Zenodeus' (Zenodeus@hotmail.com) Unofficial =Grandia= Strategy Guide for the Sony PlayStation Version 1.9 February 13, 2000 ================ =Important Note= ================ Consider this the bare-bones complete guide. To put it mildly, I'm sick of the game for now (the next time I see a sudden camera zoom-in followed by upbeat combat music, I'm gonna scream). I'm giving myself some time to cool down and take a break (and play some SaGa Frontier 2). I beat the game a few days ago with a time of 85h/26m/6s. Even longer than Xenogears. If you need a good walkthrough for the secret dungeons in the hiatus of this guide, get the one by Zero_ on GameFAQs.com. You can always e-mail me if you have other questions. Thanks for the support! ============ =What's New= ============ Version 1.9 (02/13/00): most sections updated/expanded, walkthrough complete except for last two secret dungeons! Version 1.8 (02/06/00): most sections updated/expanded, walkthrough up to the return to Luzet Mountains Version 1.7 (01/28/00): most sections updated/expanded, walkthrough up to the Rainbow Mountain, Special Thanks added Version 1.6 (01/25/00): most sections updated/expanded, walkthrough up to the Zil Desert, one Secret Dungeon added Version 1.5 (01/20/00): most sections updated/expanded, character profiles added, walkthrough of Disc 1 complete Version 1.4 (01/15/00): most sections updated/expanded, walkthrough up to the Twin Towers Version 1.3 (01/10/00): most sections updated/expanded, "The History of Grandia" section added, walkthrough up to after the great wall Version 1.2 (01/05/00): most sections updated/expanded, walkthrough up to the Misty Forest Version 1.1 (12/30/99): most sections updated/expanded, walkthrough up to the post-wedding of Feena Version 1.0 (12/27/99): main sections began, walkthrough up to searching for Java =================== =Table of Contents= =================== I. Introduction II. Walkthrough Disc One Truth or Dare Preparing for the Trip Follow the Marna Sand Road A Sea of Sult PASSing Time Mine O' Mines To the New World We Go Men of the Sea I Ain't Afraid of No Ghosts I Claim This Land For Spain A Road Named Merrill The House That Feena Built In Sickness and in Health Nature Hike The Lost Continent of Atlantis Back in the Clubhouse Area 51 ...On This Crazy Train Lukin' Got Nectar? Thick as Pea Soup It's the End of the World as We Know It... Little Shop of Horrors Raining Cats and Dogs They All Have Cooties Joe vs. the Volcano Horny Toads and Damsels in Distress Orberrific The Beginning of the End or the End of the Beginning? Disc Two The Lost World You're Not in Kansas Anymore, Dorothy Bring Your Canteens Chicken Huntin' That's Not the Only Thing That's Freezing A Reason Not to Take Drugs Everybody Hurts... Sometimes Yet More Ruins Death Star, Part Two Somewhere Over the Rainbow Where's That Game Alent Ya? Take a Luzet for That Sore Throat A Mutiny on This Here Ship No Need to Panic Couldn't Think of a Witty Title Near the End, but not Quite Illusion of Gaia Disc Two Secret Dungeons Soldier's Graveyard III. Frequently Asked Questions IV. Tips for Success V. Character Profiles VI. The History of Grandia VII. Magic/Skills Lists Elemental spells Justin Sue Feena Gadwin Rapp Milda Guido Liete VIII. Equipment Lists Weapons Body Armor Shields Helmets Shoes Jewelry IX. Item List X. Special Thanks XI. Disclaimer ============== =Introduction= ============== Hello all, and welcome to my Grandia strategy guide. I've written a few guides in the past, but never one as in-depth as this project. I plan to have not just a complete walkthrough, but in-depth equipment lists and game strategies as well. The only thing I decided not to include was a beastiary, for the simple reason that whenever you go into a battle, you can tell their HP and know what stuff they use afterwards. Besides, I don't know many people who'd read that section anyway. I'm going to be working feverishly to complete this game (and guide) by February so that I can play SaGa Frontier 2 and beat some of the other RPG's I've yet to finish. One other thing, if you have any questions/comments, don't hesitate to e-mail me at Zenodeus@hotmail.com or just post something for me on the GameFAQs message board. And please read the Frequently Asked Questions section before you want to ask me anything. Thanks again, now on with the guide! ============= =Walkthrough= ============= DISC ONE Recommended Level: 2 Items: 100 GP, Poison Antidote, First Aid Kit After the CG/anime intro and the voice acted conversations, talk to Gantz (the center boy) to get your mission: to find the remaining three pieces of the Legendary Armor. You can talk to him to get clues where they are. First up, the Shield of Light. Go to the port and look behind a warehouse to find a "Pot Lid". Next, get the Warrior's Helmet by going down a set of steps beside the river in the town. The "Battered Pot" is by the wall on the other side. Take them back to Gantz. He smugly says the Spirit Sword is in a locked chest in his house. Head there (it's in the center of town) and talk to his mother who says his little brother Tentz has the key. Talk to Tentz in the village. The little bugger lost the key by the Cafe. Simply go there (should be right behind him). You'll know if you're in the right place if Justin and Sue start crawling. Look right by the water and the key will be yours. Go back to the house and open the chest to get your reward. Go back to Gantz to brag. Uh-oh, they're in trouble and you don't want to be. Walk around the boys and get caught. Inside the Seagull Tavern, talk to Lilly twice and have dinner. Talk to Lilly during the eating a few times to hear a cool pirate story. When you're through, select Justin. Recommended Level: 2 Items: none You can talk to Lilly the next morning to save your game. Search Justin's room for some good items and money. Leave the Tavern and stock up as well as you can at the General Store. Go inside the Museum and talk to the curator in the Exhibit Hall. Investigate the statue and break it. Go in the curator's office and choose the second choice when prompted (no matter what, you'll have to admit fault). Proceed to leave town. Recommended Level: 2 Items: 3 Gold Pouches, Baton A simple straightforward dungeon awaits you. This is a perfect chance to get become a pro at the battle system since the enemies are weak and a recover point is at the entrance. When you want to leave, either follow the road or follow the compass north. Recommended Level: 3 Items: 5 Gold Pouches, Shin Shoe, Rune Ring, Rock Ax Enter and talk to the guard at the gate. The letter is shown and he lets you in. Walk around a little bit, listen to some of the bad things about Baal's army, and go to the north tunnel (looks like an open mouth) to continue your "investigation". The three witches stop you. Choose the third option to show them the letter. Save and go inside. Room B1 Head north to hear the troops being given orders and see others that are spying. When you come to a split path, east is the way to go. Listen to the witches then two groups of guards to the south. Head east, north and use the save/recover point. Go north yet again. Room B2 Follow the compass around and go around the boulders. The path is easy to see and shouldn't need an explanation. Go in the ruins. Ancient Passageway Flip the switches on either side of the hallways until a door appears that you can walk through. Go into the north door. Room of Illusions Walk north to the center of the room. When you hear the spooky voice go north yet again. Liete appears and gives an in-depth explanation about the past of the world of Grandia. A new quest is revealed: head for Alent to find the answers. Come back out of the room. Uh-oh! Mullen catches you trying to escape. Pick any answers you want to give him about what you were doing in the ruins. After he's trapped, head out of the ruins. A statue has mysteriously come to life and has its beak ready for a Justin and Sue sandwich. Time for the first boss fight. Prepare! ----- BOSS: ROCKBIRD HP: ??? (I forgot to check but it's around 300 I think) STRATEGY: Use the almighty Critical attack to knock this feathered fiend back on the IP gauge. If timed right, he won't even be able to attack. ----- With that turkey out of the way, you're automatically placed at the beginning of the tunnel. Leave the military camp and go back to Parm. Recommended Level: 4 Items: none First, head to the General Store and buy some new armor if you didn't before. You might not need new weapons, but buy them if you have a lot of extra gold. Time to visit your mother, as Sue gives you a not-so- subtle hint when you enter Parm. Do just that and have some dinner. Talk to Lilly and Sue like normal until you're told to head for the Port to get your answers. Go there afterwards and talk to the men until you find out about Java the adventurer who should have a pass to the New World. His whereabouts are rumored to be the Cafe, so that's your next stop. Talk to the lady standing in front. Time to find the key to the place. Go back to the Port and talk to more of the men to get the key. Back to the Cafe. Talk to the girl again to give it to her. Watch the little cut-scene with Baal and Mullen. That guy reminds me of Lotor from Voltron for some reason. Anyways, go inside the Cafe at night. Talk to the man in back to find out where Java's at, then the Cafe owner to get Java's wallet, the bait to get him to talk to you. Head back to the Seagull Tavern and have some grub with Lilly. It's daytime after the conversation. Head to Parm Station (located in the southernmost part of town) and talk to the man in front of the gate. He'll let you by. Go up the stairs and hop aboard the train. Recommended Level: 4 Items: 12 Money Pouches, 2 Grenade, Workcloth, Herbs, Def Seed, Wound Sal, Ok Shield, Mi Hammer, Hand Ax When the train lets you off in the field, go to the southwest part of the area to find Java's shack. Enter it and get caught "stealing". After a conversation about adventurers, Java offers the Steamer Pass in exchange for the clearing out of a dungeon in his backyard, the Leck Mines. Go to the west part of the area to find the mine entrance which is now open. Talk to Java if you want to rest or save. Enter the mines. Room 1 Follow the left train track all the way until you reach the next room. Room 2 Follow the right train track. When you get to a bridge, you can fall off of it to get a Hand Ax below. If you want to climb up (you'll have to if you want to move on in the game), press the X button by the wire hanging down and up on the D-pad to climb up. Cross the bridge and continue following that track. When that ends, take the one next to it, and so on until you see the save point. Go into the next room. Deepest Depths Get all the money scattered around and go up onto the pedestal with the orcs. Boss fight! ----- BOSS: ORC KING, 2 ORCS HP: 385, 70, 70 STRATEGY: Kill the two orcs first with combos: you don't need them knocking you back on the IP gauge and doing damage. When you're left alone with the king, use Sue's Pufy Kick attack and Justin's V-slash. Finish the bruiser up with Criticals. ----- The roof starts collapsing. Come out of the room and watch the cart scene with Java. After all that, he gives you the Steamer Pass and fills you in that adventurers have to be alone (no Sue). Recommended Level: 5 Items: none Get off the train, leave the station. Justin tells Sue he has to go alone and she runs off, coming back to kick him in the shin. Go to the Seagull Tavern and talk to Lilly. End the dinner after talking to her at the table a few times. The next morning, go downstairs and watch as Justin vows to become a better adventurer than any of his relatives. Go to the port and talk to the guard that always blocked your way before. With reluctance, he lets you by and you're free to mingle with the travelers and sailors. When you're ready to leave, walk on the pier and talk to the ticket-taker right in front of the ship's entrance. Justin reads the mystery letter and goes inside. Recommended Level: 6 Items: none Go below deck by entering the door right beside the bridge. Take the right entrance and you'll be in Steamer Passageway 2. Explore the rooms within and talk to a few people. Go back to Steamer Passageway 1 and something that looks awfully similar to Pooey will run away from the room. Follow it. Up on deck, you'll find the mystery stowaway. Talk to her twice and to the captain twice choosing the second choice. After being "freed" the friends get a job they didn't want. When they wake up, talk to the first man you see to get a Cabin Key. He'll let you save the game as well. Go upstairs and talk to the first sailor. Choose the first responses and receive a Beef Jerky for your trouble. Go to Steamer Passageway 1 then into the second 1st Class room. Talk to the lady and press X to clean the bathtub. A pitiful reward is yours, but it was worth it for the experience of being a janitor, eh? Head to the lounge and talk to the gambler for a game of chance. I picked tails and got a 100G reward but it might be a random guess. Up to the deck for your real work duties. Talk to the man and find out your "mission": to scrub the deck. I don't think there's a way to perform to his standards, but if you really want to know how, listen to his instructions. Go back to the sailor's quarters and speak to the man to rest. The next day, scrub again and rest. Then back to the deck yet again. Walk to the front of the ship and watch the sequence introducing Feena. Listen to all three choices about Feena's life. The sky becomes overcast. Go inside the bridge and talk to Feena. Leave it and return to the front of the ship. Talk to Feena after her speech and pick the third choice. This would be a great time to go to the 2nd Class area and stock up on accesories. Recommended Level: 6 Items: 9 Gold Pouches, Mana Egg (from the boss), 2 Wound Sals, Adm Sword, Pirate Hat, Resu. Potion, Smarna Get up on the crane (press X by the rope) and walk across to the Pirate Ship. Go down the hole on the right. Use the save point as needed and enter the west opening. Go in the opening in the floor on the west side. Go up the rope by the wall and into the door across the platform. Take the right door. Go down the crane rope onto the box. Follow the wood around to the doorway, go in. Use the save point here and then enter the Captain's room. Examine the diary on the desk and prepare to fight the third boss of the game. ----- BOSS: SQUID KING, RIGHT TENTACLE, LEFT TENTACLE HP: 592, 356, 438 STRATEGY: Kill the right arm first since it heals the others with normal combo attacks. Have Feena use Burn! centered on the main body so that it hits everything each turn. Take out the left arm next, then use V-slash and Puffy Kick on the body. An easy boss if you know what to do. ----- Come out of the room after the quaking. Examine the door ahead to have Feena pick the lock. Go to the resting quarters after your timely escape and sleep. When you wake, you'll be in New Parm! Recommended Level: 6 Items: none Leave the port and go into the city. Take note of the shop and inn on the left and right. You can trade in the Mana Egg you just got for your first spell. I'd suggest giving Sue Water, so she can heal the stronger attackers Justin and Feena. Anyway, head inside the Adventurer's Society building in the center of New Parm. Talk to the secretary until you get the password. Go in front of the office and pick the second choice. Enter and talk to Pakon over and over until Justin decides he doesn't want go through the bull to become a member. Leave the town and choose Merrill Road as your next destination. Recommended Level: 6 Items: 5 Gold Pouches, Mana Egg, Earrings One thing to keep in mind here is to watch out for the spiders perching on the cliffs above who'll gladly ambush you in a moment's notice. Keep your eyes open. Go down the grassy path inbetween the rock cliffs. When the path branches off, go north for a bunch of