_________________________
-=/ Please Enter '1' Credit \=-
*************************************************************
*** Vagrant Story Walkthrough, Secrets, Hints and Tips ***
*************************************************************
*** Date Created:- Sometime in the year 2000 ***
*** Version:- 2.0 ***
*** Created By:- PhoenixFire ***
*** Edited By:- Richard Carruthers ***
*** e-mail:- phoenixfire@gamingdome.zzn.com ***
*** f300@ntlworld.com ***
*************************************************************
*** Copyright (c) PhoenixFire / Gaming Dome Y2K ***
*************************************************************
*** www.gamingdome.co.uk ***
*** http://gamingdome.zzn.com ***
*** http://pub26.ezboard.com/bgamingdomesboard ***
*************************************************************
*** DISCLAIMER ***
Unpublished work (c) PhoenixFire and Gaming Dome, 2000.
This file is for personal/private use only. It can be reproduced
electronically as long as the file isn't changed, this disclaimer, the copyright
notice and my e-mail address appears along with whatever you have used from this
file. This file can not be used to make money and that also means that I,
PhoenixFire, can't make money from it either. This means that it cannot be
used in any magazines in any way or form, printed out and then sold, or used as
a prize etc. This file was created and is owned by PhoenixFire
(phoenixfire@gamingdome.zzn.com). If I find out that anyone has used this file
inappropriately you will be dealt with in my own special way - you have been
warned! This file is owned by Phoenix Fire and Gaming Dome.
Vagrant Story is (c) Squaresoft
*** INTRODUCTION ***
Future versions of this file can be found at:-
www.gamingdome.co.uk
www.gamefaqs.com
www.gameadvice.com
www.psxcodez.com
This file was created using the European PAL version of the game. Therefore
there might be a few things that are slightly different to the NA versions (but
I doubt it). If you need a question about VS answered and you cannot find the
answer here (PLEASE, check for your answer in the FAQ first), e-mail me with
the problem as the subject heading. I will then reply as soon as I can and add
that piece of info into the newer version of the FAQ (Yes. There WILL be one,
as long as my GCSE work doesn't get in the way!). Another way of getting me to
help you within about 24 hours of asking is by posting on the Gaming Dome forum.
If you add a post on either the consoles board or cheats board I will answer
your question straight away. The address for the board is shown below.
http://pub26.ezboard.com/bgamingdomesboard
VS is a complicated game and this FAQ might be also, but remember this:-
"Real programmers don't document. If it was hard to write, it should be hard
to understand."
*** Version History ***
Version 1.0
Available ONLY at www.gamefaqs.com (in other words it wasn't even available at
Gaming Dome) and contained a few errors.
Version 1.1
Added Lilac Man's e-mail address, and the address for Gaming Dome e-mail and
the Gaming Dome forums, as well as the address for some other sites the FAQ
is available at.
While I was at it I corrected some of my mistakes on the Snowfly Forest map.
Version 2.0
This is it! And this is what I did.....
Added stuff about the Hand Of Light in the Ultimate Weapons section.
Added the Sigil item list.
Added in my review of Vagrant Story.
Added more stuff to the credits section.
Added the Author's Note and Editor's note sections.
I began to write the walkthrough.
-= Gaming Dome Message =-
Gaming Dome - More Than Just Games
www.gamingdome.co.uk
Gaming Dome is a site made by gamers for gamers.
At GD you will find pages on music about bands from Semisonic to Iron Maiden.
You will find coverage of some Motor Sport events, among pages upon pages of
games.
Do you want to help on GD?
Do you have a DC, N64, PSX, PS2, PC, GameBoy etc. ?
If you do want to contribute please contact us!
Go to http://gamingdome.zzn.com to get your very own Gaming Dome e-mail address
absolutely free!
Go to http://pub26.ezboard.com/bgamingdomesboard and post a message on the
Gaming Dome board about anything you want.
*** ABOUT THE AUTHOR - PhoenixFire ***
All I am gonna say is that I am in the GCSE year of school, and I live in sunny
England. While writing this FAQ I am listening to Semisonic and Iron Maiden
(Pleasure e.p., "Fine" and Brave New World respectively). As I am in the GCSE
year I am about to have some VERY big tests (As in fail these and your life is
over type tests), this means that this FAQ might get out of date quite quickly,
but I will see what I can do. I mean, two versions in less than a week? That's
a miracle....
*** CONTENTS ***
01.0 The Game System
- My Review
- Background Info
- Info needed to play
- Menu Controls
- Ingame Controls
- The Battle System and Controls
02.0 The Maps
03.0 The Walkthrough
- First Play
- The Iron Maiden
- Re-Play
04.0 Magic
- Warlock
- Shaman
- Sorcery
- Enchanter
- Teleportation
05.0 Break Arts
06.0 Battle Abilities
07.0 Risk
08.0 Traps
09.0 Weapons
10.0 The Workshop
11.0 The Creative Process
- Combining Weapons
- Ultimate Weapon Combos
- Creating Weapons
- Finalising The Weapons
- Combining Armour
- Combining Shields
12.0 Items
- Blades
- Grips
- Gems
- Armour (Including Shields)
- Accessories
- Misc.
- Sigils
13.0 The "Score" Option
- The Titles / Ranks
- Riskbreaker Rank
- Encyclopaedia (The Monster List)
14.0 Other Areas Of The Game (i.e. secrets, extras, etc.)
- Evolve OR Die
- The Wines
- Training Dummies
- Game Bugs
15.0 Frequently Asked Questions
AA.A That Bit At The End
- Credits
- Thankyous
- Author's Note
- Editor's Note
*** 01.0 The Game System ***
Vagrant Story is a complex game. That is why there is this FAQ. And this
section. This section tells you all the controls, background info etc. that
you need to know to play VS.
-= 01.1. My Review =-
I though that as this review is on Gaming Dome it might as well be here in my
Vagrant Story FAQ also.
-= MY REVIEW =-
As you may have gathered we here at GD don't spend any money on the site, don't
gain money and most importantly of all have to buy our own games so we can make
this site. This is why I was slightly annoyed when I walked into my locals
games shop (Who will remain un-named) to find that I couldn't get a copy of
Vagrant Story. I was told, "Come back in a few days". Fine, I thought. A few
days is good. The next day I was getting bored and decided to go and see if I
could get VS. They had a copy all right. As soon as I had handed over the
dummy case for the game they had to remove the only copy of VS in the store from
the Top 10 chart so I could by it. I got home, sat down watched the intro and
thought, "How do you fight?", as I was getting attacked, "Better read the
manual"
What IS Vagrant Story? The simple explanation would be that it is the brand new
game from the creators of the Final Fantasy series. At this point you think of
the other games that have been made by Square - Ehrgeiz and Chocobo Racing for
example. Does this mean that as it isn't Final Fantasy it is gonna be bad? Well,
for a change it doesn't. Anyway, back to the point. Vagrant Story is a cross
between and RPG and an action game. This new breed has created this wonderful
game. Fans who just like RPG's might not like this as it involves lots of
combat and bosses before you get a bit more of the story, but those who like
action games might find that there is too much story in it for their liking.
The intro to this game is, to put it simply, amazing AND different. No other
game I have played has an intro like this. This has the best intro of any game
I own. You turn on your PlayStation and after the Square logo is some FMV.
FMV you think, very nice. There is, however, no more FMV after this point in
the game. Instead the games graphics engine provides all the cut-scenes
(like Metal Gear Solid). Another reason why the intro stands out is that when
you select New Game from the main screen you are taken to the cut-scene and
then you are taken into two battles before the game even starts.
Vagrant Story is set in an imaginary world in the town of Lea Monde. You
control a Riskbreaker called Ashley Riot. Riskbreakers work alone and the
chances of one coming out of a mission alive are slim. So off Ashley goes into
Lea Monde, on his own, after a mad man with magical powers. Not to forget
Ashley's own mysterious past, which brings him help and hindrance throughout the
game.
The battle system. Get used to it, you're gonna need it a lot when your playing
this game. Unlike the Final Fantasy games it isn't turned based. Instead you
choose a weapon, whether it be sword, axe, dagger etc. and the type of that
weapon, whether it be Blunt, Piercing or Edge. Having giving yourself a weapon
you can open up the targeting sphere after entering the battle mode. Once in
the targeting sphere you can attack anything within the green sphere. You can
attack things like the enemies and crates to help you solve some of the puzzles
that are in your way. When you have access to Chain Abilities you can have
"chains" of attacks going on, in theory, forever. To chain an attack you press
one of the attack buttons at the point the weapon hits the enemy. You also have
available to you Defence Abilities that you can use when you are being attacked.
Apart from this you get the standard (ish) set of magic spells (Or should that
be Magick?). The individual weapons have their own special moves called Break
Arts (Limit Breaks of sorts).
Inside the city of Lea Monde are workshops. In the workshops you can create
your own weapons and pieces of armour. You do this by piecing together blades
and grips (for weapons) and combining pieces or armour to create new armour.
You can also create new blades by combining two blades. When you do this, the
characteristics of the two blades are combined creating one "Ultimate" blade.
When you have finished making your weapons you can give them names (or more to
the point you have to). This means you could create weapons called...Masamune,
Braver or Fire Saber (If you wanted).
After every boss there is an "End of level screen". This screen displays your
current score, how much of the map you have seen and your Riskbreaker rank.
Apart from this you can improve your stats by pressing circle to be given a
special bonus. Oh, yeah. Did I mention that when you finish the game you can
start again with the same weapons and armour you finished with? Yup, that's
right. One of Chrono Trigger's best features has been brought into Square's
new masterpiece.
So, is this game any good? Well, actually, yes it is. The story is brilliant;
the graphics are perfect and run really smoothly, the music adds to the
atmosphere of the game and makes it complete. The only down side is, if you
don't like both RPGs and action games your probably not going to like this too
much.
Graphics: - 10 out of 10
I don't believe this. These graphics are amazing and better than FF8. The
PlayStation cannot get better graphics. I await to be proved wrong....
Gameplay: - 8 out of 10
A good game but the RPG/Action game could be improved here and there.
Lifespan: - 9 out of 10, Be careful.
Rush it and you will lose all the depth and could get bored easily. Take it
step by step. Then again, I'm addicted to it.
Overall: - 9 out of 10
A brilliant game, with some very minor problems here and there. Go and get this
today if you don't live in Canada. If you do live in Canada complain to the
government about the French/English thing and then buy the game.
-= 01.2. Background Info =-
The manor of Duke Bardorba of Valendia Kingdom was captured by a religious cult
known as Mullenkamp. A few innocent people were murdered, but the news of the
incident was kept quiet. Sydney Losstarot, the leader of Mullenkamp, has not
been seen since the event, although there were several sightings of a Dragon
as the manor went up in flames.
Luckily the Duke was away during the seizure of the manor, but one-week later
an unknown person took the Dukes life. Suspected of this murder is Riskbreaker
Ashley Riot of the Valendia Knights of Peace (VKP). He disappeared shortly
after the Duke was murdered.
During the week between the capture of the manor and the murder of the Duke,
Ashley Riot made a peculiar visit to the town of Lea Monde.
What happened during his week in the mysterious city?
Did he kill the Duke?
You play as Ashley Riot...You play the crucial week and see for yourself
what happened.
-= 01.3. Info Needed To Play (And Understand the FAQ =-
-= Key =-
X = X Button DP = Damage Points EXP = Experience
T = Triangle Button PP = Phantom Points ORD = Original Stats of item
O = Circle Button L1 = L1 Button EQP = Current Stats of item
S = Square Button L2 = L2 Button STR = Strength
L = Left R1 = R1 Button AGL = Agility
R = Right R2 = R2 Button INT = Intelligence
U = Up HP = Hit Points
D = Down MP = Magic Points
-= Screen Displays =-
On the game screen you will see various different things. These tell you
everything you need to know - where you are, what doors can be opened, and how
healthy you are.
In the top left corner of the screen you will see something like this:-
+----------------------------------
|
| HP 250·250 MP 92·92 HP - Shows how many HP you can have and what
| ------------- ------------- your health is currently like.
| ------------- MP - Shows how many MP you can have and what
| RISK 100 your MP is currently like.
| RISK - What your concentration is like. Bar
is in percentages.
In the bottom right corner of the screen is the map of the room you are
currently in. Red dots show where you have come from, blue dots show doors
leading to new areas, white dots show doors and a padlock shows locked doors.
