KKKK KKK I ' FFFFFFFFF I KK KK '' FF KK KK I N N GGGGG SSS FF I EEE L DD KKKK I N N N G G S FFFFFFF I Ee L D D KKK KK I N N GGG SSS FF I EEE LLL D D KK KK KK G S FF D D KK KKKK G G SSS FF DDDD GGG 111111111 ====================== 1 ==================== 1 1 111111111 (King's Field II Japanese) FAQ/Walkthrough (v. 1.0 August 11, 2004) by: Anthony Grzesiak a.k.a. Andromedean ---------------------------------------------------------------------- Version History v. 1.0 (August 11, 2004) Done: -Introduction Complete! -Walkthrough Complete! -Weapons List Complete! -Shields/Helms stats down! -Magic Power ratings complete! -Game Strategies complete! To Do: -Small Walkthrough -Rest of Equipment Lists/descriptions -Common Questions (If I get any) -Magic Descriptions -Tidying up a bit ---------------------------------------------------------------------- FAQ/Walkthrough Table of Contents I) Introduction I.a) About the Game I.b) Purpose of This Guide I.c) Some Common Questions* II) Game Strategies II.a) Hints and General Tips II.b) Monster Strategies II.C) Bosses III) Guide III.a) The Small Walkthrough* III.b) Full Walkthrough (Spoilers) III.c) The Full Story (Spoilers) IV) Lists IV.a) Weapons IV.b) Shields* IV.c) Helms* IV.d) Armor* IV.e) Legs* IV.f) Arms* IV.g) Feet* IV.h) Recovery Items* IV.i) Magic IV.j) Miscellaneous* IV.k) Store Lists V) Ending V.a) Credits/Acknowledgements V.b) Legalese V.c) End * = To Be Done <====================== Part I ====================> <= Introduction => <======================================================> ---------------------------------------------------------------------- I.a) About the Game ---------------------------------------------------------------------- From Software and ASCII entertainment released king's field on these shores in 1995, it was one of the first titles for the playstation. It was actually the second title in the series, the first having been released in japan a year earlier. We never recieved the first, but the second made great strides toward a full first person RPG, one of the first to unite these two elements somewhat seamlessly. Perhaps because of this uniqueness, it became of game that was either adored to no end or hated vehemently. If you read reviews, you can literally believe the reviewers were playing seperate games. I of course fell into the Adored to no end camp, and have thus purchased and played many times every US king's field. The entire game is in first person, this means you'll never get to see your characters face, just his appendages. This gives the game an incredible amount of immersion. You feel that you're in the game and you're personally connected to the character, this leads you to play more cautiously than you might with a Final fantasy game. You worry about that ghost, even though it has little chance to kill you, You blast that skeleton with long range magic because it's safer than going into melee, even though you could win. This atmosphere is part of what makes king's field great. Some knock the series for not having an adequate story, but I find the story here to be very creative and intriguing. To hear the story, you must talk to the people you meet along your way. King's field won't force you to talk to anyone, so how much or how little story you get depends on you seeking out information. There are no cutscenes, besides the intro and the ending. It's in your hands, but if you go out searching, you'll find political and magical intrigue, ancient gods, demons, stuff that makes a great novel. Likewise, your character development is in your hands, is he a cold blooded killer? a thief type character who tries to avoid monsters with intelligence? A good natured hero who seeks to help every person? You are the one who decides these things. This game plays to the true role-player. The game is non-linear, you have to find your own way through the game. This is not a game on rails. Every thing you find is important because you found it, maybe it's something that no one else has found? Every play through I discover things that I have missed. Those people who have loved this game have turned it into a cult classic, and with each new king's field released another few hop on to our concert of praise. Despite being panned by critics from software has listened to the few and faithful players who stand by anything this series can do.. Let's hope it continues on.. ---------------------------------------------------------------------- I.b) Purpose of this guide ---------------------------------------------------------------------- This guide will help anyone through king's field, and is intended to smooth out some parts that are very difficult to get through alive or figure out. It will provide some ideas on what you can do on the island of Melanat. It will also be comprehensive, if your missing an item, check here, if you think you forgot something important, look up the area. It can be followed straight through of course, but part of king's field is the thrill of exploration and excitement of finding new items. If you get yourself in trouble, by all means use the guide, but it's not my intention that you follow it to the letter, take what it is with a grain of salt, and you have a different way of doing things, all the better. I have tried to be comprehensive, using my many years of experience with this game to locate everything I could. But there is still the possibility that I've missed something, or that I've missed alot of things. Such is the wonder of King's field. If you found something I didn't, let me know about it, the contact information is at the end of the guide. I thank you, reader, for playing this great game, I hope it finds a way into your heart like it did into mine. I also thank you for reading this guide, which is my way of paying homage to one of the greatest gaming experiences of all time. I assume you know the controls and the other information printed in the manual, so I'll not repeat that here. The proper button can most often be found by experimentation if you're in a fix. The controls become second nature over time, don't worry. ---------------------------------------------------------------------- I.c) Common Questions ---------------------------------------------------------------------- Q ) You said that ______ dropped ______. but it didn't drop for me, what's up? A ) Some item drops are random, some are not, some will always drop, some will randomly drop. I include the items that I found from the enemies, you may find more or less depending on the luck of the draw. Therefore if you find more/less crystal shards, earth herbs, blood stones, antidotes etc. than I do, don't worry about it. ********** Q ) I have a question not covered here, what do I do? A ) Make sure it's nowhere in the guide, then E-mail it to me (contact information is at the bottom of the guide) and I might put it here. <====================== Part II ====================> <= Strategies => <======================================================> ---------------------------------------------------------------------- II.a) Hints, Tips, Things to Know ---------------------------------------------------------------------- General Strategies: - Save at every save point you come to, especially in the early game. After Seath's Fountain is fully functional you can be revived there if you die with a dragon crystal, but this still could put you further away from the area than your most recent save, especially if you didn't leave a key there. - Through the course of the game you acquire many verdites, green gems that increase your magic power by one point. They sell for alot of money in shops. This is a way to get the gold key relatively early in the game, however using them to pump your magic power will let you get sword magic earlier, your call. - Think strongly about making any purchases from shops, almost all armor and weapons can be found in the game, and the items you find will eventually outclass any you can buy. Save your money for keys that can open items you find instead. If you do spend money on armor/weapons, spend it on items that only show up pretty late in the game (Iron Gloves, Knight Sword, possibly Great Helm) - You don't have to build any levels in order to beat the game. The only reason you might want to do any monster farming is in order to get some extra gp or if there's some items you want (Like the Spider). - King's field relies alot on atmosphere, it's very effective at making you feel like your in danger when in reality you're not so much. Therefore you can probably do alot more than you think in most cases. - If you have the sudden urge to kill one of the helpful townsfolk in a psychopathic rage, take it out on Meryl. As she can spawn in multiple places and isn't always there, she also seems to be unable to die permanently. - You recieve more rhombus keys than you need to complete the game, alot more. In the walkthrough I will be rather stringent with rhombus key efficiency, but note that it's probably not necessary. - Manage your warp keys well, try to keep one always placed, especially if you go exploring into a new place. It's very possible to get trapped. Also try to keep one next to Seath's Fountain, not only is it handy to refill there, it's also connected to many places. - Search for secrets, as there's plenty to find (and miss) in king's field. There's no secret doors in certain wall textures though, such as the greenstone corridors (as the arch would prevent any door) and the town brick wall texture. - Enemies often can drop items, mostly they're recovery items which are helpful in the early game to survive the monsters, some monsters can drop more important items, such as crystals and even weapons! Try to kill every monster in the area to pick up anything important you might otherwise miss. - Armor, while not totally forgettable, doesen't have as much of an impact as you'd think. Sometimes the difference between a total seath suit and total nudity is about 30 damage, which isn't too much. So don't fret too much about updating your armor, and switch as it comes. - Even though a monster may not look different from one you fought previously, it may be a bit stronger. The skeletons you face outside of Necron's coliseum are much more powerful than the skeletons guarding the leather shield at the game's start. Combat Strategies: - The Circle Slash: Keep strafing with the shoulder buttons while you turn with the d-pad, this lets you circle around a foe and often you can get a hit to his back with this strategy. Keep doing it and he shouldn't be able to touch you. - Stun then Charge: Hit the monster with a magic spell to stun him, then rush in and hit him with a melee weapon. This can be done with cheap spells easily. - Fire wall freeze: Hit the monster with a fire wall (or other multi hit spell that lasts a while, such as waterfall) and then circle around to his back while he's reeling. Hit him here until he circles back to you again, use your spell, and rush to the other side. Continue indefinitely (rather cheap). - The invisible wall: All monsters have an AI radius that they won't leave, you can exploit this by staying just outside this radius where the monsters can't get you but you can get them. (Again, rather cheap) ---------------------------------------------------------------------- II.b) Monster Strategies ---------------------------------------------------------------------- Archer: Other Varieties: Archer (Paralyzing). There's not too much to fighting archers, try to get close to them as quick as possible to cut them down in melee, or take them out with magic from a distance. Because they are often on towers and difficult to hit, homing magic or non projectile magic such as ice storm or waterfall may be useful. Area effect magics such as flame will also have a great effect, but by the time you get the great ones, you'll probably have no trouble dealing with archers. Paralyzing archers are a bit more dangerous, but still quite manageable, they do very little damage on their own, so the main risk is being paralyzed next to something that can do a bit of damage. By the time you meet them though you have several effective ways to cure paralysis, from the stash of bloodstones you've found along the way, to simply the breath spell. ********** Batail: Other Varieties: Poison Batail Batails mostly appear in outdoor areas, such as on both coasts. They're more pest than threat, as they are unable to dish out much damage. However, they can be very hard to hit due to their aerial nature. Most of the time you can safely ignore them as long as you don't dawdle in any particular area. Poison batails can poison you, but they still aren't anything to worry about. Note that batails have two parts, a head section and a tail section, a head can live on without the tail, but if you kill the head both parts will die. Also note that the later batails (on the east coast) give two money drops and the poison ones can give rather decent gold. ********** Billent: Billents can be trouble. They're immobile, but if you come into their field of vision they'll launch a homing fireball at you that does significant damage. The best way to go about killing these is to attack from the sides, but often they are placed so this is impossible. There are still tools you can use though. Resist fire is a must. There are usually walls near the Billents that can be used as cover as well. They are weak against stab damage, so the bow or arbalest are quite useful against them. Magic is also effective in a pinch. ********** Copper Knight: Copper Knights are fairly strong, as normal enemies go, they can take alot of punishment and dish it out as well with their flame and wind spells. It's best to just close to melee and circle them to avoid their magic, as their physical attacks are rather slow in comparison. Note that they are vulnerable to water magic, and waterfall will get rid of them quickly. ********** Demon Lord: Other Varieties: Mecha Demon Lord Painful, demon lords are extremely quick which can make melee difficult and also have the same array of spells the copper knights had Their wind cutter in particular goes off extremely quick, and they can predict your movements. Fortunately by this time of the game your magic arsenal is superior to anything they can throw at you, a flash can take out a few of them on it's own. The mecha varieties add another spell to their repertoire, the guyra-esque lightning volt. If you keep moving you should be able to avoid most of the blast. Just be thankful that the ceiling is so low in Guyra's dimension. Magic works superb against them as well, but if you want to save your potions going toe to toe isn't a horrible plan. ********** Earth Elemental Other Varieties: Larger Earth Elemental They can do serious damage to you with their homing projectiles. Their bite is nothing to scoff at, and they have a breath spray similar to Guyra's but much faster, making it very hard to avoid (though thankfully much weaker than Guyra's). Try to use walls for cover and close into melee with them, then enacting a standard circle slash until they go down. Thankfully they can't turn very quickly. Magic is also effective, try firewall, waterfall, or really anything mid level to take them down quickly. The larger earth elemental can use the stone spell, which is very damaging as they cast it in bursts of four spells. Thankfully it doesen't home in on you, so if you see it coming you can dodge it quite easily. Use the same strategy as a standard one and you'll be fine. ********** Fire Elemental These floating balls are more scenery then enemy, as they have no attacks to speak of. Yet you can kill them, and they have a truth glass entry. Don't even bother with them unless you're goofing off, in which case they can make good target practice. ********** Flame Spirit Basically a weaker form of the billent, Flame spirits spew out a constant stream of firey death. The fireballs are weaker than the billents and don't have any homing capability, but they can add up pretty quickly due to the flame spirit's high rate of fire. On a few occaisons you're forced to run against their flame to get somewhere else. If you can, approach them from the side. Failing that, cast resist fire and get to where you can shoot them with magic or a bow type weapon. Melee is difficult because you take constant damage, it won't be pretty but it's possible. They are vulnerable to stabbing damage so equip a bow or the morning star. ********** Ghost I hate ghosts. I just do. They give me the willies with their belch from hell and air wiggle movement. They're also one of the most common enemies in the game which is doubly bad news. You face alot before you have access to MP restoration, and magic is the best way to fight them. They're trouble. Ghosts move extremely quickly, albeit in short bursts. Their attack also moves them forward quite a distance. They are very resistant to all melee damage, maybe taking 6 or 7 hits from they weapons you first meet them with. Their attack can slow you leaving you vulnerable to future attacks due to their speed. Good luck trying to hit them in melee outside of using the invisible wall strategy, it's extremely difficult, and likely to get yourself slowed. If you have magic, use it. They are vulnerable to fire spells, so a simle fireball spell will take care of them in a few hits. Fire wall is far too slow to hit them with it, unless it's against an invisible wall. Holy spells are also likely to be very effective, but fireball is usually just as effective and less costly on the MP. ********** Headeater Other Varities: Small, Medium, Large Headeaters The headeater is a King's Field Staple. This quartered watermelon attacks with a lunge from it's "jaws" that travels further than you'd think and threatens an area to the side of the plant. It can also poison you, so be careful of that if you're still fragile. Circle slash them if possible, other wise rush in and try to interrupt their lunge. Magic is effective but probably not worth wasting unless you've got plenty to spare. The only diff- rences between the varieties are obviously size, lunge reach, and minute increases in power. ********** Kald Probably the second rarest enemies, they only appear in the cave of darkness, and resemble floating eels with a huge set of teeth. If they notice you, they start to charge toward you with teeth bared, moving extremely fast, when they aren't charging they float much more leisurely. These guys aren't too much to worry about, as their charges are easily dodged and it can take them quite awhile to turn around. Because they are Aerial they can be tricky to hit with melee attacks, but still it's probably better than wasting MP on them. ********** Kraken Other Varities: Red, Fire Flinging Most likely the first enemy you'll face, krakens are fairly easy if you can circle slash them, as their turning speed isn't too good. Their tentacle rakes can be pretty fast though, so be careful if you must fight them head on. Like batails, all krakens consist of two parts, a shell and the body. Note that you can kill the body before the shell by aiming down, and this is the only way to kill a kraken in one hit. Red krakens are just quicker and more powerful versions of the normal krakens, and appear on the east coast. Fire Flinging krakens appear solely in the kraken's nest, and shoot fireball streams from their tentacle rakes. Dodge their magic and take them out in melee, or just use magic from afar. ********** Log Stalker Other Varities: Large Log Stalker Log Stalkers have fairly damaging ranged magic attacks, paired with quick melee attacks. Still, melee is probably the best way to go with them, they often come in groups which can make it difficult to take on one at a time though. Not only that, but they are often paired with anti-melee troops such as termites and ghosts. Try to take out the other monsters first, then engage them in melee, using weak magic (fireball works well) to stun them, then hit them with your weapon, then repeat. ********** Mogle The single rarest monster in the game, they only appear in one room near the eastern village. They're fairly easy to get rid of, as well, just dodge their jumping attack and smack them when they land. Magic works too, but is rather unneccessary. They shouldn't cause you any trouble. ********** Psythe Other Varities; Large Psythe Psythes can be a pain, they have two attacks besides their melee, a swirling red ball that looks curiously like the Amiga logo, and launching ghosts toward you. The red ball can curse you, which reduces your physical strength by twenty. The ghosts can slow you, making it difficult to dodge its attacks. Their melee attacks are the least of your worries, so get close to them. They can be hard to avoid but they don't cause any side effects (at least, with the small psythes). They are resistant to magic in general, and vulnerable to chop damage. So take out your Battle Hammer, Ice blade, or Spider for these guys. The large psythes can paralyze you with their melee attacks, however they are only at the very end of the game, and you should have the weapons and magic to deal with them by then. The spider will kill them on contact, in fact. If you do get paralyzed, just cast breath and be done with it. ********** Reiks Other Vareities: Mecha Reiks Resembles a floating seahorse in many ways, they usually aren't too dangerous, but like all floating enemies they can be a pain to hit. They usually won't hit you unless you stay in one place for a while. If you need to take them down in melee, stick around until they charge you, then dodge out of the way and attack while they recover. Magic can be effective, but mostly unnecessary ********** Refma Other Varieties: Red Refma Similar to ghosts in many respects, but not nearly as creepy. Refmas are disembodied floating heads that behave similarly to Kalds, they will charge you and move very fast. However, Refmas don't have the best aim, you can stand still and they'll fly right past you. (When they hit invisible walls though, this defect is largely missing). Hitting them provokes them and they charge along the ground, greatly increasing their aim. When they hit you, they damage your mp as well as your hp, so look out. Magic works well, especially homing magic, as they are difficult to hit. They have no obivous elemental affinities so knock yourself out. The red ones behave exactly the same as the blue ones, use the same strategies. ********** S-Knight Two headed snails that breath streams of poison. You'll want to strafe to their sides and attack the heads from that point. Don't bother with the shells as they're totally invulnerable. As long as you stay out of the poison stream, you should be fine. If there are two or more in the room, try to make them hit each other with their poison and use them as a shield in the process. Magic is u ********** Salamander Look like giant lizards coming out of pots that are way too small for them. Salamanders are stationary enemies that fling fireballs at you, and because of this should be treated similarly to the other monsters in this category. I.e. Use a ranged weapon such as a bow or crossbow. They can block magic projectiles, but spells such as waterfall work wonders. If you must get into melee, charge them and start whacking, preferably from behind. ********** Sigill Other Varieites: Small, Large Sigills The fish that you see leaping out of the ocean in water areas such as both coasts. They can be a pain in the early game due to their great strength, later on though, they become mere pests. They're nearly impossible to melee because they like the deeper water, but magic is effective. Lightning volt in particular will handle them well, if overkill, a wind cutter or two does the job just as well. If you do manage to kill them over shallow water they give pretty good gold, but this isn't always feasible. As long as you don't stick around in the shallows for long periods of time you shouldn't have trouble. ********** Skeleton Probably the most common enemy of the game, Skeletons are pretty strong, their attack is also deceptively fast. They move quite slowly until you get into melee range. Don't take them on head first if you can avoid it, circle to the side. If you stick around melee range in front of you they have a really nasty back and forth attack that hits you several times in succession, not good. Thankfully they have a few weaknesses to exploit. Chop focused weapons are extremely good against them for one, and they're also vulnerable to fire magic. Do a magic stun and charge to get rid of them painlessly and quickly. ********** Soldier Usually around town areas or the many bases, the soldiers wield a wicked polearm (Glaive-Guisarme?) that gives them alot of reach. The size of the weapon doesen't seem to hinder how fast they use it either. Do not approach them from the front if it's avoidable, try to turn around them. Be especially careful if you take on two at once, as their reach weapons are very good for teamwork. Magic works normally on them, so if you can spare MP it's much safer otherwise, just try to find a way around them. ********** Slime Other Varities: Green Slime, Poison Slime The slowest moving enemy in king's field, slimes are never a threat as long as you don't run into them. Green Slimes are actually helpful, as getting hit by one will act as a free antidote. They're weak to stab damage, but really anything works, as they're not much for retaliation. They're also weak to fire, but don't waste your MP unless you're free to. The poison slime can poison you, but still you have to run into it for that to happen. If it does, there's usually a green nearby for you to heal the poison. Poison is only a threat in the early game, later on you have enough hp for it to run it's course without worry. ********** Tarn Tarn's are another rare enemy, not only are they only found in one area, but after you're done with that area, they're gone for good. Which may be a good thing, because they are rather annoying. At long range they attack with an ice mist that is hard to dodge and at, at melee they have a variety of melee attacks that are slow to come off but can do respectable damage. They have an attack where they can kick you with both feet, this one will knock you back quite a way. Melee takes awhile as they are very resistant to physical attacks, even with the flame sword it can take nearly 15 blows. Magic is your best friend, fire wall will melt them quick, especially since they are rather large. ********** Termite Other Varieties: Small, Medium, Large, Mecha Termites A creature that will come to to pest you at many times during your journey, the termite has a fast, powerful pincher attack that can paralyze you, leaving you unable to retaliate until it wears off or you heal it. This can be especially dangerous because termites often attack in groups, and at the point of greatest termite congestation (the termite nest) you haven't learned breath yet. Termites are weak to stab damage, so bows are very effective, as is the morning star if you have it. Magic is generally unnecessary, but if you have to, fireball and wind cutter effect them pretty much the same. In melee, rush up, hit them, and rush back. Be careful because they can be deceptively quick with their pincers. ---------------------------------------------------------------------- II.c) Boss Strategies ---------------------------------------------------------------------- ****************************************************************** Boss: Huge Kraken (West Coast) The difficulty of this boss is directly related to when you choose to face him, as you can pretty much do that at any time from the start of the game, though it isn't always feasible. It's attacks are pretty simple, Single arm hits with the right or the left, and a double arm hit that does about double damage and knocks you back quite a distance. It's biggest virtue however is it's HP, it's got awesome staying power. Be careful of the double hit whatever time you face it, as it might knock you to a watery grave. Before Placing the Second Dragon Stone: Challenge Rating: Impossible What are you, nuts? The Kraken will eat you alive if you try to tackle it around this point in the game. It's *SUICIDE*, don't even try it. Even if you could take a hit from him, your weapons are weak and you're very unlikely to kill him before you run through every single healing item in your inventory. After The Termite's Nest: Challenge Rating: Difficult. Around this time of the game the Kraken becomes slightly more reasonable. You can probably take 3 single arm hits before you go down and if you do a good job circling to avoid it's attacks, You'll likely need to use a few potions, but you should be able to pull it off with the Morning star or Bastard sword. Look out for a double strike particularly at this level as it can easily kill you or leave you ready for the finishing blow. As the Kraken is immobile, you can also try to kill it with the bow and magic. However since you don't have much magic oomph yet and the bow leaves something to be desired, you'll probably run out of MP or arrows this way. You can always make relays back and forth between the magic fountain to refill when you need it, as I don't believe he heals, but it isn't very efficient. After Exploring the East Coast: Challenge Rating: Easy. Your weapons and armor have improved from the last time, which makes your job that much easier, use the Shiden if you have it, It'll still take alot of hits, but the damage you take should be manageable. Use the same tactics, circling to avoid it's blows while landing your own. Your biggest advances however have come in magic, you probably have firewall and waterfall, two spells that can decimate this squid, especially if you use the fire wall freeze tactic (Cast a Firewall to stun it while it damages, run to it's back, attack till it turns to you, firewall again, repeat). After Exploring the Big Mine: Challenge Ratting: Very Easy. Mostly same deal as above, you're a little stronger though so everthing should be a little easier. Melee shouldn't have changed besides the fact that you'll have more hp and doing more carnage. He'll stick around longer than the Earth Elemental, but is less dangerous. Ranged combat again is mostly the same as before. You might want to give him a lightning volt which looks rather cool in his semi-cave there. You also have the Arbalest, but I don't think it's necessary to waste Elf Bolts on this thing. After Getting the Final Fire Crystal: Challenge Rating: Pathetic Waiting this long actually takes effort, I've done it before for Irony's sake, having the first boss you see be one of the last you defeat. (And because there's a scene of it in the ending sequence). By now you have magical destruction leaping from your fingertips. Freeze and Flame the sucker to oblivion. Melee will probably be a total joke, as well. You do get to see the Large amount of hp this guy has though, as he can actually withstand about 3 Flames(!) ****************************************************************** ****************************************************************** Boss: Termite Queen (Termite's Nest) Most likely the first boss you fight in the game, this overgrown bug needs to be taken out, but she's got an infinite amount of termites that are around her (Four at a time, usually) which can make make running up rather dicey, looking at those huge pincers.. those can make things rather dicey as well. There are two main approaches, using ranged or melee combat. Ranged: The queen can't move, so Just use your magic or bow to her her from a distance, the bow does more damage I believe, but you can refill your magic, so I prefer to use that. After you pump enough shots of either into her, she'll go down, and the termites will stop spawning (Though those that were there when she died will still be there). Stay outside the other termite's move radius too. (Veterans who don't like to use the invisible wall tactic will probably want to keep moving in the chamber to stay away from the termites as they fire the bow at the queen.) Try to conserve 10 MP though, you'll see why later. If you get down near that range, just finish her off with the bow instead. Melee: Going toe to toe with those huge pincers is mighty dangerous, but there's a cheap way to do it, If you hug the wall of her chamber and run in as far as you can, she won't be able to hit you with her attacks and you'll also be out of the termite's range, so you can safely whack her into oblivion. I'm pretty sure this was not what the programmers intended, but whatever floats your boat, as they say. ****************************************************************** ****************************************************************** Boss: Huge Earth Elemental (Big Mine) It's been awhile since you had a boss battle, eh? This one's pretty difficult too. He's basically an earth elemental on steroids, he has 3 basic attacks. A breath spray you've seen the other elementals use (only more powerful), The bite attack that's also similar to the ones the others used (Again, more powerful), and a Rapid fire stone spell that is his most deadly attack by far, if he decides to hit you with it in melee.. you're gone, thankfully he usually sticks with his bite attack in melee and only uses stone at range. Strategy? There's 3 strategies that work pretty well. 1) Wait until after he uses a ranged attack and run in and start circling, slashing as you do, and hope he doesen't catch you with his bite or use stone at point blank. Continue until he goes down. Risky but Effective. 2) Use ranged attacks such as magic and the bow to hit him from afar, ducking back behind the corner if he decides to let loose a breath or stone. Pretty safe, but might take awhile. 3) The fire wall freeze. Launch a multi hit spell such as fire wall close to his head and if you hit right he should take several hits, while he's reeling run in and circle behind him. Hit him while he tries to turn around to face you. When he's almost caught up with you, launch another spell to freeze him in place again while you run back behind him. Simple and effective, if slightly cheap, this is a good tactic against almost any boss. It only took me two fire walls holding the shiden sword. ****************************************************************** ****************************************************************** BOSS: Four Copper Knights (Harvine's Castle) Boy that harvine sure was a looker, that's a pretty nice portrait there, let me just look at it a bit.. Hey wait a second.. You're in a tight spot now, four copper knights come out from secret doors in the walls. You've fought them before, but not only are there four of them now but they also have about twice the HP of a standard one. This is a pretty exciting battle, here's what you'll want to do. 1) Resist Fire, ASAP! It'll cut down the damage of their fireballs which is half the battle. 2) Find cover, or Keep Moving! If you stay still in the center of the room, you'll be toast faster than you can use healing items, run quickly behind one of the columns in the room and try to use it as a shield from their fire. Try to get the knights in the line of fire of other knights as well, as this doubly helps your cause. 3) Waterfall! This water spell can take them down in one hit, particularly if you hit them as they pause to fire at you. If you do the above steps right and you use waterfall, it's pretty much in the bag. Meleeing them all is harder, but doable. If you have a water weapon, use it, otherwise, just use the Shiden or whatever your most powerful weapon is. From the amount of gold they give, you'd think they were Golden Knights. You can also open the secret doors before the painting opens them and fight them one on one, but where's the fun in that? ****************************************************************** ****************************************************************** BOSS: Huge Tarn (Ice Palace) Don't you wish you had resist Ice? This gargantuan ice man flings ice crystals at you, as well as having an array of melee moves to try on you. His attacks are more powerful than the normal tarns, however his projectiles are easier to avoid than the normal one's mist. This fight isn't too difficult, especially if you come packing heat. Fire magic that is. Fire wall will decimate him just like the normal Tarns if you stick him in the middle of it, and it has a much higher damage to MP ratio than Fire Storm. Like the other Tarns, he's very resistant to physical attacks, so that route can take awhile. Just treat him like a Big tarn, and circle him, slashing. ****************************************************************** ****************************************************************** BOSS: Huge Copper Knight (Necron's Coliseum) Though it's more powerful than the normal copper knights, it's not hard at all. Circle slash him and he'll go down pretty quickly. It can't turn quick enough to hit you and even if it does his hits don't do much damage. Using magic only accelerates his death. ****************************************************************** ****************************************************************** BOSS: Huge Tarn (Necron's Coliseum) You should have flame now, feel free to use it. Fire wall still works beautifully too. He mists alot as well as firing that spiky projectile. While the mist is difficult to avoid you should be able to handle the damage. Magic Or circle slash, he's easy. ****************************************************************** ****************************************************************** BOSS: Huge Earth Elemental (Necron's Coliseum) Watch the stone spell! You're not as vulnerable as before but it still hurts about 50 damage per stone! It also seems to do the spell alot more and they also seem to travel faster than before. That could be near 200 hp a burst. Other than that use the strategies from before, perhaps taking advantage of your higher level magic. If you're careful you should come out on top. ****************************************************************** ****************************************************************** BOSS: Huge Demon Lord (Necron's Coliseum) It likes to move around alot, making circle slashing difficult. Watch the wind cutters as he can pull them off extremely quick, try to bob and weave his magic, moving predicatbly will get you hit as It's pretty good at leading shots. Closing to melee is hard and when you get there not only can he hit you very quickly but he'll often get out of melee range quickly (He can move faster than you, not good). This is definitely where your magic should help you, Flash is probably the best, just don't use it too near you. Waterfall might do the trick as well. He probably moves too fast to hit by firewall unless you do some good aiming. Freeze and Seath are both good choices, if expensive. He's not as dangerous as the Earth elemental in my opinion, just a quick mover. Magic him and he'll go down. ****************************************************************** ****************************************************************** BOSS: Necron There's a few attacks that he uses: 1) he jumps and fires 2 flash-like bullets, and these home in on you. It can be tricky to avoid so keep moving. Can do 70-200 damage depending on how well it hits you you. It has trouble hitting if you stay close to him (He may even hit himself) 2) He launches an earth wave, as the spell, not much you can do to avoid it, Does about 50 Damage. 3) Various melee attacks, rather powerful, stay healed. Do NOT try to engage Necron in a magic duel over long distances, his flash spell will be very accurate at range and it WILL kill you, instead close in, to melee range if you wish. You don't want him to get away from you or you'll be in trouble. This also means you're not going to be using flame, lightning volt, flash, meteor, or anything else that can kill you at close range. Stick to stuff like Freeze and Waterfall. Like the demon lord, he moves around too much for firewall and other non-homing projectile spells. If you use freeze, make sure to take advantage of his immobility and hit him a few times while the spell takes effect. He can block your spells sometimes too, try not to hit him from the front if you can avoid it. As you'll be at melee range, it isn't such a bad option to run in and slash him, this may stop his flash bonanza and make him think twice about earth wave. Just watch his melee attacks, they can hurt as much as his magical ones. Stay well healed, use your magic and physical prowess well and you should be okay, but this fight isn't easy by any stretch of imagination. ****************************************************************** ****************************************************************** BOSS: Guyra and Bitts Guyra has several attacks: 1) A steady stream of fire that moves in a sweep pattern, to avoid it dodge opposite the direction it's moving, if you dodge in the same direction, you'll just get hit more. 2) He'll hunch over and bring his head near to the ground. Then he Launches a projecticle that behaves much like your Lighting volt spell, keep moving to evade most of it it. 3) In melee range a sweep with his massive neck. 4) The bitts will constantly attack you with their laser beams. There is generally two ways to take Guyra down, note that the bitts will absorb all magic they touch. No Nonsense Charge: Do an intricate dance while engaging him in melee, the bitts will be annoying, but you should be able to handle the damage they cause. Try to hang off to the side so you can see what Guyra's attacks will be and react accordingly (a stream will hurt if he hits at this range, so you do NOT want to be in front of him). Note that you can interrupt any of guyra's ranged attacks with a well placed sword strike, and most of his attacks are easy to predict from his motions. Always keep moving or his lightning volt will hurt. You shouldn't have to kill his Bitts if you use this path. As the breath spell is rather cheap at this point, you shouldn't have to use many potions (if at all!), just keep whacking away. Note that Guyra registers hits on his head easier than his body, so aim for that (you'll have to look up). Magical Offense: For this tactic, you'll want to avoid Guyra's attacks WHILE hunting down the bits, which is not the easiest thing to do. As in the previous strategy, keep moving. Stay to the side of Guyra's head, he'll turn to you, you'll ideally want to run to the other side then. To kill the bits, cast weak spells like fireball to attract them, then smack em with your sword, they're not too strong. If a bitt looks vulnerable but Guyra just launched a lightning volt (Learn that sound), let it go. A lost oppurtunity is better than a lost life (Or Dragon Crystal as the case may be) Once Guyra's magic suckers are all dead he's as good as toast. He just can't compete against the likes of flame, seath, freeze, flash, and meteor. As long as you play relatively smart there's no reason for you to lose after his bitts are gone, just keep moving. ****************************************************************** <====================== Part III ====================> <= Walkthrough => <======================================================> ---------------------------------------------------------------------- III.a) Small Walkthrough ---------------------------------------------------------------------- Only what you need to do in order to finish the game, use this if you want to discover the game for yourself. -Coming Soon! ---------------------------------------------------------------------- III.b) Full Walkthrough ---------------------------------------------------------------------- Area: West Coast of Melanat Items: Ground: Earth Herb(x4), Fire Crystal, Breastplate, Crystal, Short Sword Chests: None Locked(Key): None Hidden: None Enemies: (BOSS) Big Kraken. Kraken Batail Sigill (Large) Sigill (Small) Fire Elemental NPCs: Jose Harven Nearby Areas: Kraken Nest Waterfall Cave Pirate Caves Path Inside Melanat Save Points: None! Welcome to the Game! You'll find yourself barely reaching the shore after being shipwrecked, with nothing but a dagger to speak of. Oh, and Don't go backward, or you'll fall to a watery death, There's a Boss level Kraken a mere jog away that supplies plenty enough power to Bash you to pieces. Not that It's needed, most of the *NORMAL* monsters can kill you quite easily at this point. Especially Those Large fish you see swimming out in the ocean (Sigills). Fear Them. Warm welcome, no? "To The Lighthouse" Lots of stuff to do, so lets get started. You should see a bridge heading out westward across the water, run across it, and off the end and you should land in some shallow water, losing 1 HP, but this is by far the easiest way to get to the Lighthouse. Circle around the base to pick up the 2 earth herbs that are lying around, Then climb the stairs. Careful not to fall off! When you reach the top, you'll see a fire crystal, Grab it, and use it. Equip it as your magic and head back down (Don't Jump!). Note that you can kill the Fire elementals floating around in this area, but there's little point to it. ****************************************************************** TIP: I don't recommend going on a pyro binge at this stage of the game, as MP at this point in the game is very scarce, you won't find a way to replenish it outside of items for quite some time down the line, so I'd only use a fireball in case of an emergency. ****************************************************************** Once your back down at the lighthouse base, you should see a path of shallow water to the north. If you go along this path you will reach a small island with a breastplate, which may make things easier for you (But not much). The bad news is that the path is right in the path of angry sigills and there are two kraken's on the island along with the breastplate. If you do go, I recommend a mad dash across the water to get to the island. If you're new to king's field, This is not a favorable place to get used to combat, so grab breastplate (Should be on your right, greyish coloured) and hi-tail it out of there back the way you came. Note that if you don't want to risk it, that's perfectly fine and reasonable, though if you run in and out you should make it safely. You can always come back here later (You Have to, anyway, More later). Back at the lighthouse base, there's a path of shallow water going to the SE that will eventually bring you back to the main coast, however it's loaded with sigills and Mosquitos, so just run back across the bridge instead. "Walking the fine line" You'll probably be wanting a save point right now, but there's
still more to do here. (If you do want to save, as this step is every
bit as dangerous as the last, possibly more, skip to the next area) 
After you're back on the coast, start heading north and around the 
corner (You may notice some writing on the wall here, helpful stuff)
you should see the huge kraken in his cave there.  Fighting it
at this point WILL get you killed, what you'd like to do at this point
is run past it before it's tentacles o' death can hit you (And they 
have more reach than you'd think) stay in the water to the left, just
look out for the small sigills, while not as beefy as their large 
cousins, you're very fragile, and they can stall you long enough if 
you run into them for the big mama Kraken to whip you out to sea.
	