items. When the path splits yet again, go east then west for a Mana Egg. When you arrive at the viewpoint, go north then west at the junctions. At the next viewpoint, go north and exit the area. Recommended Level: 7 Items: none Go northeast and enter the cabin. Surprise, she's not there! Examine her pretty panties on the clothesline and she catches Justin in the act of perversion. After she leaves, go outside to see what's up. Palom won't get over his obsession. After Justin tries to save her, Palom's stooge Master Chang knocks the stuffing out of you. Recommended Level: 7 Items: 4 Gold Pouches, Shell Shield, Iron Mace, Mana Egg Go back to the city of New Parm and to the church in the western part. It seems the door's locked, so what to do? Check the back shed. Inside it is an opening to underground which you should enter. Go around the straightforward path. Turn the wheel you come across to lower the water level and go north around the path. Turn the next wheel and go back north. Cross the newly uncovered path on the water. Turn the next wheel. Head south into the tunnel. Turn the wheel and go back to the stairs. Enter the northeast side passage down them. Get the Mana Egg and return to the stairs. Now go northwest into another passage. Follow it up the stairs and into another set of stairs which leads into a shaft. Examine the action icon by the left wall. Enter the room and use the save point. Get up on the boxes and follow them to the door above. Go inside. You're almost late! Run across the wood planks to the end. Just when you think you've got her back, the stooge ambushes you. ----- BOSS: MASTER CHANG HP: 738 STRATEGY: The big thing to notice about this boss is his exceptional speed. If you don't think you'll be able to pull of a skill or spell in time, don't select it. Stick to mostly combos since they're fast and have the person with the biggest gap on the IP gauge ahead of Chang do the healing (which should be done if HP falls below 35). Good thing his defense is pretty weak. ---- And victory is yours. The gang leaves with Feena's new independence from the Society. Come out of Feena's house the next morning to find her taking in the breeze. Watch the cut-scene with Baal and Mullen. Seems they have something sneaky going on at the Dom Ruins which will be your next stop after the little mini-dungeon next. Recommended Level: 8 Items: 7 Gold Pouches, Y Medal, 2 Mana Eggs, Move Seed, Pow Fruit, Ginseng Going through the Rangle Mountains is fairly straightforward and now is a time you should take to buff up your magic skills. Look at what the requirements are for certain skills and spells and try to get a few before leaving. Go straight north and follow the edge around where a Mana Egg is ripe for the taking. Continue around and exit the area. Go up the cliffs. Feena makes the party take a rest. The next morning, feel free to use the save point. Now head south. If you go farther, there will be birds resting on the rock. Watch out so they won't ambush you. Go around the rock ledge where the save point was, down the ledge. Follow it completely around and slide down another ledge. Another Mana Egg is secluded here. Keep following the rock and it'll take you out of the forest. Stock up on weapons, armor, and whatever else in New Parm, then continue your journey in the Dom Ruins. Recommended Level: 10 Items: 13 Gold Pouches, Miracle, Speed Seed, 2 Blue Pills, Holy Mace, Dynamite, Herbs, Strength Seed, Jade, Resu. Potion, Mana Egg This is quite a long dungeon, so make sure you take care of bathroom and drink breaks beforehand. When you enter, you'll see weird creatures scurrying around. Make sure Justin's equipped with the Ax before you decide to take any of them on, since it seems that's the only thing that will deal any real damage. To get out of this interesting maze, go straight east and go around the trees to a clearing in the southeast. Follow that around and you'll see another clearing. Go southeast again through the pathway. At yet another clearing, go straight south. Follow the wall to get to the next area. Go east within the fence then step out as soon as you see an opening. Go east again. At the end of the fence, go inside the opening and save. Head back out and into the ruins "tunnel". You'll fight some orcs that'll give you a Holy Mace (the only thing that hurts ghosts) Go south at the split path and inside the internal section of the ruins. Follow the path and keep to the middle to the pillars don't hit you. Open the door and go in. Get on the vine and climb up (press X). Hop off and into the opening. Continue into the rotunda room with a lever. Press it and enter the southwest door. At the path break take the southern route then southern again at the next one. Follow it to the cliff outside. If you walk on the bridge, it will collapse. Go in the door below and use the save point if you wish. Next, take the west path (the other is a dropoff to the first room) then east on the next one. Step on the button on the cliff then press the lever in the room before. Go in the door and press the lever at the end. Head back into the room, out, and east. Go directly across at the path break then northeast. You'll see a vine at the end. Climb up it and into the next room. On the left will be a Mana Egg. At the next fork, pick southeast and press the lever in the next rotunda room. Use the save point and item stash place as necessary. Walk ahead and fight a pretty easy boss (should be if you have your magics around level 4 or so). ----- BOSS: GANYMEDE (front and back) HP: 1500/1500 STRATEGY: Basically, just wail on the monster with attack magics. Ones with ranges are the ones you should choose. Earth ones should only be used for raising/lowering defense since it seems resistant to others. ----- Go ahead on the path that is now cleared into the magic room. After a short conversation with Liete, Justin learns that his quest for Alent and the lost Angelou civilization is far from over. Come back out the way you came. Go across the rotunda room, down the slide, and out of the room. Return across the intersecting pedestals and pass the save point. Climb up the vine. At the next intersection, pick north then east out of the room. Press the next lever. Enter the southeast door. Climb up the vine and out, then go straight south to leave the entrance. When the gang thinks everything's going great, a humanoid youth is found collapsed and hurt. The Garlyles were in wait the whole time, it seems. Recommended Level: 11 Items: 2 Herbs, Antidote, 3 White Sulfa, Smelling Salts, Life Seed, Weeds Come out of Feena's house and examine the fence to the side. Go into the Herb Mountains. There are a ton of paths you can use to find the Red Sulfa and it would take a few pages to write, so I'll give a simple yet effective strategy for finding it: work your way from the outside in towards the center. If you reach a dead end, back up and find another route in. Eventually, you'll come to a point where you can see it off a cliff side. Slide down and pick it up, then go back to the house. The next morning, leave the house to look for the kid. He's playing his flute and having a good old time, so talk to him and see what's up. Ambush by the Garlyle Forces! Recommended Level: 11 Items: 4 Gold Pouches, Resu. Potion, Ult Drink, Soldier Uniform, Officer Uniform, Arm Saber, Army Boots, Army Dart When you're left to roam free, examine the pipe that's glowing. After the guard is put down for the count, leave the room and talk to Feena, then go into the next room. Enter the door and grab the key from the guard. Leave the room and proceed to get your butt handed to you by soldiers. Pick up the key that Leen dropped, go to the next room and rescue Sue and Feena. Leave that room. Go up the barrels into the air ducts and crawl around for a while. You can go up to "windows" and overhear what guards are saying or fight with a few. Eventually you'll reach a room with a lock and eight combinations. Unless you're unbelievably lucky, you won't get the right code so go in the next series of ducts. Listen to Nana, Saki, and Mio give you more-than-subtle clues about it then go back to the lock and enter the following: Right, Right, Left, Left, Down, Up, Down, Up. Go in the door, head downstairs, use the save point, enter the room. Talk to the humanoid then examine the crank. Voila, it opens the cage. Leave the room with Ren (now the Babel syndrome is over). In the next room, Saki and some goons show up to make sure the creature doesn't leave the premises. ----- BOSS: SAKI, 3 PRIVATES HP: 1000/110/110/110 STRATEGY: Take the privates out first with attacks that hit range or all enemies. Try to fit Saki in a few of those. When they're gone, wail on her with tons of magic and skills. ----- Enter the south door after you get the Master Key from her. Now you can unlock any doors you want and get some goodies. Follow the path and then Nana comes down the stairs to stop you. ----- BOSS: NANA, 3 PRIVATES HP: 900/110/110/110 STRATEGY: Use the same one as for Saki. ----- Enter the "warehouse" place and follow the compass to the base exit. Make sure to save before this though. At the end, Mio wants to give out an early execution. ----- BOSS: MIO, 3 PRIVATES HP: 700/110/110/110 STRATEGY: Get rid of the grunts, then just attack Mio with normal attacks. This girl moves as fast as Master Chang and has a nasty habit of casting spells that cause status effects. Luckily, she doesn't have a lot of HP. ----- Head into the room now after saving at the point. Go downstairs and into the train door. <...On This Crazy Train> Recommended Level: 12 Items: 2 Gold Pouches, Crimson Potion, OFC Badge Go in the next room after pulling the brake and the sequence with the gang. Stormtroopers (or something similar) raid the train and you'll have to put up with a series of fights. In the first car after going down the rope, fight the two Private groups and move to the next. Fight the next group and move ahead. In the next room, kill the two Sergeant groups and examine the brakes. Watch the sequence with the girls being left out to dry and arrival into the Misty Forest. Save at the point north. Recommended Level: 12 Items: 7 Gold Pouches, Bao Fruit, Weak Weed From the save point, follow the path keeping a northern bearing. At the first clearing, follow the trees north and then west. At the next break, go east and across the stepping stone on the stream. Then go east and the entrance to Luc Village will be seen. Enter. Talk to Ren at the gate and gain two goals: find the Village Chief and talk to him, then meet Ren at his house. Take some time to explore the village a little, checking out the weapon shop, guard towers (to get a view of the whole town), the item stash place in Ren's house, or the save point. When you're done having fun, go talk to the Chief in his home located in the east section of Luc. He says to stay in the village, you must find... a shrubbery! Okay, so it's really just a small bottle of nectar at the foot of a statue on the God of Light's mountain. Proceed there (it's the gate by the save point). Recommended Level: 12 Items: 10 Gold Pouches, Para Charm, Life Seed, Resu. Potion, Mist Whip, Light Am Inside the dungeon, continue on the path until the first split. Go west until you come to another one. Pick the western one, then follow the path under the wooden supports. Pick west yet again at the next break and you'll come to a pass marker. Go north after reaching it and enter the peak area. This path is really easy and only diverts for locations with treasures. Grab the jar at the statues feet and run back down the mountain. No, you won't have to face a boss. After the peak, go due south and follow the tree and rock edges back to town. Go show the Chief the shrubbery, err, nectar. Talk to him a total of four times. I'd suggest going back in the mountain to level up your magic to about 6 or so. Recommended Level: 13 Items: 16 Gold Pouches, Crimson Potion, 2 Cholla, Resu. Potion, 2 Bao Fruits, Panacea, Oracle Staff, Smarna, Ginseng, Speed Seed Enter Ren's house and spend the night by talking to his mother. Leave the house after the loud noise is heard and after receiving your top secret mission from the Chief, go back to the Mountain. Fight Sergeants along the way and use the same route as before to get to the peak. After the statue breaks and the ensuing guilt trip ends, leave the mountain. Back in Luc, take the east exit into the Misty Forest. A few steps into it, the nut is used to clear up things a little. Use the save point if you need it, then take these directions at the next few path breaks: east, north, east. You'll pass a marker. Go east at the next break and enter the second area. Follow the path directly around and over the stream stone. Take the northeast path and south across the rock over the lake. In the third area, take the east path. Unfortunately, I couldn't find my way back to the entrance to be able to write a walkthrough of this one, but keep a generally northern track and follow the compass, and everything should be allright. Then you finally reach the End of the World! Recommended Level: 14 Items: 6 Gold Pouches, Speed Seed, Agility Fruit, Gust Knife, Trust This dungeon was pretty fun since it's totally straightforward unlike the Misty Forest. Push the block on the path then run away as it falls. Cross over it and continue. Go in the insert with the blocks overhead. Press the left action icon. In the next area, go up the left stairs and onto the platform. Take the left stairs again and another platform. Pick the right path and examine the action icon at the end. Camp in area 3 and use the save and stash points as needed. Continue. Push the button and get on the platform. Push the next button and move onto the next platform. In the next area, wait for the monster to go under the trembling block and watch as it falls down and goes boom. Two more platforms later, examine the bird statue. It comes alive and flies away (sound familiar?). Press the exposed button and fight the easy sucker. Hit the next action button and go to area 5. Run fast through this place so you don't get crushed. Go up the risen staircase. Go up, press the button. Press the next action icon. Camp and stash/save. Pick the platform to the left, push the button and run. One more platform and an action icon later, and you're in area 7. Pick the right platform and smack the next two buttons. Head back down and up the other staircase. Run so you don't get hurt. Press the action icon and go up even more. Walk straight through and press the icon. Area 9 time. These three birds aren't even tough enough to be called bosses. Whack them with some great range attack skills. Hit the button. Go left and camp. Trudge on, and behold the End of the World. Or is it? Check out the machines and get a fun little ride to the bottom. Recommended Level: 14 Items: 13 Gold Pouches, Resu. Potion, Cholla, Antidote, Bamo Fruit, Vaccine, Magic Fruit, Fire Charm, Power Seed, 2 Mana Eggs Come off the rock platform via the hidden ramp onto the grass. Begin the trek northward. Follow the path around, stopping at occasional sidesteps to get items. When you reach the location marker select the path just to the north. In the next area, run so the monster plan doesn't gobble you up. What's this... Sue's shoes? Has she fallen victim to the denizens of the land of mutants? Cross the fern and find another clue: Puffy! Follow the leader. Some buff knight dude (there's one in every RPG) accepts your request to have a manly duel. Don't bother wasting any MP/SP since you'll get your butt handed to you on a silver platter with all the toppings. Let go of the grudge and have a campfire with marshmallows. The next day, save in Gadwin's house (the big fish, you can't miss it). Examine the action icon beside some rocks. Take note that in fights against Rock Men coming up, knife weapons have no effect. Anytime you come to a low group of rocks, press X to break them. When a plant sprouts up, use it as