Вы находитесь на странице: 1из 57

Star Stealing Prince

Text Walkthrough

Table of Contents
Chapter 0. A Prince ..................................................................................................................................................................1 Chapter 1. Into the Wilderness ...........................................................................................................................................4 Chapter 2. Tower for a Princess .........................................................................................................................................7 Chapter 3. A Return .............................................................................................................................................................. 11 Chapter 4. A Princes Determination ............................................................................................................................. 15 Chapter 5. The Sepulcher of the Lord ........................................................................................................................... 20 Chapter 6. The Forgotten Way Home ............................................................................................................................ 33 Chapter 7. Homebound ....................................................................................................................................................... 49

Chapter 0. A Prince
THE TOWN OF SABINE First things first: acquaint yourself with the town. This is the only official town in Star Stealing Prince and youll be returning to it very often throughout the game. You dont have to speak with all the townspeople yet, but its good to know where everything is and all that good stuff. GOODIES: 1. Tonic 2. Barrier Relic 3. Magic Gem 4. 30 Lucre SNOWMEN: There are FIVE of them straight off the bat in Sabine. 1. Next to the Inn 2. At Dominics and Marilands house 3. Behind the Weapon & Armor shop 4. Left of the gates that lead to the Castle 5. Left of where Theodore is standing; hidden in trees TOWN HALL The town hall is where you find Anne and Julia inside. Go up the stairs and youll find a treasure trove of items to grab. On various shelves you will find Antidote (x3), Revive Herb (x3), Ether (x1), Rope (x1) (Note: if you

want to see an extra scene later in the game, skip this), Lantern (x1) (Note: if you do not grab this, you will not be able to hit anything in the Sabine Caves). ITEM SHOP Joshua has very little to sell this early in the game. You shouldnt need to buy anything, but if you like being over prepared, feel free. Tonic (10 Lucre) Antidote (20 Lucre) Revive Herb (200 Lucre) The rest of the interiors dont really have anything you can grab. You should explore them however as it gives you hints about the world of Star Stealing Prince! Now that youre finished exploring, lets just take you through the town and pick up the hidden goodies outside of the houses. First, there is a Tonic (1.) hidden in a snow-covered barrel near Henrys and Annes place. There is a Barrier Relic (2.) in another barrel near where Francis and Ivy are chasing each other, a Magic Gem (3.) behind the weapon and armor shop in yet again, another barrel, and 30 Lucre next to the third snowman on the list. When you are finished, head through the gates north of town. SABINE CASTLE GOODIES: 1. FIRE I Tome (for Snowe) 2. Tonic 3. Hair Pin SNOWMEN: There are THREE snowmen on this map. Be sure to talk to them all! The numbering continues from where the previous counting left off. 6. To the left of the path, chilling near a lamp and some trees. 7. Right of the path, almost directly right of the 6th snowman. 8. Next to the left side door into the castle. Aside from the snowmen, there isnt much else on this map. The two side doors into the castle are locked at this time but will open up when you are done with the events in the castle. Once inside, however, you cant explore anywhere here yet; Snowe automatically walks through the entryway and into the Throne Room. After a scene with Richard, Snowe will automatically walk to the next map. Again, from here you still cant explore (Snowes tired! Can you blame the poor guy?). You can talk to the guard patrolling the hallway, but when youre finished, enter into Snowes bedroom. Once inside, the first thing you need to do is grab the FLAME I Tome (1.) from Snowes bookshelf thats to the right of his bed. Once its in your hands, go to your menu and find it in the KEY ITEMS in the inventory menu. Click on it and Snowe has his first offensive attack, FLAME I! Congratulations!

When thats finished, head into Snowes bathroom and let him get changed into his pajamas. Then just head to his bed and let the poor guy get some rest. Watch the dream (nothing to collect here), laugh at Snowe somehow propelling himself from his bed in the night, and watch another event. Once thats finished, Snowes back in the throne room in his princely attire and the entire castle is open for your exploring pleasure. To the left of the Throne Room is a hallway (if you have trouble seeing it, press S to turn on the arrows that indicate where you can transfer from one map to the next). In it lies the Hall of Magic where you find magic helpers working on stuff and Vera just ready to tell you about the games mechanics. If you need a refresher, please speak with her. Down the steps near the Magic Hall is the Sleeping Quarters where you can find a Tonic (2.) on the right cabinet. To the right of the Throne Room is the dining hall. When you tire of exploring, return to the Throne Room and head to either door that is to the right or left of the throne (doesnt matter which as both doors lead to the same places eventually). Whichever door you pick, head up the stairs. Youll either be in the hallway to Snowes room or the hallway to his parents room (its locked). Head down the hall to find the Lounge Room and if you go through the southern door, youll find the Guest Room. Check the bed pillow on the left side and youll find a Hair Pin (3.). Unfortunately, Snowe cant wear it. Return to one of the stairwells and head downward. There should be a door there (leads to the castles Library) with two guards standing by. Down the stairs on the right side is the entrance to the basement, but you cant do anything down there presently. If youre ready for another event, head through the doors. Watch the event and Snowe will have an epiphany. The game takes you back to the Throne Room and after you watch Snowes smack down and Richard lets you do as you please, youll enter into Chapter 1 . Into the Wilderness.

Chapter 1. Into the Wilderness


SABINE CASTLE Still not much to do in the castle (if you want, you can take a gander at the library, but there are no goodies to find. Just well-placed references), so leave and head back to the Town of Sabine. TOWN OF SABINE This is the time where you want to speak with all the townspeople you can find. Each of them come in pairs almost and all the pairs have an item for you. 1. A Loving Potion (Mariland or Dominic) 2. A Shops Package (Lily or Bowen) a. Tonic (x5) b. Ether (x5) c. Revive Herb (x5) 3. The Pubs Finest Wine (Valorie or Brian) 4. The Inns Potion (Heather or Gregory) 5. The Priests Potion (Kathryn or Jacob) 6. The Tough Potion (Sharon or Marth) 7. Sanctuary Statue (x3) (Henry or Anne) 8. Brown Cat Doll (Charles)* 9. Elixir (Julia) 10. Scary Mask (Joshua or Trillby)** 11. Childs Cornet (Francis or Ivy)** 12. Bead Bracelet (Theodore or Anastasia)***
* NOTE: you need this for the Homebound Caves; if you miss it, you can backtrack later to grab it. ** NOTE: they are very important; if you miss them here, they will reappear in the town after your return. *** NOTE: equip on Snowe.

The town loves you! They really do! With a renewed sense of love in your hearts, leave the town through the south exit. Once on the world map, head down the pre-determined path and enter the Forest of Sabine. SABINE FOREST ENEMIES: 1. Cold Phantom HP: 30 Actions: Attack, Ghost Touch (ice) Notes: Very Weak against Lightning; Prone to Burn Drops: Ghost Rag (1/2), Ether (1/3) GOODIES: (Left side of the river) 1. Tonic 2. 30 Lucre 3. 30 Lucre 4. Tonic 5. Revive Herb (Right side of the river) 1. 30 Lucre

2. Power Glove 3. 30 Lucre SNOWMEN: There are TWO snowmen in this map! Not very hard to see. 9. North of entrance. 10. West of the exit from the caves; near a cliff that overlooks the water. Theres not much to do in the forest except collect the goodies, beat up some monsters, etc. So, lets get to that shall we? Were on the left side of the river and there are tons of hidden things you can find. First thing though, talk to the snowman. South of the 9th snowman, youll see a log covered in snow. Inspect that and youll find 30 Lucre (2.). Once thats in your midst, head upwards and past the trees. Go toward the entrance to the caves and youll see another log covered in snow (to the left). Inspect that and youll get more lucre. Go around the trees to find a chest in the thicket of trees to get a Tonic (4.) and then go north of that to find another chest north of the entrance to the cave to find a Revive Herb (5.). Treasure hunting finished, head back to the entrance to the caves and enter! SABINE FOREST (UNDERGROUND) ENEMIES: 1. Large Rat HP: 35 Actions: Attack, Doing Ratty things (idle) Notes: Prone to Burn Drops: Rat Tail (1/2) 2. Spider HP: 20 Actions: Attack, Poison Attack (can poison), Sticky Web (can paralyze) Notes: Weak against Fire Drops: Spider web (1/2), Antidote (1/7) GOODIES: 1. Ether 2. Tonic 3. Barrier Relic 4. Magic Staff I hope you remembered that Lantern from the Town Hall! If you did not, march yourself back to town and grab it. If not, you will be inflicted with a Darkness state that makes it so you cant hit even the nose on your face (and enemies will cream you).