In the bottom left of the screen in the limb gauge. The shows how healthy
different parts of Ashley are.
-= Menu Options =-
Battle Abilities
When you have selected his option from the menu you will be shown a number
with PT following it. That is the amount of kills you have to get before you
can attain the next ability.
Status
From this screen you can see how healthy Ashley is, how much MP he has and
what his RISK is. You can also see this about the enemies and their
affinities if you cast analyze on them. If you don't you will
just see the enemy with ??? where the stats would normally go.
Options
Timing Display - Turns the "!" visible when doing chains On or Off.
Weapon Status - Displays any change to weapon status in the bottom left
corner of the screen when turned on.
Armour Status - As above but for armour.
-= 1.4. Menu Controls =-
O = Execute commands
X = Cancel
S = Not Used
T = Exit Menu screen
L1 = Switch menu
Switch characters
L2 = Not Used
R1 = Switch menu
Switch characters
R2 = Not Used
-= 1.5. InGame Controls =-
U = Move and grip
Climb
D = Change view in the Free-Look Mode
R = Go Right
L = Go Left
SELECT = Zoom In, Zoom Out.
START = Enter Free-Look, Skip video or cut scene.
O = Execute command
Enter battle mode
X = Cancel
Open doors and chests
Move cubes
End free look
S = Jump
T = Enter Menu
L1 = Rotate map anticlockwise
L2 = Shortcut Menu
R1 = Rotate map clockwise
R2 = Walk, when using D-Pad or Analogue sticks
-= 01.6. The Battle System and Controls =-
U = Move
L = Select Target
R = Select Target
D = Change view in Free-Look
O = Execute command
Open and close targeting sphere
X = Cancel
Open doors and treasure chests
Close targeting Sphere
Switch to Normal Mode
End Free-Look
S = Jump
T = Display main menu
L1 = Rotate anticlockwise
L2 = Shortcut Menu
R1 = Rotate map clockwise
R2 = Walk when using D-Pad or analogue stick.
*** 02.0 Maps ***
Below is a rough (and I do mean rough) map of the different areas in Vagrant
Story. It is not yet finished as I have yet to go through a second time. If
you feel you are able to add to these maps please send me a scanned picture of
the areas you are wanting to add or send them to me in a zipped text file like
the maps below. I have also missed off quite a few doors locked with Sigils,
latches, one way mechanisms and keys etc.. I am hoping to sort this out ASAP.
I would appreciate if someone would be able to tell me where these doors are so
I can add them to this file sooner than I would be able to otherwise.
-= Key =-
* - Save Point
Cont - Container
W/S - Workshop
C OR C. - Chest
Latch - Door is on a latch
1 Way - It's a One Way Door
? Sigil - Locked with the specified sigil
? Key - Locked with the Specified key
RI - Locked with the Rood Inverse
-= The Map List =-
Here is a list of the maps in the order that they can be seen both in the game
and in the FAQ.
- Wine Cellar - Great Cathedral L3 - City Walls West
- Catacombs - Great Cathedral L4 - City Walls South
- Sanctum - Forgotten Pathway - City Walls East
- Abandoned Mines B1 - Escapeway - City Walls North
- Abandoned Mines B2 - Iron Maiden B1 - Snowfly Forest
- Limestone Quarry - Iron Maiden B2 - Snowfly Forest East
- Temple Of Kiltia - Iron Maiden B3 - Town Centre West
- Great Cathedral B1 - Undercity West - Town Centre South
- Great Cathedral L1 - Undercity East - Town Centre East
- Great Cathedral L2 - The Keep
-= The Wine Cellar =-
_______
| |
START Chamomile Sigil __| |__
GAME | _____ | BOSS |
_____ __ ________ __ __ ________ | _____ _____ | | |__ CHEST __|
| | |* | | | | | | | | | | |_____| | | EXIT
|_____| |__| * |__| |__| | |_____| |_____| |_______| |
| Cont |__| |________| To Catacombs
_______ | | ____ W
| | | | | C. | S + N
| | | | |____| E ______
| | |________| __ / \
| | ______ __| |__ ______ ______ ______ ___ / BOSS \
| | | | | | | | | | | | |*C | | C. |
|_______| |______| |________| |______| |______| |______| |___| | |
| \ /
Later on locked \______/
with Stock Sigil
-= Catacombs =-
_______
To Wine Cellar ____ | C |
EXIT | C. | _| __|
__ |____| | |
| \ Cont ______ |______|
| * \ ______ ______ | | ____ _____
\ | | | | | | | | |_ _| |
\__| |______| |______| | | | _| |_ |
|______| |____| |_____|
___ __
W / | | |
S + N / / | |
E / / |__|
/ /
/ / __
/ / | |
| | ___ | |
_______ | C| | | |__|
| \ |___| |___|
| \ ________ __ ______
| \ _______ | | | \ | | ___
| | | | | | _| \_____ | | |W/S| Cont.
| | |_______| | | | | | * | |_*_| "Work Of Art"
| / |________| | | |______|
| / |___________| EXIT
|_______/ To Sanctum
Lily Sigil
-= Sanctum =-
______
E | |
N + S _____________ | BOSS |
W | | | | ______ _____ |______|
|__|_______|__| | | |CHEST| ___
________ _____________ |______| |_____| ________ | |
________ | | __| | | | ________ _Latch__ | | |___|
| | | | | | | | | | | | | |_
EXIT | | BOSS | | | *Cont | | | | | | | |
|________| | | |__ | | | |________| |________| | _|
To Town |________| |__|_______|__| __ ________ | |
Centre West | | | | |________|
| |__ |________|
|_____| EXIT
To Catacombs
-= Abandoned Mines B1 =-
___ ____ __ | Fern Sigil
| \ | | | \ | _____
To Town Centre West EXIT | | |BOSS| | |||__ |
|___/ |____| |__/ \__|
__
___ | |
| C | |__|
E |___| __
N + S __ _____ | |
W ____ |* |__ | | __| |
| _| |_ __| |BOSS | |_____|
| | \__\ |_____|
|__| __
Silver Key___ | |
____ |C. | |__|
| C | |___| __
|____| _| |
_______ / |
To City Wall West | | |_____|
| ______ _______ | |Hyacinth Sigil
| | ____| | | |_______|
| |_| |_______| Latch
_ _ | |
| \ _/ /_ __ __ ____ _| |
EXIT | * | | | | | | | | |
| / |_ _| |__| |__| |____| |___|
|_/ \_\ BOSS
___
| C |
|___|
-= Abandoned Mines B2 =-
_____
| __| Undercity West
N |__|
W + E __________
S | |
| BOSS |
|__________| ___
___________ | |
| | |___| Chest
____ __ | * |Iron Key
| __| | C| ____ | |
____ ____ |_| |__| | __| |___________|
| _||_ | _ | | 1 Way ___1 Way
|__| |__| | |_ ____ |_| / \
Town __ | _||__ | ____ /_____\
Centre | | | | | | |BOSS| Undercity
South |__| |_| |_| |____| West
____ _ _ _
|BOSS| | |_ _| |_ _| |
____ | _| |_ _||_ |
|_*__| |_| |_| |_|
____ __ _ _ _
| | _| |_ |_|_ __| | \_/
| C. ||______||____||____| _
|____| |_| | |
_ | |
____ _| |_ ____ ___| |
| C. ||_____||____||_____|
|____|
-= Limestone Quarry =-
_____ ________ ___
Temple Of | | | | | | N
Kiltia |_____| |__ __| |___| CHEST W + E
Silver Key |__| S
__
| |
|__|
_____ __ Silver Key
| | ______ _| |_ _____ ___
|CHEST| |_ _| |______| |_ _| |___| Chest
|_____| |__| |_| Gold Key
_____ _
| | / \
To Temple |_____| ___ /___\
Of Kiltia __ | | ___
____ | |_ |___| _| |_ _______
|EXIT| | * _| | __| |_______| |____ |
|____| |__| |_|__| _(EX)_ |__| (EX) - EXIT To Undercity West
____ ____ ______ \ / _______
|BOSS| \ / | | \ / | |
|____| \__/ | | \_/ | |
__ __ |______| _______ |_______|
| |___ __| | ____ | | ____
|______| |_____| / \ | BOSS. | / \
/______\ |_______| /______\
__ __ __ _____
| |___ _|* |_ __| |__ | |
|______| |______| |________| |Chest|
|_____|
-= Temple Of Kiltia =-
__________________ ______
| | Silver Key | | Town Centre
|___________ | | __ ___| |___ East
_______ _____ | | |__| |__ | BOSS | _________EXIT
EXIT |* Cont.| | | |______| | | | | | |
| |_______| |_____| |__ __| | | |_________|
| ___ |__| |___ ___|
Limestone | | ________ | |
Quarry | |__________ | BOSS | |______|
| | | CHEST. |
|______________| | | W
EXIT |________| S + N
Limestone Quarry E
Silver Key
-= Great Cathedral B1 (GCB1) =-
_______
| BOSS. |
|_______|
___________ __ __
| | | |______| | W
| BOSS. | | BOSS | S + N
| | | ______ | E
|___________| |__| |__|
_______ _____________ _______
| | | | | |
|_______| | | |_______|
EXIT |_____________| EXIT
GCL1 EXIT GCL1
GCL1
-= Great Cathedral L1 (GCL1) =-
GCL2 _____
EXIT_____ | | W
| | |_____| S + N
________ |_____| ____ ____ E
| Cont * | _____________ ____ | | | |
| | | | __| |__ | | | |____
| | | | | BOSS | | | | \
| | | | |__ __| | | | ____/
| | |_____________| |____| | | | |
|________| EXIT _____ |____| |____|
GCB1 | | _____EXIT EXIT
EXITS TO |_____| | | GCL2__|
GCB1, GCL2 EXIT|_____|
Town Centre East GCB1
-= Great Cathedral L2 (GCL2) =-
_____ _____
EXIT | | ___________ | | W
GCL1 | | | | | | S + N
|_____| | | |_____| E
|___________|
___ ____________________ ___
/ | _____ | | | \
/ | ________ __| |__ | | | \
| | | | | | | | | |
| EXIT| | | | | | | | |
| GCL3| |________| |__ __| | | | |
\ | |_____| | | | /
\___| _____ ____________ |____________________| |___/
EXIT | | | | _____ EXIT
GCL1 | | | | | | GCL1
|_____| |____________| | |
|_____| EXITS TO :- GCL1, GCL3
-= Great Cathedral L3 (GCL3) =-
_________
| | W
| | S + N
| | E
|_________|
____ _______________________________ ____
/ | | | |EXIT\
/ EXIT| | | |GCL4 \
/ GCL2| | | | \
| | | | | |
| | | | | |
| | | | | |
| | | | | |
\ | | | | /
\ | | | | /
\____| |_______________________________| |____/
_________
| |
| |
EXIT | |
GCL1 |_________|
-= Great Cathedral L4 (GCL4) =-
GCL3
EXIT _____
/ \ W
/ \ S + N
/ \ E
| |
| *. |
| |
\ /
\ /
\_____/ EXIT
Final Battle
-= Forgotten Pathway =-
____ E
| C. | N + S
|____| W
__ _________
| |_ | | _____ Gold Key
| _| | BOSS | | | EXIT
|__| | | |_____| The Keep
____ |_________|
| C. |
|____|
-= Escapeway =-
______
| | EXIT
| __| To Undercity West
| |
|___|
___
| |
| |__ ______
| | | | E
|______| |__ | N + S
| | W
|___|
Silver Key ___ _______
___| |__ | | ______
EXIT | | | | | |
To |___ __| | | |__ |
Undercity \ \ |_______| | |
West \____\ |___|
______ Gold Key ______
| C. | | C. |
| | | |
|______| |______|
-= Iron Maiden B1 =-
Right then. My theory (It's probably wrong but I'm gonna tell you it anyway) is
that the team who worked on Vagrant Story are fans of Metal Music, and in
particular "Iron Maiden". I mean the rooms have names that could only come from
Metal bands or songs, and there is a room in Iron Maiden B3 called "The Iron
Maiden". Now unless I am very much mistaken (as I usually am) this is the name
of a song on Iron Maiden's Debut album "Iron Maiden". Anyway, back to the maps.
Oh, you might find the maps a bit confusing but all will become clear when you
have left the Iron Maiden.
