Last Scenario Spoiler-Light Walkthrough By ProfPuppet Last Scenario was made and is copyrighted by SCF, aka SomethingAwful goon Origami. This walkthrough/FAQ was made and is copyrighted by ProfPuppet, with a gmail account by the same name. Anything sent without Last Scenario in the title will get trashed. I’m submitting this to http://indygamer.blogspot.com and gamefaqs, but feel free to repost it as long as you keep it intact- it was a lot of work to make this thing, so please don’t take credit for it. Walkthrough was written using Last Scenario v 1.01, though there is a 1.21 out now that fixes some bugs and is compatible with previous saves. I recommend using 1.21 to avoid a few rare game-stopping bugs. Download the game via IndyGamer or the SomethingAwful thread, or check out filefront or what have you- it’s been put a lot of places, and there’s no main website for the game. Intro [intro_] This walkthrough and FAQ is very spoiler-light. Most RPG’s only have a token generic backstory, even AAA titles like Oblivion. Last Scenario, though, has a very well-written story. (Though it won’t seem this way at first. Give the game time, and the rug will be pulled out from under you. Repeatedly.) Thus, I’ll avoid referring to certain characters and encounters by name, to avoid spoiling the plot. The walkthrough will mainly help you find out where to go next to progress the plot, and work your way through the puzzles in dungeons. This is my first walkthrough/FAQ, so be gentle and whisper sweet nothings in my ear. One final piece of advice: Don’t feel the need to get everything on the first run through the game. You can start a New Game+ (Keep all your levels/ spellcards/hex tiles/equipment except plot items/etc) and start from the beginning, and blaze through the parts you like before getting into the extras and optional areas. Also, save in multiple slots at different places. If you’re about to fight a boss, or think you’re about to, save in a different slot. Alt-Enter will switch the game to fullscreen or back to windowed. Table of Contents [toc_] Intro [intro_] Table of Contents [toc_] Crisis Meter [crisis_] Stats explanation [stats_] Stealing/Scanning/Status Effects [steal_] Characters [char_] Help! (General Boss Strategies) [bossg_] Spellcards and Tablets [spellcard_] Plot Walkthrough [walk_] Hex Strategies/Explanation [hexstrat_] Hex List [hexlist_] Hex Player Locations [hexloc_] Hex Quest: Saraswati [Sara_] Hex Traders [hextrade_] Optional Content [optional_] Boss Listing (Strategies and Items) [bosslist_] Capsules/Smileys/Final Weapons [capsule_] Crisis Meter [crisis_] The Crisis Meter is the meter underneath your health and mana bars when you’re in a fight, and underneath your experience point bar in the in-game menu. It fills up when you take damage, and when it’s full, you can use the Crisis ability of your spellcards. Some spellcards have Crisis abilities that only have a tenuous link to their main ability; the Earthquake spellcard does Earth damage to all foes, but its Crisis ability, Bastion, shields all party members. Some spellcards have a poor or mediocre general use, such as Revive (revives one member of the party) but have an excellent Crisis ability. In the case of the Revive spellcard, it is M-Restore, which cures all status effects on your whole party. Once you use a Crisis ability, the bar is set to zero and has to be built up again. When a character dies, this bar is also set to zero. Don’t horde the ability unless you think you’re about to face a boss- you’ll always be taking damage and rebuilding it. Stats Explanation [stats_] Strength- How much damage your physical attacks cause. Vitality- Reduction of physical damage you take from foes. Intelligence- How much damage/healing your spellcards do. Resistance- How much elemental/spell damage you resist. Speed- How fast you are. If one character has 100 speed and another has 150 speed, no matter their position in the party, the 150 speed character will carry out whatever command you told them to before the 100 speed character. Also, if a character’s speed is lower than an enemy, the enemy will move first. Skill- How often your physical attacks critically hit. Dexterity- How often you dodge attacks. Luck- Positively effects evasion, critical hit ratio, resistance to attacks, and the variability of damage dealt. Does not affect the use of Steal/Raid spellcard success. Enemies have their own stats, obviously, so even if you have a ton of Strength certain enemies are only going to take a fraction of whatever physical damage you dish out, as they could have high Vitality. Each enemy has their own set percentage of how often they’ll dodge your attacks, and it seems your stats don’t effect this, only your level. Stats are raised permanently by leveling and using Capsules found throughout the game, though some Capsules can be stolen or won from end-game enemies. Items will raise some stats as long as they’re equipped. (Capsules permanently raise a stat by 5, or hit points by 5, or magic points by 10, and are rare.) Stealing/Scanning/Status Effects [steal_] Using the Steal spellcard, which costs 1mp, you can attempt to steal items from enemies. (Same with the Raid spellcard.) If you use the Scan spellcard, you can see what (if anything) they have available. Each enemy during a fight encounter only has one of whatever stealable item they’re carrying, so you can’t repeatedly steal, say, Green Herbs from a single critter during one fight. It’s always a good idea to steal from bosses, as they’ll have higher level equipment/spellcards than you, usually, and once defeated you won’t encounter them again. Stealing is not effected in any way by the stats of your characters, or by ANYTHING in the game other than the accessory ‘Thief Glove’ which can be found in the Grey Peak area, in a chest. Each creature has a certain percentage chance that they can be stolen from. Sometimes you’ll get lucky and will be able to steal from every foe on the screen without missing once, and sometimes you’ll miss again and again. I usually have two characters with the Steal card, and spend my first round against a new opponent Scanning, Steal x2, and having the fourth character defend or heal in anticipation of getting hit while I’m doing this. You’ll learn which creatures have desirable items after a scan, though it’s an almost certain bet that bosses will have items you should steal. A list of bosses and what you can steal from them is towards the end of the FAQ. At the end of the FAQ I list the locations of creatures that have Capsules as stealable items. Even with the thief glove equipped, Capsules are tedious to steal. For those of you dying to get the Steal spellcard by trading in 10 Brigands at the start of the game, don’t stress out over it. You’ll find the Steal spellcard in a chest after a while, and even if you miss that, you can simply buy it outright later on. The equipment you can get via using that spellcard against the boss characters you’ll encounter before you can find/buy it will also be found in chests later on, and would be replaced after a while in any event as you find stronger equipment. If you desperately want it, though, check out the Hex List below, and don’t forget to play Saraswati at Stonewall Port, as she has a few Brigand tiles too. Grinding for the Brigand tiles by trying to fight them in the mountain pass is a bad idea, as you’ll most likely encounter something else, there’s no guarantee they’ll drop the tiles, and they can escape from battle. If you use the Scan spellcard on a monster, you’ll see something like this: Left side of screen: Name of Monster Level: Level of creature. Hit Points: Current/Maximum Hit Points of creature. Magic Points: Current/Maximum Magic Points of creature. Stats: Rough estimate of the creature’s stats. Right side of screen: Win: Item that has a chance of dropping when you defeat it. Hex: Hex tile that has a chance of dropping when you defeat it. Steal: What can be stolen from the creature via the Steal or Raid spellcards. Exp: How many experience points each party member will get from defeating it. Gold: How much gold you’ll get for defeating it. Weak: This element, IE Fire, will deal extra damage to the creature. Resist: This element, IE Frost, will deal less damage to the creature. Immune: This element, IE Dark, won’t damage the creature at all. Absorb: This element, IE Lightning, will heal the creature. Not all creatures have the element list- Weak/Resist/Immune/Absorb. Of note, though, is the Laser spellcard, which isn’t an element per se, and will deal damage even to Bosses and creatures that are Immune to all elements. The Win/Hex items that a creature has will not always drop, unless they are a Boss. All other creatures only have a chance of dropping them, though there is equipment you can get that will increase the chances of this happening. You’ll only get the equipment late in the game, though. As stated before, the item that can be Stolen from a creature isn’t a given, as each critter has a chance of avoiding the Steal spell. Sometimes a creature will have two possible Hex tiles that can drop. Some creatures have no items or Hex tiles, but it’s rare, and these are generally creatures that are unbeatable due to storyline reasons. Note that you can Scan your own party members. Status Effects Status effects don’t last past battle, so your character, if he wins the battle while poisoned, won’t be walking around or enter a new battle already poisoned. There is equipment that immunizes you to some or all status effects, spellcards that immunize or remove them, and items that remove them. Paralyze- Character cannot move. Instant Death- Some creatures have attacks that will instantly kill, but this is considered a status effect and there is equipment and spellcards that will prevent it. (Note that this does not cover an enemy using a regular spell or attack that simply deals massive damage that kills in one hit, only special attacks like the Hermit/Recluse enemy spell, Mystery Curse, which can drop a character dead instantly.) Berserk- The character will physically attack a random enemy and cannot be controlled. Chaos- The character will physically attack a random enemy or ally, including themselves. Enfeeble- Character’s strength is lowered, so physical attacks deal less damage. Slow- Character’s speed is lowered, so there’s a good chance the enemy will move before they can. Silence- Character cannot use Spellcards. Blind- Character’s chance of hitting an enemy is greatly decreased. Sleep- Character will sit there asleep, and cannot be controlled. Poison- Character will be damaged for a percentage of their maximum hit points. Amnesia- Character’s intelligence is lowered, so spellcards they use have less power. Characters [char_] I’ll only list the first three characters here by name, as you get them at the very beginning of the game. The rest I’ll refer to by whatever weapon they use, to avoid spoilers. Hilbert: He’s a bow user, and all-around a pretty good character. Highest base speed of any of the party members you can get. High luck, dexterity, skill, speed, low intelligence. Thorve: He uses a Clawgem. (Energy in a claw shape, powered by whatever gem is equipped) He’s primarily magic oriented, but can deal out moderate to low physical damage. Matilda: She uses polearms, and is your most powerful warrior. She has high strength and hit points, but is very slow and has the mana capacity of a squirrel. High vitality, strength, skill, hit points, low mana, low intelligence, low resistance. Staff: High intelligence, so you want this character to be your primary spell caster/healer. High intelligence, magic points, luck, and speed. Low strength and hit points. Axe: A cross between Hilbert and Matilda, this character is very useful. High dexterity, speed, skill, resistance, but low vitality. Daggers: This character has the highest unmodified hit points of any party member in the game, but has very poor damage. Sword: You don’t get this character until fairly late in the game, and I didn’t find them all that useful. They’re a lesser version of the character that uses an Axe, in my opinion. Generally I ran through the game using Hilbert, Matilda, the Staff user, and the Axe user. This covered all my bases damage and defense-wise, and they’re the more interesting characters in my opinion. Hilbert for whatever needs to be done, be it physical/magical damage, healing, or stealing. Matilda for physical damage, with a few of the lesser-used, lower-cost spellcards (Haste/status cures) equipped. Axe for physical damage and using Dark/Light/Mana regen/Shield/Status effect cards. Staff for pure magical damage and healing. Help, this boss is too hard! [bossg_] Here are a few things to keep in mind. 1- Items in this game are meant to be used. Your inventory may look very pretty with a lot of Soul Elixirs, Diamond Dusts, and Titan Fists. But they don’t do you a lot of good just sitting there. Non-elemental damage items can be very, very useful against magic resistant and immune enemies. 2- There are very few places where you can’t backtrack out and find more enemies to fight to level up. If you don’t feel like grinding, try one of the optional dungeons. They provide great rewards and will unlock further optional content. 3- Build up your Crisis Meters by sitting around a save point and letting monsters thump on you until it’s full. 4- The Laser spellcard pierces magic defense. This is useful against foes that have high Vitality and are resistant/immune to/absorb elemental damage. 5- Mindblow and other magic point damaging spellcards can help you wipe out an enemy’s mana pool so they can’t cast killer spells. 6- Status effects are killer. There is equipment that protects from various status effects, spellcards that help remove them, and items that help remove them. 7- Many boss fights will take you a couple of tries before you can defeat them. Don’t get discouraged. I don’t think there is a single person who can waltz through every boss fight their first time on the game. You’re going to die. Just make sure you save often and in different slots. 8- All bosses are killable. Even the ones that seem horribly difficult when you Scan them, and mop the floor with you on the first turn. See #7. 9- Consider using equipment you normally wouldn’t if status effects are killing you. Yes, Hilbert will take more physical damage when wearing that pretty white dress, but he won’t be hit by Chaos and start butchering his friends. 