To Everna and Beyond!

An exploration of Fantasy and Science Fiction Worlds in literature and multimedia entertainment
The official blog and novelblog for Evernade Saga and FireHeart Saga by Andry Chang

"Come forth, Paladins! Fulfill your destiny!"

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Showing posts with label fireheart game book1 walkthrough. Show all posts
Showing posts with label fireheart game book1 walkthrough. Show all posts

Sunday, December 11, 2011

FireHeart - Legend of the Paladins - The Game Movie!



FireHeart Paladins Book One AT A GLANCE!
Videos from the game: FireHeart - Legend of the Paladins Book One: The Bounty Hunters by Vadis Entertainment and Enterbrain.

22 hours to play, 1 hour to watch the whole thing!
www.fireheart.tk - fsaga.blogspot.com. Enjoy!

Source: http://www.youtube.com/playlist?list=PL7C6CFA865F8165FF

Thursday, October 28, 2010

FireHeart Paladins Walkthrough - Chapter Seven Part 3 (Final)



Stage V: Pyro’s Pyres

The plot thickens as more heroes come rushing in. In the rune room (C3) for instance, just touch the epitaph and the story moves on.

At the end of the cutscene, a hero named Alexis Deveraux, Crown Prince of Arcadia joins your party (it’s in version 5 and up. In previous versions, you can add him using the Party Log Book after Sheena’s event in (B3) Note that in version 1-3, Dar’gum, Sheena and Alexis are selectable only by passing that event B3).

The party setup is: Alexis, Hernan, Vera and a healer, either Iris, Chris or Paolo.

To pass this stage, your job is to open the four gates in (D3) by operating four switches A-B-C-D. Refer to the cluster map for location of switches.

The map itself is as follows: (16 cells, text mode)

A1 – A2 – A3 – A4
B1 – B2 – B3 – B4
C1 – C2 – C3 – C4
D1 – D2 – D3 – D4

Switches are in:
SWITCH A: D1 (enter from D2)
SWITCH B: A3 (enter from A2)
SWITCH C: B4 (enter from A4)
SWITCH D: C1 (enter from A1 – B1)

The Complete Route:
Switch A:
C3 – C2 – B2 – C2 – C1 – D1 – D2 – D1 – Turn Switch A off.

Switch B:
D1 – D2 – D1 – C1 – B1 – A1 – A2 – Top right to A3 – Turn Switch B off.

Switch C:
A3 – A2 – A3 – A4 – B4 – Turn Switch C off.

Switch D:
B4 detour – A4 – A3 – (B3 going to B4 to get Sheena – A3) – A2 – A1
B1 – Down left to C1 – Turn Switch D off.


So, just follow the route and turn off the switches in the A-B-C-D order. Remember, get the sequence wrong and you’ll have to do it from the start again.

Along the way, in cell (B3) you’ll get a mandatory cutscene (just approach the girl merchants to trigger it) involving Sheena, Baxter, Ellephar, the girl scouts and a battle with dark elves and orcs.
At the end of which, Sheena Mekh’ta the Corsair will join your party (or selectable from the Party Log Book).

Move on all the way through (C5), (D5), (D4) and finally (D3).
If you haven’t opened the four gates, you can detour through (C3) or (D4) and go all the way to the switch in question.

If you have opened them all, just exit downwards to...



Lava Cave

This is the area where the Sanctum and the Sanctum Guardians get their energy from. In this BOSS area of Pyro’s Pyres you just need to go down and center by defeating the Fire Elementals blocking your way.

At the center of this area, make sure you have your party all-prepared, restored and Herman and Vera are in your main party. And on to a surprise attack by:


BOSS: Fire Wyrm (Battle 2x @ HP:9000)

Just like in the story, there are two of them. Up to Version 5, the battle is of two consecutive rounds, In each you’ll battle the wyrms one at a time. The wyrms are too tough if you fight 2 of them at once, but hey, we can fix that on popular demand in maybe version six or so.

Basically, the fire wyrms use powerful fire-breathing attacks and quite vulnerable to ice and water, so with an average level of 23+ or so, they won’t be too tough customers.

With the fire wyrms out of the picture, you are free to go. REMEMBER to move up and go to the bottom corner left and right to open two treasure chests with powerful items inside.



Finish what you need to do or left behind – including recruiting Sheena.
Take out all your money from the bank if you haven’t do so already.

Make sure you’re all ready because there will be NO TURNING BACK after this.
When you do, just walk downwards from the center area where you fought the BOSS and a hidden switch on the floor will trigger a long story-related cutscene that will eventually transport you to the next stage.




Stage VI: Saturn’s Space

Whew, that sacrificial pit just now is just a magical illusion and you land on the upper right corner of this one-map stage.

Here, Father Bernides the morbit (were-rabbit) will heal your entire party for free, and Akh’mal the minotaur shaman will sell you godly, hyper-expensive weapons not released yet in the original story. If you have enough money, just buy one or two because you can still take on the FINAL BOSS without them – only if you want to find out how powerful the actual godly weapons actually are...

Like in the story, there are five bosses in this stage and it’s better if you fight them in this order: Eshmyr, Jokl, Borg, Vyr and Voltar.

To take on the first BOSS – Eshmyr the Wind, set your main party to Dar’gum, Adler, Desmond and Iris as support (suggested formation). Walk counter-clockwise along this labyrinth-like map, and move to the center of the map from the north. “Touch” the wind-icon roadblock there to engage the first of five:


MINI-BOSS: Eshmyr the Wind (HP: 10000)

Also known as Windmare, it’s very agile, so the suggested formation party will be your best bet to defeat it quicky. Beware its [Tornado], [Typhoon] and [Slow Move] skills.

Finished with it, and on to the next MINI-BOSS. Continue counter-clockwise and enter the center platform from the west. Set your main party to: Robert, Carolyn, Paolo and Sheena, restore fully all party, touch the “water” west icon to battle with:



MINI-BOSS: Jokl the Water (HP:10000, ATT:145, DEF:112)

This water elemental alligator monster can overwhelm any foe with the most powerful water attacks. With Rob and Carol in the party bombarding Fire Slashes, Fireblasts and Fireballs, the battle can somewhat become easier.

Repeat the process after taking care of Jokl – go left, follow the road counter-clockwise to the south part. Don’t forget to explore all corners of this map and open all treasure chests to get the best weapons and armor in the game and the most powerful item: [Divine Retribution].