The cave is dark and a bit maze like, but it shouldnt be hard to get through. Go all the way south and hang a right (your right) once you can. Skip the path that goes north and keep going to the right until you can go south again (near the notice on the wall). Go south until you cant and hang a left. Grab the Ether (1.) and check the wall south of the ether. There appears to be a draft here! I wonder what thats from... Once the ether is in your hands, head back to the notice on the wall and go for that north path that I told you to skip before. Keep going north until you can go east and then go south down another path. There will be two pairs of chains. Go past those and youll find a crack in the wall. Prepare for a fight and investigate it. You will fight a group of Spiders (3 of them). They arent hard; just cast Flame I on each of them in turn. Once you beat them, you are rewarded with a Barrier Relic (3.). Head back west and go north until you can go east. Youll find a very dark pool of water and a large hole in the wall. Investigate the hole and Snowe will climb up back into the forest. Grab the Power Glove from the chest and head back inside. Go back to the path and head north and speak with the scarecrow. Itll hint at a secret passage youll need to take. Keep heading north after that, heal yourself up at the Healing Statue, and then follow the dark pool of water until you can go east again. Theres a wall, you say! Well, fret not, the scarecrow hinted to you theres a secret passage here. Theres a patch of dirt that goes into the wall, follow that patch of dirt and make your way through the passage. When you exit the passage, go north toward the new scarecrow (he wants to sing you a song), and investigate the monster skeleton to grab a Tonic (2.). From there, head south and take the path to your right (the left path has an enemy there if you want to beat something up). When you get to the exit that leads up to the forest again, go along the right-hand wall and find a secret passage. Follow that to the chest that holds your new weapon, the Magic Staff (4.). When you have that, head back through the passage and head through the cave exit. SABINE FOREST Once again, not much to do in the forest! Youve already gotten the Power Glove, but you can find more lucre hidden in some logs (one is near the 10th snowman and the other is to the left of the lone lamppost past the Numismatist). As you move through the forest, youll meet the Numismatist. You can sell all your junk to her (you cant sell anything in town and the Numismatist is happy to take your junk off your hand and give you some cash). Once youre finished (and grab the money near the lamp) head to the forests north exit. NOWHERE FIELDS Oh look! Snowe can see the tower. What a day, right? He can just waltz right out of the forest and hes on his way, right? Nope. This huge blue bird named Lorel doesnt like Snowe! No matter what you do, the bird will kick your ass. Just defend and dont waste items or anything of the sort. After the bird promptly wipes the floor with you, Snowe will be all bloody and dying. Watch the scene and prepare yourself for Chapter 2. Tower for a Princess.

Chapter 2. Tower for a Princess


EASTERN TOWER ENEMIES: 1. Windy Wisp HP: 66 Actions: Wind, Playful (idle) Notes: Uses Wind more frequently when close to being dead. Be warned, it packs a wallop. Drops: Green Fire (1/2), Sweet Tonic (1/10) 2. Tired Phantom HP: 70 Actions: Attack, Ghost Touch (ice), Sleep Pollen (inflicts Sleep) Notes: Very Weak against Fire or Lightning; Very Prone to Sleep Drops: Ghost Rag (1/2) (1/3) 3. Assassin Fella HP: 125 Actions: Attack, Poison Jab (inflicts Poison) Notes: Weak against Fire Drops: Antidote (1/1) GOODIES: 1. Swift Slash I Tome (for Astra) 2. Key 3. Cozy Mittens 4. Silver Lever 5. Barrier Relic 6. Brown Lever 7. Cozy Mantle 8. Revive Herb 9. Astras Key 10. Antidote 11. Erios Spare Suit 12. Elixir 13. Bone Armor 14. Tincture (x2) 15. Revive Herb (x2) 16. Ether (x2) 17. Sweet Tonic (x2) SNOWMEN: There is one snowman outside of the tower. After this one, you will have one more snowman to find and youve spoken to all the snowmen. 11. Outside near a lamp to the left of the tower doors.

Snowes alive! But his HP is pretty low at the moment. While there is a Healing Statue right outside the room he wakes up in, investigate the tea and heal yourself up. Pick up SWIFT SLASH I Tome (1.). Go to the dresser at the foot of the bed Snowe awoke from and find a cloak for Snowe so he isnt so cold. Once his sprite has changed, exit the room. Theres a Healing Statue in the next room. The door to the south is locked, the door to the east is a kitchen (go there and pick up the Key (2.) from the counter), and the door to the north leads to the Stairway to the Stars. As you can see, all the doors are locked going up the stairs. Before you head up all those steps, go up the first flight and head to the door on the west wall. In here youll find a chest co ntaining Cozy Mittens (x1) (equip these on Snowe) and you will see a row of levers. Two of them are missing their lever parts, but there is one just prime for flipping. Flip the switch and head back into the Stairway to the Stars. For future reference, when I say Switch 1 or Switch 2, it's in the order you can first flip the switches. So from left to right it's Switch 2, Switch 1, and Switch 3. Snowe will notice that one of the doors has its candles lit above it. That means its unlocked and go inside. Theres an enemy here (beat it into submission) and two spots with levers that you can get to via secret passages. Flip both switches and a chest will appear. Open it, grab the Silver Lever (4.) and head back to the room with the switches. Attach the silver lever to its base. If you flip it with the first one already flipped, the fourth door on the stairwell will unlock, but there are spikes blocking your path. Unflip the first switch and then head back into the stairwell. This will unlock the second door in the stairwell so you should head for that. This is a short maze (not really) where you use teleports to get to the other spots in the room. Step on the hexagon and as you are passing the pillars in the hallway, grab the hidden Barrier Relic (5.) behind the top pillar. Then keep heading north and step on the hexagon. Rinse and repeat for the next small hallway and then you should be at the middle hexagon. Grab the Brown Lever (6.) from the chest north of your location and head back (but dont step on the hexagon). Theres one secret passage to left of the hexagon, find it and go through. Step on the hexagon you find in there and itll take you to the chest that holds the Cozy Mantle (7.). You can equip it on Snowe if you want, but youre going to have to take it off later. Go back to the place you got the Brown Lever from and step on the hexagon. Itll take you back to the first hexagon and now you can leave the room. Head back to the switch room, attach the Brown Lever and flip the Brown Lever. Unflip the other two and head back into the stairwell. The third door on the stairwell is now unlocked so you should head inside. Grab the bag just north of the door (Antidote (10.)) and then go around the room flipping the two switches. Youll meet a not so friendly guy as you go for the third switch. Hell engage you in battle but a few Flame I attacks should bring him down no problems. Once he disappears, grab Erios Spare Suit (11.) (equip it on Snowe) from the chest and flip the last switch. Youll hear a sound and now go back to the stairwell. Return to the switch room and unflip Switch 3, and flip Switches 1 & 2. That will open up the fourth door and you can go inside now and there will be no spikes. Youll find a Healing Statue inside but nothing else? How can this be?! Have no fear, there are hidden passages. There are two tiles near the holes in the floor; head to the one at the right of the room and follow the path to grab the Revive Herb (8.) and then go to the secret passage at the left of the room. Follow it and youll find a treasure chest that holds Astras Key (9.). Head back to the stairwell and then the switch room. Unflip Switch 2, flip Switch 3 (so you should have Switches 1 & 3 flipped), and head up to the top most room. Inside youll find a winding hallway with statues.