10- I provide strategies for the optional bosses, but not the storyline ones. (See the optional and boss bestiary section.) Spellcards and Tablets: [spellcard_] Spellcards can be gained via defeating monsters, chests, quests, buying them, and trading Hex tiles for them. They have a color which puts them roughly into a category, but it’s not a strict rule. For instance, Grey is usually physical damage, such as Dual Strike, but in the beginning you’ll get the Gust Strike card which can attack with Wind or heal the user. Red: Offensive magic. Green: Healing and status curing. Grey: Generally physical damage. Blue: Miscellaneous magic. Purple: Buffs and debuff magic. Key Tablets unlock more spellcard slots for your characters. A Key Tablet I will unlock the third spellcard slot for one character, up to Key Tablet III which will unlock the fifth and final spellcard slot for a character. While they can be won, stolen, and Hex traded for, you will find enough of each through normal adventuring to unlock every spellcard slot for every party member by the end of the game. Red Spellcards Laser/Shell- Pierces magical defense. Crisis: Reduces magical damage on party by half. Rage/Erosion- Pierces magical defense. Crisis: Earth damage, reduces user’s HP to 1. Gamma/Nuke- Highly unstable damage. Crisis: Causes unspeakable damage. This is the strongest magical damage card in the game. It is gained from the Black Mausoleum. It uses 300 and 999 MP respectively, and deals to one/all enemies a random amount of damage, from a few hundred points to several thousand points. Vortex/Armageddon- Wind damage to random enemies. Crisis: Uses all remaining MP for more damage. Frostbite/P-Frost- Ice damage to one enemy. Crisis: Ice damage to one enemy, ignores defense. Iceblast/P-Ice- Ice damage to one enemy. Crisis: Ice damage to one enemy, ignores defense. Iceray/P-Freeze- Ice damage to one enemy. Crisis: Ice damage to one enemy, ignores defense. Spark/M-Spark- Fire Damage to one enemy. Crisis: Fire damage to all enemies. Fireball/M-Fireball- Fire Damage to one enemy. Crisis: Fire damage to all enemies. Inferno/M-Inferno- Fire Damage to one enemy. Crisis: Fire damage to all enemies. Lightning/X-Lightning- Lightning damage to one enemy. Crisis: Stronger lightning damage to one enemy. Thunderbolt/X-Thunderbolt- Lightning damage to one enemy. Crisis: Stronger lightning damage to one enemy. Shockfield/X-Shock- Lightning damage to one enemy. Crisis: Stronger lightning damage to one enemy. Gale/Sandstorm- Wind damage to all enemies. Crisis: Greatly raises party’s Dexterity. Whirlwind/Whirlwings- Wind damage to all enemies. Crisis: Greatly raises party’s Speed. (Won from Jinni via random battles in the Ancient Docks) Landslide/Guardian- Earth damage to all enemies. Crisis: Reduces physical damage on party by half. Earthquake/Bastion- Earth damage to all enemies. Crisis: Reduces physical/magical damage on party by half. Waterfall/Brilliance- Water damage to all enemies. Crisis: Raises party’s Intelligence. Aquabeam/Whirlpool- Water damage to all enemies. Crisis: Greatly lowers enemy Resistance. Light Ray/White Glow- Light damage to one enemy. Crisis: Restores HP to all but the user. Holy/White Blaze- Light damage to one enemy. Crisis: Restores HP to both allies and enemies. Dark Ray/Black Glow- Dark Damage to one enemy. Crisis: Restores MP to all but the user. Unholy/Black Hole- Dark Damage to one enemy. Crisis: Damages both allies and enemies. Mindblow/Fairy Wind- Damages the enemy’s MP. Crisis: Steals MP from the enemy for the entire party. Drain HP/Drain MP- Absorbs HP from the enemy. Crisis: Absorbs MP from the enemy. Green Spellcards Chi/Transfer- Restores some of user’s MP. Crisis: Restores user’s full MP but reduces HP to 1. (One per game, found in the first doorway to the right at Lemuria.) Cleans/Sacrifice- Removes all status effects from user and recovers HP. Crisis: Kills user, fully restores HP/MP of party. Treatment/Mystic Light- Cures Slow/Enfeeble/Amnesia/Blind/Silence/Poison. Crisis: Cures any negative status. Medicine/M-Regen- Cures all status effects. Crisis: Entire party slowly recovers HP. Clearsight/Flash- Cures Blindness. Crisis: Bright Light attack hits all enemies. Neutralize/Tranquility- Cures Poison. Crisis: Cures Berserk/Chaos for entire party. Noise/Focus- Cures Silence. Crisis: Temporarily raises user’s intelligence. Vigor/Warmth- Cures Enfeeble/Slow/Amnesia. Crisis: Cures poison/berserk/chaos for party. Purge/Shadowcast- Cures Blind/Poison/Silence. Crisis: Dark damage to one enemy. Fury/Contract- Heals party but causes Berserk. Crisis: Greatly heals party but causes Chaos. (One per game, found in the Third Entalar Seal the second time you go there.) Cure/M-Cure- Restores HP to one ally. Crisis: Restores HP to the whole party. Heal/M-Heal- Restores HP to one ally. Crisis: Restores HP to the whole party. Full Heal/M-Renew- Restores one ally’s full HP. Crisis: Restores HP to the whole party. Revitalize/Restore- Revives one ally. Crisis: Cures all status effects for one character. Revive/M-Restore- Revives one ally. Crisis: Cures all status effects on party. Grey Spellcards Gust Strike/Healing Wind- Attack with Wind element. Crisis: Heals the user. Rocksmash/Wall- Attack with Earth element. Crisis: Temporarily reduces physical damage by half. Swing/Slash- Hits all enemies at reduced power. Crisis: Hits all enemies at full power. Brutal Attack/Flurry- Strong attack, some damage reflected. Crisis: Hits all enemies and allies. (Can be found in the enemy castle the storyline sends you to after the Lemuria area.) Sneak Attack/Wrath- Attacks before anyone else moves. Crisis: Channels the power of all slain enemies. (Can be found in Raka Mural after completing the boss.) Dual Strike/Quad Strike- Attacks twice in one turn. Crisis: Attacks four times in one turn. Slap/Battle Fury- Unavoidable attack that deals 1 damage. Crisis: Raises party’s Strength. Blue Spellcards Throw/Launch- Throws a weapon from your inventory. Crisis: Suicide attack that deals major damage. Raid/Loot- Attempts to steal and attack at the same time. Crisis: Steal gold from an enemy. Steal/Pillage- Attempts to steal an item from an enemy. Crisis: Attempts to steal and attack at the same time. Scan/Pinpoint- See the enemy’s stats. Crisis: Raises party’s Skill. Stance/Invincibility- Defends and triples Crisis points gained this round. Crisis: Party becomes invincible for one turn. (One per game, gained towards the end by completing an optional fight in Condor City Inn.) Purple Spellcards Disenchant/Blessing- Strips all positive status effects from target. Crisis: User temporarily has maximum luck. Trick/Suicide- Inflicts Chaos on the user. Crisis: Kills the user. (One per game, found in the Black Mausoleum.) Lucky Break/Fortune- Target temporarily has maximum luck. Crisis: Party temporarily has maximum luck. (One per game, found in the Tower of Redemption.) P-Shield/Empower- Temporarily reduces physical damage by 1/2. Crisis: Temporarily raises user’s strength. M-Shield/Purify- Temporarily reduces magical damage by 1/2. Crisis: Cures all status effects on user. X-Shield/Mega Shield- Reduces physical/magical damage by 1/2. Crisis: Reduces physical/magical damage on party by 1/2. Protect/M-Protect- Makes target immune to status effects. Crisis: Makes party immune to status effects. (Once cast on a character, it will prevent all beneficial spells from being applied to that character for the duration.) Barrier/M-Barrier- Halves all elemental damage. Crisis: Halves all elemental damage on entire party. Regen/Full Recover- Target slowly recovers HP. Crisis: Fully restores HP of user. Enlight/Brainstorm- Target slowly recovers MP. Crisis: Fully restores MP of user. Aura/Rebirth- Increases user’s Strength/Intelligence/Skill/Dexterity. Crisis: Fully restores HP/MP of user. Bolster/Limit Break- Temporarily raises strength. Crisis: Attack is stronger when HP is low. Epiphany/Resurrection- Temporarily raises intelligence. Crisis: Revives entire party. Hurry/Timewarp- Temporarily raises speed. Crisis: Temporarily raises speed for all allies. Highest stat bonus cards, listed by +5 and up, excepting a few cards. Keep in mind most of these have just as much negative stat percentage penalties attached to them. Two cards aren’t on here because they cover four or more stats with high bonuses, and are listed separately below. Strength: Unholy, +5%, Cleanse, +5%, Vitality: Fury, +8%, Stance, +6%, Earthquake, +5% Intelligence: Iceray, +5%, Chi, +5%, Resistance: Protect, +6%, Revive, +5% Speed: Vortex, +10%, Sneak Attack, +5%, Shockfield, +5%, Skill: Sneak Attack, +8%, Brutal Attack, +6% Dexterity: Stance, +6%, Sneak Attack, +5%, Vortex, +7% Luck: Lucky Break, +10%, Stance, +3%, Protect, +3%, Max HP: Cleanse, +8%, Holy, +5%, Fury, +5%, Medicine, +4%, Regen, +3%, Earthquake, +3% Max MP: Chi, +8%, Full Heal, +6%, Inferno, +5%, Revive +4%, Trick gives +10% to Max HP, Max MP, Strength, Intelligence, and Speed. Just don’t use the spell casts by accident. Aura gives +5% Max MP, Strength, Intelligence, and Speed. Main Plot Walkthrough [walk_] This walkthrough is fairly spoiler-light. For the later areas I’ll provide more complete walkthroughs of the dungeons, as the puzzles and backtracking seem to stump some people. The early and middle dungeons are fairly simple and I’ll merely point you towards their location. This is a walkthrough to advance the storyline- the optional areas and quests are towards the end of the FAQ, and there are many you can do before the tail end of the game, so explore! Note that you can spend a lot of time exploring towns and other areas that I don’t really cover much, so if you need a break from everything, go chat up townsfolk and play a game of Hex or two. Or check out that strange tower people have been talking about that nobody who goes in, ever comes out again. Exploration is fun, and save points are everywhere. Lakeshire- Head out of town via the North path, and go Northwest on the worldmap to the Abandoned Copper Mine. Abandoned Copper Mine- “I see a hairball. It’s still warm… She’s close.” Push the boulders out of the way by walking up next to them, facing them, and hitting the use key. Continue onwards, and don’t forget to use the save point. Return to Lakeshire, then talk to your sister, Joanna. Proceed North on the worldmap to the Redhill Pass. Redhill Pass- “Mr. Guardsman, you’re standing three feet away from me, staring at a wall while I’m being butchered by bandits.” Work your way through here, making sure to go through the small cave above a tree, which is next to the save point. Once you exit, head East to Stonewall. Stonewall- Head to the Army HQ and talk to the man at the desk, Welling. Then follow Tazar. Talk to Matilda when you’re ready to advance the plot. Farin Island Base- “It looks dangerous… Send the new guy.” Explore to your heart’s content. This area is fairly linear. When you reach it, a button in the grassy area will open the door. Return to Whitelake Town and talk with your sister. Return to Stonewall and go to Tazar’s office, above your barracks to continue. Go to Stonewall Port, Northeast of Stonewall City and talk to the soldier, Wyald. Northern Outpost- To the right of the save point, behind a tree, is a chest you should grab. You can talk to the healer, Lonne, if you wish to play a Hex game here. Talk to Yorick in the supply room for some items. You can buy items and sleep in this room, too. Go talk to Tazar, then outside talk to Wyald on the dock when you’re ready to advance the plot. Fort Walstein- “The best petting zoo in the world!” Work your way through until you get the key, then go find the others and hit the switch to proceed. When you hit the switch after talking to the researcher, return to the previous room and go into the cage in the upper right corner of the room to get a chest. In the blocked-off room with four cages and three switches, hit the leftmost and then the middle switch to proceed. It’s fairly obvious where to go and what to do next. Proceed Northeast into the Voldon Mountains. Voldon Mountains- “Postcard- I’m at Depressing Lecture Point, wish you were here.” Make sure to grab the Steal spellcard in the Riverside area here. Save when you can. Proceed Southeast to Lunei Village. Talk to Luther at the docks to leave. Return to Stonewall. Go to Matilda’s house, which is in Stonewall Square, and talk to her husband. Then go to the second floor of the Army HQ to find Matilda. Go to Stonewall Port and talk to your teammate. Underground Waterway- “We all live near the coast but none of us can swim in water only five feet deep?” There are levers here that will change the water levels, allowing access to new areas. Don’t miss the chests to the right and up the ladder in the newly accessible area once you turn the first lever. The second lever allows you to cross the bridge. When you push the third lever, go back to the bridge room to access a small room with three chests. In the room with all the little bridges right before the fourth lever, you can run around underneath the bridges here after hitting said fourth lever, but there’s absolutely nothing to get. After hitting the fourth lever, go back down the stairs right above the save point, then down the ladder in the next room to access the chest that was previously underwater. Go back to the save point and take the ladder down on the right. The fifth lever will simply reset all the water levels in the dungeon. Herzog- Go to the park, which is in the Western area of the city. Go and look at the gallery, then return to your temporary headquarters. Make your way to the park, then through the underground area. Fight where needed with your other party members. Go Southeast to the Dark Marshes. Dark Marshes- “Strangers are just friends with flesheating pets you haven’t met.” You’re going to start running into status inflicting enemies here, so now would be a good time to equip any status-immunity items you have. Work your way through, and when you get to an area that forks Southwest and Southeast, take the Southwest path, as the other one is a dead end. Make sure to save when you reach the crystal. After the fight, go back and rest up at the crystal as there’s still more marsh area to go through. Talk to the soldier on the beach. Return to Stonewall and talk to the Colonel. Go to Stonewall Port and talk to Luther. Lunei Village- Talk to Eva in the Northwestern-most house, then talk to Luther again. An old woman, Elizabeth, will give you a clue. Proceed North through the Nolan Hills. Nolan Hills- “Why do all the pretty places have monsters?” Don’t miss the entrance to another screen at the bottom right towards the beginning, as it leads to a chest with a nice piece of armor. Go North to the house. Go West to the Ether Well. Ether Well- “Shiny happy people are hurting me.” Go through the left door, get the chest, then go through the right door and hit the switch. Go through the center door, then the right door, which will lead to two chests. Go through the rightmost door to eventually find a lever that will create a bridge, allowing you access to a switch. Go back to the save crystal room and go through the door under the stairs, and hit the switch you find. Instead of going through the door right next to the save point that just opened, go back to the area where you threw the lever to create the bridge. The left door is now open and inside is several chests. Be careful of the trapped top chest. Save at the save point and go through the door next to it. Head back towards Nolan Vale. Talk to Luther on the beach. Talk to Luther again. Return to Stonewall Port, then to your house in Whitelake Town. Go to the Abandoned Copper Mine. Abandoned Copper Mine Part II- “I miss the Griffin.” Work your way through until you get to the long bridge over the chasm, and go north through the crack in the wall. After the event, make sure to put on both equipment and Spellcards when you get a chance. Head to Stonewall Port, talk to Luther, and go back to Lunei Village. Head West through the Voldon Mountains. Head Northwest to the Braunwald Forest. Braunwald Forest- “Come for the mist, stay for the giant spiders.” Work your way through here. When you reach the save crystal, head South. Though it seems to be a dead end, if you follow the dirt path it goes through the trees and leads to a chest. Head Northwest to Fardorf. Fardorf town is connected to Fardorf Fort, so in the town, head North and talk to the guard. Leave the town then go West to the Geo-Science Station. Talk to the head of the Station, then head Southeast to the Excavation Site, talk to Ludwig, then talk to Rudi. Altar of Memory- “I’m going to avoid the obvious sphere jokes here.” Go through the left door first. Behind the very first pillar on the left is a somewhat hidden switch you need to press. Press it, then go North through the now open doorway. The blue chest, which is trapped, has the Red Sphere. Return to the main room and