N EXIT
W + E _____ To The Keep
S | |
\ /
\_/
_______
| |
| |
|_______| Mandrake Sigil
________ ______ _____ ________
| | | |- | | ---------| |
| ____| |______|- |_____| ---------|____ |
| | _______ | |
|___| | | |___|
| | | | | |
__|_|__ |_______| | |
| BOSS. | ______ ___ ______ | |
| | | C. | ___| |___ | C. | | |
|_______| | | | | | | | |
___ |______| |___ ___| |______| | |
| | |___| | |
| | ___ ______ _|_|_
| |_______ ___| |___ | C. | | |
| |-----| | | | |_____|
|___________|-----|___________| |______| _______
_________ ________ | BOSS. |
| | | | | |
| _____| |_____ | |_______|
| | |__| ___
|___| __ | |
Iron Key_______ _____ __| |__ ____| |
| | | | | | | |
|_____| |CHEST| |________| |________|
Steel Key |_____|
__|_|__
| |
| BOSS. |
|_______|
EXIT
Iron Maiden B2
-= Iron Maiden B2 =-
Okay. This is slightly complicated and you wish there was a save point
handy. Why? Hard enemies and .... warping. That's right, the same type of
warping as found in the Snowfly Forests. That is why I have labelled all the
rooms, and the exits. The labels on the exits show which room you will be
taken to next. I hope this helps. At the Iron Maiden B2 section in the
walkthrough (when it's written) you will find a way of revealing ALL the rooms
in the Iron Maiden B2. Anyway, Let the map commence!
-= The Room Directory =-
1 - The Eunic's Lot 9 - The Shin Vice H - Strangulation
2 - Ordeal By Fire A - The Spider I - Tablillas
3 - The Oven at Neisse B - Lead Sprinkler J - Ordeal By Water
4 - Pressing C - Squassation K - Tongue Slicer
5 - The Mind Burns D - The Strappado L - Brank
6 - The Rack E - Thumbscrews M - Tormentum Insomniae
7 - The Saw F - Pendulem N - EXIT To Iron Maiden B3
8 - The Cold's Bridle G - Dragging < - Looping Door
N START
W + E LEVEL
S +---+
| |
| 1 |
| |
+-2-+
+-E-+ +-F-+
| | +---1---+ | |
+-+ +-+ | | +-+ +-+
L F E | 2 | J G H
+-+ +-+ | | +-+ +-+
| | +---3---+ | |
+-G-+ +-6-+
+-J-+ +-2-+ +-I-+
| | | | | |
+-+ +-+ +-+ +-+ +-+ +-+
D I M < 3 < G H K
+-+ +-+ +-+ +-+ +-+ +-+
| | | | | |
+-H-+ +-4-+ +-J-+
+---3---+
| |
| 4 |
| |
+---5---+
+-A-+ +-4-+ +-L-+
| | | | | |
+-+ +-+ +-+ +-+ +-+ +-+
E D I < 5 < F E D
+-+ +-+ +-+ +-+ +-+ +-+
| | | | | |
+-K-+ +-6-+ +-F-+
+-D-+ +-5-+ +-N-+
| | | | | |
+-+ +-+ +-+ +-+ +-+ +-+
H K J < 6 < I M L
+-+ +-+ +-+ +-+ +-+ +-+
| | | | | |
+-L-+ +-7-+ +-6-+
+---3---+
| |
| 7 |
| |
+---8---+
+-H-+ +-7-+ +-K-+
| | | | | |
+-+ +-+ +-+ +-+ +-+ +-+
K J G < 8 < M L F
+-+ +-+ +-+ +-+ +-+ +-+
| | | | | |
+-I-+ +-9-+ +-E-+
+---8---+
| |
| 9 |
| |
+---A---+
+-9-+
+-----+ | | +-----+
| + +-+ +-+ + |
| C A C A B A B |
| + +-+ +-+ + |
+-----+ | | +-----+
+-D-+
-= Iron Maiden B3 =-
The Keep
EXIT
___
| | _______
| |___ | C. |
_______ / | | |
| C. | / ___| | |
| | | /| | |_______|
| | |/ | |
|_______| |___|
_________
| |
| |
| BOSS. |
| |
|_________|
EXIT
Iron Maiden B2
-= Undercity West =-
_______
| | EXIT
| ___| Town Centre West
| |
|___|
___
| | N
| |__ _______ W + E
| |RI| | S
| __| |___ |
| | | |
|___| |___|
Iron Key ___ ___
| | | |
| | | |
| | | |
| | |___|
|___| ___
Escapeway EXIT | | EXIT
______ ________ ___| | __ Escapeway
| | | | | | | |
| __| |__ __| |_______| | |
|___| |__| | |
EXIT ____ |__|
Town Centre | | _____________
East |BOSS| | | | C |
| | |____| |___|
|____| | |
__ | * |
_____ | | Mines B2|| |
|CHEST| ________ __| |__ ________ |EXIT__________| ________
| | | | | *. | | | | | | | EXIT
|_____| |__ __| |__ __| |__ __| |_____________| |__ __| Town Centre
Iron Key | | | | | | | | East
|__| |__| |__| |__|
__ EXIT __ Mines B2 __ Gold Key
| | Limestone | | EXIT__ | |
| | Quarry | |__ ____ | | | | W/S Godhands
| | | | | | | | | | All Materials
|__| |_____| |_ | | | | | Cont ____
EXIT Silver Key | | | | | | |W/S*|
Snowfly |__| |__| |__| |____|
Forest __ __ __ ___
_____ | | | | | | | |
|CHEST| __| |__ _| |_ _| |__ ___| |
| | | *. || || | | |
|_____| |__ __||______||_______| |_______|
| | Gold Key
|__|
____
| |
|BOSS|
| |
|____|
EXIT
City Walls East
-= Undercity East =-
________ _____
| ___ C.| |__ | N
|_|Exit__| |__| W + E
To Town | | ______ S
Centre | | | |
East |___| | |
_____ |______|
| | ____
| | | |
|_____| | |
_____ | |
| | | |
| | |____|
|_____| EXIT To City Walls North
_____ _ __
|CHEST| _| |_ _| | EXIT To City Walls North
| | | |||_ |
|_____| |_____|| |__|
Iron Key_| _____
| |
|BOSS.|
|_____|
______ ___
|CHEST.| ___| |
| | | |
|______| |_______|
-= The Keep =-
____
_________________ |W/S*| Cont E
| | |____| Keane's Crafts N + S
| |_______ W
| |
EXIT * _______|
| CHEST | ___
| To Town Centre | | | Left Side - Azala Sigil
| South | | | Right Side - Tigertail Sigil
|_________________| |___|
___
| |
Schirra Sigil | | Marigold Sigil
T.T - Damascus Golem |___| Time Trial - Damascus Crab
___
| |
Aremone Sigil | | Verbena Sigil
T.T - Earth Dragon |___| Time Trial - Snow Dragon
___
| |
Kalmia Sigil | | Columbine Sigil
Time Trial - Minotaur |___| Time Trial - Dragon
___
| |
Gold Key | | EXIT To Iron Maiden B1
Forgotten Pathway |___|
EXIT To City Walls South
-= City Walls West =-
To Town Centre
West
_______ _______ _______ E
| EXIT | | | | | EXIT N + S
|_______| |_______| |_______| To Abandoned Mines B2 W
-= City Walls South =-
To Town Centre To Town Centre
West South
_______ _______ _______ _______ _______ N
| | | | | EXIT | | | | EXIT | EXIT W + E
|_______| |_______| |_______| |_______| |_______| To Keep S
EXIT
To Snowfly Forest
-= City Walls East =-
To Town Centre To Town Centre W
Snowfly South South S + N
Forest _______ _______ _______ _______ _______ E
East | EXIT | | | | EXIT | | | | | EXIT
|_ RI |_______| |_______| |_______| |_______| |_______| To Undercity West
-= City Walls North =-
W
S + N To Town Centre To Town Centre
E Iron Key_ East East
_______ | _______ _______ _______ _______ _______
EXIT | | | EXIT. | | | | | | EXIT. | | | EXIT
To Undercity |_______| |_______| |_______| |_______| |_______| |_______| To
East | Undercity East
Clematis Sigil
-= Snowfly Forest =-
Okay. The Snowfly Forest. This is a very easy place to get lost in (Due to the
map warping) so you might find this map helpful. Under the Room Directory is a
guide on how to get through the forest easily. This guide however DOES NOT
include a way to reveal ALL of the map. You have to go and work that on your
own at another point in time. The map below has all the different "Rooms"
labelled (as with the Iron Maiden B2). The labels in the exits/entrances of
the rooms say which rooms they lead into.
1 - The Faerie Circle A - Forest River J- Golden Egg Way
2 - The Hunt Begins B - Lamenting To The Moon K- The Woodcutter's Run
3 - Which Way Home C - Running With The Wolves L- The Wolves' Choice
4 - The Birds And The Bees D - You Are The Prey M-Howl Of The Wolf King
5 - Traces Of The Beast E - The Secret Path N- They Also Feed
6 - Fluttering Hope F - Hewn From Nature O- The Hollow Hills
7 - Return To The Land G - The Wood Gate P- The Spirit Trees
8 - The Yellow Wood H - The Giving Trees Q- The Silent Hedges
9 - Where Soft Rains Fell I - The Wounded Boar
+------------------------------------+
| * Cont |
| |
| A |
| |
| |
+--B-----------------| 1 |--------9--+
+-A-+ +-A-+
| | | |
--+ +-- ------- ------+ | | +----P----+
M B L B Q P H P | | 9 | | |
--+ +-- ------- --+ | | | | 7 |
| | | | | | | BOSS. |
+-C-+ +-N-+ +-8-+ +----6----+
+-O-+ +-B-+ +-P-+ +-9-+ +-J-+ +-7-+
| | | | | | | | | | | |
--+ +-- --+ +-- ------+ --+ +-- --+ +-- --+ +-- --+ +--
Q D C D C O C O | 4 N 8 N 8 5 8 5 6 5 6 J
--+ +-- --------- --+ | --+ +-- --+ +-- --+ +-- ---------
| | | | | | | | | |
+-E-+ +-M-+ +-H-+ +-J-+ +-4-+
+-D-+ +-O-+ +-N-+ +-8-+ +-5-+
| | | | | | | | | |
| | --+ +- --+ +-- --+ +-- --+ +--
| E | Q M B B L K L K 4 H 4 N
| | -------- --+ +-- --------- --+ +--
| | | | | |
+-F-+ +-J-+ +-3-+
+---E---+ +-8-+ +-4-+ +-N-+
| | S | | | | | |
| F | E + W --+ +-- --------- --+ +-- --+ +--
| BOSS. | N 6 J I J I 3 I 3 H 3 H P
+---G---+ --+ +-- --------- --+ +-- ---------
| | | |
+--F--+ +-5-+ +-2-+
| |
| G | +-3-+
| * | | |
+-----+ | 2 |
| |
+-1-+
+--2--+
| |
| 1 |
| * |
+START+
To get through the Snowfly forest you need to unblock the path connecting rooms
9 and 8. In order to do this you need to fight the boss at 7 to change the
direction of the wind, therefore unblocking the path. You need to go to these
rooms in this order to get to the end:-
1, 2, 3, 4, 5, 6, 7, 6, 5, 8, 9, A, B, C, D, E, F, G. (Bit obvious really
wasn't it.)
At the boss in room F you don't need to attack Sydney - he's on your side, so
don't attack him as he will cast spells on you to aid you in your battle. Why
he does this is something you are gonna have to find out for yourself.
-= Snowfly Forest East =-
_______________
________ | |
| | _________ | BOSS |
EXIT | | | | | CHEST. |
| | | |_________| | |
| |________| | |
| |_______________|
|
City Walls East
The room with the boss and the narrow corridor keep looping with each other if
you keep going forward. In order to escape you need to go backwards the way you
came. And to confuse you even more the map is unavailable, it will however
become accessible once you have left the forest.
