceed back into the computer lab by entering the iron door through the gate to the right. Reenter the metal detector building and once again check your metal in the deposit box. The only thing you should have left in your inventory is the TG-01 material.

Once your metal's been accounted for, take the TG-01 to the 3D scanner. Place the material on the duplication machine next to the scanner to produce a perfect, non-metallic copy of it. As you leave the room with your new Emblem, you'll hear the sound of breaking glass. You know what that means!

Dodge the three zombies in the hallway between the metal detectors. You should be able to scoot by the first one on the left and the others on the right. Then, back at the first detector, grab all of your gear and exit the building.

Head back to the area with the overturned Jeep. There are three zombies here. Run past them, then place the new Emblem in the large, iron double doors. As you open the doors, you'll encounter a partial bridge. A wrecked, torched-out Jeep bars passage to the other side.

Military Facility - Walkway

Instead, take a jaunt down the metallic walkway to the left. At the end of the walk, grab the two Green Herbs. Then, approach the Jeep from the opposite side and take the ammo from the driver side.

To get past the fire, push the crate on the bridge forward, then to the right to cover the blaze. Then mount the crates and walk to the long, metal stairway leading up the sheer rock face. At the top, you will encounter a pair of zombies. Eliminate them and continue to the left.

Follow the path past the fiery, fenced area to the right and mount the stairs to a wrought-iron gate. Upon entering, you'll be attacked by a trio of rabid zombie dogs. Dispatch them and continue to an open courtyard.

Take a left and head toward the wrecked pillars, picking up the blinking Proof. Up the stairs, on the steps leading to the palace, snag the Green Herb. Then, go through the detailed double doors.

The Palace

Once inside, the camera will momentarily zoom in on the portrait hanging in the stairwell. We call this foreshadowing. Proceed up the carpeted stairs to the right. Take a short jog to the right and mount the short set of stairs to another Save Room.

Grab the Secretary's Note from the coffee table. Take the Ink Ribbon near the typewriter and the box of Rounds on the bookshelves near the desk. Save progress at the typewriter if you'd like. In the hallway leading to the door with dual golden guns, snag another Green Herb. Move the small table her to reveal an Umbrella ID card.

Pick it up and examine it (you'll need to flip it around to see the back) to reveal the ID number: NTC0394. Go down the stairs and to the front desk. Take the Handgun Bullets. Enter your ID number in the computer to unlock the arched door in the far left corner of the room.

Don't go into it yet. Instead, go to the blue door and proceed into the restroom. Keep your Lighter lit to scare the bats and collect the First Aid Spray from the sink. Search the stall to find Bullets. In the rear of the restroom is a Briefcase. You can't open it yet, so just stow it at an Item Box the next time you go.

Go back to the door you unlocked and through, bracing yourself for the 3 zombies you'll encounter. Eliminate the zombie threat, then claim the Handgun Rounds in the alcove near the door. Move down the long, tiled hallway. Take the Red Herb near the bench. Before you reach the door, kill the zombie to your right. Then, proceed through the door and down the steps.

In the study, take the Handgun Rounds from the coffee table. Find the glass enclosure housing a large ant and press the blinking button. This will trigger one of the creepiest cutscenes you are likely to see. When the FMV concludes, the case on the wall moves back to reveal a door.

In the uncovered room, grab the Steering Wheel. Leave the Gold Lugers where they are for now.

Make your way back to the main doors of the mansion. As you touch the door, you'll hear Steve scream. Head back to the room where you watched the creepy movie and access the computer on the same wall as the case you recently moved (it's back in its original location). On the screen, you'll see Steve trapped in a room. To get him out, you have select two guns from a display of six. Select C and E to free Steve. Head back outside the mansion.

Cutscene: When you get back to the lobby, you'll run into Alfred Ashford, the bitter grandson of the gentleman in the portrait-one of the founders of Umbrella. He'll take a couple of shots at you as you listen to his banter. He's concerned that his base is under attack, and holds you to blame. Eventually, he'll leave, cackling like a ninny.

Taking the Steering Wheel and Proof with you, head right from the mansion stairs and through the arched gate. Take the stairs down to the path that follows along water's edge. Follow the path to a green barrel and grab the quiver of Arrows there.

Then make a 180 and follow along the stairs to a small room. Pick up the Handgun Bullets and Map here. When you've gotten the items, go back to the green barrel and turn right, approaching the console on the short pier overlooking the water. Put the Steering Wheel there and turn it. This will bring a submarine to the surface and extend the platform across to it.

The Submarine

Go across to the sub and enter (by pressing X). Once inside, search the area behind the ladder for the brown Side Pack, which will expand your inventory by two spots. By all means, pick it up. Then, go to the main control panel and flip the switch to make the sub descend.

Climb out of the sub and into a small underwater cubicle. This leads to a flight of stairs. Go down the stairs and follow the path around (cool underwater shots on the way) to the small, metal door. Enter the office and take out the two zombies in front of you. Then, spin to kill the one who comes up behind.

When the deadies have been dealt with, grab the Handgun ammo from the leather wrap-around couch. Go behind the desk to find an Ink Ribbon perched on a cardboard box. Then, go to the corrugated metal door and lift it. This will once again place you outside. Run across the bridge to the next metal door.

In the next room, go to the far right corner and use the elevator to go up to the next level. Operate the crane at the glowing blue control panel. Move it forward and to the left, picking up the boxes blocking the doorway below.

Return to the elevator and go down, then activate the switch. This will bring a tray of zombies down to you--five in all! Run around the railing and take up a safe position behind the guard rail, killing the zombies as they come down the passage at you. Once they've been wasted, go to the platform and take the Arrows and Biohazard Card on the boxes in the corner.

Go back to the office where you first came in and enter the door near the huge fish tank. You'll notice several bats hanging in the rafters. Equipping your lighter will scare them off. Go to the glowing computer at the far end of the room and press X. This will activate the platform to the right.

Go to the platform and place the Green Proof in the machine. Go back to the submarine and head to the surface. It's probably not a bad idea to go back to the mansion to save your progress.

Return to the bridge area and take a right, toward the military training facility.

Gulp Worm

Cutscene: When you enter the dirt courtyard, you encounter the Gulp Worm, a huge, mutant slug bent on your destruction. After the FMV concludes, run to the double iron doors and proceed into the building.

Go immediately to the right and up the stairs. Take a left at the top and enter the door at the end of the corridor. From the desk, take the Bow Gun and Memo. To save room in your inventory, you can immediately combine the Arrows with your Bow Gun. When you attempt to exit the room with these items, an alarm will sound and a short cutscene will unfold. In it, a lab worker behind strong plexi-glass is horrendously murdered by an unknown assailant. Notice the creepy painting in the room. We'll be coming back for that.

Upon exiting the room, another FMV will play. This time, a "contamination alert" sounds, and Claire narrowly avoids being trapped upstairs. She is now back in the lobby and the stairs are sealed from her.

In the lobby, take the Red Herb on the bench and the Arrows from the nearest phone booth. Head to the door on the far end of the room and enter. This leads to a locker room. Eliminate the zombies that greet you and move deeper into the room. You'll encounter two more zombies as you go further.

From the open lockers, grab another couple quivers of Arrows. On the dead body near the far door, there is yet another quiver. Open the door and run past the first zombie, then, sticking to the right wall, dart around the second zombie and step down into the water. From this position, you can kill the zombies easily without threat of attack.

Locate and turn the large red valve to stop the flow of water. Now, pick up the glimmering Key near the lion's head spout. Head back to the lobby.

Go through the door opposite the phones. There are three zombies here: one faking on the floor next to the door and two on the opposite side of the room. Take out the faker first. Then, kill the two standing zombies. Once they're dead, head to the control panel near the copy machine and press the blue button. This will create a Map. Grab it from the copier tray.

Make sure you grab the Green Herb behind the dead zombie near the door. Combine it with the Red Herb you found in the lobby to create medicine. Take the Arrows from the counter and move into the other office. Use the Key you found in the pool to open the locked cabinet at the far end of the room. Inside, you'll get a suitcase full of Explosive Arrow formula. Combine the contents with your arrows to get 10 Explosive Arrows.

Use your Biohazard Card and open the right door at the far end of the hall. This will give you access to a new hallway. Enter the door at the end of the hall and walk into the courtyard.


Courtyard: Alfred Attacks

Cutscene: As you enter the courtyard, Alfred takes aim at you again. When it concludes, dodge that laser beam (clinging to the near wall) and head up the stairs. When you do, Alfred will run away.

Take a right to enter into a dusty hallway. Proceed toward the vending machines. Grab the two boxes of Handgun Shells near the stand-up, then go through the gray door. This is a Save Room. Take the Green Herb near the typewriter table, the Green Herb on the floor near the couch, and the Hemostatic Medicine on the cushions. There is an Ink Ribbon near the typewriter. Save if you wish.

Cutscene: When you attempt to enter the next room, Alfred (the freak) comes over a loudspeaker and tells you that the next area is a trap designed specifically for you. The door locks you in the room. Your only option now is to continue to the brown door on the vending machine wall.

The Bandersnatch

When you enter the next area, take a left and pick up the two uzis in the corner of the walkway. Before taking a step, equip your Bow Gun with the Explosive Arrows. As soon as you move past the door, a short cutscene ensues, introducing a new kind of mutant--the Bandersnatch. Dodge its arm and fill it full of explosives. It should take about four hits to kill. As you walk toward the stairs, a green door will open.

Cutscene: When you get to the bottom of the stairs and go through the open door, another mutant attacks, dangling you off of the ground and nearly crushing your skull. Luckily, Steve comes to the rescue, two barrels blazing. You trade him the two uzis you just got for the two Lugers he received when you let him out of the room in the mansion. He tries out his new weapons, only to find that they don't have ammo. He gives you a boost so you can snag the clips on top of the nearby crate, then loads the guns. As he does this, Alfred comes over the speaker again, boasting he'll now kill both of you. Then, the platform descends and you begin to play as Steve.

Playing as Steve:

In the room you're plopped in right after the cutscene, there are four zombies--two in the room with you and two behind a fence. It's a real treat to eliminate them with the dual uzis. Kill them all and go through the gray door. Eliminate the zombies in this room. You can't take the gear in the side room. Don't worry, you'll be back. Now go back to the room where you came in and head through the rusty metal door on the right wall. Wax the zombies and proceed to the stairs at the other end of the room. Go up and through the door.

Cutscene: As you move over the next walkway, Claire will rejoin you. She confronts him about why he's on the island and he gets upset. Then the two head into an elevator and up.

Steve departs and you're Claire again.

Steve's Father

Playing as Claire: Go into the brown door and through. When you attempt to rejoin Steve, you both fall through the weak walkway and another cutscene occurs.

Cutscene: As you both get up, a zombie comes toward Steve. The zombie advances toward him, but he cannot shoot. Claire attracts the attention of the beast and it moves toward her. When it bends to feed, Steve snaps out of his trance and peppers the monster with bullets. It was his father. Steve tells the story behind his father's demise, and Claire leaves him to rest for the time being.

When the cutscene concludes, circle around and grab the Handgun Rounds on the high barrel near the door (stand on the crate to get them). Move to the wooden door next to the Jeep. Unlock it and enter the facility. Grab the Handgun Bullets near the door then eliminate the zombies here. Walk forward until you reach the iron door directly ahead.

Go through the door and into a weird picture room. Be sure to grab the Ink Ribbon near the typewriter and the Blue Shield on the wall.

Return to the area where Steve is waiting and exit through the double doors, avoiding the zombie dogs as you unlock and exit through the door on the right. Go back through the worm courtyard and enter the double doors. Move to the end of the main hall and use your Biohazard card on the second door on the right. Go through the door to the courtyard, running past the two zombie pups laying in wait. When they've been stopped, mount the stairs and place the Blue Shield in its receptacle on the stone overlook. Grab the Emblem Card inside.

Return downstairs and go through the door on the fence near the burning barrels. Take the ladder down. In the ensuing hallway, use your new Emblem Card on the gate barring your path. Move through the room, avoiding the steam pouring from the broken pipe. Continue to your right and up the stairs, entering the door at the top.

Remember this area? Take your Emblem Card to the scanner near the gate. When it lifts, you'll have access to the Grenade Launcher. Grab it and head through the door in the back. Two Bandersnatches will attack you here. Use the Grenade Launcher on them. When they're gone, grab the Arrows in the corner.

Now return to the room with the ruptured pipe. Head across the room and go up the opposite stairs. This dumps into a watery area. Make sure you take the Handgun Bullets from the gargoyle's mouth, then track to the end of the hallway and enter the elevator.

Head up to level 2F. Move to the locked shutter and open it with the Emblem Card. As it opens, a zombie will slump out in front of you. Go into the lab and take a short jog up the stairs to the right. Pick up the Grenade Rounds near the chair.

Albinoids

Move to the lit display on the right to learn all about Albinoids. Scared? You should be. Go back down the stairs and take the Red Proof from the computer terminal. Then, activate the security camera at the terminal. Locate the skeleton painting on the right side of the room and zoom in. Remember the number 1126 (which is written on the lower left corner of the painting).

Grab the two Green Herbs near the end of the computer banks and exit the room. Run by the zombies and head back to the elevator. Return to the double doors in the worm courtyard and enter, this time using your ID on the first shutter on your right. Discard the ID and go up the stairs.

Go to the door at the end of the hall and enter. Use the code (1126) you got from the painting on the lab door (where you saw that first long-armed mutant cutscene). Take the Acid Rounds from the desk and the Painting from the wall.

As you touch the painting, a short cutscene will be triggered, in which you will be introduced to the Abinoids first-hand. The adult version will escape through an air vent (think you'll see it later?) and several babies will spill out on to the floor. Don't waste your time with them. Simply run out of the room and get downstairs. That clock in the corner of the screen is counting down the time before that shutter closes!

Head out of the building, through the worm courtyard again, through the tank area, into the double doors and back to the weird picture room, killing zombies en route. Place the skeleton Painting on the correct spot on the wall to reveal a secret room.

On the model of the research complex, grab the Key. Read the message on the podium and record the number "12 8." Now go back to the palace. On the walkway leading to the mansion, you will be attacked by two more Bandersnatches. Run past them and up the steps.

Once inside the palace, you'll find it crawling with zombies. Return to the brown door at the rear of the mansion. Follow the hallway, then take a right turn and use your new Gold Key on the gold doors.


Art Gallery

Inside, you are confronted with more art and another puzzle. First, go to the large picture of Alfred (up the stairs). Grab the Message to New Master and read it. Then, focus your attention on the portrait puzzle. The object here is to pick the paintings in the correct order. Select them in the following sequence:

1) Lady Ashford
2) Stanley Asford (Man holding two babies)
3) Thomas Ashford (Man holding a cup of tea)
4) Arthur Ashford (Man with red hair)
5) Edward Ashford (Old man seated near a vase)
6) Alexander Ashford (Man leaning on a mantle)
7) Alfred Ashford (on steps)

Completing the puzzle will yield a vase. Examine it in the Inventory to get the Queen Ant Object.

Now, head to the door and place the two Lugers in it (press Use in the Inventory). This will unlock the door. Go inside and grab the Handgun ammo. Then, look at the memo on the desk. It gives the key to a puzzle you will face shortly:

1) Left,Right
2) Left
3) Right
4) Right, Right, Right

Go to the music box near the desk and press the two buttons in the sequence above. Remember the four digits you arrive at. After a short replay of the creepy dragonfly episode plays on the laptop, then the computer asks you for a password. Enter the number the clock gave you (four digits to set the musical clock chiming, and open a secret passage behind the clock.

As you move toward it, a Bandersnatch will burst through the window. Dispatch it with a couple of explosive arrows. Then, duck into the passage and cross the bridge, picking up the Blue Herb if you have room.

Mansion on the Hill

Proceed to the courtyard of the mansion. Here, you will encounter two more Bandersnatch. If you have enough explosive arrows, kill them. Otherwise, run through the yard and up the stairs. The long-arms will follow. Just bypass them and enter the door.

When inside, use your lighter to deter the bats. Move to the room to the left of the stairs and enter. Grab the Handgun Rounds in the corner. Kill the Bandersnatch here and skirt around the table, picking up an Ink Ribbon from the small cupboard near the fireplace. Light the fireplace, if you wish.

Exit the room mount the stairs and follow the walkway until it dead ends. On a small table, get the Handgun Rounds and First Aid Spray. Then proceed through the red, padded door.

Cutscene: the sadistic brother and sister Ashford are discussing their plans as you spy on them. Luckily, Claire does not give herself away.

When the FMV ends, grab the Handgun Rounds on the table near the door and the Green Herb in the hallway to your right. Then, head inside the door to the left. Go to the music box and activate it. This will move the bed, revealing a Key. Pick it up and head back downstairs.