Speak to the first one and after shes finished, speak with the next one on the path and then the next one. When youre at the last statue, keep following the hall until you hit a dead end. Youll find another hidden passage and if you follow the path downward, you can grab the goodie bag (x2 Tincture (14.)) and after you have that, take the hidden passage upward where a chest is, another goodie bag, and a statue. Grab the Bone Armor (13.) from the chest, the Elixir (12.) from the goodie bag, and speak with the statue. She poses a question and if you want Snowes final weapon of the game, choose Raise your voice. The statues will lose their sparkles and you can leave the room now. At the top of the stairwell there is a door on the western wall, head inside. Go to the door and Snowe will unlock it with Astras Key. Keep going inside, watch a brief scene, and head up the stairs. You will meet Astra and Hiante! After a brief discussion, Snowe will pass out, and he will be back in the room he woke in before. Leave the room and head for the kitchen. Youll find Hiante there and after another scene, Astra and Hiante will join your party. Equip the Bone Armor and Cozy Mantle on Hiante (and the Power Glove if you grabbed it and do nt have it on Snowe), and have Astra learn her Swift Slash I. When thats finished, head back up all the stairs and get back to Astras room. Grab the items from the boxes along the south wall (Revive Herb (15.), Ether (16.), and Sweet Tonic (17.)). Head up the stairs in the back of the room if you want to speak with Erio and check out Astras astrolabe. When youre finished, head back down to the ground floor and leave the tower. Speak with the snowman chilling near the lamp and then leave the map via the south exit. From here, you can get to the Guardian Shrine and the Forgotten Paths, but you cant do anything in either of the two for now. For good measure though, head to the Guardian Shrine and grab the last snowman (youll speak to one in the Forgotten Paths to get a nice accessory, but that isnt for some time). Once youve got all that, return to the World Map and head for Sabine Forest. Save before you enter and make sure youre well equipped for you will be reaching your first boss momentarily. NOWHERE FIELDS Watch the event and your very first boss battle will start. The guide for Lorel is on the Star Stealing Prince Wordpress, but Ill paste the text of the guide here (for full stats, please consult the Wordpress).

BOSS
Lorel HP: 1,000 Drops: Sweet Tonic (1/1) A good level to be on when you fight him is LVL 4 or above. Some people have an easier time beating him on LVL 5, but I made sure he could be beat on LVL 4. If you feel you are too low when you reach him, go back into the Eastern Tower and find some unsuspecting phantoms to beat up. Before you fight him, make sure everyone is equipped with something that protects against Freeze. Astras default cloak already does the trick for her, but Snowe and Hiante wont have anything by default. Give the Cozy Mittens to Snowe and give the Cozy Cloak to Hiante (it will bring up his bad defense); both items are found in the Eastern Tower. Make sure Hiante also has equipped the Bone Armor (can be found in the fifth room up from the bottom floor of the tower, and the key for its chest is found in the kitchen (which is to the right of the Healing Statue in the tower)) and make sure Snowe has equipped Erios Spare Suit.

In addition, I hope you picked up Snowes Flame I spell from his room. If not, its not a big deal but he wont be giving any hard hits in this battle. By the time you get to him, make sure you have the Childs Cornet and the Scary Mask. Both are given to you by children in town before you head out to Sabine Forest (Trillby or Joshua give you the Scary Mask and Francis or Ivy will give you the Childs Cornet). If you do not have these things, scroll down, I have a strategy just for that scenario! In the very beginning of battle, have Hiante use the Childs Cornet and have Snowe follow up and use the Scary Mask. You can have them switch items to use, but Hiante is the fastest in your party so hes in a better place to bringing down the bosss AGI. As for Astra, have her use her Swift Slash I (which you should have picked up in the room Snowe woke up in). Whenever the effects of the Cornet or the Mask run their course, reapply the effects by using the items again. Its a must to at least keep down the bosss magic as his skills are primarily magically based and when you get his HP lower than 25%, the boss will begin to spam Blizzard which, if not prepared, can knock you out very quickly. During the middle of battle, have Astra spam her Swift Slash I if no one needs healing (if more than one person needs healing, have her do Recover if her IP gauge is high enough, if its not, have her use an item (and have Snowe heal the other person) on someone or make one of them throw up a tincture while the other attacks). If you have Snowes Flame I skill, by the end, Astra should use Recover (as Blizzard is sure to fill up her IP gauge enough for her to use that every turn and everyone is sure to need a heal), and Snowe should use Flame I on the boss. Hiante should focus on keeping the stats down, using Flame Edge if his IP gauge is high enough, or just attacking or healing if the turn calls for it. If its a toss up betwe en knocking down the stats or using Flame Edge, always knock down the stats first. If you still have trouble, the boss can be Poisoned and if you need a turn to heal, he can also be put to Sleep. Use the turn you put him to Sleep to heal yourself and debuff the boss and then go back to attacking. If you need to heal and someone doesnt have anything else to do, have that person defend. You dont want to wake up the boss if you are still in the midst of healing. The strategy for Lorel if you do not have the Childs Cornet or the Scary mask is a bit more methodical. Make sure youre at least on LVL 5 if only for the additional HP and make good use out of the Sleep skill attached to the Cozy Mantle (make sure the Cozy Mantle is also on Hiante; hes the quickest). Snowe should use Flame I on the first turn and Astra should use one of your Barrier Relics, and Hiante should attack if his IP gauge isnt high enough for the Sleep skill. When Lorel gets his first Blizzard off, theres a large chance that Snowe is going to die (hes weak against Ice), but after one Blizzard, Hiante can put Lorel to sleep with the skill. Have Astra use a Revive Herb on Snowe if he is indeed knocked out. When everyone is nice and healed up after that, have Snowe go back to using Flame I and have Astra use Swift Strike I, but have Hiante defend. If Hiante has enough IP on the next round, have him put Lorel asleep once again and rinse and repeat. If Hiante does not, just have him defend until he does have enough. Either strategy will work! Just make sure you keep your HP healthy and make great use of your status inflicting skills (they are the bread and butter of many strategies). Once finished, watch the scene and Snowe and his company will head into the forest. Then you will enter into Chapter 3. A Return.

Chapter 3. A Return
SABINE FOREST Head to the Numismatist to sell off any junk or weaker equipment youre not using and afterward, head back to the World Map. Go back into the forest and youll be given the option of skipping the forest! If you want to, you can go back through the forest but its quicker to skip it for now. When you get to the world map, head back to the Town of Sabine. THE TOWN OF SABINE Its dusk when you arrive and clearly Snowe believes something is wrong! Watch the small scene and when your party reforms, head into town. If you havent grabbed anything Ive mentioned before, you can grab it now, and if you forgot the Childs Cornet or the Scary Mask, find the items near where the children who would have given them to you live. Once youve had that, feel free and try to enter homes, but youll quickly realize you cant enter anything anymore. Finished exploring the quiet town, head towards the castle. Youll notice there is a door there that wasnt there before. After another scene of Snowe getting worried, head toward the opening of the waterway (where Theodore had been standing before) and walk up to the wall. Snowe will make a set of doors appear and you can head inside. CATACOMBS ENEMIES: 1. Swords Phantom HP: 300 Actions: Attack, Random Slash, Double Slash (will do 100% after Atk Up), Atk Up Notes: Very Weak against Fire and Poison, Weak against Earth, Strong against Wind. Drops: Sweet Tonic (1/3), Ghost Rag (1/2) 2. Lyrics Phantom HP: 195 Actions: Attack, Song of Fire, Song of Silence Notes: Very Weak against Earth, Strong against Fire, Weak against Poison and Silence Drops: Tincture (1/3) 3. Escapist HP: 150 Actions: Fire Touch, Ice Pound, Earth Slap, Wind Shove Notes: Very Weak against Earth and Silence Drops: N/A 4. Dancing Hands of Bob HP: 1000 Actions: Attack, Guard, Sultry Dance Notes: Weak against Everything Drops: Sweet Tonic (1/1) GOODIES: 1. Defense Gem

2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12.