-= Town Centre West =-
To City Walls South (On Latch)
| __________________
| ____| EXIT To Undercity West
EXIT___________|
| | _____
|__| | | EXIT Undercity West
__ | __| _ RI
| | |__| _| |___ ____ To Sanctum Crimson Key
| |________ _| | | | EXIT___________EXIT To City Walls West
| | | ___| |__ | ___ | |
| _________| |_ | | | | | | * \
|__| |___| | | | _| |___________ \ W
| | | | |__| S + N
___ | | | | Magic Hammer E
To EXIT_| | | | | | ___ Cont ___
Abandoned |__ | | | | |_ | | |WS| | |
Mines B1 ______| * |___ __| | |___| |_ | |* | | |
|______________| |____| |_| |__| | |
_________| |
| /
| ________/
| |
| |
|__|
-= Town Centre South =-
Abandoned Mines B2
__ EXIT
N ______| |____
W + E | |
S ___ |______________|
___ | |_ __ __ ______
__________|___| | | | | | | LATCH
| | |_____|__|__| |__ | EXIT
| |___ ____ | | City Walls
_______ __| | | _|| | East
| | | | |__| | |
| | | _| _________ ___ |___|
______| __| |_____ _____| | | | C |
_EXIT | * | | | |_____ | |___|
| |___ | |___| | |____Mandrake Sigil
City Walls \ / EXIT | |
South \____/ The Keep \_______|
-= Town Centre East =-
_
___ | | EXIT
| \ | | To Undercity
| \______| | East
| ________|
Cont ____ | /
Junction Point |*W/S| |___/
Wood, Leather, Bronze, Iron |____| ___
and Harogene __________ | | __
| | | | |WS| * Cont
| | Latch | | |__| Metal Works
| |__ ___| |___ (Silver and
To Undercity West | | | | Damascus)
EXIT |___ _______| |___________|
_ |_|
__/ /____ _
| | ____ | |
|____ * |____ | \ | |
| | | \ __| |
|_________| |______\______|___*|
EXIT EXIT
To City Walls North
Okay, that is all my map notes up and here. (I did warn you that they would be
rough didn't I?) (Oh, and those maps are my third attempt at putting them in
that style). These notes will get updated EVERY time I finish an area or find
anything that I missed off. If it helps I still have the original copies of
these maps (hand drawn, on paper, badly), so if you think you might find them
easier 2 understand, tell me and I'll scan them and put them online somewhere.
Another future plan for this section is that I will provide the names for ALL of
the rooms. This means that when I write my guide or refer to rooms you will be
able to find them quite easily.
*** 03.0. The Walkthrough ***
*** 03.1. First Play ***
Okay the walkthrough has been started. All other "Version 2" guides will
contain more of the walkthrough. Aren't you lucky? Anyway I decided to start
the walkthrough at the Limestone Quarry as Lilac Man can't be bothered to get
passed that point as he is finding it "too hard", so I though I'd try and speed
him up a little bit. I then finished that and though I had better start from
the beginning of the game. So I did. I have also listed all the room names so
if you get stuck you can just search for the room name and hey presto!..You are
able to get through that room! I have also avoided putting a guide on how to
beat the bosses in the walkthrough, as I though it would be better if I put
those in the encyclopaedia with the enemy descriptions, so this is where you
will be able to find the guide on beating bosses. But enough of my rambling,
here is the walkthrough.
-= The Intro Cut-Scene =-
When you load the game (after the FMV) you get a cut-scene as the intro. Within
this intro are two battles which YOU can take part in. (Clever eh?)
Duke Bardorba's Manor
Nothing but cut-scene here. Press O to continue.
The Manor's Courtyard
A box falls on the floor and you get attacked by two Mullenkamp Soldiers. Kill
them and cut-scene takes over. But notice this. The bodies stay where they
are, but when you get into Lea Monde they disappear due to the power of the
mysterious town....
The Manor's Chapel
You get to fight Sydney's Wyvern. Aren't you lucky? Well, you are actually...
this one is kinda on the weak side.
-= The Wine Cellar =-
What you are wanting to do is get to Lea Monde. But it's not that simple. Well
nothing is in games like this are they? The Wine Cellar is, in reality, a sort
of training course giving you experiece of nearly everything you will meet later
on in the game.
Entrance To Darkness
This is where you start. Nothing here move on out.
Worker's Breakroom
Magic Circle
Chest [Unlocked]:- Tovarisch [B] (Hand Axe, Wooden Grip)
Leather Glove [L]
Buckler [W]
Five Vera Bulbs
Five Cure Bulbs
Hall Of Struggle
Bat
Gyag! Your first enemy that is actually in the game! You can now practice
carrying crates. Remember - you need to be out of the battle mode.
Smokebarrel Stair
There is a door in here locked with the Chamomile Sigil. As you can't open it
go up the stairs which the Crimson Blades went up.
Wine Guild Hall
Crimson Blades
Magic Circle, Container
Once the Blades have been dealt with move over to the container and magic circle
then leave the room by using the cloudstone. The floating panels seem normal to
the average gamer no? Well to the people in Vagrant Story they are everything
BUT normal.
Wine Magnate's Chambers
Bat, Silver Wolf
Once you have killed the enemies follow the wall to avoid the Gust Trap that is
just infront of the exit.
Fine Vintage Vault
1st Time:- Two Crimson Blades
Every other time:- Bats and Wolves
This shouldn't be to hard.
Chamber Of Fear
Bats, Silver Wolf
You walk forward, and an earthquake changes the layout - then the enemies start
to appear in this room. Jump onto the high ledge to get to a treasure room
which is guarded by the Silver Wolf.
The Reckoning Room
Silver Wolves, Bat
Chest [Unlocked]:- Seventh Heaven [B] (Gastraph Bow, Simple Bolt]
Reinforced Glove [L]
Vera Root
Cure Root
Labourer's Thirst
Silver Wolf, Bat
To leave the room you need to go through the door which is high up. To do this
get a crate while standing on the central platform and place it directly
infront of the jutting ledge. Jump on top and then jump up to the exit.
The Rich Drown In Wine
Silver Wolf, Bat
Once you enter the room you will see some wolves on the floor directly below
you, all you need to do is jump down and kill them along with whatever else is
in the room. Once you have done this target the pile of crates from within the
Battle System so that you are able to pick one up off the top of the pile.
Once you have done this carry it over to the other high up platform which leads
to the switch. Once you are by the switch, select it and choose to move it.
You now have 2 seconds to jump down and leave the room. When time limits are on
Ashley will walk out the room on his own as long as he is in the doorway. You'll
see what I mean....
Room Of Rotten Grapes
Bat, Silver Wolf (How original)
Crates. Crates. And even more crates. Guess what you have to do here. That's
right you need to place the crates by the platform so that you can reach the
exit.
Blackmarket of Wines
Magic Circle
Chest [Unlocked]:- Cure Potion
Five Cure Bulbs
Once here, save and max out your health and MP - you're about to encounter the
first boss of the game. Once you return to this room after the boss battle you
will see a training dummy with Human Affinity. All I'm gonna say is it's up to
you whether or not you use it, but the workshop is a long way off to restore
your weapons lost Damage Points....
The Gallows
1st Time
BOSS:- Minotaur
Chest [Unlocked]:- Pelta Shield [W]
Three Vera Bulbs
Fifteen Yggdrasil's Tears
Once defeated and you try to leave the room you get access to the Battle
Abilities after some "funky" cut-scene action. Now just assign Defence and
Chain Abilities and you can move on.
2nd Time (Later on when you have the Stock Sigil)
BOSS:- Minotaur Zombie
Prize:- Rune Earrings Accessory
Three Cure Bulbs
Elixir Of Queens
Chest [Chest Key]:- Circle Shield [D] with Titan Malachite Gem
Three Cure Potions
Vera Potion
This is later on in the game when you have acquired the Stock Sigil. When you
enter you will encounter the Minotaur Zombie (who happens to keep re-spawning
after you have killed it)
Room Of Cheap Red Wine
Mandel
After having used the Chamomile Sigil you'll end up here. And you will be
attacked by an undead enemy - the first of the game.
Room Of Cheap White Wine
Zombie, Zombie Fighter, Ghoul
Once in here you get attacked by some unhappy members of the undead. Kill them
and move on. You will get two cure potions for every enemy killed in this room.
The Greedy One's Den
Silver Wolves
Kill and continue
The Hero's Winehall
BOSS:- Dullahan
Chest [Unlocked]:- Rusty Nail [B] (Spear, Spiculum Pole)
Braveheart Gem
Cure Bulb
When you have finished here move on to the Catacombs.
-= Catacombs =-
Now you have got out of the Wine Cellar you need to get out of the Catacombs
before you can enter Lea Monde. The only problem is that the door you need to
leave by is locked with the Lily Sigil.....
Hall Of Sworn Revenge
Magic Circle, Container
You will find a Cure Panel on the left raised step which is opposite the Magic
Circle. This cures any status ailments, restores you HP to full and reduces
your RISK.
Later on you will be able to find a Skeleton Knight Training Dummy in this room.
The Last Blessing
Hellhound
All you need to do here is run through the room. Killing enemies on the way is
SOMETIMES a good idea, but you still have another room to go through before you
can stop the two second time limit.
The Weeping Corridor
Skeleton
Look out for the Freeze Trap that is two squares infront of the exit. Avoid it
by sticking to the wall.
Persecution Hall
Skeleton, Hellhound
Once in the room look to the left and near the ceiling. There is a door. You
can't get to it, can you? Well, all you need to do is solve a little cube
puzzle...Follow the instructions below
- First destroy a crate that is stacked up
- Place the crate on the half step
- Stand on the half step and pick the crate up
- Put the crate on the full step
- Place under door
- Jump up and exit.
Rodent-Ridden Chamber
Skeleton
Chest [Unlocked]:- Pink Squirrel [I] (Goblin Club, Wooden Grip)
Cross Guard Grip
Cuirass
Long Boots
Iocus Gem
Three Mana Roots
Three Cure Bulbs
I'm not going to insult your intelligence by helping you with this. It's simple
and involves using steps....
Shrine To The Martyrs
Skeleton, Hellhound
You will find out shortly that in order to enter this room you need an
earthquake. Well, we'll see what we can do about that shall we? For the moment
go through the other door
The Lamenting Mother
Ghost
Time Trial (30 seconds)
Chest [Unlocked]:- Shandy Gaff [B] (Broad Sword)
Knuckles [B]
Elixir of Queens
Defeat the enemy in 30 seconds and you get a prize, don't defeat you don't get a
prize but whatever happens - you CAN'T die. You will find that the other door
in here is rusted shut. Leave and an earthquake will hit, the floor of The
Lamenting Mother will disappear leaving you to go through the Shrine To The
Martyrs.
Hall Of Dying Hope
Zombie Knight
The door you need to go through first is the one above the wall as it leads to a
treasure room. To get there push the push crate forward and the left so that it
meets the wall. Then get the carry crate place it on top of the push crate and
jump up to the exit.
Bandit's Hideout
Ghost, Bat, Hellhound
Chest [Unlocked]:- Soul Kiss [S] (Scramasax, Swept Hilt)
Targe [B]
Knuckles [B]
Bear Mask [L]
Haeralis Gem
Three Spirit Orisons
Three Eye Of Argons
To get the platform with the chest on, destroy the push crate and move the
rolling cube so that it's against the wall. Then move a push crate under the
the chests ledge. Jump onto it and you can open the chest.
The Bloody Hallway
Cube Puzzle
Drop down the otherside of the central platform. Once here move the lower cube
so that it is directly underneath the higher one. Push the higher cube towards
the door you entered the room. Keep doing this until it drops down. Now using
the step you have just created carry the crates over the gap and stack them up
under the exit so that you can leave the room.
Faith Overcome Fear
Skeleton, Zombie Knight
Kill. Destroy. Win. Move on.
The Withered Spring
Ghost, Skeleton, Mummy
Magic Circle
The double doors ahead are the ones locked with the Lily Sigil. The door on the
right is where you go to get that sigil. The door on the left is the first
workshop of the game. Go there first.
Work Of Art (WORKSHOP)
Magic Circle, Container
Here you can work with Wood, Leather and Bronze
This is where the REAL weapons come from - your imagination and a workshop.
Have fun and experiment.
Repent O Ye Sinners
Bat, Ghoul
Move on through this room into the next.
The Reaper's Victims
Bat, Zombie Knight
This is a locking trap room. Defeat the enemies to be able to leave.
The Last Stab Of Hope
Skeletons
The door on the right here leads to The Lamenting Mother so if you didn't get
the chest earlier - now is you chance. But remember it doesn't go anywhere as
the floor gave way after the earthquake.
Hallway of Heroes
Zombie Knight OR Skeleton
Kill them. KILL 'EM ALL.