Then, exit the mansion and return to the palace. If you ran past the grabbing mutants the first time, now three will be waiting for you. Unless you have adequate firepower, dodge them and escape.

Back in the mansion, exit the Save Room (first saving, if you wish) and move across the upstairs hallway, killing zombies where appropriate. Use your newly-acquired Key on the opposite door.

This takes you to a casino room with plenty of goodies. Take the two Green Herbs from the bar, the Handgun Rounds behind the host stand, and the Explosive Arrows at the end of the green table.

Go back to the Save Room and stash items, making sure you grab the Hemostatic Medicine.

Return downstairs. Head through the brown door near the back of the lobby. Then, use your key on the door directly across the hallway. Equip your Bow Gun with Explosive Arrows and enter the room. Kill the two Bandersnatch (two shots each) and explore the room, finding the HUNK Report in the U-shaped desk, the Handgun Rounds on a chair, and the Eagle Plate from the carpet in the middle of the room. Leave the room and the mansion and head toward the prison where the game began.

Back to the Prison

Cutscene: As you enter the prison (providing you have the lighter), Rodrigo gives you a Lock-pick in exchange for your Lighter and the Medicine.

Return to the guillotine, killing zombies as necessary. Use the Blue Shield on the door and prepare for a two-zombie-ambush. When they have been eliminated, proceed through the next door. Target the oil drum, explosively destroying the zombies. Then, turn to the left and claim the Green Herb near the barrels.

Go back out to the main path and head forward, entering the door. Claim the Handgun ammo near the barrel, then climb over the stack of crates. There is an Item Box behind it. Use it if you need to, then move the crate away from the door so you can enter. This is the back door to the research facility you entered earlier. Go claim your checked items and return them to the Item Box outside. Return to the other side of the building and claim the items from the other metal detector, and place them in the Item Box. Do NOT forget the fire extinguisher, no matter what you do. Then track back to where you exploded the zombies with the barrel.

Enter the wooden door. You're in the infirmary. Take the Handgun Bullets on the table near the door. In the glass cabinet, score another First Aid Spray. Head into the small office and take the Red File from the desk.

Follow the partitions around until you reach the body bag, then exit the door and watch the bag twitch. In the next room, dispose of the two zombies, then grab the Red Herb in the corner of the room. Take out the other two zombies, and explore further. Grab the Handgun Rounds near the bloody torture bed. Then, grab the White Case on the mantle. Examine it to reveal Handgun Parts. Immediately combine these with the Handgun for a faster-firing gun that now holds 20 rounds at a time. In addition, your new weapon can now be set to auto in the Inventory Item menu.

When you return to the infirmary, you will hear a truly disgusting sound. Moving into the room, you'll discover a doctor feasting on his patient. Use your brand new Handgun to neutralize the zombie threat. When the doctor falls, grab the Glass Eyeball that falls from his pocket.

Take the Eye back to the office and place it in the medical model. This will open a secret passage in the room. Go down the stairs. In the ensuing corridor, run past the bats and claim the Green Herb in the corner. Then, continue down the hall and into the wooden door.

Torture Chamber

Welcome to yet another torture chamber! Boy, Umbrella sure knows how to treat their guests. Eliminate the three zombies. Grab the Arrows on the brown bench and the Handgun ammo on the small, circular table, then go through the door next to the portrait and down the stairs.

The following room has four statues in it. Take the sword from the statue near the wall. This will trigger a sequence where the room fills with poison gas. Rotate the center statue (using the extended lever) to stop the flow of gas and turn the sword statue to reveal an iron maiden. When the gas stops, place the sword into the iron maiden. This will trigger a zombie attack. Kill the undead, then take the player piano scroll from the opened maiden.

Now that you have the Lockpick, return to the weird picture room in the Military Facility and use it on the candelabra cabinet to yield a First Aid Spray. Return to the palace, eliminating undead on the way.

Palace - Musical Ants

Go back to the casino room, and place the Scroll in the piano. This will trigger the nearest slot machine to open, revealing a Blue Ant. Take it and return to the Save Room.

Grab the other Ant from the Item Box. Now is a good time to open the white case with your Lockpick. It will give you explosive Bow Gun Powder. Now head through the Luger doors and up to the mansion. There are about four zombies on the bridge over, so make sure you're loaded for bear. Another pair of long-arms will be waiting for you as you reach the top of the stairs. Bypass them and cruise into the mansion.

Break up the zombie soiree happening in the foyer, then proceed upstairs, wasting two more deadies on the way. Two more zombies will be waiting in the hall. Dispatch them and enter Alexia's room (off the right hallway). Place the Queen Ant Object on the top of the Music Box. Take the Music Disk and go to the other hallway and enter Alfred's room. On his music box, place the Blue Ant. This will open it. Now, put the Music Disk inside.

The music box will play a tune, revealing a ladder above the bed. Hop aboard and climb up. You are now on a carousel in a very suspicious-looking room. I think we can surmise at this point that little Alfred and Alexia didn't have an ordinary childhood. Get off of the carousel and claim the Green Herb near a stack of books along the wall. Then take the Dragonfly on the chair near a leaning cello. Examining the Dragonfly will reveal that it is, in fact, a Key. Place it in the mouth of the ant on the mural.

Hop aboard the carousel again, this time taking the central ladder up. This takes you to a Save Room. Snag the Handgun Bullets near the desk and the Ink Ribbon near the open book. Then grab the Newspaper Clippings from the broken steps. Push the crate all the way to the glass display, then climb atop it to grab the Confession Letter and the Blue Proof. Return to Alfred's bedroom.

Cutscene: As you attempt to leave the room, Alexia confronts you with a rifle. Steve bursts in and saves you, taking one for the team, but injuring Alexia in the process. As Alexia is shot, she falls through a secret passage. When the cutscene concludes, you find yourself on the other side of the wall.

Take a look at the blonde wig on the music box to trigger another cutscene.

Palace: Alfred's Secret

Cutscene: Alfred is hiding on the top of the bed as you touch the wig. He leaps down and confronts you and Steve. We learn that he has been posing as Alexia the whole time-he thinks he's two people. As he exits the room, a self-destruct warning comes over the speaker.

Head back to the mansion, saving in the Save Room if you wish. Make sure you have the two Proofs and go to the submarine.

Cutscene: As you go down the stairs of the mansion, Steve runs up, noting that planes are flying overhead. You both decide that it would be a good time to leave. As you go to the sub, you run into Steve again. He says "We gotta get to that airport."

Follow Steve down the steps to the underwater lab. Run by the two zombies in the office and through the next door. Steve will be waiting near the lift. Place both Proofs into their places on the console. Then, operate the switch to board the plane.

Cutscene: As you mount the stairs, another FMV occurs. Steve cannot launch the plane until the bridge is lowered. Claire says she will take care of it while Steve attempts to get the plane going.

Note that the plane cockpit is also a Save Room. Grab the Ink Ribbon near the typewriter to save your game, if you wish. Then, grab the Lever on the floor.

Return to the underwater office, go around the desk, then out the corrugated metal door. Go across the walkway, through the door, up the elevator and to the crane room. Head to the door at the other end of the walkway and enter. Use the Lever on the control panel.

Run across the lifted bridge and inside. As you enter, take a right and head to the furthest locker. Open it for a First Aid Spray. Then, grab the Key from the middle corpse. Exit the room and go back across the bridge, entering the other door.

Go back down the elevator and use the Key on the K-402 door. Open the galvanized door into another Save Room. Snag the Grenades, Handgun ammo and two Green Herbs here, then save progress on the typewriter.

Now, push both crates into the elevator. Start by pushing the right crate all the way left, then in. Then, push the left crate all the way right and in. When you do this, and attempt to enter the lift, a five minute countdown begins.

Cutscene: As you ride the elevator up, another cutscene happens. Alfred will not let you leave the island-and he's whipped up quite a beastie to keep you there. When the scene concludes, you're back in the Gulp Worm's lair.


Enter the Tyrant

Head toward the mansion, avoiding the worm. As you go over the bridge, you will encounter the tyrant. Keep your distance and blast him with Grenade Rounds, aiming up to maximize the effect. Make sure he does not knock you into the fire or over the bridge. If he does, you will die. After a barrage of Grenades, he'll fall flat, defeated.

Go back toward the airplane, taking the sub, down through the underwater office and on to the plane.

Cutscene: Steve fires up the plane and the two take off, and Steve apologizes to Claire for his behavior on the island. We see Alfred take off in a secret jet, plotting his revenge. It seems like everyone's out of danger. Of course, there's that other disc, and you know that's not honeymoon footage¿

So, there's one last encounter before the disc ends.

Boss battle: The Tyrant
Make sure you save, then head through the door to the fuselage of the plane. Somehow, the tyrant has gotten onto the aircraft and it's Claire's responsibility to stop him. Note the control panel right next to the door. Pushing the button will send a crate shooting across the floor of the plane. Push it once immediately to sap the mutant's strength. Then, move into the body of the plane and prepare to take on the creature.



Explosive Arrow and Grenade attacks work best, but the auto Handgun is a good back-up. The tyrant has mutated a bit-not he has an enormous claw instead of a hand. He will attack in two ways: slashing attacks with his talon and charging knock-down attacks with his other hand or shoulder. The slashing attacks are much more damaging, but easier to telegraph. When the beast rears back, run by him on the claw side. Then, assume a safe distance and fill him full of Grenades.

When the creature is leaking blood badly (leaving a trail on the floor), go to the control panel and press the button. If you have depleted the mutant's strength enough, he will get bowled out of the plane by the crate you propel at him. If he stops the crate, you'll have to beat on him some more. You won't be able to push the button again until the beeper sounds. Avoid him until then, striking if you can, then run back and send another crate at him.
Cutscene: You report your victory to Steve and the two of you rejoice¿for a moment. Someone has taken control of the plane. Guess who? Alfred comes over the television and says that he will not let them get away. Claire and Steve fall asleep together. There is a bit of sexual tension as Steve awakens and looks like he's going to kiss Claire. Then, we learn that the plane is headed to Antarctica. It crash-lands and the two are unconscious.

Antarctica - Claire and Steve

Cutscene: Claire and Steve awake from the crash. The nose of their plane is stuck in the side of a building. They exit and there is another awkward exchange. When Claire does not respond to Steve's perceived "moment," he leaves, saying they should split up to look around. This guy definitely has some issues.

Follow the walkway to the right and go down the ladder, then enter the next door. Follow the next walkway to the right until you reach the stairs. Enter the door next to the stairs. Head to the rear of the room and take the Handgun Bullets from the shelves, the First Aid Spray and Handgun Bullets from the open locker. As you snag the Explosive Arrows, a zombie will drop from the cot. When you take a step forward, the room will come alive and all the zombies in the room will attack. Stay back in the locker area and let them come to you. When they've been killed, take the ammo from the bunk and move to the desk, taking the Blue File there and the Handgun rounds on the shelves behind, and a map of the terminal on the wall. In the area near the bloody, overturned bed, get another Ink Ribbon. Exit the bunkroom and head down the stairs next door.

Go through the room and head into the Save Room. Here, take Alexander's Memo near the Item Box, the Ink Ribbon on the desk, the Arrows on the table and the Green Herb along the wall.

Then, move to the rear of the room and push the bookcase back to reveal a secret room. As you open the locker here, a rat will leap out at you. When it is gone, grab the Butler's Letter from the locker.

Leave the room and dodge the Moths. Do not let them land on you. If a moth perches on your back, it will plant a larva on you. The larva will be with you for a few moments. Then, it will attempt to burrow in your skin. This will cause Claire to grab it and destroy it, but not before taking some damage.

If they aren't dropping larva, they're flying overhead, dropping mists of poison. If you walk through a poison shower, go to the Blue Herb to in the left branch of the room. It will be there each time you need it-and you'll need it a lot. Even if you kill the moths, they'll be back when you return to the area. Still, it isn't a bad idea to take them down each time you go through the room. It seems like you're burning ammo, but in the long run could be saving lots of time and life.

Go through the double doors into the warehouse. Inside, you'll encounter three zombies. Either kill them or avoid them and go to the door labeled marked "Weapon" and enter.

Kill the two zombies that greet you at the door, then take a left and grab the Key. Kill two more zombies as you follow the path around to a fallen zombie near a locker. Take the Detonator from his icy grip and place it in the slot on the locker. Then, on your way out of the room, grab the Assault Rifle from the green lockers.

Warehouse - B.O.W.

Return to the warehouse and enter the door marked "B.O.W." Destroy the two spiders here. Don't get too close-they won't hesitate to spray acid at you. Go to the far end of the room, dodging the acid spray from the spider below the grate, and pick up the B.O.W. sticker from the box. Then, collect the rest of what this room has to offer: Arrows on the conveyor belt, two boxes (finally!) of Handgun Rounds on the crate to the right of the conveyor, a Blue Herb in a side alcove and a Green Herb next to that.

Return to the warehouse and put the sticker on the B.O.W. box on the conveyor belt. Then, jog up the short flight of steps and use your new Key on the locked door at the top. Discard the key and enter. Take a hard right and climb two large steps and a flight of stairs, examining the valve at top. Don't worry, you'll be back. But this is an important step in getting the ball rolling.

Now go to the next door in the icy cave. Kill the two zombie pooches you encounter. There is one more as you walk on, so beware. Kill it, then scoot around the grating and locate the glowing blue button under a raised, metal platform. Return to the alcove where the last dog was hiding and hit that blue button. This will switch the lights in the complex on.

With the lights on, scan this room for Green Herbs-five in all. Make sure you grab the two boxes of Handgun ammo here as well. Return to the warehouse. Head back to the B.O.W. box area and press the blue button to move the conveyor belt. Grab the lever near the B.O.W. box and pull it, sending the box down the conveyor.

Go back into the B.O.W. room and claim the gas mask behind the glass case. Then return to the Save Room, dodging moths on your way. Return to the locker and press the button in the back. The locker will move away, revealing a secret area.

Cutscene: As Claire enters the secret room, she drops to all fours and sees a tied-up zombie in a chair.

Go to the corner of the room and grab the flower pot. Examine it to reveal a Blue Key taped to the bottom. Leave the Save Room and exit the area, going through the moth room and up the stairs. Move along the walkway to the double doors near the ladder. Follow the walkway to the right door and use the key on the door. Discard it and enter. Go through the room and into the next door. Take the Valve Wheel from the grated floor.

Cutscene: Steve is in there when you reenter the room. He has found an Australian Observation base located near the facility. They come up with a plan to use the earthmover to leave the base, but as Steve is operating the crane controls to operate the machine, he is struck with Claire's beauty again and ends up smashing the vehicle into the wall. This causes a gas leak, and Steve has a little fit, saying he screwed up again. Claire tells him not to worry.

Return to the walkway just inside the double doors. This time, go left instead of right and enter the door. Ignore the zombie in the cage for now. Collect the Blue Herb, the Green Herb and two boxes of Handgun Bullets and an Ink Ribbon. Place the Valve Wheel on the machine in the corner near the desk to modify it.

Go back to the warehouse and kill the zombies there. Then, go back up the stairs and put the Valve Wheel in its rightful place, shutting off the gas flow.

Warehouse: Alfred

Cutscene: Alfred is there to greet you as the gas shuts off. He holds Claire at bay with a sniper rifle, but Steve (ever the intangible) shows up and shoots him, sending him careening over a railing and eventually into the mist below. Cut to: the creepy zombie we saw earlier. He breaks from his restraints and is on the loose. Can you guess what's coming up real soon?

Go back to the Save Room and load up on gear: health and ammo especially. Take only one extra weapon and a healing item. Leave the rest of the stuff in the Item Box for Chris. Then return to Steve, go down the two large steps and claim the Sniper Rifle.

Cutscene: After Claire picks up the Sniper Rifle, she and Steve attempt to get out of the joint in the earthmover. They get outside and devise an escape plan, climbing a ladder, hopefully to safety. You find yourself on top of a heli-pad. As you move to the stairs to go down to safety, the Nosferatu comes up the stairs, knocking Steve over the edge. Steve is hanging by one arm, but Claire decides to fight the beast first, then come back for him.

Boss Battle: Nosferatu
The hyper-mutant will grow a single long tentacle, which he'll use to whip at you through the mist. Immediately after the cutscene concludes, put some distance between yourself and the creature. Head to one of the corners--the objects there will bolster you and stop you from falling if you get hit by a stray tentacle. Then, hold the right trigger to activate the Sniper Rifle. The beast does not move quickly, so you can pump all seven sniper bullets into his heart before he reaches you. You'll know you scored a good hit when he drops a bunch of blood and slumps forward a bit. You'll have to avoid the purple poison puffs he sends your way, so keep moving around the perimeter, keeping some space between you at all times. When the Sniper Rifle's been spent, dance around the beast, peppering it with rounds from the Upgraded Handgun. Avoid the edges and his tentacles and fire until he drops. When he falls, it's over.

