SUMMONER TACTICS GUIDE Vol. 3. Written by thewaynemanor - updated 2010. ----------------------------- Table of Contents 1. DISCLAIMER 2. INTRODUCTION 3. SKILL 4. WEAPONS & INVENTORY 5. MAXIMUM LEVELLING 6. COMBAT TACTICS 7. BOSS FIGHTS 8. GAMEPLAY HINTS 9. SIDE QUEST ORDER 10. OMISSIONS FROM THE N. MACHER GUIDE 11. GAME QUIRKS 12. ACKNOWLEDGEMENTS ----------------------------- 1. DISCLAIMER The Tactics Guide is intended solely for use as a Companion Edition to Nathaniel Macher's Summoner walkthrough on the Game FAQ Site. ------------------------------ 2. INTRODUCTION This version of the Tactics Guide features an expanded Combat Tactics section, suggested strategies for fighting the Bosses, extra Random Encounter and item information and a listing of miscellaneous Quirks. Please note that the Tactics Guide does not recap the game story or provide a full walkthrough for Summoner. It is a support tool, and by no means exhaustive, as there are many ways in which to play Summoner. The methods outlined here are simply designed to maximize players' chances of survival and their enjoyment of the game. ------------------------------ 3. SKILL This character attribute is the key to success in Summoner. Skills range in rank from 1 (raw novice) to 10 (absolute master). Skills are used in combat and to perform feats. Attaining an adequate level of competence is therefore vital, as everything from picking locks and identifying items to casting spells and Summoning are dependent upon Skill. Some Skills are generic and can be developed by all characters, while others are highly specialized and restricted to classes such as fighters or magic users. Some rare Skills are unique to one particular character. A character’s Skills are suited to their class, of which there are four: 1. Cleric (Joseph) 2. Thief (Flece) 3. Magic User (Rosalind) 4. Fighter (Jekhar) Skill points are in turn distributed incrementally throughout the game: Levels 1-6: 2 Skill Points per level Levels 7-19: 3 Skill Points per level Level 20 + : 2 Skill Points per Level Allocating points to specific Skills is challenging, as it will become obvious that it is almost IMPOSSIBLE to achieve a ranking of 10 in all Skills. This is due to four inhibiting factors: i) Numerous Skills - Simply put, there are too many to master. A ranking of 10 in one Skill will mean another Skill remains at a very low level. ii) XP requirements - Increases exponentially once characters reach a certain level. For example, each character needs over 2,000,000 XP to progress from Level 25 to Level 26. iii) XP value - In the last stages of the game, there are several monsters (see Combat Tactics) that provide high XP, but divided by four party members it is not a cost efficient exercise. It would take hours of gameplay to progress even one level. iv) Skill Point decrease - As of Level 20, only 2 Skill Points are allocated per level. This slows progress considerably. Although a mind-boggling task, it is theoretically possible for the characters to have a ranking of 10 in all Skills. As the final number of Skills per player and the rate of Skill point allocation is known, it is possible to calculate the level required for each character to achieve this: Joseph: Level 71 Flece: Level 68 Rosalind: Level 55 Jekhar: Level 52 As this is an unrealistic scenario for most players, the issue of what Skills are raised to a ranking of 10 becomes all-important. Firstly, an assessment of available Skills is required. All Skills can be broadly grouped into two groups, being ACTIVE and PASSIVE Skills. They will determine a character’s offensive and defensive capabilities in combat. ACTIVE SKILLS: These are all Skills the player must actively choose, and deliberately expend Ability Points to utilize. Physical - AIMED ATTACK APPRAISE ASSESS HEAL HIDE KICK PICK LOCK PUSH SNEAK TRIP ----------------------------- Magical - DARK - Joseph, Flece, Rosalind 1 - Blind 2 - Silence 8 - Invisibility 10 - Death ENERGY - Rosalind 1 - Light 2 - Lightning 7 - Empower 10 - Power Leech FIRE - Joseph, Rosalind 1 - Fire Arrow 2 - Fireball 4 - Meteor Storm 7 - Wall of Fire 10 - Inferno HEAL - Joseph, Jekhar, Rosalind 1 - Heal 2 - Cure 4 - Regenerate 6 - Resurrect 8 - Vitalize 10 - Revive HOLY - Joseph, Rosalind 1 - Bless 2 - Protect 7 - Faith 10 - Curse ICE - Rosalind 1 - Icicle 3 - Icy Sleep 6 - Freeze 8 - Blizzard 10 - Ice Coffin SUMMON - Joseph PASSIVE SKILLS: The remaining Skills may be developed, but cannot be actively chosen in combat, being “latent” abilities. It is still vital to raise many Skills to high levels as this will have a positive effect on the combat formula. AXE BLUNT BOW COUNTER ATTACK* CRITICAL HIT* DODGE* DOUBLE ATTACK* HEAVY ARMS MAGIC RESISTANCE PARRY* STAFF SWORD * Skills that may come into play during combat. It is the game – not the player – that determines this and the chance of success. NOTE! Quest Skills These are Skills that play an important role in the game and allow character advancement to another point in the story. APPRAISE ASSESS HEAVY ARMS PICK LOCK The following are a series of recommended Skill Point allocations for each character, based on the premise that each character will reach Level 24. Note that the essential Skills for each character are ranked while the unnecessary Skills are grouped below them. Joseph ------ BLUNT 10 DODGE 7* (a) FIRE 7 (b) HEAL 8 HEAVY ARMS 9 (c) HOLY 7 MAGIC RESISTANCE 10 SUMMON 1 (d) SWORD 9 ------ AXE 1 BOW 1 COUNTER ATTACK 1 DARK 1 DOUBLE ATTACK 1 PARRY 1 PUSH 1 STAFF 1 (a) DODGE = 7 Ranking boosted to 10 when Defender Kite Shield equipped. (b) FIRE = 7 The first four FIRE spells are sufficient. The Level 10 spell INFERNO is not long-range and does only minimal damage. (c) HEAVY ARMS = 9 Needed to wield the Sword of the Summoners. (d) SUMMON = 1 Unfortunately, building the Skill itself becomes irrelevant in the later stages of the game. All the SUMMON creatures are still accessible with a Skill of 1 and the ranking can be boosted to 6 when using the Summoner Torque or Summoner Gauntlets + Leggings to accelerate the creature's AP recovery rate. ------------------------------ Flece ----- APPRAISE 9* (a) BACKSTAB 10 DODGE 7* HEAVY ARMS 6 PICK LOCK 10 TRIP 10 SWORD 10 ------ AIMED ATTACK 2 BOW 2 COUNTER ATTACK 1 DARK 1 HIDE 1 KICK 1 MAGIC RESISTANCE 1 PARRY 1 SNEAK 2 (a) APPRAISE = 9 Boosted to a ranking of 10 with the Thief's Gauntlets equipped. 10 is needed to complete the Nhuvasarim Quest. (b) DODGE = 7 Ranking boosted to 10 when Defender Kite Shield equipped. ------------------------------ Rosalind -------- BOW 10 (a) ENERGY 7 (b) FIRE 7 HEAL 10 HOLY 10 ICE 7 (c) MAGIC RESISTANCE 7* (d) ------ ASSESS 2 CRITICAL HIT 1 DARK 2 DODGE 2 PARRY 1 STAFF 3 TRIP 1 (a) BOW = 10 There are times when Rosalind may have to fight, such as in the Caverns when Jekhar is absent. A Skill of 10 with a Bow that has a Status effect is very useful, especially if Rosalind expends all her AP. (b) ENERGY = 7 EMPOWER (ranking 7) is invaluable but POWER LEECH (10) is not the most effective means of stopping foes. (c) ICE = 7 BLIZZARD (ranking 7) has a similar effect to FIRE WALL, and is highly effective against fire-based foes. See the Combat Tactics section. ICE COFFIN (ranking 10) is has virtually the same effect as the lower FREEZE (ranking 6). (d) MAGIC RESISTANCE = 7 Ranking boosted to 10 with Magus Leggings + Boots equipped. ------------------------------ Jekhar ------ BLUNT 10 CRITICAL HIT 10 (a) DODGE 7* (b) HEAL 10 HEAVY ARMS 7 (c) MAGIC RESISTANCE 10 ------ AXE 3 COUNTER ATTACK 5 DOUBLE ATTACK 1 KICK 2 PARRY 3 PUSH 3 SWORD 3 (a) CRITICAL HIT = 10 Ranking boosted to 12 when Onslaught Ring is equipped. (b) DODGE = 7 Ranking boosted to 10 when Defender Kite Shield is equipped. (c) HEAVY ARMS = 7 A ranking of 7 provides access to the best armour and weapons. ------------------------------ NOTE! With the exception of Joseph - who commences the game at Level 1 - the other three characters all have an initial allocation of Skill Points. This forced diversification of Skills