Sweet Tonic (x2) Catacomb Key Ether (x2) Magic Gloves (equipment) Rock Bludgeon Tome (for Hiante) Chrysanthemum Edge (for Astra) Revive Herb Magic Gem Flamma Tome (for Snowe) Razors Edge (for Hiante) Castle Key

First thing on the to-do list? Go down all those stairs! When you get to the bottom, youll be in a large room and go to the east to grab the Defense Gem (1.). Head through the gates and go down the path to the west (the one to the east is locked). Keep going west, go past the Healing Room and grab the Sweet Tonic (2.) goodie bag hiding near a pile of rubble. Head into the Healing Room, grab the Magic Gloves (5.) from the chest and unload any crap you have for the Numismatist. Heal, save, and head back out. From here, work your way north, go past the row of coffins and stop when you find just a random square of carpet. Move the pillars to the smaller squares of carpet (and if you screw up, talk to the statue and shell reset the puzzle for you). When you have the pillars in the right spot, a chest will appear with the Catacomb Key (3.) inside! Grab that. Head south from the chest toward a small room and grab the Ethers (4.) from the goodie bag and head inside the small room. Youll find its very quiet and theres a magic symbol on the ground. I wonder wh at that is for In any case, grab the Rock Bludgeon Tome (6.) (make Hiante learn that quickly; its useful) and head back out. Return to the Healing Room (and heal up and sell more stuff if you want) and head south of that where theres a gate blocking your passage to a treasure chest. Use your Catacomb Key and grab the Chrysanthemum Edge from the chest (and equip it on Astra). After that, return to where you came down the stairs and then take the eastern path this time. You can unlock the gate now! And what do you know, theres another gate locked but your key doesnt work! Theres more of the map to explore, however, so get to it! Head for the open space with the water falls and check the envelope on the ground. It tells you that the phantoms are growing at an alarming rate (I wonder why) and that there are three switches to opening the door. One with a maiden whose flowers is like her blush, the other with the oldest ancestor (is it really, envelope guy?), and the last on a forgotten maiden. Find the statue with the red flowers at her base (shes the only one with red flowers (all the other ones are orange))shes near the envelopeand flip the switch. Head south from there and theres a statue covered with cobwebs. Clean the cobwebs and flip the switch (and grab the Revive Herb (8.) along the left wall beyond more gates and near a cobweb). From there, head farther south until you find a row of coffins. Theres a switch on the coffin closest to the small hall so just flip that. Ta da! The gate is now open. Head through, beat up Dancing Hands of Bob (and laugh as your party members do a sultry dance), grab the Magic Gem (9.), and head up the stairs.

Its a new room! Grab the Flamma Tome (10.) near the funny looking coffin (and make sure Snowe learns the spell, its very helpful for the upcoming boss). Find the hidden passage near the black tiles (directly south of the angel statue facing the left wall) and follow that through. Head to the left of the fork in the path in the hidden passage and check the rubble on the left side for Razors Edge (11.) (and equip it on Hiante). Once you have that, head for the right path in the fork while in the hidden passage. The doors locked?! What gives? Oh, but wait, a key just fell from the ceiling in the other room! Now, before you go for that key, make sure youre equipped well and save. Theres a boss coming up! Once youre sure youre ready, head back through the hidden passage and grab the key (Castle Key (12.)). Watch out and watch the scene unfold and brace yourselves for a boss.

BOSS
The Old HP: 1,679 Drops: Elixir (1/1) Ive been told he is VERY tough! I hope youre prepared. During the course of the battle, the Old will summon two Loyal Subjects, which each have about 150-200 HP, but otherwise are about the same difficulty as the normal enemies fought throughout the Catacombs. You can beat the Old on LVL 6, but I would suggest getting to LVL 7 just for the HP/MP. If you arent careful on LVL 6, he can be a bit tough. First, I will discuss what to do with the two Loyal Subjects the Old summons. They arent too much of a threat, but they are definitely an annoyance. The Loyal Subject with the sword will either raise the Olds attack or attack you with either a normal attack or a double attack (which is like a normal attack, just hits twice instead of just once). It is weak to just about everything except lightning. The second Loyal Subject should be killed as quickly as you are able as she can heal the main boss which puts a damper on any progress you were trying to make. If shes not healing the Old, she will attempt to silence you, so shes both kinds of annoying. She is also weak to just about everything except earth. Both Loyal Subjects can be put to Sleep as well as the main boss. Use that if you are running low on HP or MP and dont want the boss to get the upper-hand while you attempt to cure yourself. A quick way to get rid of both Loyal Subjects (or at least to stun them for a turn) is to have Snowe use Flamma (can be found in the room you fight the Old in). Both subjects are very weak to fire and they have a 100% chance of being stunned by fire. The main boss is more of a powerhouse than anything else. Things to be wary of however: he will dump water on your party and if any of your party members get inflicted with the Wet state, do your best to have Snowe use Cure I on them (as his cures are fire based, it will cure the Wet state as he heals). If you do not, the Old will cast a lightning spell on that unfortunate party member and will stun that party member (as having the Wet status makes you automatically have the weakness to lightning (Astra included)). In addition to dumping water on you, he can also attack everyone at once, attack your party at random, and he can also use Concentrate which boosts his stats for one turn where he will most likely unleash a devastating attack on your party if you arent prepared. This can be undone by attacking the boss, or be safe and defend. It only lasts for one turn.

The Old has one weakness: earth (which should have made him easier than Lorel but go figure!). I think Hiante will feel particularly useful here! The first thing you should do when getting into battle is have Snowe or Astra bring down the bosss attack with the Childs Cornet. Have Hiante either use Terra I or Rock Bludgeon on the Old; earth wont stun him 100% but as long as you concentrate on doing an earth spell every turn, he should be stunned eventually. Hiantes Razors Edge has an IP attack called Blind Edge which can be used to blind the main boss. However, be careful as the boss has a higher chance of using Concentrate when blinded. When he summons the Loyal Subjects, have Hiante do Rock Bludgeon (or if you have him using Terra I only to conserve MP, you can forgo this bit of information if Snowe has enough MP to do Flamma): even though one Loyal Subject isnt weak to earth, she can still be silenced which helps keep down her healing. Astra and Snowe have similar roles in this battle: the Old doesnt get affected by either Fire or Wind/Lightning, so they should focus on keeping the party healed (or as for Snowe, taking out the Loyal Subjects when they are summoned) or bringing down the stats of the Old. Rinse and repeat, and the boss should go down relatively quickly. Poor old king, hes been dead far too long to serve as a threat to your party! Once youve beaten him up, watch the following scene, and then head back to the locked door. You can get through it now and just head up the stairs. At the top you will have a small battle with some Guards, but compared to the Old, they are super easy. After that, watch the following cutscenes. Theres a lot of them and after all of them, youll regain control of Snowe again and enter into Chapter 4. A Princes Determination.