Cutscene: Claire rescues Steve from his precipice and the two get into a half-track, presumably on the way to the Australian research facility. Inside the complex, Alfred Ashford has been mortally wounded and crawls into a lab. With his dying breath he mumbles "Alexia," and his sister, naked and in a state of suspended animation, comes to life. She cradles Alfred in her arms as he dies. Meanwhile, a tentacle goes shooting across the snowy plain, overtaking and eventually upending Claire and Steve's half-track. The two lay in the snow helpless and all fades to black.


Chris Redfield

Starting gear:
Knife
Handgun
30 Handgun Rounds
First Aid Spray

Cutscene: Chris has wrecked his boat and is climbing to safety when we join him. He is determined to help Claire. Again, we run into the man from the prison. He gives Chris information about Claire's whereabouts. In the middle of a tender moment, the Gulp Worm shows up again and consumes Chris' new buddy.

When the scene concludes, it is probably wise to save your game. Grab the Green Herb near the hole in the wall. Then, follow the path to a Save Room, picking up an Ink Ribbon and 30 Arrows. Ditch the Knife and Ink Ribbon in the Item Box. Then exit the side door into another Gulp Worm stomping ground.

Boss Battle: The Gulp Worm
It's time to take it down. Explosive Arrows work well for the task. Stay in the first room, or the bend of the cave just after. This will allow you the best angles for fighting. Surprisingly, close quarters are a little easier to negotiate. It also helps to be near the beast when you plug it. Follow the worm's trail, then dodge it as it surfaces and plug it. It should only take four to six Arrows to do it in.

Cutscene: As the beast dies, it coughs up Rodrigo. As he fades away in Chris' arms, Rodrigo gives him the Lighter that Claire had brought him (with the Medicine). Then, Rodrigo dies.

Go back through the Save Room and find the statue around the corner. Use your new Lighter on the statue to yield a pair of Sub Machine Guns. Take them and head back to the area where Rodrigo was killed.

Grab the Green and Blue Herbs, then head through the cave until you reach an elevator, dodging the worm. Push the button to bring the lift down to your level. Then, collect the Arrows and Handgun ammo and wait for the elevator to arrive.

When it does, it will automatically take you to the surface. You're in the garage. Kill the three zombies, then go through the wooden double doors. In the next area, push the red button on the rear of the tank to move it, exposing an elevator. Make sure you take the Handgun ammo, then take the elevator down.

Follow the hallway around, grabbing the Green and Blue Herbs and Shotgun Shells (if you can hold it all). If not, go into the orange door. It's a Save Room. Take the Ink Ribbon from the desk, the Green Herb, the Acid Rounds from the open cabinet, the Handgun and Shotgun ammo from the desk. Note the Blue Herbs growing here. Return to you them as many times as you wish when you need to be de-poisoned.

Still in the Save Room, go to the chest of drawers near the Blue Herbs. Access the drawers in the following order: Red, Green, then Blue. This will unlock the gold drawer. Remove the Gold Luger from the drawer and place it in your Item Box. You've just unlocked Steve in the Battle Game.

From the Save Room, take a left and head down the hall, collecting the Battery. When you touch it, two poisonous Spiders will attack. If you are poisoned by the Spiders, return to the Save Room and use the Blue Herbs.

Then, return up the elevator and go through the double wooden doors. Place the Battery in the compressed yellow elevator. Climb aboard and push the button to raise the platform. Head left and take the Chemical Storag Key and Alloy Report. Go through the wooden door to trigger a cutscene.

Chris Under Surveillance

Cutscene: Chris runs into a control room and sees Alexia singing on a monitor. The scene switches and we see another person watching Alexia¿someone who is also watching Chris. You may recognize him-his name rhymes with Fesker. He unleashes yet another foul creature to stop Mr. Redfield.

Exit through the brown door. You'll see a Blue Shield break through some rotten brick and land in the water below. Move to the other end of the walkway and go through the door. Kill the zombies and grab the Pouch from the crate. It will expand your Inventory to 10 items. Then take the Arrows from the floor.

Go back to the elevator and take it to B1F. Go down the stairs near the gargoyle and collect Handgun ammo and an Ink Ribbon. Remove the Shotgun from the mount on the wall and the metal steps raise. Take it for now. You'll be back.

Go under the raised stairs and into the shallow water, taking out the wading zombie. Move through the water to the other walkway, grabbing the Red Herbs on your way. Then, mount the ladder. Recognize this hallway? Go to the Save Room and do what you must.

Return down the ladder and enter the door, finding yourself in a blue-lit lab. Grab the Green Herb in the corner and head upstairs. Activate the control panel to lower an upstairs pod into the floor. Grab the Assault Rifle clip that you find atop the collapsed pod.

Head through the doors next to the control panel. Ignore the blinking object on the floor and instead head through the entrance to your left. Through another couple of doors is a wrecked lab room. Take the Handgun rounds, Shotgun Shells and . Then, unlock the refrigerator with the Key and discard. Remember the number on the podium in the weird picture room? Set the temperature inside the fridge to that number. This will turn the Insert Capital Sigma blue.

Return to the previous room and collect the Doorknob. This will cause one of Wesker's floating security cameras to spy you, triggering a two-hunter attack. A couple shotgun blasts to the breadbasket will cool their heels.

Go back to the movable stairs (through the lab) and put the Shotgun back. Go up the steps and take the elevator to 2F.

Kill the zombies, then head through the brown door in the lab and across the walkway. Be careful. There's a security camera in the next area. If it spies you, you'll have another Hunter to contend with. Go through the single wooden door in the alcove. Then, head down the tiled hall and use the Doorknob on the passage to your left. Head to the left to claim some Handgun Rounds, and to the right to grab a Model Tank from the table there.

Avoid the floating camera on the way back to the elevator. Take it to 1F. Move forward in the hallway, scooting past the security cam and into the door. You're back in the creepy picture room! Place the Model Tank in the miniature complex model. This will cause a painting to move back, exposing a Passage Note and a Key. Take them both. When you exit, the floating camera will be gone.

Take the elevator back to B1F and go down the stairs, grabbing the Shotgun on your way to the lab. Head to the second floor of the lab.

Chris Meets an Old Friend

Cutscene: Wesker reveals himself to Chris. He tells Chris he came to the island to find Alexia, then relates the whereabouts of Claire. Just as he's about to kill Chris, he notices Alexia on the monitor, and throws Chris across the room, shattering a glass tube and releasing a grabbing mutant.

Take the creature down with five sprays from the Shotgun, then head back into the area where you first met the hunters. Use the Key on the panel with the blinking red light, then discard it.

Ride the elevator up, then climb over the crate and through the gash in the wall. Push it all the way back into the elevator and then into the metal crates. Collect the Bow Gun Powder. Now head out the gash in the wall. You're in the now-destroyed lobby of the research facility. Go to the brown door and through. Dispose of the zombies inside, then collect the Shotgun Shells from the first room and some Acid Rounds from the locker in the adjoining room.

Proceed through the gaping hole in the wall and on to the wooden door. Exit and move left. Smoke the crawling zombie in your path, then go through the gap in the fence and down the ladder. Toggle the switch next to the ladder to, firing up the large fan that removes poison gas from the compound.

Destroy the three zombies below before you drop into the room. Head up the stairs near the large elbow pipe and enter the door. Take out the hunter inside and grab the Grenades from the shelves.

Go in the door nearest the shelves. Move through the room and around the corner to the right. From the right shelves, get some more Handgun ammo. Take the Clement from the left shelves. Combine it with the other solution to produce a purple elixir. Open the drawer on your desk, and your Handgun will be immediately upgraded.

Exit through the front doors of training facility, bracing for a hunter attack. Kill the two hunters in the courtyard with the shotgun, then collect the Shotgun Shells. Enter the external cargo lift (the one Claire rode up at the end of Disc 1) and ride it down.

You're in a Save Room. Stock up on ammo and heal if need be. This is probably a good time to save, if that's your thing.

Go through the corrugated metal door around the corner and waste the Hunter there. Go up the elevator in the corner, head around the walkway and exit. Move across the bridge and enter the next door. When you enter, access the oil gauge machine to the left. In this order: press the 3 Button four times, the 10 Button once, the 3 Button again and the 5 Button once. This will restore power.

When you attempt to leave, three zombies will rise to attack. You can get some Shells if you stay, but if you are all right on ammo, just head out the door and across the bridge. Access the bridge controls to lower it.

Go back inside, down the elevator and out the door on the right side of the room. Head across the bridge, killing the hunter en route. You're back in the underwater office. Waste the zombies here and exit through the door near the fish tank. Kill the Hunter here, then access the computer to turn the power off. Then, grab the three Proofs.

When you get back to the courtyard in front of the facility, you will be attacked by two poisonous hunters. Waste them and enter the front doors of the facility. Go to the last door on the right and follow the rooms through to the courtyard. Go down the ladder, through the fan room and to the elevator. Take it to 1F.

Exit the elevator and go right, into the creepy portrait room. Put the three Proofs into the compartment guarded by lasers. Depress the lever to move the miniature compound back and reveal a ladder. Pick up the two boxes of Shells and Green Herb in the exposed corner, then take the ladder down.

There are two spiders waiting for you on the ceiling when you reach the bottom of the ladder. Waste them, then grab the Grenades and Green Herb in the hallway. Take another walkway across to a second ladder.

Climb down the ladder and take the two Green Herbs and a Blue Herb in the corner. As you move down the hallway, a short cinema will occur revealing our long-lost friend, the Albinoid. It's guarding the pool that the Shield you need is in.

Boss Battle: Albinoid
The Albinoid will stay in the pool, so you are in no danger if you do not enter the pool with it. Instead, run around peppering it with shots until it dies. Getting in the pool with it is simply inviting electrocution. As soon as it senses you're in its area, it will send out a shock wave over the surface of the water. You can wait until the creature is at the opposite end of the pool, dash in and grab the Shield, but this is a touchy maneuver. It is better to hang out on the perimeter and slam it with rounds from the safety of the ground.

The creature will swim around the pool, coming right up to all four edges. When it circles near you, point your weapon down and plug away. The Sub Machine Guns work the best. Soon, the Albinoid will leak blood. Another couple of hits and it will croak. Then, splash into the pool and collect the Shield. Combine the Shield with the purple Chemical to make a Halberd. After the fight (or during, if you need it), grab the Handgun Rounds in the corner.

Return to the surface and exit the portrait room. Pick your way back to the Save Room downstairs. You should encounter no impediments. Use the Halberd on the door near the Save Room to locate the VTOL jet.

Cutscene: Chris discovers an airplane, and takes off, eventually landing in Antarctica.

Antarctica - Chris

Follow the raised walkway until you reach the double gray doors. Enter and shoot the tentacles laying across your path. You'll notice Claire and Steve's crashed plane overhead. Now, go down the stairs and into the Save Room. Look ma, no moths!

Use the Halberd on the cabinet in the Save Room. Grab the Paper Weight, Ink Ribbon and Alfred's Diary. Save your game and grab the Extinguisher from the Item Box. Return to the bunkroom, snagging the Grenade Rounds.

Go into the double doors near the ladder, and head to the right side of the screen (Chris' left) and into the door. It's the place Claire and Steve busted out of. Head to the new ice rink and find the Valve Handle. Take it and head back, avoiding the zombies who want to stop your fun. You may be attacked by a parasite. Just let it do its thing. Eventually it'll fall off.

Return to the frozen walkway and follow it around to the opposite door. It's the zombie cage room that Claire encountered. Wax the three zombies here (Shotgun blasts to the head work nice), then grab the Case and Shotgun Shells behind the cage. Head back to the Save Room and dump some gear in the Item Box.

Then, return to the frozen room. Go to the destroyed walkway and hop down (press X) Is that a gargantuan Spider under the ice? I think it is¿ Walk across the gap and up, heading into the first door on your right.

Obviously, our old friend Wesker is about. A spotter gets you just as you cross the threshold. Take out the Hunter with your Shotgun and move through the double doors. Hit the blue button straight ahead to raise a container of extinguisher. Use the Extinguisher next to it to fill your fire-fighter.

Find the elevator near the yellow barrels and take it down into the Weapon room. Extinguish the fire blocking your path and move to the crate on the conveyor belt. Finally¿a Magnum! Save it. Do not use it on any enemies yet. Head through the chain link doorway, wasting the zombie in your way and find the detonator Claire stuck on the cabinet. Use the Lighter to blow the door open and grab three boxes of Handgun Rounds.

Ride the elevator up and exit the double doors. Avoid the spotters and cruise to the gray door to Chris' left. You're in an elevator. Head across the hall and through. Then enter the door immediately next to where you entered. This is a Save Room. Use it if you need to.

Use the Valve Handle in the machine opposite the Item Box to crank the fuse on. Then go to the power switch near the door and flip it. Collect the Blue Herb, two Green Herbs and the Handgun Rounds on the desk. There's an Ink Ribbon and Shotgun Shells here, too.

Exit the room and prepare for a zombie assault. Then snag the Blue Herb in the icy hallway and move on. Wax another gaggle of undead and take the two Green Herbs. Then, move into the door on the left.

Once inside, grab the ammo on the cabinet. Now, move around the statue and push it toward the crack in the floor. The statue will drop through the weak floor and you can access the contents of the urn.

Go down the red hallway, passing some biohazard suits until you reach the statue of a tiger. Grab the Blue Eye of the tiger to reveal an 8-sided Socket. That will come in handy later in congress with the Valve Handle. Replace the Blue eye and grab the red, revealing Magnum bullets. Return to the Save Room and stash some items (the Valve Handle and Socket for sure).

Then go back to the red hall and enter the brown and gray sliding door. This leads to an elevator that takes you down into a truly creepy chamber full of ants. Move forward to see the large column of ants. Then grab the Wing Object near your feet.

Go down the left hallway, grabbing a Green Herb on your way in. Waste the zombies and head for the desk, picking up the Research Report. Snag the Herbs near the small tabletop lamp, then track into the other room, taking down the three zombies here. Flick on your Lighter to explore. Grab the two boxes of Handgun ammo on the table. Take a look in the tube. It looks like the queen ant is dead.

Exit the room and go to the other side of the walkway, taking the Green Herb on your way in. Move into the room and take a right. Quickly read Alexia's Virus Research Report. Now, mount the stairs and go to the small podium to the right. Look at the Paper Weight to get the correct sequence of symbols. Rotate it clockwise and remember the order. Enter it into the computer. This will open a drawer. Put the Paper Weight inside.

Cut-scene: the dead Alfred Ashford falls out of a tube, dead. Grab the Ring from his dead hand, then Examine it. Keep the Blue stone. Head back up the elevator to the Save Room.

Exit the Save Room and take the door to the right. Through the door, turn right and head into the open area, preparing for a Sweeper attack. Nail it with the Shotgun and proceed. Grab the Herbs next to the double doors. Head around the pool and snag the Wing Object near the carousel. Splash into the pool and pick up the third Wing Object next to the vase.

Return to the wooden double doors and go through. Boy, doesn't this look familiar! Go straight to the stairs and up. Grab the Combat Knife from the upstairs walkway, then go back downstairs and behind. As you check behind the stairs, you'll discover Claire, plastered to the wall with a bunch of yellow-green bio-spackle. Cut her free with the Combat Knife.

Chris and Claire Reunited

Cutscene: Claire and Chris are reunited! She tells him that Steve is still there, and they pledge to find him before taking off. If she got poisoned in the fight with the Nosferatu, she will slump to the ground, and Chris will race to find the Serum to save her.

Before anything, return to the Save Room and grab the Magnum and all of its ammo. Ditch the Shotgun in the Item Box. You'll soon be playing as Claire.

Go back to the elevator on the right side of the courtyard path. Avoid the spotters on your way back to the single door to the west. Go to the elevator near the barrels and down. Grab the Serum from the shelves, then rush back to Claire.

Cutscene: Back in the mansion, Chris heals Claire. Alexia is afoot in the mansion, and she's got Steve. She cackles from the balcony. Suddenly, as Claire and Chris mount the stairs, a giant tentacle rips through the walkway, and Chris falls to the first floor. Steve screams from behind a door and Claire rushes on to save him.

When the FMV concludes, Claire is in safe territory. Likely, she's in pretty bad shape. Heal her right away, then take what the room has to offer: Handgun Shells, and Shotgun Shells. Then access the Item Box. Remember that case that Chris picked up? Open it with the Lockpick and put the Magnum Bullets inside back into the Item Box, for Chris later. Grab the Shotgun, two healing items and a powerful weapon (Bow Gun with Explosive Arrows). Whatever you take will be unavailable to Chris, so choose wisely.