When (If) you get past the kraken, you'll find yourself in a Batail 
infested area I like to call the north lagoon. Try to ignore them if 
they're not actively trying to kill you, and if they are, it's usually 
better to run, They'll only do about 2 HP with the breastplate, 
but they're annoying to bring down with your very short range dagger.  
Going Right brings you to a dead end, so Go across the bridge (Watch 
the Sigills!) and to the opposite side.

First head to West and you'll see a small crystal at the edge of the 
platform, pick it up and head back to the bridge. Now head east, you'll
meet a kraken here, and this may be your first combat experience. Try to 
muscle your way past it to strike at it's back, but if you can't,
Rush in, strike, get away, repeat.  Kraken's are pretty easy.  Grab the
earth herb that's on the ground, as well as a short sword slightly more
east, I'd equip it.  Looking further east, you may see a waterfall, in
RPG tradition there's a cave behind it, but you'll get creamed at this
point by the monsters there, and you can't do anything there yet anyway,
so return past the giant kraken, to the starting point.

If you want, you can swing to the south and pick up another earth herb, 
and talk to your first NPC, the fisherman, he provides some background 
info, and points you toward the Villages further into the Island.	

At this point you can either explore parts of the Pirate caves to the 
south, (Not very profitable at this jecture, and could be dangerous, with 
the skeletons), Or go inside the passage opposite the bridge and enter 
Melenat proper (Recommended).

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

Area: Path Inside Melenat

Items:
        Ground: Earth Herb(x6), Antidote, Stargate, Wind Crystal, 
                Antidote(x2).
        Chests: Iron Mask, 30 Gold, Crystal, Crystal Flask
   Locked(Key): Crystal Flask (Pirate's Key), Phantom Rod (Harvine's Key)
        Hidden: Leather Shield, 50 Gold 
	

Enemies:
        Kraken
        Headeater (Small)
        Headeater (Medium)
        Headeater (Large)
        Green Slime (Small)
        Green Slime (Large)
        Skeleton
        S-Knight

NPCs:
        None

Nearby Areas:
        Western Shore
        Dragon Fountain

Save Points:
        One, by the Stargate.

"Water is Good"

Congratulations! The game actually becomes safer for a moment.
Once you've gone through the passage, look toward the North against the
wall and you'll see a few barrels, the second one contains an iron mask,
equip it. There's also another earth herb along the wall, and Yet another
Earth herb adjacent to a passage heading north, which you should take. 
This room has two krakens and a green slime, so take your time clearing
it out. In the Southeast corner there's another earth herb, and one more
close to the fountain. The eastern section of the room contains a locked
chest (You'll come back for it later). And on the eastern wall there is
a hidden door, leading to a room with a chest with a leather shield 
guarded by a skeleton. At this point, skeletons can rip you to shreds, 
so I recommend leaving it, at least until you save your game.  The fountain 
waters here can restore your HP, and later you'll be able to turn these 
waters into potions, so keep this location in your mind in case a combat 
goes awry and you need a quick fix.


"Saving is Better"

Head back into the large first room, and head toward the southeast, 
you should see a kraken in the corner.  You should be used to these guys
by now, kill it, It'll drop an Earth Herb. Take the passage nearby and take 
the detour north for a room containing a chest with 30 Gold. Head back to 
the passage (Careful! There's a spike trap on the southern wall if you're 
too eager with the X button)

******************************************************************
TIP: *ANY* time that you're searching along for secrets along walls
if you hear that tell-tale opening sound (You'll learn it quickly)
IMMEDIATELY back away, as you may have triggered a trap instead of 
treasure.  Then if it's safe, go ahead and grab your prize. This 
also applies to chests, that can often contain a skeleton all too 
happy to skewer you.
******************************************************************

In the next room there are 3 Krakens, so be careful not to be surrounded.  
At this point you can take a few hits, but if you get backed into a corner 
you'll go down pretty fast.  Kill them, and loot the room, there's an 
Antidote in the northwest corner and an earth herb by the south east passage. 
Near the center of thesouthern wall there is a secret compartment with 50 gold 
contained inside. A broken sword is on the ground but you can't pick that up, 
so just head down the stairs to the Southeast.

Pass a room with an empty chest, and find yourself in a T-junction, look east, 
and you'll see the wall has a different texture than the rest, this is actually
a door, and this type of door is often found housing save points. Enter, and 
save the game.  Congratulations! You've reached the first save point, 
which is no small feat in this game.  There's also a guidepost in the room 
but you can't do anything with it yet, so just ignore it for now.

"Poison Escargot"

Exit the room and head west along the corridor, take the first northern exit to
get to another small room with a verdite soldier's corpse in it. Try to 
control your grief as you rummage his pockets for a stargate, which is useless
right now, but will become very important later, the barrels here are empty,
so return to the corridor.
	
Head back west, you'll notice the walls change to a poison-y green motif, 
which should be a hint of troubles to come, take the first branch south you 
come to and enter a room filled with headeaters and green slimes. Be very 
careful, as headeaters can poison you, if that happens, get hit by a green 
slime, you'll take some damage, but thankfully the poison will go away. After 
the headeaters are killed, kill the slimes to be thourough (and for XP, of 
course). Search the room attached to this one to find a crystal, and a blood
stone in the barrel.

Back to the Corridor, pass by the bones and their owner's last scrawled message
on the wall (Danger Ahead, gee, that's useful?). And enter the next passage on 
the north.  This may be the first of the two headed S-knights that you see, and
dealing with them as well as the headeaters in the room can be tricky.  I 
recommend taking out the headeaters first, as they move much quicker, just try 
to stay out of the S-Knight's vision to avoid the nasty poison stream. (Note 
that it can hit it's allies with this, which can be fun to watch, but risky 
if any gets through to you). The door here is locked, so head back to the 
corridor.
	
The last room to the south is literally filled with headeaters of all shapes 
and sizes (well, sizes anyway). Kill them for XP and the gold they drop, but
there's nothing additional in the room.

That's all for this part of the area, so head back to the first room you 
entered, saving again on the way, if you like. Some of the monsters have 
probably respawned at this point, but not as many as before, take them out 
again if you like for some more XP. Visit the fountain again to recharge your
HP (if necessary). 

"The king has left the Building"

Take the door in the large, first room that resembles the one outside the 
save point room. Kill the monsters in here (Nothing you haven't seen before,
the slimes may leave two antidotes and the headhunters two earth herbs, you 
may have to come back multiple times to get these though), and take the 
passage heading to the north.  After a few sets of stairs you'll head out over
a narrow bridge over the waterfall you may remember from earlier, and into a
more beigey grey area. This is apparently a site that King Harvine (a name 
you'll be hearing again) started to build upon, but later abandoned, maybe 
because of the two giant snails in the place, kill them.  Grab the wind 
crystal in the alcove, and loot one of the chests for a Crystal Flask, the 
other one is locked, so we'll be returning later. Turn around and head back
down the steps.  If you took extensive damage, you may wish to return to the
fountain, and now that you have a crystal flask you can draw the water from
the fountain and carry it in portable form. If you wish you can save and
attempt to get the leather shield now, but it will be difficult. When you're
done, head back, and this time take the passage east through the Brown door.