place the Sun Sphere on the altar, then head North through the door it opened. Head West here, and keep heading West until you reach an area where the floor has caved in. Approach the cracked pillar and push it down to make a bridge to the other side, where you can get the Blue Sphere. On your way back you can head through the small doorway right outside the pillar room and to the North to get to a room with two chests. Go East back to the room with the large set of stairs on the right, go up them, then through the door on the right to get the Green Sphere. Go back to the corridor that opened up when you placed the Sun Sphere, and head North through the rubble-strewn hallway. Read the sign in this room, which says “Fire born from Earth, turns Water into Air.” Then head to your right, and behind a pillar is a chest with the White Sphere. Now go up the stairs and place your Spheres. The sign said Fire _born_ from Earth, turns Water into Air. That means the order would be Earth, Fire, Water, Air, from left to right. Head through the door it opens. Go down the stairs, get the chests in the small room to the North, then go to the room in the South. Head to your right, save, hit the switch on the left of the room, then continue North. (It also opens a door to the Southwest in this looping area, which leads back to the room where you placed the Sun Sphere, via the previously closed door to the right of the room.) Once you exit, talk to Rudi, then go back and talk to the head of the Geo-Science Station. Return to Fardorf and talk to the guard again. Return to the Geo-Science Station. Return to Fardorf Fort and talk to the General, then talk to the guard in the Northern-most room to exit the Fort. Head Northeast to Kohlen, then go North into the mines and talk with the foreman, Ray. Spend the night at the Inn then return to the mines to talk with Ray again. Go into town, then go to the Mine Shaft. Possessed Mine Shaft- “I have claustrophobia and a morbid fear of moles, will I be okay here?” Fight your way through the dungeon. There are cracked floor tiles in places, some of which you can step on once, which will make them crack further. The fully cracked tiles will drop you into another area, where you’ll have to run back to your previous location. When you reach the seemingly dead-end, go back to the cracked tile area (not the one with the buttons) with the one chest above it, and fall through the tiles to advance in the dungeon. A switch near the save point in the next area will open a door allowing you access to the earlier parts of the dungeon if you think you missed anything. Talk to the Prince. Head Northwest to the Antar Woods. Antar Woods- “Hope you like bats.” A straightforward area that should be simple to get through, make sure to rest up at the save point before continuing. Antar Camp- “They’re human! We’re not killing them, are we? They’re just sleeping, right?” There’s a point here where you can go to a hallway with a seemingly never-ending supply of enemies. Which it is, never-ending. Go through the top right door to continue on in the Camp. After the scene, when you have the opportunity to save, make sure to do so in a new slot in case you find the next part too difficult. Then you can simply go back to the endless wave of enemies hallway and level up a bit if needed, as there are no random battles in this area. After you’re finished, make sure to go back to the Supply Room in the Camp and speak with a soldier there to get a spellcard. Note that you now have access to the Tower of Punishment, though it will almost certainly be too high level for you at this point. Return to Fardorf town. Find the others. Return to the Antar Camp and talk with the General. Head North out of the Camp, then North to the Grey Peak. Grey Peak- “Call me Sisyphus.” Here you’ll encounter several pits that need to have boulders pushed into them. The first one is easy. For the second one, push the middle boulder to the right, then up, to reach the chests. Then push the top boulder up, then the bottom boulder up to proceed. In the next section with a ton of boulders, first grab the chest in the upper left. To reach the chest in the lower right, which contains the Thief Glove (Accessory, increases steal success rate) first push the top leftmost boulder to the right, then down, to the right, then down again. Then push the boulder closest to the pit on the left down, right, up so it hits another boulder, right, and down. Now exit the screen and come back to reset it. To exit this area, push the bottom rightmost boulder up. Then push the boulder closest to the pit on the left down, right, and up. Now push the top leftmost boulder to the right. Push the boulder that is a few paces down and to the right of this boulder up, right so it hits the last boulder, then up. Make sure to save and rest up. After the event, make sure to use any healing/mana items you need on your characters as you won’t get a chance to rest before being put into action. Return to the Geo-Science Station and talk to Konrad. Return to the Fort and speak with the General. For the next part, send Matilda against the fourth foe to get a special weapon for her. (Crescent Moon, Polearm weapon, Light damage.) Speak to the General when you’re ready to proceed. Go speak to the General, he is in the room with your current patron. Go to Kaiser Pass, make sure to save. Go to Herzog. Go back to the Tomb, either via the basement access or the Park. Talk to the General. Go to Herzog Port and speak with Moritz. Go to Nolan Vale, head North through the Nolan Hills, then West back to the Ether Well. Ether Well Revisited- “How many pillars does one place need?” Proceed in the dungeon to where you fought the Boss; all this requires is heading North in each room. When you reach the first pillar puzzle, just push the moveable pillar up so it’s above the button on the floor, move around to the top side, and push it back down onto the button. When you reach the save point room, head right. You’ll reach a room with a small window that looks like a color wheel- push the pillar in front of it, so it blocks the ‘beam’ that closes the door. The left and upper hallways lead to the same room, with three unmovable pillars on the left, two movable pillars, and closed door on the right. Push the top pillar as far as you can to the right, against the lone block, then run through the gap in the bottom and push it down until it’s next to the lower switch. Go back around and push it a couple of spaces to the right. Push the other pillar left a space, then up, to the right, and on top of the upper switch. Go through the gap you left earlier and push the remaining pillar onto the lower switch. Continue on, save, and proceed with the final events in the Ether Well, saving again when you can. Return to your vessel. Talk to Hilbert. Speak to Moritz and head to Whitelake. Head to Herzog and go back to your room there to find your sister and your stray party member. Travel to Gleston, which is on the Western side of the Kingdom Continent. Head North through the Stygian Woods. Stygian Woods- “I wonder if we could equip them with Laser spellcards...” Right after the first bridge, hug the shore to the right and make your way to a hidden area with two chests. There is also a mostly obscured chest behind some trees on the upper left hand side past the bridge you have to hit a switch to create. Biorite Facility- “Science, the key to the future!” or “Curse you, vile geology!” All books on the tables in this area are readable and provide insight into what’s going on here. Access Card A is gained from reading a book the others ask you to look at. Access Card B is gained automatically after going to the power supply room. Access Card C is gained from the locked chest after throwing the switch in the room with the large fenced-off portion of biorite in the center. The access code to throw the switch is in a book in the room. The locked chest in this room will unlock automatically once you throw the switch. Once the switch is thrown you have 15 minutes to exit the facility, and the time isn’t paused while fighting enemies. The chests in the room full of enemies you have to go through to exit contain a Healing Orb, a Life Capsule, and an Intelligence Capsule. Geo-Science Station- Talk to Konrad, then Zachary. First Seal- Take your ship directly west (about two spaces) and land on the opposite shore. You’ll be going northwest then southwest around trees and mountains until you reach a very tiny sandy spot on the worldmap. Geo-Science Station- Talk to Konrad. Second Seal- On a small island a long way almost directly south of Lunei Village on the worldmap. It’s placed on your map when talking to Konrad. Hermit’s Hideout- Located near the Southwest part of the Empire continent, almost directly south of the Geo-Science Station on the worldmap. To remove the energy pillars after getting the item from the hermit, go up to a pillar and hit the use key to remove it. Second Seal- “My Hex tiles for a glass of icewater.” When the screen is flashing red in the deeper underground parts, your whole party is taking damage, regardless of what you have equipped. Don’t forget to check your status and heal up. No puzzles here, really. Lawshire- Accessed via the North face of the Kingdom continent, go through a pass filled with energy pillars to get to it. Go to the guard building at the north, then talk to the guardsman outside to leave. In version 1.01, there is some sort of bug if you choose the ‘We’ll leave later’ option. Only talk to him when you’re ready to leave. (This is fixed in version 1.21) Third Seal- “Short and sweet. Insert pithy statement.” You can play Hex against Humphrey before going past the first locked door. You won’t be able to ever play him again… (He has no unique tiles, don’t worry if you skip him.) Very short and obvious what to do. Entalar- A small island in the Northern part of your worldmap, go into the plateau filled with sand. The dungeon you’re forced into is a lot smaller than it seems, as many rooms simply loop back to previous rooms. You should be able to find your way through everywhere fairly easily, as the storyline pushes you towards where you need to go. Temple of Gaia- “The story of an architect and a lever salesman consumed by misanthropy.” Eventually the storyline will push you into this dungeon. The levers you’ll see in rooms will rotate that room 90 degrees. Here’s a listing of each turn and what it leads to. Exit will mean in this case, simply moving backwards in the dungeon to where you’ve already been. First lever: Default position- Exit North, chest with Ritual Mask West. 2nd- North blocked, East dead end- path blocked by a moat, with chests across that you can’t reach until the end of the dungeon. West first room, garden area with two inaccessible doorways and chests at the top, path down to the left. Path leads to second lever. 3rd- Blocked 4th- Chest with Sky Coat. Second lever: Default position- North exit, South dead end platform. 2nd- North blocked, South small room then large room with stairs down on the lower left (leads to dead-end platform with Snow Amulet chest) and a doorway on the lower right (leads to third lever). 3rd- North dead end platform, South exit. 4th- Exactly the same as the 2nd turn, only reversed. (South is blocked, North leads further inwards.) Third lever: Default position- North exit, East further inwards, West blocked. 2nd- North blocked, East exit, West stairs up to chest with Mindblow spellcard. 3rd- North stairs up to chest with Mindblow spellcard, East blocked, West further in. 4th- North further in, East stairs up to chest with Mindblow spellcard, West exit. Further in leads to a room with a save point, then a boss fight. For the boss here, you’ll want to use spells and items that deal damage to all opponents, as they’ll resurrect their fallen members. Even if they only do a bit of damage, you can whittle them all down then try and take them all out at once. After that, the North door leads to a chest with a Mind Capsule, the South door leads further inwards. When you get to the room with the blocked-off chest to the right (that you got by going through the North door earlier) go South to get to the two chests you saw at the first lever, second turn, East path. Meteor Shell and Star Missiles are in the chests. Then, out and North to continue on with the plot. Once you’re done with Entalar, you can exit via the now-open door next to the weapons shop. Herzog- Go to the castle and speak with Grauss and Wilhelm. Melende Town- Speak with the Innkeeper, Selia. Rebel Camp- Speak with Drakovic, then go into the ruins. Archaeopolis- “If we could swim, this would go a lot faster.” There are tiles floating on the water in this dungeon. To get onto one, face it when it’s next to your position and hit the action key. They don’t move with perfect timing- so you might have to wait for a tile to make a couple of laps before it will rest against another moving tile. First tile path- North door, two chests with a Moon Ring and Purple Herb. East, further in. Stairs up go to a chest with the Serpent Idol. Stairs down go further in, with chests containing a Holy Water and the Turtle Idol. Place the idols to open the door. Next is a save point, then a room with several tiles. Take the northern tile, then the next tile moving north, then hit the switch to get all the tiles moving. Take the tile that goes up against the right of this platform to get to the chest containing a Dexterity Capsule. Go back to the entryway of the room and take the rightmost two tiles to get to a chest containing the Rage spellcard. Take the northern tile again to the rectangular platform in the center, then take the tile along the left upwards to the next tile. Get off on the platform and run to the left and down to get a Strength Capsule from the chest, then leave by the north door. Make sure to save when you get further onwards. Rebel Camp- Talk to Drakovic, then talk to him again in the morning. Go to Stonewall, then back to the Rebel Camp. Then, back to Stonewall. Hilbert and his friends must have legs of steel by this point. Serinal Port- On the Southern edge of the Kingdom continent, head there and then to the house in the Eastern part of it. After, head North out of the town. Serinal Woods- Explore if you like, there are a few chests tucked away here and there, one with the Inferno spellcard. Save at the crystal when you get to it, and continue North. Stonewall- Go and talk with Drakovic, then go to Entalar. Entalar- Go to the castle and talk with Barasur. Return to your ship. Ancient Docks- “Wait, we can’t _all_ be colorblind.” This dungeon is Northeast of Serinal Port, you can get there via a beach on the Northwestern side of the small island that Serinal Port is located on. You will see doors throughout the dungeon color-coded red, green, or blue. When a colored switch is pressed, it will close all doors with the same color, and open the other two colored doors. IE if you hit a blue switch, all blue doors will close, and all red and green doors will open. From the start: Room one: Starting room. Red door: Chest with Earthquake spellcard. Green door: Leads to room two. Blue door: Closed. Button: Blue Get the item in the red room, then go to room two. Room two: Moat blocks the way south. Green door: Leads to room one. Blue door: Closed Button: Red (top) Button: Blue (bottom) Hit the red button. If you go back to room one after hitting the red button, you’ll see that the blue room there leads to a pair of gates, blue and red, which means you can’t get through until the end of the dungeon. So, continue in room two into the now-open blue door. Room three: Plain room with a raised walkway. Blue