Push the bookcase next to the Item Box toward the hallway. On the brackets on the wall, place the Shotgun. A picture will slide up at the end of the hall, revealing Flame and regular Grenade Rounds. When you have them, grab your Shotgun again.

Then exit through the left door. As you head down the hall, a Tentacle bursts through the wall and cracks Claire upside the head. Make it retract with a few pops from the Handgun. Push the center cabinet to get a quiver of Arrows. Cautiously, turn the corner and another tentacle pops through. Peck at it until it leaves, then move the middle cabinet and grab the Grenade Rounds.

Go through the door at the end of the hall. You're in a hallway of cells, with tons of zombies behind them. Only one is open. Take it down, then climb the short staircase. Go into the open cell and grab the Bow Gun Arrows. Then, take the Security File. Face the cannon and turn the wheel, bringing a Glass Cannonball out of the barrel. As you run past the cannon, a stone slab will crash down from above. The next part's tricky.

Get the slab to fall again, then as it's raising, go into the center of its touchdown point and access the Inventory. Choose the Ball, then back off. The slab will come down and smash it. Now repeat the process to get the Inventory Card. Once it's yours, the stone will cease slamming you.

Take the Inventory Card and go down the stairs, into the door on the same wall as the open cell. Access the panel in the empty room, using your Card to open the gate. As you step through, the door behind you locks. Walk all the way down the passage.

Cutscene: Steve is at the end of the path. Alexia has plans for him--she's going to do the same experiment on him she did on her father. He begins to transform and finally morphs into quite a beast. Chasing Claire with a halberd, Steve is a force to be reckoned with.

Boss Battle: Steve Monster
As soon as the cutscene concludes, do a quick turn and book, avoiding his swinging axe. If you get hit, use a First Aid spray or Mixed Herb immediately. If he hits you twice in a row, you'll be dead. Don't get hit twice. When you near the door, the action will again become FMV.

Cutscene: Claire dives under the gate as it slams down. The Steve Monster continues to clang against the gate, finally busting through. The monster shoots a long tentacle, wrapping Claire up. The monster finally crashes through the gate, and just as it seems that Claire is toast, the old Steve comes through and takes over the body, severing the tentacle. Steve transmogrifies into his original form and dies in Claire's arms, but not before saying "I love you." Claire collapses in a heap. Cut to: the mansion. Wesker wants a sample of the T-Veronica Virus, and he wants Alexia to give it up. Unfortunately, the only sample left is inside her body. She's not going to be cooperative. To prove her point, Alexia transforms into a fiery mutant, scaring off Wesker. As she descends the stairs, she sees Chris and approaches him.

Boss Battle: Alexia
As soon as the cutscene ends, load up that Magnum. Do not let Alexia touch you. If you do, you will die. This battle is easier than you might expect. She's slow and you're not¿ and you have a Magnum. Pop her three times right off the bat, then run to a new position and pepper her some more. She'll need about five to seven hits from the Magnum to crumble. Avoid the red liquid she emits--it will soon turn to fire. She'll also spit acid at you, so avoid that too.

When you are through with Alexia, take her Choker near the stairs and examine it, revealing a red Jewel. Head up the stairs and place the two Jewels into the portrait on the landing. Looks like you need one more. Go back downstairs and exit the mansion. As you try to leave, Alexia stirs. Looks like she isn't done yet.

Return to the Save Room. Grab the Valve Handle and Socket, combining them to save room in your Inventory. Go down the elevator across the hall and head into the dual elevator room. Take the elevator in the east corner of the room. Use the Valve Handle on the water pipe, then take the ladder down. Grab the Crane Key below. As you take the Key, a Sweeper busts through the glass. Remove it from the world.

If you were poisoned by it, quickly return to the Save Room and heal the poison. Then return to the two-elevator room and go through the single door. Follow the catwalk around into the control booth. Use the crane key here. Look--it's our old friend Nosferatu. As he is lifted from the water, something falls from his body. You guessed it, the third jewel. But, wait! This Black Widow has finally decided to make an appearance. This could get ugly.

Boss Battle: Giant Black Widow
Like the Steve Monster fight, the object here is not so much to win as to survive. You can kill the Spider, but it is wiser not to. Jump off of the broken walkway down onto the ice, avoiding the Spider's leg and puke attacks. Skirt the hole in the ice and grab Alexander's Pierce. Then, head back to the door you came in and through.

Examine the Pierce in the next hallway to get the final jewel. Then, return to the Save Room and save your game.

Return to the mansion. Mount the stairs and place the last jewel in the portrait at the top. The portrait slides down to reveal a secret door. Move to the door opposite the marble bust and through. There is a typewriter here. Grab the Shotgun Shells and First Aid Spray in the corner near the coat rack. From the desk drawer, take the Sterile Room Key.

Now return to the frozen Save Room downstairs. Grab the items you need, then flip the red switch to shut off the power. Return to the mansion and go to the double doors on the ground floor. Use the Sterile Room Key, then discard it. Return to the red hall and locate the tiger statue. Take both of the tiger's eyes.

Go back to the secret door at the top of the stairs. There's another zombie shindig going on. Take them out and go to the green door to the south. It's an Ashford bedroom! Run to the statue next to the wall and press X to open another secret passage. Hmmm. This all looks mighty familiar. Stop the music box from playing by shutting the lid.

Complete the ant on top with the red Tiger's Eye. The box will open again. Grab the Plate and head to the other music box. Use the blue Tiger's Eye and this one will open. Place the Plate inside. This will cause the bed to descend. Mount the bed and climb the ladder.

In this portrait room, there are two Green Herbs, a box of Handgun Shells and an Ink Ribbon. Take what you can carry, but leave room for the next item. Move to the large center table and take the Dragonfly object from the ant farm. To save space, combine this object with the Wing Objects. Looks like it's missing a wing!

Vacate the bedrooms and return to the door behind the portrait. Instead of exiting, go through the door on the left. Grab the Code:Veronica report on the computer console. Oooh, shocking. Take the Green Herbs near the railing, then take the lift to the lower level.

Take Handgun Rounds between the capsules, then press the glowing blue button to raise the glass case. Take the last Wing Object and combine it with the Dragonfly Object. Go back up the elevator and head up the stairs.

Through the next door, you'll find yourself in the hallway where Claire was attacked by the tentacles. Return to the Item Box if need be, stocking up on ammo and health. Be sure to have some heavy duty weapons--the Submachine Guns and Magnum for sure. Then, exit and go to the end of the hall, going through the door to the cells.

Cutscene:

Chris runs into the cellblock, then discovers that Claire is trapped. Chris cannot break her from the cell. She is still broken up over the death of Steve and tells Chris that if he starts the self-destruct sequence, the locks may be disabled. She slides a Security File under the door.

Examine the file (tilting it toward you as you would open it) and a Security Card comes out. Move all the way down the hall and take the southwest stairs up. You should see the ant hill below you. Look at the middle glass door. There's the Linear Launcher. That will come in handy a bit later.

Go to Chris' left and access the panel near the door. It's got an indentation of a dragonfly! Place your Dragonfly Object there to unlock this door. Blast the zombie here, then mount the catwalk to your left. Grab the Green Herb here if you need it. Then access the self-destruct control panel. When the Release system prompts you, type in "Veronica." Get it?


Cutscene: You know the drill. The locks are released, the facility's about to blow. Everything glows red and there's a countdown.

Exit the control room.

Cutscene: Claire rejoins you and you are about to leave when Alexia bars your path. She comes sliding out of some tentacle slime chute and looks nasty. Chris tells Claire to turn a key and the two begin the process of charging the Linear Launcher. Then, Chris tells Claire to head for the VTOL. As she attempts to leave, Alexia throws a stripe of fire in her path.

Shoot Alexia once. She will fall to her knees and transform yet again. Eeew.

Cutscene: Alexia morphs into her final form, a huge queen ant form, full of puss and bile. Mutants don't age well, apparently.

Final Boss Battle: Alexia
This is the big one. Alexia will try to get you in four separate ways. She will slap at you with whipping tentacles that come from the base of her body. She will throw fire and spit poison. Finally, she will send out troops of parasites. They will either attack you outright or grow into tentacles that whip at you from the ground.
This fight is surprisingly easy, if you¿re properly strapped. To seriously compete, make sure you have a Magnum and another heavy weapon (Grenade Launcher, Bow Gun with Powder, or the Sub Machine Guns). Three full healing items will also help.

When the fight begins, empty all of your Magnum rounds into Alexia, making sure you keep moving to avoid the stuff Alexia throws at you. If you have more than 15, you will already have done major damage. When this is spent, move in with your second weapon and pump rounds into her.

The best positions to be in this battle are between the ovipositor-like chutes that dispense tentacles and parasites. You won't be entirely safe there, you'll still have to be careful, but it's better than being right in front of a slashing tentacle.

The parasites can be annoying, but don't focus on them. Ultimately, they won't do enough damage to warrant attention. Focus on Alexia and heal when needed and you'll have no trouble winning this fight.

When you have filled her full of every kind of ammo imaginable, she'll be attacked by the pillar of ants below. Stripped, she'll leave her clunky bottom and begin to fly. Fortunately for you, this is the time when the Linear Launcher becomes available.

Run to the wall and grab it, equipping it immediately. Then, press R to aim and L to zoom (like the Sniper Rifle). One shot anywhere on her body will cause her to explode in a mist of blood. Strangely enough, the easiest way to win this fight is also the quickest. Grab the weapon, equip it, then immediately aim, zoom and shoot. You should get her in less than five seconds this way. The Launcher has unlimited ammo, so keep blasting until she falls. Remember to heal if she sprays you with fire.

Relax and watch the final cutscene. It's payback time! Congratulations, you've beaten the best Resident Evil game yet. Now gear up for the Battle Game you've just unlocked.

walkthrough suikoden 4

Posted by childy aditya lockerhearts on 10/18/2009 , under | komentar (0)



GAIEN KNIGHT’S SHIP

After choosing a name for your Hero, you’ll begin a series of tutorials that help familiarize you with the three types of battles in Suikoden IV: Strategic Naval Battles, Melee Combat, and One-on-One Duels.

During your first Naval Battle, just follow Snowe’s prompts. Whether you win or lose, pirates board the ship and you must fight them off using standard melee moves. Afterwards, you are given the option of dueling the ship’s commander, Glen. Duels in Suikoden IV are basically a variation of “Paper, Rock, Scissors” - using “Fight, Defend, Special” instead. What your opponent says hints at what his or her next move will be. Once you’ve finished the 3 tutorial sequences, you will gain control of the hero.

Enter the ship’s cabin to find a Save Point, marked by the glowing blue orb. After using it, speak to both Keneth and Tal on the upper deck to initiate the opening title sequence. When it ends, the group will have arrived in Razril.

RAZRIL

* Item(s): Old Book Vol.9, Steamed Bun, Water Orb, Medicine x2, Mushroom x2, Treasure Map x2

Enter the Knight’s Courtyard where you’ll find 3 doors. The first one leads to the Audience Chamber. Look under the stairs inside for a chest containing OLD BOOK VOL. 9. The second door in the courtyard leads to the Living Quarters. Enter your bedroom to find a Save Point as well as a chest containing a STEAMED BUN and WATER ORB. The third door leads to the Training Hall. Enter to trigger a scene. When it ends, leave the courtyard and go down to the city’s port entrance.

Use the Save Point on the right if you like then continue forward until you automatically receive a torch from Snowe. Light all of the torches that people are holding along the main boulevard. After all of the torches are lit, continue forward to the town square, where fellow knights-in-training are gathered.

Talk to all of them then pick 2 to join you and Snowe on the next part of the journey. Now, with a party of four, return to the port area (where the closed shops are) and speak with Chiepoo, a large cat. He tells you pirates, who were last seen entering the bad part of town, have kidnapped a girl.

Enter Backstreet, where you will encounter random enemies who are fairly easy to defeat. As you move forward, look for a chest on the left containing a MUSHROOM. When you reach a large opening on the left, enter. You’ll find the kidnapper and little girl huddled in an alcove full of crates. Approach them to initiate a battle.

BOSS >> KIDNAPPER & KIDNAPPER’S UNDERLING

Strategy: This battle will not be difficult if you use the Friendship Combo. Heal with items or with Snowe’s rune, if needed. Take out the underling first, then the kidnapper.

After defeating the kidnappers, check the crates for a TREASURE MAP then return to Chiepoo’s area. Look for a small, white cat roaming by the dock. Pet it to acquire a MEDICINE. Now, return to the Hall of Knights and get some rest.

In the morning, go out to the docks and speak with Snowe. After he joins you, return to the Hall of Knights and enter the Training facility. Practice sparring using different combinations of people. Do this at least 3 times then pick your two favorites to join you on your next mission.

The shops are open now so feel free to explore. Grab MEDICINE from a display case in the Rune shop and stop by the Inn at the far end of town to get a TREASURE MAP from the bookshelf inside. There’s also a woman who will give you a MUSHROOM when you speak to her. When ready, go down to the ship outside the Hall of Knights. Speak to the knight standing there to learn what missions are available. Choose the 2nd one, which requires you to deliver a letter to Middleport.

ON THE SEA – GAIEN TRAINING SHIP

* Item(s): Medicine x5

Sail east towards Middleport, fighting a few random sea creatures as you go. If you become disoriented, press the O button to bring up a world map. Note that you can save your game or anchor the ship at any point while traveling on the sea. Before reaching Middleport, anchor the ship and enter the lower cabin to find a chest containing 5 MEDICINES. When the ship reaches port, you’ll be prompted to disembark.

MIDDLEPORT

* Item(s): 1000p, 500p, Treasure Map, Mushroom, Antitoxin, Fancy Console, 2000p

If you chose the 2nd mission back in Razril, speak to the man standing on the dock. He will pay you 1,000p for delivering the letter. Speak to the other townsfolk near the dock to learn that a giant sea creature inhabits the waters around Middleport. Before taking on this mission, explore the town.

There’s a chest next to the Item shop containing 500p and a TREASURE MAP hanging on a painting inside the Inn. Towards the back of town, you’ll find an Empty House. Grab an ANTITOXIN from the barrel next to it and open the nearby chest to get a MUSHROOM. Further up, near the Lord’s Mansion, you’ll find a chest containing a GORGEOUS CONSOLE.

Spend some time upgrading your weapons and armor if you like; otherwise, return to the dock and speak to the man you delivered the letter to in order to board your ship. Return to Razril and, once there, speak to the man on the dock to learn that there's another mission in Middleport. Accept the task and sail back to Middleport. Talk to the merchant near your ship who asks that you slay the giant sea creature mentioned earlier. Board your ship and sail around the area a bit. After a few random encounters, the giant sea creature will appear.

BOSS >> WET HAIRBALL

Strategy: The boss has only a couple of attacks to be concerned with. One of them puts party members to sleep; the other wallops all members simultaneously. However, if you spent a bit of time upgrading your gear, you should face little challenge. Use your runes and attack if you don’t need healing.

After defeating the boss, return to Middleport and speak with the merchant on the dock to earn a 2,000p reward. When ready, set sail back to Razril.

RAZRIL

Approach the Knight’s Courtyard to trigger a scene. When it ends, go down to the port and eavesdrop on a couple talking at the edge of the pier. Afterwards, return to the courtyard to meet up with Snowe then enter the Audience Chamber, where you will be introduced to a man named Ramada. When you’re ready to depart, speak to Ramada again near the ship.

ON THE SEA – GAIEN TRAINING SHIP

Sail northeast towards Iluya Island until a scene takes over. When you regain control, you will find a knight on board to spar with and a stowaway merchant in the cabin who sells basic items if you need some. When ready, speak to Snowe on deck. During your conversation, the ship is attacked. Choose to “Fight.”

NAVAL BATTLE >> “PIRATE BRANDEAU”

Strategy: Your goal is to sink both of Pirate Brandeau’s ships. Put Knights 2 and 3 on the rune cannons, and the rest on deck. Try to engage the flagship first, before the second ship can reach you. Using this setup, it’s possible to sink both ships without taking any damage.

When the battle ends, Brandeau and his crony, the Assassin, board the ship.

BOSS >> PIRATE BRANDEAU / ASSASSIN

Strategy: Brandeau uses Flaming Arrows to hurt you and Kindness Drops to heal himself. Take out the assassin first, so you can focus all of your strength on Brandeau. Simply attack and use your knight as healer if possible. Don’t worry if the knight dies; just finish off Pirate Brandeau.

Watch the scene that follows then face Brandeau in a one-on-one duel.