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

Area: Village Areas

Items:
        Ground: Moon Key, Crystal Shard(x6), Crystal(x2), Antidote, 
                Knight Helm, Moon Gate(From Fai), Harvine's Flute(From Fai), 
                Necron's Map(From Fai), Light Crystal(From Fai).
        Chests: Earth Herb (x2), 40 Gold.
   Locked(Key): Earth Herb(Silver Key), Earth Crystal (Gold Key), Seath's
                Armor (Dark Slayer).
        Hidden:
	

Enemies:
        Soldier
        Termite (Small)
        Termite (Medium)
        Headeater (Small)
        Headeater (Medium)
        Ghost

NPCs:
        Al Hunt (Herb/Rare Item Shop)
        Nola Bagil
        Raffy Foss (Equipment Shop)
        Mark Wozz (Key Shop)
        Fai Fadlin

Nearby Areas:
        Western Shore
        Dragon Fountain
        The Small Mine
        The Path to the Central Village

Save Points:
        One at north village down large staircase
        One at south village near the graveyard

"Meeting the Village People"

Go through the passage until you come to another Brown door, go through and 
head north, there's a barrel here with an earth herb in it.  If you look east 
from here you'll see a chasm, and a switch, and a soldier.  The switch retracts
and extends the bridge that spans the chasm.  You can either hit the switch, 
cross the chasm and kill the soldier, or hit the switch, lure the soldier onto
the bridge, and then hit the switch again, dropping them to the floor far 
below. The Former gives you XP, but the Later is much easier. Whichever way 
you deal with the soldier, cross the bridge, and head up the stairs. The sign 
will announce your visit to the north village.

You may be hearing creepy sounds at this point, coming from the east, which is
a graveyard...You can look toward that direction, but I wouldn't recommend it,
for there quite a few ghosts in there, and they can spook you.  You probably 
can take them with patience, and there are some good items in there, but as 
those things give me the willies, let alone trying to fight them along their 
termite brethren, we'll come back when we can kill them with ease.

Instead, continue north past an opening, and head up the stairs into a small 
alcove, there's a earth herb in one of the barrels here, take it, and go back
to that opening you passed, and go into it, up the stairs, and into the town
proper.

You'll see a house ahead, and inside is the first villager you'll meet, Al 
Hunt, who has a variety of things for sale, however, likely the only things 
you'll be able to afford are herbs and perhaps the leather shield, if you 
didn't get it earlier. (You can still get it from the same place later, if 
you don't want to dish out the cash).  You're likely to have a steady supply 
of herbs from just exploring, especially if you made good use of the fountain.
You may wish to purchase some antidotes however, as we're about to encounter 
more poison enemies soon that don't have green slimes around to help. You may 
wish to keep talking to him to hear some more about Al's food binges, and if 
you didn't know the green slime antidote tip.

Continue on, and go straight, passing up an opening, and heading down a very 
long staircase.  There are two doors here that you are unable to open now, but
the main focus is a save point down another passage.  You can search the 
guidepost here to take the Moon key, which, like the stargate, is useless 
at the moment, but will become quite useful.

Go back to the opening you passed and head through there now. You'll come to 
another house, as well as a fountain with more healing water. Fill up your 
flask if needed.  Inside the house is Nola Bagil, who is looking for her 
brother Dias, talk to her a few more times and she'll also mention Fai, a 
friend of her brother. Continue on, down a set of stairs to a room containing 
some Termites, be careful and you shouldn't have problems.  Termites often 
drop Crystal Shards, so pick those up. There are two staircases here, take 
the southern one first. Kill the Headeaters here.  You can drop down a hole 
here to get to a later area, but as it leaves you surrounded by enemies, I 
don't recommend it.  Now go back and take the other stairway.

The first room has a chest with 40 gold and a headeater, grab and kill 
respectively. The next room can be very difficult, because not only are there
headeaters and termites together here, but there's also ghosts, and that's 
bad news.  Do the best you can though, as this is the last to explore here, 
and you don't want to have to come back for just this.  You may wish to resort 
to magic here, fireball works very well on the ghosts, just try not to use too 
much.  What do you get for clearing out all that stuff? A pat on the back, to 
be delivered later.  Though you will get XP of course.  There's another hole 
here, but as it's got the same problems as the other one, I'd pass.

That's about it here, so go on and head back to the retractable bridge area. 
Save on the way.  If you feel confident dealing with Ghosts, you can head for 
the graveyard, if not, feel free to pass it up for now, they get much easier 
once you can freely spend MP on them. I'll cover it here though.

"What do you want on your Tombstone?"

Work your way through this area slowly but surely, making sure you dont' rush 
into anything. If a Ghost slows you, head immediately to the nearest exit, 
don't be shy about using your potion or herbs either.  In the first area 
there's an antidote lying on the ground in a southeast alcove.  Thankfully 
most of the enemies in here are headeaters and not ghosts.  The path isn't 
overly complicated, kill any headeater's you see, and at the end pick up a 
shiny pair of iron boots, equip them.  All you need is gloves to complete your
 collection now.  Be careful on the way out, as some more ghosts may have 
spawned near the entrance.  

Aren't you glad that's over? The guard by the bridge is up to his same old 
tricks, and still falls for your same old tricks, so deal with him how you 
like, cross the bridge again, and head north.

"Biohazardous Materials Ahead"

If you bought a few antidotes from al, you can breathe a little easier here.  
The first thing you notice is some red slimes in the corridor.  Now these 
things are the opposites of our comparitively friendly and useful green slimes,
and will poison you if you're not careful.  Add to the mix headeaters (Poison)
and the occaisonal Batail and you could find yourself in trouble.  Anyway, 
kill or avoid the slimes, and head up the stairs, into a village like area, 
but it's clear no villagers are around here.  Clear out the headeaters, I 
recommend you leave the green slimes though, in case you get poisoned. Inside 
the first house there's a Cyrstal Shard on some bones.
	 
The next area has poison slimes again, which are tricky to avoid and easy to 
accidently get poisoned if you try and fight them, if you left the green 
slimes alive, you don't have to worry as much. Watch out for those Batails
though.  The path ends in some headeaters, one of which is carrying a crystal.
There's also an antidote on the ground here. Inside the house, there's a 
crystal stashed away behind the bed, make sure to get it. That's all here, 
so head back to the retractable bridge area again, you'll have to deal with 
those slimes again on the way out.

"Hangin with Southsiders"

Head south this time, past the door. Take care of the soldier here, they give 
decent money for this time of the game.  There's a passageway to your east, 
but pass it by and hit the switch to lower the bridge south. Cross the bridge,
make note there's a small hole on this side that can be difficult to see due
to the game's textures, but if you fall in it will result in death, be very 
careful, especially if you plan to fight the soldier on this side, dunking him
down the chasm stll works beautifully.

Go up the stairs and through the only passage available to enter the south 
village.  The shopkeeper in the eastern house sells many things, some of it 
you actually afford. He will also mention Cellfy if you talk to him enough. 
As for what to buy, well, you'll find most of this stuff yourself eventually, 
so it's up to you, but the Knight sword may be a good idea to give you some 
more offensive punch. If you want the defensive edge, buy the Iron gloves, as 
you won't be finding those for a loooooong time.  Don't buy the Knight helm, 
as we'll be finding it shortly.

Continue further in, you'll see a sign, South Graveyard, yup, here we go again.
However first go the opposite direction to give you a chance to gird up your 
loins. You'll meet Mark Wozz here, a keymaker, you probably won't be able to 
afford even the silver key yet (Especially if you bought some equipment) but 
it's important that you know where he is, as you will want all his keys 
eventually. There's also a Crystal Shard in the corner of this area, grab it.

"The tombstone means your dead, sir"

Like the other graveyard, this one can always be done later, and gets much 
easier when you have a ready supply of MP available, but the small mine that 
this leads to contains some useful items, so I'll cover it here.  Go back to 
the sign and follow the arrow this time.  After a short corridor you'll find 
yourself in a very large room, with red slimes, termites, and, yes, your old 
friends the ghosts.  There's a locked chest you won't be able to access yet.
In the southwest corner is a save point, and right next to that corridor is 
a more unfinished passageway.  Follow it to the end and even though it looks 
like nothing is there, search around the ground and you should pick up the 
Knight Helm.  Go back to the big room and Take the green stone exit.

There's a house here that supposedly belongs to a chap named Rand Ferrer, 
apparently he waited too long to call the Orkin man and now you have to play 
exterminator. Kill the termite (Get the shard it drops) and head back down 
into the big room.  (I came back later and killed it again, and it dropped 
another shard, it may just be random.)

Careful, a Ghost or two may have respawned.  Now head to the Southeast exit. 
You're going to have to deal with both ghosts and Large headeaters here, just
take it slow and be very careful. After it's clear, you'll see two paths ahead,
one going down (The Small Mine) the other one leading to a small alcove, where
you'll find Fai, who you heard about from nola.  Apparently he doesen't mind 
keeping the the ghosts company in the graveyard, let's just say he's not a 
people person. He'll tell you some things about Necron and his soldiers.  Keep
talking to him, and he'll mention he needs a Figure of Seath, you'll get one
of these later.  When you're done with him, head into the Small mine using the 
other entrance.

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

Area: The Small Mine

Items:
        Ground: Earth Herb(x2), Crystal Shard(x1), Crystal, Short Sword
        Chests: Star Key, Earth Crystal. Crystal
        Locked(Key):
        Hidden: Crystal
	

Enemies:
        Termite (Small)
        Termite (Medium)
        Reiks

NPCs: 
        Rand Ferrer


Nearby Areas:
        Village Area
	
Save Points:
        None

"Mine your own Business"

After all those ghosts, this area will be somewhat of a relief, mostly termites
to worry about, which you should have the knack of killing by now.  Anyway, 
head inside and head Northeast first, Pick up the Earth herb here. Then you 
can head west to pick up a Crystal shard next to some bones, and a short sword
off a dead soldier of verdite, but you shouldn't really need it. Continue 
North, killing termites on the way, and you'll have another West or North 
decision.  Take the north way for now.  You'll see a chest ahead, in it is the
Star key.  You can finally use your stargate, err, once you place the star key 
on a post anyway, I'll talk more about these later.  Continue North to find a 
chest with an Earth crystal, use it to learn your first healing spell, though 
you probably don't have the MP to use it with at the moment (I used all mine 
up on those darn ghosts, I admit). Now head back to that passage heading 
West-Southwest. 

Ignore the first passage you see (It's a rather nasty trap that drops 
you into a swarm of termites) and continue until the path splits into two 
again. Head West first to meet a Miner.  Talk to him to find out some things 
about the Mine, the Big Mine, Necron, the elves, even termites, and thank him 
for it by stealing the crystal out of his bucket.  (You may hear some very 
scary noises from behind the walls here, this is because in the scheme of 
things this mine is very near a part of the big mine, even though they don't 
connect in any way, you're hearing some of the big mine's very scary monsters, 
we'll get there later)

After you're through with him, backtrack to the split and head south 
this time.  The passage directly to your left lets you see what you would've 
been dropped into had you taken the passage earlier, but nothing else down 
there of interest.  It looks like the path splits again ahead, but in actually
it diverges for only a second and converges again, don't miss the crystal on 
the left path though.  Keep going, this time it splits for real, complicated, 
isn't it? Take the south west path and search around the walls at the end to 
find a secret passage. Inside is a chest with a crystal inside, along with 2 
Reiks.

Return and take the other Path, there's an earth herb here, as well as a window
overlooking the secret room you just entered. Keep Going. Another Split? Don't
fear, take the Southeast path and find yourself at the exit again, you've 
circled the mine and picked up all the goods in the process, which means you're
done here. Trudge back out, careful of ghosts again, and return to the entrance
of South Village. If you make another circut of the towns you'll find some have
new things to say to you, but nothing overly important.

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

Area: The Path to the Central Village

Items:
        Ground: Rhombus key(x5), Crystal Shard, Jail Key, Earth Herb(x2),
               Dagger, Arrow(x1), Dragon Stone.
        Chests: Crystal Shard, Earth Herb, Rhombus Key
        Locked(Key):
        Hidden: Crystal Shard, Dragon Crystal, Crystal, Light Crystal.
	

Enemies:
        Soldier
        Archer
        Ghost
        S-Knight
        Headhunter (Small)
        Headhunter (Medium)
        Headhunter (Large)

NPCs:
        Earnest Cylde

Nearby Areas:
        Village Areas
        The Big Mine
        The Central Village
        Seath's Fountain
	
Save Points:
        One in a branch off the main path.

"Go Directly to Jail"

Remember that path heading east by the south village retractable bridge? Well, 
head there now.  There's a soldier here, so kill him.  In the process you may
notice a door opening to the north and two more soldiers coming through it.  
Now if you're feeling daring, you can sneak past these two and into the room 
before the door closes, which contains a chest with a crystal shard and a 
secret passage along the north wall, this in turn leads to two more chests, 
including a Dragon Crystal and a Crystal. Further Secret searching might 
result in a Spike to the face, so be warned.  Head back to the large corridor 
when you're done.  (If you couldn't sneak past the guards, don't worry, you 
just have to wait till you find a rhombus key, which are pretty common)

The green stone path directly opposite the door you came from contains a 
soldier on the right, and stairs down on the left, However they only lead to a 
room with some Poison slimes in it and a corridor you can't get to, Kill the 
slimes if you like, and return to the large corridor again. Go a bit further 
east, and go up the stairs toward the north.

It was possible to drop into this room from one of the wells in the North 
village.  Check the northwestern corner for a rhombus key on the bones, There's 
also a room with a save point here, so use it. Return to the Large corridor and
head east yet again. More Soldiers are here.  The soldier at the end of the 
hall will drop a Rhombus Key, make sure to get it.  Take the north path up the 
green stone stairs. Take care of the Snails here, then the slimes. There's 
another Rhombus key on the ground in the Northeast corner, so pick it up.  
There's also a crystal shard behind the barrels in the northern part, take it 
and head back to the Large corridor. Put a rhombus key into the keyhole at the 
end of the hall, and head through.
	
You should see a brown door with a sign that says "Base No. 1" on it, head 
inside and kill the soldier, another Rhombus key is on the desk here and an 
Earth herb is in the bucket. Leave the room, and head toward the southern 
stairs, ignoring the Rhombus door for now. Kill the two soldiers here.  
On the north wall near the corner is a secret compartment containing a Crystal 
Shard.  Enter the brown door and kill another Soldier for the Jail Key.  
There's a secret door along the wetern wall, take it to find your first light 
crystal. Go back to the rhombus door you skipped and head through it, using 
another key. This is the Jail.

Head south first, killing the enemies you meet.  At the end of the hall there 
are two jail cells, one contains monsters, clear them out if you wish and take 
the two Earth Herbs here.  Then enter the opposite cell, and talk to the 
prisoner for an update about the situation, he'll also give you a dragon stone,
which will come in handy in a moment. Talk to him some more, then leave him in 
his cell, he'll find his way out eventually.

Head to the northern jail now, there's an archer in the back, so look out and 
try to zig zag when in the hallway.  Kill the slime in the first cell if you 
like, but otherwise it's empty.  Head for the back and kill the archer, and 
enter the other cell here.  There's a secret passage on the North wall, take 
it.

There's two approaches to this next room, it's swarming with headhunters and 
ghosts.  You can either gun it for the opposite hall and stairs leading down 
to the Dragon Fountain, or you can use patience and take out all the monsters.
It might be easier to do the first option, as you can refill your mp at the 
Fountain (Yay!) which makes the ghosts much easier.  Either way, enter the 
fountain area, place the dragon stone on the southernmost pedestal, and refill
your MP at the red fountain.
	
******************************************************************
TIP: Remeber this location well and know how to get here, this will be your 
main healing center throughout the game.  Carry only red potions from this 
point on until you can get gold ones, as you can always use magic to refill 
your hp if you need it.
******************************************************************

Turn around and head back up the stairs, killing the monsters if you didn't 
earlier.  Let loose with magic, the fountain's right behind you.  After it's 
clear, take the rhombus key out of the chest in the Northwest corner.  Note 
that you also could have dropped into this room from one of the wells at the 
northern village, and been surrounded by ghosts and headeaters, wasn't this 
much easier? Anyway, Take the greenstone passage here to get to a room with 
some S-knights, toast 'em. One of them drops a dagger.  The other passage here 
just drops into the red slime room from earlier, if you feel the burning desire
to save you can drop down, hit the save point, and go back to the jail, but it 
shouldn't be too necessary right now.  When you're done, exit the northern 
jail.

"Take a walk toward Central Avenue"

Head through the Rhombus door going east.  There are archers on the towers here
, so the second you head inside make a U turn to your left (Ignore the stone 
door for now) and head up the stairs you find here.  This brings you to the top
of one tower, so kill the archer, grab the arrow he drops, and head back down
(You can jump down from the tower and it's a bit faster, but you'll take some 
damage) and do the same for the other side. This one drops a rhombus key. Head 
back to ground level.  The stone door here leads to the big mine, which is 
probably risky to enter right now, so for now search between the two large gold
emblems to the east to discover it's actually a door, there's lots of doors 
like this, so if you see an indentation in the wall similar to this one, 
it's probably another door. Go through, and the door after that, to enter the
Central Village area.

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

Area: The Village of the Wind

Items:
        Ground: Arrow(x3), Bow, Earth Herb(x4), Bloodstone, Crystal(x3), Water
                Crystal, Crystal Shard (x4), Antidote, Rhombus key, Elf's 
                Bolt, 75 Gold.
        Chests: Earth Herb(x2), Phantom Rod, Arrow, Crystal Shard.
   Locked(Key): Moonstone (Silver Key)
        Hidden: Truth Glass, Crystal.
	

Enemies:
        Soldier
        Archer
        Ghost
        Headhunter (Small)
        Headhunter (Medium)
        Headhunter (Large)
        Termite (Small)
        Termite (Medium)
        Termite (large)
        (Boss) Queen Termite
        Reiks
NPCs:
        Meryl (Fortune Teller)
        Krola Amgun
        Sandler Amgun
        Kehl Hunt
        Celffy Foss (Equipment Shop)
        Radd Bilheim (Crystal Shop)

Nearby Areas:
        Path to the central Village
	The East Village
        Ruins of King Harvine's Castle
        Seath's Fountain

Save Points:
        One next to the Termite nest.
        One behind the switch activated door.

"Clean up the Neighboorhood"

Out of the door, head east, there are more soldiers and archers here, fun. 
Clear them out and take the green stone path upward. Follow the path until it 
opens into a large corridor, and take the stairs directly opposite until you 
can make a right, do so, and kill the archer here (Take the arrow he drops), 
if you went after the archer first, you can drop down and take out the soldiers
now, or just leave 'em. Return to the large corridor.  
	
There's a switch activated door here, head through it. One of the barrels in 
this room contains an Earth herb. The fortune teller may or may not be in the 
western alcove, don't worry if he isn't, you'll meet him eventually. He can 
tell you about any item in your inventory, which can be useful. Take the 
Phantom rod from the chest here, though.  It's a useful item, but very rare.  
Also get an arrow from the barrel.  There's a save point nearby, make use of 
it, and exit out the switch activated door again.  
	
Go further east, and enter either of the green stone passages you see. You'll 
be in a narrow corridor with a wooden door ("Base No. 2"), go in, kill the 
soldiers (Taking another Arrow). There's a bow in the corner, take it.

******************************************************************
TIP: Like MP in the early game, you shouldn't use arrows friviously, as they 
are limited.  Use them only when the situation calls for them.
******************************************************************	
 
Head back to the large corridor. If you head further east and enter the 
greenstone passage, you can take out some archers (get an arrow) and take a 
look at the termite's nest across the way, but nothing else at this point. 
Further east is blocked by a chasm and 2 strange pedestals, you'll know what 
to do with these later.  Head back to the switch activated door area and head 
up the sounthern stairs, not taking the path right this time.

"People who Need people"

There's a T-junction here, take the west path and talk to the woman blocking 
the path (Krola).  She's looking for her son, Sandler, who fancies himself a 
treasure hunter (Spelled "Thief" of course).  Apparently he's wandered into 
the termites nest.  She's blocking the way into this part of the village, and 
while you can inch her out of the way with enough bashing, there's nothing 
really worth all that effort.  So go back and head on the east path.

Ahead of you is an empty house, so Head north for now, you can't enter this 
house because the man (Kehl Hunt) is blocking it, maybe he'd let you inside 
if you found sandler. All signs are pointing in one direction. Like Krola you
can knock him aside with enough bashes and get to Cellfy's store earlier, but 
I don't feel it's worth the trouble. So head south, through the greenstone 
passage.  In the resulting room there's an earth herb in a barrel and a crystal
shard in a bucket. Through the greenstone passage there's a save point, and a
hidden passage along the northeast wall. Inside may be that Fortune teller, or 
it may be empty.  Either way use the save point, and place your star key on 
the guidepost.  Head east through the narrow passage and you'll fall through 
the floor into the termite's nest. (There is some writing on the wall ahead 
that you can reach if you run [Jumping over the hole that opens, effectively] 
but it doesen't say anything important).

"Bugs, Mr. Rico..."

Be careful! You might be attacked by a termite as soon as you fall in, take 
care of it quickly, using magic if necessary.  There's so many termites in here
that you should just assume there's going to be a few in every room, and I'm 
not going to mention them unless they drop something good. Follow the path to 
reach the Main hole that comprises most of the nest, a few seahorse are here 
too, perhaps a symbiotic relationship.  There's an earth herb along the west 
wall, a bloodstone on some bones north of it and east of those is a crystal, 
on the eastern half there's also an earth herb near the center. One of the
large termites in this room drops a crystal. Take the western path out of the 
area.