door: Back to room two. Regular door: Other side of the moat in room two, with a chest and a blue button. Stairs down: Room four. Button: Red Go through the regular door and grab the chest, but don’t touch the button. Continue on to room four. Room four: Small room with a green gateway blocking further access. Blue door: Room with three chests. Red door: Leads to room five. Green gateway: Blocking the path to the red and blue doors. Button: None. Gather the items in the blue room, then go back and hit the blue button via the regular door in room three. Continue on to room five. Room five: Large room with a save point. Blue door upper right: Closed. Blue door bottom left: Closed. Red door: Leads back to room four. Green door: Leads to room six. Button: None. There’s nothing to do here but continue on to room six. Room six: Room with a green button accessible via a thin walkway. Red door: Leads to room five. Blue gateway: Blocking the path to a green door. Green door far right: Leads back to room five. Green door middle: Closed. Regular door at the bottom: Room with two chests. Button: Green. Go through the regular door at the bottom and grab the chests. Hit the green button and continue through the red door to get back to room five. Room five revisited: Large room with a save point. Blue door upper right: Red button. Blue door bottom left: Back to room six. Red door: Leads to room four. Green door: Closed. Button: None. Go to the blue door in the upper right and hit the red switch, then go through the green door back to room six. Room six revisited: Room with a green button accessible via a thin walkway. Red door: Closed. Blue gateway: Leads to now-open green door. Green door far right: Leads back to room five. Green door middle: Leads to room seven. Regular door at the bottom: Room with two chests. Button: Green. Go through the blue and green gateways. Room seven: Green door: Back to room six. Red gateway: Blocks the way to the stairs up and the regular door. Regular door: Final room. Stairs up: Back to room one. Button: Green. Push the green button and continue on through the doorway. Return to Stonewall. Talk to Drakovic again once you regain control to advance the plot. Return to Serinal Port, and continue North in the town into the Serinal Woods, and North through the woods. On the worldmap, head Northeast until you reach Southbridge. Southbridge- Talk to General Stockman and then rest at the Inn to advance the plot. Continue on, North to the Rosehart Bridge. You can explore Northbridge and a bit of the mainland of this continent if you wish before returning to Southbridge. Return to your ship, then make your way a bit West of the Hermit’s Hideout to find the next dungeon. Raka Mural- “That’s a pretty statueaaaaghhh.” Large room one: Two doors via small staircases, central stairway. Left door: Leads to two chests. Right door: Eventually leads to a button. Central stairway: Closed door, opened by button via the right door. Grab the chests through the left door, go through the right door and hit the button, then go up the central stairs and onwards. Large room two: Save point and several doors/staircases, with a large platform to the right. Left door: Small room with a closed doorway. Second from left door: Back to the first large room. Large stairs lead to a chest with Bahamut’s Claw (Dagger weapon, +25 Vitality) and around to a button. Lower left exit: Leads to the three chests on a platform you saw via the right door in large room one. Third from the left door: Closed, opened by the button accessible via the large stairs. Leads to the upper right platform in the room. Fourth from the left door: Inaccessible, up on a platform. (Entered via 3rd from the left door.) Rightmost door: Inaccessible, up on a platform and sealed shut. (Opened by the button near it.) Go through the lower left exit and grab the chests, up the large stairs to the lone chest, then right and hit the button, which will open the door next to the one you entered the room from. Go through this door (third from the left) and eventually up to the platform. Hit the button then go through the top rightmost doorway. In this room, take the left stairs down to get to a chest, then go through the top right door. Make sure to save. Before you leave the area for the next part of the storyline, go back to the dungeon, to the far left door in the second large room. It is now open, and contains the Sneak Attack spellcard. Return to your ship. When you want to advance the plot, talk to Captain Moritz and select “I’m ready for the attack.” Lemuria- “First person to yell ‘I’m king of the world’ gets shoved off the side.” or “The hull is covered in crushed birds, but I simply must have it!” Go through the doorway to the right first, it contains a single chest with a one-per-game spellcard. The left door leads to a hallway. First door- Locked. Second door- Empty. Third door- Empty. Stairs down- Further in. Eventually you’ll reach another long hallway. The doors, from left to right: Door one: Locked. Door two: Empty. Door three: Back where you came from. Door four: Chest containing Terra Bow (Bow weapon, Earth damage.) Stairs down: Leads further in. In the next room, the doors in the top left lead to an empty room with a save point, and the doors on the right lead further in. There’s another save point before the final encounter. Congratulations, you can now go for all the optional dungeons if you like before continuing on with the storyline. First, though, go to the area you fought the boss to find your stray party member. When you’re ready to advance the storyline, talk to Captain Moritz and select “I’m ready.” Castle- “We come in peace!’ *whispers to party* ‘Go for the throat.” Save if you like. Go up the stairs, then around above where you entered the room from to go through a small doorway. It leads to a chest with a wonderful Warding Charm. (Accessory, Immune to all status effects) After that, go through the right doorway and explore. When you’ve cleared out the foes and chests, take the left doorway. When you get down to the cellar area, you’ll notice the door on the left is locked. This is an optional area you can get to after completing the storyline events here. Continue on and watch events play out. You now have access to the final storyline area and boss. If you want to do the optional quests and dungeons, now would be the time. The Cluster- “This spelunking expedition isn’t the magical wonderland you made it out to be.” Enter and explore. Using a stone will teleport you to another stone, and the passageways generally loop back around. I’m not putting a detailed walkthrough of this area, as it’s a lot simpler than it looks. Of note, however, is that when you defeat the first boss, go past the teleportation stone it turns into to another room South of it. This stone will lead you to a platform with a chest that is otherwise inaccessible that contains the Hilbert Hex tile. Continue on, save when you can, and enjoy the ending once you defeat the final storyline boss. This space intentionally left blank for superimportant reasons. Such as avoiding spoilers. Hex Strategies and Explanation [hexstrat_] Hex is a minigame in Last Scenario. It’s similar to the Triple Triad minigame in Final Fantasy VIII, but without the needlessly complicated region rules. You can get Hex tiles two different ways- by getting lucky when defeating enemies who will drop the tiles, or by playing and winning a game of Hex against NPC’s. Boss monsters, if they have a Hex tile, will always drop it. To initiate a game of Hex with an NPC, walk right up next to them, face them, and press the default key, Z. There’s at least two Hex players in each town. Some NPC’s won’t mention that they’re a Hex player, so when in doubt, talk to them with the Z key. If they aren’t a Hex player they’ll say whatever it is they normally say when you press the default spacebar key to talk to them. There’s a listing of Hex Players further on. The winner of the Hex game gets to pick one card from the opposing player’s hand and keep it. I recommend saving the game before you attempt to play, as they’ll usually pick your best/rarest card, and having an 8-year-old girl take your hard-earned boss card will make you die a little inside. Besides being fun, Hex cards can be traded in certain places for items, equipment, and spellcards. A list of Hex Traders is further on in the FAQ. The Hex rules are as follows. You pick 7 cards, and the opponent, who has a pool of their own cards to choose from, will pick theirs. They only have a certain number of each card, so you can’t milk one NPC for a dozen of the same card. The starting player is randomly determined. You pick a card, choose your spot on the board, and place it. The damage (if any) is dealt, and the other player has their turn. This goes on until all cards are played. In the event of a Draw, nothing happens- nobody gets to take a card from the other player. Hex cards are laid out as such. The dots on the six edges represent which angle they will attack if there is an enemy tile placed adjacent to it. If there is no dot on a side, it means that they cannot attack anything placed on that side. The top left number is their attack power- they will always deal this amount of damage. The bottom left number is their maximum hitpoints, and they will have this many when placed, or when they flip to the opposing player’s side. The bottom right number is their current hitpoints. Once it reaches zero, it will flip to the other player’s control and have its hitpoints reset to its maximum. As an example, let’s look at the Red Wolf tile. It has 1 attack power, 2 HP, and attacks to the left, right, bottom left, and bottom right. If an enemy tile was placed above it to the top left or right, the Red Wolf wouldn’t hit it. If an enemy tile was placed to the left, right, bottom left, or bottom right, the Red Wolf would deal one damage to that tile. Thus, you should probably place the Red Wolf tile at one of the top two spaces in a Hex board, otherwise the opponent will most likely put a tile above it, and the Red Wolf won’t get a hit in. It has two hit points, which means if it takes two or more points of damage, it will flip to the opponent’s color. This would mean that it would no longer hit enemy tiles, but would hit your tiles. The Air Elemental tile, however, has two attack power and one HP, and will attack in every direction except the right one. This means that if it takes any damage, it will flip, however, it can attack almost every space around it for two damage. Which means you should save it until you can flip two or more tiles with it. Strategy for winning: Get Water Elemental cards by fighting them in the dungeon you have to go through to advance the plot shortly into the game. Later on, you can replace them with Undines and Starshines. They’ll flip when anything touches them, but you can use them to turn multiple enemy tiles at once. Let your opponent turn your tiles, then drop one of these and turn multiple tiles at once. Consolidate your position. You could have most of the board on your side, but if the opponent drops down a card that flips everything around it, all that work was for nothing. Block your cards in as they’re turned to your color. Sometimes it’s better to make certain that a couple of your cards stay on your side, rather than going for that tempting opening the opponent has left you. Wooden Wall cards are good for this, as are high-hp but low attack power cards. Your options towards the beginning of the game are very limited, as you’ll only have a few cards to choose from. Practice, fight monsters and get better cards, and after a while, even the worst Hex player will figure out a general strategy, and you’ll start raking in the cards. List of Hex Tiles (And where to get them) [hexlist_] Some hex players/tiles will only show up after certain events. For example, the Staff using party member’s tile isn’t available until nearly the end of the game; you can play a game of Hex against the person who has that particular tile long before they actually have it available. It simply won’t show up in their selected tile list, no matter how many games you play. Some tiles are found via interaction with people are places, and not by winning a Hex game. However, this is only the case for the last two pages of tiles, the vast majority of which you can’t get until nearly the end of the game anyway. Some few Hex opponents will move around and have their tiles change, in this case I’ll simply list the tiles you can receive from their last location, as it’ll be their highest level tiles. Some Hex opponents will die due to storyline events, however, none of these carry any rare or unique tiles, so I won’t bother to list them, as their tiles are easily gained from other players or monsters. Layout: Tile Number- Tile Name- Who it can be won from, at what point in time. Some characters, such as Rupert in Fardorf, will have only one ‘rare’ tile, (in his case a Wood Wall that becomes more common later on) that takes many plays to see. Each character only has a certain number of tiles, so you can’t keep grinding games against a single Hex player to get, say, 10 Brigand tiles from them. This isn’t an exhaustive list, as I have no desire to play 100 or more games against every Hex player in the game, but it should give you a very good idea of where to get tiles. To access the goodies such as New Game+ (Start a new game with all current stats/levels/hex tiles/items except plot ones) you need to collect quite a few Hex tiles. New Game+ is 90 tiles. The tile count reflects the number of unique tiles you’ve collected, IE if you had 23 Bat tiles and 14 Brigand tiles, and only those, you would have 2 tiles at the end count. If you trade in unique tiles such as the face tiles for the last two pages, it still counts towards your endgame hex collection, so don’t feel the need to hold onto them if you’re dying for an item. If you can win a tile off of a normal monster (Not a unique fight, IE Red Wolf card) at this time I won’t be putting them in, as it would drive me insane to research all of that. Besides which, you can use common sense (hey, a bat enemy drops the bat tile!) or the Scan spellcard to see which critter drops what. Some tile names and descriptions of when/where to get them, particularly the last 2 or 3 pages, contain SPOILERS. Personally, I wouldn’t go Hex-collecting-crazy for unique tiles until you’re about ready to finish the main storyline, and you’ll know when that’s about to happen without a doubt. -------- Page 1 -------- 1- Bat - Ilse in Melende, Owen, William, and Nigel in Stonewall, Reinbach in Herzog, Cecilia in Nolan Vale, Francine in Lawshire. 2- Red Wolf - Eugene in Whitelake, Ilse in Melende, Owen and William in Stonewall, Reinbach and Karlene in Herzog, Tian in Entalar. 3- Kobold - Eugene in Whitelake, Ilse in Melende, Owen and Nigel in Stonewall, Reinbach and Karlene in Herzog, Francine in Lawshire, Tian in Entalar. 4- Blackhat - Eugene in Whitelake, Ilse in Melende, Nigel and William in Stonewall, Ludrig in Fardorf Fort, Karlene in Herzog, Tian in Entalar. 5- Killer Hornet - Eugene in Whitelake, Ilse in Melende, Owen, William, and Nigel in Stonewall, Greta in Fardorf, Ludrig in Fardorf Fort, Tian in Entalar. 6- Brigand - Ilse in Melende, Owen, William, and Nigel in Stonewall, Greta in Fardorf, Zieg in Kaiser Pass, Reinbach in Herzog, Cecilia in Nolan Vale. 7- Barbarian - Owen, William, and Nigel in Stonewall, Ludrig in Fardorf Fort, Cecilia in Nolan Vale, Karlene in Herzog, Tian in Entalar. 8- Air Elemental - Eugene in Whitelake, Ilse in Melende, Owen and William in Stonewall, Greta in Fardorf, Zieg in Kaiser Pass, Karlene in Herzog. 