DUEL >> PIRATE BRANDEAU

Strategy: Brandeau’s remarks are pretty straightforward so you should have no problem interpreting what his next move will be. It’s likely that you’ll win the duel without taking much damage, if any.

After defeating Brandeau, the group arrives back in Razril.

RAZRIL

* Item(s): Commander’s Medicine, Commander’s Meal x2, Mega-Medicine x2

Snowe joins you as soon as you leave the bedroom and suggests going to town. Enter the port area to trigger another scene then visit the Item shop. After Snowe acquires some “special medicine” from the shopkeeper, return to the Knight’s Living Quarters. Here, you’ll meet Funghi, a cook. Snowe gives you the COMMANDER’S MEDICINE as well as 2 MEGA-MEDICINES before leaving.

When you regain control, enter the Kitchen and speak to Funghi. He asks that you deliver the COMMANDER’S MEAL along with the medicine. Leave the kitchen and take the stairs up to the Spire’s 2nd floor. Enter Glen’s chamber to trigger a scene, during which you’ll be asked about the medicine. Pick the 1st response (“It’s medicine from Snowe.”). When the scene ends, go back downstairs and enter the Courtyard.

Speak to your four comrades to trigger a scene. When given a choice, pick the 1st option each time (“Let’s fight!”). Afterwards, leave the courtyard and approach the knight near the dock to initiate a ship battle.

NAVAL BATTLE >> “RETRIBUTION”

Strategy: If you set Jewel as your rune cannon operator, the first ship should go down easily. The flagship however, fires shots you can’t stop but they only do 3-11 damage to your ships so you should be able to weather it out.

After defeating Pirate Dario’s fleet, choose to help Snowe by selecting the 1st option (“We’ve got to help Snowe. Hurry!”) Back at the docks, return to Glen’s chamber to trigger another scene. When you regain control, go downstairs and rest in your room.

Upon waking, get another COMMANDER’S MEAL from Funghi in the kitchen and take it up to Glen. When you are finally allowed to leave, go out to the docks where your comrades automatically join you in fighting 3 waves of invading pirates. Afterwards, return to the Hall of Knights and go up to the Spire’s 3F Tower.

When the next scene ends, move forward into the light until you meet up with a shadowy figure. Slash at it once to continue the scene. When given a choice, either plead your innocence (“I did not kill…”) or keep quiet. Either way, you’ll be put on the boat.

ON THE SEA – EXILED BOAT / MERCHANT SHIP

* Item(s): Treasure Map, Medicine x10, Steamed Buns x10

Two of your knight friends have decided to accompany you and one of them finds a stowaway on board - Chiepoo, the large cat you met earlier. Speak to him if you want to purchase some basic items; otherwise start sailing in any direction. Once you’ve engaged in a couple of random battles, a merchant ship arrives. When you take control, enter the ship’s cabin and check the table for a TREASURE MAP. Use the Save Point if you like or just go outside and talk to Troy. Afterwards, return to the ship’s cabin and speak with Colton to rest.

Upon waking, leave the cabin to trigger a scene, in which the party is forced fight Troy & Colton. You cannot win this battle, so don’t worry. Afterwards, defeat a few Kooluk soldiers until the group successfully jumps ship.

Back on the exiled boat, talk to all of your party members then anchor. Go below deck to reach a chest containing 10 MEDICINES and 10 STEAMED BUNS. After collecting the items, set sail. Fight a couple of random sea creatures and eventually, a boss appears.

BOSS >> WATER DRAGON

Strategy: This is the toughest boss you’ve had to face so far but 3 blasts from your new Rune will knock it down more than a few pegs. Using your rune, however, depletes health so have one of your party members heal you as needed. If you don’t have anyone with healing magic, use medicinal items.

After defeating the dragon, a tidal wave hits and the group ends up on the shore of a deserted island.

DESERTED ISLAND

* Item(s): Necklace, Lucky Ring, Water Amulet, Guard Ring

Talk to each party member twice so that they rejoin. Use the Save Point then explore the island. The path behind the tortoise leads to a dense forest. At the very top, you’ll find a chest containing a NECKLACE. At the edge of the beach, there’s a path leading to a small alcove and on the opposite end, an area called Boulder Shade. The cave next to it leads to a subterranean lake. Touch the glowing geyser there to fully replenish the party’s health.

When you exit the cave for the first time, you’ll be asked to comment on the situation. Pick the 1st option (“Then we’ll have to escape”) to bring up a list of chores:

1. Cut down trees
2. Make some rope
3. Gather coconuts

Assign two of these tasks to other party members, knowing that you’ll need to complete the 3rd task yourself. If you chose to cut down trees, go to the forest. If you chose to make rope, stay on the shore. If you chose to gather coconuts, go to the alcove at the far end of the beach. Chiepoo sells basic items, in case you need anything.

Once you’ve collected 3 of the required items, enter the cave and go down to the subterranean lake, where you’ll see a mermaid. When you try to approach her, she’ll swim away, but not before dropping a shiny object. Grab a LUCKY RING from the sand then exit the cave. Back outside, approach the Shady Boulder area and choose to rest.

In the morning, assign chores again. Follow the same procedure as above. This time, when you see the mermaid at the lake, she’ll drop a WATER AMULET. Rest at the campsite again and repeat the procedure the next morning. On your 3rd visit to the lake, the mermaid prompts you to comment on her fate. Pick the 1st option (“I will do none of that”) and she’ll leave you a GUARD RING. Exit the cave and rest one more time.

The boat will be finished when you wake up. Speak to your party members to trigger a scene, in which you learn that Chiepoo is missing. Go through the forest until a scene takes over.

BOSS >> GIANT CRAB / WILD CRABS

Strategy: Take out the smaller crabs then swipe at the giant one a few times until the group stops and realizes that nothing is penetrating its shell. After using the Rune of Punishment to crack open the shell, the battle resumes. The smaller crabs have regenerated, so wipe them out with a couple of area attacks, saving your deadliest rune spells for the boss.

Upon defeating the crab, move forward into the light until you reach the mysterious figure. As before, take one swing at it to end the dream. Back on the beach, talk to your comrades and choose to leave the island. Lilin, the mermaid, appears and tells the group to head south.

ON THE SEA – RAFT / OBEL PATROL SHIP

* Item(s): Treasure Map

Fight a couple of random enemies as you sail south. Eventually, a couple of Killer Rays attack the party.

BOSS >> KILLER RAYS x 2

Strategy: Together, these rays use a pretty hard-hitting combo attack, so start by eliminating one of them, ideally the brown ray since he can heal both. Use your rune’s Eternal Ordeal spell to end the fight quickly.

After defeating the sea creatures, speak to your party members to trigger a scene, in which a vessel arrives and the group meets Desmond. When asked, either tell Desmond your name (1st option) or remain silent (2nd option). Either way, go below deck to find a Save Point and a TREASURE MAP on top of an end table. Afterwards, talk to Desmond twice to advance the story.

KINGDOM OF OBEL

* Item(s): Treasure Map, Lottery Ticket, Soap, Ruins Entry Permit
Recruit(s): Tov, Louise, Chadli, Ornan

When you gain control, examine the barrel at the edge of the dock to acquire another TREASURE MAP then follow the middle path into town. Speak to a girl next to the Lottery Booth to get a free LOTTERY TICKET. Note that you’ll acquire additional lottery tickets each time you purchase something from the vendors in town. Near the center stairs, there’s a man named Yu who says he can heal you for 500p.

On the next level of town, you’ll find a Smithy and an Armor shop. The stairs on the far right take you to a group of locals washing laundry. Speak to the woman dressed in pink to receive SOAP. The third level of town has a Rune shop and an Inn. When ready, head up to the palace. Speak with Setsu inside to trigger a scene, during which you’ll acquire the RUINS ENTRY PERMIT. Leave the palace to trigger another scene.

When you regain control, take the eastern stairs up to the cliff path and follow it to a cave entrance. Once the scene ends, you’ll be inside the group’s new headquarters. Inside the Saloon, you’ll meet Tov, Louise, and Chadli. During the conversation, pick the 1st option (“You’re right. Let’s do our best.”), then go upstairs and rest in your private bedroom.

Upon waking, go downstairs and speak to Louise behind the bar to assemble a party. Add her as a Supporting member so that you can take advantage of her Healing ability. Leave the cave headquarters to trigger a scene then follow the path into town. Once there, speak to Ornan, who is standing in the laundry area below the Armor shop, and he will join the 108 Stars. When you are ready to advance the story, go up to the palace garden and ascend the western set of stairs.

OBEL RUINS

* Item(s): 5000p, Thunder Amulet, Magic Hand, One-Piece Dress, Window Set 2, Mega-Medicine x4, Mushroom x3, Escape Talisman, Treasure Map, Iron Hammer
Recruit(s): Rikie, Rakgi

Follow the path to the entrance of the ruins, where you will meet Rakgi. Enter and keep moving forward until you reach an area with two sets of stairs. First, take the stairs leading down. At the bottom, head north to reach a chest containing 5,000p at the edge of the path. Backtrack and follow the eastern path now. Open a chest at the end to get a THUNDER AMULET then ascend the stairs.

At the top, move forward until you reach a t-section. The eastern path leads to a dead end, so follow the western one. Enter the passageway at the end, heading north now. At the next t-section, go east. Grab a MAGIC HAND from the chest at the end of this path then return to the t-section. Head west and go around a corner to the next corridor.

Move forward until you reach a chest on the right containing a ONE-PIECE DRESS. If you continue all the way down the southern path, you’ll find yourself in a chamber with another chest. The chest actually contains a powerful monster (Angel Hairball) that will most certainly kill all of your characters at their current levels. You are not meant to beat it yet, so just move on.

Follow the path next to the chest where you found the One-Piece Dress and head west. At the next t-section, head north. Continue around the corner and you’ll end up in another stairwell. Ascend the stairs. About halfway up, you’ll see a passage on the right. Follow it to a chest containing WINDOW SET 2 then continue up the stairs.

At the top, you’ll find a Save Point and have the option of going east or west. Follow the eastern path first. Continue forward until you reach the next t-section. Once there, head east. Open a chest at the end to receive a MEGA-MEDICINE then return to the previous t-section and head west. At the next t-section, travel south until you are back at the Save Point. Use it before continuing west. Follow the path until Rakgi warns the group of an aura approaching.

BOSS >> GUARD

Strategy: Patience is key to winning this battle as the Guard has a hefty amount of HP and high defense to boot. Try to save some of your magic spells (or magic-replenishing Mushrooms) for later as this will not be the only time you face him. The Guard uses an area attack that does about 70 damage to each party member and takes swipes that cause about 80 damage to individual members. Just heal up when necessary and whittle away at him until he falls.

After the battle, continue north until you reach the Inner Ruins. Up ahead, you’ll find a Save Point and a chest containing 3 MUSHROOMS, 3 MEGA-MEDICINES, and an ESCAPE TALISMAN. After getting the items, approach Rikie near the big tree to trigger a scene. Choose either the 1st or 2nd option when Rikie asks about the Rune of Punishment. Afterwards, look under the tree for a TREASURE MAP then start heading back towards the Ruins.

BOSS >> GUARD (2nd appearance)

Strategy: The Guard’s attacks have become stronger, so make sure to heal or revive any character that cannot sustain its 125-plus punches. He can also heal himself now. If you exhausted all of your magic during the first Guard encounter, use some of the Mushrooms you just found and unleash all of your best spells. With a sustained effort, the boss will eventually perish.

Upon its defeat, the Guard drops an IRON HAMMER. Watch a scene in which Rikie and Rakgi join the 108 Stars. When you regain control, you’ll be back on the path just outside the palace.

KINGDOM OF OBEL

* Item(s): Seashell

Speak to a woman in the palace’s lobby to get a SEASHELL then follow the cliff path back to Headquarters. The man standing outside the cave entrance is an inventor named Manu. After resting and/or changing party members at Headquarters, speak to Manu to ride his elevator down to the harbor. Once there, board the ship.

ON THE SEA – OBEL PATROL SHIP

* Recruit(s): Lilin

As soon as you board the ship, your mermaid pal calls out for help. Note that this scene will only occur if you have collected at least 10 Stars of Destiny by now. Assuming you have, sail south towards the cloudy spot on your map, where you will find a merchant ship. When prompted, choose to protect Lilin (1st option) then defeat 2 waves of enemies who board your ship.

Afterwards, choose to “Shoot them” (1st option) and Lilin will join the 108 Stars. When you regain control of the ship, sail back to Obel. Just as you pull into the harbor, Dario appears.

NAVAL BATTLE >> “PIRATE DARIO”

Strategy: Set Tov on your cannon. With just a few rune blasts, you should be able to sink Dario’s ship without any problem.

Upon victory, Lady Kika and her crew arrive. When the scene ends, dock the ship in Obel’s harbor.

KINGDOM OF OBEL / CAVE HEADQUARTERS

A soldier tells you to go see Desmond in the cave headquarters, so do as he says. You’ll find Desmond in the 2nd floor passageway. When the scene ends, return to the harbor and board the ship.

ON THE SEA – OBEL PATROL SHIP

Watch a scene involving Ramada & Co. and when you regain control, sail north towards Nay. Along the way, if you travel slightly northwest, you’ll reach a small island called Mordo. Feel free to explore it before continuing to Nay.

MORDO ISLAND (OPTIONAL)

* Item(s): Window Set 4, Treasure Map

Head east from the shore to find a small Trading Post. Open the chest behind it to receive WINDOW SET 4. Further down, in what looks like a tent, you’ll find a Hot Spring. Take a dip if you like; otherwise, just check the nearby baskets to acquire a TREASURE MAP. The mountain path leads to a couple of dead ends at the moment, so board your ship and continue sailing north towards Nay.

NAY ISLAND

* Item(s): Wool Loincloth, Treasure Map x4, Old Book Vol.6

From the harbor, go down the eastern stairway and look behind the stairs for a chest containing a WOOL LOINCLOTH. Walk across the beach and take the stairs up to a Blacksmith who can sharpen weapons to level 7. Climb the stairs next to him then look to your left for a chest containing a TREASURE MAP. Head east from there to reach the Village Chief’s House. Search the shelf inside to find another TREASURE MAP then leave. Take the central stairs up to the ‘high ground’ area of town.

There’s an Inn up ahead but avoid it for now. Instead, cross the bridge further north and speak to Oleg, who is standing at the edge of a cliff. When he asks if you want to see what he has, pick the 1st option (“Yes, I would love to see it.”) When the scene ends, go to the Inn and check in.

At night, try to leave the guestroom and watch the scene that follows. When it ends, approach the bed and rest. In the morning, check the bookcase next to the Innkeeper to get OLD BOOK VOL.6 and look in one of the other guestrooms for a chest containing a TREASURE MAP. Leave the Inn and return to Oleg on the cliff. Watch a scene involving his device then go back to the harbor.

Approach the group standing on the shore to learn that a body has washed up. Oleg suggests returning to Obel, but before doing that, you may want to check out the other side of the island, where the cat people live. If so, take the eastern series of stairs up to Stonecutter’s Field.

Enemy creatures abound in Stonecutter’s Field so be prepared. Follow the dirt path, while keeping an eye out for a chest hidden behind a boulder to the south, around the halfway point. It contains a TREASURE MAP. Cross the suspension bridge and enter the Nay-Kobold Settlement.

NAY-KOBOLD SETTLEMENT

* Item(s): Lightning Orb, Old Book Vol.3, Treasure Map
Recruit(s): Perrault

Visit the Trading Post, where you will meet Perrault, who asks a series of questions. Pick the 1st option (“Yes”) when he asks if this is your first time here. Speak to him again and pick the 1st option (“I’m gathering people…”). For his third question, pick the 2nd answer (“Well, yes.”) and on the fourth question, say “Certainly, let’s go” to recruit him. Afterwards, head east and look behind the Appraiser’s stall for a chest containing a LIGHTNING ORB.

When ready, take the central stairs up to a residence. Inside, you’ll meet Bartholomew, whom you can recruit later. Climb the ramp on the right to find a chest containing OLD BOOK VOL.3 then leave the residence. Back outside, follow the path around the house and go up to the hot spring. Take a dip if you like; otherwise, look under the tree on the right for a TREASURE MAP. When ready, return to Nay and board the ship. Sail south, back to Obel.

KINGDOM OF OBEL

* Recruit(s): Oleg, Ramada, Akaghi, Mizuki, Cedric, Yu, Adrienne

Go to the Royal Palace to trigger a scene. When it ends, Oleg joins the 108 Stars. Take the cliff path back to headquarters. On your way there, Akaghi and Mizuki stop you and force a fight. Upon defeating them, return to the palace. Watch a scene, after which Ramada, Akaghi, and Mizuki join the Stars of Destiny.