The Beast's Domain
Lizardman (1 and 2)
Move forward and you'll get attacked. After defeating the first one you will
receive:- Glaive [B]
Knuckles [I]
Grimoire Antidote
Elixir Of Queens
After defeating the second one you get:- Spear [I]
Lily Sigil
Now you have the Lily Sigil you can leave the Catacombs. Return here later and
you will encounter a piece of Slime.
-= Sanctum =-
In order to leave the sanctum you need to use a cloudstone. This cloudstone has
to be activated first. In otherwords you have to fight a boss before you can
use the cloudstone...
Prisoner's Niche
Cube Puzzle
Follow the instructions folks and everything will be all right:-
- Destroy the crate on the right
- Slide this so that there is a base of three crates next to each other
- Place both of the carry crates on the step you have just created
- Stand on the step yourself
- Place one carry crate on top of the other
- Climb to the top and leave the room after climbing over the wall
Corridor Of The Clerics
Skeletons
When you have finished in here take the door that is infront of you.
Priests' Confinement
Bats
Prize :- Eye of Argon
(This is received from one of the bats in the room)
There is a heal panel somewhere in this room. If you need to use it use the Eye
of Argon that you got from the bat.
If you look at the other end of the room (to the right of where you came in) you
will see a door high up. That is where you need to go. To get there climb onto
the cabinet underneath it which runs along the right hand-side wall. From this
cabinet you need to jump slightly to the left in order to reach the door. It is
slightly hard but you CAN make it - just keep trying.
The Alchemist's Laboratory
Skeleton Knights, Poison Slime
Chest [Unlocked]:- Bosom Cleaver [B] (Langdebeve, Dragonite Gem,)
Grimoire Halte
There is a chest on the otherside of the room. You can get there from jumping
off the top of the cabinets. To leave the room, use the door that is by the
floor. Leaving this way will unlatch the door so you can use this door from
the other side later on if you need to.
The Academia Corridor
Skeletons
Once here go straight over
Theology Classroom
Ghost, Skeleton
Locking Trap
You might win Cure and Vera items off the occupants of this room if you lucky.
Once you have finished in here leave and turn right.
Shrine Of The Martyrs
Hellhound, Skeleton Knight
There is a door on the left - go through it.
Hallowed Hope
Poison Slime, Bat
Once you have defeated the enemies max out your health and MP to prepare for a
boss battle.
Hall Of Sacrilege
BOSS:- Golem
Once you have defeated the Golem go back to the Corridor of The Clerics and
leave through the exit that you have not yet used.
Advent Ground (The South Side)
Bat, Lizardman
If you jump in the river you will lose 20 HP and restart by the door you came
with which you entered the room. So just take the door on the right.
Passage Of The Refugees
Bat, Poison Slime, Lizardman
Get rid of the enemies before you start doing anything or you might have trouble
when solving the cube puzzle. Find the carry crate that is hidden in the pile
and place it against the other wall. Now you can jump onto the top ledge and
use the cloudstone. Once on the otherside of the gap you will fight a Lizardman
so get ready.
Advent Ground (The North Side)
Magic Circle, Container
Looks like there is a save point. Deposit all the items you want in the
container and use that as your save point - or you can just use the save point.
Also, get you HP and MP to the fullest capacity....
The Cleansing Chantry
BOSS:- Dragon
Just kill it, and move on to the Stairway To The Light.
Stairway To The Light
Exit from here and you'll enter into Lea Monde....
-= Town Centre West (The North Side) =-
The Crimson Blades have secured ALL of the Town Centre West. In order to leave
you need the Crimson Key - which happens to be owned by the Crimson Blades. At
the moment. You will also notice that there is a cloudstone on the otherside of
the river. You will only be able to use this later on in the game. For now
concentrate on getting the key.
Rue Vermillion
Magic Circle
The door locked with the Crimson Key is here (look at your map and you'll be
able to see it). From here take the North-east path.
The Rene Coastroad
Here you will find the second workshop of Vagrant Story.
The Magic Hammer (WORKSHOP)
Magic Circle, Container
At the Magic Hammer you can work with Bronze and Iron. Repair you weapons and
shields while you have your chance as if you don't you'll regret it later on...
Rue Mal Fallde
Once here you realise you can't go this way, so head back to Rue Vermillion and
take the other path.
Tircolas Flow
BOSS:- Father Duane, Sarjik, Bejart
After the battle you will have that key for the door which takes you to the City
Walls West.
In the BOSS battle here I suggest getting Sarjik and Bejart first then moving on
to get Father Duane. If Father Duane casts Poison Mist on it counter it with
a Faerie Chortle or Antidote.
-= City Walls West =-
There is no real objective to this part of Vagrant Story as it just takes you to
the Abandoned Mines B1.
Students Of Death
Go through the door...
The Gabled Hall
Zombie Knights
Locking Trap Room
Where The Master Fell
Follow the staircase to the Abandoned Mines B1.
-= Abandoned Mines B1 =-
In order to leave the mines you need to find the Hyacinth and Fern Sigils. So
you will have to wander around for a bit to get them.
Dreamer's Entrance
Stirge
Meet your new enemy and move on.
The Crossing
Hellhound (Sometimes)
Magic Circle
Save and then head west to find a treasure room.
Miner's Resting Hall
Goblins, Mimic
Chest [Magic]:- Stinger [B] (Guisarme, Sand Face Grip)
Quad Shield [B]
Ring Mail [B]
Ring Leggings [B]
White Queen Gem
Grimoire Visible
Five Cure Bulbs
Walk towards the chest on the lower floor and it'll move. It's a mimic. Those
who have played the game for a long time will know by now that the layout's for
treasure room are usually very similar and that the chests are usually in the
same place. So, if anything looks different (as in the chest is in the wrong
place and there is more than one of them) there is a mimic around.
You now have a choice of roots. You can either turn right after leaving the
room or go straight ahead - it's up to you. But they both end up in the same
place.
The Suicide King (After going right)
Goblin, Stirge
Locking Trap
In here you'll get a couple of Yggdrasil's Tears which will come in very handy
later on.
The Battle's Beginning
BOSS:- Wyvern
When you have slain this Wyvern move ahead.
What Lies Ahead?
Goblin, Goblin Leader
Move on after meeting your new "friend".
The Fruits Of Friendship
Just cross the gap using the cloudstone and leave the room.
Conflict And Accord (After going straight ahead)
Goblin, Hellhound
Move on.
The End Of The Line
Goblin, Stirge
Locking Trap Room
What do we have here?.....
Yggdrasil's Tears?
The Earthquake's Mark (the Junction)
Stirge
Once here you will notice that there is a door on the latch, a door locked with
the Hyacinth Sigil and an unlocked door. You need to use the unlocked door.
Coal Mine Storage
Goblin, Goblin Leader
Chest [Unlocked]:- Ring Sleeve [B]
Chain Coif [B]
Undine Jasper
Fern Sigil
It might be a good idea to use Eureka here....
Now use the Hyacinth Sigil...
The Passion Of Lovers
The Time Trial thingy starts with around 15 seconds...
Hall of Hope
Goblin, Goblin Leader
go, Go, GO!
The Dark Tunnel
Magic Circle
Once here save and head east for a treasure room. Ignore the door locked with
the silver key (leading to Everwant Passage) as you will get that later on in
the Temple Of Kiltia.
Later on this room will contain the Ogre (Beast) Dummy for practising.
Everwant Passage
Goblin, Mimic
I said it was locked didn't I....
Rust In Peace
Goblin Leader, Goblin, Mimic
Chest [Magic]:- Chain Sleeve [B]
Salamander Ring
Manabreaker
Elixir Of Sages
Grimoire Undine
The Smeltry
BOSS:- Fire Elemental
Did you save? Did you? Eh? Did you?
Clash Of Hyaenas
This shouldn't be too hard. Just use a bit of common sense here and there.....
Greed Knows No Prosper
Goblin Leader, Goblin
No treasure here then...
Live Long And Prosper
"I'm givin' 'er all she's got captain!"
The door you need to leave by is locked with the Fern Sigil, but as you have
that already you should be okay.
Pray To The Mineral Gods
Striges
"To Infinity and BEYOND!"
Traitor's Parting
BOSS:- Ogre
Make sure your HP and MP are full before you enter because it's a long way to
the last save point.
Escapeway
Go up the stairs to leave the Abandoned Mines B1
-= Town Centre West (The South Side) =-
You have now found your way back to Town Centre West. Before you continue with
your quest I would suggest heading back to the workshop by using the now active
cloudstone that crosses the river. The main objective of the next part of the
game is to find your way into the Undercity West.
Rue Bouquet
Magic Circle
This is where you emerge from the mines. If I were you I would take advantage
of that save point.
Tircolas Flow (The South Side)
Crimson Blades
You will find that from this point on your enemies will tend to "hunt" you, cast
Herakles and cure themselves. Don't say I didn't warn you.
Glacialdra Kirk Ruins
In here you will notice a gate. A locked gate. That is locked with.....the
Rood Inverse....You are unable to open gates and doors locked with the Rood
Inverse on your first play. Sorry. But there IS a good reason to it, although
you need to finish the game to find out why. So you can either go back to Rue
Bouquet or climb over the rocks and leave through a hidden exit.
Villeport Way
This is where you end up after the cut-scene. But it leads to a dead end. So
head backwards
Rue Sant s'Alsa
Crimson Blades
You will find that a Crimson Blade jumps down from above. Climb up their and go
through the door. If you look at your map you will be able to see where it is.
Dinas Walk
Cross the gap and when outside jump down, kill the Crimson blade and enter the
Undercity West.
-= Undercity West =-
Your new objective is to find your way to the Snowfly Forest.
The Bread Pebbler's Way
Keep on moving forwards...
Way Of The Mother Lode
Zombie Knight, Ghast
When finished here head forwards and go through the door.
Sewer Of Ravenous Rats
Skeleton, Zombie Mage
You can't go any further as the door is locked with the Silver Key, so head back
and leave via the exit which you have not yet used.
Underdark Fishmarket
BOSS:- Giant Crab
When finished here move on to The Sunless Way.
The Sunless Way
Magic Circle
Go forwards to find the Hall of Poverty, left to The Washing-Woman's Way and
right to continue with your trek in Remembering Days Of Yore.
Hall Of Poverty
Zombie Knight, Ghast
Not much here...
The Washing Woman's Way
Zombie Knight, Zombie Mage
The door is locked with the Silver Key so head back.
Remembering Days Of Yore
Zombie Knight, Ghast, Zombie Mage
Remember to come back here later when you have the Iron Key in order to gain
lots of treasure and the Clematis Sigil, but as you can't do that at the mo, use
the other exit.
Where The Hunter Climbed
At the top of this staircase is the Snowfly Forest.
-= The Snowfly Forest =-
Grrr. I don't like the Snowfly Forest, it is very confusing (screen warps that
take you from one side of the map to the other ya hear!), and the cover of the
trees makes it hard to spot any enemies that may be lurking in the undergrowth.
If you get lost walk up to a tree and press X. You will then be given the
option to face South or not. Very handy, if you ask me - which you won't.
"Follow the snowflies" is what Rosencrantz tells you to do. Yeah, right. They
are EVERYWHERE. Don't listen to him - just follow my guide instead and you
WON'T get lost. What you have to do instead is find a Dragon, beat it to change
the direction of the wind to unblock a path that is blocked by the snowflies in
order to continue.
I have a map of the Snowfly forest in my maps section so I won't bother placing
it here as well. If you follow the numbers and letters in their increasing
order (you'll get the idea) it will take you straight through the forest missing
out the areas that you don't have to visit. The following "room" guide follows
the listing of those areas on the map.
The Faerie Circle
Magic Circle
This is where you start head forwards.
The Hunt Begins
There's nothing here. Move on to the next screen.
Which Way Home
Basilisk
You have found one of the forest's main residents. Once defeated move forward
onto the next screen (that's south BTW).
The Birds And The Bees
Ichthious
Once again continue heading south.
Traces Of The Beast
Once here go right (west).
Fluttering Hope
From here head south to face the first boss in the Snowfly Forest.
Return To The Land
BOSS:- Earth Dragon
Once you have defeated this creature head back from where you came, go straight
forward (east) in order to get to the Yellow Wood.
Yellow Wood
Once here turn right to head south.