Chapter 4. A Princes Determination


TOWN OF SABINE As you should recall, Astra promised Snowe shed help him out when Snowe has to leave to do what he needs to do. Once Richard lets you go free, you can explore the castle again (everyone reacts differently to Snowe now) and even explore the town again. Careful, you cant go into some of the houses (such as Bowens house; hell throw you out) and Marilands. Nevertheless, even though the town isnt as friendly, you can still buy stuff from them! The item shop has new stuff as does the weapon & armor shop. ITEM SHOP Tonic (10 Lucre) Sweet Tonic (100 Lucre) Ether (500 Lucre) Antidote (10 Lucre) Revive Herb (200 Lucre) WEAPON & ARMOR SHOP Magic Staff (120 Lucre) Holy Rod (500 Lucre) Chrysanthemum Edge (700 Lucre) Razors Edge (800 Lucre) Heavy Mantle (600 Lucre) ** Warriors Mantle (2000 Lucre) ** Magicians Brigandine (700 Lucre) ** Studded Cuirass (1000 Lucre) ** Magic Gloves (400 Lucre) ** Iron Shield (500 Lucre) ** Once youve bought what you want, head out into the world map. Once there, head to the Eastern Tower (you cant go on until youve rounded up Astra and Hiante). ** Check the items you can find in the Guardian Shrine before you decide what to buy. A few of those you can find in the next dungeon. EASTERN TOWER Yes, Snowe has to climb up all those stairs again. When you get up to Astras room, Hiante is waiting for you. After acting like a father, he shows you up the stairs where Astra and Erio are. Watch the short scene and Astra and Hiante will join your party again. This time when you return to the stairwell, you have an easier means of getting up and down the steps! Astra will wind everyone to the ground level or the top level (just speak to the green sparkly after the short event). Before you leave the tower, head into the kitchen. On the table will Erios Herbs and Spices for Astra. It heals one ally 80% of their HP and MP, gets rid of negative status effects, and buffs your ATK, DEF, AGI, and MAG. Once you have that, head back to the world map. This time, head for the Guardian Shrine.

THE GUARDIAN SHRINE ENEMIES: 1. Collector HP: 500 Actions: Magic Stealer, Life Stealer, Attack, Scary Stare (paralyzes), Death Bell (instant death) Notes: Will cast Death Bell if a party member is paralyzed. Very Weak against Wind, weak against Lightning, Sleep, and Darkness. Drops: Dirty Rag (1/2), Revive Herb (1/7) 2. Half-Formed Phantom HP: 550 Actions: Body Throw, Cackle (confusion) Notes: Very Weak against Earth and Confusion, Weak against Darkness and Burn, Nulls Ice & Water, Healed by Lightning Drops: Bones (1/2), Sweet Tonic (1/10) 3. Magicians Death HP: 400 Actions: Fire Touch, Ice Pound, Earth Slap, Wind Shove Notes: Very Weak against Fire, Sleep, Weak against Darkness and Silence, Nulls Water, Healed by Ice Drops: Ghost Rag (1/2), Bitter Ether (1/10) 4. Flaming Wisp HP: 350 Actions: Fire Touch, Fire Pillar, Fire Bomb Notes: Very Weak against Water, Wet, and Freeze, Weak against Ice, Nulls Fire Drops: Red Fire (1/2), Bitter Ether (1/10) GOODIES: 1. Flame II Tome (for Snowe) 2. Sweet Tonic 3. Ill Humors Tome (for Relenia) 4. Sanctuary Statue 5. Sweet Tonic 6. Bitter Ether (x2) 7. Iron Shield 8. Warriors Mantle 9. Sandstorm Tome 10. Aeris Cura Tome 11. Priests Cloak 12. Magic Brooch 13. Bitter Ether (x5) 14. Warriors Mantle 15. Defense Gem 16. Sweet Tonic 17. Barrier Relic 18. Tincture 19. Swift Boots 20. Speed Gem

SNOWMEN: Though I told you already to grab it, just in case you didnt! 12. Hes outside the shrine to the left of the doors. Once youve talked to the snowman, head inside. After a short scene, Relenia will join your party. Good news about her? She can block party members from blows that would render them unconscious (but only if its a single attack; if the attacks on everyone, she cant do it as shes only one person). With Relenia on your party, grab the FLAME II Tome (1.) from the rubble to the right and head into the right door. Inside is Relenias little abode. Grab the Sweet Tonics (2.) from the boxes to the right and grab the Ill Humors Tome (3.) from her bed. After Relenias learned Ill Humors, head back out and for the door to the left of the entrance. Do not forget to do the puzzle correctly in this room! Otherwise the boss of the dungeon is near unbeatable. Lets do that first, shall we? Head toward the middle switch and read the paper above it. The clue is: (1 - - - - - - - - - - - - > 6 - - - - - - - - - - < 2 - - - - - -) Press this switch when you're finished. What the hell does that mean, I can hear you asking. Its very simple, player! Go to the left most switch and press it. Then, walk all the way to the right and hit the sixth switch on the row. Head back to your left and hit the second switch in the row. Turn and go back and hit the fifth switch, turn and go hit the third switch, and then hit the fourth switch. Once youve hit all the switches and they havent popped back up, head back to the middle switch south of where you are and hit it. You should see a flash and hear a roar. This has weakened the boss for later. Finished with that, lets go goodie hunting. Go left of the middle switch and go north until you get to yet another switch. Hit it and then go back to the middle switch, go right, go north, and hit the other switch. A gate has opened! Head back to the middle switch yet again and go south to the outer hallway in the room. Go to your right, grab the Sanctuary Statue (4.) from the goodie bag and head north. Once at the top, grab the Sweet Tonic (5.) from the goodie bag hiding in the rubble and go left. Youll see you can grab two chests! Open them both (Iron Shield (7.), Warriors Mantle (8.). Leave that little area, go left and grab the last goodie bag from the rubble (Bitter Ether (6.). Once you have everything, return to the switches and head up the stairs. Youll enter into the fountain room. Not much here (you can read the paper on the wall) but lets take the left doorway first for even more goodies. Explore all the rooms to your hearts content (items 9 through 13 are in here). For the AERIS CURA Tome (10.) and the Priests Cloak (11.), head for the room with the wardrobe chilling in front of the door. Move that aside and you can get inside now. Once youre finished, exit the room via the door on the right wall toward the bottom of the map. There are three rooms here you can explore and you can find item 14 in here. If the candles in the middle arent lit, you botched the talking to the statues in the Eastern Tower so make a mental note to go back and do that sometime.

Go through the exit on the right side of the map and youre back in a room full of living quarters. Items 15-19 can be found in this area. Grab them all and head back to the fountain room. Bags full of goodies, head up the stairs into the room with the maiden statues. Grab the sparkling Speed Gem (20.) as you head to the top of the room and speak to the statue that has a sparkly at her base. Its a puzzle! Yay! You should grab a pen and paper so you can write down all the clues the maidens give you or... you can scroll down where I give you the answer.

Maidens Names 1. Aubrey, 2. Circe, 3. Opal, 4. Esmeralda, 5. Salome, 6. Dawn, 7. Rosetta, 8. Magdelena, 9. Delilah, 10. Evangeline, 11. Isabella, 12. Victoria, 13. Aurelia, 14. Cassandra, 15. Kristina The image is terrible in the file but you can find it on the Star Stealing Prince Wordpress. Once youve given them all their names, a portal will open up that gets you to the stairs. When youre there, make sure youre equipped and everyone knows their skills that youve collected. Save, heal, etc. and then head up the stairs. Theres a boss.

BOSS
Chimera HP: 2,500 Drops: Chimera Horn (1/1), Amrita Tonic (1/1) First things first: he is beatable on LVL 9, but again, if hes hitting you too hard, best to be on LVL 10 or 11 so your HP can withstand the onslaught. The Chimera has a 95% chance to attack twice per turn, so keep that in mind while you set up the debuffs with the Cornet and the Mask. If the Chimera attacks twice in a turn, the debuffs wear off much quicker. In the first half of the battle, you should focus on making sure his atk and agi stay down. When he begins to use Lightning Blast, you should get both debuffs going every time they wear off.