Leave the chamber to trigger a brief scene then take the cliff path back to headquarters. On the way, ships attack the kingdom. When prompted, pick 1st option (“No choice… I must use the rune”) to initiate a ship battle.

NAVAL BATTLE >> “DEFENDING OBEL”

Strategy: The two Kooluk ships use fire/wind and wind/earth runes respectively. Counter by setting one fire and one wind person on your rune cannons. All in all, you should expect an easy victory with a bit of planning.

Following the ship battle, watch a scene on the dock then move into the light again. As before, swipe at the shadowy figure once to eliminate it. When you wake up, go down to the saloon. Speak to Perrault near the bar if you want to read his newspaper column; otherwise leave headquarters.

As you walk down the cliff path towards the palace, a foghorn sounds. Return to headquarters and enter the War Room to trigger a scene, in which you’ll learn that headquarters is actually a very large ship. Lino tells you to go with Flare into town and recruit as many townsfolk as you can.

Back in town, talk to Cedric near the Inn and he will join without incident. Next, go down and speak to Yu, the doctor, and he will join. Recruit Adrienne, who is standing next to the Trader’s shop. Finally, recruit 2 men and 2 women from the remaining townsfolk. One of the men is walking near the Inn; the other is fishing on the pier. One of the women is standing near the laundry area; the other is walking in town.

Once you’ve recruited everyone, Flare suggests heading back to headquarters. About halfway there, she leaves. When you reach headquarters, go to the War Room and watch a scene, during which Lino asks if you’re ready to go. If so, pick the 1st option. If you want to shop, rest, or form a party first, pick the 2nd option and just return to Lino when you’re ready to set sail.

ON THE SEA – OBEL STRONGHOLD

* Recruit(s): Mao, Nao

Explore the ship, which consists of 5 floors. On the 1st floor, there’s a Comment Box posted next to your bedroom and a flight of stairs leading up to the Bridge. Before going up there, explore the lower floors for some new additions.

Next to the War Room on the 2nd floor, you’ll find a roster showing the Stars of Destiny recruited so far. Clicking on a name brings up that character’s stats. The back door leads to the Saloon. Louise now allows you to form 3 separate parties while on board the ship and Perrault’s newsstand has moved up to the balcony.

The 3rd floor houses the ship’s boutiques. Adrienne’s shop is now open for business if you feel like upgrading your weapons, attaching rune pieces to them, or making custom armor. Give Adrienne the Iron Hammer you acquired earlier so he can sharpen weapons to a higher level. Chadli sells items and armor at his stall as well.

The 4th floor contains guestrooms as well as Yu’s hospital ward. On the 5th floor, you’ll find Lilin’s Accessory Atelier shop and the Shipwright’s Room, where Tov hangs out. Give him any Ocean Rune Pieces you find so that he can customize the ship.

Sleep in your room on the 1st floor and Tov will mention a “forbidden room” that you should check out. It’s located on the 5th floor, the first door on the left. Enter to find Mao, a mad scientist, who is trying to cultivate mushrooms. When prompted, pick the 1st option twice to recruit Mao. Speak to him again and answer a series of questions related to growing mushrooms:

1. Set the room’s humidity – a.) Damp, b.) A little dry, c.) Very dry
2. Set the room’s temperature – a.) Really, really cold, b.) Slightly warm, c.) Stuffy and humid
3. Set the room’s brightness – a.) Pitch-black, b.) Well-lit, c.) Blindingly bright
4. Set the room’s ventilation – a.) None, b.) Maybe a little, c.) Open those windows wide
5. Pick the amount of fertilizer – a.) Use plenty, b.) Just a bit, c.) We don’t need any

Experiment with various combinations then return later to see what Mao came up with. If you sleep in your room a 2nd time, Tov will tell you to go down to the Cultivation Room again. Do so to meet Nao, a fellow who grows mint. When prompted, pick the 2nd option then the 1st one to recruit him.

When you’re finished exploring, go out on deck to trigger a scene involving Kika’s ship, the Grishend. Follow her ship southwest towards the Nest of Pirates.

NEST OF PIRATES

* Item(s): Treasure Map x2, Pirate Bracers, Ocean Rune Piece
Recruit(s): Kika, Sigurd, Hervey, Dario, Nalleo

When the group lands, Kika asks that you come inside, but explore the beachfront first. Look for a TREASURE MAP near the barrels on the right. There’s a wandering pirate who sells items and a Smithy there, too. At the western tip of the beach, you’ll find a chest containing PIRATE BRACERS. When ready, enter the cave.

Speak with Kika, who is sitting at a table in the bar, to trigger a scene, during which you’ll be asked if the two groups should band together. Pick the 1st option (“Let’s fight together”) to recruit Kika, Sigurd, Hervey, Dario and Nalleo. When you regain control, rest up at the Inn next to Phil (whom you can recruit later) or just enter Kika’s room. Open the chest inside to receive a TREASURE MAP as well as an OCEAN RUNE PIECE. Afterwards, leave the bar and board your ship.

ON THE SEA – OBEL STRONGHOLD

Now is a good time to sail around and recruit more people. Start by heading north, towards the small islands west of the Nest, to find Hermitage Island. Though it is not mandatory to stop here at this point, you may want to explore a little if only to mark the island on your world map. At some point, you should anchor the ship and read Perrault’s 1st newspaper issue to learn about Bartholomew. Continue sailing north until you reach the island of Nay.

NAY ISLAND / NAY-KOBOLD SETTLEMENT

* Item(s): Message Bottle, Glowing Hand Mirror
Recruit(s): Bang, Bartholomew, Viki

Go down to the beach a pick up a MESSAGE BOTTLE from the shore. Open the Items>Other menu to read what the message says: “Coral…donuts…small island.” Afterwards, head through Stonecutter’s Field. When you reach the suspension bridge, a strange girl will appear. Before you get to meet her, she vanishes. Continue forward until you reach the Nay-Kobold Settlement.

Once there, speak to Bang at his Lottery booth to recruit him. Continue north to the residence and speak to Bartholomew. When prompted, pick the 1st option to recruit him. Finish up any business you have in the settlement then head back towards Nay.

When you reach the suspension bridge, the strange girl you saw earlier will be there again. Her name is Viki. When she asks for protection, pick the 1st option (“What? Well, okay”) to recruit her. Viki gives you a GLOWING HAND MIRROR, which allows you to board your ship instantly from any location. Test it now, if you like, to pop back aboard your ship.

ON THE SEA – OBEL STRONGHOLD

Viki will be stationed in the 2nd floor corridor, standing next to a mirror that can teleport you to previously visited areas on the world map. Note, however, that teleporting to an area (rather than sailing into port) may result in missed scenes that prevent you from recruiting certain characters. For now, sail east until you reach Na-Nal Island, which is fairly close to Nay.

NA-NAL ISLAND

* Item(s): Treasure Map x4, Stone of Evasion, Stone of Strength
Recruit(s): Manu, Rita, Jeane, Mitsuba, Reinhold, Ugetsu

Visit the Trading Post up ahead if you like; otherwise head east towards the boat on the sand. Look inside it for a TREASURE MAP. The chest behind the boat contains an enemy. Go ahead and engage it now.

TREASURE BOSS >> GOLDEN HAIRBALL

Strategy: The Golden Hairball is much easier to defeat than its Angel counterpart. Physical attacks do not cause much damage to the fluffy creature but a few key rune blasts should take it down quickly.

Upon defeating the treasure boss, you’ll receive a STONE OF EVASION as well as another TREASURE MAP. Now follow the northern path into town.

At the crossroad, head west past the Item vendor to an open-air hot spring. Once there, speak to the man who mentions a woman staying at the Rune shop. Take a dip if you like; otherwise go back down the hill and follow the eastern path to an Inn. Enter and speak to Manu in the lobby. He’s the elevator man from Obel. If you ask him to come along, Manu will install a new elevator in the ship. After recruiting Manu, speak to Rita and choose to play her mini-game, which is a variation of Mahjong. Win 500p off of Rita then speak to her again in order to recruit her.

Leave the inn and take the central stairs to the upper part of town. Once there, continue northeast to the Armor shop. Look near the crate on the left for a TREASURE MAP and speak to the man standing out front who also mentions the woman at the Rune shop, which is further up the main path. Enter the shop and speak with the man behind the counter. Pick 2nd option (“I’d like to meet the Rune Master”) to trigger a scene, in which you’ll meet Jeane. When she asks how she can help, pick the 3rd option to recruit her. Before leaving the shop, check the bureau in the corner to get a TREASURE MAP.

Back outside, go up the hill and talk to Reinhold, who is standing next to the gate. He wants you to take care of a nasty girl for him. Pass through the gate and approach the girl standing in the gathering circle. Mitsuba challenges you to a duel and asks what reward you’ll want if you win. Choose the 2nd option (“Then, would you join us?”) to begin the duel.

DUEL >> MITSUBA

Strategy: Mitsuba is a pushover. Just listen to her dialogue to get clues as to when she’ll strike then counter accordingly.

If you beat her, she’ll need to be reminded of what the reward was. Pick the 1st option (“Will you work with us?”) to recruit both Mitsuba and Reinhold. Continue through the gate and enter the Chief’s House. Look for a chest containing a STONE OF STRENGTH then return to the beach.

Board the ship but before sailing off, re-enter Na-Nal and speak with the fisherman standing near the Trading Post. Ugetsu will join up if you have already recruited Rita. Now, return to the area where you dueled Mitsuba. Maxine will be there and challenge the group.

BOSS >> MAXINE

Strategy: Maxine loves using her wind rune and has the capacity to put all of your people to sleep. She is tough, but not unbeatable. Just give her everything you can and abuse that Rune of Punishment.

You will not receive any reward for beating Maxine, but it is important that you fight her now in order to recruit her later on. Finish up any business you have in town then set sail.

ON THE SEA – OBEL STRONGHOLD

* Recruit(s): Shiramine, Lilan

Anchor the ship and go to the 2nd floor. The stairs next to Viki lead out to the Rear Deck. Speak to Ugetsu to trigger a scene, where Shiramine is captured from the sea and asks to join the group. When the scene ends, speak to Shiramine to learn about net fishing. Basically, you cast his net and wait a period of time before coming back to haul in treasure. Ask him to cast his net now, as you may be able to catch a mermaid named Lilan, who swims in between the Nay and Na-Nal islands. If so, she will join the 108 Stars. Either way, speak to Ugetsu to learn about rod fishing then go back inside the ship and ride the new elevator down to the 5th floor.

Once there, enter the first door on the right (across from the Cultivation Room) to find Reinhold. He has started a Training Center where you can practice sparring with other shipmates once you’ve recruited enough people. If you last 5 consecutive rounds, Reinhold will give you a nice item (Rage Orb, for example). There is no limit on how often you can spar.

When you’re finished on the ship, set sail and head directly south from Na-Nal. Just east of Obel, you’ll find Donut Island (which is next to an island shaped like an arrow). Along the way, you may come in contact with a large sea creature named Leviathan, who appears every so often while out at sea.

BOSS >> LEVIATHAN

Strategy: Leviathan uses a sleep spell and has a huge amount of HP but his attacks do not cause a great deal of damage, so just whittle him down and be patient. Take advantage of the fact that you can switch between parties while fighting on board your ship. Defeating the sea monster garners the victorious party lots of EXP and potch.

DONUT ISLAND

* Item(s): Treasure Map, Rage Orb
Recruit(s): Rene

Speak to the girl in the middle of the coral pond and pick the 2nd option (“Passed the test for what?”) to learn that it was she who left the Message Bottle on the shores of Nay. Pick the 2nd option again (“So, we’re hunting for treasure together?”) and she’ll introduce herself. Rene can decipher all of the Treasure Maps you’ve been collecting and, at this point, hands you another TREASURE MAP just before joining the 108 Stars. Afterwards, board the ship and anchor it.

Visit Rene in one of the 4th floor guestrooms at the end of the hall. She hints at going back to Donut Island, so do as she says. Once there, Rene will explain how her divining rods work to find buried treasure. Follow her instructions to find the first treasure, a RAGE ORB.

Board the ship and visit Rene again. She will take all of the Treasure Maps you’ve collected and decipher them. From now on, whenever you are in a location that is close to one of the buried treasures, Rene will appear with her divining rods. It is impossible to look at the small maps to determine exactly where the treasures might be, so don’t worry about it. For now, set sail and travel west, towards the center of the world map until you reach a deserted island.

DESERTED ISLAND

* Item(s): Taisuke’s Clothes
Recruit(s): Taisuke, Lilen

The island should look familiar, as it is where you first met Lilin, the mermaid. Enter the cave and move forward until Taisuke stops you. Afterwards, continue to the subterranean lake and speak to him in the water, where he is bathing. He asks that you bring him his clothes. Leave the cave and pick up TAISUKE’S CLOTHES, which are bundled on the sand just outside the cave entrance. Bring them to Taisuke then leave the cave while he gets dressed. Return and Taisuke will join you as the ship’s bathhouse operator.

Leave the cave and re-enter one more time to find Lilen standing near the healing geyser. When she asks who you are, pick the 1st option (“A friend of Lilin’s”) to recruit her. Board the ship and head south, back to the Nest of Pirates.

NEST OF PIRATES

* Recruit(s): Phil

As soon as you arrive, a pirate informs you that a ‘guest’ washed ashore while the party was gone. Enter Kika’s room to trigger a scene and pick the 2nd option (“Then, my name has been cleared?”) to learn what Snowe has been up to since leaving Razril. When you regain control, leave Kika’s room to trigger another scene then speak to Phil in the bar. If you have recruited at least 40 people so far, Phil will join up. Before boarding the ship, speak to the pirate standing on shore, who mentions a mermaid sighting.

ON THE SEA – OBEL STRONGHOLD

As soon as you board the ship, Snowe’s fleet arrives and initiates a battle.

NAVAL BATTLE >> “FORMER FRIEND”

Strategy: Snowe has two ships that use earth/lightning and fire/wind runes respectively. If you counter correctly, you should have little trouble taking down his ships.

When the battle ends, pursue Snowe’s ship to Razril. Note that you cannot stop at any other island during this stage, but you can anchor your ship to explore, shop, etc.

If you choose to explore, you’ll find Phil in the Shipwright’s room on the 5th floor. He can tailor custom clothing using various items you’ve collected. Taisuke’s bathhouse is open for business on the 3rd floor. Taking a dip with certain combinations of people will trigger special events. Make sure to check the Cultivation Room to see if any mushrooms are available yet and pull up the fishing net to lure in some new goodies. Get in the habit of checking what Shiramine’s net offers after each major naval battle, as the items inside are often more valuable.

Watch a scene when you reach Razril harbor. When Lino asks what to do with Snowe, pick the 2nd option (“You have one chance…”). When the scene ends, return to the Nest of Pirates.

NEST OF PIRATES

* Recruit(s): Lilon

If you spoke to the pirate on the shore earlier, who mentioned seeing a mermaid, Lilon will appear as soon as your ship enters the harbor. After she joins up, sail to Hermitage Island, which is just north of the Nest.

HERMITAGE ISLAND

* Item(s): Mega-Medicine x3, Skunk Orb, Green Bottle, Crest, Treasure Map x2, Crab Bun, Copper Hammer, Earth Orb
Recruit(s): Elenor, Agnes

When you land, Hervey, Sigurd, and Dario automatically accompany you. Head north along the forest path until a scene takes over. Pick the 1st response (“Are you Ms. Elenor?”) when given a choice. When Elenor asks what you want from her, pick the 1st choice again (“Please fight with us!”) and she will give you a task to complete. Leave the house and head east to find a chest containing 3 MEGA-MEDICINES and a SKUNK ORB. Afterwards, travel north along the back road until you reach the cave entrance. A beast appears and you must fight it alone.

BOSS >> HORNED BEHEMOTH

Strategy: This guy is big but his paw swipes don’t do all that much damage. About 3 rune hits should kill it. Just remember to heal up if your HP dips too low.

After defeating the boss, enter the Limestone Cave. Move forward until you reach an altar, where you will find the GREEN BOTTLE and CREST. Search behind the altar for a TREASURE MAP then return to Elenor’s house.

Once there, hand the Green Bottle to Agnes to trigger a scene, in which Elenor takes the Crest. When she asks if you’re sure about fighting the Kooluk, answer as you see fit. Either way, Elenor joins the 108 Stars. When you regain control, enter the dirt-floored room in back and pick up a CRAB BUN on the stove. You can rest for free on the cot in the bedroom; otherwise exit through the door next to the kitchen to prompt a scene with Agnes, in which she joins up.

When you gain control, open a chest next to the house to obtain the COPPER HAMMER then look inside the storage shed for a chest with a TREASURE MAP. Finally, check inside the well for an EARTH ORB. Go back to the harbor and board the ship to trigger a brief scene, involving Lino.