About [Divine Retribution] item:
If you give alms to the church or the poor, let’s say 5000 geines at most, this item will give you much leverage when battling the last BOSS, because the randomized 3500-5000 damage it can cause to enemy consumes an amount of [Vadis’ Blessings] meter gained from the alms. It’s a consumable one-use item, so spend it wisely.

Back to the track, go from the southern part of the map to the center. Set your party to: Alexis, Cristophe, Kyflynn and Iris and touch the south “earth” icon and engage:



MINI-BOSS: Borg the Earth (HP: 10000, ATT: 150, DEF: 138)

With its big HP and physical attack and defense, Alexis and Chris will be the best bet to endure this fight.

Done with “earth”, next is “fire” from the mid-east. Set your party to optimum with Hernan, Vera, Erydos and Paolo.

EXTRA: See the blinking star just northeast from the center of the map just when you come near the fire icon? Just walk up to it and press ACTION button, and you’ll get the ULTRA SECRET BONUS – as thanks for reading this walkthrough.



MINI-BOSS: Vyr the Fire (HP: 10000)

With Attack 155 and Defense 96, Vyr has the strongest attack power of the five with skills of: Dragonbreath, Flame and Spirit Oblivion.

Just as other BOSSes, just make use of element affinity to gain advantage.

After taking care of the large lizzy, restore all your party’s HP and MP and select your best or favourite members for the starting grid. Save your game, move to the void in the center of the map to trigger a battle with:




BOSS: Voltar the Lightning (HP: 10000)


ATT: 150 / DEF: 114 / SPI: 140 / AGI: 123

This lightning phoenix might not be the toughest of the lot, but its “flying” attribute makes it hard to hit, earning it the last BOSS place of the five.

We suggested you to select your best, strongest members of your party because after this comes the non-stop FINAL BOSS battle, so rather make sure your best four finish Voltar so you won’t have to waste a turn changing party members in battle. Again, anyone is okay. Level 25+ is preferable.

After battle you’ll be instantly transported to to:



Core of the Universe


Aegis the Thunder Bird - Carolyn's Guardian Spirit is here.

A long, story cutscene starts automatically, thus plunges your party into a series of battles with:


FINAL BOSS: Chimera and Paliades


Chimera: HP: 16300, ATT:160, DEF: 130, SPI: 140, AGI: 100


Paliades: HP: 7000, ATT: 150, DEF: 120, SPI: 130, AGI: 100


Wielding the Deathblade Kraal’shazar, Paliades’ attacks are of dark powers, inherited from Vordac the Dark OverLord. So, naturally, Cristophe is the best to deal with him.

As for Chimera, just make sure that your HP is high and somebody is reserved to heal your entire party every 2 turns or so. That monster is actually a merging between Borg, Voltar, Jokl, Vyr and Eshmyr, so it uses all the most powerful attacks of any element that can deal around 1000 damage each, affecting the entire party.

Just work on the weaker Paliades first with Cristophe as anchor. With Paliades out of the picture, you can concentrate on Chimera. Again, the skill [Sandstorm Skirmish] can be of tactical advantage.

During beta-tests, we worked very hard to adjust the toughness of this monster, and if this setting is not “killing” enough, please let us know.

Eventually, if you ever beat this BOSS, congratulations – but it’s not over yet. Paliades still has the last ace in his sleeve and uses it by merging his body into Chimera, forming into one ultimate monster:



FINAL BOSS: Chimera Paliades
HP: 25000, ATT: 180, DEF: 130, SPI: 150, AGI: 100


We’re talking EXTREME here. Up to Full Version 5, you’re given a chance to restore your party’s HP and MP first before engaging Chimera-Paliades. Again, choose the best among your party members, save your game and you’ll automatically engage him.

Chimera-Paliades has two new ultimate attacks: [Cataclysm] and [Apocalypse], the non-elemental super-explosions. [Apocalypse] in particular can cause critical damage to party members until they’re low on HP.

So, this is a good time to use the ultimate magic item: [Divine Retribution]. The rest depends on your strategy, timing and a bit of luck.

A long cutscene that involves clicking SPACEBAR every now and then ensues, after which you only need to walk down to the portal down the screen that teleports your avatar to the final area.




Enia’s Sanctum – Temple Entrance


You get no enemy encounter here, but if you should want to wander around again through Gorgon’s Groves, beating monsters and such with your ultimate skills, just go ahead. Just consider the story is already finished.

If you don’t or you’ve had enough wandering around, all you have to do is walk under the blimp (a.k.a. Airship Aurora) and press ACTION button to “ride” in it. The ending scene ensues, and as we say in the “Credits” section, congratulations for finishing the game and thank you for playing the game and reading the walkthrough.

A little note, if we ever going to make the sequel of this game: FireHeart – Masks of the Soul, we won’t use any of the saved game from “The Bounty Hunters”. There might be undiscovered bugs or a feel of imbalance in this game, so we welcome feedbacks in www.fireheart.tk or any of our threads in RPG Maker forums, and we’ll work on the improvements right away.

Again, we thank you for downloading and playing this game.
Come forth Paladins, fulfill your destiny!

Andry Chang for Vadis Productions
October 28, 2010

FireHeart Paladins Walkthrough - Chapter Seven Part 2




Stage III: Gaea’s Grounds


At the start of this “earth” area in Enia’s Sanctum, again you find an epitaph in the center of the first room. And again, just touch that epitaph to get the story going and the roadblocks vanishing.

A new hero joins your ranks: Adler von Bachmann. He joins your party straightaway in Version 5 and up, otherwise you may choose not to add him now because he will stay in the active party and cannot be removed until the next stage.

The challenge is somewhat simpler than in previous 2 stages. You just have to follow the road, unlock the switches and beat all the rock golems “blocking” the road.

However, spike traps are going up and down everywhere, just proceed carefully and study the trap timing so your party won’t lose HP needlessly.

(Text Version) Room Layout

--------------- (BOSS) ----------------
(8) Switch B – (9)up to BOSS – (10) Switch C
- (7) is cancelled, goto straight to 9 -
(6) Switch A – (5) intersection – (4) left
(1) Rune Room – (2) right – (3) up


Route Overview:
R1 – R2 – R3 – R4 – R5 – R2 – R5 – R6 (Switch A) – R5 – R9 – R8 (Switch B) – R10 (Switch C) – R9 – BOSS

Also, there is a roadblock in room 5 and two in room 9 which must be unlocked by pulling levers (switches). Switch (A) in room 5 is unlocked by pulling lever (A) in room 6 (after a cutscene with Sheena, Baxter & Ellephar).