Attacks the Chimera can do are as follows: he can poison you (with either Poison Claws (one person) or Deadly Poison (entire party), he can dump water on you (and follow-up with a lightning attack which will stun that party member), he can use Rumble which attacks at least two people (and can stun Astra), and lastly he can do Lightning Blast (which he has a higher chance of doing when his HP is getting low, if hes burned, or if hes blind (also hits up to three party members)). Good thing here is that the Chimera is weak against Fire. Throughout the battle, if Snowe is not needed to heal anyone, he should focus on using Flame II (found in the entrance chamber of the Shrine) and cross your fingers that it stuns the boss. Although you have to be careful with Snowes skills because if the boss remains burned for an extended period of time, it will cause him to do Lightning Blast. So if you worry about that, have Relenia cast Water I on him which will negate the Burn status. Astra should be relegated to helping Hiante do the debuffs and once those are set up, have her keep everyone healed if need be with Aeris Cura (heals everyone), and if she doesnt need to do any of that, when her IP gauge is high enough, you should use Energy Shower (this is if you have the Chrysanthemum Edge). Relenia should keep everyones defense up with Barrier Relics if you have them and also help with the debuffing if Astras preoccupied. Since the boss is strong against all her attacks, shes in support position for this battle (and shell be able to shield party members from attacks in this battle if said blow is going to KO the party member (except for attacks that hit everyone). Remember that Relenia is also the slowest of the party, so if you have her doing some healing, make sure that no one needs it desperately because the boss will go before her most cases in battle. If you also want to poison the boss (which he can be) she can also use Ill Humors (found in Relenias room) on him. Though it may not hurt much at all, at least hell be poisoned. Lastly, Hiante should concentrate on keeping the boss blinded with either Sandstorm or Blind Edge (which yes, does up the chance to have him do Lightning Blast, but if the boss is hitting you too hard with physical attacks, blind will make most of them miss and it will also make Rumble miss). Otherwise, he should do physical attacks and concentrate on debuffing. Rinse and repeat, and the boss should be finished in no time. Just keep an eye on your HP and make sure to keep those stats down. Again, watch the scene, and move on. In the next room youll be faced with a floating crystal! I know, so original. If you want to grab some equipment or items from town, do so before you interact with the crystal. Youll have two dungeons next that you have to go through before you get back to the town. If youre sure youre prepared, interact with the crystal and youll enter into Chapter 5. The Sepulcher of the Lord.

Chapter 5. The Sepulcher of the Lord


This is perhaps the longest chapter in the game! In addition, there arent many healing statues so you have to be extra careful on when you fight enemies, how many items you use, etc. You cant go back to the snowy island until you finish this chapter! Lets get started shall we? THE LORDS TOWER ENEMIES**: 1. Heavenly HP: 622 Actions: Attack, Double Slash, Smite, Magic Stealer Notes: Very Weak against Dark (Evil Rod comes in handy), can be Poisoned, Bled, and Frozen Drops: Feather (1/2), Sweet Tonic (1/10) 2. Guardian HP: 711 Actions: Random Slash, Fire Pillar, Song of Fire, Fire Attack Notes: Weak against Ice, Water, and Dark; Very prone to being Frozen and Wet, Halves Fire Drops: Feather (1/2), Tincture (1/10) 3. Laughing Capricorn HP: 622 Actions: Waterfall, Creepy Laugh (can paralyze), Ram Notes: Weak against Lightning (and Frazzle), Halves Water and Ice, Very Prone to Blind Drops: Feather (1/2), Sweet Tonic (1/10) 4. Valkyrie HP: 622 Actions: Attack, Double Slash, Bash, Song of Silence Notes: Very Weak against Dark, Weak against Earth, Halves Lightning and Light; Prone to Burn, Frazzle, Sleep Drops: Feather (1/2), Sweet Tonic (1/10) 5. Little One HP: 544 Actions: Attack, Prayer (heals), Smite, Temptation Song (confuses), Creepy Laugh (paralyzes) Notes: Weak against Snowes default attack, Halves everything (aside from Dark and Light), Healed by Light, Very Prone to Paralysis, and Prone to Darkness. She will summon two buddies. Drops: Bitter Ether (1/10), Revival Herb (1/10) 6. Pegasus HP: 700 Actions: Smite, Ram, Waterfall, Life Stealer Notes: Weak against Lightning, Halves Ice and Water; Very Prone to Darkness and Paralysis, Prone to Frazzle and Silence Drops: Pegasus Feather (1/3), Tincture (1/8) ** Note: These enemies are through the Lords Tower, the Hedge Maze, and the Floating Airways. GOODIES:

1. 2. 3. 4. 5. 6. 7. 8. 9.

Ladys Key Sanctuary Statue Heal Tome (for Relenia) Evil Rod Trident Bitter Ether Lightning II Tome (for Astra) Bitter Ether Tincture

Now that were on the Floating Island, the maps are a great deal warmer! Its also occasionally hard to see the little balls of enemies charging for you, so make sure to watch out. Leave the room youre in (check papers on the ground too if you want), and on the next floor, be mindful of the sword behind the locked gate. You cant get to it now but you will be getting to it later. Turn the two angel statues to face each other and head down the steps. Pick up the Sanctuary Statue (2.) and head to the opened gate and flip the switch. Go to the other opened gate and grab the HEAL Tome (3.) and make Relenia learn it. Then go back up the stairs and head into the now opened gate and open the treasure chest to find the Ladys Key (1.). Once you have all that, go back down the steps and leave the tower. Ooh and aah over the very new look to the maps and once your party reforms, grab the Evil Rod (4.) from the treasure chest. Head up the path and grab the Trident (5.) from the treasure chest (its hiding behind a tree) and keep heading north. When you can see the top of the tower, head to your left and find the Numismatist and drop of anything you dont need. Just north of her is a Bitter Ether (6.). When you have that, if you were standing just east of the goodie bag, step down one tile and go to the left one tile (so you would have been directly south of the goodie bag). Go as far to the right as you can (so youll be near this set of dark green little plants in a triangle) and try to make your way north into the thicket of trees. Its hard to see but you should be able to find the LIGHTNING II Tome (7.). When you have that, have Astra learn it, and then get yourself back on the main path. Go north, grab the Bitter Ether (8.) from the right of the scarecrow, and keep going north. Grab the Tincture (9.) hiding in a thicket of trees just north east of the scarecrow next to the exit and then exit the map. Now you should be on the world map! Not very many places to go so follow the path and head for the Hedge Maze. HEDGE MAZE GOODIES: 1. Binding Tome (for Hiante) 2. Sanctuary Statue 3. Bitter Ether 4. Bitter Ether 5. Sun Gauntlet

6. 7. 8. 9. 10. 11. 12.

Sun Touched Robe Tincture Brilliant Cuirass Sweet Tonic Cura Tome (for Snowe) Bitter Ether Magic Gem

Its a maze! Oh god, what do we do?! Never fear, I have directions! But first, before we go the correct way, we need to go deliberately to a dead-end. When you get to the tree with the notice on it, go to the right. Follow the path until you go as north as you can, then go around the tree and grab the BINDING Tome (1.) and make Hiante learn the skill. Now return to the tree with the notice on it. From there, head to your left and the first path you can go north, do so and you can grab the Sanctuary Statue (2.). Head back to the left path and keep following it left until you can go north once again. Follow that path until theres a tree in the middle (grab the Bitter Ether (3.) hiding in the tree) and go to the maiden statue with the goodie bag and grab that (Bitter Ether (4.)). Go to your right until you find the path you can go south in. Ignore the chest for now and head to your left to grab another chest to get the Sun Gauntlet (5.). Head back to the chest I told you to ignore and grab it now (Sun Touched Robe (6.)) and pass that and go north when you can. Grab the Tincture (7.) from the maiden statues feet and follow the path. When you get to a fork, take the left fork (your left) where a chest is waiting for you (grab the Brilliant Cuirass (8.) from it) and keep following the path. Youll come across a Sweet Tonic (9.), so from there go south until you can hang a right. The CURA Tome (10.) is hiding near a tree, so grab that, make Snowe learn it, and head back to where you can follow the path in a circle around the middle of the map. When you see the path you can go straight down, dont take it yet. Veer to your right and keep going around until you get to the tree with another goodie bag near it and a sparkle spot. Grab the Bitter Ether (11.) and the Magic Gem (12.) and head back to the middle of the maze. Step onto the glowing hexagon symbol and youll be transported into the new map. UNDERGROUND HAVEN This is what amounts to a town on the floating castle. After the statue fills you in, go into the door next to the lamp. Sell stuff to the Numismatist and talk to the shop keeper. Hes a bit shy, but hey you can buy stuff! ITEM SHOP Tonic (10 Lucre) Sweet Tonic (100 Lucre) Ether (500 Lucre) Antidote (10 Lucre) Revive Herb (200 Lucre) Sanctuary Statue (2000 Lucre) WEAPON & ARMOR SHOP**