ON THE SEA – OBEL STRONGHOLD

* Item(s): Golden Seal

Anchor the ship and give Adrienne the Copper Hammer you found so he can start sharpening weapons up to Level 12. If you visit Elenor in the Tactician’s room on the 2nd floor, you can participate in naval battle simulations. When you are ready to advance the story, enter the War Room, where Elenor will suggest dueling Lino. No matter how you respond, you’ll have to duel him to earn the title of leader.

DUEL >> LINO

Strategy: As usual, pay attention to Lino’s comments, which are all too obvious, and counter accordingly.

Upon winning the duel, you’ll receive the GOLDEN SEAL and be asked to name your ship (in this walkthrough, it will continue to be referred to as the Stronghold). Next, you will be asked to give your group a name (which will be referred to as Hero’s Army in this walkthrough). Afterwards, launch the ship and watch a pretty scene of its ‘maiden voyage’.

Your next destination is Nay but before stopping there, sail further north to Iluya Island, where it perpetually rains. Make sure you have a flower seed in your inventory (they are sold in Nay-Kobold) and put Mizuki in your party before docking the ship.

ILUYA ISLAND

* Item(s): Treasure Map x3, Ocean Rune Piece x2, Chinchilla Stand, Simple Wallpaper, Old Book Vol. 7
Recruit(s): Liloon, Nataly, Izak, Kate

Go up the stairs and look for a chest containing a TREASURE MAP and OCEAN RUNE PIECE on the right. Move forward until you reach another set of stairs. If you already recruited 4 mermaids, you will find a 5th one, Liloon, standing on the platform below. Simply talk to her and she’ll join. Now continue towards the western gate to a chest containing a CHINCHILLA STAND. Pass through the gate to reach the Kooluk’s Advanced Base.

Once there, enter the tent on the right. The chest inside contains another TREASURE MAP and OCEAN RUNE PIECE. Look near the barrel in the back for SIMPLE WALLPAPER then leave the tent.

The chest behind the tent contains another Angel Hairball enemy. Again, it may be too difficult to beat at this stage of the game, so just return when your party has leveled up a bit more. Search the crates that are opposite the Angel Hairball chest to find another TREASURE MAP then head west to the next area.

Navigate through rubble and fog until you reach a path leading southwest. You’ll find a girl named Nataly standing towards the western end of the destroyed city. When given a choice, pick the 1st option (“Was it because of the Kooluk attacks?”) to recruit her. You’ll find a second Angel Hairball chest in the northeastern corner of this area. As with the first ones, return later to defeat it.

Moving south to the next area, you’ll find yourself inside a large, circular maze. Approach the man at the southern end, who asks for a flower seed. If you brought one with you, give it to Izak and watch the scene that follows. When it ends, he joins the 108 Stars. Head west along the outer edge of the circle until you reach a woman named Kate. When she asks who’s there, pick the 2nd option. If you have Mizuki in your party, Kate will join the team. Search one of the alcoves along the southern edge of the circle for a chest containing OLD BOOK VOL. 7 then return to the harbor and board your ship.

ON THE SEA – OBEL STRONGHOLD

* Recruit(s): Brec, Jango

Anchor the ship and visit Nataly on the 1F balcony. Give her any Window Sets you’ve collected, which allow you to change the appearance of in-game menus and dialogue boxes. Afterwards, go back to your room on 1F to trigger an event involving Desmond. Inside, speak to Jango and Brec. Pick the 1st option (“How may I help you?”) to recruit the pirate brothers.

Afterwards, enter the War Room to trigger a new event. Elenor suggests it’s time to form alliances with Middleport and Razril. When she asks if her plan is good, pick the 1st option (“Let’s go with it”) then set sail.

You’ll want to make a few pit stops while en route to Middleport in order to recruit a few new people. Start by heading south to Nay. Before docking, put Chiepoo in your party.

NAY ISLAND / NAY-KOBOLD SETTLEMENT

* Recruits: Nalkul, Champo

If you brought Chiepoo along, he’ll ask to visit the Trading Post in Nay-Kobold. Start heading over there. If you fought Maxine earlier in Na-Nal, you’ll bump into her again in Stonecutter’s Field. Approach her under the large tree to instigate another battle.

BOSS >> MAXINE (2nd appearance)

Strategy: Maxine is even stronger this time but so are your party members presumably, so use the same strategy as before. Blast her with rune spells and heal party members as needed.

After defeating Maxine, enter the Nay-Kobold Settlement and visit the Trading Post as Chiepoo suggested. Afterwards, leave the settlement. Halfway across the suspension bridge, a scene will take over, in which the Golden Seal will be stolen. Return to Nay-Kobold and look behind the Warehouse to find the two thieves, Nalkul and Champo.

When prompted, pick either the 1st or 2nd option. Either way, the Golden Seal ends up inside the mouse-infested warehouse and you must play a game of “cat & mouse” to get it back. Choose to trust Champo (1st option) to recruit both Champo and Nalkul and begin the mini-game,.

Controlling Champo, you’ll have 99-seconds to catch 3 mice and put them in a cage. If Champo bumps into anything he’ll drop his mouse and be knocked unconscious for a period of time, so be careful. If you fail to catch 3 mice in the allotted time, you’ll be allowed to try again. Once successful, you’ll get the Golden Seal back.

Afterwards, return to the ship, where you’ll see a scene involving the two cats. Back on board, head south to the Nest of Pirates – either by sailing or by using Viki’s mirror.

NEST OF PIRATES

* Recruit(s): Katarina

Enter the cave and talk to Katarina in Kika’s room. When she asks if you killed Commander Glen, pick the 1st response (“No, I did not”) to see more of the scene. When she asks why you survived, pick either answer and Katarina will join the 108 Stars. Leave the Nest and sail to Hermitage Island.

HERMITAGE ISLAND

* Recruit(s): Gau, Aldo

Follow the forest path until you have a random encounter with Gau. Defeat him then pick the 2nd option (“Will you come with us?”) to recruit Gau. Continue past Elenor’s house along the route to the Limestone Cave. Midway, you should see a man standing near some trees on the right. Speak to Aldo to recruit him. Afterwards, board your ship and set sail to Mordo Island.

MORDO ISLAND

* Recruit(s): Lo Fong, Lo Hak, Lo Seng, Igor

Go to the hot spring tent and take a bath. Once finished, the bath owners try to charge you 10,000 potch. Respond with the 1st or 2nd option. Either way, you are forced to battle the siblings. After defeating them, Lo Fong, Lo Hak, and Lo Seng join the team. You will automatically take control back on the ship but before setting sail, return to Mordo Island. Go to the hot spring area again to find Igor. After recruiting him, head up the mountain path to do a little treasure hunting with Rene.

When ready, set sail for Middleport. Before reaching the shore, you should form a strong party consisting of magic users and/or long-distance attackers.

MIDDLEPORT

* Item(s): Interior Design Book
Recruit(s): Deborah, Oskar

As soon as you arrive, a huge sea creature attacks the ship.

BOSS >> MOVING ISLE / TENTACLES x4

Strategy: The boss is pretty tough but since you’re fighting on your ship, you can swap parties if things get ugly. Note that you can only hit the Isle and its Tentacles using long-range weapons or rune spells. Wind magic seems to work especially well. Take out the pesky tentacles with area attacks first then focus on the main boss. The Isle will put party members to sleep often with its inky squirts and uses a basic group attack causing medium damage.

After defeating the boss, you’ll be in the ship’s War Room and asked to form a party. For recruiting purposes, it is wise to put Sigurd in the party. After doing so, a scene occurs on the Middleport dock.

When Reinbach III asks what brings you to Middleport, pick the 2nd option (“I would like a formal audience…”). Once you take control, go up to the Trading Post and speak to Keen. An event occurs if you brought Sigurd along with you. Afterwards, enter the central square.

Talk to one of the women standing near the Inn to acquire the INTERIOR DESIGN BOOK. Next, enter the Inn and speak to Deborah, who is sitting at a table in the lobby. Pick the 1st option (“Fortune?”) when she mentions it to recruit her. Talk to her companion, Oskar, next. Without knowing it, you’ve just recruited him, too. Rest at the inn if you like; otherwise, head up to the Lord’s Mansion and watch a scene.

Pick the 2nd option each time Reinbach II questions you then return to the harbor. Board your ship to trigger an event wherein Reinbach III asks that you allow him and his companion, Micky, to come along – however you must bring him a Rose Brooch to prove your friendship first. Afterwards, set sail for Nay Island.

NAY ISLAND

* Item(s): Rose Crest

Go to the Inn and speak with Gareth in one of the guestrooms. Pick the 1st option (“Do you know of the Rose Crest?”) then the 2nd option (“Actually, I was asked by Sir Reinbach…”) to get the ROSE CREST. Before leaving the Inn, speak to the man in the guestroom next door who mentions a woman in Middleport. Finish up any business in town then board the ship and return to Middleport.

MIDDLEPORT

* Recruit(s): Reinbach III, Micky, Keen, Helga, Etienne, Charlemagne

Speak to Reinbach III at the dock to receive the Rose Crest. Afterwards, both Reinbach III and his sidekick, Micky join the 108 Stars. Now, board the ship and form a new party. Add Reinbach and remove Sigurd if he is still a member. When finished, re-enter to Middleport.

Speak to Keen next to the Trader’s shop. Pay his 10,000p asking price to recruit him. Next, talk to Helga in front of the Inn. Pick the 1st options each time you are prompted until she joins up. If you speak to Charlemagne near the inn, he’ll tell you he’s interested in joining but to come back later. In order to recruit him, leave and re-enter Middleport via the ship (you may have to do this a couple of times) until he’s ready to join you.

Finally, go up to the Lord’s Mansion and speak with Etienne who is standing near the front gate. If Reinbach III is still in your party, she will join. After recruiting everyone, board your ship and set sail towards Na-Nal Island.

NA-NAL ISLAND / GREAT ELVEN TREE

* Item(s): Old Book Vol. 4, Elven Remedy
Recruits(s): Axel, Selma, Eugene

When you arrive, you’ll be prompted to form a party, with Lino being a mandatory member. Head north across the beach. Fight a couple waves of Kooluk soldiers that guard the path into town then watch the scene that follows. When you regain control, you’ll be inside a cell.

Grab OLD BOOK VOL. 4 from a chest inside the cell then rest on the cot. Upon waking, you’ll be outside. Head west down the dirt path. At the opening, travel north into the Elven Settlement. Move forward until you reach the Great Elven Tree where a scene takes over. When it ends, grab the ELVEN REMEDY from the altar. Start heading back to the Chief’s House to trigger another scene.

Afterwards, fight through waves of Kooluk soldiers as you make your way back to the ship. Selma stops the group midway and you end up in an Elven jail cell. When asked to comment, pick either option then speak to everyone inside the cell to trigger another scene, in which Selma frees you. Leave the gorge.

Following another event in town, defeat 2 waves of Elite Soldiers. Afterwards, the Chief asks to form an alliance. Pick the 1st option to accept his offer and Axel, the chief’s son, will join you. Go to the inn and speak to the woman standing outside. She asks that you take her son, Eugene, along to toughen him up. (If you do not see Eugene outside the inn, leave Na-Nal and re-enter via the ship to have him show up.) Now return to the beach and speak to Selma on the dock. Pick 1st option to recruit her as well. Get on your ship and set sail to Nay. Before docking, put Reinbach III in your party.

NAY ISLAND

* Recruit(s): Gareth

Go to the Inn and speak to Gareth in the guestroom. If Reinbach III is in your party, Gareth will join. After recruiting him, go down to the Village Chief’s house and speak to him twice. Choose to show him the Golden Seal then pick either dialogue option. After the conversation, leave Nay.

ON THE SEA – FOG SHIP

* Item(s): Pirate King Vest
Recruit(s): Ted

Anchor your ship and enter the War Room to trigger a scene involving a ghostly vessel that has pulled alongside yours. Form a strong party of 3, with Lino being a mandatory member, then follow the robed man on board. Fight off some Dead Blades as you move forward on the foggy path. When you encounter a Prophet enemy, the robed man will ask a question about your rune. Answer as you see fit then continue forward.

At the end of the path, a scene takes over, in which you meet the Fog Ship’s “captain”. When he asks you to join him, pick the 1st option (“I don’t want to stay here all my life!”) and the robed man will reveal himself as Ted. He joins you in fighting the ghostly captain.

BOSS >> FOG SHIP GUIDE

Strategy: The Fog Ship Captain uses two principle attacks: an area attack that hits all party members for medium damage and one that leeches a substantial amount of HP from individual members to heal himself. The second attack can kill you so make sure to use Ted’s water rune liberally to keep the party healthy. Have others cast their most powerful spells or use combos if possible. Once you’ve depleted the boss, he will stop the battle.

Watch the scene that follows in which Ted acquires an awesome Soul Eater rune. Open the chest up ahead to receive a PIRATE KING VEST then head north to get back to your ship. Once there, Lino asks Ted to join the group. Pick the 1st option (“Join us”) to recruit Ted. When you regain control, re-enter Nay.

NAY ISLAND / MIDDLEPORT / NA-NAL

* Recruit(s): Kevin, Pam, Millay

Go back to the Chief’s House and speak to him. If he tells you to come back later, leave Nay and re-enter via your ship. Keep visiting the chief until Kevin and Pam join you. After recruiting them, put Reinbach III in your party and go to Miiddleport.

Once there, speak to the man standing near the Trading Post, who mentions a girl named Millay. After receiving the information, zap over to Na-Nal.

With Reinbach III still in your party, approach the trio standing on the beach to trigger a scene involving Millay and two scoundrels that are hassling her. Defeat the scoundrels in order to recruit Millay. Afterwards, board your ship.

ON THE SEA – OBEL STRONHOLD

* Recruit(s): Helmut

Anchor the ship to see what some of your new recruits are up to. Kevin and Pam have set up food stations behind the bar on 3F. Give them any fresh fish you’ve caught. They can make a variety of beneficial dishes for you depending on the type of fish you supply. Etienne is on the 1F balcony. Speak to her if you want to hear musical compositions from the game. Keen is in a room on 4F. Visit him alone to hear what your fellow crew members privately think of you.

When you’re ready to advance the story, enter the War Room, where Elenor tells you it’s time to head to Razril. When given a choice, pick either answer then set sail. As you approach the Razril harbor, a Kooluk fleet arrives and Elenor asks if you are ready to fight. If so, pick the 2nd option to initiate a naval battle.

NAVAL BATTLE >> “REGAINING RAZRIL”

Strategy: Your goal is to defeat the Kooluk flagship stationed between two others. Each enemy ship holds 2 different types of rune cannons so set up yours to counter accordingly. Focus on taking out the ship on the left first - as halfway through the battle, the one on the right (Helmut’s ship) will join your side to help defeat the remaining Kooluk fleet.

Upon victory, allow Helmut to join by selecting the 1st option then dock in Razril.

RAZRIL

* Item(s): Platinum x5, Window Set 9, Silver Hammer, Treasure Map, Guardian Bracelet, Hero’s Shield
Recruit(s): Razril Friends x2, Basil, Maxine, Konrad, Funghi, Karl, Frederica, Gretchen, Ameria

When you arrive, the two friends you didn’t bring along originally (Jewel, Keneth, Tal or Paula) greet you. After they join up, move forward and look near the crates on the right for a chest containing 5 pieces of PLATINUM. Do some shopping if you like; otherwise, start talking to all of the townsfolk you pass as you make your way up to the town square. On Main Street, a man wearing a yellow tunic will give you WINDOW SET 9.

In the town square, you’ll find Basil standing on the ledge to the left of the Inn. Just speak to him and he’ll join. Afterwards, enter the Inn. If you fought and beat Maxine twice earlier, you’ll see her standing in the lobby. Speak to her and she’ll join without incident. If Katarina is in your party, speak to Konrad and he’ll join. (You can come back later with Katarina to recruit him, as well.) Once you’re finished up in town, head over to the Hall of Knights.

Again, talk to everyone you pass as you make your way towards the Training Hall. If you’ve spoken to enough locals, a scene will trigger as soon as you enter the Hall. Pick the 1st option to rouse them then engage Lord Vingerhut’s soldiers in an easy battle. When you regain control, it will be dusk (orange sky). Re-enter the Knight’s Courtyard to pick up a few nice treasures that will not be available later.

First, look in front of the Audience Chamber door for a chest containing the SILVER HAMMER then enter the living quarters and go upstairs. On the rooftop, you’ll find a chest containing a TREASURE MAP and GUARDIAN BRACELET. Go back down and enter the Kitchen. Speak to Funghi twice. After recruiting him, enter the Training Hall. You’ll find a chest in the far corner containing the HERO’S SHIELD. Speak to the little girl who is standing with her father there and they’ll decide to go along with you. Leave the Training Hall and return to town.