Switch (B) and (C) are in room 9. To unlock switch (B) move the lever on the center of the map in the middle of a pool of “tricky” spike traps.

To unlock switch (C), go to room 10. There, you must do a “Mole Stomp” mini-game. Just go around the “sandy area” within the fence and press ACTION button randomly to stomp the mole out of the sand. Stomp three moles (out of 4 in the area) and the switch will be unlocked.

In the BOSS room, just walk up to face the guardians of Gaea’s Grounds:




BOSS: Giant Stone Gargoyles x2 (HP: 5000 x 2)


If one is not challenging enough, we give you two! Yes, people! These winged stone dragons action-packed with fire and earth-based attacks and thick stone skin for ultra-defense are very tough indeed! Beware of their Paralysis Breath skill, it’s as lethal as any Basilisk would have!

Other skills: Slow move, Dragonbreath & Earthquake.


After beating the BOSS, however, comes another trouble. The nine tiles at the center of the room are actually switches which must be pressed by pressing ACTION button on top of each to unlock the combination key on the elevator gate.

The tile sequence is:

(1) – (2) – (3)
(4) – (5) – (6)
(7) – (8) – (9)


Normally, without this walkthrough you just need to guess the right combination and ask the four NPCs around the area for clues.

Up to Full Version 5, the only right sequence is: 6-3-1-8 (which Father Paolo gives).
The lift gate opens automatically, but this sequence also triggers another roadblock: the orcs.
Prepare your party first with full HP and MP with Kyflynn and Iris in the main party, walk up and “talk” to the orc to trigger a battle with...



HIDDEN BOSS: Behemoth (HP: 8800)

The Ancient Earth Dragon, Behemoth Barudan actually supports the Gremion Orcs and the Dark Side. As his enormous size can tell, he got plenty of HP, defense (115) and attack (131) power. Spirit (113) is also great, and its only drawback is Agility (63).

A 4-member party with average levels of 22 and up won’t get too much trouble subduing this HIDDEN BOSS.

After all is done here, just walk into the crystal-powered elevator and descend to the next area.



Stage IV: Scylla’s Chills

This “Chill Zone” is actually a 17-room ice cave forming a single snowflake (see the diagram map).

As you exit the elevator, just go right up and talk to the long-haired man on the upper left: Don Hernan y Parvaez. You can skip talking to him if you want and go farther to the top exit of the map.

A man with white mustache stands on the exit. Just press ACTION button and talk to him, and you’re now acquainted with Erydos Crydias (“Eidos” in version 1-4) from Parthenia. Thus, he and Hernan join your party in standby mode.

Naturally, Robert and Carolyn’s fire skills are of great advantage in this stage.

Area 2, the top room is the rune room. So, as usual, just press ACTION button at the epitaph to get the story going and the roadblocks vanishing.

Beware: There are hidden traps that can confuse Robert, Chris, Adler or the entire party (random effect). So just be prepared with lots of items such as Mandrake Roots or Mandrake Extract, or party member with [Cure] skill.

As you might’ve observed, the elevator down to the next stage is locked shut, and you must unlock it by “touching” the locking crystals in sequence, that is A-B-C-D. Get the wrong order, and you’ll need to do it from the start again (just like in Yggdrasil Forest).

To make things short, just see the diagram and go to the crystals straightaway.
Note: Room 13 is a blocked way. Just avoid entering this path unless you want to get the treasure chest by entering from the left.



SPOILER: The complete route is: (text version)

Crystal A:
(1) up – (2) rune room – left to (11) – down to (6) – unlock Crystal (A) – left (10) – down to (3) – right to (1). Check: Crystal A appears here.

Crystal B:
(1) up to (2) – right to (12) – down to (7) – unlock Crystal (B) – up to (12) (except if you want to check room (13) first) – left to (2) – down to (1) – check Crystal B.

Along the way, you need to exit to the bottom of the core area (1) to area (5). There, you see 3 orcs standing side-by-side. Just walk farther downwards to trigger a cutscene and a duel between Robert (alone) and:



MINI-BOSS: Bragl Dar’gum Stormbringer (HP: 5000)

Powerful that he might be with the earth moves which are originally his, Robert can defeat him at level 20 and up (see the movie footage in www.fireheart.tk).



TIP: Just always seek to stun / paralyze Dar’gum with items and his “rather unoriginal” skill, Sandstorm Skirmish.

After that fight comes a cutscene that results in Dar’gum joining your party.
Back to the “crystal-touching” rituals.

Crystal C:
From room (5) go left to (16) – up to (8) – unlock Crystal (C) – left to (17) – up to (3) – right to (1), check Crystal C is lit.

Crystal D:
(1) – right to (4) – down to (14) – left (9) – unlock Crystal (D) – right to (14) – up (4) – left (1) – check Crystal D is lit and restore full + save your game.

After you touch all 4 crystals, go back to Room 1. Refill your entire party’s HP & MP and touch the roadblock to the bottom elevator. Alas, it doesn’t open, instead it plunges you into battle with:



BOSS: Ice Elemental Generator (HP: 9500)

ATK: 140, DEF: 112, SPI: 128, AGI: 92
Skills: Water Cannon, Maelstrom
Vulnerable: Fire, Lightning
Immune: Water


Here, this diabolical machine is accompanied by four ice elementals. Up until Version 5, we don’t bother adding events to add a new ice elemental every say, 5 turns or so to accommodate the story, because it’ll make this BOSS too powerful than it actually is. Instead, it uses powerful WATER spells including Maelstrom to attack you (and never physical attacks).

Disable the machine, and you may pass this stage, descending with the elevator to the next stage: Pyro’s Pyres.

Monday, October 25, 2010

FireHeart Paladins Walkthrough - Chapter Seven Part 1



FIREHEART – Legend of the Paladins
Book One: The Bounty Hunters
GAME WALKTHROUGH – Part Three


CHAPTER SEVEN
INTO THE SUN


REMEMBER: Withdraw all your money from the bank in Medellar if you stored it. Better bear with the bandits some more (in case there are Melchior Bank agents in Gaea’s Grounds or Pyro’s Pyres). Make sure you get your “Vadis’ Blessings” meter to about 5000 or 10000 by giving alms to the poor / the church.


Enia’s Sanctum

From the world map, enter by stepping into the “tent” icon. As our heroes enter the vicinity of Enia’s Sanctuary, they are greeted by a welcoming committee: of monsters.
Just beat all monsters in the scene before “touching” the big guy (orc) blocking the pathway to the top. Kill ‘em all, go up and on to the next scene.