Where Soft Rains Fell
Fire Elemental
Once defeated keep going forward
The Forest River
Basilisk, Zombie Knights
Magic Circle, Container
Chest [Unlocked]:- Knuckle Guard Grip
Circle Shield [H]
Chain Mail [I]
Sylphid Ring
Nightkiller Gem
Three Acolyte's Nostrum
Grimoire Agilite
The first exit (on your side of the river) leads you back to the Faerie Circle
at the start of the forest (don't want to go there then...). What you want to
do is cross the river and leave through that exit (north).
Lamenting To The Moon
Head north.
Running With The Wolves
Head east.
You Are The Prey
Head north again.
The Secret Path
Head north once more.
Hewn From Nature
BOSS:- Father Grissom, Dark Crusader
ALLIE:- Sydney
Chest [Unlocked]:- Corpse Reviver [I] (Firangi)
Circle Shield [H]
Demonia Gem
Three Vera Tonics
Three Cure Bulbs
If you want you can use Sydney as a shield - but don't kill him as he aids you
by casting spells that are to your advantage. That said it is possible to kill
him and he says something about it not being his time and he suddenly; comes
back from the death for the after battle cut-scene. Quite odd. Now leave by
the north exit.
The Wood Gate
Magic Circle
You have now left the Snowfly Forest. Go through the new door and enter the
City Walls South.
-= City Walls South =-
These walls will take you to your next port of call - The Keep.
The Weeping Boy
Lizardman
Continue ahead.
Swords For The Land
Lizardman, Blood Lizard
Time Challenge
Clear the room within 20 secs or you will have to start all over again from the
beginning.
In Wait Of The Foe
Unlatch the door which leads on to Villeport Way, but don't use it. Instead
keep moving onwards in the city walls.
Where Waery Riders Rest
Lizardman
Guess what you have to do here?
The Boy's Training Room
Head forward and you will enter the Keep.
Later on in the game, this room will contain a Dummy which enables you to
increase your weapon's Dragon class affinity.
-= The Keep =-
In the keep are many doors locked with Sigils. These doors are for time trials
and you DO NOT need to enter them all to get 100% map completion as the rooms
don't appear on the map. From the Keep you are also able to access Iron Maiden
B1 and a new workshop.
The Soldier's Bedding
Max up you health and magic point and enter the south door which leads into the
Iron Maiden B1.
-= Iron Maiden B1 =-
Count this as a....slight detour from your current mission but it saves you from
coming back later. What you are going to do here is claim a Sigil then run back
to the Keep. I have a separate section dedicated to the WHOLE of the Iron
Maiden after the main walkthrough so...read it.
The Cage
Go down the stairs
The Cauldron
Wraith, Gargoyle
Locking Trap
Room Prizes:- Mandrake Sigil
Grimoire Exsorcer
Three Spirit Orisons
Three Vera Bulbs
This is the room you get your sigil. Kill the Wraith and leave via the way you
came in.
-= The Keep =-
The Soldier's Bedding
So.. your back here. Go east.
A Storm Of Arrows
Sigil Locked Doors.
Urge The Boy On
More Sigil locked doors.
A Taste Of The Spoils
Even more Sigil locked doors
Wiping Blood From Blades
Guess what? Yup, your right....
The Warrior's Rest
Magic Circle
Chest [Chest Key]:- Sweet Sorrow [I] (Francisca, Gendarme)
Tower Shield [I] (With Death Gueen Gem)
Sallet [H]
Three Sorcerer's Reagents
When you first arrive here you will enter the room during a cut-scene. When it
has ended enter the room across the corridor to max up and save THEN try to
exit this room as you will enter into a BOSS battle.
Keane's Crafts (WORKSHOP)
Magic Circle, Container
Here you can work with Bronze, Iron and Hagane
The Warrior's Rest
Mini-BOSS:- Jan Rosencrantz
You enter this battle as you are leaving the room.
-= Town Centre South =-
Once in the Town Centre South you need to get into the Abandoned Mines B2. You
can do this by going two different ways. I will take you through both ways but
I suggest you follow ROUTE ONE and come back and do ROUTE TWO later, as you
don't have to go anywhere near route two to finish the game. But both routes
will end up at the same point in Abandoned Mines B2 which is Bandit's Hollow.
Forcas Rise
Crimson Blades
This is where you enter Town Centre South. First go left to find a magic circle
and then go right.
Valdiman Gate
Magic Circle
The door here leads on to City Walls South.
Rue Aliano
Crimson Blades
The door here is locked with the Mandrake Sigil. If you have the Mandrake Sigil
you can go through the door. This is the start of ROUTE ONE. If you wish to
take route two head back to Forcas Rise.
Forcas Rise
Once you are back here head to the north-eastern corner of the room and leave
via that exit.
Rue Faltas
Here you have a Portcullis which you are unable to move and an archway. Head
under the archway.
Rue Morgue
Crimson Blades
After you have dispatched of the Crimson Blades use the Bronze Key on the door
and enter the Abandoned Mines B2. This is the start of ROUTE TWO.
-= ROUTE ONE =-
The House Khazabas
Chest [Magic]:- Ten Eye Of Argon's
Grimoire Muet
After using the Mandrake Sigil you will end up here. Once you have opened the
chest continue on to the next room.
Zebel Walk
Just jump over the gap and leave the room.
Rue Volnac
You have two doors infront of you. One latched and one un-latched. You can
un-latch the locked door later but for now use the unlocked door to enter the
City Walls East.
-= City Walls East =-
Train And Grow Strong
One door locked with the Rood Inverse, which means you have to leave through the
other door.
The Squire's Gathering
Zombie Mage, Dark Skeleton
Walk on...
The Invaders Are Found
Before continuing un-latch the door as it leads back on to Rue Volnac.
The Dream Weavers (HEY! We use DreamWeaver 3 to make GD...)
Zombie Made, Dark Skeleton
After you have finished playing with Macromedia products feel welcome to move
on.
The Cornered Savage
Gargoyles
Take the staircase down to Undercity West.
-= Undercity West =-
Fear Of The Fall
BOSS:- Dark Elemental
When you have finished here head on to Sinner's Corner.
Sinner's Corner
Magic Circle
Dark Skeletons, Dark Eye
When finished here head left to find a treasure room.
The Children's Hideout
Dark Eye, Gargoyle
Chest [Unlocked]:- Sweet Death [S] (Shamshir, Knuckle Guard Grip)
Footman's Mace [H] Blade
Steel Bolt Grip
Spiked Shield (with White Queen Gem)
Sallet
Undine Bracelet
Speedster Gem
Grimoire Dissiper
When finished here leave the room and head left.
Nameless Dark Oblivion
Dark Eye, Dark Skeleton
The Silver Door leads onto The Washing-Woman's way but you can't got here yet.
If you want you can come back later when you do have the key. For now, just
leave the room and turn left.
Corner Of Prayers
One door here is locked with the Gold Key so leave through the other door.
Hope Obstructed
Take the door at the end of the corridor and you will be in the Abandoned Mines
B2.
-= Abandoned Mines B2 =-
-Unknown Room-
Unfortunately I don't know the name of this room, but when you go down the
stairs you will end up in Bandit's Hollow.
-=ROUTE TWO=-
Okay, Route Two is mainly ONE massive TIME CHALLENGE. Luckily you can leave at
any time using on of the two doors on either side of the Time Challenge. Anyway
let's continue.
Corridor Of Shade
After using the Bronze Key you will end up here.
Revelation Shaft
Just use the crates to give you a height advantage for jumping onto the
Cloudstone. Use Invigorate OR Faerie Wings if you feel it is necessary.
Gambler's Passage
Orc
Move on to the next room.
The Miner's End
BOSS:- Air Elemental
NEXT ROOM!
The Treaty Room
Magic Circle
Slime, Poison Slime
Use the magic circle as you are about to enter the Time Challenge.
Way Of Lost Children
Start Of Time Trial:- TWO MINUTES
Orcs, Orc Leader
When the 2 minutes are up and you are still in you will get transported back to
The Treaty Room. Anyway head right after entering the room.
Hidden Resources
Mimic, Imp
Chest [Chest Key]:- Eviscerator [S] (Kudi)
Tower Shield [I]
Breastplate [I]
Fusskampf [H]
Trinity Gem
Three Saint's Nostrums
Grimoire Mollesse
Once you have explored the chest, leave the room and go straight ahead.
Desire's Passage
Slimes
There is a Cure Panel just before the door that leads out of the room.
Senses Lost
Orc, Orc Leader
There are two traps here so cast Eureka or use an Eye Of Argon.
Crossing Of Blood
Orcs
Cast Eureka to find the Diabolos and Death Vapour Traps. BUT what you really
want to do is leave by the door opposite you.
The Abandoned Catspaw
Slimes
Leave through the door.
Hall Of Contemplation
Orcs, Orc Leader
Once in here head left.
Hall Of The Empty Sconce
Proceed ahead to find...a treasure room.
Acolyte's Burial Vault
Mimic, Imps
Chest [Unlocked]:- Affinity [H] (Corcesca, Framea Pole)
Circle Shield [H]
Gauntlet [H]
Hellraiser Gem
Grimoire Vie
Once you are finished in here leave through the other exit of the Hall Of
Contemplation.
The Fallen Bricklayer
Go straight ahead.
Cry Of The Beast
Orcs
Go down the stairs
The Ore Of Legend
Orcs, Orc Leader
Once here go left.
Suicidal Desires
Mimic, Imps
Chest [Unlocked]:- Dog's Nose [H] (Footman's Mace, Sarissa Grip)
Target Bow [I] Blade
Barbut
Gnome Bracelet
Elixir Of Queens
Three Vera Bulbs
Once finished here leave this room and go straight ahead.
Lambs To The Slaughter (Why not "Slimes To The Slaughter"?)
Slime, Poison Slime
There is a heal panel on the south wall which is a good idea to use, as it
reduces your RISK and increases your HP.
A Wager Of Noble Gold
Orc, Orc Leader
...
Kilroy Was Here (What was he doing here?)
Orc Leaders
After being on TV you may move on...
Fool's Gold, Fool's Loss
If you arrived here via the south route you have to use the cloudstone to cross
and leave through the north door. If you came from the west, you can just fall
down and leave through the door.
Tomb Of The Reborn
BOSS:- Earth Elemental
Okay, once defeated you have two more doors to negotiate. You up to it? You
better be...
The Lunatic Veins
Slimes
One more door...
-=THE TWO ROUTES MEET HERE=-
Bandit's Hollow
Magic Circle
Blood Lizard, Imps
It's not that hard to climb up. If there is a crate use that, if not get
height, and jump slightly to the side so that you can grab a ledge. BUT when
you get to the top - SAVE, FOR SMEG'S SAKE SAVE! I mean, you don't want to
loose all your hard work do you? At the top you will find a door locked with
the Iron Key. You'll want to come back here later then. For now leave through
the only door that can be used.
Dining In Darkness
BOSS:- Sky Dragon
Not that hard was it? MOVE ON!
Subtellurin Horrors
Use the cloudstone to cross the gap and then leave the room.
-= Undercity West =-
The Crumbling Market
Magic Circle
Dullahan
Un-latch the door and leave by the other door.
Tears From Empty Heaven
I have a riddle. One door is locked with the Gold Key. The other isn't. Which
one do you use? COME ON! YOU KNOW THE ANSWER!
-= Town Centre East =-
As you *do* have the Cattleya Sigil I suggest you continue the game based from
here. At least until you are able to get to Godhands. Anyway, follow the
guide.
Rue Lejour
Magic Circle
This is where you appear, just round the corner is a Magic Circle.
You can either go into town via the City Walls North OR by Kesch Bridge. In my
opinion going by Kesch Bridge is easier, so that's what I'll tell you to do.
-= City Walls North =-
From Squire To Knight
Blood Lizards
You will find one door is locked with the Iron Key - you'll be back here later.
For now use the other door.
From Squire To Knight
Blood Lizards
Continue
Destruction and Rebirth
Dark Elemental
Time Challenge (20 seconds)
From Boy To Hero
Blood Lizards
Take the door on the side of the wall to enter Kesch Bridge.
The other door is locked with the Clematis Sigil (you'll be back here also)
Later on in the game this room will have the Phantom Training Dummy.
-= Town Centre East =-
Kesch Bridge
Magic Circle
Crimson Blades
Don't cross the river, instead go down the path.
Rue Crimnade
Crimson Blades
Here you will find two doors. One locked with the Cattleya Sigil (go here) and
the other is latched.