9- Shadow - Eugene in Whitelake, Ilse in Melende, Owen and Nigel in Stonewall, Reinbach and Karlene in Herzog, Cecilia in Nolan Vale, Francine in Lawshire. 10- Lost Soul - Eugene in Whitelake, Ilse in Melende, Owen, William, and Nigel in Stonewall, Greta in Fardorf, Ludrig in Fardorf Fort, Reinbach and Karlene in Herzog, Francine in Lawshire. -------- Page 2 -------- 11- Tarantula - Owen in Stonewall, Greta and Rupert in Fardorf, Ludrig in Fardorf Fort, Hugo in G.S. Station, Gerbert in Kholen, Cecilia in Nolan Vale, Ulrich in Neuberg Town, Melanie and Reinbach in Herzog, Francine in Lawshire, Finith in Entalar, Alphonse in Southbridge. 12- Giant Scorpion - Rupert in Fardorf, Esmeralda in Fardorf Fort, Hugo in G.S. Station, Gerbert in Kholen, Zieg in Kaiser Pass, Ulrich in Neuberg Town, Melanie in Herzog, Chester in Lawshire, Tian in Entalar. 13- Basilisk - William in Stonewall, Greta and Rupert in Fardorf, Ludrig in Fardorf Fort, Gerbert in Kholen, Ulrich in Neuberg Town, Sama in Nolan Vale, Melanie and Reinbach in Herzog, Bradley in Gleston, Francine in Lawshire, Tian and Finith in Entalar. 14- Hermit - Greta and Rupert in Fardorf, Esmeralda in Fardorf Fort, Ulrich in Neuberg Town, Melanie and Karlene in Herzog, Sama in Nolan Vale, Francine and Chester in Lawshire, Tian in Entalar, Alphonse in Southbridge. 15- Goblin - Greta and Rupert in Fardorf, Ludrig in Fardorf Fort, Hugo in G.S. Station, Gerbert in Kholen, Ulrich in Neuberg Town, Sama in Nolan Vale, Melanie and Reinbach in Herzog, Bradley in Gleston, Chester in Lawshire, Finith in Entalar, Alphonse in Southbridge. 16- Wandering Mage - Greta and Rupert in Fardorf, Esmeralda in Fardorf Fort, Hugo in G.S. Station, Ulrich in Neuberg Town, Sama in Nolan Vale, Melanie and Reinbach in Herzog, Francine in Lawshire, Alphonse in Southbridge. 17- Undine - Rupert in Fardorf, Ludrig in Fardorf Fort, Hugo in G.S. Station, Gerbert in Kholen, Ulrich in Neuberg Town, Melanie, Karlene, and Reinbach in Herzog, Cecilia in Nolan Vale, Bradley in Gleston. 18- Kelpie - Rupert in Fardorf, Esmeralda in Fardorf Fort, Ulrich in Neuberg Town, Reinbach and Karlene in Herzog, Cecilia in Nolan Vale, Francine and Chester in Lawshire, Finith in Entalar, Alphonse in Southbridge. 19- Will o’ the Wisp - Esmeralda in Fardorf Fort, Hugo in G.S. Station, Ulrich in Neuberg Town, Sama and Cecilia in Nolan Vale, Melanie and Reinbach in Herzog, Bradley in Gleston, Chester in Lawshire, Tian in Entalar. 20- Wraith - Rupert in Fardorf, Esmeralda and Ludrig in Fardorf Fort, Hugo in G.S. Station, Gerbert in Kholen, Kahn in Antar Camp, Zieg in Kaiser Pass, Sama and Cecilia in Nolan Vale, Ulrich in Neuberg Town, Melanie in Herzog, Bradley in Gleston, Chester in Lawshire, Alphonse in Southbridge. -------- Page 3 -------- 21- Sky Dancer - Greta in Fardorf, Esmeralda and Ludwig in Fardorf Fort, Fritz and Gerbert in Kholen, Kahn in Antar Camp, Zieg in Kaiser Pass, Julian in Herzog, Cecilia in Nolan Vale, Chester in Lawshire, Haluenda in Entalar, Vincent in Hermit’s Hideout. 22- Bogdrin - Greta and Rupert in Fardorf, Fritz and Gerbert in Kholen, Kahn in Antar Camp, Julian in Herzog, Bradley in Gleston, Alex and Chester in Lawshire, Finith and Haluenda in Entalar, Rosalinde in Serinal, Edmund in Southbridge. 23- Kurat Vol - Greta in Fardorf, Esmeralda in Fardorf Fort, Hugo in G.S. Station, Fritz and Gerbert in Kholen, Kahn in Antar Camp, Zieg in Kaiser Pass, Cecilia in Nolan Vale, Julian in Herzog, Melanie in Herzog, Bradley in Gleston, Chester in Lawshire, Tian, Haluenda, and Finith in Entalar. 24- Brain Leech - Greta in Fardorf, Hugo in G.S. Station, Fritz and Gerbert in Kholen, Ulrich in Neuberg Town, Bradley in Gleston, Tian, Haluenda, and Finith in Entalar, Alphonse in Southbridge. 25- Light Stalker - Greta and Rupert in Fardorf, Esmeralda and Ludrig in Fardorf Fort, Gerbert in Kholen, Kahn in Antar Camp, Julian in Herzog, Cecilia in Nolan Vale, Alex in Lawshire, Tian in Entalar, Rosalinde in Serinal, Edmund in Southbridge, Vincent in Hermit’s Hideout. 26- Yin & Yang - Greta in Fardorf, Esmeralda and Ludrig in Fardorf Fort, Hugo in G.S. Station, Fritz in Kholen, Kahn in Antar Camp, Julian in Herzog, Bradley in Gleston, Alex in Lawshire, Haluenda in Entalar, Rosalinde in Serinal. 27- Orc - Greta in Fardorf, Esmeralda in Fardorf Fort, Hugo in G.S. Station, Fritz and Gerbert in Kholen, Kahn in Antar Camp, Zieg in Kaiser Pass, Julian in Herzog, Alex and Chester in Lawshire, Finith in Entalar, Edmund in Southbridge. 28- Flame Imp - Greta in Fardorf, Hugo in G.S. Station, Fritz and Gerbert in Kholen, Kahn in Antar Camp, Zieg in Kaiser Pass, Bradley in Gleston, Sama in Nolan Vale, Francine and Chester in Lawshire, Rosalinde in Serinal, Alphonse in Southbridge. 29- Ghost Warrior - Greta in Fardorf, Esmeralda in Fardorf Fort, Hugo in G.S. Station, Fritz and Gerbert in Kholen, Kahn in Antar Camp, Julian in Herzog, Bradley in Gleston, Alex in Lawshire, Haluenda in Entalar, Alphonse in Southbridge, Vincent in Hermit’s Hideout. 30- Ectoplasm - Greta in Fardorf, Hugo in G.S. Station, Fritz and Gerbert in Kholen, Bradley in Gleston, Cecilia in Nolan Vale, Rosalinde in Serinal, Edmund in Southbridge. -------- Page 4 -------- 31- Watch Disk - Gerbert in Kholen, Julian in Herzog, Bradley and Louis in Gleston, Alex in Lawshire, Silian and Haluenda in Entalar, Anda in Stonewall, Edmund in Southbridge. 32- Mole Hunter - Hugo in G.S. Station, Julian in Herzog, Bradley and Louis in Gleston, Zieg in Kaiser Pass, Alex in Lawshire, Silian and Haluenda in Entalar, Anda and Benny in Stonewall, Rosalinde and Roderick in Serinal, Vincent in Hermit’s Hideout. 33- Mole Champion - Julian in Herzog, Bradley in Gleston, Alex in Lawshire, Finith, Haluenda, and Silian in Entalar, Benny in Stonewall, Rosalinde and Roderick in Serinal, Edmund in Southbridge, Vincent in Hermit’s Hideout. 34- Wood Wall - Rupert in Fardorf, Julian in Herzog, Louis in Gleston, Zieg in Kaiser Pass, Alex and Francine in Lawshire, Rosalinde in Serinal, Hannity at Raka Mural, Alphonse in Southbridge. 35- Ice Doll - Esmeralda in Fardorf Fort, Julian in Herzog, Bradley and Louis in Gleston, Francine in Lawshire, Finith, Haluenda and Silian in Entalar, Anda in Stonewall, Roderick in Serinal, Hannity at Raka Mural, Edmund and Alphonse in Southbridge. 36- Yeti - Gerbert in Kholen, Bradley and Louis in Gleston, Alex in Lawshire, Silian in Entalar, Benny in Stonewall, Rosalinde in Serinal. 37- Gnome - Julian in Herzog, Bradley and Louis in Gleston, Francine in Lawshire, Finith, Haluenda, and Silian in Entalar, Anda in Stonewall, Roderick in Serinal, Alphonse in Southbridge. 38- Eyestalker - Esmeralda in Fardorf Fort, Julian in Herzog, Louis in Gleston, Francine in Lawshire, Anda and Benny in Stonewall, Hannity at Raka Mural, Edmund in Southbridge, Vincent in Hermit’s Hideout. 39- Starshine - Julian in Herzog, Bradley and Louis in Gleston, Zieg in Kaiser Pass, Alex in Lawshire, Silian and Haluenda in Entalar, Anda in Stonewall, Hannity at Raka Mural. 40- Sirius Lux - Kahn in Antar Camp, Julian in Herzog, Alex and Francine in Lawshire, Finith, Haluenda, and Silian in Entalar, Anda and Benny in Stonewall, Roderick in Serinal. -------- Page 5 -------- 41- Sahagin - Haluenda in Entalar, Glezig, Benny, and Anda in Stonewall, Rosalinde and Roderick in Serinal, Hannity at Raka Mural, Stockmann in Southbridge, Annabelle in Northbridge. 42- Belgugon - Julian in Herzog, Francine in Lawshire, Haluenda in Entalar, Glezig and Benny in Stonewall, Roderick in Serinal, Stockmann in Southbridge. 43- Defensive Drone - Alex in Lawshire, Finith in Entalar, Glezig and Anda in Stonewall, Rosalinde and Roderick in Serinal, Stockmann in Southbridge, Annabelle in Northbridge. 44- Phobos & Deimos - Bradley in Gleston, Glezig and Benny in Stonewall, Rosalinde and Roderick in Serinal, Hannity at Raka Mural, Stockmann in Southbridge, Vincent in Hermit’s Hideout. 45- Fire Elemental - Haluenda in Entalar, Glezig and Anda in Stonewall, Rosalinde and Roderick in Serinal, Hannity at Raka Mural, Stockmann in Southbridge. 46- Efreet - Haluenda in Entalar, Glezig and Anda in Stonewall, Rosalinde in Serinal, Hannity at Raka Mural, Edmund and Stockmann in Southbridge, Vincent in Hermit’s Hideout. 47- Maneater - Tian and Haluenda in Entalar, Glezig in Stonewall, Roderick in Serinal, Hannity at Raka Mural, Stockmann in Southbridge. 48- Vengeful Phantom - Bradley in Gleston, Finith and Haluenda in Entalar, Glezig, Benny, and Anda in Stonewall, Roderick in Serinal, Stockmann in Southbridge, Annabelle in Northbridge. 49- Tiahuanacu - Glezig, Benny, and Anda in Stonewall, Hannity at Raka Mural, Edmund in Southbridge, Annabelle in Northbridge. 50- Giant Darner - Alex in Lawshire, Glezig and Benny in Stonewall, Hannity at Raka Mural, Edmund and Stockmann in Southbridge, Annabelle in Northbridge, Vincent in Hermit’s Hideout. -------- Page 6 -------- 51- Gaia Incarnation - Rosalinde in Serinal, Annabelle in Northbridge, Vannel, Risanna, and Rita in Condor, Namia in Lemuria, Vincent in Hermit’s Hideout. 52- Mantis - Silian in Entalar, Benny in Stonewall, Hannity at Raka Mural, Annabelle in Northbridge, Vincent in Hermit’s Hideout, Humphrey and Namia in Lemuria. 53- Flothark - Hannity at Raka Mural, Annabelle in Northbridge, Vannel and Rita in Condor, Humphrey and Namia in Lemuria. 54- Centaur Knight - Anda in Stonewall, Hannity at Raka Mural, Annabelle in Northbridge, Vannel in Condor, Namia in Lemuria. 55- Ripper - Hannity at Raka Mural, Annabelle in Northbridge, Vannel in Condor, Namia in Lemuria. 56- Gargoyle - Edmund in Southbridge, Annabelle in Northbridge, Vannel and Risanna in Condor, Humphrey and Namia in Lemuria. 57- Sphynx - Hannity at Raka Mural, Annabelle in Northbridge, Vannel in Condor, Humphrey and Namia in Lemuria. 58- Ancient Idol - Hannity at Raka Mural, Annabelle in Northbridge, Vannel and Risanna in Condor, Humphrey and Namia in Lemuria, Vincent in Hermit’s Hideout. 59- Floor Cannon - Vannel and Risanna in Condor, Humphrey in Lemuria. 60- Gerethog - Hannity at Raka Mural, Edmund in Southbridge, Annabelle in Northbridge, Vannel, Risanna, and Rita in Condor, Namia in Lemuria. -------- Page 7 -------- 61- Cave Griffin - Annabelle in Northbridge, Flynn and Risanna in Condor, Humphrey in Lemuria, Saraswati in Randipur. 62- Knight Spectre - Hannity at Raka Mural, Humphrey in Lemuria, Saraswati in Randipur. 63- Amphisbaena - Alphonse in Southbridge, Flynn in Condor, Saraswati, Diarda, and Prabir in Randipur. 64- Earth Golem - Vannel, Risanna, and Rita in Condor, Saraswati in Randipur. 65- Marid King - Flynn in Condor, Saraswati in Randipur. 66- Swamp Beast - Vannel in Condor, Saraswati in Randipur. 67- Riftgate - Risanna in Condor, Humphrey in Lemuria, Saraswati and Diarda in Randipur. 68- Wall Sentinel - Saraswati and Diarda in Randipur. 69- Pestilence - Saraswati and Diarda in Randipur. 70- Biosynthetic Mutant - Risanna in Condor, Saraswati, Diarda, and Prabir in Randipur. -------- Page 8 -------- 71- Erdgeist - Saraswati in Randipur. 72- Zeitgeist - Risanna in Condor, Saraswati in Randipur. 73- Fire Dragon - Rita in Condor, Saraswati in Randipur. 74- Vivion - Saraswati in Randipur. 75- Thanatos - Saraswati in Randipur. 76- Nether Beasts - Saraswati and Prabir in Randipur. 77- Yad al-Jauza - Flynn in Condor, Saraswati in Randipur. 78- Pollux - Saraswati in Randipur. 79- Rashnu - Saraswati in Randipur. 80- Black King - Saraswati in Randipur. -------- Page 9 -------- 81- Joanna - Given to you by Eugene in the house connected to the Inn in your hometown of Whitelake near the end of the game. 82- Selene - Won from Glezig in Stonewall in the upper right room off the Council Hall after defeating the Kingdom General. 83- Jord - Won from Roderick in Serinal Port. 84- Tazar - Going to the ruins of the Biorite Laboratory after it’s been destroyed. 85- Wilhelm - Won from Julian in the Herzog Castle Library. 86- Augustus - Won from Stockmann in Southbridge. 87- Wolfram - Found in a chest in the northeastern ruined house in Cromwell, only accessible after the Lumeria section. 88- Felgorn - Found in a chest in the Tower of Redemption. 89- Tiamat - Given to you by Barasur in Entalar after defeating her for the last time. 90- Saraswati – Won from her in Randipur. -------- Page 10 -------- 91- Ortas - Won from Namia in Lemuria. 92- Castor - Won from Flynn Condor Castle. 93- Hilbert – Found in a chest in the final storyline dungeon. 94- Matilda - Given to you when you talk to Matilda’s husband, Valentin, in Herzog Castle towards the end of the game. 95- Thorve - Won from Hannity outside of Raka Mural. 96- Lorenza - Won from Diarda in the Hex building in Randipur. 97- Ethan - Won from a boss in the Black Mausoleum. 98- Randolph - Won from Vincent in the Hermit’s Hideout. 99- Zawu - Won from Risanna in Condor City. 100- Alexander - Won from completing the Gates of Elysium quest. See the Optional section for more information. Hex Players List and Location [hexloc_] Eugene- Man in the house connected to the Inn in Whitelake Town. Ilse- Little girl in Melende Town. Owen- Man in the Army HQ Mess Hall in Stonewall. Nigel- Boy in the Hex building in Stonewall. William- Man in Stonewall Square. Ulrich- Young man in Neuberg Town Inn. Greta- Old woman in the West area of Fardorf. Rupert- Young boy in the Hex building in the South area of Fardorf. Esmeralda- Young woman in the Western supply room of Fardorf Fort. Ludrig- Man in the East dormitory of Fardorf Fort. Hugo- Young man in the basement storage area of the Geo-Science Station. Fritz- Man in the Inn in the mining town of Kholen. Gerbert- Man in the Kholen Mines, in the room directly West of the Foreman. Kahn- Man in the Antar Camp, once you’ve taken it from Tazar. He is in the Hallway, in the room directly East from the command/save point room. Zieg- Man in Kaiser Pass once it’s fully under your control. Reinbach- Young man in North Herzog, in the area with the weapon/armor/item merchants. Karlene- Little girl in West Herzog in a house. Melanie- Woman in Herzog Castle Courtyard. Julian- Old man in the Herzog Castle Library. Lester- Man who is on Brunhild I/II, not listed in cards as he eventually disappears and has no rare/unique tiles. Bradley- Man in Gleston. Louis- Boy in Gleston, in the Inn. Sama- Woman in a house in Nolan Vale. Cecilia- Young woman in Nolan Vale. Alex- Little boy in Lawshire, in the northern part. Francine- Girl in Lawshire, in the Hex building. Chester- Young man in Lawshire, in the northernmost guard building. Humphrey- Older man in the Third Seal building, only available for a very short time. Godspeed, Humphrey. Has Belgugon, Sahagin, Giant Darner, Phobos & Deimos, and lower very common tiles. No unique tiles from him, so don’t worry if you miss him. Tian- Man in a house in Entalar, sitting at a table. Finith- Woman in Entalar, standing on rocks overlooking the water. Silian- Woman in Entalar, in the Hex building. Haluenda- Woman in Entalar, in the castle, in the main room with four suits of armor. Only available after you complete the Temple of Gaia and suchlike storyline events. Glezig- Man in the room to the right of the Consul in the Council Hall in the castle in Stonewall. Anda- Woman in the Council Hall in the castle in Stonewall, sitting at a table upstairs. Benny- Young man first in the Rebel Camp, then at the Army HQ in Stonewall. Rosalinde- Woman at the docks in Serinal Port. Roderick- Man in Serinal Port. Hannity- Woman outside of Raka Mural. Edmund- Old man in a house in Southbridge. Stockmann- Man in Southbridge. Alphonse- Boy in Southbridge, his walking path sometimes hides him behind the roof of the Inn. Annabelle- Woman in Northbridge. I only list the higher level tiles these Hex players have to hopefully avoid a bit of spoilers for readers. The