Waterfall Entrance

Just walk right up for a cutscene, and platforms rise from the lake water. Just “walk” to directions as directed (as if your mates instructed it), and hop along until you come to the front of the entrance gate. Hint: On the top leftmost platform go up into the waterfall – a place where you can save, rest (healing crystal) and shop (orc merchant). Go up to the first stage of Enia’s Sanctum named:



Stage I: Gorgon’s Groves

This area used to be a proving ground for people to be initiated as Enia’s priest. Now, the grove where fairies and nymphs reside is overrun by sinister banshees (who disguise as nymphs), mutants and assorted monsters.

When you arrive in the first scene, walk to the center and touch the epitaph there (with ACTION button) to read it (mandatory for story progress) and the roadblocks will be opened.

Take the way UP to the next screen. Now in each screen there are nymphs roaming around. Well, they are actually banshees disguised as nymphs, and they transform as soon as you touch them or they touch you.

If you download this game up to version 3B, you must face at least two groups of banshees on each screen. However, in Version 5 you can simply avoid the banshees roaming randomly and just go to the next scene (which will be improved if we can even get to make the sixth version).

Gorgon’s Groves itself is actually a mystical maze that can get everybody lost, no redo and no straight detour to the starting point.

So, this is the spoiler of the right route:
START (Rune Room) – UP – LEFT – UP – RIGHT – RIGHT – DOWN – RIGHT – UP – NEXT AREA


Enia’s Sanctum – Temple Entrance

We put no puzzle in this scene. Just walk through the unblocked path, explore and open all terasure chests in the area all the way and enter the temple in main gate in the center of the map.


Enia’s Shrine Room

Now this is another story-related, zero-encounter room used as a rally spot for the Light Side’s “Relief Forces”. If you should wonder what the “Three Gods of Trinity” look like, just touch the statues. Okay, so there are similarities with character graphics in other scenes, no big deal.

Just go to the center of the shrine to trigger a cutscene with Kyflynn Windwalker, Desmond Edmundsen and Vera Vyrkova, at the end of which they’ll join your party.

NOTE: We put a new “Party Management Menu” in Full Version 5 and up, but we still keep the “Party Log Book” system to prevent bugs and just in case we missed something during modifications.

After the cutscene, just walk up and talk to the elf in front of Enia’s statue. Galvanir Deneuve, that elf then goes into an opened secret hole passage on the floor and you just need to follow him to go to the next stage.

Before you go, spare a moment to touch and see Enia’s statue on the top center of the shrine, there’s a chance that a surprise gift might fall into your hands.




Stage II: Typhon’s Tunnels

The rune room is the first scene in the stage, and as usual, go up to it and press ACTION to read the riddle, and again, the roadblocks will vanish.

Before you proceed, MAKE SURE that you put Kyflynn in the main party throughout this stage plus Desmond for best elemental affinity against the guards in this “windy” stage.

Please note that this is the most treacherous stage in Enia’s Sanctum with a very complex route, so for you who wants lesser challenge, just follow the most recommended route in this SPOILER:
(refer to the map diagram above for more thorough information)


All Routes:

Tier 1:
A1 <= C6, A2 <= D4, A3 <= B6, A4 => E1, A5 => B2, A6 => C3
B1 <= F5, B2 <= A5, B3 <= C5, B4 => C2, B5 <= F3, B6 => A3
C1 <= E6, C2 <= B4, C3 <= A6, C4 => D1, C5 => B3, C6 => A1

Tier 2:
D1 <= C4, D2 <= F6, D3 <= G6, D4 => A2, D5 => G2, D6 => E3
E1 <= A4, E2 <= A5, E3 <= D6, E4 => F1, E5 => I2, E6 => C1
F1 <= E4, F2 <= G4, F3 <= B5, F4 => H3, F5 => B1, F6 => D2

Tier 3:
G1 <= H4, G2 <= D5, G3 <= I5, G4 => F2, G5 => I3, G6 => D3
HI <= J4, H2 <= I4, H3 <= F4, H4 => G1, H5 => E2, H6 => I1
I1 <= H6, I2 <= E5, I3 <= G5, I4 => H2, I5 => G3, I6 => BOSS

Recommended Route:

B5 – F3 – Check on the fat lady on the corner of room F, make sure KYFLYNN is in the main party, not standby – Exit through F4 – H3. If you can, come across and exit through H6 – I1 – In Room I, exit through I6 to enter the BOSS room. (Eww... Too easy?)


When you enter the BOSS area, take your time to replenish your health and save your game before going up to the center and trigger a cutscene and a battle with:


BOSS: Wyvern x2 (HP: 4500 x2)

Accompanied by the dark elves, wyverns a.k.a. wind dragons pack a very speedy set of attacks and are hard to hit on a defensive. Skills: Typhoon, Tornado and Whirlwind Slash.

After defeating the boss, just select the exit through the RIGHT tunnel (J2 in the map) to move on to the next stage: Gaea’s Grounds.

Sunday, August 01, 2010

FireHeart Paladins Walkthrough - Chapter Six Part 3


Yggdrasil River

To reach the core of this vast forest, it’s now time to row, row, row your boat through the river. Just hop into the boat (Iris probably conjured one from somewhere but it doesn’t show in this event – should anyone ask).

Paddle through whirlpools, rocks and encountering monsters such as mutant salmons all the way to the right. If you notice the “odd” map layout here it’ll be to the “L” of “YGGDRASIL”.

Of course there’ll be treasures and you can even shop a bit, and at the “L” part you’ll encounter the MINI-BOSS: Sultan Sahagin and three mutant salmons. They’re easy to defeat, so without further ado, exit right to:


Wysteria’s Lair

Go right, exit the boat, heal up using the healing crystal, arrange party members ( I suggest you remove Iris if she’s in your active party), save your game and go up and right. A cutscene ensues, and on to battle with the quarry, the main objective of this mission.



BOSS: Wysteria
HP: 7500

Actually she is not a lamia, but a Mandragora (a monstrous version of Mandrake that is half-woman, half-plant). But as she already existed in many other works and my lack of resources, so a lamia (snake-woman, another variety of a gorgon) she is.

In the story, she is controlling the Wind Orb containing the esper (guardian spirit) Eshmyria the Wind Fairy, so Wysteria’s attacks are also of Wind Elemental: Tornado (HP <60%), Typhoon (HP <40%) and Pandemonium (HP <20% ultimate wind magic) beside her darkness spell of Dark Disintegration and curse spells such as Temptation Song (confuse), Sleep and Paralysis.