Junction Point (WORKSHOP)
Magic Circle, Container
Here you can work with Wood, Leather, Bronze, Iron and Hagane.
This workshop is locked with the Cattleya Sigil.
When finished here go back into Rue Crimnade and leave through the OTHER exit.
Rue Fisserano
Crimson Blade
On the lower level you will find a workshop and on the higher level you will
find that the path continues.
Metal Works (WORKSHOP)
Magic Circle, Container
Here you can work with Silver and Damascus.
Shasras Hill Park
Crimson Blades
On the other side of the room is a door. Use it. It is locked with the Bronze
Key and leads down to the Undercity East.
-= Undercity East =-
Your objective is to get the Iron Key, Stock Sigil, Eulalia Sigil and Melissa
Sigil Mr. Hunt....
Hall To A New World
Quicksilver
Move forwards...
Place Of Free Words
Mini-BOSS:- Harpy
Room Prize:- Grimoire Intensite
Five Angelic Paeans
Cure Tonic
Bazaar Of The Bizarre
BOSS:- Lich
Room Prize:- Summoner Baton [I]
Agales' Chain Accessory
Eulelia Sigil
Mana Tonic
Elixir Of Mages
Teleport Ability
When you have defeated the Lich you get...the Teleportation ability. Lucky You.
Noble Gold And Silk
You can't go left so go right!
Weapons Not Allowed
Lich, Quicksilvers
Chest [Unlocked]:- Mojito [B] (Falchion, Stone Bullet Grip)
Titan's Ring Accessory
Grimoire Nuageux
Iron Key
Once you have finished in here you are able to go to many new areas (explained
a little bit later on in more detail). For now leave the room and open the
previously locked door.
A Knight Sells His Sword
Harpy, Quicksilver
Once here kill the Quicksilver's, don't let the Harpies see you (they only
attack if they see you) and go right.
Gemsword Blackmarket
BOSS:- Nightstalker
Once finished here move on.
The Pirate's Son
Harpy, Quicksilver
Use Eureka to find a Gust Trap.
Sale Of The Sword
Lich, Quicksilver
Chest [Unlocked]:- Ahlspies Grip
Pushpaka Accessory
Grimoire Tardif
Stock Sigil
The Stock Sigil... I think I wrote about that along with everything else in the
Wine Cellar....yes I did, I'm positive about that.....
Now head back to A Knight Sells His Sword and leave through the other exit.
-= City Walls North =-
Traces Of Invasion Past
This staircase leads up to the rest of the City Walls North. Once their head to
Kesch Bridge to save and freshen up for the next leg.
-= A Guide To The Iron Key =-
As you now have the Iron Key, I will tell you where you can use it.
1) Teleport to "The Sunless Way". From there go to "Remembering Days Of Yore".
Once their you will find a door that is locked with the Iron Key. Go inside.
Larder For A Lean Winter
Dark Skeletons, Lich
Chest [Unlocked]:- Balin's Revenge [H] (Tabar, Heavy Grip)
Vambrace [H]
Elixir Of Sages
Five Alchemist's Reagents
Clematis Sigil
2) Teleport to "Bandit's Hollow" and open the only other door you have not yet
used that can be opened.
Delusions Of Happiness
Blood Lizards
Chest [Unlocked]:- Pirate's Mate [H] (Sabre Halberd, Sarissa Grip)
Kris [D] Blade
Heater Shield [I] (With Orion Gem)
Swan Song
Three Vera Potions
Grimoire Salamandre
Once you have done that head back to the City Walls North
-= City Walls North =-
A Welcome Invasion
As you have just got the Clematis Sigil you can go here, follow the room to
enter the Undercity East...
-= Undercity East =-
The Greengrocer's Stair
Nothing much, so walk on....
Where Black Waters Run
Quicksilvers, Lich
Walk on, my good person
Catspaw Blackmarket
Quicksilver's, Lich
There are traps here so use Eureka
Chest [Unlocked]:- Round Shield [H] (With Dark Queen Gem)
Grimoire Paralysis
Aster Sigil
When you have finished here head back.
The Greengrocer's Stair
Ah! Father Grissom....
Where Black Water's Ran
BOSS:- Lady Neesa & Sir Tieger
When finished head back to the stairs.
The Greengrocer's Stair
Grissom is...(for want of a better word) ALIVE! Anyway head back to Junction
Point until you are ready to move on to the Undercity West.
-= Undercity West =-
Go to "The Sunless Way" and open the door locked with the Iron Key to enter...
The Limestone Quarry.
-= Limestone Quarry =-
Before you go into the Limestone Quarry you need the following sigils:-
- Clematis Sigil
- Aster Sigil
Dark Abhors Light
Head forwards down the staircase.
Dream Of The Holy Land
BOSS:- Water Elemental (380 HP / 160 MP)
Phantom
Aqua Blast Special Attack
Prize:- Grimoire Avalanche
Elixir of Sages
Acolytes Nostrum
The Ore Road
Magic Circle
At this point the path will split into two. You have a choice of going east or
going west. In my opinion the east route is the better of the two as there is
a chest room on the way and it is easier to exit the room where both of the
paths meet. I will however guide you through both of the paths.
-= West Route =-
Atone for Eternity
Gremlins (Evil)
Kill off the Gremlin and move on into the next room. You might find it useful
to cast Eureka or use an Eye of Argon to reveal the trap in this room.
Star To Sanctuary
Wraith
Kill the Wraith and move on down the stairs.
The Fallen Hall
1st Time - Ogres
2nd Time - Dullahans
Not too hard to beat even with a 20 second locking time trap. Move on to the
next room.
The Rotten Core
Gremlins
Kill, and move on into the junction point.
At this point I would recommended returning and follow the east root. If you
don't want to do that however, skip the next bit.
-= East Route =-
The Air Stirs
Gremlins
Kill the gremlins and head into the room opposite (to the east).
Bonds of Friendship
Air Elemental
Chest [Unlocked]:- Matador [H] (Schiavona, Counter Guard)
Cranequin Blade [H]
Side Ring Grip
Brigandine [H]
Rondanche [H]
Lionhead Accessory
Five Snowfly Draughts
Grimoire Benir
Kill the air elemental raid the chest and move back into The Air Stirs and exit
through the un-used door.
Bacchus is Cheap
Wraith
Kill it and head onwards.
Screams of the Wounded
1st Time:- Dullahans
2nd Time:- Ogres
Just kill and head onwards.
The Ore-Bearers
Gremlin
One Gremlin and a trap. Use Eureka if you don't feel confident of being able to
kill the Gremlin and leave the room without hitting the trap or losing any extra
HP by being attacked by the Gremlin.
The Dreamer's Climb
This is where both paths meet up again, and this is why I recommend going by the
east route. If you went east you can just jump onto the platform in the middle
of the room. If you came from the west move the wooden crate two tiles to the
side (so it is still on the edge of the drop), and jump to the centre platform.
If you are having trouble try using Faerie Wings and casting Invigorate. Once
on the centre get the BLUE magnetic cube that is near the EAST door and place it
on the other BLUE magnetic cube which is near the high ledge. Now, climb onto
the red cube and jump to the door and leave.
Sinner's Sustenance
Wraith
kill, Kill, KILL and move on.
The Timely Dew of Sleep
Gremlins
Just kill the Gremlins and move on. Forget about the locked door as it is
locked with the Gold Key, which you can only get on replays.
The Labourer's Bonfire
You need the Melissa Sigil to leave this room and continue the game. But then
again you should already have it so what's the problem?
To get to the centre platform from the side with the CRATES stack them up by the
ledge and jump to the centre. Use Invigorate and Faerie Wings if you need to.
Once on the centre platform you need to destroy some crates. Great Maces, Axes,
Spear and Crossbow's can be handy here. Once you can jump onto the top of the
crate pile, jump onto the lower platform to enter another Treasure room (Stone
and Sulphurous Fire). Once out of the treasure room destroy one or two crates,
jump to the top of the stack, and then jump onto the high ledge to exit the
room.
Stone and Sulphurous Fire
Earth Elemental
Chest [Unlocked]:- White Lady [H] (Morning Star, Runkasyle)
Balbriggan Blade [H]
Power Palm Grip
Talos Feldspar Gem
Three Acolyte's Nostrums
Grimoire Egout
Torture Without End
BOSS:- Ogre Lord ( 560 HP / 110 MP )
Beast
Tornado, Surging Balm Special Attacks
Casts Degenerate
Prize:- Schiavona [I]
Power Palm
Braveheart Gem
Morlock Jet Gem
Agales' Chain
Elixir of Queens
Mana Tonic x 3
Cure Potion
Way Down
Magic Circle
Go east into a treasure room and then south.
Excavated Hollow
Water Elemental
Chest [Unlocked]:- Angel Face [H] (Balbriggan, Heavy Grip)
Elephant Grip
Casserole Shield [H]
Beaded Anklet Accessory
Missaglia [I]
Grimoire Flamme
Hmmmm....Treasure......
Parting Regrets
Wraith
What is it with Wraiths and staircases?
Corridor of Tales
Gremlin, Ogre
Guess what you have to do? Yup, you guessed right....
Dust Shall East The Days
This may look hard. Infact some say it is hard. But if you cast Invigorate and
use Faerie Wing it should be a doddle. All you need to do is jump onto the
Cloudstone and when the cloudstone is moving forward jump off it. You should
then grab onto the ledge on the otherside and be able to leave the room. If
anyone finds this hard and wants it explaining in more detail e-mail me, and
I'll reply ASAP.
Hall of the Wage Paying
BOSS:- Snow Dragon
720 HP / 0 MP
Dragon
Tail Attack, Frost Breath Special Attacks
Prize:- Grimoire Barrer
Panacea
Elixir of Queens
Tunnel of the Heartless
This is a goodun. All you need to do is stand on the high ledge opposite the
door. Use a Faerie Wing and cast Invigorate and jump the gap. You are now able
to leave the room. If anyone wants a full explanation of the crate solving way
e-mail me or put a message on the Gaming Dome Forums.
-= Temple of Kiltia =-
The Dark Coast
Magic Circle, Container
There is a ledge on both sides of the room and there just so happens that there
is a hole in the middle of the floor and you have to get to the other side of
the room. How convenient. If you cast Eureka you will reveal two traps. A trap
clear and a Heal Panel. You want to use the ledge with the Trap Clear to get to
the other side of the room. You should be able to jump the gaps without much
trouble. Once on the otherside take advantage of the facilities and move on.
Hall Of Prayer
1st Time:- Last Crusader
Prize:- Agria's Balm Accessory
Grimoire Purifier
Alchemist's Reagent
2nd Time:- Water Elemental, Nightstalker
After you have finished in here for the first time go through the right hand
door.
Those Who Drink The Dark
A bloomin' cube puzzle.
First off, jump over the drop to get to the otherside. (Isn't Otherside a song?)
You will see two doors. One low down and locked with the Silver Key, and the
other high up, hard to get to and unlocked. Your job at the moment is to get to
the high up door. To do this you need to solve a cube puzzle. Follow these
simple steps and you will get through this room easily. Here we go...
- Push the top cube of the stack west so it drops down and fills the hole.
- Now destroy the Northern most cube to open up a hole for you to fit into.
- Push the southern cube south over the filled hole by five squares.
- Push the same cube east by two squares.
- Now destroy the western most cube (it's on the lower level) so you can slide
the other one from side to side.
- Move the cube on the lower level east one.
- Move the cube you haven't yet touched east one and then north eight. You will
need to move the slider one cube west so you can continue pushing it north.
- Move the slider back (one square east).
- Now move the other cube north nine tiles so that it touches the other cube.
- Now push the other cube you haven't used yet north so that it falls of the
ledge.
- Push the cube east.
- Push the cube north.
- Push the cube west.
- Push the cube north until it reaches the wall.
- Climb on the cube and jump up and exit through the door.
Nice and easy wasn't it? Well, once you have done it you'll be able to do it
over and over again and maybe get "Little Green Man" on the Evolve or Die game..
The Chapel of Mesachaunce
Minotaur Lord
Prize:- Titan's Ring
Elixir of Queens
Three Alchemist's Reagents
Chest [Unlocked]:- Frost Maiden [H] (Mjolnir, Runkasyle)
Sonic Bullet grip
Ghost Hound Accessory
Two Cure Potions
Two Mana Potions
** Silver Key **
The Resentful Ones
TWO cube puzzles.