Randipur Hex opponents all have level 6/7 tiles in addition to the ones listed. Rita- Girl in the first house on the right in Condor City. Risanna- Woman in Condor City, in a mansion past Rita’s house. Vannel- Young man in the Library in Condor City. Flynn- Located in Castle Condor in the first small room to your right after you enter. Humphrey- Located in a hallway in Lemuria. Not the same as the one in the Third Seal. Namia- Located in the engineering section of Lemuria. Vincent- Young man in the Hermit’s Hideout towards the end of the game. Prabir- Boy in Randipur in the Hex building. Diarda- Young woman in Randipur in the Hex building. Saraswati- Final location is in the Hex building in the East area of Randipur. Her tiles change as you follow her through the game, in this final location she has the top tier tiles. Her tiles will not be listed save for the final location ones she holds. Her quest description and locations are below. Hex Quest: Saraswati [Sara_] There is a Hex player named Saraswati you will first encounter in Stonewall Port. After you talk to her and beat her at a Hex game, she will move to a new location as soon as you leave the screen. (Sometimes she won’t move from that location if the storyline hasn’t advanced enough, as you won’t have access to her next location yet.) She’s searching for something… Can you help her find it? Locations follow, then a description of rewards, then spoilers for this quest. Location 1- Stonewall Port, standing on the southwestern dock. Location 2- Lunei Village, next to the Spellcard merchant house. Location 3- Whitelake Town, Eugene’s house. Location 4- Geo-Science Station, first room on the right. Location 5- Neuberg Town, at the Inn. Location 6- Nolan Vale, on the beach area. Location 7- Lawshire City, Hex building. Location 8- Serinal Port, next to the item/armor shop. Location 9- Entalar, Hex building. Location 10- Outside the Hex building in Randipur. (The town on the sandy island in the southwestern part of the world.) Save before you talk to her here. If you want to 100% complete the game you’ll need to complete this quest. Hey, I want a ton of Hex Tiles but I don’t want to play a billion games! Go to whatever area has the monsters that drop the tiles you want. Equip one character with the Hex Champ Medal accessory, and another with the Lure accessory. (Increases chances of Hex tiles dropping and causes a random battle with the local creatures every step, respectively.) If you don’t bother Stealing and just nuke every enemy you run into, you can build up your Hex tiles pretty quickly; depending on how strong you are versus whatever creature you’re fighting. (Think about equipping the Item Magnet and Purse Cutter accessories while you’re at it.) If you’re about to die, escape from the fight, heal up as much as you can, put on one of the accessories that decreases or removes random battles, and go save and fully heal. 99 Red Wolf tiles, here we come! Hex Trader [hextrade_] Hex Traders will give you items in exchange for Hex Tiles. They range from basic consumables such as Brown Herbs to Spellcards like Dual Strike to equipment such as Serpent Hat, to Capsules. You will be able to see what you can trade a Hex tile for as soon as you get the Hex tile. IE you can’t see that you can trade 8 Phobos & Deimos tiles for a Key Tablet II until you have a Phobos & Deimos tile. Thus, each Hex Trader will have exactly the same trade list. The following is a list of a few Hex Trader locations, what each tile will get you, and a description of the equipment. The only tiles you cannot get more of via fighting/hex games are the face tiles on page 9 and 10. There are only one of these in every game, though if you get enough tiles to start a New Game+ you could get a second Hilbert tile, for example. Some Hex Trader locations: Stonewall- Hex building in the Southwestern area of the city. Lawshire- Hex building on the very first screen when you first see this town. Entalar- Hex building in the Southern part of the city. Lemuria- In the area with the shop. Randipur- Hex building on the first screen to your right. Page One: Bat- 1 for Brown Herb Red Wolf- 2 for Silver Dust Kobold- 2 for Rocksmash spellcard Blackhat- 3 for Clearsight spellcard Killer Hornet- 8 for Air Bow (Hilbert attack item, air element damage) Brigand- 10 for Steal spellcard Barbarian- 7 for Green Herb Air Elemental- 2 for Gust Strike spellcard Shadow- 4 for Frostbite spellcard Lost Soul- 2 for Soul Essence Page Two: Tarantula- 1 for Molotov Cocktail Giant Scorpion- 3 for Vigor spellcard Basilisk- 3 for Serpent Tongue Hermit- 7 for Key Tablet I Goblin- 1 for Tent Wandering Mage- 3 for M-Shield spellcard Undine- 1 for Undine’s Charm (Accessory, halves Fire damage) Kelpie- 4 for Silk Garment (Armor) Will o’ the Wisp- 3 for Blue Coral Wraith- 4 for Bronze Badge (Accessory, +15 Skl) Page Three: Sky Dancer- 1 for Sky Dancer Wing (Accessory, +5 Spd/Skl/Dex) Bogdrin- 3 for Frag Bomb Kurat Vol- 2 for Rubber Boots (Accessory, halves Lightning damage) Brain Leech- 5 for Serpent Fang Light Stalker- 4 for Spectral Cloak (Accessory, +25 Dex) Yin & Yang- 4 for Focus Crown (Helm, prevents Sleep) Orc- 2 for Green Herb Flame Imp- 4 for Fire Ball Ghost Warrior- 3 for Shadow Blades (Dagger weapon, Dark damage, Spd -5) Ectoplasm- 9 for Regen spellcard Page Four: Watch Disk- 4 for Siren (Accessory, doubles encounter rate) Mole Hunter- 10 for Hard Hat (Helm, absorbs Earth damage) Mole Champion- 5 for Swing spellcard Wood Wall- 4 for Wooden Shield (Accessory, +25 Vit) Ice Doll- 3 for Ice Cube Yeti- 2 for Gold Dust Gnome- 4 for Core Piece Eyestalker- 1 for Serpent Tongue Starshine- 4 for Treatment spellcard Sirius Lux- 6 for Light Ray spellcard Page Five: Sahagin- 3 for Bubble Sword (Sword weapon, Water damage) Belgugon- 1 for Smoke Mirror (Accessory, halves Dark damage) Defensive Drone- 2 for Frag Bomb Phobos & Deimos- 8 for Key Tablet II Fire Elemental- 1 for Fire Ball Efreet- 5 for Enlight spellcard Maneater- 1 for Green Herb Vengeful Phantom- 4 for Phantasmal Coat (Armor, +25 Dex) Tiahuanacu- 5 for Shielding Wand (Staff weapon, casts M-shield on target) Giant Darner- 4 for Camo Cape (Accessory, halves random encounter rate) Page Six: Gaia Incarnation- 6 for Earthquake Mantis- 4 for Unholy spellcard Flothark- 6 for Invisibility Ring (Accessory, avoid all random encounters) Centaur Knight- 3 for Redwood Helmet (Helm, +15 Str) Ripper- 6 for Duelist Sign (Accessory, +35 Skl, Immune to Sleep/Berserk) Gargoyle- 1 for Stone Collar (Accessory, +20 Vit, immune to Chaos/Instant Death) Sphynx- 2 for Holy Water Ancient Idol- 2 for Panacea Floor Cannon- 1 for Meteor Shell Gerethog- 3 for Mindblow spellcard Page Seven: Cave Griffin- 3 for Raid spellcard Knight Spectre- 1 for Serpent Fang Amphisbaena- 3 for Serpent Hat (Helm, always silenced, immune to poison, raises stats) Earth Golem- 4 for Magic Boulder (Clawgem weapon, Earth damage, +50 Vit) Marid King- 1 for 2x Neptune Fork Swamp Beast- 1 for Titan Fist Riftgate- 1 for Key Tablet I Wall Sentinel- 5 for Item Magnet (Accessory, increases enemy item droprate) Pestilence- 2 for Lure (Accessory, random encounters every step) Biosynthetic Mutant- 3 for Brutal Attack spellcard Page Eight: Erdgeist- 3 for Throw spellcard Zeitgeist- 1 for Key Tablet II Fire Dragon- 4 for Red Dragonscale (Armor, absorbs Fire) Vivione- 3 for Purple Herb Thanatos- 2 for Deathbringer (Sword weapon, Dark damage) Nether Beasts- 5 for Moon Crest (Absorbs Dark damage) Yad al-Jauza- 2 for Serpent Eye Pollux- 3 for Dual Strike spellcard Rashnu- 1 for Holy Water Black King- 1 for Unholy Water Page Nine: Joanna- 1 for Medic Kit (Accessory, all healing effects on character are doubled) Selene- 1 for 2x Warding Charm (Immune to all status effects) Jord- 1 for 20x Soul Elixir Tazar- 1 for 10x Vitality Capsule Wilhelm- 1 for 30x Serpent Eye Augustus- 1 for Gold Sceptre (Accessory, nullifies all elemental damage) Wolfram- 1 for 4x Key Tablet III Felgorn- 1 for 10x Skill Capsule Tiamat- 1 for 8x Infernal Ash Saraswati- 1 for 20x Purple Herb Page Ten: Ortas- 1 for 10x Sacred Orb Castor- 1 for 4x Mental Booster (Accessory, doubles character’s exp gained from battle) Hilbert- 1 for Spring Hat (Helm, +500 HP) Matilda- 1 for 15x Strength Capsule Thorve- 1 for 2x Spellcard Mod (Accessory, Doubles spellcard MP cost, 1.5x effect) Lorenza- 1 for Sacral Gown (Armor, Auto-regen effect) Ethan- 1 for 15x Dexterity Capsule Randolph- 1 for Rising Sun (Daggers, the ultimate throwing weapon.) Zawu- 1 for 20x Diamond Dust Alexander- Hero’s Soul (Accessory, can only be equipped by Hilbert, +30 all stats) Optional Dungeons/Quests: [optional_] There are several optional dungeons and fights in the game, the vast majority of which are only accessible towards the very end of the main storyline. Though it is helpful in all dungeons, it is highly recommended that you obtain an Invisibility Ring from a Hex trader, gained by trading in 6 Flothark tiles for the latter dungeons, but especially in the 3rd Entalar Seal dungeon, which is the only optional area to have a timed portion. Only one member of a party needs to wear this item for it to affect the whole party. Also, you should enter these places with multiple Tents, and 99 of each healing and resurrection item you can buy. For every boss fight I recommend letting a few random monsters smack you around before you hit a save point and use a tent, so that your Crisis Meters for all your characters are full. Most of the optional areas, namely the non-Tower ones, will have harder encounters than anywhere in the main storyline. Spellcards I generally use for Crisis Meter casts at the beginning of each fight. They’re listed in order of the character’s speed, greatest to least, which is important for the last card: 1: Medicine- Regenerates health for each character at the beginning of their turn, moreso than the Regen card. 2: X-Shield- Cuts physical and magical damage in half for all characters. 3: This card can be anything. Haste, Barrier, whatever you like. 4: Protect- Makes all characters immune to status effects. The only drawback to this, and the reason you want it on the slowest person in the party, is that both the regular and crisis cast of this card prevent even positive status effects. This means you want regen/shield/whatever else cast on your characters before you cast this, or anything other than healing/removing an already existing status effect will result in a ‘miss’. If you want to refresh or place a beneficial status effect on your characters after using this, make sure to select a single-target item, like a Brown Herb, and look at the upper right hand corner of your screen as you select each character before canceling, to make sure that the effect is gone, so you don’t waste a cast. Once you get Warding Charm accessories for your characters, which you get in various places, including a chest in Condor, you won’t need it. These accessories are better anyway, as they don’t prevent you from casting beneficial spells on your characters. Then when you get the Fury spellcard, you can heal everyone at once a great deal without them going bonkers, which means you don’t have to use a Crisis cast of Greater Heal. Very useful for later dungeons. The Fury spellcard is gained from the Third Entalar Seal the second time you go there. Listed in order of difficulty/accessibility: Tower of Punishment- Level 30-40. Located in the Northwest area of the Empire, accessible after getting through the Antar Camp in the storyline. Here you’ll find colored pillars that you can shift around. Room to the right- Simply push the pillars onto the black tiles to open the door. Room to the left which leads to the room with multiple doors/pillars/black tiles on the ground- Obviously, for the first three you need to push the pillars onto the black tile spaces. For the last one, push them in the pattern you would form a four on the side of a pair of dice. Look at where the black tiles are for the door before this one to see where to place the lower left and upper right pillars. Basically, one pillar on the lower left black tile, one on the upper right black tile, then ignore the center black tile and put the other two pillars one space from the two you already placed, so that the center black tile is empty and there’s one space between every pillar. Or simply push them in the following order: Lowest pillar- Two right, one down. Second from bottom pillar- Two right. Third from bottom pillar- Four right, three down. Topmost pillar- Four right, two down. Center door- Push the black pillars onto the black spaces, then the white pillars onto the spaces directly above them, so that you’ll have a white pillar with a black pillar right below it. Once you defeat the Boss, don’t forget to go grab the chests in the reward room right outside his room. Tower of Penance- Level 40-50. Located on a small island in the Southeast part of the map, you can get to it after getting your first ship, but cannot enter due to the pillars of solid energy blocking your way. You have to have attempted to enter the Second Seal location from the main storyline to get past it. When you attempt to enter the Second Seal, a party member will tell you that a friend of his might have a way through the energy pillars. This friend is located in the Hermit’s Hideout, near the Southwest part of the Empire continent, almost directly south of the Geo-Science Station on the worldmap. After getting the item from the hermit, go up to a pillar and hit the use key to remove it. First puzzle- Colored pillars need to be removed to open doors. To remove colored pillars, push two like colors so that they’re touching. (Diagonally doesn’t count, only direct vertical and horizontal contact.) So push the blue pillar against the other blue pillar, then do the same for the red one. Second puzzle- With three blue and three red pillars, you need to maneuver a lone pillar and move it into the gap between the other two like-colored pillars. This will remove all three pillars at once. Repeat for the other color. Third puzzle- Three red, three green, and four blue pillars. Move the leftmost green pillar down out of the way 3 spaces. Move the leftmost blue pillar down one space. Move the middle red pillar to the left one space. Move the second from the left blue pillar up one space so it joins with the top blue pillar, unblocking the top green pillar. Move the rightmost red pillar down two spaces. Move the free blue pillar on the right one, up two, and right one so that it removes its twin and unlocks the gap between the two green pillars. Move the green pillar on the left up three, then right four so it removes all green pillars. Move the red pillar on the right up and then left so it fits in the gap between the two other red pillars, and the door will open. Fourth puzzle- These pillars (four green, six red, five blue) are on a slightly raised portion of the floor that severely limits their movement. Move the lone red pillar in the upper left down 4 spaces so it removes the bottom leftmost red pillar. Move the freed blue pillar down two spaces, left one space, up five spaces, then right five spaces so it unlocks the gap between the top red and green pillars. Move the top left red pillar right one space so it removes the red pillar between the two blue ones. Move the top right green pillar left one, then down one space so it removes the green pillar between the two red ones. Push the bottom blue pillar up two spaces so all blue pillars are removed. Then push the two red and two green pillars together and the door will open. After defeating the boss, don’t forget to go into the newly opened room right outside his doorway and get your rewards, including the Raid spellcard and the