a staircase. Pass the leaf and enter area 4. An action icon later and make the gang run to avoid one plant. At the break with the trees, take a left for a Mana Egg. Don't step on the big plant unless you get weird pleasure out of taking damage. One left and you're ready to enter Dight Village. Recommended Level: 15 Items: 13 Gold Pouches, Mushroom Shield, Move Shroom, 2 Mana Eggs, Demon Amulet, 2 Healthweeds, Mage Seed, Disease Charm, Confusion Charm, Sickle, Hail Bow, Pirate Helmet Do the normal weapons shop thing and chat with the local folks, then enter the inn for a well-deserved rest. Jar-Jar Binks, err, Guido, is pleased to make your acquaintance. Choose to rest and get woken up by Gadwin. It's... raining! What terror! It apparently is for the citizens of Dight. Leave the inn and go to the beach where everyone is gathered. To end this insanity, head with Gadwin to the Typhoon Tower and retrieve the Spear of Heroes. All in a day's work. In here, let the enemies come to you. They move fast and the last thing you want is to be ambushed. You can cross mushrooms and rocks over the acid rivers. Go north and up the hill. Cross the east rock and go north again. There's a Mana Egg ripe for picking. Go back down the hill and to the west. Take the mushrooms to the top. Go north and cross the mushrooms at the river. North, and yet more fungi. Go northeast and into the peak area. Cross the mushrooms in the northwest. Follow the path uphill. Use the compass to find the structure in the center and enter it when you've finished talking to the friendly insectoid inhabitants of the area. Use the save point. From there, go northwest to find another Mana Egg. Press the green button on the floor. Go up the new staircase then take the northernmost staircase. Slide down the rope at the end and press the button. Get onto the staircase and press the switch that rotates the platform. Head back the way you came to the first room. Downstairs, pass the save point and go in the other direction. Take the red stairs. Pick the northern one and head across and find the save point. I think you know what's coming up! One staircase later and you're forced to fight the insect king. ----- BOSS: SERPENT (MEAN HEAD, NICE HEAD, HOT HEAD, BAD HEAD, BODY) HP: 486/800/516/600/1071 STRATEGY: This guy is really easy and probably won't get many attacks off. Simply wail on this creature with range skill and spell attacks. No problem at all. ----- Step on the button behind the throne. Walk up the newly formed staircase. Read the stone tablet at the top. Oh darn, Gadwin can't fit in the crack so guess who's going instead? Read the tablet again and enter the left mirror (Stars). Go up the staircase and take the weapon. In typical ancient ruins fashion, the place collapses. Keep a southerly track and find the exit by following the walls. Back in Dight, talk to the Chief on the beach. Go up on the nest and press X to deposit the Spear of Heroes. Head back down and talk to Gadwin to get your next goal: enter the Twin Towers. Take the scenic route and pass through the Lama Mountains. Recommended Level: 18 Items: 13 Gold Pouches, Yellow Pill, Sil Orb, Healthweed, Dragon Killer, Eye Stone Head southwest up the hill, cross the green bridge and onto the west path. In the next area, camp and watch the cutscene with Mullen and Leen. They're always up to no good. Follow the path and onto the cart. Take the eastern most cart next, then the south one and ride the others to the exit. In Gumbo Village, go to the Chief's house in the western part. It seems there's a lot of paranoid people here. Choose the first choice when talking to him. Leave the Greeting Tent, talk to a few lovers, and then back to the Chief. Choose to rest. Leave the inn and head back to the Greeting Tent. Talk to the Chief yet again. For the perfect festival finale, Justin and Feena have to... be sacrificed??? They aren't too thrilled about it either. A catapult ride later and the two get stuck on the volcano and must kill a dragon to survive. Recommended Level: 18 Items: 14 Gold Pouches, 2 Healthweeds, Blue Potion, Mana Egg, Dragon Scales, Def Seed, Gem Chain From where they land, take the south path and get a Mana Egg. Come back and now take the path north and west of the save point. See the marker and continue past it to reach the next area. Go up, use the action icon on the boulder and follow that sucker down to the bottom. Sue and Gadwin hook up with the guys again. At the next marker, take the northwest path and then the northern branch. Head northeast and cross the log bridge. Go north up the path. To dodge the steam gun, run past it after it fires twice in a row. Into the Crater. Continue on the path upward, use the save point, and take the south path. Uh-oh, the camera position switches. This can only mean one thing. Here it is! ----- BOSS: MADRAGON HP: 2150 STRATEGY: This guy's even easier than the Serpent. Simply use critical skill attacks on the part of the body that is higher on the IP gauge. When you're out of SP, wail on him with ice magic. Make sure not to use fire though. ----- Head back down the erupting mountain. Back in the village, enter the gate. Choose to leave the tent. Go to the pier. That thing's taken up, so then go to the little islet over the bridge in the west. So... romantic *sniff*. Now onto the serious stuff: the Twin Towers. Recommended Level: 20 Items: 15 Gold Pouches, Speed Seed, Vacuum Scroll, Spell Break, Magic Block Charm, Revival, Death Charm, Forest Charm, Power Seed, Move Break, Angel's Darts. One quick note: this dungeon was simply gargantuan in size and I know I probably missed a few items. I am aware of this and apologize for anything important I didn't find. Now that the regret is over let's get to the meat of the situation. Go to the pier the next day, talk to Danda and choose to leave once your preparations are allright. At the beach, follow the compass to Twin Towers South. Go west and follow the rock wall around until you come to an open doorway. Against the Medusas in here, eliminate the ones preparing to use Magic Block first. If you do run out of luck and get blocked, run back to the recover point on the beach. Go in the southern maze entry then west at the break. Get on the button and press X. Go into the next opening. Run past the clamps and onto the east path. Take the northwest path at the next break, then south. Press X on the next button. Go in the south opening. Run past the chompers and pick the second choice when you reach the guards. Go inside the "facility", hobnob with a few lazy guards and try to enter the center building. Note the "try" part. The three bit--err, women come out snobbish as usual. Dart inside when they leave and examine the lens in the middle. Try to leave again. Uh-oh, the badguy Mullen and his sidekick Leen show up. Pick any choices you want, you'll still be in for a butt-whipping. After the friendly get-together scene with Mullen and Feena, take control of Justin and move west. Save if necessary. Go up the stairs and follow the path around. Kill the horde of frogs if you really need experience, otherwise don't bother and run around them. Save Leen (Shouldn't she be able to kill those things easily? She is a Garlyle soldier after all.). Go up the stairs and up the elevator. One more elevator later and watch another cut-scene with the other guys. Move to the light in the final room and take the south path back after the sequence. It's... Feena! Head out of the room with a different impression of the Garlyle elites and hook up with Gadwin and Sue again. All the doors should now be open and free to explore if you want more items and/or experience. Leave the Twin Towers the way you came in then head back to Gumbo. Recommended Level: 22 Items: 7 Gold Pouches, Life Seed, Healthweed, Wind Charm From Gumbo Village, go back to Dight to learn about how to cross the Mermaid Sea from the Elder. Go in the geezer's house and get the info you need. After the little fainting spell from Sue, head for the Mysterious Vanishing Hill. Whoa, what a title. Go west on the path and use the save point. Press the buttons to lower the block paths. Keep in mind that only swords can hurt the crab enemies around here. Pick the east path and get the silver key in the box. Oh boy, a whole slew of enemies have a craving for adventurer stew. Fight them if you wish, then back to the save point. Open the huge gate in the middle. The camera switches, which could only mean one thing: ----- BOSS: MASSACRE MACHINE HP: 1800 STRATEGY: Use your strongest attacks on this jabronie and you should be more than fine. It didn't do a single point of damage to any of my characters. ----- Watch the cut scene with Sue. Take the platform up then east. Take the next one down. Push the button and go up the new set of stairs. Press the other button and head back down for the gold key. Walk back up the hill, go near the edge and fall down. Enter the doorway and back to the save point. This time go west and open the door at the end. Take the platform up and run across the bridge before it disappears and you have to fight a few extra baddies. One platform later and the camera changes yet again. ----- BOSS: MASSACRE MACHINE HP: 2000 STRATEGY: The same as the other one, except this one's a little tougher. ----- Continue on and push the buttons. You have to do them in a certain order to make the stairs rise up in order. To reset and try again, push the south one. Grab the orb and head back to Dight, more specifically, Dr. Alma's. After a tearful announcement, go back to the Mysterious Vanishing Hill. Head south into the cave area and examine the device in the back. Watch the sequence and grab some Kleenex. Return to the Dight Inn to talk to your other party member. He just loves to make things difficult, so go to his house in the Valley of the Flying Dragon. Talk to him and prove you're a REAL man. ----- BOSS: GADWIN HP: 1525 STRATEGY: Use any spells, moves, or combos you think necessary. He does 0 damage no matter what. ----- Return to Dight. Recommended Level: 23 Items: 6 Gold Pouches, Rain Weed Now that you can use Gadwin's ship, head to the Dight dock and talk to Dr. Alma. Choose to get on the boat when you're ready. When it's night time, come out of the boat (save if you want) and see Feena glowing in the moonlight. I smell "Lady and the Tramp" coming on for some reason. Just when things get hot and heavy, a girl shows up out of nowhere to break up the fun. Keep in mind that Justin is a teenager with raging hormones, so he takes the bait. When you're ready to find the pirates, save then follow the compass around to the base. The path was very confusing to map out (not to mention an INSANE amount of enemies) so with a little exploration, you'll find it. Most enemies you can avoid though. At the top with the girls, go inside the room with the last girl. Oops, she's really part of a monster! Reminds me of that Princess Snake episode of Dragon Ball Z. Anyways, here's yet another boss fight. ----- BOSS: GRINWHALE, LURE HP: 1985/1733 STRATEGY: Range attacks work really well especially Justin's new Dragon Cut if you have it. Heal when HP reaches about 70 or so and you shouldn't have a problem. ----- The island begins quaking in typical Grandia fashion. Make your daring escape, watch the closing sequence, and save. Why closing? Because you've just finished Disc 1 baby!!!!! DISC TWO Recommended Level: 24 Items: 18 Gold Pouches, Slouch Weed, Thor's Fury, Whistle, Healthweed, Water Charm, Run Seed, Resu. Potion, Golden Potion, Mage Seed Upon arriving on yet another new land area, take this time to level up your magics. Battles will be harder now and magics will boost your stats. Run into the helicopter plants to get hurt (and thus increase your water experience by healing). From the boat, go south a little ways and take the first east path. Take the northern branch. The big flowers you'll see are cannons that will shoot you to various parts of the forest. Take the northeast path when you reach them and follow the path around. Go south at the next break. You'll know if you're in the right area if you see another helicopter plant. Who's up here but Guido! The strange Mogay salesman puts the guys up for a night (for a small fee of course). Use him to rest if you need it in the future. Continue on the path going east at the first break. Examine the action icon to cross the lilly pads. Follow the path around to another water area. Use the second action icon to cross some more pads. One more action icon and head northeast then east. Some little demihuman kid runs away from you. Continue and fall hook, line, and sinker into the hole-in-the-ground trap. After the little introductory sequence of Rapp, go south of the rock and use the save point. Continue ahead and fight the obligatory boss. ----- BOSS: TREANT (BODY, ARM, FLOWER) HP: 2249/1366/1385 STRATEGY: Use Justin's Dragon Cut and other skills and spells that are range or hit all enemies. Keep in mind the creature is weak against fire. ----- Now that Rapp has admitted he had the wrong opinion of you, continue on your journey to leave the forest. Look out for animals that will try to sneak up on you. Turn around and they'll run back into the bushes. Go south then east and look out for monsters dropping out of the tall flowers. Go north and at the marker, east and out of the area. Recommended Level: 25 Items: 28 Gold Pouches, Def Seed, Para Charm, Life Seed, Mana Egg, Magic Seed, Cookies, Rescue Set, 2 Run Seeds, Home Run Hammer, Plug Suit Enter Cafu from the world map. Go to the elder's house and get your next goal: to investigate the Tower of Doom that caused the people to turn into stone. Enter the Petrified Forest after getting the necessary equipment. Follow the path normally and find Rapp's parents. Poor guy. Head east and on the southeast path for a Mana Egg. Come back and take the north path. In area 2, take the northwest path then southwest to the marker. One more northwestern direction and go up the rock ledge to see the tower in all its glory. In the actual Tower of Doom area, go northeast and fight a charming southern belle in Milda. ----- BOSS: MILDA HP: 2800 STRATEGY: Wail on this broad with either your skills or combo attacks. She'll go down in a heartbeat if you're strong enough. ----- After waking up in the warehouse you get her as a team member whether you like it or not. Come out of the warehouse after saving and go north around the fence and sheds. Enter the building. Take the east door and into the only door in the hallway. Press the action icon by the wall. Three doors later and head up the stairs. Begin on the east path then use the northern branch. Head through a door and downstairs. After two doors, avoid the lasers and enter yet another door. Break the control panel to get rid of those things (and some of the locks). Head back to level 2. This time take the south path but dart into the side
door first.  Enter the west door, examine the action icon, then back
to the main room of level 2.  Take the north path, use the stairs and
save.  Take the south door, go around the other side and out.  Turn the
switches by the wall off to open some doors with monsters and items in 
them.  Keep them on when you want to proceed.  Go upstairs when you're
ready and watch the sequence with the being known as Gaia.  To leave the
tower after the not-so-peaceful event, take a direct south path.  Go back
to Cafu.  After talking to the elder, go in the inn and eat.  Later, go
outside to look for Feena.  She's at the end of the northwest path to the
plaza.  Head back to the village to protect it from the Garlyles.  Enter
the gate in the top part of the village and watch the sequence.  I think
Cupid has a new rival.  Talk to the elder in the center of the village
and return to the inn.  Rapp volunteers himself to continue with the
gang on their quest to reach Alent and Milda suggests heading to her
hometown to speak with her darlin'.  Get all your stuff situated and head
for the Zil Desert.