is due to the fact that Flece, Rosalind and Jekhar start at low levels - 4, 6 and 8 respectively - and a character CANNOT raise a Skill to a ranking that exceeds their overall level. While this is unfortunate as some of the allocated Skill Points are in unnecessary Skill categories, it is possible to withhold allocation of further Skill Points, and use them at a later level when more preferable Skills become available. These Skill Points can accumulate and are NOT lost. It is also possible through the use of magical items to boost a Skill to a ranking beyond 10. These Skills may be improved: AIMED ATTACK COUNTER ATTACK CRITICAL HIT DODGE DOUBLE ATTACK HIDE KICK PARRY PUSH SNEAK TRIP Extensive game play has revealed that boosting one of these Skills will increase the FREQUENCY of the event, but no additional damage is incurred if applicable. A ranking of 10 is considered the endpoint for all other Skills. ------------------------------ 4. WEAPONS & INVENTORY The following is a short list of the ideal weapons and inventory for each character. Please refer to the full walkthrough for values and status effects. Joseph ------ Weapon: Debasser - until Sword of the Summoners Shield: Defender Kite Shield Chest: Summoner Platemail (Full Body) Hands: Summoner Gauntlets Legs: N/A* Feet: Summoner Sabaton Magical Items: Battle Torque* Ring of the Gods Ring of Mastery * Equip Summoner Torque and Summoner Chainmail + Leggings if needing a Skill bonus when using SUMMON. ------------------------------ Flece ----- Weapon: Sornehan Dagger Shield: Defender Kite Shield Chest: Chainmail Tunic Hands: Steel Gauntlets Legs: Chainmail Leggings Feet: Springsteel Boots Magical Items: Battle Torque Ring of Might Ring of Swiftness ------------------------------ Rosalind -------- Weapon: Farslayer Bow Shield: N/A Chest: Mellifuous Wrappings (Full Body) Hands: Magus Gauntlets Legs: Magus Leggings Feet: Dragon Boots Magical Items: Battle Torque Ring of Mastery Ring of Might ------------------------------ Jekhar ------ Weapon: Debasser Shield: Defender Kite Shield Chest: Hero’s Platemail (Full Body) Hands: Hero’s Gauntlets Legs: N/A Feet: Warrior's Sabaton Magical Items: Battle Torque Onslaught Ring Ring of Swiftness ------------------------------ a) Qualifiers i) The Debasser is the ideal weapon for both Joseph and Jekhar for several reasons: - The Debasser is BLUNT. Almost all foes are vulnerable to BLUNT. - Speed ratio = 1.00. The best swords – Dread, Drithen and Winterlong* - may do more damage but are too slow (Speed ratio = 0.67). The exception is the Sword of the Summoners, but it is not obtained until the final battle. - 75 damage. - Can cause TRIP. - One-handed weapon, allowing the use of a shield. * If acquiring the Winterlong, it should be kept as some of the later monsters such as the Golems and Lichs are highly resistant to BLUNT, but weak against ICE. NOTE! The Debasser first appears in the game in an Orenian DESERT Night Random Encounter. Kangji the Weapon Smith sells the weapon for 50,000 GP. Two should be purchased - one for Joseph and one for Jekhar when he rejoins the party in Wolong. ------------------------------ ii) Equip Chest + Leg armour - specifically the Chainmail Tunic + Leggings - as the combined Protection Rating is superior to almost all the full body values. - Acquire this combination for Joseph,Flece and Jekhar during the first visit to the Saanavarah. - Example - When Flece begins the Tower of Eleh, she is automatically equipped in Springsteel Leather (Protection Rating = 30). This should be swapped immediately for the Chainmail Tunic + Leggings combination (Protection Rating = 55). - Joseph and Jekhar can eventually acquire full body armour with higher Protection Ratings, but not until the later stages of the game. iii) Magical Items – with over 70 items to choose from, there is no "perfect" combination for each character. While a subjective decision, the items allocated to the characters are arguably the best all-round choices as they cater to each character’s class and maximise the chances of SURVIVAL. Joseph: Large boost in HP and AP. Flece: Large boost in speed and some HP. Rosalind: Large boost in HP and AP. Jekhar: Large boost in speed and attacking power courtesy of Status Effect. ------------------------------ 5. MAXIMUM LEVELLING By following Summoner in a linear fashion, Joseph and later the other characters will struggle on from level to level, with even the first major obstacle - the Lenele Sewers – being a risky. There is a means, however, for Joseph to reach at least Level 19 BEFORE meeting Flece! The sequence is as follows: i) Massad Joseph collects as many items as possible but does NOT engage the Orenians. Reaches Exit point at Level 1 and ONLY fights the Barbarian - use Chains + run and HEAL if necessary. ii) Lenele Find ALL random items, including the Amethyst in the Crown District and sell. Complete these Quests: - 3/4 of Durgan's Lucky Charm - Merchant of Orenia - 1/2 of the Encyclopedia of Heresies Joseph should now be LEVEL 7 ---------------------------- Accept this Quest: - Sword of Jarl Buy & Sell at Apothecary in Old City: - Sell all unnecessary items - Buy 10 METEOR SCROLLS iii) World Map for Random Encounter GRASSLAND (Day) ---------------------------------------------- - Kill Korel with 5 METEOR scrolls Joseph should now be LEVEL 8 ---------------------------- iv) Lenele ------ - Complete Sword of Jarl Quest - Sell the Reward + any other accumulated weapons - Visit Blacksmith and buy Shield - Buy Apothecary in Old City and buy ICE + LIGHTNING TOME and as many ICE RUNES as is possible (at least 50) - Visit Tanner in Old City and buy armour Accept these Quests: - Beggar's Eyes - Salamanka's Tongue v) World Map for Random Encounter HILLS (Day + Night) -------------------------------------------------- The Khonsani stronghold, a tan mountain to the north-west of Lenele, is the destination. There are two Random Encounters on the slopes of the Khosani mountain: HILLS Day: Fire Salamanka Golems (Brass + Iron) Ignore the Golems and approach the real target, the Salamanka. Kill the Salamanka with 5 ICE RUNES; retrieve Salamanka's Tongue and exit. There is no need to return to this Encounter. ----------------------------- HILLS Night: Fire Imps Oni Red Rokhul The Night Encounter should be handled with care, as these are the strongest foes to date. NOTE! There is a slim chance that the Fire Imp nearest to Joseph will cast METEOR STORM, and that the second Fire Imp nearby will NOT fly away but rather attack. Counter this possibility by having ample Healing Potions. Once the Imp is defeated, move slowly around the edges of the area and kill each Red Oni with ICE RUNES. There are always three per Encounter, and each yields between 3,000 – 8,000 XP, which can mean instant jumps in levels. NOTE! The Rokhul occasionally drop Amethysts, while the Fire Imps will drop Garnets. By hoarding at least 8-10 of each gem type, the party will be able to sell these later in Lenele, and then be able to purchase the best weapons and inventory available on the FIRST visit to the Khosani Mountain. Return to World Map and keep repeating the Encounter until all ICE RUNES have been expended. Joseph should now be at least LEVEL 13 -------------------------------------- vi) Lenele ------ - Complete Salamanka's Tongue + Beggar's Eyes - Re-visit Apothecary in Old City and restock on ICE items (at least 60 +); METEOR scrolls (15 +) and CURSE scrolls (at least 5 +) - Sell any items acquired (eg. gems, Torques) vii) World Map for Random Encounter HILLS (Night) -------------------------------------------- - Repeat constantly until all ICE items are expended Return to Lenele to restock if necessary and return JOSEPH should now be LEVEL 19 ----------------------------- viii) Lenele ------ Accept this Quest: - Ragneli's Robbers ix) World Map for Random Encounter GRASSLAND (Day) ---------------------------------------------- - Kill Zane and Robbers* * NOTE! Even with Joseph at this level, his armour is still only