Follow the path. The path appears to split but the western path is just a small
niche. Go South, then west again (East is a dead end). Follow the path to your
First Dragon Grass, these trees will drop Dragon Crystals for you if you wait 
long enough, but it takes quite awhile.  Against the western wall is a secret 
passage that leads to a chest, inside is a truth glass.  This is a very 
informative item that tells you about monsters, NPCs, and names areas, very 
useful. Go back to the Main hole.

Take the southwestern exit only leads to a hole trap, the north western one is 
the landing point of a hole trap so take the exit that's directly opposite of 
where you entered, or the northern one.  Follow the path and kill a termite 
for a crystal.  You'll see a hole here with some water below, I don't recommend
jumping down just yet, pass it by and head up the stairs killing another 
termite for a crytsal shard.  You'll exit the passage on the upper ledge of the
main hole, at this point I recommend making a circut of the area, picking up 
items, and killing the termites, not entering any passages.  It'll get you some
experience, gold, 3 Crystal shards, and an antidote.  The Reiks will drop two 
crystal shards as well, if you can reach them.

Once you've returned to your starting point (The westernmost passage), head 
northeast again, and make a sharp turn back west into the passage. You may have
seen this point from outside, there's a rhombus key here, pick it up. Exit this
passage and continue east.  You'll see 2 passages right next to each other, the
most further more eastern one contains a pit trap that will drop you back to 
the first level.  The other one simply is an inside route that parellels the 
outside ledge, with no items, so just keep heading east.  Head into the large 
opening you see ahead straight east.

It splits, so head southeast first and turn left, there's a chest here with a 
bloodstone, and an arrow on the bones. The right fork contains two earth herbs,
one dropped by a termite.  

Now head back and take the north route at the first fork, the Termite queen is 
here.  

******************************************************************
TIP: Since the Queen's Guards here will spawn infinitely as long as the queen's
alive, you can keep killing them to gain some levels here.  It's not necessary,
but if you've been having trouble with the game so far, being a little beefier 
might make things that much easier.
******************************************************************

******************************************************************
Boss: Termite Queen

Most likely the first boss you fight in the game, this overgrown bug needs to 
be taken out, but she's got an infinite amount of termites that are around her
(Four at a time, usually) which can make make running up rather dicey, looking
at those huge pincers.. those can make things rather dicey as well. There are 
two main approaches, using ranged or melee combat.

Ranged: The queen can't move, so Just use your magic or bow to her her from a 
distance, the bow does more damage I believe, but you can refill your magic, so
I prefer to use that. After you pump enough shots of either into her, she'll go
down, and the termites will stop spawning (Though those that were there when 
she died will still be there).  Stay outside the other termite's move radius 
too. (Veterans who don't like to use the invisible wall tactic will probably 
want to keep moving in the chamber to stay away from the termites as they fire 
the bow at the queen.) Try to conserve 10 MP though, you'll see why later.  If 
you get down near that range, just finish her off with the bow instead.

Melee: Going toe to toe with those huge pincers is mighty dangerous, but 
there's a cheap way to do it, If you hug the wall of her chamber and run in as 
far as you can, she won't be able to hit you with her attacks and you'll also 
be out of the termite's range, so you can safely whack her into oblivion. I'm 
pretty sure this was not what the programmers intended, but whatever floats 
your boat, as they say.
******************************************************************

After you finished her off, search where she was to find an earth crystal, and 
talk to Sandler at the end of her tunnel. He'll give you a key for your hard 
work, but seems to have not learned his lesson, so leave him in the termites 
nest to find his own way out.

If you have 10 MP or more, head to that hole you passed that had the water 
beneath it (It was by the stairs leading to the second level, if you remember) 
and drop in, there's your first water crystal here, as well as some small 
sigills and an elf's bolt in the corner, get the crystal and use your stargate,
warping back to the key.

If you don't have the MP, exit via the corridor you found the Rhombus key in, 
and you'll have to come back for the Crystal.

"Man Around Town"

The people who were previously blocking your path have now moved aside, and now
you can access Celffy's shop. I don't really recommend buying anything though, 
as you can find enough stuff to get by pretty easily.  Celffy and Kehl seem to 
have pretty bad attitudes, as you'd expect people in their line of business to 
have, oh well.  Head to Krola's house past where she was blocking you before 
and chat with her, she'll mention Gigi, as will sandler, you'll meet her later.
Sandler is overflowing with info, so make sure to hear everything from him.  
He suggests using your new found key by the ocean.

You can find Cliff Lore's home east of here, but you can't open his chest yet, 
so nothing there. There's a long stairway up, but you can't open that door yet 
either, so that's a dead end. If you go west you can steal 75 gold from Dalf 
Vice's table.  There is a hidden crystal by Tabler's doormat, so search around 
the ground and you should find it. Continuing on will put you around the area 
of harvine's castle, but you should level up some more before you head down 
there.  So return to Sandler's house.

Take the more western of the two north paths to meet Radd Bilheim. a crystal 
crafter, he can turn your crystals into flask and your shards into arrows.  
There's not much other use for crystals so I recommend you change them all 
into flasks.

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

Area: The Pirate Caves

Items:
        Ground: Crystal Shard, Antidote(x3), Dagger(x2), Earth Herb(x2), 
                Bloodstone(x2), Antidote (x2)
        Chests: 35 Gold, Morning Star(x2), Crystal(x2), Dragon Crystal,
                Bloodstone, Pirate's Map, Moonstone, Earth Herb, Crystal,
                Verdite
   Locked(Key): Verdite (Pirate's Key), Skull Key (Pirate's Key)
        Hidden: 50 gold(x2), Crystal
	

Enemies:
        Skeleton
        S-Knight
        Headhunter (Small)
        Headhunter (Medium)
        Headhunter (Large)
        Green Slime
	
NPCs:
        None

Nearby Areas:
        The Western Coast
        Path Inside Melanat

Save Points:
        One by three chests.
	

"Booby Trapped Booty"

You've got a big foothold on the world of King's field by now, now it's time 
to expand your horizons, and we can start by going back to the beginning, yes, 
that's right, all the way back to the beginning.  The ocean that sandler was 
speaking of was none other than the one you were shipwrecked upon.  Start 
heading back, using rhombus keys and taking the old ones out.  You can spare 
yourself a few keys by leaving your star key in the central village and taking 
the Snail drop near the fountain to bypass a few doors. You can then bypass 
them again on the way back using your star key. While you're at the fountain 
refill your flasks and be sure to visit Mark Fozz (at the south village) to 
buy the silver key (you should have enough if you didn't buy anything from 
Celffy).  You can open the nearby chest in the graveyard now with the silver 
key for an earth herb. Some NPCs in the area have new things to say as well, 
if you want to make a circut.

Make it to the blue fountain by the west coast, you can open this chest now 
with your pirate's key, and get a flask.  Remember that locked door by the 
Snail past the save point? Head back to that point, save on the way. Use the 
pirate's key on the door, and head through, watching out for the skeletons.  
Clear out the first room, and you should see a door, walk backwards toward it, 
as a skeleton will drop from the ceiling behind you if you didn't (Sneaky 
devils). Take care of him, then open the door.  Walk ahead and another 
skeleton will drop from the ceiling. Once you're done with him, keep walking 
and you'll come to a room with 6 chests, the proverbial paydirt.

	The chests are
			   North Wall
	(35 Gold)			       (Verdite)	
  West							  East
  Wall	(Crystal)			  (Morning Star)  Wall

	(Empty [Skeleton])	      (Empty [Skeleton])

			   South Wall

Equip the morning star, as it does alot better against skeletons than any 
swords you may have, and you'll be seeing alot of them around this area.  
That's it for here, so head back to the fountain.

"Booby Trapped Booty part 2"

Head outside back toward the fisherman. Talk to him if you'd like, then head 
south toward the cave there. Enter and take out the snail for a crystal shard.
Take out the headeaters and enter the grey area to the east, there's an 
antidote on the ground here and a secret door in the far east wall.

There's a treasure chest at the end of the passageway, run toward it, or you'll
fall down a pit trap. Get the Dragon Crystal inside.  Then fall down the pit 
trap to find yourself around some slimes.  Take the stairs up and kill the 
headeater for a Dagger. Then raid the chest for a bloodstone, fall down the 
edge here and you should find yourself in familiar territory, head back toward 
the fisherman and back in the cave.

This time, take the stairs up, opposite the passage to the grey area. You'll 
come out on a narrow ledge, follow it to another cave opening.  There are 
three chests inside.  The north one contains only a skeleton, the south one 
contains a crystal and a skeleton, and the final one contains the pirate's map.
There's also a save point here, use it, and head back to the narrow ledge. 
Look to the south, and you should see some ground below you, fall from the 
ledge onto the ground, you should take about 20 damage.  Take care of the 
kraken here quickly, and the rest of them as well.  The second one has an 
earth herb.  Enter the door here to enter the Pirate's Cave.

Skeletons are practically everywhere in here, get used to them. Take a trip to 
the graveyard to your right to fight a few skeletons, than inch closer to the 
pendulums, near them is a pit trap that you want to fall down into.  After you 
find it, kill the slimes and open the nearby chest for another morning star.  
Follow the path until it splits, then head east to find two doors, behind the 
northern one is two skeletons (one drops a bloodstone), and a locked chest.  
Use your pirate's key to get the Skull Key. One of the barrels also contains 
an Earth herb, and a bucket contains a moonstone.

The southern door also contains two skeletons, and a sort of 3 card game. Kill 
the skeletons, then search the barrel for a crystal. Three chests are here, 
only one of them has a prize.  The chest on the left contains a Verdite, the 
others contain skeletons.

Head out the door and west, turning North before the pendulums.  As you near 
the door here a skeleton drops ahead of you, Kill it.  First head down the 
stairs opposite the door to get to a large room with 3 snails. You'll find a 
dagger and a moonstone on some bones here. Search the north wall for 3 hidden 
compartments, two with 50 gold each and another with a crystal.  Head back up 
to the door.

Heading north brings you to a drop leading to the grey area of the caves that 
you explored earlier, so ignore it for now.  Head through the door. There's a 
curious grey room to the north, but there doesen't seem to be anything 
significant about this, so just head further on, slaying skeletons as you go. 
Pick up the earth herb and the two antidotes on the path.  One of the graves 
ahead also has a bloodstone.  That's about all here, exit the door and head 
north, dropping into the grey area, and heading back to where you started the 
game.

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

Area: The Waterfall Cave

Items:
        Ground: Bastard Sword, Water Crystal, Dragon Stone
        Chests: 
   Locked(Key):
        Hidden:
	

Enemies:
        Skeleton
	
NPCs:
        None

Nearby Areas:
        The Western Coast

Save Points:
        None

"RPG Rule #53: Waterfall = Cave"

Remember where the waterfall was before, beyond the big kraken? Well now we're 
heading toward that, see the first part of the walkthrough if you've forgotten.
Speaking of the Big Kraken, you might be itchin' to kill it now, and though it 
is fairly difficult right now, it is certainly possible.  If you want to try 
it now, check the boss strategies section.  I'm going to continue though as if 
you're sneaking past it again.
	
Get to the waterfall and then head behind it, there are a few skeletons here, 
and you might not hear them over the waterfall (Good for realism, bad for you).
Once you clear them out, put the skull key into the skull shaped indentation 
and a path will open.  There's some treasure here, and alot of skeletons. 
You'll probably see the water crystal first, so pick it up and use it.

The cave next to the Water Crystal contains a Dragon Stone, you should know 
where this goes.  Before you leave, plop back down in the water and search the
little alcove to the east for a bastard sword.  It's up to you to equip it or 
not, it's more powerful, but also slower, so use what fits with your style.  
The only thing left on the coast is what's behind that big squid (which you 
don't need for quite some time and it's well protected) and what's in the 
sealed chest in the Harvine foundation chest (which you can't open yet), so 
head back to Seath's Fountain (For a shortcut, drop down the well at north 
village by where the ghosts, headeaters, and termites were).

Place the last dragon stone upon the last pedestal and golden water will flow 
from the center fountain.  You can know have golden potions, and I suggest you 
convert immediately. This also opens the two doors of Seath's fountain, 
connecting you to the north village, and to the castle of Harvine (In the 
central village area), Very convenient. Take the eastern door now.  
----------------------------------------------------------------------

Area: Outside Harvine's Castle and Window of Homesickness
Items:
        Ground: Knight Plate, Battle Hammer, Antidote (x2), Dagger, Earth
                Herb, Knight Helm, Arrow(x2)
        Chests: Bloodstone, Wind Crystal, Phantom Rod.
   Locked(Key): Great Helm (Gold Key), Crystal Flask (Silver Key).
        Hidden: Moonstone, Rhombus Key.
	

Enemies:
        Copper Knight
        Skeleton
        Salamander
        Flame Spirit
        Poison Slime
        Psythe
        Ghost
	
NPCs:
        None

Nearby Areas:
        The Central Village
        Seath's Fountain

Save Points:
        One near the final drop next to the east village.

"Is there an inch on this island that isn't graveyard? Nope"

You'll end up in an area with many bridges across a river of flame. Ignore them
for now and head south and down the stairs. Immediately turn to the east and 
search the north wall near the corner for a compartment with a moonstone 
(Careful, there is also a spike trap nearby).  On the opposite wall, there is 
a secret door with a Copper Knight behind it.  Be wary of their flame as it 
can kill remarkably quickly at this level (Resist Fire may be useful). The 
chest in here is locked currently, and you don't have the key.

Exit and continue down the north hall, turn east at the first oppurtunity. The 
south wall has another secret door here with another knight behind it, in case 
you want to fight one, no treasure though.  There's another secret door on the 
wall opposite, but it doesen't even have the knight, zilch. Head north all the 
way to the end of this area. Search the barrels for a Bloodstone, and pick up 
the Knight Plate just sitting on the ground. Yet another secret door is on the 
south wall here, leading to a room with a chest and a knight.  The chest can 
be unlocked with the silver key and contains a Crystal Flask.  If you take the 
southern exit you didn't enter from, you arrive at the Central Village once 
more.  You can open the chest in Cliff Lore's house with the silver key now if 
you wish, it contains a moonstone.

Now you must make a decision, you can either go through the Ruins of Harvine's 
castle now or you can make an expedition to the Big Mine to find Harvine's Key.
Going through Harvine's Ruins now results in less backtracking later, but the 
Big Mine contains equipment that maybe useful. It's up to you. I'll continue 
with Harvine's Ruins here, if you wish to tackle the big mine, see that area's 
section.

Head back to the bridges over the sea of flame.  Only the northenmost can be 
crossed fully.  There are many skeletons on this side, clear them out. First 
go to the southernmost door, it contains two salamanders and a chest. I suggest
casting a resist fire spell to greatly diminish the damage they do.  Take the 
wind crystal from the chest and use it.  Then return to the middle Door (If 
you have Harvine's key from the Big Mine and don't want to explore the inside 
of Harvine's castle jsut yet, just go to the southernmost door instead and 
skip the next paragraph).

The next part can be a little tricky. The door here is locked (If you have 
harvine's key, you can explore this area now, see the Harvine's castle area) 
so you want to kill the northern Flame Spirits without getting fried, you can 
do this with spells or the bow, or just inch real close to them and smack them 
from the side. You'll know if you hit if they stop firing a moment.  Keep 
hitting them and they'll disappear eventually. (The morning star might be a 
better choice to hit them with, as they are vulnerable to stab damage).  After 
you killed the two northern faces, head north and find your on the other side 
of the door that was locked by Harvine's key.  

Continue to the east, watching out for skeletons and ghosts. Once you reach 
the wall head south to a door.  You can continue exploring the perimeter of 
the ruins if you like, but there's not too much to find outside of monsters.  
When you're done, go through the door.

The next section has some Psythes, so if you hadn't already, read up about 
them in the enemies section.  The fact that their paired with ghosts makes them
even more painful.  I suggest taking at least the ghosts out from the side you 
start on with magic or the bow.  The northernmost bridge can't be crossed, so 
head over the middle bridge when the coast is clear.  Look out the window here 
for what I think is one of the best ocean views in the game.  You've reached 
the east coast!  But you're not through yet, to the south behind the graves is 
an assortment of goodies, including a dagger, 2 antidotes, an earth herb, a 
knight helm (Hidden, like the other one, search around), and a battle hammer. 
The battle hammer is a one trick pony, if you need chop damage, it's wonderful.
Anything else, forget it.  Did I mention it's slow?  It MURDERS skeletons 
though, so it might be useful to equip it for now.  (If you check the truth 
glass in this area, it says the window of Homesickness, which is a pretty cool
name I think).  Anyway, once you've looted everything, head back across the 
bridge.

Head to the southern bridge and in the western alcove there's a chest 
with another Phantom rod.  Follow the other path to reach a staircase.  Head 
north when you can for a save point.  Use it, and head up the stairs again.  
This ledge over-looks the eastern side of the bridge that was unaccessible 
before.  Drop down, kill the archers (Picking up two Arrows), and hit the 
switch, rectifying that situation.  Enter the small alcove opposite the 
pillars of wind and search the walls to find a compartment with a Rhombus 
key inside. Head through the door heading east when you're ready.

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

Area: The Eastern Village and Environs

Items:
        Ground: Bloodstone(x3), Phantom Rod, Arrow, Rhombus Key, 
                Earth Herb(x2), Seath's Tear (From Teo).
        Chests: Crystal(x2), Seath's Plume
   Locked(Key): Verdite (Harvine's Key), Verdite (Magician's Key)
        Hidden: Scorpion Bracelet, Stone Hands, Crescent Axe
	

Enemies:
        Skeleton
        Fire Elemental
        Poison Slime
        Ghost
        Mogle
	
NPCs:
        Gigi Budwell
        Teo Budwell

Nearby Areas:
        The Central Village
        The East Graveyard

Save Points:
        None

"The Village...Person"

If you need to refill your flasks, head south and take the first passage east 
to reach a Gold Fountain. (I'm not sure if this functions if you hadn't put 
all the dragon stones in the previous fountain room, if someone could confirm
or deny this that would be great).  When you're all filled up, go back down the
stairs and head north. West is a dead end, so head east and take the first 
north.  Take the secret passage here to find a house filled with red slimes, 
open the chest here to find the scorpion bracelet.  Equip it, as you don't 
have much else to put in those slots right now. It helps against poison.

Head back through the secret passage and head east again.  The first house you 
come to is empty, so head north and meet up with the infamous Gigi.  
Apparently her dad has gone missing in the big mine.  When you're done, 
head south into a grey area, there are two crystals in the barrels here.  
There's also a secret passage that leads to a dragon grass.  That about does 
it for the east village, yep, gigi is the only current inhabitant.  Kinda sad,
isn't it?  Head back to the entrance of this area and head south, passing by 
the fountain stairs, and take the next east.  Follow the passage.

"Another Graveyard!"
	
This next area is crawling with skeletons, so you may want to equip the battle 
hammer for this part.  Climb the stairs in the first room to reach a row of 
alcoves, one of which contains an empty chest with a skeleton inside. Feel 
free to try to swat the fire elementals here to shake the graveyard angst, 
and head north when you're done.  This is basically a long corridor with mostly
symettrical alcoves jutting out on either side, it's easy to illustrate, most 
of the items are in the secret passages or the graves:

	\ (Thing) = Secret Passage (What's There)
	* (Thing) = Trap (Type)
				North
                                |   |
Stone Hands\  Skeleton(x2)     -     -  Skeleton(x1)   \ Nothing \ Seath's 
Verdite    \  Bloodstone        |   |	Writing        * Spike     Plume
                                |   |
                                |   |
                                |   |	
Crescent   \  Skeleton(x2)     -     -  Skeleton(x1)   \ Nothing 
Axe(!)	      Phantom Rod       |   |   Bloodstone
              Empty Chest       |   |
West                            |   |                              East
                                |   |
Nothing    \  Skeleton(x3)     _     _  Skeleton Chest * Spike
Earth Herb \  Skeleton Chest(x2)|   |   Skeleton       \ Nothing
              Bloodstone        |   |
                                |   |

				South

Lot's of stuff to be had here, don't miss the Crescent Axe, which should be 
equipped immediately. Stone Hands are also quite nice.  The passage north 
eventually leads to a longggg stairway that overlooks another lighthouse, you 
can get a great item here, but it's a one way trip, so we'll come back after 
we're done. Head back to the room with the Fire elementals again.  The stairway
to the East leads to another locked chest you can't open yet, but soon, head 
back to the main hall and refill your potions if necessary.  Continue South 
when ready.

You'll notice a few mogles in this room, this is one of the rarest non boss 
enemies in the game, spawning only at this particular point. Disregard 
endangered species laws and kill them. There's archers in here too, making your
life difficult.  You'll want to head west first into the wooden door.  Kill the
archers here (and collect an arrow).  There's a rhombus key on the desk as 
well, so collect it. Exit the room.

There's a save point connected to this room, so find and use it.  Your pirate's
map is rather detailed for this location so use it to reveal the layout of the 
room and the way to get rid of those archers.  One of the headeater's as well 
as an archer dropped a earth herb. Also be on the lookout for a Rhombus key on 
the exit path.

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

Area: The Cemetary and East Coast

Items:
        Ground: Earth Herb(x5), Antidote(x3), Rhombus Key(x2), Crystal(x2), 
                Verdite(x3), Bloodstone(x4), Dragon Crystal(x3), Figure of
                Seath, Fire Crystal, Large Shield, Water Crystal, 
                Elf's Bolt(x6), Seath's Plume, Ground Bell (From Harris),
                The Dark Slayer (Possibly).
        Chests: Dragon Crystal, 300 Gold, Amulet of Mist
   Locked(Key): Verdite (Magician's Key)
        Hidden: 200 Gold, Figure of Seath.
	