Recommended Level: 27
Items: 10 Gold Pouches, Energy Ring, Cactus Thorns, 2 Resu. Potions, 
       Cactus Armor, Def Seed, Anklet
Head due south to get to the second area.  That's it!  Use the save point
and go east up the ledge.  Follow the path around and go in the southeast
entrance.  Follow the west wall to the exit.  Next stop: Zil Padon, the
merchant city.  Go into the Alqada Inn, choose to stay, and eat.  Do the
usual shop/gossip then leave for the Savanna Wilderness.


Recommended Level: 29
Items: 13 Gold Pouches, Move Seed, Blue Potion, 2 Mana Eggs
Head immediately southeast to get a Mana Egg and follow that border until
you get to a bridge.  Cross the bridge and then the next one just around
the other side.  Head south to the exit after Milda speaks.  The other Mana
Egg is on the East Savannah.  Continue the trek into the Brinan Plateau.


Recommended Level: 30
Items: 5 Gold Pouches, Restraint Walnut, Power Seed, Crampons, Silence
       Sword, Life Seed, Explosion Charm
Use the save point then go up the ramp beside it.  Choose any path you
want; they'll all lead to a big ice shelf.  Watch out for apes ambushing
from the rocks above.  Take the southeast path and you should see a marker.
Press X to break the ice blocks and take the west path.  Enter the opening.
In the next area, take the west path and then straight south.  You'll see
another marker.  Take these next few path choices: east, north, west.  Go
east and you'll see an action icon by a snowball.  Examine it and create a
new path.  Return to the marker.  This time take the northwest path and
cross the new path you just made.  At the next intersection go east then
south to exit.  Laine Village at last!  Do the normal inn/shop thing and
enter the front gate.  It seems that Darlin is a.... giant hamster with
horns???  That's my impression of him at least.  After the little intro
and sequence at his house, go to Derlin's which is two doors to the west
(they make sure to point that out at least twice).  Seems the guy doesn't
know much about Alent either, so now go to Dorlin's (the big tower on the
lake, can't miss it).  Yet another complication as this guy is talking
nonsense without his horn.  Guess what?  Another dungeon is coming up for
you to enter to retrieve it.  Leave Laine and go to the abandoned Laine
Village that is quite different from the first.


Recommended Level: 30
Items: 13 Gold Pouches, Iron Clog, Salmon, 2 Primeribs, Power Seed, Defense
       Fruit, Mana Egg, Warp Staff, Wolf Boots
No, you're not hallucinating.  This place looks like something from the 
Twilight Zone but you have to brave it anyway.  Save and go through the
south boxes.  Take two west directions and go in the warp machine.  Go
north to the next warp and then the door.  Head north, east, then southwest.
You'll see some stairs.  Pass by them to get a Mana Egg and return.  At the
end there will be a box warp.  Follow the compass in the next room to the
correct door to enter.  Don't touch the tails in this weird basement room
unless you want to buff up water magic by healing.  Go northwest past the
first one and you'll see a marker.  Head north and east past another tail.
Continue on the path and save.  Enter the core and move straight ahead.
Boss time.
-----
BOSS: GAIA BATTLER (BODY, R. HAND, L. HAND)
HP: 3567/2528/2573
STRATEGY: Justin's Heaven and Earth Cut (if you have it) works wonders.
Just stick to range attacks and others that hit all enemies and you'll be
fine.
-----
Go to the north side and open the treasure chest with the horn inside.
Return to Laine and then to Dorlin's tower.  One party member departs and
the gang's off to Zil Padon to check out what the Mogay know about the 
entrance to Alent.  Head to the fountain in the city and meet Gina.  Now
your "mission" is to enter the Elder's house.  It's in the center of the
Mogay section of town hidden behind a wall.  Talk to some of the people
if you can't find it.  When you finally do, it's none other than Jar-Jar
Binks! (and no, I won't drop that line)  Pick the second choice when he
asks why you want to go to Alent.  The little bugger decides to tag along
so make a sidetrip to the general store to get him equipped.  Save at the
inn and try again to go in the fountain.