Approach your ship to trigger a brief scene involving Katarina. When it ends, choose to rest (either at the inn or your room in the Hall of Knights). Upon waking the next morning, more people become available to recruit. Go down Back Street to find Karl standing in the opening. After recruiting him, enter the Item shop and talk to Frederica, who now accepts your offer. Gretchen is standing in front of the Armor shop. After recruiting her, enter the Hall of Knights and go up to the 3F spire. You’ll find Ameria there, looking out to sea. Pick the 2nd then the 1st option to recruit her. Complete any other business you have in Razril then board your ship.

As soon as you board, a pirate ship attacks.

NAVAL BATTLE >> “BATTLE ONCE MORE”

Strategy: An easy battle considering you have 3 ship’s fighting against one. Just pound away until the enemy ship falls.

When the battle ends, choose either the 1st or 2nd option, and Snowe will leave.

ON THE SEA – OBEL STRONGHOLD

Set sail towards Na-Nal. Along the way, anchor the ship so that you can give the Silver Hammer to Adrienne. You’ll see that Funghi has set up a 3rd floor food stand as well. While anchored, visit Pablo in the 5th floor’s Rune Cannon room to learn of a powerful wizard in Middleport that you’ll be paying a visit to soon. Before docking in Na-Nal, put Mitsuba in your party.

NA-NAL ISLAND

* Recruit(s): Jeremy, Gunter

Go up to the gathering circle where you first met Mitsuba (and where you fought Maxine) to find Jeremy. Pick either dialogue option to recruit him. On your way back down to the beach, you may see Gunter, the dice player from Middleport, standing near the shops. If so, speak to him to recruit him (if he is not there or fails to recruit, Gunter will appear later in Obel).

You may want to stick around Na-Nal for a while to level up some of your new recruits as the Kooluk enemies here offer great experience and are relatively easy to defeat. When ready, board your ship and form a strong party. If you spoke to Pablo in the Rune Cannon room earlier, sail to Middleport.

MIDDLEPORT / SECRET UNDERGROUND

* Item(s): Ocean Rune Piece, Treasure Map, Great Earth Armor, Sliding Door, Ivory Robe, Canvas 2, Old Book Vol. 8
Recruit(s): Warlock, Pecola

Enter town and go down the side street to the empty house at the end of the path. Examine the open chest inside, where you will be asked a mathematical question. If you recall, Pablo hinted that you should answer incorrectly, so pick “24”instead of the correct number. Doing so allows you to enter the secret passage below.

Examine the chest in the corner to obtain an OCEAN RUNE PIECE and TREASURE MAP then head west to the next area. Move forward until you reach an intersection. Follow the path on the right to a 2nd intersection. Head left and go to the end where you will find a chest containing GREAT EARTH ARMOR. Now, backtrack to the first intersection and move forward until you reach a 3-way split.

Take the leftmost path to the end where you will find a chest containing a SLIDING DOOR. Return to the 3-way split and follow the rightmost path to the next area. Move past another 3-way split to a second intersection (beyond the footbridge). Once there, follow the rightmost path to a chest containing an IVORY ROBE then backtrack to the 3-way split. Head left to reach the next area.

Veer left at the intersection. You’ll find a chest at the very end of the leftmost path containing CANVAS 2. After getting the item, backtrack to the first intersection in this area. If necessary, heal your party members before following the path on the right. As soon as you do, a dragon appears.

BOSS >> LAND DRAGON

Strategy: This boss is similar to Leviathan in that it has a large amount of HP to whittle down and its attacks cause only moderate damage. As usual, use your most powerful rune spells to knock the boss down a few pegs then finish it off with physical attacks and/or combos.

After defeating the dragon, move forward to an Underground Laboratory. Search the shelves on the left to obtain OLD BOOK VOL. 8 then speak to the man in the room. When Warlock asks what you want, pick the 1st option each time until you recruit him. After doing so, return to your ship.

Re-enter Middleport from the sea and go back to Warlock’s house. Inside, you’ll find Pecola. If you acquired her Interior Design Book earlier, pick the 1st option (“What are you doing?”) to recruit her. Afterwards, leave Middleport.

ON THE SEA – OBEL STRONGHOLD

Speak to Pecola on the 3rd floor near the baths and she will take any interior design elements you’ve collected. Speak to her again to place pieces in the Ornament Room behind her. When finished with other business aboard the ship, set sail to the Nest of Pirates.

NEST OF PIRATES

* Recruit(s): Tanya

Speak to Tanya, who is standing near the cave entrance. When she asks if you know Elenor, pick the 1st option each time until you recruit her. Enter the cave to trigger a scene, in which the group plans their attack on Obel and the Golden Seal is returned to Lino. Pick the 2nd option to witness a scene involving Ramada. When it ends, you’ll be back on your ship. Set sail toward the Kingdom of Obel.

ON THE SEA – OBEL STRONGHOLD

* Item(s): Pirate King Bracers

As you approach Obel, a scene occurs, during which you’ll have to assign ship positions and crew. Unlike previous naval battles, you will have to plan without initially knowing the strengths or weaknesses of the enemy ships you’ll be facing. In general, create 3 balanced groups then press ‘Start’ to exit the set-up menu.

NAVAL BATTLE >> “FOR OBEL’S FREEDOM”

Strategy: The two enemy ships se wind/earth and water/lightning runes respectively and each boasts a fairly hefty hull capacity. Redistribute your crews and cannon operators if necessary then commence the battle. Jeane’s lightning skills work especially well against both ships.

Watch the scene that follows, in which a second fleet of enemy ships arrives. When Elenor asks if you are ready to face them, tell her to “wait a minute” (2nd option). Speak to the crewmember standing next to Colton to receive PIRATE KING BRACERS then return to Elenor and tell her you are ready to fight.

NAVAL BATTLE >> “MYSTERIOUS FLEET”

Strategy: None of the enemy ships move, making this an all-too-easy victory…

As you might have suspected, the battle was a trap. Choose to use the Rune of Punishment to take down the mysterious fleet and watch the scene that follows. When you regain control, follow the light tunnel to a familiar figure. As before, one swipe will make the figure disappear. When you come to, your rune will have gained a level. Form a party and include Yu as the supporting member. Also, if you haven’t introduced yourself to Nico yet, seek him out on the upper deck before docking in Obel.

KINGDOM OF OBEL

* Item(s): Wave Wallpaper, Golden Hammer
Recruit(s): Wendel, Nabokov, Carrie, Trishtan, Gary, Ema, Noah, Rachel, Travis

If you spoke to Nico while on board the ship, you’ll find his pal Wendel on the dock. Pick either dialogue option to recruit her. Follow the path into town and speak to Nabokov at the Appraiser’s shop to recruit him. Go up the stairs near the Lottery booth and speak to a woman dressed in pink near the laundry line to acquire WAVE WALLPAPER.

If Dr. Yu is in your party you’ll find his assistant, Carrie, in the center of town. Invite her to join then go upstairs and speak to Trishtan near the inn. So long as Yu is in your party, he will join. If you were unable to recruit Gunter earlier he will be standing on the opposite side and will now join the group without further requirement. In the palace garden, speak to the couple near the water. After recruiting Gary and Ema, enter the palace and look behind the throne. Noah will be there but it will take a little bit of coaxing before she’ll come out and join you.

Before going to the old cave stronghold, make sure you have at least 10,000 potch on hand and put Cedric in your party as support. At the cave entrance, you’ll meet Rachel who will join up if you pay off Cedric’s debt (amount varies). After doing so, return to your ship and form a strong party. Make sure you have at least one Escape Talisman in your inventory then return to Obel and enter the ruins.

Note that enemies inside the ruins have become stronger, so make sure you’re well prepared before entering. At this point, your party should be strong enough to defeat the Angel Hairball in the treasure chest you passed earlier, so go back there and tackle it now.

TREASURE BOSS >> ANGEL HAIRBALL

Strategy: Like other treasure bosses, physical attacks do less damage than magical ones so exploit your runes until the creature tumbles.

Upon defeating the Angel Hairball, you’ll receive the GOLDEN HAMMER, which allows Adrienne to sharpen weapons to their highest level. After getting it, navigate through the corridors until you reach the Inner Ruins. The Guard boss you defeated earlier appears to be blocking the path up ahead but you can avoid confrontation simply by walking around it.

Move forward to the big tree where you will meet Travis. If you brought an Escape Talisman, Travis will want you to prove it’s real. Go ahead and use the Talisman, which transports you to the beginning of the ruins. Return to Travis under the tree and he’ll be ready to join you. Complete any other business you have in Obel then board your ship and sail to Mordo Island.

MORDO ISLAND

* Recruit(s): Snowe

If you followed this walkthrough, you should have recruited 107 Stars of Destiny by now. Check the roster on 2F to see if that is true. If so, go to Mordo Island and speak to the merchant near the spa tent, who mentions having seen a person drifting in the ocean recently. After getting the information, board your ship and head west.

While on the open sea, fight a few random battles until a scene takes over. When given a choice, pick the 2nd option (“Perhaps we should let him join us”) to finally recruit Snowe.

ON THE SEA – STRONGHOLD / WORLD MAP

Now that you have recruited everyone, it’s time to tie up any loose ends before entering the final stage of the game. First, create two well-balanced parties, equip them with the best gear, and sharpen their weapons to the maximum level you can afford. Remove any special runes or armor from the remaining characters so that you’ll have these items available in “New Game Plus”. Next, complete all tasks on board your ship (bath scenes, fishing/cooking, creating armor, mini-games, etc.) and then wrap up any outstanding business you have in other parts of the world (treasure hunting, trading, defeating Angel Hairballs, etc.).

In terms of treasure hunting, there are 2 additional islands in the world that are not marked on your map. One is directly north of Razril and the other is directly south. If you feel like tackling them, now is the time to do it. Make sure to bring your primary party members along so that they gain a few more levels while searching for the treasures. Skip the next 2 sections if you just want to move on with the game.

MOUNTAIN MASS ISLAND (OPTIONAL)

* Item(s): Silk Shoes, 10000p, Silver Bracers, Mixed Herbs, Diamonds x5, Prosperity Orb

If you sail directly north from Razril, you’ll eventually reach a cluster of spiky islands. Dock your ship on the only one with a beach. Rene will appear with her dousing rods as soon as you land, so start searching for buried treasures on the sand. Additionally, there are mountain paths leading to more buried treasure as well as a few chests.

All of the chests are located on the tips of the mountain paths so follow each one to their end to acquire SILK SHOES, 10,000p, SILVER BRACERS, and MIXED HERBS. The 5th chest contains a Golden Hairball, which should be very easy to defeat if you’ve spent time leveling up.

TREASURE BOSS >> GOLDEN HAIRBALL

Strategy: This guy is a pushover compared to his Angel brethren. A couple of good rune hits should kill it.

After defeating the Golden Hairball, you’ll receive 5 DIAMONDS and a PROPERITY ORB. When finished on the island, board your ship and return to Razril.

LIMESTONE SHELF ISLAND (OPTIONAL)

* Item(s): Treasure Map

If you sail directly south from Razril, you’ll eventually reach a white island. Dock your ship and start searching for buried treasures with Rene. There is but one chest on the island and it contains a TREASURE MAP. After finding all of the loot, board your ship.

ON THE SEA – STRONGHOLD

* Item(s): Wooden Amulet

Go out on deck to trigger a scene involving Ramada’s bird then enter the War Room to hear Elenor brief the group on its final mission. If you’d like to hear her explain it again, pick the 1st option; otherwise tell Elenor you’re ready to get on with the plan. When you regain control, go to your room and rest.

Upon waking, return to the War Room. Speak to Elenor to select a detachment party to penetrate El-Eal’s fort while your main party remains in front to attack Kooluk’s fleet. The 2 parties should consist of the characters you just spent time leveling up, equipped with the best armor and runes, etc. Put your best healers in as support for both parties (Yu and Rikie, for example). Afterwards, go to your room and rest again.

In the morning, return to the War Room and watch a scene that ends out on deck at night. Talk to your shipmates to see various scenes. In particular, speak to Noah in the 2F Saloon to receive a WOODEN AMULET. If you haven’t done so already, stock up on health items and Sacrificial Jizos.

After wrapping up all other business you have on board the ship, return to your room and rest one last time. The spirit of Leknaat will visit during the night and offer some insight into your future. Upon walking, go out on deck to trigger a scene. When it ends, you will take control of Elenor and the detachment party underneath El-Eal.

EL-EAL

* Item(s): Mega-Medicine x2, Hero’s Helmet, Cape of Darkness, Chaos Shield, Goddess Robe, Mixed Herbs x2, Fortune Orb, Stair Room Key, Magic Canceller

Follow the foggy path until a scene takes over, in which the Kooluk fleet arrives.

NAVAL BATTLE >> “FINAL ENGAGEMENT”

Strategy: This is your last ship battle so have some fun. The 3 enemy ships you’ll face wield a variety of rune cannon types so set up your 4 ships for any scenario you might run into. Try taking out one of the weaker ships first by moving your fleet to either the left or right side. Avoid the center ship for as long as you can as it packs a powerful punch. The battle will not be too difficult if you spent some time leveling up your crewmembers.

Upon victory, you’ll retake control of Elenor on the foggy path. Follow it up to the fort’s entrance where you will find a chest containing a MEGA-MEDICINE. After getting the item, enter the fort. On the 1st floor, you will see two sets of stairs. Take the one going down to the basement level first. Follow the corridor past empty jail cells until you find a chest on the left containing the HERO’S HELMET. Check the corpse in the cell at the end of the corridor to receive the CAPE OF DARKNESS then return to the 1st floor and go upstairs. On the 2nd floor, you’ll find a locked stairwell door. If you move around to the back, you’ll reach a chest containing another Angel Hairball enemy.

TREASURE BOSS >> ANGEL HAIRBALL

Strategy: At this point, the Angel Hairball should pose little threat. Rune magic is your best bet for a quick defeat. If your detachment party is having trouble beating it, tackle the boss later when you return with your principle team.

Upon defeating the Angel Hairball, you’ll receive the CHAOS SHIELD. Now, take the stairs up to the 3rd floor. Once there, go around back and follow the hallway south to a chest containing the GODDESS ROBE. After equipping the item, go up to the 4th floor.

Again, head south to reach the back hallway. Before entering the Control Room, look to the right for a chest containing MIXED HERBS, MEGA-MEDICINE, and a FORTUNE ORB. Heal up and use the Mixed Herbs to replenish magic if you exhausted your spells while fighting the Angel Hairball earlier. When ready, enter the control room to meet up with Graham Cray.

BOSS >> GRAHAM CRAY

Strategy: Cray is quick on his feet so party members with low speed ratings may have trouble hitting him consistently. His area attacks cause 80-90 damage per person and his lightning spells cause about 150. When his HP dips low enough, he’ll start defending himself by erecting a shield that reduces the amount of physical and magical damage you inflict. Even so, he’s not very difficult to beat.

Once Cray stops the fight, you will take control of the Hero’s party outside of the fort. Make your way up to the 4F Control Room. Once there, enter the office on the right and search the desk to acquire the STAIR ROOM KEY. Also, rest on the couch to replenish the party. Afterwards, return to the 2nd floor and use the key on the stairwell door to unlock it. Enter.

Open a chest underneath the stairs to receive a MAGIC CANCELLER then start climbing. The stairs are very, very long and may seem endless, but eventually you will reach another chest containing MIXED HERBS. Keep climbing until you get to the final Save Point in the game. Heal your party and use those Mixed Herbs if you need to then enter the door to meet the final boss.

FINAL BOSS >> GIANT TREE / SEED OF LIGHT x 2

Strategy: Use your best area attacks to take out the seeds, as one has the ability to heal the main tree. They eventually revive but the extra time allows you to focus on the main boss who is very powerful indeed. Unleash everything you have while paying close attention to health levels. With patience and good timing, the tree will fall.

After defeating the boss, the fort will start to collapse. Make your way back to the dock where Rakgi is waiting. Before speaking to him, remove any special armor or accessories that your party is wearing. When ready, board the ship.

ON THE SEA – THE FINAL VOYAGE

Just when you thought it was safe to go back in the ocean… Troy appears to engage you in a final duel.

DUEL >> TROY

Strategy: Dueling Troy is more of a formality than a real challenge. His comments are obvious and one could easily beat him by simply guarding each time.

After defeating Troy, you will have the option of inviting him on board or just letting him go. Either way, he will leave and the closing scenes begin. Watch all of them, including the end credits. At the very end of the game, you will be asked to save your game. Do so, as a few new things become available to you in “New Game Plus”, should you choose to replay Suikoden IV from your cleared data file.