Enemies:
        Ghost
        Log Stalker
        Remfa
        Kraken (Red)
        Batail
        Poison Batail
        Skeleton
	
NPCs:
        Harris Carvitto
        Leon Shore
        Karen Shore

Nearby Areas:
        The East Village

Save Points:
        One in the Cemetary next to the holes.
        One next to Leon's house.

"Something other than a graveyard! A Cemetary!"

Once you get over the monotony of the recent journey, look up to find a new 
enemy! The log stalker,  Their fireballs can hurt, so a resist fire may be in 
order if you're getting pounded, try to melee them, but watch out for other 
enemies around. One in the first area drops an earth herb.  There's also three
antidotes and a rhombus key in the area.  Head East.

Not only are Log stalkers here, there are also ghosts, and holes all over the 
ground.  Don't fall in them yet. One of the log stalkers carries a verdite, 
another drops an earth herb. A northern branch contains a save point, and a 
southern one contains Harris Carvitto.  Apparently, like your old chum Fai, 
he likes the comfort of undead company, and the less said about this the 
better.  While your retching in disgust, rob his friends grave mercilessly of 
a crystal for petty Revenge. A passage in the Northeast corner yields another 
crystal.  Head back west, and exit south.  Go along for awhile then make a 
sharp turn into another grave yard area filled with more undead.  A skeleton 
dropped a bloodstone and there's an earth herb in the room.

Enter the next chamber and kill some more skeletons. You'll find two more earth
herbs here.  One of the chests is locked but can be opened by the magician's 
key for a verdite, the other contains a moon stone. Be sure to moon the undead 
as you bend over to loot their graves for the miner's map, they were already 
pissed off anyhow. Exit east and up the stairs ahead. Kill the slimes, one 
drops a bloodstone. A secret compartment on the northern wall reveals 200 gold.

"Water Water Everywhere, Very easy to Sink"

COntinue on East and cross the train track-ish bridge. Keep going straight to 
reach a save point room.  I used my moon key on the guidepost here, this 
location is pretty remote and since we'll soon be getting the moon gate it'll 
be easy to get back. The other path in this chamber leads to another 
"Not Accepted" door, Patience, Patience.  Save, and exit the room, heading up 
the stairs you passed a moment ago. Take the second passage on the left to 
fight a long stalker and win a Dragon Crystal.  Then head back and continue 
North.  There's an old high-elf lady on a rocking chair here, Karen Shore. 
She "gives" you a figure of seath (It's actually on the table in the house, so 
be sure to get it).
	
You may wish to take note of the shields in the painting here, for you'll need 
to remember the emblems later. Look back at the old lady and find she's 
vanished, though the chair will keep rocking for eternity.. (I hypothesize that
the chair was part of her character and she's actually still there, just her 
body has been made invisible, if this is true, you should be able to "kill" 
the chair if that noise spurs you into psychotic rages). Head back to the 
passage left you passed (Which is now a passage right, see why I prefer compass
directions?) and cross the bridge there.

A trapped corridor is to the south, some of the traps can be avoided by ducking
into the side rooms, but for the most part you have to grin and bear it.  Past 
the last trap is a room swarming with skeletons, try to cut most of the down 
with magic first if you have the potions.  There's a bloodstone on the ground, 
and chests with a dragon crystal, and 300 gold inside.  Run through the traps 
again to exit, healing when necessary. Take the stairs down now.

There's a red kraken here, it's just a stronger and possibly faster version of 
the originals, so use the same tactics.  Get the Rhombus key on the ground and 
head north along the shallows, killing more krakens along the way. One holds a 
Dragon crystal and other one has a bloodstone.  Go inside here and examine the 
bones to find the Magician's Key and some writing, Maybe he died while carving
it.

Return to where the Kraken's were and contine north along the narrow shallow 
path.  Kill the sigills with windcutter if you'd like, you'll see a lighthouse 
ahead, so you know the drill.  Climb to the top, take the bridge to the other 
side, and nab the fire crystal. Use it to learn firewall, an extremely useful, 
yet expensive (at this time) spell.  It can can take some practice getting used
to aiming it.  Descend the stairs of this lighthouse and examine around the 
base to find a large shield. Now, return to Karen Shore's house and save at the 
nearby save point. There are a few items on this island that in order to get 
you have to trap yourself so you're only able to warp out.  You'll have to 
choose one for now (Unless you brought your Star key here).  You can have 
another figure of seath, the shiden katana, or some treasures below the 
cemetary.  The figure of seath is probably the easiest to get, and you can 
never have too many of those.  The shiden sword is very powerful, but is 
probably the hardest to get due to the long fall and having to aim it properly.
I wouldn't recommend the treasures under the cemetary at this point, as we'll 
be exploring that area thoroughly later.  The shiden sword drop off point is 
fairly close to the central village, so if you like you can head straight back 
and pick that up as well.

To get the figure of seath, go to the short bridge where you fought the log 
stalker for a Dragon Crystal.  You'll see an outcropping below on your right. 
Fall off the bridge and land on it.  The figure is in a secret compartment 
inside this small room. After you got it, warp out.

To get the shiden sword, head to the soldiers grave yard again (you can open 
the locked chest by the jail cell now with the magician's key, it contains a 
verdite) and to that longgg stairway. Look down at the top and you'll see the 
lighthouse from before, as well as a small island to the left of it, this is 
your target.  Run off the ledge and try your best to land on the right spot.  
If you hit it, pick up the shiden sword, then warp out of there.
	
"Loose Ends"

There's a few things you can do now, the first thing I recommend is going back 
to see Fai to get the moon gate from him.  You can also trade him 3 of your 
flasks for Harvine's Flute and 3 more for Necron's Map.  You don't need either 
just yet, but get Harvine's Flue before you return to the Ruins of Harvine's 
Castle.  After you get both items, you can keep talking to him and eventually 
he'll give you a light crystal.

This is another oppurtunity to kill the giant Kraken and explore the cave 
behind if you so desire.  I usually save this till after I get harvine's key 
though, so I can open the locked chest near there as well and be done with the 
area.

Now that you have the moon gate, exploring the water filled cavern below the 
east cemetary becomes much easier.  You can go there now (Or use your moon 
gate if you left the key there).  There'll be other oppurtunities to explore 
this area as well, as you come back fairly frequently, buy I'll get go over 
it now to clear that part of the world up.

"Disembodied Floating heads, Part 1"

Head back to the cemetary area with the holes in the floor.  Jump down the 
first hole you see on your left.  Follow the long winding passage to the end 
to reach a Water Crystal, pick it up.  There's also an elf's bolt on the 
ground next to the narrow Crystal passage.  You'll need to warp out again to 
exit.

Go back to the Hole-y ground (HAR HAR!).  Notice there's only two other holes 
to fall down, and they both happen to drop in the same cavern. Visit the 
nearest (Westernmost) one first and fall in.  Remember when sigills could kill 
you easily? Get your revenge (Don't underestimate them though, those leaping 
charges can still take off a lot of hp).  One of them holds a verdite, and 
another verdite is in the northwest corner.  Get the Dragon crystal you may 
have seen earlier in the western passage.  Head south and take the first 
passage there (Necron's map is quite detailed for this area, so if you got it, 
make use of it).  You'll fight your first Remfa here, they're fast but not too 
much to worry about.

Search the first grave room for an Elf's bolt and take the eastern exit. 
Take a Seath's Plume from the graves here.  There's a dragon grass here, 
if you feel the need for a dragon crystal, sit around for a minute, otherwise, 
continue back the way you came.  Take the west exit of the first grave room 
now.  More refma's are here so deal with them.  Another Elf's bolt is on one 
of the graves.  Continue.

Lots of Refmas.  Clear the area then search the graves for 3 Elf bolts, and 
pick up an Amulet of Mist from the chest, The rest of the Caves in this area 
are empty, so warp out, unless you want to fight a few more refmas.  Aside 
from the locked chest in the soldier's graveyard and some story elements that 
happen at the Shore household, you're done here.  Taking your Moon key will 
make navigation in the next steps easier, but will mean you'll have to trek 
out to leon's again when the time comes, so choose one or the other.  	


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

Area: The Big Mine


Items:
        Ground: Scorpion Bracelet, Earth Herb(x15?), Crystal Shard(x13), 
                Rhombus Key(x3), Light Crystal, Earth Herb(x4), Arrow,
                Crystal(x8), Dark Armor, Bloodstone(x2), Earth Crystal.
                Seath's Plume(x5), Earth Ring, Spider, Elf Key.
        Chests: Silver Arms, Moonstone, Earth Herb
   Locked(Key): 100 Gold (Silver Key)(x2), Phantom Rod (Magician's Key), 
		Truth Glass (Magician's Key). 100 Gold (Magician's Key). 
		Verdite (Gold Key)
        Hidden: Arbalest
	
Enemies:
        (Boss) Huge Earth Elemental
        Soldier
        Archer
        Log Stalker
        Remfa
        Termite (Medium)
        Termite (Large)
        Headeater (Medium)
        Headeater (Large)
        Green Slime
        Poison Slime
        Earth Elemental
        Fire Elemental
        Reiks
	
NPCs:
        Cliff Lore
        Dalf Vice
        David Tabler

Nearby Areas:
        Path to the Central Village

Save Points:
        One in the eastern North passage.
        One in the middle North passage toward the end.
	
"What's mine is mine"

Before beginning this epic journey you might want to make sure you've taken all
your rhombus keys from the path between the Village of the Winds and the North 
and South villages.  Using the shortcuts and your gates you should be able to 
get them all back rather easily, albeit tediously.  When you're done, fill up 
potions and save, and head back to that stone door on the way to the central 
village, taking at least one warp key with you.

Go through the door, down the long corridor, and through another door. Kill the
archers here.  Use your maps to get a feel for the area (The Miner's map is 
probably the best for the upper part, and Necron's once you get lower). Take 
the Northern passage that's further east for now. Kill the headeaters (Fifteen 
of them dropped earth herbs, it seems infinite) as you make your way north, 
and use the save point here (IMPORTANT!).  If you brought both warp keys with 
you, place one on the guidepost.  Head north as far as you can go, skipping 
the mine cart you see.  

Walk along this narrow bridge and kill the termites.  At the very end there is 
a scorpion bracelet just sitting there, nab it.  If the cart beckons.. ehhh, 
don't try it.

Taking the mine carts is always a bit risky, sometimes you'll make it without 
a hitch, other times you'll be hitting the bottom of the cavern with a 
resounding splat.  It mostly depends on the accuracy and position of the enemy 
archers.  If an arrow hits you, it's usually enough to knock you out of the 
cart. Missle shield seems useless in preventing this as well, but if you want 
to try it go ahead.  This particular cart is by far the worst one as you move 
agonizingly slowly past an archer in a cart, you'll probably die 75-90% of the 
time. That's just not worth any treasure, which is good because there isn't any
where that cart goes anyway.  Just exit back south, leaving your warp key 
behind and taking your rhombus key you used to enter with you.

Enter the passage going north just to the west.  Rush quickly to the north and 
put a rhombus key in the slot before you become a pincushion.  Exit North. 
There's lots of soldiers here, one dropped a crystal shard.  Enter the base 
no. 5 door on your way north and kill the soldiers (One dropped another Shard).
The chest can be opened with the Silver key for 100 Gold.  Continue to the 
north, kill the archers (One Dropped a rhombus key) and take the passage east 
for a mine cart and save point. Put a warp key on the guide post, save, and 
head back west, into the tunnel that is there. Follow it until you can go west 
again, and on the Southwest ledge of the main room is a rhombus key, opposite 
it in the Southeast is a locked chest that can be opened for 100 gold via the 
silver key. Go back to the tunnel and continue south and kill the archers.  
Drop back down and take the Rhombus Key you used to get through the north door 
here.  (If you're using both warp keys, you can also warp back to your first 
one and take the key you used to exit that passage, if you do, take the warp 
key with you as well before you warp out).  Warp back to the save point next to 
the warp Key you just placed.  Save again if you like.

"But I don't want to go on the cart!"

Jump aboard the mine cart, this ones a bit safer than the other one.  If you 
do get knocked off, it will likely be in a room with many archers, but we want 
to get off here anyhow (If they don't hit you off, hit the X button and you'll 
get off by yourself).  Kill all the archers, there's a rhombus key on the 
ground by a torch here, and a pair of Silver Arms in the chest. Get the light 
crystal in the Western alcove.  There's no way to exit here, so warp back to 
the key you placed, Save again if it strikes you, and hop back on the cart, 
this time riding all the way to the end.  Get the Moonstone from the barrel 
here.

You can head north, but it only leads to a bridge to nowhere, so head south 
instead.  You may want to equip the morning star in this area, as the termites 
are very vulnerable to stab damage.  Ignore the first branch you see, it's just
a dead end, and go around the corner fighting termites. Three termites dropped 
shards. There's a long tunnel heading north here that according to your map 
connects to another point of the map, however it appears a bridge has 
collapsed. Two Reiks did drop shards here, however, as did a termite. Continue 
East after you're done.

You'll see cliff lore digging here, talk to him and he'll share some info about
the mine.  There are four Log Stalkers in the next passage, be careful to not 
get overwhelmed.  Two Dropped Earth herbs.  When you have a choice of 
direction, head south if you want to kill a log stalker (he may drop an earth 
herb), otherwise head north.  When the path splits again, keep heading north, 
there's an arrow on some bones here and Dalf Vice at the end of the passage, 
talk to him.  He's lost a key, a key you want, so you'll have to find it. 
Two termites dropped shards here.

Luckily he dropped his key no more than 10 yards from where he was standing, 
continue down the passage you didn't go down and it'll be on the ground in 
front of you (No, you can't give it back to him, he'd probably just lose it
again anyway).  Take the passage south now.  There's some writing on the wall 
during it (Gee This just gets better and better doesen't it?).  At the end of 
the passage you'll see a crystal and a passage into blackness..

"Are you afraid of the Dark?.."

Does stumbling blindly through pitch black corridors being chased by gaping 
maws of ravenous teeth strike you as a good time?  If not, I strongly suggest 
you cast a light spell for this area.  This removes the pitch black problem, 
but to fix the teeth problem you're going to need elbow grease (As in: Bashing 
their heads in).  Speaking of those teeth, they belong to another rare enemy in
the game, the Kald, which only exists here.  They're quite fast, so be careful. 
Thankfully this cave is very short.  Head west first all you can to find a 
crystal and the Dark Armor.  Then backtrack and open the chest to your left 
with the Magician's key, it contains a phantom rod.

Head north until a passage opens up on the right, and make a sharp turn into 
it.  There's a crystal on the path here.  A kald (Dropped a shard) guards a 
locked chest which contains another Truth glass when opened with the magician's
key.  Exit the cave by going west.  That wasn't so hard, was it?

A word about the Dark Armor: Sure it's good protection, but it also creates a 
pigpen-esque cloud of darkness around you, if you can live with that then by 
all means use it, but I prefer to see my enemies sooner rather than too late. 
The thought of wearing this while fighting ghosts makes me shudder.  You may 
have seen the southern (broken) bridge before, but as you can't do anything 
with it head north.  Follow the passage and go west when it splits.  Talk to 
David Tabler here.  You'll face alot of termites and later slime, so haul out 
the morning star again.  Take the passage east and at the end take the Earth 
herb from the ground and the two antidotes from the barrels.  Read the sign 
and try to remember what happens when you say "How could this get any worse?"

	
"Poisonous Slime, other than French Food"

First order of business is to equip both the scorpion bracelets you've found 
so far, they'll make you more resistant to the poison, and while you may still 
get poisoned eventually, it'll take alot longer in most cases.  On another note
the texture of the walls in the poison cave is extremely annoying, which can 
make it difficult to find your way around. The cave is also very cramped and 
tunnels are everywhere.. fun. Necron's Map becomes more useful from this point 
on.

Head south and take a bloodstone off the bones, and a shard off the bones 
further south. Open the chest with the magician's key for 100 Gold.  Head 
northwest, passing by a hole for now, until you reach the north wall of the 
cave. Teo Budwell (Gigi's father) is sitting against the east wall here, 
presumably he's kicked the bucket, but he's wearing a pendant known as Seath's 
Tear.  This will resurrect the wearer if they come into possesion of a Figure 
of Seath.  Use a Figure on him.  He'll come back to life and ask you to stop by
his house later.  Pass by that Hole again and head southwest.  There's a shard 
on some bones on a branch heading west.  Head south again and the path will 
split in two, east is a dead end, West leads to another hole.  The dead crystal
miner's body here has a crystal on it, as do the bones across from him.  One of
the slimes in the cave dropped a Bloodstone.  Drop down the hole to enter the 
Jurassic Period.

"Told you it would get worse"

This is quite possibly the hardest part of the big mine, the earth elementals 
are extremely strong and their magic will home in on you, making it near 
impossible to dodge.  The best way to fight them is to close to melee range 
(quickly) and shred them, read up in the monster tactics section for details. 
Let's try to make this painless as possible.  Rush in and head into the alcove 
to the east.  Kill the earth elemental here, and duck any magic that might be 
headed your way.  You can't open the chest here yet, unfortunately.  Head north
all the way, killing two earth elementals, and picking up the earth ring that 
the last drops.  Might want to equip it.  Head back to the entry way and go 
west.

Just follow the path here, advancing slowly as you kill the earth elementals. 
Once you reach the southern wall and look around the corner you'll see...

******************************************************************
Boss: Huge Earth Elemental

It's been awhile since you had a boss battle, eh? This one's pretty difficult
too.  He's basically an earth elemental on steroids, he has 3 basic attacks. 
A breath spray you've seen the other elementals use (only more powerful), The 
bite attack that's also similar to the ones the others used (Again, more 
powerful), and a Rapid fire stone spell that is his most deadly attack by far, 
if he decides to hit you with it in melee.. you're gone, thankfully he usually
sticks with his bite attack in melee and only uses stone at range.
	
Strategy? There's 3 strategies that work pretty well.  
	
1) Wait until after he uses a ranged attack and run in and start circling, 
slashing as you do, and hope he doesen't catch you with his bite or use stone 
at point blank.  Continue until he goes down.  Risky but Effective.

2) Use ranged attacks such as magic and the bow to hit him from afar, ducking 
back behind the corner if he decides to let loose a breath or stone.  Pretty 
safe, but might take awhile.

3) The fire wall freeze.  Launch a multi hit spell such as fire wall close to 
his head and if you hit right he should take several hits, while he's reeling 
run in and circle behind him.  Hit him while he tries to turn around to face 
you.  When he's almost caught up with you, launch another spell to freeze him 
in place again while you run back behind him.  Simple and effective, if 
slightly cheap, this is a good tactic against almost any boss. It only took
me two fire walls holding the shiden sword.
	 
******************************************************************
	
After he's toast, take the Earth Crystal he drops, there's another dragon 
grass here, but the main attraction is in the corridor leading east.  Keep to 
the south and take the passage heading that way.  Welcome to the elf cave.

NOTE: The spider sword is very very rarely dropped by the Earth elementals 
here. If you want to try for it (And didn't get it already, you lucky dog) I 
suggest coming back when you're more powerful and the elementals are less of 
a threat.  (You'll want to come back to get that locked Chest, anyhow)

"If no one has found it.. what's with the sign?"

This place is literally stuffed with Refmas, but I'd take them over ghosts any 
day.  Five of them dropped Seath's Plumes.  The cave is basically just a big 
loop with two side passages, but for methodology's sake let's head south first.
Get the two Crystals along the path here, and search the wall at the corner for
a secret compartment containing an arbalest. 

******************************************************************
TIP: The arbalest is a basically a souped up version of the bow, but it also
comes with rarer ammunition.  Everything said about conserving arrows goes for
conserving bolts as well.  It's rather good at taking out salamanders and 
flame spirits from a distance (You can see a scene of this during the ending 
sequence, in fact).
******************************************************************

Follow the path and go south when you can.  From the sign, it seems you 
weren't the first person here, nor is your path unique.  Take the Elf Key, 
head back north, and contine the loop northwest.  Take another crystal along 
the path and exit the way you came in.  Now take the winding northern path.

At the end you'll find another hole, dropping down into the cave of poison 
again. Equip your bracelets if you de-equiped them, and drop inside.  You want 
to drop down the northenmost hole, the one you passed while on the way to Teo.

Kill the slimes/termites in the area.  And follow the path, it's fairly 
straightforward.  Search the barrel near the mine cart for an earth herb.  
After all that work the last thing you want to do is trust a mine cart, so 
warp back to the pedestal and save. If you only brought one warp key, take it 
from the pedestal now.  Drop down from the archer tower to bypass a Rhombus 
door (Unfortunately, you'll still have to use one key to exit)

Congratulations! Getting through that mine is a feat, and you passed with 
flying colors (I hope, anyway).  First thing you'll want to do now is head 
back to the Central village to get more flasks, and then visit the fountain to 
refill them (If you're using two Warp keys, place the remaining one down on a 
guidepost and warp back to the mine, take back the Rhombus key you used to 
exit, and then warp back taking your warp key with you).  We're going to be 
needing something from the Kraken's Nest going in our current direction, So 
let's head that way now.

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

Area: The Kraken's Nest


Items:
        Ground: Dragon Crystal, Shrine Key
        Chests: 300 Gold.
   Locked(Key): 
        Hidden: 
	

Enemies:
        (Boss) Huge Kraken
        Kraken (Fire Flinging)

NPCs:
       None

Nearby Areas:
       West Seaside

Save Points:
       None

	You should know where this is, right next to where you started the 
game.  On the way, make a swing by the Harvine construction site and use 
Harvine's key on the locked chest there for a Phantom Rod, after that, 
continue on to big, bad, and ugly.