Recommended Level: 31
Items: 22 Gold Pouches, Pretty Jewel, Thunder Arrow, Resu. Potion, 2 Run
       Seeds, Warp Shoe, Mage Seed, 2 Power Seeds, Miracle, All-Around
       Seed, Lightning Charm, Def Seed, Main Gauche, Counter Ring, Mana Egg
After the little sequence, save at the save point (I'd suggest making it on 
a different file).  Follow the wall around to the northeast.  Cross the rocky 
path and go north.  You should see a marker; head northeast at it.  In the 
second area, continue on the road.  Be careful of a drop-down section.  At 
the end of the road, go south and step on the red button below.  Press X to 
activate it and go through the tunnel it opened.  Cross the floating platforms.  
If you mess up and fall off, use the west stairs.  Keep a generally western 
track on the platforms with a few exceptions of dead ends.  Use the save point
and continue around the path.  Enter the shrine and notice the familiar camera
angle change.  Yep, keep walking around.
-----
BOSS: RUIN GUARD (BODY, AX, BOOMERANG)
HP: 4500/2350/2350
STRATEGY: Use range attacks then ones that hit all enemies.  This guy didn't
get a single turn!
-----
Go upstairs now that the dud is gone and then up the colorful waterfall.
Take the Medal of Knowledge and try to leave... ain't gonna happen because
you get interrupted by the friendly neighborhood Garlyle Army.  Watch the
little sequence between the father and son then return to the ledge in
the next area.  The gang jumps down.  Go in the door and follow the path.
Take a northwest direction at the junction.  Watch the sweet CG movies of
the Golems coming to life and continue on the path to escape.  Go west and
south and you'll pass another Golem.  Go down the stairs if you want some
items.  There's a Mana Egg in a chest there.  Watch another sequence as 
Feena reveals she's not the only sister with a hidden power...


Recommended Level: 32
Items: 8? Gold Pouches, Revival, Mag Fruit, Demon Eye Stone, Power Seed, 
       2 Speed Seeds
This one is short and sweet.  Try to avoid the enemies since they give little
experience and are basically just a waste of time.  First go southeast to the
save point and a door.  Go southwest, southeast, and upstairs.  Follow the 
path.  At the triple-path scenario, pick the northwest one.  Go southeast
at the next intersection then one more southeast for good measure.  Up the
stairs and onto another path.  Justin runs into good ol' Mullen and is helped
for some reason.  When you can control him again, examine the centerpiece to
raise the elevator.  Enter the door and continue ahead.  Watch the sweet cut
scene after this and get ready for a fight aboard the Grandeur.


Recommended Level: 32
Items: 8? Gold Pouches, Move Fruit, Warrior's Mail
Enter the door and use the save point.  Go downstairs and northwest.  Turn
southwest and use X to raise the bar.  Go downstairs again, northwest, and
around on the path.  In the next room go east and in the door.  Continue
and face the witch sisters all at once!
-----
BOSS: NANA, SAKI, MIO
HP: 4000/5000/3000
STRATEGY: Use Justin's Heaven and Earth Cut, then have Guido use Mogay Hypo
to restores Justin's SP, and do it again.  After that use criticals to get
rid of the girls.  Range attacks might not work since they move around a lot.
-----
Follow the compass to leave the room and watch the sequence.  Continue after
the ship breaks and confront Baal.  After Justin makes his decision and is
tricked, leave the pit.  Baal's had enough and decides to destroy the youthful
adventurer once and for all.
-----
BOSS: GENERAL BAAL
HP: 2783
STRATEGY: Use W-Breaks.  That's it.  He'll fall in no time and probably won't
even get an attack off.
-----
Go check on the hurt Feena and watch the falling sequence.  When the gang's
all back together, return to Laine and talk to Darlin.  He doesn't know anything
as usual so talk to Dorlin.  There's only one barrier between you and Alent:
the Rainbow Mountain.


Recommended Level: 33
Items: 9 Gold Pouches, Life Fruit, Life Seed, Trust, 2 Def Seeds, Phantom Silk,
       Def Fruit
Leave the Brinan Plateau and go to Darlin's house in Laine then to Dorlin's.
Now the only thing between you and Alent is the mysterious Rainbow Bridge.  To
get to it you have to proceed through a dungeon (big shocker).  Enter Rainbow
Mountain by the entrance by the lake.  Follow the path and walk across the first
rope.  Keep in mind the only thing that will hurt Crimsonas is magic.  Pick the
south rope and head down the vine.  Go on the rope then take the southernmost 
rope.  Take another rope and then the northwest one.  You should see a marker.
Go on the next rope and reach the peak.  Use the save point and take the northwest
path.  Up another rope and go east.  Cross the bridge.  Head northeast and up yet
another rope.  Go southeast across another rope and follow the path.  You'll end
up in front of the rainbow at last.


Recommended Level: 34
Items: Gold Pouch, Mana Egg
Follow the path and pick up the Mana Egg by the steps.  Use the save point and
trudge on ahead.  You'll fight the first boss of three.
-----
BOSS: HYDRA (BODY, PEARL HEAD, HOT HEAD, NICE HEAD, AWFUL HEAD)
HP: 3721/2848/2292/1742/2462
STRATEGY: Use attacks that affect all the enemies or ranges.  Goes down easy.
-----
Go back to the save point to recover MP and return.  Go east into the elevator.
Follow the path then take a north turn.  Boss number two.
-----
BOSS: GREAT SUSANO-O (BODY, AX, IRON BALL)
HP: 3453/2306/1600
STRATEGY: Same as the other one.
-----
Recover at the save point and continue on the path.  Numero tres.
-----
BOSS: PHANTOM DRAGON
HP: 3976
STRATEGY: Use your strongest single attacks.  This one's a wussie.
-----
Enter the building and wonder in amazement at all the many Liete holograms. Talk
to them all and head upstairs.  Talk to the real one twice.  After the sequence,
you get a new party member.  When the rocket crashes, use the compass to exit the
Savannah.


Recommended Level: 35
Items: 8 Gold Pouches, 2 Run Seeds, Blue Potion, Magic Lipstick, Soul of Asura
Enter the Luzet Mountains when you're prepped and use the save point.  Take the
south path and press X to open the gate.  Pass by a set of stairs and follow the
path around.  Go around the dancing Yetis unless you need some more experience.
Continue on the path and head south at the break.  Follow that one to the second
area.  Use the save point and head on the east path.  When it splits, go south
then southeast.  Enter the hole and keep a straight course until you fall out.
Follow the compass to the exit.  Enter J Base.


Recommended Level: 36
Items: 11 Gold Pouches, Agi Fruit, Run Seed, Pope Hat, Blue Potion
Go north into the second area.  Uh-oh, there's guards... that are your friends?
After finding out why, use the save point and return to the entrance.  Go in
the other door to the side.  Enter the Command Center room on the west side. Go
in the TACOM Center to the north.  Talk to the dead man (I'm not quite dead yet!)
to get information about where Baal and Mullen headed.  Examine the corner statue
in the upper part of the room.  Enter the secret door and after seeing a wounded
colonel, go down the ladder into the underground ruins.  Use the save point.  Head 
southwest inside the tube-like structure and dart in and out through the various 
doors to the south.  Continue on that general path through the areas until you 
reach the third area.  Head up the stairs to the east, then south up more stairs.
Use the save point and press X on the elevator ahead.  Big boss fight!
-----
BOSS: BAAL (BODY, TENTACLE)
HP: 6000/7000
STRATEGY: Use range attacks and ones that affect all enemies.  Piece of cake for
somebody that thinks he has the power of a god.
-----
After the sequence, leave the room.  Take the east door to Mullen's planning room
and listen to the mission.


Recommended Level: 36
Items: 5 Gold Pouches, Life Seed, Run Seed, Mage Seed
Head south when you leave the ship to reach the encampment.  Save and shop at the
places near the tents.  Enter the Officer's Tent and talk to Feena.  Leave that
one and into the TACOM tent.  After the sequence, leave and go east to exit the
area.  Go to Zil Padon.  Watch the scenes, then pursue the beasties that threaten
the innocent folk.  After a little bit, Gina talks to the gang.  When you have
control of Justin, talk to her again.  Try to leave the Mogay sector.  Ain't gonna
happen because your favorite Gaia Battler drops in for a visit.
-----
BOSS: GAIA BATTLER (BODY, R. HAND, L. HAND)
HP: 4976/2742/3109
STRATEGY: Use the familiar all/range attack strategy.
-----
Go to the Mogay Inn near the entrance.  Head to the Luzet Mountains again.


Recommended Level: 37
Items: none
Use the same walkthrough for this area that I gave before.  Watch the cutscene in
the second area and head to J Base.  Inside that place, go through the tons of 
rooms to the Control Room.  Watch the scene and head down to the Steam Cannon Room.
Go down the stairs and up to the door on the other side.  Watch the scene.  Back
in Zil Padon, talk to Rapp and Liete.  Go inside the inn and come back out.  Head
to Guido's house after that then back to the inn.  Feena's missing?  Leave the inn
and go to the Field Base.  Go in area 2 and head back.  The gang splits up.  Head
back to area 1.  Go to the Savannah Wilderness.  In Zil Padon, go to the platform
in the center of town and speak to Guido two times.  The band gets back together
and prepares to enter the door.  Do it.  Go north and save.


Recommended Level: 38
Items: Revival, Force Knife, Spirit Shoes, Spirit Sword, All-Around Fruit, Magic 
       Fruit, Life Seed, Light Gauntlets
Head east and work your way around on the blue colored paths that show up.
Fight the boss at the end.
-----
BOSS: MAGE KING (BODY, WAND)
HP: 3892/2346
STRATEGY: Use the familiar all attacks/range attacks process.
-----
Head upstairs, cross the various platforms by walking around and pressing X.  Get
the sword.


Recommended Level: 38
Items: 14 Gold Pouches, Magic Block Charm, Gold Potion, Spirit Shield, Lion Boots,
       Crimson Potion, Angel's Robe, Evil Shuriken
Inside J Base, head north inside the crack formed by Gaia.  Use the save point and
go inside the second area.  Go in the first door on the staircase.  Head east at
the break.  Take the west path.  Walk around causing blocks to sink until you can
take the west path.  Head west yet again.  Continue on and press X to invert the
stairs.  Use the save point.  Press the blue, red, yellow, and green buttons to open
the door.  Go in it and take the southern path.  Press X to switch to open the door
then X again to reverse the stairs.  Head west and push X inside the ball when it's
yellow.  Turn the diamond so that you go in the door.  Out of the white pod, save.
Go north and the camera shifts.  You know it, I know it, and the American people 
know it.
-----
BOSS: GAIA BATTLER (BODY, R. HAND, L. HAND)
HP: 5871/4237/4291
STRATEGY: Same as the Mage King.
-----
Continue, use X to open the gate.  In area 5, follow the path and watch the scene.
An unlikely boss!
-----
BOSS: MULLEN
HP: 2946
STRATEGY: Simple W-Breaks will do the trick.  I didn't get hit once.
-----
Now it's time for the final showdown.



Recommended Level: 39
Items: 8 Gold Pouches, 2 Gold Potions, Crimson Potion, Tear Jewel, 3 Spirit Potions,
       Talisman, Power Fruit, Discus, Blue Potion, Spirit Charm, Spirit Armor, Sun
       Robe
Use the save point and head north.  Pass the cactus and continue north until you 
can't go any further.  The camera fixes in place and you have a boss battle.
-----
BOSS: GAIA TREANT (BODY, ARM, FLOWER)
HP: 4578/2963/3167
STRATEGY: Same as for any boss with more than one part.
-----
Go up the rope to the second area and head straight north into the mouth-like
structure.  In area 3, head into the next room.  Flip the room by walking into
the ball.  Follow the compass north.  Try it again if you can't go any farther.
The camera switches again.
-----
BOSS: GAIA ARMOR
HP: 6785
STRATEGY: This one also has an eye target which is a weak spot.  Use attacks that
hit one enemy and you'll be fine.
-----
Examine the action icon where the monster was standing.  Go in the new door.  Head
into the tube and into one more.  Take the east tube, then the west one, then the
south one.  Follow the other tubes and examine the three colored poles.  Go back
out and into the unblocked door.  Press X on the black dot to rise.  The moment 
you've been waiting for: Baal at last!!!!
-----
BOSS: BAAL (BODY, G. TENTACLE, G. TENTACLE, GAIA CYST)
HP: 7000/6000/5456/4500
STRATEGY: Use range attacks or ones that hit all enemies.  I used my most powerful
ones and he didn't get a single attack off!
-----
Press X on the next dot.  Take the west path.  Go by the item stash point and use
items to get your HP/MP/SP to maximum.  Walk just a little further and fight the 
real last boss of the game.
-----
BOSS: GAIA CORE (BODY, MEGA GAIA, MEGA GAIA)
HP: 9999/4800/4800
STRATEGY: Same as for Baal.  No problem at all.
-----
Go in the door and watch the ending sequence of the game.  You beat GRANDIA!!!!