rudimentary and the Encounter could be potentially fatal. Walk BEHIND Zane, draw his attack, run up the slope to higher ground and kill Zane with several METEOR scrolls. Retrieve Zane's Bow, cast BLESS + REGENERATE, and then carefully pick off Zane's men from a distance with WALL OF FIRE. DO NOT run into the middle of the group as they will all pursue Joseph CONSTANTLY. x) Lenele ------ - Complete Ragneli's Robbers Quest - Re-visit Apothecary in Old City and restock on ICE items (at least 60 +); METEOR scrolls (15 +) and CURSE scrolls (at least 5 +) - Meet and equip Flece xi) World Map for Random Encounter HILLS (Night) -------------------------------------------- - Joseph should take the brunt of any damage and allow Flece to level passively. Continue and repeat until all ICE items are expended. FLECE should be at least LEVEL 12 --------------------------------- xii) Lenele Sewers + Palace ---------------------- xiii) Iona ---- - Meet Rosalind but DO NOT enter the Catacombs xiv) Lenele ------ - Equip Rosalind - Sell any items acquired (eg. gems, Torques) - Re-visit Apothecary in Old City and restock on ICE items (at least 60 +) and CURSE scrolls (at least 10 +) xv) World Map for Random Encounter HILLS (Night) -------------------------------------------- - Continue to kill Red Oni until Flece and Rosalind are Level 19 THEN CONTINUE STORY ------------------- Final Notes: Random Encounters ----------------- Early Random Encounters can be quite problematic for Joseph, and should be avoided until he is accompanied by other Party members. The FOREST Night Encounter is the best example, as it places Joseph and any other party members present in the middle of a clearing with a Fire Imp and three fast-moving Bone Servants about to attack. To avoid this particular Encounter avoid the heavily shaded green areas which signify FOREST, and only travel once strong enough to handle what in all likelihood will be a GRASSLAND Random Encounter. These are: GRASSLAND Day: Bacites (Brown and Green) GRASSLAND Night: Bone Knight Bone Mages Bone Servants To actually ESCAPE an Encounter control the lead character and have them RUN to the yellow line marking the boundary of the map, as this will render it null and void and place the characters back on the World Map. Note that if a SUMMON monster does this then Joseph will appear on the World Map. Alternatively, the SAVE + RELOAD option (see GAMEPLAY HINTS) can be used. Masaad (2nd Visit) ------------------ Possible at any time, although is Joseph is still in SOLO mode it is recommended not to return until at least Level 12. On returning to Masaad the Orenians will be present in greater numbers with superior weapons such as battleaxes and bows. Remember: - Take special care with Archers as if in range an arrow hit can have the effect of SLOW and hamper an escape. - NOTE! Ensure Party members have weapons DRAWN at all times, as if struck while they will STOP and draw weapons automatically, which will slow an attack/escape. - Don’t overlook the three Barbarians at the west wall at the far end of Masaad. - Keep all weapons dropped by foes as they can be sold in Lenele. Also refer to the OMISSIONS FROM THE N. MACHER GUIDE section for extra items. * Masaad remains a possible destination until the story moves to the Tower of Eleh in Orenia. Masaad disappears from the World Map post-Orenia. Maximum Levelling post-Orenia ----------------------------- There are three locations that are occupied by high XP-yielding monsters: FOREST Night Stone Statues: 4 - 8,500 XP Ikaemos Onyx Gargoyles: 7,500 XP Stone Statues: 4 - 8,500 XP Iona Bone Kings*: 5 - 7,900 XP Liches : 4 - 7,500 XP Note: Ikaemos and Iona may be revisited after defeating the Demons. * The Bone King drops can be very generous, including the Battle Torque, Debasser and Shadow Platemail. ------------------------------ 6. COMBAT TACTICS i) CHAINS The Chains available to each character listed in the order learnt: Joseph ------ Added Blow Push Mind Drain Life Leech Confusion Revitalize Burn Hands Desperation Stamina Attack Silence ------------------------------ Flece ----- Kick Mug Trip Leg Swipe Arm Slice Blind Stab Desperation Stamina Attack Silence ------------------------------ Rosalind -------- Bless Revitalize Prayer Confusion Stamina Attack Mind Drain Shocking Grasp Burn Hands Icy Touch ------------------------------ Jekhar ------ Kick Axespin Earthshaker Mend Steelskin Overpower Desperation Sacrifice Life Leech ii) OFFENSIVE/DEFENSIVE FACTORS There are both combat bonuses and penalties that apply depending on the circumstances. These are indicated by the blue percentage figures that appear as a character attacks OR is attacked in turn. Height - +/- : 15-50% depending on degree of elevation Behind - +/- : 9-15% Blinded - +/- : 25% iii) PROTECT + FAITH Use constantly. Vital during the maximum levelling process as the armour available at this stage of the game is very weak. VITALISE - a good support spell to be used when some of the characters start taking damage. iv) CURSE + EMPOWER CURSE will weaken foes and they will take more damage as a result, which enables an EMPOWERED party member to inflict double damage. Damage will be quadrupled if used on Jekhar who then scores a successful CRITICAL HIT. A good strategy against the Four Riders. v) TRIP + BACKSTAB Flece should use this combination as much as is possible. With these Skills, Flece can defeat most foes - including Bosses - very quickly. Note that if Flece is attacked whilst using these Skills the combination may be interrupted. vi) FREEZE + BACKSTAB With Rosalind and Flece working in tandem this can mean instant kills. vii) FIRE WALL & BLIZZARD Use on strong stationary foes whenever possible. A slow but still guaranteed kill. A good tactic to adopt during the first visit to the Caverns of Wolong as the party will be missing Jekhar. viii) DARK Avoid investing large amounts of Skill points in this spell discipline. There are only four spells to be gained instead of the usual five, and the last two are very erratic. INVISIBILITY is too unpredictable as enemies invariably detect the characters, and can also be obtained via potions and scrolls. DEATH only works around 1 in 20 times. BLIND and SILENCE, however, can be learnt quickly and are helpful in combat. ix) SCROLLS & TOMES Invaluable as the spells have been pre-cast and stored. This means the spells are available for use instantly. For example, if Rosalind is being attacked by an archer, she does not have to try and cast the spell and risk interruption. The desired scroll or tome simply has to be selected from the Inventory and the spell will be cast immediately as soon as returning to gameplay. x) ICE COFFIN If used in Scroll form, this spell will almost always work. Purchasing multiple Scrolls is recommended as this is a very effective way of reducing the odds in large battles. xi) TEARS OF USAMAN DO NOT waste this potion on the journey up the Platforms of Wolong. Joseph, Flece and Rosalind are more than capable of defeating the Orenian soldiers. The potion can be a great asset at crucial times such as when Jekhar and Rosalind must complete their mission in Lenele or when fighting Machival. xii) FLECE POST-ORENIA Ensure that Flece has access to a superior EDGED weapon, as many of the later foes such as Golems, Lichs and some Bosses (eg. Titus) are immune to PIERCING. Unfortunately, Flece does not have the BLUNT Skill xiii) SUMMON 1st set of Rings: Ring: DARKNESS BLACKFIRE ELEMENTAL Ring Power: 0 AP to Summon: 10 HP: 97 CHAINS: Up BLINDNESS STAB Down LEG SWIPE Left BURNING HANDS Right SILENCE SKILLS: AIMED ATTACK 4 DODGE 2 PARRY 2 SPELLS: BLIND DARK WALL FIRE WALL Ring: LIGHT MIST ELEMENTAL Ring Power: 0 AP to Summon: 10 HP: 146 CHAINS: Up SHOCKING GRASP Down PRAYER Left MEND Right BLINDNESS STAB SKILLS: WEAPONS - HAND TO HAND 4 SPELLS: LIGHT LIGHTNING Ring: FIRE RED MINOTAUR Ring Power: 0 AP to Summon: 15 HP: 97 CHAINS: Up BURNING HANDS Down TRIP Left ADDED BLOW Right AXE SPIN SKILLS: DODGE 3 DOUBLE ATTACK 6 PARRY 