Sloth Mantle (Armor, Tower of Sacrifice- Level 50-60. You need to have progressed past the Entalar part of the storyline to reach it. Located on a small island in the Southwest part of the map, it is surrounded by a circle of water, then a circle of beach. To access it, you must complete a pillar puzzle. First pillar puzzle- There are boxes stacked in the area, lined up with the pillars. From left to right, they’re three, five, one, and two. You need to move the pillars North so that their position corresponds with the number of boxes. The one space pillar will be flush against the upper wall, the two space pillar will have a one space gap between it and the upper wall, and so on. Start off by moving the left and second to leftmost pillars three and five spaces from the wall. Move the third pillar from the left twelve spaces so that it’s flush against the wall, then go around next to it and push it two spaces to the left. Move the rightmost pillar eleven spaces up, and the door will open. You won’t have to do this puzzle again, even if you leave. A new puzzle feature is introduced inside- squat, tan pillars that you can pick up and drop one space away from you in a 90 degree angle. You can go through the left or right staircases, start with the left. Second pillar puzzle- Simply move the tan pillars out of your way, placing them behind you where you last stepped, and move onwards. You don’t need to move the regular pillars at all. Go up and step on the button, then grab the chest in the top of the room. Third pillar puzzle- Take the right stairway down now. Move the bottom gray pillar to the left, then drop the tan pillar behind you. Move the pillar in front of you up one space, then the pillar to the left of you one space. Move the tan pillars out of the way to continue. Step on the switch, then grab the chest at the top, and go back to the main room, and go to the middle door. Fourth pillar puzzle- Move the three leftmost accessible tan pillars out of the way, and push the pillar to your left over. Go down, move the tan pillars out of your way, go left, and push the pillar above you up. This allows you access to the chest. Now move the bottom rightmost accessible tan pillar out of your way, push the pillar to your right out of the way, move another tan pillar, and you can leave the room through the newly accessible doorway. Fifth pillar puzzle- Two switches, two tan pillars. Move the right pillar up twice, left three times, down once, up once, to rest it on the left switch. Move the left bottom pillar right three times, up two times, right once, to rest it on the right switch. After defeating the boss, don’t forget to go into the newly opened room right outside his doorway and get your rewards. Tower of Redemption- Level 60-70 You have to have advanced past the final Lemuria event to reach it. It is located on the Southwestern part of the Southern Rosehart Kingdom island, which is connected to the Northern island by a long bridge. Left Door- Pillar puzzle one. Push the four pillars onto the black spaces, then grab the chest in the room for a Dragon Torch (Clawgem weapon, Fire damage). Push one of the pillars below this room to the left, as the next room only has three pillars next to it, and needs four to open. Proceed, push the button, then go back to the main room. Right Door- Pillar puzzle two. Push the rightmost green pillar down two spaces, the top right red pillar right two spaces, and the rightmost blue pillar up one, right one, and then down two spaces. The push the top left blue pillar right two and then down to spaces to remove all blue pillars. Move the bottom rightmost green pillar up one and then left two spaces to clear all green pillars. Finally, move the leftmost red pillar down two spaces, then the top rightmost red pillar left three spaces then down three spaces to open the door. The chests in the next room contain the Lucky Break spellcard, of which there is only one per game, and a Serpent Eye. Central Door- Pillar puzzle three. Forgive me for the large block of text here, but without pictures, this is complicated to describe. However painful it is reading this, it was more painful writing it. Move the tan pillars over to the right as far as you can. There should end up being a one-space gap between them and the right wall. From the bottom to the top, there are two, one, two, one, none, and then one tan pillars that can be moved over. You can now move the bottom rightmost blue pillar down one space to remove the bottom leftmost pillar. Now go up to the topmost tan pillar you have access to, move it to the right, then move the topmost tan pillar it was blocking right next to it. Now you have access to the top rightmost red pillar. Move it two spaces to the right. Move the rightmost tan pillar directly below you to your left. At this point, the red pillar will be flanking the door on the right side, with two tan pillars flanking the door on the left side, one above the other. They’ll have a red pillar right below them, three spaces from the top, and in the third space from the left. Move the tan pillar right above this red pillar to your right, below the top rightmost red pillar, then get to the right of it and move it down one space. Shift the top rightmost red pillar to the left one space, then move the tan pillar blocking its progress to the left, next to the upper leftmost red pillar, which is right below the top leftmost blue pillar. Shove the top right red pillar left two space until it hits the blue pillar. Move the tan pillar you were just shifting around one last time, up next to the blue/red pillars, so it is flanking the door on the left side. Now we have, flanking the door on the left side, a blue, red, and then tan pillar. Below that, just a red pillar, and below that, a tan, blue, and red pillar. Move this last red pillar up one space, then left one space, which will remove those three red pillars in the upper left. Now you have three blue pillars and two red pillars to take care of. Go into the gap between it and the tan pillar below it, and shift the tan pillar over to your right. Move your character down one space, then shove the blue pillar right two spaces, then up one space. Before we finish off the blue pillars, move the top rightmost red pillar down to spaces to remove all red pillars. Move the bottom leftmost tan pillar out of your way so you can move the bottom leftmost blue pillar up one space. Then remove the tan pillar blocking the path of the top rightmost blue pillar, and move the top rightmost blue pillar to the left three spaces to clear all the colored pillars. Whew. There’s a save point in the next room. To your left is a room with two chests, and to your right is the boss. In the reward room you’ll find a Vortex spellcard, Item Magnet, Dragon Lance (Polearm weapon, The Ultimate Lance), and the Felgorn Hex Tile. Melchior- Level: No needed level, complete whenever accessible. Located at the Inn in Condor, he’ll offer to fight you. Accept, stick it out for a couple of turns and scan him to see what you’re up against, then use the Escape option. He’ll give you the Stance spellcard, which is the only place to get it in the game, and you can only get one per game. Note that you get NOTHING for defeating him, which a couple of people have accomplished through a horribly tedious process of health/mana regen and hitting him for paltry damage. He will merely say that you failed the lesson, then ask if you want to try again. Condor Treasury Level 60-70. Located in Castle Condor, in Condor City. After completing the final storyline events in Condor Castle, go back to the main guard room A guard there named Baron will offer to sell you a key to the castle treasury in the basement, which is guarded by some sort of creature. He’s asking 300,000 gold for the key. Once you have it, go into the basement, grab the goodies in the wooden chests, then go for the big chest. After defeating the baddy, you’ll get Artemis Bow, the Ultimate Bow. Hall of Judgment- Level 65-75. Accessible after the Bridge fight in the storyline, it is located Northeast of Nolan Vale. There is only one enemy type you fight during random battles, and only one boss at the end. You’ll be facing a lot of Light and Holy damage. The invisible platforms will make themselves visible if you stand still for several seconds, and will become invisible again if you move. If you fall, you’ll be teleported back to whatever door you entered the room from. Just have patience and you’ll make it through. The chest in the first room contains the Cleanse spellcard. The left stairway in the next room leads to a chest with a Party Hat (Helm, enemies will specifically target the wearer). In the next room, the chest contains the Purse Cutter spellcard. If you take the easy way, you’ll be forced into a battle with the single random enemy type here then teleported back towards the start of the room. After this there’s a save point, then the boss. Third Entalar Seal- Level 70-80. Located Southeast of Lawshire. “But wait, I already went to this place in the main plotline!” You might be saying. Well, you were actually forced to skip the majority of the complex. If you remember, there were only a couple of rooms you went through. You’re in for a nasty surprise in this place… I won’t say what it is, but they will reappear once you leave a room. Also, that one room- no, don’t bother, just plow through. Next to the six bookcases, it’s okay. To reach the final boss of this dungeon, you have to access his location within four minutes of opening his door via a switch. Getting there from the switch requires several forced, inescapable battles, in addition to regular battles. There is a save point right before you hit the switch. Build up your crisis meters to full, heal/regen mana fully, save, then push the switch and get back to the locked door at the start of the complex as fast as you can. (This door is the one directly in front of you from the entrance.) Escape from all random battles and nuke the creatures you’re forced to fight on the way, as the timer still counts down when in the battle screen. The menu screen pauses the game, so use healing/mana regen items between the forced fights here. There’s a save point once you get past the timed area and before the boss. Don’t miss the Fury spellcard near the beginning in a chest, as it’s the only one in the game. There’s no in-game explanation for why this area is the way it is when you return. Since I have an active imagination, here’s how I picture it. The Kingdom has their seal here, over a large mass of Biorite. It’s in their territory, safe. All that Biorite can’t go towards powering the seal- I imagine they’ve been experimenting with it further in the complex, as they were at the main Biorite Facility you destroyed. When you took out the Seal, it destabilized whatever protections they had on the critters they were making, which then ran amok. If you read all that and didn’t think that I was going slowly insane from writing this walkthrough and have far too much free time on my hands to come up with that, you get a cookie. The Tomes- Level 70-80. To get the quest for the Tomes, which are used to access the Black Mausoleum, talk to Zagaro in the library in Condor city. The library is on the Westernmost screen you can access. Accept his quest, and you can look at the map he gives you via your inventory screen to get an idea where to go. Once you get to a Tome location, exit your ship and walk around on the worldmap, hitting the use key (default spacebar/ABC) to initiate combat with the sentient Tome. There are five Tomes, each imbued with a basic elemental aspect. The fights are very simple, as each has very limited attacks. Their locations are as follows. First Tome- North of Lawshire City. Second Tome- Northwest of the Tower of Punishment. Third Tome- North of Fort Walstein. Fourth Tome- Southeast of Randipur/Northwest of the Second Entalar Seal. Fifth Tome- Southeast of Whitelake Town. Once you have all of the Tomes, return to Zagaro in the library. Cromwell Ruins- Level 80-90. Located in the heart of the Kingdom, Southwest of Lawshire, it is only accessible after the final Lemuria storyline event. There is only one creature to fight here, which you access by opening a chest. Full status protection and Dark resist/immune/absorption items are almost mandatory. The Black Mausoleum- Level 85-99. This dungeon is the castle ruins you can see in the East of the Rosehart Kingdom, inside the mountains where you can’t land. It is accessible after completing the Tomes quest for Zagaro in the Condor City library, which will open a portal from there. There are very good items here, but also some difficult fights. An Invisibility Ring is almost mandatory so you don’t run out of healing items as you wander the place. Go to the area on the right when you first enter, as it’s simply a room with chests, and the left-hand path will take you deeper into the dungeon. Status protection is key, and defense against Dark is incredibly useful for the final fight. In the room with the save crystal, the blocked-off door, and the two stairwells leading down, take the left first. The path on the left here leads to a room with capsules, and the path on the right leads to two doors. The lower one leads to a chest with a Warding Charm in it, while the upper one leads to the first boss. He will convert into a save point once defeated. Down the right stairwell, take the door to the right, as it leads to chest. Return to the previous room and take the door to the left. In this room, the platform to the right has a chest with a Unholy Mitre (Helm, Increases stats, but…). This helm will cause all healing effects to deal damage. The door at the top of the room will lead to the second boss. Now the top room in the main save point room should be open. This area loops back around on itself. The left door has a door at the top and also stairs down, which leads to a room with a chest containing the Trick spellcard, one per game, and eventually leads back to the right door at the beginning. Grab the spellcard then proceed further in. In the room with the long walkway, you’ll notice a chest on a platform you can’t reach. Go into the small area with light beaming from it and work your way to the chest to get Mashimizu’s Robe (Armor, Immune to Slow, +100 Speed, +50 Dexterity). Continue on to face the final boss. Once defeated a portal opens that transports you back to the entrance. Gate to Elysium- Level 90-99. Located on a small island almost directly West of the Geo-Science Station. Accessible after getting the four keys from the Tower dungeons, Elysium doesn’t contain regular monsters, only boss fights. The final boss is the second-hardest creature in the game, more difficult than the final Black Mausoleum creature and the final storyline fight put together. A word of warning, the third boss is almost certainly going to be faster than all your party members, so either have someone heal preemptively during each round, or cast Haste a lot. You need status protection for all of these, as much as you can get. There is a save point after each boss. The following text is reposted down below in the Boss section, except with their actual names, which you should avoid unless you wish to spoil it. First Elysium Boss- Uses a full-party spell that will cause berserk, and a single-target attack that deals massive physical damage. Second Elysium Boss- Uses a full-party spell that causes sleep, and a single-target spell that deals lightning damage, as well as a full-party earth spell. His sleep spell will not be broken by damage. Third Elysium Boss- Single-target Earth spell that paralyzes, multiple random targets physical attack, full-party