DISC TWO SECRET DUNGEONS


Location: the western side of the Zil Desert (area 1)
Recommended Level: 30
Items: 8 Gold Pouches, Sonic Walnut, Heavy Shield, Fireproof Cape, Expensive
       Jewel, Diana's Amulet, 2 All-Around Seeds, Ice Blade, Y Medal, 
       Satisfaction Gem, 4 Soldier's Souls, Godspeed Knife, Energy Charm
This dungeon is fairly easy if you're at the right level.  Enter it via
the entrance at the western edge of the first area of the Zil Desert.  Use
the save point and begin by going west.  Take the first northwest path and
you should see a marker.  Take the north path from there and then the west
one.  One south path later and you'll enter B2 through a hole in the rock
wall.  Take the north path then north and jump off the spring board or just
fall down.  Pick the southeast path farther down and then west.  Head north
into the wall and sub-dungeon and down the stairs at the end.  Go through
the northeast hall.  Take the northwest path and fall down the ledge where
a spring board is.  Go in the east room.  Move in the direction the bird
statue and you'll find a hidden room.  Enter it and get the key then return
to the big door you saw on your way there.  Press X to unlock it.  In the 
next room, the camera angle changes so you know a boss is coming up.  If you
spent a lot of time searching for items, it would be wise to go back to the
very first area and save since the boss is VERY hard.
-----
BOSS: KUNG FU MASTER
HP: 4776
STRATEGY: The biggest thing to remember is keep on hitting him because he 
heals for around 250 HP each turn.  Use the group's weaker skills (that take
less SP to use) because you want to hit him for a lot each turn for a lot
of turns.  Make sure one character has the Alhealer spell and use combos when
no MP/SP are left.  Ice seems to work good against him as well.
-----
Walk around to the east and west to find hidden Soldier's Souls in the walls.
Go past where the boss was standing to find the rest (a total of 4) and you'll
be able to get the Energy Charm from the chest on the slope.  Be careful
because each time you take a Soldier's Soul, enemies will appear in the tunnel
from whence you came.  Leave when you're done wasting time.


============================
=Frequently Asked Questions=
============================
Q. How the heck do you pronounce the title?
A. I say it "Grahn-dee-uh."  I have no idea if this is official or not.

Q. Is GameFAQs the only place I can find this guide?
A. No sirree, it's also located at my website, Gaming Fortress
   (http://www.gf3d.com), at my friend Hiei's Grandia shrine 
   (http://www.rpgclassics.com/grandia), at About.com Videogame Strategies 
   (http://vgstrategies.about.com), and Cheat Code Central 
   (http://www.cheatcc.com).

Q. Why did you put all the lists after the walkthrough?
A. Because I know it's a pain to go through the junk to get to the
   gold and decided to reverse the situation.

Q. How often will you update?
A. I'll do another version of the guide every seven hours of the game
   or so.  Since I'm gonna be starting a new college semester in 
   January, updates might not come as often as I'd like.  Expect
   around one per week.

Q. Why don't you tell me where the items are?
A. It's my belief that the best part of any RPG dungeon is the
   exploration and as such, have a little fun and find them yourself!
   I will tell where important ones are though.

Q. Your guide seems pretty dull.  Couldn't you spice it up a bit?
A. I'm doing my best to write this thing as spoiler-free as possible
   and sacrifices have to be made.  Plus, I bet you have much better
   things to do than read my FAQ like a novel.

Q. I found something you missed.  Can I send it in?
A. I appreciate the offer, but I won't put anything you send me in the
   guide, simply because I can't verify it.  The only exceptions will
   be battle strategies or general tips and you'll get credit for it.


==================
=Tips for Success=
==================
-Talk to everybody more than once.  You'll get funny bits and useful
 information.
-Search everywhere and everything.  Items are hidden in the most
 unusual spots in the game.
-Remember in battle, the IP gauge is your friend.  Know when's the
 right time to attack, defend, and cast spells.
-Try your hardest not to be ambushed before a battle.  The enemies may
 get two or more attacks off before you can do a thing.
-Keep an eye on the compass and where your characters are so you don't
 get lost.
-A good strategy for getting tougher is using a ton of magic spells in
 battles (to increase magic exp) then run real quick to a save/recover
 point.
-Switch weapon types occasionally to keep a good balance in necessary
 ones.
-Boss strategies: using Critical attacks will knock the bruisers back
 on the IP gauge and may not even let them attack.  I beat the first
 boss using this method and didn't get hit ONCE.

These tips are from Doomsayer13 (Doomsayer13@hotmail.com):
-Raising magic is hard, especially the early stages of water magic so
 what I did was always use "Heal" in my menu to heal my party and then
 replenish my MP at a save point.
-You get more magic experience by hitting groups rather than single enemies.
 You also increase your maximum SP and MP by increasing the star ratings on
 your specials (the max is five stars).

These tips are from Bryan (bcs@thenewbreed.com):
-Also when talking to people, you can get special items if you answer their
 questions correctly.
-Enemies drop useful items and weapons, so fight all different types to get
 different results.
-Change the camera view to find hidden items and enemies.
-When it's a character's turn to choose a command in battle and an enemy is
 about to attack you, select defend and then evasive so the enemy will miss
 you.
-Examine odd looking pictures on the walls of dungeons.  They could be a 
 secret door that leads to a secret passage with useful items.
-Combat is your friend, not your enemy.  Spend a couple of hours every once
 in a while to raise magic and weapon levels.  Since your stats boost at those
 levels go up, you won't regret it.

These tips are from Nam Do (odman01@hotmail.com):
-To get more SP easier, try using the moves that attack groups, ie. Justin's 
 Dragon Cut (Gadwin's), Feena's Fire Whip, and Rapp's Neo Demon Ball. For Justin 
 and Feena, you'll also get lots of magic points, which is useful to raise 
 Feena's Lv 2 MP for using World End. Equip the appropriate weapon to raise your 
 stats, too.
-Try not to use magic spells that always attack all, like Zap All because the points 
 you get aren't as high as a normal spell like Burn, Howl, or Quake. 
-Give Liete a telescope because she's not good at close range. She's more useful 
 for her magics, using items, and her critical move. 
-The sleep spell is useful for raising your water level later in the game. If a 
 particular character doesn't have sleep, they may have Freeze, which you can use 
 instead. Diggin' works the same. 
-Using a MAXed move also raises other moves' stars. 
-You get maximum experience points from the enemies that appear near your next 
 location. For instance, if you're supposed to go the Savannah, you'll get more exp. 
 points for your level and your weapon's level than from defeating baddies in the 
 Zil Desert. 
-Against bosses, equip most of your characters with a +1 combo/critical attack 
 accessory. While three of your characters are hitting the same enemy, use the other 
 to add a critical attack. Works well on single bosses with no different parts. 
-Equip slow-moving characters with a warp capable accessory. 
-If the enemy is at the act point and you can't reach it in time, try using a MAXed 
 magic spell (Burn) to slow them down, just in time for your other characters to get 
 in. 
-Don't give WIT-raising items to Feena, since her whip does it automatically and its 
 her main weapon. 
-A good, fair way to raise levels is to kill all the baddies in an area before 
 proceeding to the next. 
-At the volcano near Gumbo, killing enemies sometimes gives you a fire weapon. 
 Keep collecting them, then sell them because they give you a lot of money early in 
 the game.


====================
=Character Profiles=
====================
Justin
The main character in the game who's lifelong dream is to become an
adventurer.  He's a bit of a klutz and usually acts before thinking. He
grows intellectually though during the adventure and learns to care for
other people.

Sue
Justin's best friend who accompanies him on his adventuring quest.  She
always bails him out of trouble but still, he's really the only person
she can count on since her parents died.  The thing she hates most is
when people call her a kid.

Feena
The famous Adventurer Society member that joins Justin and Sue in their
adventures.  She has a strong will yet can be vulnerable at times.  She
has a twin sister in the Garlyle Army and wishes things were different.
She grows emotionally close with one member of the party later in the
game.

Gadwin
A Dragon Knight from the town of Dight.  He is a proud and strong man
with an apparent attraction to Dr. Alma.  Unlike most other buff RPG
heroes, Gadwin isn't conceited in the least and has no remorse for
being defeated later in the game.  Sue becomes like a daughter to him.

Guido
A travelling Mogay merchant with a voice that sounds too close to Jar
Jar Binks for his own good.  He knows a lot of information about the
party for some reason.  His true motives will be revealed at a later
time.

Rapp
A young bandit from the town of Cafu that loves getting into trouble,
be it with potential allies like Milda or the elders of his village.
He is very quick in battle though.

Milda
A warrior-woman similar to Xena with an interesting country accent
and a soft side that people rarely see.  She is married to a person
in her home village that she calls "Darlin'" and is quite a valuable
ally.

General Baal
The supreme commander of the Garlyle Army.  His goal is to bring Gaia
back to life so that he can harness its power for total world control.
Little does he know of the dissidence within his army and how strong
Justin and his friends actually are.

Colonel Mullen
The second-in-command of the Garlyle Army.  He seems somewhat vain
at first but later is revealed to have a hidden past and a reason for
the emptiness he feels.  Is it true or just a sham to lure the
adventurers off guard?

Leen
Mullen's favorite soldier who has a weak persona.  She feels the army
is the only place she can call home and she admires Mullen tremendously.
Her true love is not in the military though.

Nana, Saki, and Mio
Three witchy commanders that are so in love with Mullen it is sickening.
They constantly bicker with each other in a comical way, somewhat like
the three Vile Tribe sisters in Lunar.