3 TRIP 4 SPELLS: N/A Ring: STONE GOLEM Ring Power: 0 AP to Summon: 15 HP: 48 CHAINS: Up OVERPOWER Down EARTH SHAKER Left DESPERATION Right ADDED BLOW SKILLS: PARRY 4 SPELLS: N/A 2nd set of Elemental Rings: Ring: FIRE BLOOD ELEMENTAL Ring Power: 60,000 AP to Summon: 30 HP: 195 CHAINS: Up LIFE LEECH Down MIND DRAIN Left DESPERATION Right SACRIFICE SKILLS: WEAPONS - HAND TO HAND 4 SPELLS: FIREBALL WALL OF FIRE Ring: LIGHT WRAITH Ring Power: 60,000 AP to Summon: 30 ] HP: 244 CHAINS: Up LIFE LEECH Down MIND DRAIN Left SILENCE Right ICY TOUCH SKILLS: DODGE 7 PARRY 7 SPELLS: BLIND LIFE DRAIN LIGHT LIGHTNING SILENCE Ring: STONE BLADE OF URATH Ring Power: 60,000 AP to Summon: 25 HP: 244 CHAINS: Up ADDED BLOW Down LIFE LEECH Left DESPERATION Right SACRIFICE SKILLS: CRITICAL HIT 10 DOUBLE ATTACK 10 SPELLS: N/A Ring: DARKNESS SPIRIT OF LAHARAH* Ring Power: N/A AP to Summon: 50 HP: 390 CHAINS: N/A KILLS: COUNTER ATTACK 6 DODGE 6 PARRY 6 SPELLS: N/A * Note that this Summon is only available if the Tome of the Nhuvasarim Side Quest is completed. The Dragon Rings: Ring: WATER i) BLUE IMP Ring Power: 0 AP to Summon: 15 HP: 146 CHAINS: Up MEND Down MUG Left ICY TOUCH Right REVITALISE SKILLS: DODGE 7 SPELLS: HEAL CURE REGENERATE VITALISE ICICLE FREEZE BLIZZARD ICE COFFIN BLUE IMP SLEEP ii) DRAGON OF WATER Ring Power: 60,000 AP to Summon: 50 Power: HEAL Ring: FOUR WINDS i) CELESTIAL SAMURAI Ring Power: 0 AP to Summon: 30 HP: 244 CHAINS: Up ADDED BLOW Down OVERPOWER Left BLESS Right REVITALISE SKILLS: COUNTER ATTACK 8 CRITICAL HIT 8 DODGE 6 DOUBLE ATTACK 8 PARRY 6 SPELLS: N/A ii) DRAGON OF THE FOUR WINDS Ring Power: 60,000 AP to Summon: 30 Power: Damages foes Ring: FOREST i) POISON ELEMENTAL Ring Power: 0 AP to Summon: 20 HP: 146 CHAINS: Up LIFE LEECH Down TRIP Left MIND DRAIN Right DESPERATION SKILLS: TRIP 10 SPELLS: POISON ii) DRAGON OF THE FOREST Ring Power: 60,000 AP to Summon: 30 Power: Damages foes Ring: JADE i) JADE GOLEM Ring Power: 0 AP to Summon: 14 HP: 292 CHAINS: Up ADDED BLOW Down STEELSKIN Left OVERPOWER Right PRAYER SKILLS: COUNTER ATTACK 8 PARRY 8 SPELLS: JADE BEAM ii) JADE DRAGON Ring Power: 60,000 AP to Summon: 30 Power: Damages foes ------------------------------ Suggested use of Rings: Medeva - 1st set of Elemental Rings* Orenia - N/A Changed Medeva - 2nd set of Elemental Rings + Dragon Rings * While the 1st set of Summons become available in the later stages of Changed Medeva, they are too weak to fight the more powerful foes. To maximize the effectiveness of a Summon, cast BLESS, FAITH + EMPOWER on the creature. Suggested use for each Summon: Blackfire Elemental - DARKWALL. Status effects BLIND + SILENCE on foes Mist Elemental - LIGHTNING Golem - EARTHSHAKER Red Minotaur - TRIP Blue Imp - All spells Celestial Samurai - CHAIN ADDED BLOW Poison Elemental - TRIP + POISON Jade Golem* - Physical + JADE BEAM Blood Elemental - Physical + WALL OF FIRE Wraith - BLIND or SILENCE Blade of Urath - CHAIN ADDED BLOW. Devastating if able to chain attack together. Spirit of Laharah - Attack foes from behind Dragon of Water - No choice of action. HEAL or RESURRECT cast on party if needed. Dragon of Four Winds - No choice of action. Damage to foes. Can be used for an instant kill on the Arch-Lich Mortankas Dragon of Forest - No choice of action. Damage to foes. Dragon of Jade - No choice of action. Damage to foes. * The Jade Golem deserves a special mention as it is the most powerful Summon in the game: - Attack is BLUNT - Can use CHAIN attacks - Use of the Jade Beam, which will affect ALL foes - Cannot be knocked down ------------------------------ NOTE! Contrary to what the Game Manual states, Joseph does NOT lose any HP permanently if a Summoned creature is killed. ------------------------------ 7. BOSS TACTICS i) Masaad - Barbarian: Joseph should be level 4. Chain until defeated. If knocked down, run, dodge and HEAL, before repeating. ii) Zane + five Bandits - Random Encounter: An optional encounter, but potentially challenging as all foes are Level 15. Stand as close to Zane as possible, and when he attacks control Flece and use TRIP + BACKSTAB. Then fight Zane's men 1-2 at a time with Joseph also casting METEOR SWARM. iii) Salamanka - Random Encounter Prior to seeking the Salamanka, purchase the ICICLE TRACT from the Apothecary in the Old City that provides this Quest. Control Joseph and from a safe distance quickly cast the spell four times for an instant kill. iv) Lenele Sewers - Iron Golem + Two Brass Golems: A levelled Joseph should defeat all three quickly with METEOR STORM. Ignore the giant Tentacles. v) Catacombs of Iona - Carados + Two Bone Mages: Flece should use BACKSTAB + TRIP on Carados while Rosalind uses METEOR SWARM to defeat the Bone Mages. vi) World Map - Ghost Rider + Bone Mage & Bone Servant: Control Rosalind as the Rider will ALWAYS target her. Have Rosalind run from the Rider while Joseph and Flece defeat the Bone Mage and Bone Servant. Have Rosalind continually cast METEOR STORM from a Scroll or Book until the Rider is defeated. vii) Fire Pit - Giant Salamanka: Control Rosalind and enter SOLO Mode immediately. Move the rest of the Party to a secure corner of the room away from the Salamanka. Cast PROTECT + FAITH. Cast BLIZZARD under the Salamanka until the cut scene plays and it moves back into the lava. Repeat twice to defeat. viii) World Map - Phoenix Rider: The Rider will not attack immediately, so control Rosalind and cast PROTECT + FAITH, followed by EMPOWER on Jekhar and then ICICLE. Once the Rider dismounts VITALISE may be crucial as the Rider can use INFERNO to knock a Party member down. If the Rider casts WALL OF FIRE across the characters at any point, control Rosalind, enter SOLO mode and pull the entire Party back until the spell ends. As this Rider can regenerate to full health and attack again, Flece should use TRIP + BACKSTAB for a quick win. Ensure that Rosalind stays out of range of the Rider's bow as she will be targeted as the main threat. ix) Ikaemos - The Priest-King: Alternate between Flece and Rosalind. Flece should use TRIP to keep the Priest-King off balance, while Rosalind attacks with ICICLE as the King is weak against ICE. CURE can be used by any spell-caster to reverse the petrification Status Effect. x) World Map - Serpent Rider: Control the character the Rider targets and run. If possible control Rosalind and cast support spells, including CURE when the Rider uses a Status attack. Cast METEOR STORM as a spell or from a scroll as many times as possible. Once the Rider dismounts control Flece and use TRIP + BACKSTAB. xi) Temple of Urath - Tiger Rider: Move back into the passageway out of the Tiger Rider's range and control Joseph and cast PROTECT + FAITH. Move back into the open area and cast METEOR STORM as a spell or from a scroll ontinously. Keep Joseph moving and cast CURE On Flece when necessary to reverse Status Effects. Once the Rider dismounts, control Flece and use TRIP + BACKSTAB to win. xii) Wolong - General Pijian + 3 Orenian Soldiers: Control Joseph and Summon the Blue Imp BEHIND the enemy as they rush forward. Then control Rosalind and have her retreat and cast PROTECT, then move in and cast CURSE. Ensure that Pijian attacks either Joseph or Flece, and not Rosalind. Control Flece and defeat 1-2 Orenians with TRIP + BACKSTAB. Control the Blue Imp and cast VITALISE at this stage. Switch back to Flece to finish the last Orenian if not already killed, then use TRIP + BACKSTAB to defeat Pijian. Be sure to kill all Orenian soldiers first as a cut scene is triggered once Pijian is killed. xiii) Caverns of Wolong - Azha the Archlich: Not technically a Boss as it is optional as to whether you wish to fight him. There are three ways to defeat Azha: i) DEATH - DARK spell will kill Azha outright. ii) POISON - the Katar itself will do no damage, but the Status Effect will ultimately kill Azha. iii) IMPALMENT – as the party move up a slope to first encounter Azha, they will pass a switch. Move the party back BEHIND this switch, with one character ready to use