******************************************************************
Boss: Huge Kraken.

The difficulty of this boss is directly related to when you choose to face him,
as you can pretty much do that at any time from the start of the game, though 
it isn't always feasible.  It's attacks are pretty simple, Single arm hits with
the right or the left, and a double arm hit that does about double damage and 
knocks you back quite a distance.  It's biggest virtue however is it's HP, it's
got awesome staying power.  Be careful of the double hit whatever time you face
it, as it might knock you to a watery grave.

Before Placing the Second Dragon Stone:
Challenge Rating: Impossible

What are you, nuts?  The Kraken will eat you alive if you try to tackle it 
around this point in the game.  It's *SUICIDE*, don't even try it.  Even if 
you could take a hit from him, your weapons are weak and you're very unlikely 
to kill him before you run through every single healing item in your inventory.
	
After The Termite's Nest:
Challenge Rating: Difficult.

Around this time of the game the Kraken becomes slightly more reasonable. You 
can probably take 3 single arm hits before you go down and if you do a good job
circling to avoid it's attacks, You'll likely need to use a few potions, but 
you should be able to pull it off with the Morning star or Bastard sword. Look 
out for a double strike particularly at this level as it can easily kill you or
leave you ready for the finishing blow.

As the Kraken is immobile, you can also try to kill it with the bow and magic. 
However since you don't have much magic oomph yet and the bow leaves something 
to be desired, you'll probably run out of MP or arrows this way.  You can 
always make relays back and forth between the magic fountain to refill when 
you need it, as I don't believe he heals, but it isn't very efficient.

After Exploring the East Coast:
Challenge Rating: Easy.

Your weapons and armor have improved from the last time, which makes your job 
that much easier, use the Shiden if you have it, It'll still take alot of hits,
but the damage you take should be manageable. Use the same tactics, circling 
to avoid it's blows while landing your own.

Your biggest advances however have come in magic, you probably have firewall 
and waterfall, two spells that can decimate this squid, especially if you use 
the fire wall freeze tactic (Cast a Firewall to stun it while it damages, run 
to it's back, attack till it turns to you, firewall again, repeat).

After Exploring the Big Mine:
Challenge Ratting: Very Easy.
	
Mostly same deal as above, you're a little stronger though so everthing should 
be a little easier.  Melee shouldn't have changed besides the fact that you'll 
have more hp and doing more carnage.  He'll stick around longer than the Earth 
Elemental, but is less dangerous.

Ranged combat again is mostly the same as before. You might want to give him a
lightning volt which looks rather cool in his semi-cave there.  You also have 
the Arbalest, but I don't think it's necessary to waste Elf Bolts on this 
thing.

After Getting the Final Fire Crystal:
Challenge Rating: Pathetic

Waiting this long actually takes effort, I've done it before for Irony's sake, 
having the first boss you see be one of the last you defeat. (And because 
there's a scene of it in the ending sequence).   By now you have magical 
destruction leaping from your fingertips. Freeze and Flame the sucker to 
oblivion.  Melee will probably be a total joke, as well.  You do get to see the
Large amount of hp this guy has though, as he can actually withstand about 
3 Flames(!)
******************************************************************

Kill the creature however you wish, take his Dragon crystal, and head inside 
the cave behind him.  All the krakens in this cave can shoot fireballs at you, 
be careful.  There's not much to the cave besides a chest that contains 300 
gold and a long passageway with a kraken that drops the shrine key at the end 
of it. When you're done, exit.

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

Area: The Castle of King Harvine


Items:
        Ground: Bloodstone
        Chests: Seath's Plume, Demon's Pick, Moonstone, Shrine Key, Verdite,
                Sun Key.
   Locked(Key): Lightwave Ring (Gold Key).
        Hidden: Wind Crystal.


Enemies:
        Copper Knight
        Poison Batail
        Poison Slime
        Salamander
        Psythe

NPCs:
        None

Nearby Areas:
        Central Village
        Seath's Fountain

Save Points:
        None

Go through the fountain (Leave a warp key by the save point at north Village) 
toward the ruins of Harvine's castle and over the drawbridges again, enter 
through the middle door, and take the door directly straight from that one 
(Using Harvine's Key, of course).  Watch out for all the Psythes in this place
(Switching to the battle hammer for them wouldn't be a bad move). Head to the 
north alcove and find the secret passage here for a chest with a Seath's Plume.

Head south, one of the Psythes dropped a bloodstone.  Looking through the 
windows can allow you to take care of a copper knight now (Water Fall takes 
them out fairly quick).  There's nothing else in this section though, so head 
back and up the stairs east.  The long passageway south contains nothing but 
the Copper Knight you may have already killed.  Head north for now and take 
out the copper knights.  It's a pair of empty rooms, though.

Head east over the stairways, perhaps using a resist fire to protect from the 
salamanders.  On the opposite side of the room are two chests with a Demon's 
pick and a Moonstone inside.  Head up the Middle staircase that heads south 
when you're ready, and prepare yourself for a fight.

******************************************************************
BOSS: Four Copper Knights.

Boy that harvine sure was a looker, that's a pretty nice portrait there, let me
just look at it a bit..  Hey wait a second.. You're in a tight spot now, four 
copper knights come out from secret doors in the walls.  You've fought them 
before, but not only are there four of them now but they also have about twice 
the HP of a standard one.  This is a pretty exciting battle, here's what you'll
want to do.

1) Resist Fire, ASAP!  It'll cut down the damage of their fireballs which is 
half the battle.  

2) Find cover, or Keep Moving! If you stay still in the center of the room, 
you'll be toast faster than you can use healing items, run quickly behind one 
of the columns in the room and try to use it as a shield from their fire. Try 
to get the knights in the line of fire of other knights as well, as this doubly
helps your cause.

3) Waterfall! This water spell can take them down in one hit, particularly if 
you hit them as they pause to fire at you.  If you do the above steps right 
and you use waterfall, it's pretty much in the bag.  Meleeing them all is 
harder, but doable.  If you have a water weapon, use it, otherwise, just use 
the Shiden or whatever your most powerful weapon is.

From the amount of gold they give, you'd think they were Golden Knights.  
You can also open the secret doors before the painting opens them and fight 
them one on one, but where's the fun in that?
******************************************************************	

After the Knights are gone, Loot the chests for a Shrine key and a Verdite.  
The painting still says sealed if you search it, but you can fix that with a 
good whack.  It disappears, revealing a hidden compartment with a Wind crystal.
Exit the castle, there's one more thing we have to do.  See the pillars of wind 
to the south? Stand between them and blow the harvine's flute.  Run up the 
stairway that appears before it fades again.  Do the same with the Next Pillars
to reach the roof of Harvine's castle.  There's not much up here besides poison
Batails and some bones (nothing on them) and another set of pillars of wind. 
Blow your flute on this last pair and cross the bridge. Carefully manuver 
around the hole and open the chest for the Sun key. There's a chest at the 
bottom of the hole, but you can't open it just yet.  So warp back to the 
fountain.

You will be recieving the Sun gate soon. So it might be better to leave a key 
behind at the fountain for easy refilling later, possibly the Sun key itself 
as it's currently useless.  When you're ready, Head back to the entrance of
the Big Mine.

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

Area: Royal Treasure House and Surroundings


Items:
        Ground: Crystal Shard(x3), Iron Gloves, Arrow.
        Chests: Moonstone(X2), 100 Gold, Rhombus Key.
   Locked(Key): Sungate (Harvine's Key), Wind Crystal (Harvine's Key), 1000
                Gold (Harvine's Key)
        Hidden: Figure of Seath.
	

Enemies:
        Salamander
        Flame Spirit
        Billent
        Soldier
        Archer

NPCs:
        Leon Shore

Nearby Areas:
        The Big Mine
        The Magic Palace of Fire
        The Magic Palace of Ice

Save Points:
	None

"Gold must keep best at 1000 Degrees"

Instead of turning east to the Big Mine Rhombus door, keep going straight 
through the door directly ahead.  Another door later, and you'll come to some 
soldiers and swinging spiked balls. Kill the soldiers (Or laugh as they walk 
into the trap), take the shards they may drop (If they're not under the 
pendulums..) and continue straight through the door.  You'll see some pillars 
of wind here.  Look across the river of lava and you'll notice big faces 
(Billents) that'll spit homing fireballs at you if you walk past.  They do 
HUGE damage and are nigh impossible to avoid, solution? Kill the faces either 
with magic or using the bow/arbalest. 3 bolts or 4 arrows should do it.  

The first three faces are easy.  By the time you get done with the third, 
two salamanders should be firing at you.  Take them out with your ranged 
weapon of choice.  There's another face across the bridge that's rather 
tricky, because in order to hit it you have to be in it's field of fire.  
Cast resist fire, and shoot it quickly, it should go down before it does 
too much damage.  (You can also go across the light bridge of the pillars 
of wind and kill it from the side, but I think getting the sungate is alot 
trickier that way.)  That's right, open the chest at the end of this ledge 
with harvine's key to acquire the sun gate.  Cross the bridge and kill the 
salamander.

There's a passage here with a sign that says Royal Treasure house.  It should 
be spewing fire at a fairly rapid rate.  Wait for your resist fire spell to 
fizzle if it hasn't already, recast it, and run through the gauntlet. You'll 
take damage, but you should be able to handle it, use a potion if need be. 
Once your inside, kill all the faces from the side, and start collecting the 
treasures.  Two Moonstones and 100 Gold.  Go through the next passage, watching
out for ghosts (you may want to use light, it's rather dark in here..).  Get 
the chest with 1000 Gold inside.

Use resist fire before you go around the next corner, there's another Billent 
right there.  Take it out quick in the fashion you prefer.  Open the chest 
with Harvine's key for your last Wind Crystal.  Enjoy Freeze, it's a keeper.  
That done, Exit back to where you fought the last salamander. 

"Saving Private Leon"
	
Head south, and kill a soldier here for a pair of Iron Gloves.  The Iron Set 
is now finally complete and totally obsolete, Enjoy!  Head up the stairs to 
kill some archers (Collect an Arrow).  Head back down and head west, entering 
the wooden door there.  It's another Jail. Get the Rhombus key from the barrel,
and let leon out of his cage (Different jail, same key, curiously enough), he 
asks you to stop by his house later.  Apparently Leon was hiding something from
his captors, as there's a secret compartment with a figure of seath along the 
north wall.

Nothing else to do in the prison, so exit.  Your path is blocked by some more 
swinging spiked balls.  You might be able to muscle through them, but I 
wouldn't risk it.  Instead, climb the archer staircase again and jump off the 
tower.  There's a wooden door to the south (Base no. 4) with two switches 
inside, flip both of them.  This will deactivate the swinging balls.  
Many new paths have now opened up to you.  There's the Rhombus door to the 
south in this area that will take you to a Fire area, or you can head past the 
spiked balls by the prison to get to an Ice area, both contain weapons that 
will help you with the other area.  I'll cover this southern Rhombus door 
first.  
		
----------------------------------------------------------------------

Area: Magic Palace of Fire and Environs.


Items:
        Ground: Crystal Flask, Arrow, Rhombus Key, Ruinous Boots, 
                Blood Stone(x3), Fire Crystal.
        Chests: Crystal Flask(x2), Bloodstone, 200 Gold(x2), Moonstone.
   Locked(Key):	Verdite (Magician's Key)
        Hidden: Lightwave Ring, Bloodstone, Flame Sword.
	
Enemies:
        Salamander
        Psythe
        Fire Elemental
        Poison Slime
        Copper Knight
        Flame Spirit
        Billent

NPCs:
        Celffy Foss
        Earnest Clyde
	
Nearby Areas:
        Royal Treasury

Save Points:
        One down the stairs by Celffy
        One across from the Fire Palace.

"Thievery for fun and profit"

Put a key into the door and kill the soldiers here, one drops a crystal flask. 
Head through the western door first.  Head up the corridor and kill the 
archers, there's a passage south but it's a one way drop, and you're not on 
the right side.  Continue until you see a rhombus door to the north.  Open it, 
and head on in.

You'll probably want to kill those two archers, there's a secret passage on the
same wall as their window, on the northern side.  Head through, kill them, and 
collect an arrow and a rhombus key from them.  The chest Contains a crystal 
flask.  Return to the first room and use another key on the northern door.  To 
your east, you'll see Celffy, he's got his paws on some ruinous boots, phantom 
rods, and crystal guards, and he's charging an extremely high price for them. 
You can either do business with the unscrupulous elf, or you can knock him out 
of the way with enough bashes and just get a five finger discount.  This is 
also the only way I know of to get the crystal flask in the chest behind him. 
If you decide to bash him out of the way, use a weak weapon (like your dagger),
you don't want to kill him, or maybe you do, but it would remove a store from 
the game which is very bad.  Might want to save at the save point down the 
stairs first, just in case (Leave a warp key there too).  Further down the 
stairs is Earnest Clyde, speak with him if you like.

If you do take Celffy's Boots the dishonest way, they won't show up in his 
store menu anymore.  I presume the same happens if you buy them legitimately. 
(Question: If you save up the massive amount of gold needed for two pair, and 
you buy two at a time, will it let you? Not that there would be any point to 
having two pairs of of the same boots..) Equip them immediately if you got 
them, as they are indeed sweet boots.  

"Falling for profit, not so much fun"

Head back to where you entered this area and heal up if your damaged, look 
south.  You might already be searching your inventory for harvine's flute, but 
wait a moment.  Imagine you're a beautiful butterfly, flying gently through the
air, over to the other side of that chasm, now do it.. you can do it, believe, 
BELIEVE!

...

Didn't work did it? Ah well, it was worth a shot, but wait! There's a door down
here! Go through, follow the passage, open the secret door on the other side.  
There's two salamanders in here guarding a chest that contains the blood crown.
I wouldn't equip it, even though it's magical protection is godly, it slows 
down your magic bar.  There's also a chest with 500 gold in the adjoining 
passage.  Follow the obvious way from there, and you'll end up at that one way 
drop you saw earlier.  Return to the Pillars of wind.

Silly you! how can a butterfly fly with heavy armor on! Better drop it all and 
try again!..What?..No?

Fine, use your flute, you big baby.

"Fire Pal.. I mean cave! No palace treasure here!"

Head to the end of the passageway and see lots of red slime (one dropped a 
bloodstone), head east first for a save point (Leave another warp key here for
now). Then head to the opening opposite and take out two copper knights.  
Flame should start to spew from the western opening soon.  The sign here 
indicates that this is the Magic cave of Fire, while the Truth glass says it's 
the Magic Palace of Fire.  As the truth glass supposedly never lies, we have to
assume the sign is some kind of medieval decption to discourage palace robbers.
 
Anyway, there's a secret passage on the north wall, it contains a chest with a 
lightwave ring.  When you think you're prepared, cast resist fire and head west
through the flames.  Get out of the line of fire as soon as you can and fight 
the two copper knights here.  Then kill the Flame spirit with an implement of 
ranged destruction.  Waterfall works well.  Once it's gone check the southern 
wall for a secret passage, Nothing there though.. Apparently the sign didn't 
work.

Circle around, and face a some psythes, they're actually all over the place 
so might wanna switch to the battle hammer.  Ignore the path north for now and 
head west.  A Psythe dropped a bloodstone here.  There's another flame spirit 
at the end of this corridor, but it's difficult to kill and only guards two 
spike traps, so head back to the north path.

Go straight till you get to a small open room with many paths, make a U turn 
and head east, heading down the easternmost stairs.  Kill all the knights 
here, and then light the torches with a fireball spell. A fire crystal will 
drop from the ceiling, get it. Head back up the stairs.  If you want to fight 
some Psythes, head down the other set.  There's also a secret passage here 
along the southern wall that allows you to take out a salamander. Go back to 
that room with many paths and take the northern stairs to take out another 
salamander if you wish.  When finished, take the western stairs.

Be careful, there are billents ahead.  You may want to cast resist fire and 
equip a missle weapon.  Run north first, taking out the billent as soon as 
possible.  Then head down the path here and down the stairs, taking out lots 
of Psythes (Another bloodstone dropped).  There's a chest in the first room 
with a bloodstone, as well as a secret compartment along the eastern wall with 
another bloodstone. In the corridor west there's a secret passage north 
opposite the passage south, but it only leads to another empty room.  Do head 
south though for a chest with 200 Gold.  Straight west is an empty chest, 
as well as another empty room secret passage.  Head north instead and go east 
when you can. There's two chests here, one with a moonstone, the other with 
200 gold.  You can go north till the end of the corridor to fight another 
Psythe.  If you'd rather not, head back to the billent.  Thankfully it should 
still be gone.

Head back south, and then go west.  Another billent is at the end of the 
corridor here, so react accordingly.  After you've killed it, check the wall 
behind it for a secret passage.  Get the flame sword here.  The shiden has a 
bit more raw power to it but the Flame Sword is much more versatile, go with 
your gut feeling, don't use it here though, as most enemies are fire resistant.
In the northern room there's a chest, but there's a pit trap in the middle of 
the room, so circle around the outside, lighting the torches with fireball 
(Or just swinging the flame sword at them) if you feel like lighting up the 
room.  The chest itself is empty, but there's a secret passage in the north 
wall, go through.  A chest to the east is locked with the magician's key, it 
contains a verdite. Make sure your done here, and you can run up the stairs to 
trigger a pit trap, falling down in the area by Celffy again.

If you wish to be super efficient, use your teleports to warp around and take 
the rhombus keys out of the doors.  Though at this point you probably have so 
many that it's no longer necessary.  Take one of your warp keys and head back
to the prison where leon was held (Warp back and refill your potions too, if 
you're running low).

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

Area: The Magic Palace of Ice


Items:
        Ground: Ice Blade, Ice Armor, Crystal Guard.
        Chests:
   Locked(Key):	
        Hidden: 
	

Enemies:
        (BOSS) Huge Tarn
        Tarn
	
NPCs:
        None.
 
Nearby Areas:
        Royal Treasury
        High-Elf Shrine

Save Points:
        None.

Open the rhombus door beyond the prison and kill the soldiers, following the 
path to find another misleading sign... hm... trust your truth glass.  The
weapon you'd think you'd want to use here is the Flame sword, and it is, but 
it turns out that the Tarns are very Resistant to any physical attack, it's 
much easier to take them out with fire wall, actually.  Thankfully the cave 
is much more straightforward than the Fire palace, with no secret doors to 
speak of. The enemies however, are more annoying and potent.

Go down the stairs and follow the path until it splits, head west. Kill the 
tarns and pick up the Ice armor from the corner, then head back to the path, 
follow it until it splits again and then head north if you want to fight more
Tarns.  Otherwise take the eastern route.  You should be past or very near the
13000 Gold mark at this point and should be able to afford the Gold key. If 
you're close, you might want to stick around and fight more tarns, as they give
decent gold.  

Follow the eastern path to find...

******************************************************************
BOSS: Huge Tarn

	Don't you wish you had resist Ice? This gargantuan ice man flings ice 
crystals at you, as well as having an array of melee moves to try on you.  His
attacks are more powerful than the normal tarns, however his projectiles are 
easier to avoid than the normal one's mist.  This fight isn't too difficult, 
especially if you come packing heat.  Fire magic that is.  Fire wall will 
decimate him just like the normal Tarns if you stick him in the middle of it, 
and it has a much higher damage to MP ratio than Fire Storm.  Like the other 
Tarns, he's very resistant to physical attacks, so that route can take awhile.
Just treat him like a Big tarn, and circle him, slashing.

******************************************************************	

He drops the ice blade when you take him down, and all the ice melts.  There's 
no longer any monsters here.  Go back to where the Ice armor was and notice a 
new alcove has opened, there's a crystal guard here.  That's all, so exit the 
ice cave.

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

Area: High Elf Shrine and Surrounding Area


Items:
        Ground: Death Walkers, Crystal Shard(x2), Moonstone, 
                Seath's Plume, Verdite, Seath's Sword, Bloodstone(x2),
	        Seath's Helm.
        Chests: 
   Locked(Key):	Dark Crystal (Elf's Key)
        Hidden: Arbalest, Bloodstone, Phantom Rod
	

Enemies:
        Refma
        Refma(Red)
        S-Knight
        Poison Slime
        Green Slime
        Psythe

NPCs:
        Olfe
	
Nearby Areas:
        The Magic Palace of Ice
        The Coliseum

Save Points:
        One by Shrine.

"Disembodied floating heads, part two!"

Head west from the ice cave and turn south when you can for a save point, put 
a warp key here.  Now head all the way west. Search the ground between the 
torches to find the Death Walkers.  Head back to the save point and take the 
north passage to come to two huge dials.  Remember the picture of the warriors?
Even if you do, heal up and put in a wrong combination first and try the door, 
we want to explore below.  Kill the slimes in this area, read the writing if 
you wish, and continue north.

You'll see S-Knights ahead, haven't seen those in awhile huh? Both dropped a 
shard.  Continue east, kill the slimes in the alcove to the south if you wish,
else keep going east down the stairs.  More Pscythes are here, so whip out your
hammer and crush them. Go up the stairs and find a hidden passage on the west 
wall, and behind it another one on the south wall.  A chest with a bloodstone 
is here.  Exit this niche and head across the room to the east wall, where you
can find a hidden compartment with an Arbalest inside, a spike trap, and 
another hidden passage with a secret compartment in the next room, containing 
a phantom rod.

Continue on, and you'll end up on a ledge looking over a dragon crystal. 
There's a secret door on the south wall, but nothing's there, so drop down 
when ready and get the dragon crystal.  Head south and up the stairs here.  
Use the save point again, and head back to the gears.  Use a shrine key on 
each.  If you don't remember, the Crescent symbol was the first one, and the 
Shrine key symbol the second.  Open the door and head inside.  Head north till
you can't anymore, then head west.