Evil Rod (1000 Lucre) Sun Touched Blade (1200 Lucre) Poisoned Blade (1300 Lucre) Trident (1250 Lucre) Silver Bangle (1000 Lucre) Magic Stud (1000 Lucre) Priests Cloak (2500 Lucre) Warriors Mantle (2000 Lucre) Sun Touched Robe (1250 Lucre) Brilliant Cuirass (1500 Lucre) **Note: before you spend a lot, check what you can find in the next section of the dungeon, you could find the weapons and armor there too. Once youre finished spending your hard earned cash, head out of the shop and toward the other door in the small haven. Youll find the inn and a healing statue. Check all the beds (and odd colored pillows) for goodies (Elixir, Sweet Tonic, and Bitter Ether), and head back out. Step on the hexagon and your party wants a few words with you. Your party will convince you to take a nap in the inn, so listen to them and go do that. Whoops, Snowe has a bad dream. Watch that unfold and youll be back at the inn. Astra, Relenia, and Hiante may be rested up, but poor Snowe you are not! In any case, head back to the hexagon and step on it. THE SEPULCHER OF THE LORD (P.1) GOODIES: 1. Tincture 2. Red Flower Herb** 3. Silver Bangle 4. Sanctuary Statue 5. Bitter Ether 6. Terra II Tome (for Hiante) 7. Tincture **Note: Whatever you do, dont forget this. This is the big two-part dungeon. If you ever need to, you can return to the Underground Haven by returning to this map and stepping on the hexagon. The first part of the dungeon also shares the same enemies as the Lords Tower did (in the second part the enemies change). Watch the small scene that occurs, and lets get to goodie grabbing. Head for the pond left of the entrance and grab the Tincture (1.) from the goodie bag. Before you leave the plot of plants its near, stand at the middle and check it. Youll find a Red Flower Herb (2.). This is important: without this, the shop in Sabine wont get better items (this particular item opens up stronger Tinctures for you to buy). There are two additional items to find on the floating island and I will point them out to you.

Once you have that, go to the north of the pond and find the treasure chest and grab the Silver Bangle (3.) from within. Go to the left and north to find a Sanctuary Statue (4.) in a goodie bag and then return to the middle of path. From there, head around the eastern pond and grab the Bitter Ether (5.) from behind a plant box, and then head to your right to grab the TERRA II Tome (6.) and make Hiante learn it. Grab the Tincture (7.) hiding near the tree and then return to the main path. Once youve treasure hunted, head through the main doors of the Sepulcher Castle. Keep heading north and go up the stairs. THE AIRWAY IN THE CLOUDS GOODIES: 1. Cure II Tome (for Snowe) 2. Sanctuary Statue 3. Brilliant Cuirass 4. Swift Slash II Tome (for Astra) 5. Elixir 6. Tincture 7. Green Herbs** 8. Royal Circlet 9. Red Ribbon **Note: Whatever you do, dont forget this. This is a big area of going in doors, flipping switches etc. Its not hard, just maybe a bit tedious! First things first, see those two statues in front with the sparkle on their base? Those are switches you have to flip so you can make something appear in another room. Flip the switches, of course. The room up a set of stairs and to your right is locked at the get-go, but fret not; there is a switch somewhere. Instead, head to your left and go into the first door you come across. Curious! Theres a pillar in this room! Push it toward one of the fancy tiles. Now you need a second pillar! Head up the steps and go into the unlocked door. Flip the switch and come back out. Ta Da! New pillar. Push that one onto the other fancy tile and a door becomes unlocked. Go through the door at the top of the stairs. Theres a ladder and you should go up that. Now youll be in a room full of books. Take a gander at them, ponder, and make sure you inspect the part of the bookcase to the left of the pillar with the light on top. Youll grab the CURE II Tome (1.) and make Snowe learn it. Once youve had that and had your fill of reading curious passages, leave the room via the south exit. Youll find a statue left of the door and flip the switch. Return to where you entered the airway at and go into the door to the farthest left. Youll enter what looks like a throne room. Head to the right little hall and grab the goodie bag for a Sanctuary Statue (2.) and then head to the other little hall and read the note on the ground. Apparently theres a stairway that was covered with carpeting!

The correct spot is in the middle of the carpeting so stand there and press the action button. You can continue to stand there like an idiot, or have Snowe move aside to tear up the rug. Better stand aside otherwise youll tumble down the stairs and your HP will suffer. However you manage to go down, youll enter into a dark little maze area. Its not even a maze, what am I talking about? Follow the path, grab the treasure chest to get another Brilliant Cuirass (3.) and then pick up the SWIFT SLASH II Tome (4.) and have Astra learn it. Again, follow the path and once you see a fancy tile, walk into the wall next to it and youll find a hidden passage. Keep walking along that and youll find a goodie bag with an Elixir (5.) inside. All your goodies in hand, go back to the path and get to the switch. Flip it and ta da, the door that was previously locked at the start of the airway map is now open! Head back there now. When you get to the room, grab the goodie bag containing a Tincture (6.) and then before you head up the steps, go to your right. Read the notes on the table if you want and then investigate the box of red plant looking things. Snowe will recognize something and youll obtain a set of Green Herbs (7.). Dont forget this! It will allow Sabine to get higher leveled tonics for you to buy! Once youve finished exploring, go up the steps and beat up some monsters, and go up more steps. Youll be back in the airway map and youll be able to flip another switch at a statues base. One more statue to go! Unfortunately, Snowe cant launch himself across the gap to get to it, so head into the door. More switches! This should be easy for you. Flip the switch you have access to and a bridge will appear. Go across the bridge, flip the switch, go across bridge, etc. Rinse and repeat until youre at the other side. Leave through the south exit and youll be out on the airway again. Flip the last statue and return to the room you were just in. Snowe will remark that hey, theres a ladder there now! Isnt that swell? Head up the ladder. Beat up the enemy in the room you just entered and then head out. Once again, youre in the airway! Go into the door to the right of the stairs and youll find the Numismatist and a little bowl of water. If you interact with the bowl of water, Numismatist will explain that itll heal you! Then why is there a dead body where Numismatist can materialize? Clearly someone didnt get to the water fast enough. Heal yourself up, talk to the Numismatist to sell some junk, and consult the sparkle on the ground. "What is 3 + 2 + 3 + 3 + 1 + 2 + 3 = ?" Should be simple! Theres no trickery involved. Its 17. What is that for, you ask? We have a puzzle to do! Leave the healing room! As you can see, theres this funny arrangement of switches. If you switch them, they each will tell you either +1, +2, or +3! Hey, that sounds familiar! You can flip the switches in any order, but it should add up to 17, so to be on the safe side, just follow the math problem exactly. Or just flip the +1 switch 17 times. Whichever one youre inclined to do! If for some reason you happen to mess up, head toward the door near the switches and go to the right of it and interact with the pillar. You can reset the puzzle there.