it. Switch to SOLO mode and have one character move back up the slope and attack Azha. Lure Azha down the slope, and as soon as the character is behind the switch, have the other character use it. The floor spikes will kill Azha instantly. xiv) Liangshan Forest - Phoenix Rider + Serpent Rider: Control Rosalind and run back from the fight, and cast PROTECT + FAITH and then VITALISE if needed. Cast CURE on any character affected by the Serpent Rider's Status Effects. Be sure to move the characters away when a Rider is defeated, as a Rider's last act is to cast FIREBALL. Control Flece and use TRIP + BACKSTAB to finish the Phoenix Rider if necessary. Again, avoid the FIREBALL. xv) Liangshan Forest - General Wentao + Orenian Force: Elite Samurai (5), Mages (3), Soldiers (2) SAVE prior to this battle. Control Rosalind and cast PROTECT + FAITH, then EMPOWER on Jekhar. Advance the party and kill each wave as quickly as possible. Control Flece and use TRIP + BACKSTAB for quick wins. Control Rosalind and cast VITALISE if needed. NOTE! General Wentao drops his weapon - the Kishin Impaler - 50% of the time. Reset to obtain the drop if necessary and equip on Flece. xvi) Jade Temple - Ghost Rider + Tiger Rider: Control Rosalind and move her out of range of the Riders and cast PROTECT + FAITH, then EMPOWER on Jekhar. Use VITALISE if need be, but also be ready to cast REVIVE if the Ghost Rider scores a killing blow, which can happen occasionally. Control Flece and use TRIP + BACKSTAB on the Riders as soon as is possible. xvii) Jade Temple - Murod (Murod + Murod Oni): Control Rosalind and cast PROTECT then EMPOWER on Joseph. Be ready to cast CURE if Murod uses FREEZE on a party member. Cast VITALISE if needed. Once Murod assumes Oni form, control the character Murod targets and run, leading Murod back into the path of the other characters. USE POTIONS TO RESTORE HEALTH IMMEDIATELY as Murod's attacks in this form are very damaging. If all party members' HP are high, control FLECE and use BACKSTAB repeatedly until Murod Oni is defeated. xviii) Lenele Palace - Sornehan + Galienne: Sornehan is invulnerable to physical attacks, while Galienne is invulnerable to spells. Control Rosalind and get some distance from the fight. Allow both Sornehan and Galienne to attack Jekhar. Cast PROTECT + FAITH, then EMPOWER followed by HEAL on Jekhar. Control Jekhar and attack Galienne. Jekhar will defeat her quickly with physical attacks. Control Rosalind and cast HEAL on Jekhar if needed, then switch back to Jekhar and attack Sornehan. Switch back again to Rosalind and cast METEOR STORM on Sornehan repeatedly. Sornehan will be distracted by Jekhar and being unable to reach Rosalind be defeated in short order. xix) Fire Pit - Pyrul: Control Rosalind move away from Pyrul. Cast PROTECT + FAITH, followed by EMPOWER on Jekhar. Control any character caught in a WALL OF FIRE and move them off to the side of Pyrul. Control Rosalind and cast VITALISE, which will probably be needed at least twice. If possible, control FLECE and use BACKSTAB constantly. xx) Iona Library - Luminar: An advantage here is that Luminar will wait for the party to descend the stairs before attacking. Control Joseph or Rosalind and cast PROTECT + FAITH on the party. Control Rosalind and cast EMPOWER on Jekhar. Control Joseph and SUMMON the Jade Golem. Then descend the stairs and fan out, keeping Rosalind at the rear to cast VITALISE if needed. Control the Jade Golem and use JADE BEAM constantly. Switch to Flece for BACKSTAB when possible, and back to Rosalind for VITALISE again as needed. xxi) Ikaemos - Titus : Control Rosalind and move away from Titus. Cast PROTECT, and then EMPOWER on Jekhar. Control Joseph and SUMMON the Jade Golem, and use the JADE BEAM. Switch back to Rosalind to cast VITALISE and METEOR SWARM until Titus is defeated. xxii) ICE Night - Mortankas: Ensure that all Ice Witches and Burning/Frozen Bone Knights are defeated before approaching Mortankas. Control Rosalind and cast PROTECT + FAITH. Then switch to Joseph and SUMMON the Jade Golem. Control Rosalind again and cast EMPOWER on the Jade Golem. Have the party attack Mortankas and distract him, then control the Jade Golem and constantly cast JADE BEAM until Mortankas is defeated. It is apparently also possible to defeat Mortankas with the Dragon of Four Winds, although it is difficult to aim the Dragon's Breath attack. Finally, also remember that there is an Ice Witch and several Frozen Bone Knights on the far side of the bridge that may join the battle. xxiii) The Underworld - The Four Riders : The hardest battle of the game. The game should be saved just prior to Gesualdo sending the party to the Underworld. What makes this difficult is that against all four Riders the party must make fast decisions. Control Rosalind and cast PROTECT, then EMPOWER Jekhar. If possible, switch to Flece and quickly run at the Phoenix Rider, who always hangs back to use his bow. Use TRIP + BACKSTAB. If lucky, the Ghost Rider may have followed Flece and the same strategy can be applied. Then switch back to Rosalind to cast VITALISE and CURE if needed. Control Flece and have her assist against the Serpent Rider with BACKSTAB. If possessing any helpful scrolls or tomes, this is the perfect time to use them as this battle is FAST. Suggested order for defeating the Four Riders: - Phoenix first to prevent Bow use - Serpent second to stop the Status Effects - Tiger third to prevent PARALYSE and heavy damage attacks - Ghost last The Riders' will once again cast FIREBALL and drop their items when they are defeated. Quickly pick up the items as once the last Rider falls the party are immediately drawn back to their original location. xiv) Temple of Urath - Machival : A three part battle as Machival attacks as an evil version of Urath, then Joseph and finally in Demon form. Evil Urath: Control Rosalind and cast PROTECT + FAITH. Have the party attack until Evil Urath retreats to an upper balcony. Controlling Jekhar, use the TEARS OF USAMAN to become invisible, and switching to SOLO mode pursue Evil Urath. By doing this, Jekhar avoids the Sornehan Knights and can attack Evil Urath quickly. After taking some damage, Evil Urath will retreat to the Altar once more where SOLO mode should be disengaged and Jekhar should join in the attack. Control Rosalind and continually cast LIGHTNING - as Machival is the Demon of Darkness he is vulnerable to this spell. Evil Urath will soon repeat the same tactic and fly to a balcony once taking too much damage. Repeat the strategy once more as there are three doses of the TEARS OF USAMAN, and Evil Urath will be defeated in the next round at the Altar. Have Joseph, Rosalind or Jekhar cast REVIVE should Evil Urath successfully use his Dark Scythe for a fatal blow on a character. Evil Joseph: Control Rosalind and cast PROTECT + VITALISE. Control Flece and constantly use TRIP + BACKSTAB on Evil Joseph. Jekhar will engage any summoned monsters. Control Rosalind and cast VITALISE to sustain the characters if Evil Joseph knocks them down. Machival: Control Rosalind and cast PROTECT + FAITH, and VITALISE when needed. Control Joseph and pick up the item dropped by Evil Joseph - the Sword of the Summoners (Control Flece and PICK LOCK first if necessary). Control Joseph and attack Machival from behind with the Sword of the Summoners. Have Joseph, Rosalind or Jekhar cast REVIVE should Machival uses his Dark Breath for a fatal attack on a character. Constant attacks with Joseph's new weapon will defeat Machival quickly. ------------------------------ 8. GAMEPLAY HINTS a) Pressing R3 centres the camera behind the character being controlled. b) Pressing L3 + R3 provides camera options. AUTO offers the best view of the landscape. c) To cue through instructions keep the X button depressed. d) Use the World Map in Directory when travelling from location to location to orient the Party. e) Save + Reload on World Map This technique can be used to avoid Random Encounters or alternatively assist when trying for a special