Lay waste to the refmas in this area. Ice storm is effective, if costly, due 
to it's homing ability.  One dropped a seath's plume, another dropped a 
moonstone, and another a verdite.  Get the water crystal from the center area. 
Talk to the spirit in this area as well.  It will grant you Seath's sword. 
It's sticking out of a wall nearby.  If you miss your fire magic, equip it, 
it's not quite as great as the ice blade but it doesen't have that annoying 
limitation.

A search of the graves merits Seath's bracelet, and you can talk to the dragon 
grass in the back here, it has interesting things to say so listen carefully. 
Exit east and explore the eastern branch, killing some more Refma, one of them 
a red one.  He drops a Seath's helmet, two others drop Bloodstones. Switch the 
Elf's Key with the Dark Crystal here and exit the elf's Shrine, and save.

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

Area: Necron's Coliseum


Items:
        Ground: Bloodstone(x3), Dragon Crystal, Crystal Flask, Elf's Bolt,
                Seath's Plume, Psycpros Collar, Demon's Pick(x2), 
                Skull Shield, Moonstone, Earth Herb(x3), Verdite, Knight Sword, 
                The Dark Slayer(Possibly)
        Chests: Bloodstone, Crystal(x2), Arrow(x2), Crystal Flask, Demon's 
                Pick, 300 Gold, Demon's Hands, 2000 Gold.
   Locked(Key):	Verdite (Magician's Key)
        Hidden: Rhombus Key, Antidote, Demon's Pick, Amulet of Mist, Lightning
 		Helm
	
Enemies:
        (BOSS) Necron
        (BOSS) Huge Demon Lord
        (BOSS) Huge Earth Elemental
        (BOSS) Huge Tarn
        (BOSS) Huge Copper Knight
        Demon Lord
        Archer
        Psythe
        Psythe (Large)
        Log Stalker
        Soldier
        Skeleton
        Refma

NPCs:
        None
	
Nearby Areas:
        The Elf shrine

Save Points:
        One opposite the coliseum hallway.
        One hidden in the research office by the unfinished area.
        One past the coliseum.

"The Golden Road"

At this point, I suggest you leave a key next to the shrine and then warp back
to the fountain.  Head to the south village and buy the Gold Key from Fozz. Now
no chest can stall your advance, and so we need to do a long trip to get all 
the chests we couldn't get before, ready? Let's go! (All chests are locked with
 the Gold key unless otherwise noted)

1. Fall into the chasm outside of the north village (the one with the 
retractable bridge across it).  There is a chest here with the final earth 
crystal, grab it, and warp out.
	
2. Go through the fountain toward the central village, and go back to the area
 outside the castle with the many secret doors.  The chest we couldn't open 
here before contains a Great Helm.

3. Head back to harvine's castle, up to the roof using the flute, and reach the
treasure chest at the bottom of the tower.  Inside is a lightwave ring.
	
4. Head to the Soldier's Graveyard near the east Village. The chest we didn't
get here is actually locked with Harvine's Key, but this is a good time to get
it, there's a verdite inside.

While you're here, visit Gigi and Teo to get a Seath's Tear, Harris Carvitto 
to get the Ground bell, and visit Leon and give him the Dark Crystal, he'll
make something good with it later. Also note that the Dragon Grass behind 
Leon's house is now open.  

(There is a sort of glitch here if you've found all three figures of seath and
you haven't used one, the Ground Bell will react to the Figure of Seath that
leon places by the fountain even though you can't see it or pick it up until
you lost the last figure you have.  Thanks to Arak Demonblade for helping me
figure this out)

5. The last one is in the Big Mine with the earth elmentals. It contains a 
Verdite.  You can also try to get the Spider at this time, if you wish.

If you go back and talk with leon, he'll say necron has stolen the dark slayer.
If you don't talk to leon and and kill necron, leon will give you the sword at 
his house.  It's really your preference, either you visit the east village now
or later (note that we'll be coming back here in order to open that not 
accepted door anyway.)

When you're ready, warp back to the shrine, head west until you can go south, 
and take this passage into a new area.

"A quiet game of hopscotch...OVER HOT LAVA!"

Go through a few doors and you'll see an area to the north, explore it for a 
secret compartment with a Rhombus key and a secret Passage.  Search the 
barrels on the other side for a Bloodstone and a Crystal, and head through the 
wooden door for a Dragon Crystal.

Return to the main path.  The archers here can paralyze you, making them much 
more dangerous than your usual archer.  Take them out with ranged weapons, 
magic, or just run past into the opening right next to the tower to get them 
in melee.  Use breath if you get paralyzed.  Get the chest up here for an 
arrow. Head back down.

Enter the Base No. 6 door for a rhombus key and a crystal flask. Exit and 
continue on, open the next door you see by flipping the switch.  Clear out the
soldiers and seach the walls for a secret compartment with an antidote, two 
spike traps, and a secret passage with some stairs.  You can search the 
adjoining room for 2 spike traps and a message on the wall.  Head down the 
secret stairs when ready.

Follow the passage, kill the archer, and get the chest with an arrow in it.  
Flip the switch to disable a set of swinging spiked balls, and search the 
walls for another hidden passage.  Search the barrels for another Crystal Flask
and a Crystal.  Go through the Rhombus door at the end of the corridor.  Kill 
the archers, flip the switch, and head down the stairs.

Kill the slimes in the resulting room (one dropped a bloodstone), watch the 
spike trap on the wall.  Head west.  A secret compartment in this loop 
contains a demon's pick, another contains an Amulet of Mist. Exit east through 
the non-stairs passage.  Go south for now.  Head east when you can for a save 
point. Save and leave a warp key here. Head back north all you can, killing all
the skeletons (One drops a knight sword, gee thanks).  

Head west through the passage, and over the bridge.  Read the message if you 
like.  Head down the stairs.  A secret passage on the southern wall contains 
a few Refmas and a dragon grass, along with an Elf's Bolt and a Seath's plume 
on the floor.  Use the magician's key on the chest outside for a Verdite.

I hate this next part, I used my warp key to get back to the coliseum save 
point to save it again, so I wouldn't have to redo anything if I messed it up.
It reminds me of stage 8 from the original super mario bros.  First run all the
way across the blocks in the lava to reach the cyclops skeleton there, talk to 
it.  Then take the Psycpros Collar.  Take a deep breath, and run back, but this
time try to stop at the fire crystal!  When you get it, warp back to the 
coliseum guidepost.

"The Final Graveyard..."

Head through the large door heading west.  Ignore the other big doors you see 
for now and keep going until the path splits, Head northwest.  Lots of 
skeletons, if you have the Spider, it'll rip them to pieces very quickly.  
Follow the path, fighting the Psythes when you come to them.  Some can 
paralyze as well.  One dropped a bloodstone for me.  Enter the graveyard.

Head east at the first split if you want to fight another Pscythe, otherwise 
continue north.  Nothing in the eastern alcove, so contine and head northwest 
when you can to find a Demon's Pick.  The Southeastern branch is a waste of 
time, so go Northeast instead.  There's some log stalkers here, Three dropped 
earth herbs.  Take the exit that is shrouded in darkness.  Kill the Psythes 
and take the skull shield from the grave.  Search the walls for a secret 
passage and search the ground there for a lightning helm.  Return to the log 
stalker room.  Search the Northeast alcove for a moonstone.  That's all that's 
here, so head back to those large doors.

Take the southwest passage this time.  Head past the first passage you see and 
climb the stairs.  Kill the psythes (one dropped a bloodstone) and open the 
chest for a Demon's pick.  Search the Graves for a Verdite.  Return to that 
passage.  Enter the Base no. 7 door for a chest with 300 Gold. Exit and take 
the next branch you see and enter the door to see how Soylent Green is made.. 
Er.. Demon's are made, yes.

Exit, and enter the next door you see to speak to the Miria.  They seem to 
speak as one being, in circles, and are pretty much completely 
incomprehensible.  They're pretty hot though..  Anywayyy exit the room.  Curse 
the architecht who designed all those unnecessary hallways, and go in the next 
door.  Take the light crystal from the machine and use it, completing your 
magic collection!  The tubes won't bubble anymore. Continue on, take the north
path first.  Search the north wall for the games only hidden save point.. Why? 
Save if you want, and open the door to the west.  
	
A Demon Lord is in the cell here, open it up and waste him (Dropped a Demon 
pick). Backtrack past the save point and take the southern tunnel to reach the
Space for Completion.  Like the poison cave, you can be poisoned by the area 
here, so you might want to equip scorpion bracelets.  Kill the demon lords 
(Three dropped Demon's Picks).  Open the chest in the back for the Demon's 
Hands.  That's all here, so head back to the Big doors again.

"Old Enemies, New Enemies"

You'll have to beat four bosses to reach Necron himself, two of these you've 
already faced, and they haven't changed too much, so you should know how to 
beat them.  You can't choose the order, so you'll have to fight them in this 
way..
	

******************************************************************
BOSS: Huge Copper Knight

Though it's more powerful than the normal copper knights, it's not 
hard at all.  Circle slash him and he'll go down pretty quickly.  It can't 
turn quick enough to hit you and even if it does his hits don't do much damage.
Using magic only accelerates his death.
	
******************************************************************
	

******************************************************************
BOSS: Huge Tarn

You should have flame now, feel free to use it.  Fire wall still works 
beautifully too.  He mists alot as well as firing that spiky projectile. While 
the mist is difficult to avoid you should be able to handle the damage. Magic 
Or circle slash, he's easy.

******************************************************************


******************************************************************
BOSS: Huge Earth Elemental

Watch the stone spell!  You're not as vulnerable as before but it 
still hurts about 50 damage per stone! It also seems to do the spell alot more
and they also seem to travel faster than before.  That could be near 200 hp a 
burst.   Other than that use the strategies from before, perhaps taking 
advantage of your higher level magic.  If you're careful you should come out 
on top.	

******************************************************************


******************************************************************
BOSS: Huge Demon Lord
	
It likes to move around alot, making circle slashing difficult. 
Watch the wind cutters as he can pull them off extremely quick, try to bob and 
weave his magic, moving predicatbly will get you hit as It's pretty good at 
leading shots.  Closing to melee is hard and when you get there not only can 
he hit you very quickly but he'll often get out of melee range quickly (He can 
move faster than you, not good).  This is definitely where your magic should 
help you, Flash is probably the best, just don't use it too near you.  
Waterfall might do the trick as well.  He probably moves too fast to hit by 
firewall unless you do some good aiming.  Freeze and Seath are both good 
choices, if expensive.  He's not as dangerous as the Earth elemental in my 
opinion, just a quick mover.  Magic him and he'll go down.

******************************************************************
	
Get the chest with 2000 Gold before you leave the room.  Note that if you warp 
out you can fight these creatures again for good exp, but it's not really 
necessary.  Still, if you had trouble with any of these, or you don't think 
you're ready to take on necron now, go ahead and do it again until you feel 
like you're ready.  

Use the secret save point if you'd like (Guess that's why, but note that even 
if you reload, Necron's door will be locked and you'll still have to fight the 
four again), and enter the center door..

******************************************************************
BOSS: Dias Bagil (A.K.A Necron)

Here we go!

There's a few attacks that he uses:

1) he jumps and fires 2 flash-like bullets, and these home in on you. It can be
tricky to avoid so keep moving.  Can do 70-200 damage depending on how well it 
hits you you.  It has trouble hitting if you stay close to him (He may even hit
himself)

2) He launches an earth wave, as the spell, not much you can do to avoid it, 
Does about 50 Damage.

3) Various melee attacks, rather powerful, stay healed.

Do NOT try to engage Necron in a magic duel over long distances, his flash 
spell will be very accurate at range and it WILL kill you, instead close in, 
to melee range if you wish.  You don't want him to get away from you or you'll 
be in trouble.  This also means you're not going to be using flame, 
lightning volt, flash, meteor, or anything else that can kill you at close 
range.  Stick to stuff like Freeze and Waterfall.  Like the demon lord, he 
moves around too much for firewall and other non-homing projectile spells.  
If you use freeze, make sure to take advantage of his immobility and hit him
a few times while the spell takes effect.  He can block your spells sometimes 
too, try not to hit him from the front if you can avoid it.  

As you'll be at melee range, it isn't such a bad option to run in and slash 
him, this may stop his flash bonanza and make him think twice about earth wave.
Just watch his melee attacks, they can hurt as much as his magical ones.

Stay well healed, use your magic and physical prowess well and you should be 
okay, but this fight isn't easy by any stretch of imagination.  
	
******************************************************************

Once you beat him, the Dark Slayer (If you talked to leon) will float down into
grabbing range, so get it and equip it, it's awesome.  Earnest is also in the 
coliseum here, but there's nothing you can do for him now... contine on.  Keep 
going straight for the final save point, and the only one in the game without a 
guidepost.

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

Area: Guyra's Dimension


Items:
        Ground: 
        Chests: 
   Locked(Key):
        Hidden: 
	

Enemies:
        (BOSS) Guyra
        (BOSS) Bitt
        Mecha Demon Lord
        Mecha Termite
        Mecha Reiks
NPCs:
        None
	
Nearby Areas:
        The Coliseum

Save Points:
        One straight out of the coliseum.

"Cool new Duds"

Now that you have the dark slayer, you can open the doors that told you that 
you weren't accepted before, they contain excellent equipment and I suggest 
that you get them.  Seath's Armor is near the North Village save point, 
Seath's Shield is in the Village of the Wind near Cliff Lore's House  
(Convert your last crystals to flasks while you're here), and the one near 
Leon holds the Ruinous gloves (Harris Has dissapeared, if you go looking for 
him..His grave is now in the cemetary near the back, kinda depressing really).

"Tron-tastic.."

North and South are pulsating darkness cubes that transport you into Guyra's 
Dimension.  Yes, this is a teleporter maze, but it's not overly difficult. Make
sure your flasks are all filled, and Head to the north one to contine.  Note 
that your truth glass is completely stumped here and will just say nothing 
happens if you attempt to use it.  Which is a bad sign if I ever saw one.  Your
gates don't work either, so try not to get lost..

Necron's map still works though. Here's how the maze works(A goes to a, B goes 
to b, etc. Some long Passages Shortened for ease, and they work both ways too):

	
	-------------------------------j
							-----
				       J	       /  |
				       |	      / -----I
				       ---------     h
				      /         \
	              		     /    -----g \______
 				     |____|         |  |
				    /     ---       |  |
				   H                   |
                                      G    f           K
				\     |     \     M
				 \    |	     \    |
	    			 |    |       \______
			      F-----------e       | 	-----------C
                m                                 |     |   ______
		|	--E	    B    	  |     |         |
	      -----	|	    |		 /	|         |
		|	|     d     |		/	|  D------|
	      -----	|__|__|	    |	       k	|         |
		|		    |			|  c______|
		|		    -----------		|
	      -----		       |       |	-----------b
                |                      a       i
	     To Guyra
	-------------------------------A

	
As you see, the quickest path to Guyra is to take the North passage and
go from j to J, K to k, M to m, and then to Guyra.  (If you took the south 
passage, you'd have to take A to a, i to I, h to H, K to k, M to m, then to 
Guyra)


******************************************************************
BOSS: Guyra

The Black dragon himself.. Hope you're well prepared, your gates are disabled 
so the only escape is Death or Victory. 

Enter The final teleporter to be transported to Guyra's platform, he awaits on 
the other side.  Move forward and you'll see the Bitts, Guyras final guards, 
and the big mean one himself, he's quite a looker.  His attacks:

1) A steady stream of fire that moves in a sweep pattern, to avoid it dodge 
opposite the direction it's moving, if you dodge in the same direction, you'll 
just get hit more.

2) He'll hunch over and bring his head near to the ground. Then he Launches a 
projecticle that behaves much like your Lighting volt spell, keep moving to 
evade most of it it.

3) In melee range a sweep with his massive neck.

4) The bitts will constantly attack you with their laser beams.

There is generally two ways to take Guyra down, note that the bitts will 
absorb all magic they touch.

No Nonsense Charge:
Do an intricate dance while engaging him in melee, the bitts will be annoying, 
but you should be able to handle the damage they cause.  Try to hang off to the
side so you can see what Guyra's attacks will be and react accordingly (a 
stream will hurt if he hits at this range, so you do NOT want to be in front 
of him). Note that you can interrupt any of guyra's ranged attacks with a 
well placed sword strike, and most of his attacks are easy to predict from 
his motions. Always keep moving or his lightning volt will hurt. You shouldn't 
have to kill his Bitts if you use this path.  As the breath spell is rather 
cheap at this point, you shouldn't have to use many potions (if at all!), just 
keep whacking away.  Note that Guyra registers hits on his head easier than his 
body, so aim for that (you'll have to look up).

Magical Offense:
For this tactic, you'll want to avoid Guyra's attacks WHILE hunting down the 
bits, which is not the easiest thing to do.  As in the previous strategy, keep 
moving.  Stay to the side of Guyra's head, he'll turn to you, you'll ideally 
want to run to the other side then.  To kill the bits, cast weak spells like 
fireball to attract them, then smack em with your sword, they're not too 
strong.  If a bitt looks vulnerable but Guyra just launched a lightning volt 
(Learn that sound), let it go.  A lost oppurtunity is better than a lost life 
(Or Dragon Crystal as the case may be) Once Guyra's magic suckers are all dead 
he's as good as toast.  He just can't compete against the likes of flame, 
seath, freeze, flash, and meteor.  As long as you play relatively smart there's
no reason for you to lose after his bitts are gone, just keep moving.	 

That should be all there is to it, if you're smart, he'll go down.  Unless he 
gets lucky and you dodge the wrong way or something of that sort.  
Moving on...what's that?  The moonlight Sword?.. Yeah it's behind him, but he 
blocks it, not like you can leave anyway..  

Oh phoo, fine, if you really want the moonlight sword that badly, then run at 
guyra full speed.  Eventually he should knock you up and onto his back, where 
you can run down and pick up your precious sword.  It's nothing to hoot about 
really, dark slayer is far better (In this game..)  Once you have it, you'll 
have to die if you want to keep it, and get resurrected with a dragon crystal 
at the fountain.  Before you do though, take the time to admire how beautiful 
Guyra's textures are as he swivels slowly around to face you.  It's almost as 
good as some of the monsters in KF:IV in my opinion.

******************************************************************	

After Guyra's gone, you'll automatically go forward and take the moonlight 
sword (Or nothing, if you took it already. See? You Ruined the ending!) and 
the ending sequence automatically begins.  Congratulations! You've completed 
your quest of KF bliss.  Enjoy the ending scenes and the Music, it's one of my 
favorite KF tracks.  



















                             (Spoiler Space)
















	<======================  Part IV   ====================>
	<=		          Lists                       =>
	<======================================================>



----------------------------------------------------------------------
IV.a) Weapons
----------------------------------------------------------------------

Welcome to the List section! Here you'll find many a number to appease 
practically everyone.  All items are in alphabetical order.  Comments are 
my opinions on the particular item, strategies, etc. Rating compares it's 
total weapon or armor power vs. all other weapons/armors. Note: Even weapons 
with a low rating can be very good against monsters it's strong against, see 
comments for info.

----------------------------------------------------------------------
Arbalest                 Meryl:
Slash        0                An ordinary weapon.
Chop         0                Nothing Special.
Stab        88
Holy        18           
Fire         0
Earth        0
Wind         0
Water        0           Location: One hidden in the Elf Cave.
--------------                     One hidden in the Elf Shrine Basement.
Total:     106           Rating: 10/16        

Comments:
It might have been much more useful if ammunition were more common or 
purchaseable.  Even if it were so, it's not that much better than the bow is.
Still, there are those niche moments when you it's useful to have a ranged 
weapon and magic doesen't cut it, such as Billents, Flame spirits, and 
Salamanders on occaison.
----------------------------------------------------------------------

----------------------------------------------------------------------
Bastard Sword            Meryl:
Slash       79                An ordinary weapon.
Chop        28                Nothing Special.
Stab         7
Holy         0
Fire         0
Earth        0
Wind         0
Water        0           Location: In the Waterfall Cave
--------------                     Buy
Total:     114           Rating: 9/16      

Comments:
When you get it, it's the best weapon you have.  However, it has a long 
recharge rate, putting it's use into question.  It's not very versatile 
either.  Still, if you're not fighting skeletons, slimes, or termites, use it 
and it will serve you well.
----------------------------------------------------------------------

----------------------------------------------------------------------
Battle Hammer           Meryl:
Slash        0                An ordinary weapon.
Chop        94                Nothing Special.
Stab         0
Holy         0
Fire         0
Earth        0
Wind         0
Water        0          Location: Window of Homesickness, behind some graves.
--------------
Total:      94          Rating: 12/16

Comments:
When you look at it, it looks like this weapon sucks.  It has less total 
attack power than the Bastard Sword which is available sooner, and it's 
also much slower.  However, it can be the best weapon in your arsenal under 
the right conditions.  All it's damage is poured into Chop damage, so anything 
weak against chop is going to take a ton of damage.  Note that this includes 
skeletons and psythes, probably the most common enemies in the game!  Try it 
for yourself, it'll waste skeletal enemies faster than the shiden, which has
nearly double it's total damage points!  Specialized, and good at what it does.
----------------------------------------------------------------------

----------------------------------------------------------------------
Bow                     Meryl:
Slash        0                An ordinary weapon.
Chop         0                Nothing Special.
Stab        63
Holy         0
Fire         0
Earth        0
Wind         0
Water        0          Location: Base No. 2 in the corner
--------------                    Buy
Total:      63          Rating: 15/16

Comments:
It could've been extremely useful... if not for the limitedness of it's 
ammunition.  The power of range is powerful indeed, but magic is ranged, and
you can refill MP.  Still, it's pretty effective against termites, slimes, 
flame spirits, billents, and salamanders.  So it's another Niche weapon.
----------------------------------------------------------------------

----------------------------------------------------------------------
Crescent Axe            Meryl:
Slash       43                An ordinary weapon.
Chop        85                Nothing Special.
Stab        14
Holy         0
Fire         0
Earth        0
Wind         0
Water        0         Location: Secret passage in Soldier's Graveyard
--------------                   Buy
Total:     142         Rating: 8/16         

Comments:
A sizeable upgrade from the Bastard Sword, and also a bit more effective 
against skeletons (Though the Battle Hammer still beats it).  Its hard to go 
wrong with the crescent axe.  It's the most powerful weapon of its time and 
its very versatile to boot.
----------------------------------------------------------------------

----------------------------------------------------------------------
Dagger                  Meryl:
Slash       39                An ordinary weapon.
Chop         6                Nothing Special.
Stab        14
Holy         0          Location:
Fire         0                You Begin with one.
Earth        0                One on an S-Knight near the Jail.
Wind         0                One at the Window of Homesickness
Water        0                Two in the pirate cave area.
--------------                
Total:      59          Rating: 16/16         

Comments:
For a beginning weapon it's not THAT bad.  It'll take care of krakens pretty 
easily.  However, its range is really terrible, and you really want to upgrade
as soon as possible.  One of the most numerous weapons of the game, too.
----------------------------------------------------------------------

----------------------------------------------------------------------
Dark Slayer            Meryl:
Slash      124                This sword is made of the Dark Crystal which was
Chop       108                granted by the White Dragon, Seath.  It is made 
Stab       116                of four attributes: fire, wind, earth, and
Holy         0                Water.  This is the only weapon effective 
Fire        42                against Guyra, who has the light attribute 
Earth       53                sword.
Wind        57
Water       40         Location: Leon forges it, get it from him OR
--------------                   From necron after he steals it
Total:     540(!)      Rating: 1/16         

Sword Magic:
	Square, Triangle:
	17 MP: Dark Explosions come from the blade and travel straight ahead.
        X, Square, Triangle:
        17 MP: Narrow shockwave of dark energy, but big explosion if hits.