========================
=The History of Grandia=
========================
I thought it might be interesting to enlighten a few of you readers about
what a hard struggle this wonderful game went through to get in your good
ol' PlayStation.  Back in 1996, the PlayStation and Saturn were going head
to head in the "next-generation" console wars.  There weren't really any
blockbuster games out for either one.  The Nintendo 64 had just been
announced a few months earlier and hype was building to a fever pitch
for the expected killer system.  Developers were less than happy about
the N's decision to stick with cartridge format.  With the introduction
of FMV and polygon animations taking up a lot of space, the CD systems
were beginning to look intriguing.  One company in particular was very 
quiet about its future plans: Square Co., Ltd.  They had released a tech
demo for the Nintendo 64/Project Reality that familiarized their software
developers with the basics of 3D engines.  It showed some characters from
Final Fantasy VI in a battle scene.  The gaming press jumped all over this
as a sign that the Final Fantasy series would indeed continue on Nintendo
systems.  A short time later, Square made the shocking decision that no,
Final Fantasy VII would be for the Sony PlayStation.  A collective "are
you nuts???" was felt by the crowd and the company explained that cartridges
just couldn't handle what they had in mind: CG backgrounds interspersed with
CG full-motion video, a grand epic.  The announcement was disappointing but
made sense.  Then the next question popped up: but why the PlayStation?
That answer was a little less clear.  Sony had sold more systems and Sega's
rushed platform was lacking in developmental ease.  Saturn owners were very
disappointed that Square had "turned" on them.  All was not a loss though.
A low-profile company named Game Arts announced they would beat Square at
their own game of creating spectacular RPG's with one certain release in 
the next year: Grandia.  Game Arts was known for making RPG's with an
emphasis on character and emotion over graphics and huge budgets.  They
had released a few games for the Sega CD, the most notable ones being the
Lunar games (The Silver Star and Eternal Blue) and one for the Saturn which
was less than impressive (Magic School).  Saturn owners rejoiced and threw
it back in the faces of loyal Sony buyers.  1997 came and both Final Fantasy
VII and Grandia were released.  The difference in sales figures was huge:
Final Fantasy VII racked up over 3 million in Japan that year while Grandia
couldn't even top 1 million.  The winner of that competition was clear as
far as sales went, but Saturn owners weren't broken-hearted at all.  What 
they had was arguably the best RPG to date and no 3-disc quest could come
close to the feeling they had when playing Grandia.  A year and a half went
by, and just as Square was announcing Final Fantasy VIII, Game Arts had
another surprise: Grandia would be ported to the PlayStation.  The Sega
Saturn was losing a lot of steam at that time and Game Arts was hoping the
port would achieve the sales figures expectations they had when they
originally announced the game.  June of 1999 came and the game was a success
but by no means a blockbuster.  Meanwhile, importers in America fell in love
with the game's deep magic and combat systems and all eyes were on Working
Designs to translate the game on the Saturn.  They had done such a wonderful
job on other Game Arts games, so why not?  Working Designs wouldn't comment
for a long time on their plans to or to not bring the game over.  When the
game was announced for PlayStation release it seemed more likely than ever
that now it would come to the US at last.  The company ended their relationship
with Sega on less-than-amicable terms after the E3 of '98.  The pleading
was rejected by WD though, claiming that they'd love to do it but the amount
of text in the game would make sure it would not see publication in the US
for about two years.  That's actually an accurate statement considering Lunar:
Silver Star Story Complete was delayed for a year.  Fans were in depression
again.  Then at E3 of 1999, for some reason, Sony Computer Entertainment
America was showing movies of... you guessed it, Grandia!  That was their formal
announcement to translate the title for US release with an expected release
date of August.  Work on the title was coming along slower than expected so 
the new date was set for October 27th.  The game shipped on time and we now
have it in our hands.  It's a shame it won't get the attention it deserved 
due to the release of other heavy-hitters in the fourth quarter as Final 
Fantasy VIII and the apparent lack of interest of hyping the game through
television advertisement.  Heck, it was in December issues of magazines
that even magazine ads began running.  The true definition of a "sleeper hit".


===================
=Magic/Skills List=
===================
*notes: not all members may be able to master all the spells of a certain
 element, Et=Earth, Wr=Water, Fr=Fire, Wd=Wind

Elemental Magics
   Fire
      Burn!     MP 1   Fire 1     level 1      range attack
      Magic Art MP 11  Fire 12    level 1      attacks one enemy
      Burnflame MP 4   Fire 4     level 2      range attack
      Brnstrike MP 5   Fire 18    level 2      attacks one enemy
      Burnflare MP 7   Fire 9     level 3      attacks all enemies
      End World MP 33  Fire 27    level 3      destroys all enemies
      Fireburnr MP 8   Fire 25    level 3      attacks one enemy
   Water
      Heal      MP 1   Water 1    level 1      restores small amt. of HP
      Snooze    MP 2   Water 3    level 1      puts all enemies to sleep
      All Heal  MP 4   Water 5    level 2      restores HP to entire party
      Allhealer MP 8   Water 12   level 2      restores a lot of HP to party
      Healer    MP 3   Water 8    level 2      restores a lot of HP
      Alhealer+ MP 12  Water 20   level 3      restores most HP to party
      Resurrect MP 6   Water 16   level 3      revives one ally
   Wind
      Howl      MP 2   Wind 1     level 1      range attack
      Runner    MP 1   Wind 2     level 1      range spell, raises movement
      Howlslash MP 6   Wind 6     level 2      attacks all enemies
      Shhh!     MP 3   Wind 12    level 2      blocks magic of one enemy
      Howlnado  MP 8   Wind 23    level 3      attacks all enemies and party
   Earth
      Diggin'   MP 1   Earth 1    level 1      raises defense of entire party
      Def Loss  MP 3   Earth 6    level 1      lowers defense of all enemies
      Gravity   MP 4   Earth 12   level 2      holds one enemy
      Tremor    MP 3   Earth 3    level 2      range attack
      Quake     MP 12  Earth 19   level 3      attacks all enemies
   Mix
      Boom!     MP 7   Et 7/Fr 6  level 1      range attack
      Crackle   MP 2   Wd 3/Wr 2  level 1      attacks one enemy
      Cure      MP 1   Wr 3/Et 2  level 1      cure poison
      Freeze!   MP 3   Wd 6/Wr 5  level 1      freezes action of all enemies
      Poizn     MP 2   Wr 5/Et 3  level 1      poison range attack
      Stram     MP 3   Wr 6/Et 5  level 1      lowers strength/attack of an enemy
      Time Gate MP ?   Wr99/Wd99  level 1      stops all enemies
      Wow!      MP 3   Et 5/Fr 5  level 1      raises attack power
      Zap!      MP 11  Fr 5/Wd 4  level 1      range attack
      Boom-Pow! MP 10  Et10/Fr10  level 2      attacks all enemies
      Cold      MP 3   Wd 10/Wr 8 level 2      reduces wit of an enemy
      Crackling MP 14  Wd10/Wr12  level 2      attacks all enemies
      Craze     MP 1   Wr10/Et10  level 2      confuses one enemy
      Meteostrk MP 10  Et15/Fr13  level 2      attacks one enemy
      Refresh   MP 3   Wr12/Et10  level 2      unblocks moves of an ally
      Symphony  MP 12  Wr20/Et20  level 2      raises all abilities of party
      TreeOfLfe MP 28  Wr23/Et22  level 2      restores party to best condition
      Zap All   MP 13  Fr 10/Wd 9 level 2      attacks all enemies
      Ba-Boom!  MP 18  Et20/Fr18  level 3      attacks all enemies
      DragonZap MP 20  Fr21/Wd10  level 3      attacks all enemies
      Enclose   MP 26  Fr23/Wd24  level 3      blocks all attacks from one enemy
      Fiora     MP 2   Wd 8/Wr 10 level 3      blocks moves of one enemy
      GadZap    MP 13  Fr19/Wd15  level 3      attacks one enemy
      Halvah    MP 5   Wr19/Et16  level 3      fully restores status
      Protector MP 21  Wr23/Wd20  level 3      temporarily protects an ally
      Speedy    MP 4   Wr13/Et13  level 3      raises wit of one ally
Justin
   Dragon Cut   SP 45      Sw16/Et 7/Fr 6 attacks all enemies
   Hvn/Erth Cut SP 90      Sw32/Mc29/Ax30 attacks all enemies
   Ice Slash    SP 36      Ax16/Wd10/Wr10 attacks one enemy
   Immortl Aura SP 45      Sw20/Mc25/Ax22 temporarily defends all attacks
   Mid Air Cut  SP 32      Mace 10/Ax 12  attacks one enemy
   Lotus Cut    SP 32      Swrd 12/Fr 8   attacks one enemy
   Shockwave    SP 30      Mace 7/ Ax 5   range attack
   Thor Cut     SP 40      Sw23/Fr17/Wd17 attacks one enemy
   V-Slash      SP 14      Sword 1        attacks one enemy
   W-Break      SP 20      Swrd 6/Mace 4  attacks one enemy
Sue
   "Fight!"     SP 16      Mace8/Et2/Fr3  raises attack power of all allies
   Fire Away    SP 28      Bow 10         attacks all enemies
   Puffy Fire   SP 36      Bow 12/Fire 2  range attack
   Puffy Kick   SP 8       Bow 1          attacks one enemy
   "Rah-Rah"    SP 18      Bow 1/Mace 1   restores some HP for everyone
   Whacker      SP 30      Mace 7         range attack
   Yawn         SP 5       Mace 10/Wr 3   range attack, puts enemies to sleep
Feena
   Fire Whip    SP 32      Whip 14/Fr 12  range attack
   Knifehurl    SP 10      Knife 3        attacks one enemy
   Para Whip    SP 15      Whip 4         attacks and paralyzes one enemy
   Random Hurl  SP 28      Knife 10       attacks all enemies
   Zap! Whip    SP 38      Wp24/Fr15/Wd15 attacks one enemy
Gadwin
   Dragon Cut   SP 45      Sw16/Et 7/Fr 6 attacks all enemies
   Erupt Cut    SP 24      Sw 8/Et 3/Fr 3 attacks one enemy
   Fly Cut      SP 14      Sword 4        range attack
Rapp
   Demonball    SP 40      Kn20/Sw18/Bw23 attacks one enemy
   Deathsword   SP 25      Knife6/Sword14 sudden death to one enemy
   Discutter    SP 30      Kn10/Sw7/Bw15  range attack
   Doppelganger SP 27      Knf 12/Swd 9   attacks one enemy
   Fireball     SP 36      Bow 12/Fire 10 range attack
   Missile      SP 14      Bow 7          attacks one enemy
   Mist Hide    SP 5       Knife 5        "warps self in the blink of an eye"
   Neo Demnball SP 85      Kn24/Sw25/Bw32 attacks all enemies
   Side Throw   SP 40      Bow 22         attacks all enemies
Milda
   Milda Kick   SP 16      Ax 10          attacks one enemy
   Milda Hit    SP 75      Sw20/Mc21/Ax24 attacks one enemy
   Splitter     SP 40      Sword13/Mace15 attacks all enemies
Guido
   Mogay Bomb   SP 38      Bow 12         range attack, slows enemy IP to minimum
   Mogay Hypo   SP 45      Knife15/Sword6 restores SP of an ally
   Mogay Pick   SP 10      Kn12/Sw8/Bow15 steals items from an enemy
   Mogay Shot   SP 14      Bow 5          attacks one enemy
   Power-Up     SP 20      Knife19/Swrd10 raises all abilities of an ally
Liete
   Enchantment  SP 34      Mace 18        steals MP from one enemy
   Redshock     SP 28      Mace 10        attacks one enemy


=================
=Equipment Lists=
=================

Adm Sword       +14 attack
Angel's Darts   +28 attack, restores HP during attack
Arm Saber       +22 attack
Army Dart       +18 attack
As Dagger       +50 attack
Azure Knife     +25 attack, water property
Baton           +7 attack
Boomerang       +33 attack
Buster Ax       +52 attack, -25 movement
Cactus Thorns   +38 attack
Cafu Shuriken   +26 attack
Catfish Whip    +43 attack, water property
Discus          +53 attack, good against insects
Dragon Ax       +38 attack, -10 movement
Dragon Killer   +26 attack, good against dragons
Emperor's Whip  +53 attack, +2 movement
Evil Shuriken   +64 attack, +20 action
Exorcise Bow    +45 attack
Fire Dart       +41 attack, fire property
Fire Rod        +25 attack, fire property
Fire Sword      +38 attack, fire property
Fish Bow        +25 attack
Fish Sword      +29 attack
Flint Bow       +20 attack
Flint Knife     +20 attack
Force Knife     +65 attack, raises attack
Frog Ax         +28 attack
Gale Whip       +27 attack, wind property
Gil Sword       +38 attack, aims for rare items
Godspeed Knife  +60 attack, +30 action, Runner ability
Great Sword     +16 attack
Gust Knife      +24 attack, wind property
Hail Bow        +20 attack, blizzard property
Hand Ax         +10 attack, -3 movement
Hatchet         +18 attack
Himmler         +24 attack
Holy Mace       +20 attack
Home Run Hammer +36 attack
Hunting Bow     +16 attack
Hunting Knife   +18 attack
Ice Blade       +40 attack, blizzard property
Ice Pick        +38 attack
Iron Mace       +19 attack, -10 action
La Hammer       +50 attack
Leather Whip    +9 attack
Lorenzo         +49 attack
Main Gauche     +44 attack, +10 defense
Metal Bat       +10 attack
Mi Hammer       +11 attack
Mist Whip       +20 attack, good against "nebulous monsters"
Morningstar     +40 attack, -15 movement
Oracle Staff    +22 attack, cures confusion
Paring Knife    +9 attack
Poisoned Knife  +35 attack, poison ability
Rainstaff       +26 attack, water property, Snooze ability
Rock Ax         +8 attack
Shadow Sword    +34 attack, -15 movement
Shocking Knife  +33 attack, paralysis attack
Sickle          +25 attack
Silence Sword   +40 attack, magic block effect
Snake Whip      +33 attack
Sparkling Rod   +42 attack, speeds up spell casting
Spirit Sword    +70 attack, restores SP in attacks
Split Ax        +41 attack, causes sudden death
Thorn Whip      +15 attack
Toy Bow         +5 attack
Tree Root       +33 attack, unblocks magic
Warhammer       +43 attack, -10 movement
Warp Staff      +38 attack, warps in combat
Wood Ax         +23 attack
Wooden Sword    +7 attack
Wood Pole       +5 attack
Wrecking Ax     +35 attack, explosion property