Random Encounter. An ideal time to use this tactic is when Joseph; Flece and Rosalind are returning from Iona. Once the mandatory Encounter with the Undead Rider occurs, reload the game and keep moving to Lenele. The Encounter will now be "postponed" until leaving Lenele, by which time Jekhar will have joined the Party. f) Gaining a level restores all HP + AP and nullifies any Status effects. g) Double team foes with spells by controlling Joseph and casting, then immediately switch to Rosalind and repeat. Using FIRE ARROW in this fashion against early foes is very effective. h) History, Politics and Religion - to fully understand the world of Summoner, speak with the Hierophant of Urath in the Temple and the Nobles on the ground floor of the Palace. i) Visit the Apothecary in the Old City This should be the first stop in the Old City. Purchase as many offensive FIRE + ICE spells as is possible from the Apothecary for use against foes. Use FIRE spells against foes such as Golems; Humans and Undead. Use ICE spells against the stronger foes such as Fire Imps; Oni; Rokhul and Red Bacites. j) To make multiple purchases or sales of the same item keep the X button depressed. k) Find Yago Flece must visit all the rooms on Yago’s floor BEFORE entering his room, as all items disappear once the cutscene is triggered. l) The Amulet of Yon Flece must give the Amulet to Drego BEFORE leaving for Iona, as once the cutscene for Iona is triggered, a different scenario comes into effect and the Amulet will be worthless. m) The Fire and Stone Rings NOTE! While the order in which the Rings are obtained is not important, the act of entering the second Ring location to fight the Boss - be it the Fire Pit of the Giant Salamanka or the Priest King’s Chamber in Ikaemos - will shift game chronology. This means that once the party return to Lenele it will be the start of the Night level, and access to the Palace and Old City are GONE, the former temporarily and the latter forever. In real terms it means that any unfulfilled side quests pertaining to inner Lenele (this excludes the Lenele Outskirts) will not be able to be completed. Two quests in particular are effected by this change, being: - The Lord Chamberlain's Men - The Infestation The recommended order of travel is: i) Saanarvarah: finish the level + upgrade all weapons/equipment ii) Ikaemos: collect Bacite Tails + Gargoyle Blood* but DO NOT access the inner chamber of the stone Priest-King. A suggested tactic is to enter the Upper Level of Ikaemos, acquire the Ghost of Ikaemos Quest, exit to collect the item, return and finish the Quest and finally exit again. By making several trips in and out the Gargoyles will respawn - which provides several opportunities for the Party to collect the necessary 6 drams of Gargoyle blood. * DO NOT collect more than 6 drams of Gargoyle Blood as anything in excess of this will remain in the Inventory. iii) Lenele: complete the Quests and use Shopping Checklist. iv) Ikaemos: to finish the level and advance the story. By completing the tasks in this order, the Party will then be strong enough to face the Serpent Rider, a mandatory encounter post-Ikaemos. Without the armour upgrades possible in Saanarvarah, the Serpent Rider's Status attacks can be quite damaging. Note that Iona remains unchanged if wishing to visit AFTER obtaining the Rings but BEFORE returning to Lenele. n) Wolong Caverns What follows is a clear, concise description of the right path through the Maze. Starting Point: Balis the Lich There are two passages beyond a short dead end on the right that leads to the underground river. Take the RIGHT passage then hard RIGHT into another. Hug the RIGHT wall and come to a giant stalagmite in the corner. Beyond the stalagmite is an opening. Walk through into a crossroads. From the crossroads take the FIRST passage on the RIGHT marked by a luminous plant. The path slopes up and narrows, then twists sharply to the RIGHT and up a slope to the water's edge. Immediately on the LEFT is the elevated corridor of stone that by a descending path leads to the other side of the river. To advance the Fate of Rhuka Quest, visit Tiansi: Starting Point: Balis the Lich Take the LEFT passage and hug the LEFT wall. Follow it until it opens into a small cavern with an underground pool. Tiansi is standing at the far end of the pool. A Blue Minotaur also patrols the far end of the cavern. It is still recommended that the party thoroughly explore the entire Caverns and kill all foes as the dropped items are very useful. Refer to the Enemy Drops section in the main walkthrough. Rosalind should use the spell LIGHT in darkened areas as it can reveal obscured passages and hidden switches. Eating the plant the Tail of the Rokhul cures the CURSE placed on the Party as they passed through the pillars. o) If the Party avoid being poisoned in the Forest of Liangshan, they will still need to speak with the Guardian of the Shrine to clear this from the dialogue box so that the query regarding the two pieces of tree bark appears (Pursued By Death Quest). p) Once Wolong has been liberated, purchase multiple FIRE, ICE and INVISIBILITY scrolls and potions such as Drithen's Brew (EMPOWER) for the later Rosalind + Jekhar mission in Lenele. q) Rosalind and Jekhar - Lenele Mission: They can finish the Durgan's Earring Quest - advisable as Jekhar will still be levelling up (100,000 XP is the final reward). DO NOT rush into any new areas - particularly the Crown District. Keep PROTECT + FAITH cast at all times. Pick off individual opponents with WALL OF FIRE or BLIZZARD. Liches - particularly vulnerable to ICY SLEEP NOTE! Beware of the Black Knights' special attack SLEEP. It is advisable to kill these foes from a distance with WALL OF FIRE or BLIZZARD. When fighting strong groups such as Onyx Gargoyles or multiple Undead, cast EMPOWER on Jekhar, followed by CURSE then METEOR STORM. ----------------------------- 9. SIDE QUEST ORDER There are three distinct sets of Side Quests that can only be completed during certain stages of the game. These are stages are: i) Medeva ii) Orenia iii) Changed Medeva Medeva ------ i) Masaad: Receive Aesik's Sword ii) Lenele: (Outskirts): Receive Durgan's Lucky Charm Receive and complete Crazy Iven NOTE! DO NOT accept Ragneli's Robbers yet as Joseph is not strong enough (Old City): Receive and complete Merchant of Orenia Receive Beggar's Eyes Receive Rag Doll Receive and advance Shards of the Ghimaadi Receive Salamanka's Tongue Receive Infestation NOTE! This Side Quest is ongoing and does not actually finish. It is unavailable once Joseph acquires the first set of four rings. Receive Salt Smugglers Advance Durgan's Lucky Charm (Market Place): Complete Aesik's Sword Receive Sword of Jarl Receive Cerval's Game Advance Durgan's Lucky Charm (Crown District): Advance Durgan's Lucky Charm Receive Pomporo's Heirloom Receive Encyclopedia of Heresies (Temple of Urath): Advance Shards of the Ghimaadi Receive Elodach the Initiate (Marketplace): Advance Encyclopedia of Heresies Advance Elodach the Initiate* NOTE! Requires two return trips to the Temple of Urath and a final visit to Marketplace (Crown District): Advance Encyclopedia of Heresies iii) World Map: Advance Sword of Jarl iv) Lenele: (Marketplace): Complete Sword of Jarl (Palace): Advance STORY (ONLY meet Flece) v) Masaad * Return visits to Masaad for maximum leveling (with Flece) vi) World Map: HILLS (Day) to advance Salamanka's Tongue NOTE! Return visits to HILLS (Night) for maximum levelling vii) Lenele: (Lenele Outskirts): Receive Ragneli's Robbers (Old City): Complete Salamanka's Tongue Complete Beggar's Eyes Advance STORY (Sewers): Advance Infestation Advance Shards of the Ghimaadi Advance Pomporo's Heirloom Advance Rag Doll Advance Salt Smugglers Advance Cerval's Game (Palace): Advance Amulet of Prince Yon Advance STORY (Temple of Urath): Advance STORY (Crown District): Complete Pomporo's Heirloom (Marketplace): Complete Cerval's Game (Old City): Complete Rag Doll Complete Salt Smugglers