Fire spell, and a single-target, reduce to 1 hit point attack Final Elysium Boss- I recommend equipping every spell card that will give +Vitality to whoever has the most hit points, and equipping them with the Party Hat, which will make creatures specifically target them. Though you should try the fight first without this, just so you can scream and go through the pain and disbelief everyone else does when they first try it. Misery loves company, and I can’t take credit for the strategy to defeat him, as SomethingAwful forums user EvilReaver first posted it. Uses a full-party spell that deals Wind damage, a full-party spell that deals Light damage, single target physical attacks, a multi-hit physical attack that will move to another party member if the original target dies, and a physical damage spell called Lionheart, which hits twice that can deal thousands of hit points worth of damage. The Lionheart attack can be survived by having 700+ vitality, high hit points, and defending. Hardest Boss- Unlocked by filling out your Hex List and beating the game, it is under the ABC option. Good luck. This space left blank to hopefully avoid a bit of spoiling. Boss Bestiary: [bosslist_] Cave Griffin Level: 8 Win: Silver Dust Hex: Basilisk Steal: Nothing Imperial Elite Level: 16 Win: Key Tablet I Hex: Kelpie, Kelpie Steal: Key Tablet I Knight Spectre Level: 17 Win: Healing Orb Hex: Lost Soul Steal: Swift Lance (Polearm weapon, +15 speed) Amphisbaena Level: 18 Win: Keepsake (Accessory, prevents Amnesia) Hex: Bogdrin Steal: Panacea Earth Golem Level: 19 Win: Plate Mail (Armor) Hex: Orc Steal: Soul Elixir Marid King Level: 23 Win: Purple Herb Hex: Ectoplasm Steal: Marid Sceptre (Staff weapon) Felgorn Level: 30 Win: Nothing Hex: Nothing Steal: Nothing Necromancer Level: 22 Win: Talisman (Accessory, Prevents Petrify/Instant Death) Hex: Will o’ the Wisp Steal: Disenchant spellcard Swamp Beast Level: 24 Win: Nothing Hex: Ghost Warrior Steal: Diamond Dust Sentry Pillar Level: 20 Win: Nothing (All) Hex: Nothing (All) Steal: Nothing (All) Riftgate Level: 23 Win: Serpent Eye Hex: Yin & Yang Steal: Healing Orb Earp Level: 24 Win: Soul Elixir Hex: Orc Steal: Hard Plate (Armor) Helio Level: 26 Win: Healing Orb Hex: Starshine Steal: Swirling Ring (Accessory, Prevents Poison/Blind/Silence) Wall Sentinel – Left Face Level: 24 Win: Nothing Hex: Nothing Steal: Power Gauntlet (Accessory, +15 Strength) Wall Sentinel – Right Face Level: 24 Win: Nothing Hex: Nothing Steal: Laser spellcard Wall Sentinel - Main Level: 27 Win: Sacred Orb Hex: Watch Disc Steal: Gold Dust Pestilence Level: 28 Win: Diamond Dust Hex: Belgugon Steal: Panacea Felgorn Level: 30 Win: Swing spellcard Hex: Sirius Lux Steal: Key Tablet II Prototype #4 Level: 32 Win: Charged Jet Hex: Ice Doll Steal: Heal spellcard Prototype #5 Level: 32 Win: Nothing Hex: Gnome Steal: Regen spellcard Drakovic Level: 29 Win: Eagle Crest (Accessory, +12 Resistance, +12 Intelligence) Hex: Yeti Steal: Wind Crest Earp Level: 31 Win: Nothing Hex: Defensive Drone Steal: Purple Herb Helio Level: 33 Win: Cluster Grenade Hex: Eyestalker Steal: Hair Ribbon (Helm, +10 Speed) Tiamat Level: 35 Win: Primal Ward (Accessory, Halves Fire/Ice/Lightning Damage) Hex: Phobos & Deimos Steal: Sacred Orb Biosynthetic Mutant Level: 36 Win: Nothing Hex: Vengeful Phantom Steal: Vitality Capsule Key of Punishment Level: 37 Win: Nothing Hex: Nothing Steal: Crimson Cowl (Helm) General Strategy: This Key will use a full-party Berserk spell, a full-party Enfeeble spell, and a standard physical attack, so make sure to have status protection. Other than that it’s a fairly simple fight. Erdgeist Level: 38 Win: Earth Armour (Armor) Hex: Maneater Steal: Landslide spellcard Zeitgeist Level: 39 Win: Gold Watch (Accessory, +25 Speed, immune to Slow) Hex: Tiahuanacu Steal: Enlight spellcard Flynn Level: 41 Win: Purple Herb Hex: Nothing Steal: Black Beret (Helm, Immune to Enfeeble and Slow) Zawu Level: 42 Win: Key Tablet II Hex: Nothing Steal: Healing Orb Fire Dragon Level: 43 Win: Dragon Armour (Armor, +15 Strength) Hex: Efreet Steal: Flaming Sphere (Clawgem weapon, Fire damage) Castor Level: 46 Win: Healing Orb Hex: Nothing Steal: Dual Strike spellcard Vivione Level: 43 Win: Serpent Fang Hex: Nothing Steal: Panacea Key of Penance (Located in the Tower of Penance) Level: 46 Win: Nothing Hex: Nothing Steal: Brass Icon (Accessory, prevents Chaos/Berserk/Petrify/Instant Death) Ortas Level: 47 Win: Lightbringer (Sword weapon) Hex: Nothing Steal: Key Tablet III Thanatos left arm Level: 45 Win: Nothing Hex: Nothing Steal: Life Capsule Thanatos right arm Level: 46 Win: Nothing Hex: Nothing Steal: Resistance Capsule Thanatos Level: 49 Win: Shaman Staff (Staff weapon, Earth damage) Hex: Sphynx Steal: Unholy Water Castor Level: 52 Win: Soul Elixir Hex: Nothing Steal: Meteor Shell Earp Level: 51 Win: Vitality Capsule Hex: Nothing Steal: Great Halberd (Polearm weapon) Helio Level: 52 Win: Intelligence Capsule Hex: Nothing Steal: Iceray spellcard Flynn Level: 53 Win: Skill Capsule Hex: Nothing Steal: Rosehart Emblem (Accessory, increases all stats by 11) Hyperion Level: 55 Win: Healing Orb Hex: Amphisbaena Steal: Mind Capsule Beast of Dis Level: 57 Win: Sacred Orb Hex: Ancient Idol Steal: Inferno spellcard Beast of Cocytus Level: 57 Win: Nothing Hex: Floor Cannon Steal: Iceray spellcard Beast of Erebus Level: 57 Win: Nothing Hex: Gerethog Steal: Shockfield spellcard Key of Sacrifice (Located in the Tower of Sacrifice) Level: 58 Win: Nothing Hex: Nothing Steal: Sacrificial Dress (Armor, Immune to Silence, +16 intelligence) Yad al-Jauza Level: 58 Win: Key Tablet III Hex: Riftgate Steal: Medic Kit (Accessory, all healing effects on character are doubled) Tiamat Level: 61 Win: Black Cleaver (Axe weapon, Dark damage, +25 resistance) Hex: Nothing Steal: Unholy spellcard Paragon (Located in the basement of Castle Condor) Level: 63 Win: Holy Water (Artemis Bow, The Ultimate Bow from the chest) Hex: Erdgeist Steal: Luck Capsule General Strategy: This creature is weak to Dark and resists Light. It will attack with a single-target Wind damage spell and a single target physical attack, as well as a status-inflicting wind attack. Pollux Level: 63 Win: Aura spellcard Hex: Pollux Steal: Strength Capsule Final Storyline Boss Level: 65 Win: Nothing Hex: Nothing Steal: Gold Dust Alpha Storyline Boss Level: 70 Win: Nothing Hex: Nothing Steal: Holy Water Dominion Level: 70 Win: Nothing Hex: Nothing Steal: Soul Elixir Throne Level: 70 Win: Nothing Hex: Nothing Steal: Soul Elixir Omega Storyline Boss Level: 75 Win: Nothing Hex: Nothing Steal: Healing Orb Strangelet (Located in the Third Entalar Seal) Level: 74 Win: Crystalline Crown (Center, rest Nothing) (Helm, auto P-Shield) Hex: Nothing (All) Steal: Panacea (All) General Strategy: This boss will hit you with Berserk, Life Drain, Earth, and Water. It’s immune to Water, Earth, and Wind. Go in with Berserk protection, steal if you like, and just take down one piece of it at a time. Aside from the multiple attacks, it’s actually easier than the normal enemies in this dungeon. If you have Berserk/Chaos protection for your whole party, with the Fury spellcard you should have picked up earlier in the dungeon you can heal everyone in your party for 1k or so each turn for 50 mana. You don’t have to worry about the boss reviving pieces of himself or healing, aside from the minimal bit it does from Life Drain. Key of Redemption (Located in the Tower of Redemption) Level: 75 Win: Nothing Hex: Nothing Steal: Sacred Orb General Strategy: You’re going to get hit with a party-wide Petrification here, so be sure to wear your status immunity equipment. It will also do a multi-hit spinning attack. It’s a fairly standard fight other than that. Tome of Knowledge Level: 75 Win: Intelligence Capsule Hex: Amphisbaena Steal: Frost Shard General Strategy: Immune to Frost. Uses a full-party Frost/Silence spell and a single-target physical attack. Tome of Fortitude Level: 75 Win: Life Capsule Hex: Wall Sentinel Steal: Titan Fist General Strategy: Immune to Earth. Uses a full-party Earth/Poison spell and a single-target physical attack. Tome of Vigour Level: 75 Win: Dexterity Capsule Hex: Cave Griffin Steal: Thor’s Hammer General Strategy: Immune to Lightning. Uses a full-party Lightning/Sleep spell and a single-target physical attack. Tome of Wisdom Level: 75 Win: Mind Capsule Hex: Marid King Steal: Neptune Fork General Strategy: Immune to Water. Uses a full-party Water/Berserk attack and a single-target physical attack. Tome of Strength Level: 75 Win: Strength Capsule Hex: Biosynthetic Mutant Steal: Magma Stone General Strategy: Immune to Fire. Uses a full-party Fire/Enfeeble attack and a single-target physical attack. Black Dragon (Located in the Black Mausoleum) Level: 77 Win: Strength Capsule Hex: Fire Dragon, Thanatos Steal: Strength Capsule General Strategy: While not a boss per se, he’s tough enough and has great enough rewards that he deserves a spot here. He’s weak against Light and absorbs Dark. He’ll use a single-target strong physical attack, a standard single-target physical attack, and a full-party Dark spell attack. Rashnu Level: 80 Win: Seraphim Blade (Sword weapon, The Ultimate Sword) Hex: Rashnu Steal: Grand Vizier’s Robe (Armor, Absorbs Light Damage, Immune to Silence/Amnesia) General Strategy: When his scales turn right, he’ll use single and multiple target physical attacks. When they turn left, he’ll use magical attacks- one of them is very powerful, so make sure to have at least one person healed and shielded up at all times. He’s weak against Dark, and absorbs Light. Definitely steal from him, and as long as you have the right status protection and enough healing power, it’s a fairly standard fight. For beating him, you get a very nice permanent bonus. Black Rook (Located in the Black Mausoleum) Level: 85 Win: Mental Booster Hex: Ethan Steal: Diamond Dust General Strategy: This boss is highly resistant to physical damage. He uses a single-target high physical damage attack, a single-target standard physical attack, and a full party physical attack. Use a physical shield spell and wear him down gradually, having low hit point members defend as needed. Black Queen (Located in the Black Mausoleum) Level: 85 Win: Dark Matter (Clawgem weapon, The Ultimate Gem) Hex: Nothing Steal: Serpent Eye General Strategy: She’s immune to Dark, and will use a full-party Dark spell attack. She also has a multiple hit, random Dark spell, and a full-party Dark/Chaos/Poison spell attack. If only one or two party members have equipment that makes them immune to Chaos, have the immune party member(s) equip a Medicine spellcard. Equip them on a fast character, so you can keep your party members from killing one another. Saraswati (Located in Randipur) Level: 87 Win: Nothing (Hex Champ Medal, Accessory, increases chance of enemies dropping Hex tiles) Hex: Nothing Steal: Orange Saree (Armor, Female-only, +30 dexterity, halves Earth/Wind/Water damage) General Strategy: She will use a multi-target physical attack, a full-party Fire spell attack, and a full-party Frost spell attack. Because you’ll be taking multiple hits each turn it’s recommended to use the Medicine Crisis ability and/or the Fury spellcard, as well as Fire and Frost reduction/absorption equipment. Demilich (Located in the Cromwell Ruins) Level: 83 Win: Nothing (Except- Ragnarok from the chest, Axe weapon, The Ultimate Axe) Hex: Thanatos Steal: Moon Crest (Accessory, Absorbs Dark Damage) General Strategy: Be sure to be either immune to status effects and/or equip gear that makes you resist/immune to/absorb Dark damage. Toss up your shields and regen/protection spells, scan and steal if you wish. He is weak to Light, resists Fire and Ice, and absorbs Dark. First Gate to Elysium Boss (Located in Gate to Elysium) Level: 85 Win: Warding Charm (Accessory, Immune to all status effects) Hex: Nothing Steal: Healing Orb General Strategy: Uses a full-party spell that will cause berserk, and a single-target attack that deals massive physical damage. Second Gate to Elysium Boss (Located in Gate to Elysium) Level: 90 Win: Neomancer (Staff weapon, The Ultimate Staff) Hex: Nothing Steal: Soul Elixir General Strategy: Uses a full-party spell that causes sleep, and a single-target spell that deals lightning damage, as well as a full-party earth spell. His sleep spell will not be broken by damage. Third Gate to Elysium Boss (Located in Gate to Elysium) Level: 95 Win: Lord-Sorceror’s Gown (Armor, +50 intelligence, halves spell MP cost) Hex: Nothing Steal: Key Tablet III General Strategy: Single-target Earth spell that paralyzes, multiple random targets physical attack, full-party Fire spell, and a single-target, reduce to 1 hit point attack Black King (Located in the Black Mausoleum) Level: 99 Win: Gamma spellcard Hex: Black King Steal: King’s Armor (Armor, Male-only, absorbs Dark) General Strategy: Absorbs Dark. He has a spell attack that reduces every party member to one hit point, so make sure to have full-party heals/regen via Berserk/Medicine/M-Heal available. He also has a full-party Dark/Poison spell attack, a single-target high physical damage attack, a single-target standard damage attack, and a single-target spell attack that Enfeebles and Slows. Melchior (Located at the Inn in Condor City.) Level: 99 Win: Nothing Hex: Nothing Steal: Nothing General Strategy: Accept his proposal to be tested, scan him to see what you’re up against, then escape the fight. See the optional section for more information. Final Gate to Elysium Boss (Located in Gate to Elysium) Level: 100 Win: Arch-Angel’s Halo (Helm, Immune to all status effects, very high Res/Vit) Hex: Alexander Steal: Sacred Orb General Strategy: I recommend equipping every spell card that will give +Vitality to whoever has the most hit points, and equipping them with the Party Hat, which will make creatures specifically target them. Though you should try the fight first without this, just so you can scream and go through the pain and disbelief everyone else does when they first try it. Misery loves company, and I can’t take credit for the strategy to defeat him, as SomethingAwful forums user EvilReaver first posted it. Uses a full-party spell that deals Wind damage, a full-party spell that deals Light damage, single target physical attacks, a multi-hit physical attack that will move to another party member if the original target dies, and a physical damage spell called Lionheart, which hits twice that can deal thousands of hit points worth of damage. The Lionheart attack can be survived by having 700+ vitality, high hit points, and defending. ??Hardest Foe?? (Accessed by getting 100 Hex Tiles) Level: ??? Win: ??? Hex: ??? Steal: ??? General Strategy: Good luck. It’s possible to beat it. Just… Good luck. Yeah, I know, I’m leaving this all blank and you’re dying to know what it is and has. It’ll give you something to work towards, but really, you don’t get much from it. No ultimate item. Honestly. This space also intentionally left blank. Seriously. Keep going. Capsule Thieving! Also, bonus smileys and the Ultimate Weapons: [capsule_] The following is a list of what critters have Capsules that can be stolen. Strength Capsule: Both stolen and won from Black Dragon foes in the Black Mausoleum. Vitality- Stolen from Gerethog enemies in the Biorite Cluster, and won from Centaur Knights in Serinal Woods. Intelligence- Stolen from the single random enemy type in the Hall of Judgment. Sometimes they will have Mind Capsules, sometimes Intelligence Capsules. Resistance Capsule: Stolen from Charybdis enemies in the Third Entalar Seal. Speed- No creature has Speed Capsules that can be stolen, unfortunately. Skill Capsule: Stolen from Dracokn