Comments:
Wow... Just wow. Easily the most powerful weapon in the game, once you get it 
there's no reason to switch to anything else.  The best of the best, enough 
said.  If it's power wasn't enough, it'll also slowly restore your MP!
----------------------------------------------------------------------

----------------------------------------------------------------------
Flame Sword            Meryl:
Slash       83                This weapon belongs to the element of fire. It 
Chop        22                was made by Tsedeck, the Mage who was a magician 
Stab        38                serving King Harvine.
Holy         0                
Fire        43                
Earth        0               
Wind         0
Water        0         Location: Secret passage at Fire Palace.
--------------                  
Total:     183         Rating: 7/16         

Sword Magic:
	Square, Triangle:
	16 MP: Multiple fireball spells, straight ahead.
        X, Square, Triangle:
        18 MP: Sort of like a Flame grenade bomb fired straight ahead.

Comments:
Basically a crescent axe with a bit of extra magical oomph to it. Can be used 
to light torches.  It would have been a better weapon if you could have 
recieved it sooner, and didn't recieve the ice blade right after it, but 
still it's nothing bad.
----------------------------------------------------------------------

----------------------------------------------------------------------
Ice Blade              Meryl:
Slash       93                This sword used to belong to the Ice Warrior, 
Chop       106                Kal Fargus, and is made of ice crystal. It is a
Stab         0                very powerful weapon made of wind and water, but
Holy         0                with it one cannot use fire magic.
Fire         0                
Earth        0               
Wind         0
Water       83         Location: Beat the Huge Tarn in the Ice Palace.
--------------                  
Total:     282         Rating: 3/16         

Sword Magic:
	Square, Triangle:
	21 MP: 6 Ice crystals in a hexagon pattern fly straight ahead. 
        X, Square, Triangle:
        27 MP: 6 homing ice crystals break off from the blade and find targets

Comments:
Quite a step up from the Flame Sword, but it has that drawback of no 
fire magic, which locks of some of your best offensive spells.  Stab weak 
enemies don't have much to fear either.  Still, it'll work well against the 
vast majority of enemies you encounter, and it's sword magics are powerful 
(if expensive).  Use it if you don't mind the magic loss.
----------------------------------------------------------------------

----------------------------------------------------------------------
Knight Sword           Meryl:
Slash       50                An ordinary weapon.
Chop        10                Nothing Special.
Stab        11
Holy         0
Fire         0
Earth        0
Wind         0
Water        0         Location: Skeleton's in necron's coliseum
--------------                   Buy
Total:      71         Rating: 13/16        

Comments:
Hey, it's better than the short sword and dagger.  This'll be your best bet 
until you find the morning star.  Better reach than the previous two as well. 
Only slightly better than the bow though, and no stabbing power, so the bow is 
much better in the termite's nest if you don't mind the ammunition loss. You'll
have to buy it if you want to have it before it's useless
----------------------------------------------------------------------

----------------------------------------------------------------------
Moonlight Sword        Meryl:
Slash      137                This sword belongs to the element of light which 
Chop        77                has been called the Holy Sword.  But it was made
Stab        93                by Guyra to entice the warriors to hunt for it. 
Holy        97                The strong warriors would then have enough 
Fire         0                energy to rebirth Guyra.
Earth        0               
Wind         0
Water        0         Location: Slip past Guyra and Die.
--------------                  
Total:     404         Rating: 2/16        

Sword Magic:
	Square, Triangle:
	22 MP: A shockwave surrounded by pillars of light.
        X, Square, Triangle:
        38 MP: Same as above, but it homes in slightly.

Comments:
Don't trash the Dark slayer yet, folks.  Sure this sword is pretty powerful but
the only reason to use this over the dark slayer would be it's holy element.  
It's sword magics are prohibitively expensive... It's all around good but the 
dark slayer is all around better
----------------------------------------------------------------------

----------------------------------------------------------------------
Morning Star           Meryl:
Slash        0                An ordinary weapon.
Chop        33                Nothing Special.
Stab        68
Holy         0
Fire         0
Earth        0
Wind         0
Water        0         Location: Two In the Pirate Caves
--------------                   Buy
Total:     101         Rating: 11/16         

Comments:
It's really a shame that it's very difficult to get one of these before the 
termites nest, because you would mop up the place so easily with it (Maybe 
that's why).  This is basically a melee version of the bow, and it will kill 
any stab-weak enemies like termites and slimes pretty easy.  It has no slash 
damage but there aren't really any slash weak enemies either, so that's no 
biggie.  An excellent weapon, quicker than the bastard sword which might make 
you want to equip it a bit longer.
----------------------------------------------------------------------

----------------------------------------------------------------------
Seath's Sword          Meryl:
Slash      178               This sword was granted to Merlin, the High-Elf   
Chop        43               warrior, by Seath.  The sword was once almost
Stab        22               destroyed, but was completely restored by the
Holy         0               High-Elves artisan, Ivil Napaja.
Fire         0                
Earth        0               
Wind         0
Water        0         Location: Slip past Guyra and Die.
--------------                  
Total:     243         Rating: 4/16         

Sword Magic:
	Square, Triangle:
	17 MP: One to Eight light beams shoot out ahead
        X, Square, Triangle:
        0 MP: Invincibility (!), lowering blade is normal attack

Comments:
Why use this over the ice blade which you already have?  Well, for one you can 
use fire magic with this sword equipped, which is no little thing.  It's sword 
magics are two very useful and economical ones, as the light beams are very 
powerful, and invincibility is well..invincibility.  Use invincibility to close
in on a boss, stop invincibility (which also counts as a normal attack), and 
immediately bring it up again, all for 0 MP!  Some of your mobility is hampered
yes, but it really is an underused feature.. 
----------------------------------------------------------------------

----------------------------------------------------------------------
Shiden                 Meryl:
Slash      135                 This sword was presented to King Harvine III by
Chop         0                 a foreign king many years ago.  This sword 
Stab         0                 (Wind Sword) has the magic power of wind
Holy         0                 granted by King Harvine.
Fire         0               
Earth        0               
Wind        64
Water        0         Location: East seaside Island, drop from graveyard.
--------------                  
Total:     199         Rating: 6/16         

Sword Magic:
	Square, Triangle:
	10 MP: A Huge wind cutter.
        X, Square, Triangle:
        12 MP: Wind Crosses.

Comments:
This is probably the first of the elemental swords you recieve, and an awesome 
sword to have at the time you get it.  However it is very specialized, so you 
won't have much luck using it against skeletons and other Chop or Stab weak 
enemies.  It's sword magic is extremely cheap.
----------------------------------------------------------------------

----------------------------------------------------------------------
Short Sword             Meryl:
Slash       44                An ordinary weapon.
Chop         9                Nothing Special.
Stab        12
Holy         0
Fire         0
Earth        0
Wind         0
Water        0         Location: One by the Waterfall cave.
--------------                   One in the Small mine
Total:      65         Rating: 14/16         

Comments:
The first step up from your lowly dagger, it does a bit more damage and has a 
minutely larger reach, but any upgrade you can take at this point should be 
appreciated.  Use it as soon as you can.
----------------------------------------------------------------------

----------------------------------------------------------------------
Spider                 Meryl:
Slash        0               This weapon belongs to the element of earth. 
Chop       150               Because of its' attributes, this sword (the
Stab         0               Earth Sword) weakens all magic defenses, except
Holy         0               for the earth defense, when it is used.
Fire         0               
Earth       71               
Wind         0
Water        0         Location: Earth Elemental drops it, quite rare.
--------------                           
Total:     221         Rating: 5/16         

Sword Magic:
	Square, Triangle:
	18 MP: A Stream of earth magic that explodes on contact.
        X, Square, Triangle:
        23 MP: The explosions have a larger area, more spread.

Comments:
Like the shiden, this is a highly specialized weapon.  It has the highest chop
attack in the game.  Skeletons will all die with one hit from this weapon, 
even the largest Psythes go down quickly.  This weapon is also extremely quick,
unlike the previous chop weapon the battle hammer.  Note again that skeletons 
are some of the most common enemies in the game, which makes this weapon 
extremely useful.  Lowering magic defense is bad news, but I didn't notice that 
dramatic of an effect.  The sword magics are only okay though.  Is this sword 
worth the time it takes to find it?  I would say yes, fighting all those earth 
elementals is good for other reasons: they give good xp, and give good gold.  
Also note that this weapon will restore your MP with it equipped, a bit faster 
than the dark slayer even.
----------------------------------------------------------------------


Weapon Run Down:
      Rating   Weapon          Total Attack
      1        Dark Slayer     540
      2        Moonlight Sword 404
      3        Ice Blade       282
      4        Seath's Sword   243
      5        Spider          221
      6        Shiden          199
      7        Flame Sword     183
      8        Crescent Axe    142
      9        Bastard Sword   114
      10       Arbalest        106
      11       Morning Star    101
      12       Battle Hammer    94
      13       Knight Sword     71
      14       Short Sword      65
      15       Bow              63
      16       Dagger           59




----------------------------------------------------------------------
IV.b) Shields
----------------------------------------------------------------------




----------------------------------------------------------------------
Crystal Guard          Meryl:
Slash       13               This shield belonged to the Ice Warrior,
Chop        22               Kal Fargus, and is made of ice crystal. 
Stab        14               Because of its attributes, it has a great 
Poison       0               defensive effect on fire.
Dark         3
Fire        15
Earth        5
Wind         5 
Water        3         Location: Ice cave, after Defeating huge Tarn.
--------------                   Buy
Phys:       49         Rating: 3/6
Mag:        31
Total:      80           
----------------------------------------------------------------------

----------------------------------------------------------------------
Large Shield           Meryl:
Slash       10               An ordinary shield.
Chop        10                
Stab         8                
Poison       0             
Dark         2
Fire         1
Earth        2
Wind         1 
Water        2         Location: East Seaside, base of lighthouse.
--------------                   Buy
Phys:       28         Rating: 5/6
Mag:         8
Total:      36           
----------------------------------------------------------------------

----------------------------------------------------------------------
Leather Shield         Meryl:
Slash        8               An ordinary shield.
Chop         8                
Stab         4                
Poison       0             
Dark         1
Fire         0
Earth        0
Wind         1 
Water        1         Location: Path inside Melenat, near Fountain
--------------                   Buy
Phys:       20         Rating: 6/6
Mag:         3
Total:      23           
----------------------------------------------------------------------

----------------------------------------------------------------------
Moon Guard             Meryl:
Slash        6               This shield has the magical power of the holy
Chop        11               moonlight. It will automatically recover HP when
Stab        18               one equips it.
Poison       0             
Dark        18
Fire         1
Earth        1
Wind         1 
Water        6         Location: Buy
--------------        
Phys:       35         Rating: 4/6
Mag:        27
Total:      62           
----------------------------------------------------------------------

----------------------------------------------------------------------
Seath's Shield         Meryl:
Slash       19               This shield was once granted to High-Elf
Chop        17               Warrior, Merlin, by Seath. 
Stab        34                
Poison       0             
Dark        12
Fire        14
Earth       12
Wind        22 
Water       14         Location: Not accepted door, Village of the Wind
--------------        
Phys:       70         Rating: 1/6
Mag:        74
Total:     144           
----------------------------------------------------------------------

----------------------------------------------------------------------
Skull Shield           Meryl:
Slash       38               This shield once belonged to the Great
Chop         5               Demon, Galth Fee.  When one equips it, the
Stab         5               Shield slowly takes away your HP.
Poison       0             
Dark        42
Fire         6
Earth        2
Wind         2 
Water        1         Location: Galth's Grave, Behind Coliseum
--------------        
Phys:       48         Rating: 2/6
Mag:        53
Total:     101           
----------------------------------------------------------------------

Shield Run Down:
    Rating   Shield          Total Defense
      1      Seath's Shield  144
      2      Skull Shield    101
      3      Crystal Guard    80
      4      Moon Guard       62
      5      Large Shield     36
      6      Leather Shield   23



----------------------------------------------------------------------
IV.b) Helms
----------------------------------------------------------------------



----------------------------------------------------------------------
Blood Crown            Meryl:
Slash        9               This item looks like an old crown, but it
Chop         6               has magical powers.  When it is equipped,
Stab        14               it will make your magical interval last
Poison       0               longer.
Dark         0          
Fire        33              
Earth       28             
Wind        37              
Water        6         Location: Drop down Chasm near Fire Palace
--------------        
Phys:       29         Rating: 2/6
Mag:       104
Total:     133           
----------------------------------------------------------------------

----------------------------------------------------------------------
Great Helm             Meryl:
Slash       18               An ordinary protector. No effect or 
Chop        12               Option.
Stab        10               
Poison       0             
Dark         2
Fire         2
Earth        3
Wind         2 
Water        1         Location: Locked Chest, near Harvine's Ruins.
--------------        
Phys:       40         Rating: 4/6
Mag:        10
Total:      50           
----------------------------------------------------------------------

----------------------------------------------------------------------
Iron Mask              Meryl:
Slash       14               An ordinary protector. No effect or 
Chop         4               Option.
Stab         2               
Poison       0             
Dark         0
Fire         1
Earth        0
Wind         1 
Water        0         Location: Path inside Melanat, near Entrance
--------------        
Phys:       20         Rating: 6/6
Mag:         2
Total:      22           
----------------------------------------------------------------------

----------------------------------------------------------------------
Knight Helm            Meryl:
Slash       12               An ordinary protector. No effect or 
Chop         6               Option.
Stab        11               
Poison       0             
Dark         1
Fire         2
Earth        1
Wind         2 
Water        1         Location: One in South Graveyard
--------------                   One at window of homesickness
Phys:       29                   Buy
Mag:         7         Rating: 5/6
Total:      36           
----------------------------------------------------------------------

----------------------------------------------------------------------
Lightning Helm         Meryl:
Slash       22               This helmet automatically attacks enemies
Chop        11               standing in front of you with lightening 
Stab         8               bolts.  This helmet was used by the Great
Poison       0               Demon, Galth Fee.
Dark         5
Fire         2
Earth        8
Wind        22 
Water       17         Location: Coliseum Graveyard Secret Passage
--------------        
Phys:       41         Rating: 3/6
Mag:        54
Total:      95           
----------------------------------------------------------------------

----------------------------------------------------------------------
Seath's Helm           Meryl:
Slash       32               This helmet was granted to the High-Elf
Chop        13               warrior, Merlin by Seath.  The helmet  
Stab        22               automatically recovers HP.
Poison       0             
Dark        35
Fire         6
Earth       11
Wind         7 
Water       12         Location: Elf Shrine, kill Remfa.
--------------        
Phys:       67         Rating: 1/6
Mag:        71
Total:     138           
----------------------------------------------------------------------



Helm Run Down:

Shield Run Down:
    Rating   Shield          Total Defense
      1      Seath's Helm    138
      2      Blood Crown     133
      3      Lightning Helm   95
      4      Great Helm       50
      5      Knight Helm      36
      6      Iron Mask        22



----------------------------------------------------------------------
IV.c-h) Other Equipment Lists
----------------------------------------------------------------------

     -Coming Soon!


----------------------------------------------------------------------
IV.i) Magic
----------------------------------------------------------------------

      Spell Power is the amount of casts it takes to kill a townsperson, so 
low numbers are better.

----- Fire
      
      1) Fireball         3 MP           Spell Power: 150
      2) Fire wall        9 MP           Spell Power: 6~7
      3) Fire Storm      15 MP           Spell Power: 14
      4) Flame           35 MP           Spell Power: 6~7

----- Wind

      1) Wind Cutter      3 MP           Spell Power: 119
      2) Missle Shield    5 MP           
      3) Ice Storm       14 MP           Spell Power: 34
      4) Freeze          26 MP           Spell Power: 9

----- Water
      1) Dispoison
      2) Resist Fire
      3) Water Fall      12 MP           Spell Power: 18
      4) Seath	         32 MP           Spell Power: 10

----- Earth
      1) Earth Heal       3 MP
      2) Stone            7 MP           Spell Power: 61
      3) Earth Wave      15 MP	         Spell Power: 76
      4) Meteor          28 MP           Spell Power: 7
      
----- Light
      1) Light
      2) Breath          10 MP
      3) Lightning Volt  18 MP           Spell Power: 36
      4) Flash           24 MP           Spell Power: 6

----------------------------------------------------------------------
IV.k) Shop Lists
----------------------------------------------------------------------
	Item:			Price:

Al Hunt (North Village)
 
        Leather Shield          180G
        Moon Guard             2380G
        Amulet of Mist         8250G
        Miner's Map            6300G
        Earth Herb               18G
        Antidote                 33G
        Seath's Plume          4800G

	
Celffy Foss (Central Village)

	Morning Star	        990G
	Bastard Sword	       2850G
	Bow		       1830G
	Knight Helm	        680G
	Great Helm             2950G
	Large Shield	        780G
	Stone Hands	       1200G
	Silver Arms	       3400G
	Bloodstone		320G
	Earth Herb		 23G
	Antidote		 48G

Celffy Foss (By Fire Palace)

        Bastard Sword          3250G
        Bow                    2020G
        Great Helm             3600G
        Large Shield           1000G
        Crystal Guard         19800G
        Silver Arms            3400G
        Leg Guarders           1600G
        Silver Boots           4200G
        Earth Herb               28G
        Antidote                 52G
        Dragon Crystal         2800G
        Phantom Rod           15000G
        Demon's Pick           2800G

Mark Wozz (South Village)

	Magician's Key         8350G
        Silver Key             1530G
        Gold Key              13500G

Radd Bilheim (Central Village)

        Crystal Flask             2C
        Arrow for the Bow         1C

Raffy Foss (South Village)

        Short Sword             180G
        Knight Sword            640G
        Crescent Axe           4300G
        Iron Mask               200G
        Knight Helm             780G
        Breast Plate            330G
        Knight Plate            950G
        Leather Shield          150G
        Large Shield            830G
        Iron Gloves             270G
	Silver Arms            3900G
        Iron Boots              350G
        Leg Guarders           1800G
        Silver Boots           4000G
	Blood Stone             330G
        Moon Stone              650G
        Verdite               17700G
        Earth Herb               20G
        Antidote                 40G	


	<======================  Part  V   ====================>
	<=		          Ending                      =>
	<======================================================>

----------------------------------------------------------------------
V.a) Credits/Acknowledgements
----------------------------------------------------------------------
	
Thanks to...
	
CJayC for Running an awesome site.
		
From software and ASCII entertainment, for bringing out this awesome game.

My Friend Scott for inspiring me to write this.

Arak Demonblade for helping out with a confusion about the ground bell and 
Leon's back yard.
	
All king's field fans everywhere, keep the addiction alive so they'll give us 
more!

----------------------------------------------------------------------
V.a) Legalese
----------------------------------------------------------------------

King's field is Copyright From Software/ASCII entertainment, 1995

This guide was written by Anthony Grzesiak (Andromedean) and is not
for reprint in any shape or form without the authors expressed permission.
The only site that has permission to host this FAQ/walkthrough is 
www.gamefaqs.com.  If you wish to have this guide on your site or use the
guide for anything outside private use, ask for my permission first.
my permission first.  (C) Anthony Grzesiak, Wedensday, August 11, 2004

----------------------------------------------------------------------
V.a) Contact information / Ending
----------------------------------------------------------------------

     Hope you enjoyed this guide, and that it helped you in some form,
it was my first FAQ, but don't tell anyone okay?  If you have any questions,
comments, constructive criticisms, or suggestions, send them to:

     AndrKnight   @  (Spamfoiler)aol.com

     (without the (Spamfoiler))

     Put "King's Field FAQ" in the subject line, as I have been known to
recieve alot of spam.  I don't want to delete anyone's message unintentionally.

     Thanks for your time!  That's all, so...

     so long, and thanks for all the fish!