Advance Infestation (Outskirts): Advance Amulet of Yon viii) World Map: GRASSLANDS (Day) to advance Ragneli's Robbers ix) Iona: Receive and complete Novice Sama Receive Miala of the Iomani Receive Qelah of the Muthavi Receive Tome of Gahnis Receive Wid the Terrified Receive Tathal the Wanderer Advance Elodach the Initiate Advance Encyclopedia of Heresies Advance STORY (ONLY meet Rosalind) x) World Map: * Return visits to HILLS (Night) for maximum levelling xi) Lenele: (Lenele Outskirts): Advance Qelah of the Muthavi Complete Amulet of Yon Complete Ragneli's Robbers (Crown District): Complete Encyclopedia of Heresies (Temple of Urath): Complete Elodach the Initiate Advance Miala of the Iomani xii) Iona: Complete Qelah of the Muthavi Complete Miala of the Iomani Advance Shards of the Ghimaadi Advance and complete Wid the Terrified xiii) World Map: Advance STORY xiv) Lenele: (Marketplace): Receive Torvah's Magic Lute* * It is possible to have already found this item in the FOREST (Night) Encounter (Old City): Complete Shards of the Ghimaadi (Crown District): Receive Lord Chamberlain's Men (Palace): Advance Lord Chamberlain's Men Advance STORY (Crown District): Advance Lord Chamberlain's Men (Marketplace): Advance Lord Chamberlain's Men (Old City): Advance Lord Chamberlain's Men xv) World Map: Advance Torva's Magic Lute xvi) Lenele: (Marketplace): Complete Torva's Magic Lute xvii) Ikaemos: Advance Lord Chamberlain's Men Receive and complete Ghost of Ikaemos xviii) Lenele: (Outskirts): Receive Seeds of Aahur (Marketplace): Advance Lord Chamberlain's Men (Palace): Advance Lord Chamberlain's Men (Crown District): Complete Lord Chamberlain's Men xix) Saanavarah: Advance STORY Advance Seeds of Aahur Receive Fate of Rhuka Receive Secrets of Dakhanim xx) World Map: Advance STORY xxi) Ikaemos: Advance STORY xxii) World Map: Advance STORY xxiii) Lenele (NIGHT): (Outskirts): Advance STORY (Marketplace): Receive and complete Lord of Logaros (Crown District): Receive and complete Adeslani's Brother (Temple of Urath): Advance STORY Orenia* ------ There are both Story and Side Quests to complete in Orenia. This process can involve a great deal of unnecessary travel if not completing the Quests in the correct order. The following is the preferred route that will enable the party to complete all Quests before returning to Medeva. i) Tower of Eleh: Advance STORY Receive Emperor's Dragon Scales * NOTE! AFTER escaping Eleh but BEFORE reaching WOLONG Joseph and Flece need to have these 3 Random Encounters in Desert: DAY: Complete Tathal the Wanderer Advance Emperor's Dragon Scales NIGHT: Kanji the Merchant (can purchase Debasser) NIGHT: Undead (can find Summoner's Torque as a drop) ii) Wolong (NIGHT): Advance STORY iii) Caverns of Wolong (NIGHT): Advance STORY Advance Emperor's Dragon Scales Advance Fate of Rhuka iv) Wolong (DAY): Advance STORY v) Return To Wolong: Advance Durgan's Earring Receive Family Tradition Receive and advance Gaodi II Receive Nandi's Potion Receive Longyue's Hat vi) World Map: Advance Nandi's Potion Receive Pursued By Death vii) Wolong: Advance Nandi's Potion Advance Pursued By Death viii) World Map: Advance Nandi's Potion ix) Wolong: Advance Nandi's Potion x) Liangshan Forest: Advance STORY Advance Gaodi II Advance Fate of Rhuka Advance Nandi's Potion Advance Family Tradition Receive Child of the Spirits Advance Emperor's Dragon Scales Advance Secrets of Dakhanim Advance Longyue's Hat Advance Pursued By Death xi) World Map: Complete Pursued By Death xii) Wolong: Complete Family Tradition Complete Nandi's Potion Complete Longyue's Hat Advance Gaodi II xiii) Caverns of Wolong: Advance Child of the Spirits Advance Gaodi II xiv) Wolong: Complete Gaodi II Complete Child of the Spirits xv) Jade Temple: Advance STORY Receive Ohmedilosi Receive Nhuvasarim Complete Emperor's Dragon Scales Changed Medeva -------------- i) Saanavarah: Advance STORY ii) Iona: Advance STORY iii) Lenele:* (Outskirts): Complete Durgan's Earring (Sewers): Advance STORY Advance Nhuvasarim * Note that due to a forcefield the Party cannot enter Lenele until after visiting Iona. iv) Saanavarah: Advance STORY Advance Seeds of Aahur Complete Fate of Rhuka Receive Haenul Receive Hunting Horn Receive Ohmedilosi v) World Map: Advance Haenul Receive King of Talas vi) Lenele: Advance Hunting Horn Advance Ohmedilosi Advance Seeds of Aahur vii) Iona: Advance STORY Complete Tome of Gahnis Advance Seeds of Aahur Advance Nhuvasarim viii) Ikaemos: Advance STORY Advance Ohmedilosi Advance Nhuvasarim ix) World Map: Advance Nhuvasarim x) World Map: Advance Nhuvasarim xi) Saanavarah: Advance STORY Advance King of Talas Advance Secrets of Dakhanim Complete Haenul Complete Hunting Horn Complete Ohmedilosi Complete Seeds of Aahur Receive Curse of the Crone Receive Luleva xii) World Map: Complete Nhuvasarim Advance King of Talas Advance Curse of Crone xiii) Lenele: Advance Luleva xiv) Iona: Advance Secrets of Dakhanim xv) Saanavarah: Advance Curse of Crone Complete King of Talas Complete Luleva xvi) Ikaemos: Advance Curse of Crone xvii) World Map: Advance Curse of Crone xviii) Saanavarah: Complete Curse of Crone - see Game Quirks xix) World Map: Advance Secrets of Dakhanim xx) Saanavarah: Complete Secrets of Dakhanim xxi) Lenele: Complete STORY ------------------------------ 10. OMISSIONS FROM THE N. MACHER GUIDE * Random Encounters * 6 are missing from the Nathaniel Macher Guide. These are as follows: Medeva ------ i) GRASSLAND Day NPC: Medevan Trader ii) HILLS Night Enemies: Khosani Heretics Extensive gameplay suggests that this encounter is only possible on the far side of the Saanavarah. Orenia ------ i) DESERT Day Enemies: Black Imps Fire Imps DANGER! Do not underestimate! This can be a difficult Encounter as the Imps clump in groups of 2-4 near all The Exits. Imps also fly across the terrain frequently and will attack if anywhere near the characters. A particularly hazardous Encounter for a one- handed Joseph and Flece who may have just escaped from the Tower of Eleh. The Black Imps have both Dark and Poison attacks, while the more common Fire Imps have the standard Dark and Fire. A favourite Imp tactic is to try and SILENCE several characters then surround and attack. ii) GRASSLAND Day Enemies: Bone Mages Bone Servants iii) GRASSLAND Day Enemies: Gorgonnes Greater Gorgonne Changed Medeva -------------- i) GRASSLAND Day Enemies: Cabbits Mr. Smashy * Missing Items * There are several items available that are not listed in the main walkthrough. These are: i) Random Encounter (Medeva, HILLS Night)* SIEGE BOW: found in a small grove to the right of where the Party first arrive. The grove is just behind a Brown Bacite AND to the immediate left of an Exit point (from Party perspective) Value: 25,000 GP Damage: 40 Speed: 1.25 Skills: BOW Characters: All * Found after Saanavarah, but BEFORE entering the Labyrinth. ii) Random Encounter (Changed Medeva, GRASSLAND Day) HOOK HAND PEG LEG PETEY'S HAT All dropped by Cabbits. Value 10 GP each. THUNDER NAGINATA - dropped by Cabbits. Value: 500,000 GP Damage: 70 Speed: 0.67 Effect: Lightning Skills: STAFF Characters: Joseph, Rosalind Bonus: May cast LIGHTNING. Effective against foes vulnerable to energy attacks. ------------------------------ GHORK SMASHOR - dropped by Mr. Smashy. Value: 500,000 GP Damage: 60 Speed: 0.77 Skills: BLUNT, HEAVY ARMS Characters: Joseph, Jekhar iii) Masaad (Second Visit) AMETHYST - found near the crates where Joseph begins the game. KATANNA - dropped by Orenian soldiers. An ideal early weapon as it has a 1.00 speed and does 55 damage. Once reaching Lenele, the Katanna should be sold as it is valued at over 2,000 GP. It can then be substituted for the next ideal combination, being the Longsword and Round Shield. Drop rate = rare. STUDDED BOOTS - dropped by Barbarians. Superior to any other kind of boots available in the early stages of the game. Drop rate = rare. iv) The Sewers (First Visit) FIRE ARROW BOOK – found at the top of the right ramp near the one true dead end in the Upper Sewers (not the Lower Sewers that are only accessible once a wheel crank has been used). REVIVE SCROLL – found opposite the 3 wheel cranks and 3 Golems against the wall. v) The Catacombs of Iona STANDOFF BOW - dropped by Sir Carados. Value: 350 GP Damage: 30 Speed: 1.25 Effect: Pushback Skills: BOW Characters: Joseph, Flece, Rosalind Bonus: Arrows have chance of pushing back foe. vi) Lenele By Night (Joseph + Flece) HEALING + RECOVERY DRAUGHT DRITHEN'S BREW All found on the bench at the first Alchemist's stall in Avrum Market when ascending from the Sewers (top of the stairs on the left) vii) The Sewers (Rosalind + Jekhar) DRAGON'S WANT - down from the two wheel cranks on the wall. By the base of the wall to the left of the rectangular sewage pool. Value: 10,000 GP Protection: 10 Speed: 0.95 Characters: Rosalind Bonus: + 2 bonus to Skill STAFF. HERO'S GAUNTLETS – against the wall opposite the three wheel cranks. Value: 50,000 GP Protection: 25 Speed: 0.95 Skills: HEAVY ARMS Characters: Jekhar Bonus: + 15 HP viii) The Marketplace (Rosalind + Jekhar) CITRINE (3) - Found in a crate in the eastern corner, near the ruins of the first bridge to the Old City. ix) The Crown District (Rosalind + Jekhar) RING OF MASTERY - Value: 100,000 GP Bonus: + 40 AP While the main walkthrough details the correct location, it is not featured in the Magic Items list. x) Labyrinth of the Khosani RAZOR KATANNA - Dropped by Burning Bone Knights. Value: 50,000 GP Damage: 65 Speed: 1.00 Skills: SWORD, HEAVY ARMS 5 ------------------------------ REAVER GAUNTLETS - Dropped by Burning Bone Knights. Value: 5,000 GP Protection: 15 Speed: 0.95 Skills: HEAVY ARMS 0 Characters: Jekhar Bonus: COUNTER ATTACK + 1 xi) The Marketplace (full party - final level) AMETHYST (8) IOLITE (1) HEALING ELIXIR TOME OF REVIVE All found in various boxes and barrels scattered around the Marketplace. There is also a luxury item in the far northwest corner of the Marketplace: ORNATE MIRROR Value: 80,000 GP Note that this item is NOT associated with the Mirror of Dakhanim Quest. xii) Steel Golem Omitted from the Enemy Drop List. Can possess: REINFORCED BOOTS STEEL HEELED BOOTS Drop rate = rare. * Miscellaneous Weapon Status Effects * i) High Quality Knife - effective against foes weak vs. energy ii) Sword of the Spirits - chance of casting FIRE ARROW iii) Shard Sword - effective against foes weak vs. energy iv) Katar - CRITICAL HIT + 2 v) Sword of Maiming - chance of casting EMPOWER vi) Naginata - chance of casting CURSE * Gem Guide * The following is a list of the resell values of the gems found throughout the game: Amethyst 1,049 GP + Citrine 3,499 GP Garnet 6,999 GP Tourmaline 17,499 GP Iolite 52,499 GP ------------------------------ 11. GAME QUIRKS a) Damage ------ Quirk: Skewed representation of enemy weapon range A character can run past a foe who strikes out and apparently misses, but the game will still register it as hit, possibly with the SLOW Status Effect. b) Wall of Fire/Ice Blizzard ------------------------- Quirk: If cast from too far away, no XP are received when the enemy dies. c) Alternate Entry to Sewers ------------------------- Quirk: Entry is possible via from the Old City Quarters. The entrance is next to Merdin the Sewer Cleaner (provides Infestation Quest). Have Flece use PICK LOCK. Note that as this entrance places the Party near the strongest monsters in the Sewer - the three Salt Smugglers - they will need to have levelled up in advance. d) Shards of the Ghimaadi Quirk: 2/3 of the quest can be completed before accepting. The Blue Shard - found in the Temple of Urath - and the Green Shard - found in Lenele Sewers - can be located prior to accepting the Quest, but the Red Shard - found at the base of a Dark Sphere in the Catacombs of Iona - will not appear until the Quest has been accepted. e) Tower of Eleh ------------- Quirk: Flece can complete the next stage of the Durgan's Earring Quest + the first part of the Emperor's Dragon Scales Quest without Joseph. Using a combination of BACKSTAB, TRIP, SNEAK and PICK LOCK it is possible for Flece to ascend via the wooden landing and after defeating all foes free the slaves from the Slave Pit using PICK LOCK. The Slave Pit Key is not needed. f) Battle For Wolong ----------------- Quirk: The Jade Temple soldiers can assist in the battle with General Pijian. At the start of the level, switch to SOLO Mode and have the party move down the Platforms one by one, staying against the railing on the right hand side. Regroup on the stairs just above the first Orenian soldiers and then recommence the descent. The party should defeat all foes on the Platforms and in the village, collect all items and then ascend the Platforms once more to trigger the conversation between Joseph and the Jade Temple Priest. After this the Jade Temple soldiers will descend, and having no foes to kill, will follow the party into the final battle with General Pijian. g) Liangshan Forest ---------------- Quirk: Possible to enter without being poisoned. Use the Wounded Orenian Soldier as a marker. Switch to SOLO Mode and have only Joseph approach to trigger the dialogue. After this scene DO NOT move behind the Soldier, but rather back. To the Soldier's left are two rocks. Move slowly through the gap between the rocks and a tree in a diagonal to the shelf of stone on the far left of screen. From here cast WALL OF FIRE to defeat the Oni hovering just behind the mist line to the right. Move to the very corner, then shuffle along to the right until a character can just move in and around to the right of a grove of troves. Poison mist will float inches to the right of the character. Shuffle AROUND the line of the trees to the left, ending behind them where there is no Mist but several Oni. Stand still and repeat with the other characters until all are in the safe area. SWitch to Group Mode and defeat the Oni, but ensure the party stand their ground in the safe area and draw the last two Oni to them. It is particularly important that the final Oni standing on the narrow stone path in the rear that leads into the Forest is drawn out. Switch back to Solo Mode and take the characters one by one along the stone path where the last Oni was first seen. The path ends in a clump of boulders. The character must move to the right around the boulders, hugging the side as much as is possible. Once around the boulders, move to the stone shelf on the on the left and move along until out in the open away from the mist. Repeat for the rest of the party and the group will be able to travel through Liangshan Forest poison-free. h) Stone Rose of Ovaka ------------------- Quirk: Possible to have the Stone Rose disappear and reappear. After obtaining the Stone Rose in Ikaemos, the next Random Encounter may be a FOREST Day Encounter with the Crone of Savheo, in which the object is given the Crone. If the party then return to Saanavarah and speak with Elioma the Priestess, she will ask to see the Stone Rose even though the party no longer have it. This option must be chosen, and by then ending the conversation and restarting it, the curse will be lifted and Elioma will reward the party. i) Final Battle Against Machival ----------------------------- Quirk: The Blackfire Elemental Machival's second form - Evil Joseph - may summon a Blackfire Elemental. If Evil Joseph is defeated before the Elemental is killed, the game will move to the cutscene of Machival changing form yet again. AFTER Machival is finally defeated and Joseph enters SOLO mode, the Elemental can be seen still standing near the altar. It will not move and is immune to attacks. j) Extra rings in the PC version of Summoner ----------------------------------------- Quirk: Not in the Playstation 2 version. Ring Effect Value (GP) ---- ------ ----- Luminous Illuminates area around wearer 500 Invisibility Invisibility 50,000 Puissance AP + 25/HP + 50 100,000 ------------------------------ 12. ACKNOWLEDGEMENTS Thanks to Nathaniel Macher for writing the main walkthrough. ------------------------------