You might also want to eliminate the two Forest Imps first with powerful fire-based or lightning-based spells and attacks, and then protect Paolo so he can heal or cure your party every turn.

When you defeat Wysteria, Eshmyria will be freed and join the party as Iris’ esper (note that Iris won’t be able to use Eshmyria Pandemonium spell until she’s level 30 or more).

Then comes a long scene and you’ll be back in Palamural’s cave and then on to Adler’s scene in his home in Freidle. At the end of the scene, the party is already back in Freidle, talking to Heinrich. I suggest you just rest up and prepare the sundries, don’t buy weapons and armors yet here because there are better (and more expensive) ones in the next town on the journey to the west. It’s also a good time to withdraw all your savings in the Melchior Bank.

Exit the city and go west through the world map. Just follow the north route because the toll guards are disappearing there only. Just follow the path, go past the city of Myrcalia, Xenticen and Celc (you have no business there in Book One).

You then will come to the narrow road through the hills and you can visit the small frontier town of Medellar. This is your last chance to give alms, visit the church and accumulate your Vadis’ Blessing meter (the more the better but not compulsory because it’ll be used up on an ultimate one-use relic at the final stage of the game).

Exit Medellar Town when you’re ready, go down along the path and then left. Save your game before entering the tent marker entrance to the vicinity of Enia’s Sanctum, the place for the final chapter of this game (Book One only).

(End of Chapter 6)


Addendum/Note:
Special buildings and professions to aid your party sustainability


1. Church:
The function of church in every town is always the same, it’s to exercise one’s compassion, thirst of truth and unconditional love (except for a special story scene in Book Two).

Give alms by talking to the nun near the collection box, entrance or sorts. Alm to the poor and beggars also count. Talk to the priest and you’ll know that it’s to accumulate Vadis’ Blessings meter. I know this is not realistic, educational or even religious in the nature of sincerity, but a game is a game and the wasted money and time for alms is to be accounted for something – called the “Divine Intervention”, tee hee hee.


2. Hunter Guild:
Assign optional missions and sometimes the mainstream storyline missions. So far only the guilds in Rand and Varestine are fully functional, because the author was too cooked up in mainstream story missions and additional missions will somewhat make the game look more easier... (or maybe we can add some more quests in later versions).

The operational in Rand and Varestine is quite similar, and the steps are:
- Look for mission posters in the walls, and choose the ones you want/are qualified to overtake.
- Talk to the “clerk lady” on the left to discuss mission details and confirm that mission. Some missions will give you a special “quest item” that is to check the progress of the mission on hand and will disappear upon completion.
- If you complete your quest, talk to the clerk in the middle to confirm completion and get the info of your rewards.
- Go to the clerk on the right to claim your rewards (most of the time it’s money).


3. Pub / Bar / Casino:
It’s usually a place to seek out information from “unusual” sources, usually when all else fails. The people here might hear things “normal people” don’t.
Some mini-games of luck and mini-quests are installed here, and the pubs in Rand and Freidle hold the key of mainstream story continuity.


4. Jeeves the Magic Butler:
Now this is an extra feature: play/change soundtracks (background music) using the Magic Piano from the future.


5. Melchior Bank:
Some critiques said it’s not quite useful. Well, wait until some bandits and thieves stumble with your party and stole your money or goods. We shall improve the scripting into storing items too and limit the “bag” unless we can assume that Carolyn carries around a magic “Doraemon’s Bag” that contains everything – another product of Melchior’s?

Buy an Account Book (100 geines) to check your money balance anytime in the game. Talk to the clerk on the center to conduct actions: (Deposit, Withdraw, How’s my Account Balance?). Talking to the clerk on the right and she’ll tell you the reason I put the banking system in the game.


6. Disabled Features:
Blacksmith (too complicated eventing), Party Changer man/crystal (already using item in book 1), Save Crystal (you can save your game everywhere from the menu).

FireHeart Paladins Walkthrough - Chapter Six Part 2



Yggdrasil Forest (Outskirts)

Since this is going to be a long path ahead, I’ve closed the “wrong roads” with roadblocks. So, simply follow the path all the way down until you find a cave entrance and go in there.


Yggdrasil Keeper’s Cave

In this scene, you see an old man being surrounded by a group of satyrs (they’re actually centaurs, but maybe I’ll change them into satyrs or make/find a centaur spriteset if I have time). Just ignore the satyr on the left and just “touch” the right one to fight the centaurs.

After that, walk up and the old man will thank you, providing you with information about the current situation and give you a quest. It’s a mainstream quest, so you just move on with the storyline.

Exit the cave, move to the bottom left corner and SAVE YOUR GAME before crossing the bridge. Cross the bridge, and the scene automatically changes into...




Yggdrasil Forest (Inner)

You’re controlling Chris alone again, and this time Chiel the little helper catches up and joins him.

Go all the way down, save your game every so often and save again for sure near the healing crystal before moving on to the bottom and right. The enemies might be too tough with Chris alone for attack. Go right through a narrow path, and a cutscene ensues, followed by a series of battles with the Forest Imps.

After the first battle, two people join to help Chris: Lavennia Iris the elf archer and Adler von Bachmann the Borgian knight specializing in 2-hand greatswords.

You’ll fight four or five more Forest Imp troops non-stop until Rob’s group arrives.

The heroes then talk and Adler leaves the party (“to go back to Freidle”). It’s now five people (and a micha) in the group, yet the game script only allows four per active party, so for now on you can change active party members by keeping and using the [Party Changer Log Book] item.

Select the item from the [Items] menu to activate, choose add or remove party members, select the member in the party to be changed (remove) and select the standby (available in the menu choice) ones in the roster to join your active party (add).

If you select more than 4 members, the 5th will be included in the party but won’t be active in battles, wont’ receive [EXP] experience points and potentially can trigger a bug – which I haven’t tried or able to figure out the solution yet, fearing the risk. I suggest you stay with the Chris – Rob – Carol – Paolo combination and you might want to use Iris more often later in the next chapter.

Now that a problem is resolved, what remains is the mission they must do now here and another one in the place far, far away. So, as the story goes (game version), the heroes choose to finish up here first.


Mission: Roots and Branches of Evil – Mainstream

As the old elf Palamural informed, it’s now time for you to move on with the quest at hand. Move right from the imp battles site and go up the road, and you’ll find the first crystal. Touch it, it’ll disappear and the second crystal emerges somewhere.