Adventure       +2 defense
Angel's Robe    +33 defense, restores HP in combat
Apron           +1 defense
Ara Armor       +35 defense
Battle Bikini   +10 defense, +4 attack
BMB Armor       +6 defense
Breastplate     +6 defense
Cactus Armor    +21 defense, +3 move block resistance
Chain Mail      +19 defense
CHM Armor       +18 defense
Dragon Vest     +14 defense, +2 fire resistance
Enchntrss' Robe +23 defense, +1 resistance to all magic
Fairy Robe      +10 defense, +2 resistance confusion/sleep
Fish Armor      +12 defense
Frog Shirt      +10 defense, +1 water resistance
Mink Coat       +25 defense, +5 blizzard resistance
Mogay Clothes   +30 defense
Plug Suit       +21 defense, +15 action
Shell Armor     +8 defense
Skull Armor     +15 defense
Spirit Armor    +55 defense, restores HP in combat
Sports Wear     +4 defense
Spy Clothes     +10 defense
Sun Best        +4 defense
Sun Robe        +45 defense, slows IP loss
Thick Armor     +12 defense
Warrior's Mail  +32 defense, +3 move block resistance
Workcloth       +3 defense


Alligator Gntlt +12 defense
Cut Board       +1 defense
Dragon Gauntlet +5 defense
Es Shield       +7 defense
Heavy Shield    +23 defense, -20 movement
La Shield       +19 defense, +1 magic power level
Le Shield       +12 defense, +2 poison resistance
Light Gauntlets +25 defense, +1 resistance to all magic
Lt Gloves       +2 defense
Magic Gloves    +20 defense
Magic Mirror    +13 defense
Mittens         +1 defense
Mn Shield       +21 defense, +2 blizzard resistance
Mushroom Shield +9 defense, +1 plague resistance
Ok Shield       +3 defense
Pot Lid         +1 defense
Power Shield    +10 defense, +7 attack
Sea Shield      +8 defense
Shell Shield    +5 defense
Spirit Shield   +45 defense, +4 resistance to all statuses


Angel's Hat     +23 defense, restores HP in attacks
Barrette        +3 defense
Battered Pot    +1 defense
Cactus Helm     +13 defense, +3 magic block resistance
Climb Hat       +5 defense
Cowboy Hat      +4 defense
Fl Ribbon       +2 defense
Goggles         +2 defense
Headgear        +7 defense
Iron Bandana    +8 defense
Myst Mask       +17 defense, slows IP loss
Ogre Helm       +20 defense, -10 movement
Pearl Helmet    +7 defense
Pirate Hat      +4 defense
Pirate's Helm   +12 defense
Pope Hat        +28 defense, slows IP loss
Ribbon          +1 defense
Stonehead       +9 defense
Swallowtail Hat +12 defense, +3 confusion resistance
Turban          +13 defense


Anklet          +30 movement
Army Boots      +2 defense, +15 movement
A Sneaker       +48 movement
Beach Sandals   +15 movement
Crampons        +8 defense, +10 movement
Dragon Boots    +4 defense, +5 movement
Dress Shoes     +30 action
Heavy Boots     +10 defense
Hunting Boots   +1 defense, +30 movement
Iron Clog       +13 defense, -20 movement
Leather Greaves +1 defense, +17 movement
Lion Boots      +26 defense, +18 movement
Mach Boot       +5 defense, +30 movement
Ninja Sandals   +5 defense, +20 action
Odd Clogs       +3 defense
Ogre Boot       +8 defense, +20 movement
Queenheel       blocks killer moves during attacks
Rabbit Shoes    +5 defense, +30 action
Rainbow Heels   +5 defense
Shin Shoe       +35 movement
Sneakers        +35 movement
Spirit Shoes    +30 defense, +50 movement
Warp Shoe       warps during attacks
Wing Boot       +7 defense, +35 movement
Wolf Boots      +10 defense, +40 movement


Ancestor Amulet +4 plague resistance
Black Belt      +2 movement
Block Charm     resist magic block
C Earring       +10 attack, +3 move block resistance
Confusion Charm +3 confusion resistance
Counter Ring    may return normal attacks
Death Charm     resist sudden death
Demon Amulet    +5 defense, +1 magic resistance to all
Demon's Eye     speeds casting of spells
Diana's Amulet  prevents move/magic block
Dise Charm      +3 plague resistance
Dragon Scales   prevents all damage below 10
Earrings        +1 defense, +3 poison resistance
Energy Charm    halves SP usage
Energy Ring     restores a lot of SP during attacks
Explosion Charm +2 explosion resistance
Eye Stone       speeds up spell casting
Fire Charm      +4 fire resistance
Fireproof Cape  +2 fire resistance
Forest Charm    +2 forest magic resistance (water and earth)
Gem Chain       +1 combo attack chance
Hero Badge      +2 action
Holy Ring       +10 defense, +2 resistance to all magic
Ice Pick        +38 attack
Irid Amulet     +10 defense
Jade Charm      +2 attack
Jade Ring       +2 sleep and confusion resistance
Light Am        +1 magic resistance
Lightning Charm +2 lightning resistance
Mag Blk Charm   resist magic block
Mama Am         +2 defense
Metalfrog       +3 magic/movement block resistance
Move Unblock    resist move block
OFC Badge       +15 action
Para Charm      raises resistance agains paralysis
Phantom Silk    +4 blizzard resistance
Raincoat        prevents sleep
Rune Ring       +1 defense, slows IP loss
Satisfactn Gem  +1 critical attack chance
Scarab          +4 poison, plague, paralysis resistance
Spectacle       +2 critical resistance
Spirit Charm    +20 defense, +2 resistance to all magics
Soul of Asura   +1 combo/critical attack chance
Talisman        prevents all status abnormalities
Tear Jewel      restores 3 SP on an ally
Titan's Ring    +5 attack
Tree Am         reduces SP needed for skills
Water Charm     +4 water defense
Wind Charm      +4 wind defense
Y Medal         restores SP during attacks


===========
=Item List=
===========
Agility Fruit   +3 Agility
All-Around Seed +1 Strength, Vitality, Wit, Agility
All-Arnd Fruit  +3 Strength, Vitality, Wit, Agility
Antidote        cures poison status
Bamboo Sh       restores 20 HP
Bamo Fruit      restores 4 level 2 MP
Banana          restores 12 HP
Bandage         restores 50 HP
Bao Fruit       restores 10 SP
Beef Jerky      restores 60 HP
Blizzard Scroll 280 HP blizzard attack to all enemies
Blue Pill       restores 20 MP (all levels) to party
Blue Potion     restores 20 MP (all levels)
Cholla          restores 3 Level 1 MP to party
Coconut         restores 80 HP
Confuse Root    confuses one enemy
Cookies         restores 80 HP
Crimson Potn.   restores 150 HP to all party members
Def Fruit       +3 Vitality
Def Seed        +1 Vitality
Dry Fish        restores 40 HP
Dynamite        70 HP range attack
Expensive Jewel has no effects
Firewood        80 HP range attack, good against plants
First Aid       restores 60 HP to all party members
Gale Scroll     120 HP wind attack
Ginseng         restores 40 HP
Golden Potion   restores 30 SP to all allies
Grenade         30 HP fire range attack
Health Weed     restores 80 HP
Herbs           restores 15 HP
Holy Fire       30 HP range attack, good against ghosts
Honey           restores 100 HP
Howler Scroll   50 HP wind range attack
Launch Firwrks  120 HP fire range attack
Life Fruit      +10 maximum HP
Life Seed       +3 maximum HP
Lightning       150 HP lightning attack to all enemies
Lynch Fire      120 HP fire range attack
Mage Seed       +1 maximum MP levels 1-3
Magic Lamp      restores 2 MP for all levels
Magic Lipstick  +3 action in battle
Mana Egg        used to buy magic in shops
Mikeroma        restores 50 HP to party
Miracle         restores 5 MP (all levels) to party
Move Break      unblocks moves
Move Fruit      +5 maximum SP
Move Seed       +2 maximum SP
Move Shroom     +3 action, affects range of allies
Over Nut        +2 attack in battle
Panacea         cures all status effects
Para. Ointment  cures paralysis
Power Fruit     +2 maximum HP
Power Seed      +1 Strength
Power Shroom    +3 attack power
Pretty Jewel    no abilities
Prime Rib       restores 150 HP
Rain Weed       restores 100 HP
Red Medicine    restores 200 HP
Rescue Set      restores 120 HP to all allies
Rest Nut        +2 defense in battle
Restrnt Walnut  +2 defense in battle
Resu. Potion    revives one ally
Revival         revives character from death
Roach Bomb      60 HP damage range attack, good against insects
Run Nut         +2 action for all allies in battle
Run Seed        +1 Agility
Salmon          restores 75 HP
Sil Orb         blocks magic
Slouch Weed     -2 action to an enemy
Smarna          -1 defense on all enemies
Smelling Salts  cures confusion
Snooze Scroll   puts all enemies to sleep
Sonic Walnut    +2 action in battle
Speed Seed      +1 Wit
Spell Break     unblocks magic
Spirit Potion   restores 99 MP of all levels to party
Squid Gut       restores 20 SP
Strength Seed   +1 Strength
Sweets          restores 10 HP
Thor's Fury     120 HP lightning range attack
Tremor Scroll   70 HP earth range attack
Trud Weed       -3 action on all enemies
Truffle         confuse an enemy
Trust           speeds up IP, permanent
Vaccine         cures plague
Vacuum Scroll   100 HP wind attack on all enemies
Weak Weed       -2 attack on one enemy
Weeds           restores 1 HP
Whistle         wakes entire party from sleep
White Sulfa     restores 35 HP
Wound Sal       restores 40 HP
Yellow Pill     restores 30 SP
Zap! Book       180 HP lightning range attack


================
=Special Thanks=
================
Thanks for this massive project go out first to Sony Computer Entertainment
America.  Most of my friends (off and on-line) know I hate everything Sony
stands for but they at least earn an ounce of respect in my book by bringing
this game to the States.  Second, I'd like to thank all the FAQ writers out
there who gave me the inspiration to write a guide for a game I love.  Third,
to all the Grandia players who understood that because a game doesn't have
a multimillion-dollar marketing budget, it doesn't mean it's not good.


============
=Disclaimer=
============
This strategy guide is copyright (C)2000 Zenodeus.  Any use of this
guide for profit and plagiarism is against the law.  Grandia is
copyright (C)2000 Game Arts.