To get here you go through the other door in the Hall of Prayer.
First Cube Puzzle.
As before follow the steps and you can solve the puzzle.
- Push the rolling cube that is the furthest from the blue cube and push it
North two squares
- Push the other rolling cube north one square
- Then east one square
- Then south one square.
- Push the friction's cube east
- Then north
- And then east
- Climb over the ledge.
Second Cube Puzzle.
Be careful here - you mess up and you have to do it ALL again.
- Push the rolling cube north one square
- Then push it west three squares
- Move the first blue cube west so it stops near the push crates
- Move the rolling cube north
- Move the other blue cube west
- Move the northern most blue cube south
- Move the push crate north two squares
- Jump to the exit.
Those Who Fear The Light
Air Elemental with Gremlins.
Chamber of Reason
A bit more of the story....
Kali
Exit To The City Centre
Just stand (or jump) onto the platform and you will rise up out of the ground
infront of the Great Cathedral. This is the ideal point to get ready for the
assault on the Great Cathedral. Once you have emerged you can go and have a
wander around Lea Monde with your new Silver Key.
-= Silver Key First Play Guide =-
On the first play you can only use the Silver Key on two doors. The rest will
be available on replays.
Door 1
Take a magic circle teleportation ride to Dark Tunnel in Abandoned Mines B1 and
go north until you get to Everwant Passage. Here you will find a door locked
with the Silver Key called Mining Regrets.
Mining Regrets
There is a Death Vapour in that there room.
Chest [Unlocked]:- White Cargo [D] (Voulge, Winged Pole)
Three Mana Potions
Polaris Gem
Door Two
Teleport yourself to The Auction Block in the Limestone Quarry. You can then
go through the locked door to Ascension.
Ascension
Wraith. On a staircase. How original.
Where The Serpent Hunts
Gremlins
Go east to a treasure room and west to exit the Limestone Quarry a different
way.
Drowned In Fleeting Joy
Dark Elemental
Chest [Unlocked]:- Falarica Bolt
Plate Glove [H]
Elixir of Mages
Five Mana Potions
Ants Prepare For Winter (Talking about winter it's get a bit cold outside...)
The other end of the corridor leads back to Those Who Drink The Dark which is in
the Temple of Kiltia.
To be really happy that you have unlocked ALL of the map there are doors which
connect to rooms such as those in the Undercity West. These rooms are Nameless
Dark Oblivion and The Washing-Womans Way, as well as Sewer of Ravenous Rats and
Beggars of the Mouthharp and Corner of the Wretched.
-= Town Centre East =-
Plateia Lunitar
Magic Circle.
The double doors ahead lead to the Great Cathedral and the door on the right
leads to the rest of the Town Centre. Just jump over the water to get there.
Gharmes Walk
Gremlin Dummy
Chest [Chest Key]:- Klondike [S] (Falchion, Power Palm]
Round Shield [S]
Angel Pearl Accessory
Sorcerer's Reagent
The House Gilgitte
Chest [Unlocked]:- Ribsplitter [H]
Dragonhead Accessory
Five Faerie Wings
Audentia Wine
The lower door here is on a latch, in other words it's the locked door near to
Junction Point. Go through the door and your at the top of the ramp. To get
back to Plateia Luminar I recommend going via teleportation which is why I am not
going to explain the cube puzzle as it really is a waste of time.
-= The Great Cathedral =-
I'm gonna leave this part of the Walkthrough until last as I want to focus on
the rest of the game. Why? It's fun in the Great Cathedral......
*** 03.2. The Iron Maiden ***
In order to finish ALL of the Iron Maiden. You need these following items:-
- Tearose Sigil
- Steel Key
- Platinum Key
This sections aims to help guide you through ALL of the Iron Maiden. Maps can
be found in the map section, all this does is telling you where to go, what to
do, and what you can find. Have a nice day!
-= Iron Maiden B1 =-
The Cage
Go down the stairs
The Cauldron
Wraith, Gargoyle
Locking Trap
Room Prizes:- Mandrake Sigil
Grimoire Exsorcer
Three Spirit Orisons
Three Vera Bulbs
This is the room you get your sigil. Kill the Wraith and leave via the way you
came in.
The Wooden Horse
On your way in drop down a leave through the door.
If you choose to leave by this way....
- Push the lowest rolling cube so that it is next to the stuck on
- Push the upper rolling cube towards the crate
- Stand on the cube
- Pick up crate
- Place it one ledge higher
- Use crate to jump higher
Starvation
Wraith, Two Mummies
Locking Trap
Room Prizes:- Kalmia Sigil
Grimoire Venin
Shamshir [H]
Chamkaq [H]
Six Vera Bulbs
The Breast Ripper
Gyag! Your at crossroads. Not to worry first go to the west, east and then
go south to continue with the Maiden.
The Branks
Dark Skeleton, Shadow
Chest [Chest Key]:- Balalaika [H] (balbriggan)
Bec de Corbin [H] Blade
Dao Moonstone Gem
Volare Wine
The Wheel
Dark Skeleton, Shadow
Chest [Magic]:- Bull Shot [H] (Griver, Bhuj Type Grip)
Baselard [H]
Djinn Amber Gem
Valens Wine
The Pear
What you want to do here is go in the room on the left and THEN cross the
"Great Divide". SORRY. I HAD TO DO THAT! (have a *punch* - Ed)
First I will explain how you get back up.
- Push both 1 move rolling cubes ANYWHERE so that they are out of play
- Push the 3 move on to the wall and left ONE square.
- Jump off the top of the cube and grab the ledge.
It is possible - it's just that it is difficult.
Now how to cross.
- Jump on the cloudstone
- Jump off the cloudstone as it is still moving to give you extra momentum to
make the jump. Use Faerie Wing or Invigorate if it helps
Now how to get back across.
- Destroy the 2 crates in the corner
- Move the free push crate in front of the doorway
- Now push this crate to the very edge
- Jump off this crate onto the cloudstone
- Jump off the other side.
The Judas Cradle
Dark Skeleton, Shadow
Chest [Magic]:- Sonora [H] (Bastard Sword, Power Palm Grip)
Bullova [H] Blade
Ifrit Carnelian Gem
Prudens Wine
The Whirligig
Do I need to explain this?
Spanish Tickler
BOSS:- Wyvern Knight
After defeating this..THING..you will get the CHEST KEY. (At long last....)
Heretic's Fork
Dark Skeleton
Use Eureka as there are Freeze and Gust Traps lurking around this room.
The Chair Of Spikes
Dark Skeleton, Wraith
What is it with locking trap rooms? Huh?
Blooding
Dark Skeleton
Cast Eureka to find the Eruption and Death Vapour traps.
Bootikens
To get down all you need to do is fall. That reminds me of a song....
"And if you're right, and we're nothing at all. Tell me why do you keep
thinking that you're falling?" - Falling, Semisonic
Anyhoo, to get back up...
- IMO you don't get back up.
I count this as "The Point Of No Return" (Brill film Back To The Future II...)
(Your getting slightly off track... - Ed)
Burial
BOSS:- Iron Golem
This is...easy.
Burning
Use the Cloudstone to cross. (BTW you DON'T have to use the crates. If you do
you only need to use ONE). Cast Eureka to reveal the Terra Thrust trap.
Cleansing The Soul
Nout!
The Ducking Soul
Dark Skeleton, Shadow
Chest [Unlocked]:- Red Viking [H] (Kora, Power Palm)
Pole Axe [H] Blade
Marid Aquamarine
Virtus Wine
The Garotte
Nout again!
Hanging
Dark Skeleton, Wraith
You cannot go no further if you don't have the Steel Key.
Impalement
Go down.....
Knotting
Mini-BOSS:- Wyvern Queen
Congrats! That is the first part of the Maiden finished.
-= Iron Maiden B2 =-
Once again this guide follows my map (as with the Snowfly Forest) although it
takes you to EVERY ROOM in the Iron Maiden B2. I will point out
quick escape routes for you...
The Eunic's Lot
Shrieker
Locking Trap
Move forward...
Ordeal By Fire
Dark Dragon
Move onwards...
The Oven At Neisse
Go forwards.
Pressing
Ravana
How many ways can you say "go forward"? Grrrrr....
The Mind Burns
Shriekers
Onwards.
The Rack
Ogre
Forward.
The Saw
Dragon Zombie
Forwards....
The Cold's Bristle
Ogre
Three traps, so Eureka and go straight ahead and leave the room.
The Shin Vice
Ogre Zombie, Death (360 HP?)
Remember where you came in, so you can leave by the other exit because the map
doesn't work in Irom Maiden B2. Move forwards, when you have finished in here.
The Spider
Shriekers
First go right, then left then straight ahead...
Squassation
Shriekers, Lich
Chest [Unlocked]:- Hoplite Shield [H]
Three Cure Potions
There are Terra Thrust and Poison traps near the chest.
Lead Sprinkler
Shriekers, Lich
Chest [Unlocked]:- Hoplite Helm [H]
Three Mana Potions
The Strappado
Lich Lord
When you have entered the Strappado you came from the north and are facing
south. You might find the map handy here....
Go west to Thumbscrews
Thumbscrews
Lich Lord
You've entered from the east.
Go west to Pendulum.
Pendulum
Lich Lord
You've entered from the east.
Go South to Dragging.
Dragging.
You've entered from the north.
Go East to Strangulation.
Strangulation
Lich Lord
You've entered from the west.
Go North to Tablillas.
Tablillas
You've entered from the south.
Go North to Ordeal By Water.
Ordeal By Water
You've entered from the south.
Go West to Tongue Slicer.
Tongue Sliver
Shriekers
You've entered from the east.
Go South to Brank
Brank
You've entered from the north.
Go West to Tormentum Insomniae.
Tormentum Insomniae
Ogre, Ogre Lord
You've entered from the east.
Go North to Iron Maiden B3.
-= Iron Maiden B3 =-
The Iron Maiden
BOSS:- Asura
Nearly there. Go through the door.
Judgement
First check out the treasure room to the left and right THEN take the opposite
door to leave the Iron Maiden.
Dunking The Witch
Lich Lord
Chest [Unlocked]:- Hoplite Armour [H]
Hoplite Glove [H]
Elixir Of Kings
Elixir Of Queens
St. Elmo's Belt
Lich Lord
Chest [Unlocked]:- Hoplite Leggings [H]
Hoplite Glove [H]
Elixir Of Kings
Elixir Of Queens
When you leave you will appear JUST outside the entrance to Iron Maiden B1, so
go and save NOW!
*** 03.3. Re-Play ***
I am assuming that you have already got the Iron and Silver Key BTW...
-= The Rood Inverse =-
After finishing the game do you now understand why you couldn't use the Rood
Inverse on first play? Anyway Rood Inverse uses and locations....
1) The door at Glacialdra Kirk Ruins in Town Centre West leads into the
Undercity West
-= Undercity West =-
Path To The Greengrocer
Carry on...(Brilliant films them...)
Crossroads Of Rest
Lich Lord
There is a Gust Trap by the lamp post so use Eureka to find it. The door
locked with the Rood Inverse leads to...
Corner Of The Wretched
Dark Skeletons, Lich
Follow this path
Beggar's Of The Moutharp
Dullahan
The other door is locked with the Silver Key which leads onto "Sewer Of
Ravenous Rats". Anyway go back to "Crossroads Of Rest" and take the other
door to...
Path Of The Children
Follow this and it will take you to the Escapeway. Remember the door is
locked with the Iron Key.
-= The Escapeway =-
Shelter From The Quake
Quicksilvers
Two doors need the Silver and Gold keys, one is already open. Take that one
(it is opposite the door you enter the room by).
Fear & Loathing
Marid, Dao
Locking Trap
Room Prize:- Grimoire Avalanche
Grimoire Flamme
Blood & The Beast
Water Elemental
There are traps here so use Eureka
Where Body & Soul Part
Quicksilvers
Chest [Magic]:- Bellini [S] (Double Blade, Runkasyle)
Five Vera Bulbs
Elixir Of Mages
When finished here head back to "Shelter From The Quake" and take the door
locked with the Silver Key.
Movement Of Fear
Air Elemental
Proceed
Facing Your Illusions
Quicksilvers
There is a Diabolos Trap so use Eureka.
The Darkness Drinks
Earth Elemental
This room takes you to another part of the Undercity West...
-= Undercity West =-