Just follow the sequence to unlock the fourth, final crystal at the eastern edge of Inner Yggdrasil Forest (which actually is a roadblock and – in reality – an illusionary barrier to keep people from going in and out to the core of the forest, the Tree of Life Yggdrasil itself).

Done with the first crystal, now you follow the road all the way up and exit the map into...


Yggdrasil Forest – Outer

Move on and on eastwise. Follow the road up until you find a river. You’ll see an odd appearance of a horse in the water (make sure Cristophe is in your active party). Don’t worry, it’s not a bug. But if you don’t save your game first before “touching” it, that’s a reason to be worried because it’ll trigger a mini-battle with a Kelpie (just like in section 1 – Way to Freidle) only this time it’s alone. And as before, he’s not too tough so just consider this as a bonus.

Go down the road and you’ll see the second crystal glowing like the first one. Touch it, and now you have to detour all the way to Yggdrasil Keeper’s Cave to trigger the third crystal. Observe the road for opened paths and disappearing road blocks, and fight the centaurs (or satyrs) on the left in the cave to reach that crystal. Once you touch it, the final, fourth crystal will disappear.

Exit to Outer Yggdrasil, go all the way to the right and exit through the lower right corner of the map, and you arrive at the right side section of Inner Yggdrasil. Just follow the road until you come to the bottom right corner, save your game, replenish your entire party’s HP and MP, move up the road and you’ll in for a surprise battle with:


MINI-BOSS: Cyclops
HP:?

Okay, so this monster is meant to add some game time, and I’ll add two forest trolls (popular demand) in the next version. After defeating the cyclops, just proceed along the road and exit right into the next area.

FireHeart Paladins Walkthrough - Chapter Six Part 1



CHAPTER SIX
THE SPIRIT OF TEMPERANCE


Uvarse Village - Spring


After the novel-adapted scenes, you find the party already in the village as the snow clears up. Rest, restock and save before exiting the village and move north the path of the Europe-like West Aurelia world map into the next area.


Way to Freidle


Follow the path and go northwise. Save your game often before moving a “tricky” boulder. The ways are always open as long as you move the boulders one step at a time and take care not to block all the roads permanently (Load last saved game if you do, amigo).

Interacting with people along the road there might be fruitful and informative. If you can see a hooded woman and a monster on the scene, go to the left path upwards, save your game and go right to trigger a cutscene and a battle with:


MINI-BOSS: Kelpie
HP: 5200

The Kelpie (Zebra Gnoll) is with 2 gnolls. These bunch of pushovers are not of much problem (or are they to you?). Yet, beating them is easy enough, easier than Alpha Werewolf and the gang.

After beating the Kelpie, make sure you explore up the map and open a bonus treasure chest there before exiting on the upper right corner. At the world map, go all the way north to...



Freidle, Capital of Borgia

This mount City of Freedom was literally carved out of the Great Mount Freidle. The Great Palace of Drakkarsheim lies on the top end of the map but you can’t enter because you have no business there (at least in Book One).

After a cutscene at the city entrance, follow Paolo’s clue by moving to the left.
Approach the bearded man standing beneath the dragon statue (FYI: It’s a statue of a Borgian Dragon Rider). Talk to him, and a dialogue then ensues between your party and one Heinrich Ratzinger.

You’re free to shop and roam around in this city (recommended) before entering the inn for a cutscene and Robert, Carolyn and Paolo will leave the party and leave Cristophe to roam alone.

The attractions in this city are:
- The same dice and pea guess game as in Alceste in the Two Spurs Pub & Casino.

- Horse Race Level 3, the stable at the right side of the entrance. Try your luck and play to gain some geines. The money is good and you need it. Definitely.

- Training Dojo: It’s a spoiler mini-game, really to test the monsters you’ll encounter later – for a fee. Just make sure you have a minimal 3-man party or else they’ll maybe too tough for you to beat. No death penalties for losing, but better be safe than losing money for nothing, right?

- If you want to cheat a little, you can go into a stone house with a combination lock. Just enter the number “2575” and go inside. It’s actually my test site for Party Changer common event, so pick the available characters (Rob, Chris, Carol, Paolo, Chiel and Iris) and enjoy! You cheatin’ devil, you...

If you’re already alone as Cristophe and done playing around and picking bonuses along the way, just go and enter the pub on the far right corner of the map.


Two Spurs Pub

Save your game, talk to the barmistress going to-and-fro behind the bar to trigger a full special effect cutscene and a very-very long story dialogue scene all the way back to the inn.

Eventually, the party will be Robert, Carol and Paolo. Finalize your preparations and head out of the city on the world map, go right towards the forest and walk into the “tent” marker.

Saturday, July 10, 2010

FireHeart Game Walkthrough Chapter 5 Part 3


(Section 3)

Falambum Vale

The hidden Valley of Wonders is indeed a place to rest for a while (before the storm). There’s a house in the middle of the vale, and in front of it a hooded dwarf priest is roaming/standing. Just don’t talk to him or enter the house yet.

Instead, talk to Uli to replenish your HP/MP (just like an inn). Roam around the vale or hunt in the mine again if you want to until you’re ready to proceed the story.

A wandering merchant is at the top left of the map in case you want to replenish your sundries.

The Robert’s Crossbow Practice mini-game (shooting) level 2 is on the top middle of the map. Just stand on the axis of the “+” sign and press ACTION button (ENTER / SPACEBAR) to play it for extra geines.

Cristophe’s Fishing Game: Get on the boat (ACTION button) and roam the area. When you get above the “fish trails”, just press ACTION button. Either you’ll get fish, salmon, nothing or battle with ferocious Sahagins.

The Nine Lucky Chests are on the top right of the map. You can choose to open only one, and all chests will be gone forever (unless you found a way to turn the switch “Magic Chests” ON again).

SPOILER: Here are the nine chests and the contents.
Chest 1: Wrapped Bow
Chest 2: Nothing
Chest 3: Ring Mail
Chest 4: Nothing
Chest 5: Special Spices
Chest 6: Spiked Shield (BEST)
Chest 7: Lost 500 geines
Chest 8: Get 100 geines
Chest 9: Battle with Mimic

After you’re done playing and leveling up, talk to Uli again to rest and then to the dwarven priest (if he’s still out of the house). Get ready, and enter the house to trigger an extended scene, until you end up behind bars.


Ylbarra Dungeon Cells

A savior comes and frees you from the cell, and at this point the priest, Paolo Marvellini joins your party. As the story demands, Cristophe, Rob and Carol put on their disguises and their entire look changes – note that their faces in battles and menu are still the same in case someone’s confused of who is who. Check the dungeon room for treasure chests, save your game and exit to the bottom.


Ylbarra Dungeon Level B2

As you come from the upper right corner of the map, go all the way to the upper left corner stairs exit, any path is okay.

The one you must beware of are the roaming dwarven guards, which, according to the story are to be avoided or back to the slammer upon “touching” or be touched by them. Observe how they move and sneak past them to proceed. Beware of poison gas trap in treasure chests.


Ylbarra Dungeon Level B1

Map Diagram:
Sections : Contents
TOP: DOOR F – Enter Cell for next area – SWITCH D – Treasure – SWITCH B – Treasure
MIDDLE: DOOR E – Event (don’t go up) – DOOR D – DOOR C – DOOR B – DOOR A
BOTTOM: SWITCH F – SWITCH E+Treasure – TRAP – SWITCH C – TRAP – SWITCH A

The upper floor of the treacherous Ylbarra Dungeon is heavily guarded by automatons disguised as stone doors and werewolves infiltrating this area for a reason unknown. The key to escape is to press the switches in order: A-B-C-D-E-F and a bit of patience.

From the healing point on the left, go down to turn SWITCH F OFF and go all the way up again and to the right. Save your game and then fill up all HP and MP, enter the second cell door from the top left and you’ll find a...


Secret Passage

A cutscene takes place and you’ll be thrown into battle with:


BOSS: Alpha Werewolf
HP: 6750

With 3 werewolves, this is a tough nut to crack. His wind attacks are Tornado (when he’s down to 20% HP) and Whirlwind Slash.

After you beat the boss, open the left treasure box for a bonus and move the right treasure box to the right like you do boulders so you can climb the rope and automatically move all the way back to the open space...

You come out from a shack in Falambum Vale and a cutscene ensues. The priest, Paolo Marvellini then joins your party permanently and your appearances are back to normal again as you remove your disguises. Rest up, save your game, play and shop around here some more, and if you’re ready just go to bottom right corner of the map and you’ll find me (an avatar of me in this game, tee hee hee). Just answer “aye” to my question and you’ll instantly view the next story cutscene.


Ylbarra Grad Mines

After the cutscene, you’ll find your hero on the upper left corner of the map. Just move about by foot because the mine cart won’t be available near the citadel or the inner town now.

This is your last chance to open all treasure chests in this area. Move all the way down to the mountain entrance on the bottom left corner. Save your game near the mine cart and move on to trigger three long, full scenes in three areas, automatically moving on to the next chapter.

FireHeart Game Walkthrough Chapter 5 Part 2


(Section 2)

Ylbarra Grad Mines

Entering from the bottom left of the map, there are two ways to go through this area: the hard way and the easy way.

The hard way is to explore this huge area by foot. It’s time consuming, yet it’s “safer” and more rewarding in terms of experience points, money and treasure chests.

Well, if you want to save time (you can enter this dungeon again later), you can choose the easy, express way NOW (because it won’t be available in the detour later) which is to ride the mine cart (mini-game). Since the tracks in this dungeon are treacherous, better set the 6 remote track switches first (just on top of the cart starting point).

Mini-Game: Mine Cart Ride

Note: You can always ask the track master for a new cart every time you are forced to detour or walk to the starting point.

The settings and results of the switches are as follows:
Default position when coming in: SWITCH A-F all OFF
Indicators: Red light: OFF, Blue light: ON, applicable to all switches of this type.
Switch Positions: A – B – C – D – E – F

SWITCH A: ON: Detour, OFF: Move on
SWITCH B: ON: Move on, OFF: Detour/move on by foot
SWITCH C: ON: Move on by foot, OFF: Move on
SWITCH D: ON: Got damage, lost 1000 HP each party member, OFF: Move on.
SWITCH E: ON: Move on, OFF: Instant death (GAME OVER)
SWITCH F: ON: Arrive at Ylbarra Inner Town, OFF: Move on by foot.

So, the best result will be earned by setting the switches:
A: OFF, B: ON, C: OFF, D: OFF, E: ON, and F: ON

And you’ll arrive in front of the entrance to Inner Ylbarra cavern town (walk on and exit straight to the right edge of the map).


Inner Ylbarra Town

In this suburb cavern town, you have the last opportunity to rest, restock and upgrade weapons and armor for the long fight ahead. Buy about 30-40 Healing Salves, I suggest. You can explore the town and pick up a hidden treasure on the floor near the water reservoir on the lower right corner of the map.

SPOILER TIP: DON’T buy the West Aurelia Map from the peddler. Informative as it is, it won’t be of much use if you use this walkthrough.

Exit the city, and you’re back in Ylbarra Mines. The mine cart is parked ahead, and there are three switches on top of it on the wall. Follow the chart below to set them up, and the best setting is:
LEFT SWITCH E: ON, MIDDLE SWITCH F: OFF, and RIGHT SWITCH A: ON.

SWITCH E (LEFT): ON: Proceed by cart, OFF: Proceed by foot
SWITCH F (MIDDLE): ON: Back to mine entrance, OFF: Proceed by cart
SWITCH A (RIGHT): ON: Arrive at Citadel Entrance (GOAL), OFF: Proceed by foot

After getting off the cart, walk on to the right to the healing crystal, save your game and then move up and exit the screen into a new area.


Ylbarra Citadel

Walk right up. Go past between the guards to trigger a cutscene that leads to the...



Emole Grad

The “Womb of Grad” or – in author’s term “Hall of the Mountain King”.
A cutscene autoruns here between your party and Haägi Thornhelm, the Grand Trow (Dwarf King). Cristophe’s burden is relieved, but you don’t have a chance to put any accesory on him because it’s instantly on to the BOSS fight:


BOSS: Frei Val’shka, the Ice Goddess
HP: 7500

As her name states, fire attacks are most effective on her. She is tougher than Jokulion – of course! Watch out for the Avalanche spell, because it’s coming out more often. And if you get one, the Silence spell won’t do much good with her high SPIRIT (magic).

Still, Goddess as she is, she’s but a spirit trying to re-materialize in this world by sucking life-force from living beings with power, so you can still beat her easier with your average party LEVEL of 15 – 18.

After the fight subsides, a cutscene ensues and you’ll end up back to the citadel again. If the scene doesn’t start automatically, walk down and talk to the innkeeper-like fat lady in the middle of the road, and off you go to the Ylbarra Mine entrance from the top right.

The mine cart is “jammed” this time so you just proceed by foot to the top left corner of the map (you can still hunt first), talk to Uli (the fat lady) again and follow her, exit to the top.

FireHeart Game Walkthrough Chapter 5 Part 1



CHAPTER FIVE
THE HERMIT FROM GRAD


West Aurelia – World Map

For some reasons (including realism), you don’t steer the ship – the “captain” does, and it moves automatically. There are some monsters (even pirates) attacking your ship until you face:

MINI-BOSS: Sahagin 2x
HP: @ 1800

Strongest attack: Requiem of the Tides
Barracuda fish-like monster which lives mainly in water and as though “dragging” the host of the ship into water and attack its victims.

The ship then embarks in Vochaux City harbor. You have no business in Vochaux City, so go up the world map and follow the path (all other paths are blocked to save time) up and right into the mountains and entering...


Uvarse Village – Winter


Make sure you spare 1000 geines to rent a lodge here and just replenish your sundries.
IMPORTANT: Take off any accessory in Cristophe’s equipment – just in case.

Save your game and talk to the real estate agent girl on the center of the village to pay the rent and instantly move on to the next scene.


Quest: Help the Dwarf – Mainstream

After a scene, Chris is burdened with Blöin, an unconscious [Weighty Dwarf] (quest item) who needs to go to Grad immediately, which means he must carry (equip as accessory) the dwarf (who slows him down) all the way through the checkpoints until you meet the Grand Trow (Dwarf King).


Uvarse – Grad Road


Trekking to Grad in freezing winter is a great challenge. Go north through the village exit on the upper right corner of the map and in the next area, go right.

Along the road to Grad Mountains, you have to move boulders and clear the path by destroying huge heaps of ice. Of course there are monsters and the big one:

MINI-BOSS: Ogre
HP: 3000

On the end of the road, attacking by surprise. This giant-type foe has lots of hit points, yet it’s vulnerable to fire. After defeating the ogre, exit right of the map to enter the next area.


Grad Mountain


The journey continues through the snow-covered peaks of Grad. Just follow the path and push away boulders blocking the road. There will be dead-ends and detours, and there are some hidden checkpoints on which Chris has to equip the “Weighty Dwarf” quest item to pass. WARNING: Discard the “Weighty Dwarf” and you’ll be stuck in the game and must restart from the last saved game that item still exists.

Walk on and jump over broken bridges until you find the area with seven caves to go in and out. Follow the chart below for time-saving passage.

In: 1st (Top) left - Out: 3rd left, In: 1st (Top) right – Out: 2nd right
In: 2nd (Mid) left – Out: 3rd right, In: 2nd (Mid) right – Out: 1st right – PASSED
In: 3rd (Bottom) left – Out: 1st left, In: 3rd (Bottom) right – Out: 2nd left
In: 4th (Foot) right – Out: 2nd left



Exiting the area from the top right corner of the map, walk all the way down and then rightwise until you see the healing crystal Alluvium. Prepare your party with full HP and MP and save your game. Walk up, talk to the lady standing next to a bridgeless pond/chasm to trigger an event and battle with...




BOSS: Jokulion, the Ice Spirit
HP: 5200

As his name stands, he always use ice attacks and magic and is vulnerable to fire. Beware of his Darkness Attack (Status: Darkness), Temptation Song (Status: Confusion), Sweet Breath (Status: Sleep), Deep Freeze, and Frost Breath. If his HP is below 30% he will cast the ultimate spell: Avalanche.

So, use Robert’s Fire Slash and Carol’s Fireball to attack and Chris to heal with potions. Jokulion is accompanied with 2 Dire Wolves to spice things up.

After defeating Jokulion, a bridge will appear on the chasm. Just walk through it and “touch” the gate to enter the next area.

Sunday, June 27, 2010

FireHeart Paladins Walkthrough - Chapter Four Part 2

Alceste Cemetery


Explore the area, move boulders by simply “pushing” them, follow the path, fight off undead, namely skeletons, ghosts and zombies until you reach the entrance gate to the royal mausoleum. Save your game and prepare yourself to deal with:



BOSS: Guryal the Defiler, Skeleton King
HP: 3500
Along with three skeleton warriors, he’ll attack you with some fancy moves, including Three-Point Chain Slash, Flying Blade and Poison Breath. The trick is: always try to trick the enemy before he tricks you.

Once you defeat him, freshen your team up before entering the next area.


Royal Tomb


Now here’s one tricky area. You’ll have to open doors, push levers and push boulders to proceed (Think first! If you’re stuck you’ll have to load your game and restart!), and here’s the clue – figuratively according to the map.

You start from the “bottom of the map”, and the gates on the left and right are closed.

1st Tier
Move (ACTION button) Lever A on the left, and Gate A on the right will open.
Move (ACTION button) Lever B on the right, and Gate B on the left will open.
(Proceed Up)

2nd Tier
Move (ACTION button) Lever B on the right, and Gate B on the left will open.
Move (ACTION button) Lever A on the left, and Gate A on the right will open.
(Proceed Up)

3rd Tier
Move (ACTION button) Lever C on the left, and Gate C on the center will open.
Move (ACTION button) Lever D on the right, and Gate D on the right of 4th Tier will open.

4th Tier
Proceed up through the opened Gate D on the right.
Move (ACTION button) Lever E on the top right, and Gate E on the left will open.
Proceed up through the opened Gate E on the left.
Move (ACTION button) Lever F on the top left, and Gate F on the center will open.

Save your game and prepare your party, and then go through the opened Gate F. Move straight up to trigger a cutscene and a battle with...




BOSS: Bakkhal the Foul, the Ghostly Necromancer
HP: 4000
As a magician-type ghost, he is hard to hit with normal attacks and tend to use magicks like: Weapon Curse, Lightning Blast, Lightning Burst and HP-absorbing Vampirism. Be patient and use your resources especially Carol’s magic, and you will prevail.

After defeating Bakkhal, it’s back to the palace for a long story cutscene involving Robert who finally settles (almost) all matters of his past and is ready to face the future.

The next thing the group wants to do is to go to Grad Mountains in Aurelia Mainland to meet Carolyn’s ex-tutor, Paolo Marvellini.

IMPORTANT! Before setting sail, bring at least 1500 geines with you (500 geines for the ship fare, and 1000 geines for an important purpose). If not, you’ll be in deep trouble (unless we fix something up in later versions of the game, maybe 4 or so).

After replenishing your supplies, go out of Alceste and walk eastwards to the harbor of Wagnerport. Pay 500 geines to board the ship and off you go, sailing to Arcadia and the next chapter.

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