While were at it, head into that door actually! Beat up the monster and interact with the angel statue on the left side. Make her face her angel partner and a chest will appear! Inside is the Royal Circlet (8.). Then head back out and deal with that math puzzle. When you get to 17, the floor will move away and reveal a set of steps! Head down, beat up a monster, check out the notes, and keep going through the south exit. Beat up yet another monster and collect whats in the chest. Its a Red Ribbon (9.) (Disclaimer: this is not Final Fantasy, it does not protect you from ailments)! Put that on whoever needs a stat boost and head back to the switches and to the stairs. Head upwards, ooh and aah at the pretty rainbows, and keep heading up. Hey, whats the deal? You ask, the next place isnt amazing! Well, your party members feel that too. Watch the scene, cringe as everyone gets their asses handed to them, and prepare for the next part of the dungeon! The Sepulcher of the Lord (P.2) ENEMIES: 1. Seraph HP: 725 Actions: Double Slash, Attack, Stampede, Evil Touch Notes: Very Weak against Light (Holy Rod comes in handy), Weak against Lightning and Wind, Nulls Dark; Prone to Frazzle, Darkness, and Sleep Drops: Fake Feather (1/4) 2. Dullahan HP: 845 Actions: Attack, Random Slash, Lightning Blast, Stampede Notes: Weak against Earth, Light, and Dark; Halves Lightning; Very Prone to Darkness and Sleep Drops: Dullahans Head (1/4) 3. Weird Sister (red) HP: 677 Actions: Fire Bomb, Fire Pillar, Fire Attack Notes: Weak against Water and Ice, halves Fire; Prone to Silence and Paralysis Drops: Weird Hair (1/3), Bitter Ether (1/10) 4. Weird Sister (green) HP: 644 Actions: Attack, Lightning Blast, Lightning Kiss Notes: Weak against Earth, halves lightning and wind; Very Prone to Confusion, Prone to Silence, Poison Drops: Weird Hair (1/3), Sweet Tonic (1/10) 5. Weird Sister (purple) HP: 666 Actions: Attack, Evil Touch, Smite Notes: Very Weak to Lightning, Weak to Fire, Light, and Dark, Halves everything else Drops: Weird Hair (1/3), Tincture (1/10) 6. Weird Mother** HP: 945 Actions: Attack, Smite, Lightning Kiss, Screaming Fire Notes: Very Weak against Water, Weak against Ice and Dark, Halves Fire, Lightning, and Light Drops: Cursed Sickle (1/4), Amrita Tonic (1/10)

7. Swarm HP: 400 Actions: Deadly Poison, Ram Notes: Very Weak against Fire, Weak against Water and Ice, Halves Wind, Lightning, and Earth Drops: Weird Hair (1/3), Sweet Tonic (1/10) **Note: Can be summoned by the three Weird Sisters together GOODIES: 1. Lightning Charm 2. Moon Blade 3. Broken Sword** 4. Tincture 5. Tart Ether 6. Revive Herb 7. Earth Focus Tome (for Hiante) 8. Sanctuary Statue 9. Tincture (x3) 10. Water II Tome (for Relenia) 11. Revive Herb 12. Sanctuary Statue 13. Nectar Tonic (x5) 14. Tincture 15. Sky Key 16. Aeris Haste Tome (for Astra) 17. Nectar Tonic 18. Sanctuary Statue 19. Bitter Ether 20. Power Mace 21. Sharp Tincture 22. Speed Gem 23. Defense Gem 24. Spear of Lugh 25. Tart Ether 26. Bitter Ether (x3) 27. Sweet Tonic 28. Nectar Tonic 29. Nectar Tonic 30. Sweet Tonic 31. Purple Flower Buds** 32. Double Dragons 33. Lightning Charm 34. Frozen Strike II Tome 35. Elixir **Note: Whatever you do, dont forget this.

Look at all those goodies you can grab! Arent you excited? Before we can go treasure hunting, youre stuck in a cell. Oh no! Whatever shall you do? Oh wait, Erios here for the rescue! About time he did something useful! After Erio gets you out of the cell and goes to find Snowe, youre in control of Astra. Head into the cell directly south of yours and open the treasure chest to get the Lightning Charm (1.) and put that right on Relenia. Never take it off her! Once you have that, leave the cell, go into the cell where the Numismatist is and if you have any junk, sell it off. Finished, head up the stairs at the end of the cells. Thats a lot of doors! Head to the one next to the door right across from the steps. Its a puzzle! Follow the directions and move the pillars to the sparkle spots. A chest will appear but, oh no! Theres nothing in it. Thats cruel! Dont fret, however! Leave the room and head to the door to its right. A chest is there (it wasnt there before trust me on this). Open it to get the Moon Blade and head back out. Go to the door to the left of the room with the puzzle. You have the Ladys Key so itll open (and if you are curious, the door has a notice on it you can only read when you dont have the Ladys Key. It says: This is where the weapon is kept to slay him if he ever leaves. What the heck does that mean? Ill tell you later). Head inside the room and step on the hexagon. This place looks familiar? Oh, its the room with the sword you couldnt get into before! Go grab it and youll get the Broken Sword (3.). Oh darn! But, it is the start to getting Astras final weapon! Step back onto the hexagon and go back to the Sepulcher. The third door from the left is where Erio told you to go, but I think your treasure senses are tingly, right? Ignore that door and head into the one to the farthest left. Youve hit the mother lode! Make sure to grab the EARTH FOCUS Tome (and make Hiante learn it) and then grab the rest of the items (make sure to check the boxes near the tome and the urn). Head back out and go into the door next to the room. Another mother lode! I must be preparing you for something! Grab all the items here (definitely the WATER II Tome and take care to check the urn too as well as the shelves in the back) and then head back out. Now you may go through the door Erio mentioned previously. Youll enter into the main hall. The door to your north is locked so keep heading to your left. Astra will take charge and the party discusses that they should wait there for Erio and Snowe. Dont need to go too far because you dont want to lose them. Now well switch tactics and youll see Snowe chained up with his parents being general jerks. Watch the brief scene and after Erio unchains Snowe, hell join your party! Unfortunately, Edgar and Lina know youre here! That means lots of enemies! Head through the only door in the room and head upwards. Thats a lot of enemies! This area is designed for stealth (or just rush enemies and run away! Itll succeed most of the time and the enemy will disappear from the map!). Anyway, you have to make your way through this room and interact with the sparkles on the floor to activate switches. Theres also a hidden passage that snakes its way around the whole room that once you hit the first sparkle, you can move through it and get to the second one easily (go through the wall at the first area between the pillars and you should find it). Once youve hit all the sparkles, a bridge will appear allowing you access to the stairs.

Go up and youll be in a smaller, still dodge enemies room. Dodge the enemies, head up the stairs (dont go for that south exit yet) and get up to the door. Youll be outside so head across the bridge and enter into the next room. There will be another heal spot (so if you need to heal, do so) and then head through the doors. Youll find a very particular room and Snowe and Erio will try making the obelisks work. It doesnt happen and the scary voice in her head tells you to get Astra up here. Might as well listen to it for once! Before you leave the room, however, open the chest. Youll get the Sky Key (15.) and when you have that, head back to the room where I told you not to go to the south exit. Head through the south exit, go down the stairs, go through the door that would have been locked if you had not had a key, and keep going. Youll find more stairs with storage rooms. If you think you can, you can grab the items now (you can rush the enemy and try to run away if you want) or you can ignore them and wait until you have your full party. Either way, in the first storage room there is a Nectar Tonic (17.) and the AERIS HASTE Tome (16.). In the second storage room in the next stairwell there is a Bitter Ether (19.), a Sanctuary Statue (18.), a Power Mace (20.) and a Sharp Tincture (21.) if you explore the boxes against the south wall. Once youve decided if youll grab the items now or later, head down all the steps. Youll find another locked door and what do you know, the key doesnt work! Fear not, beyond that door is exactly where Astra, Hiante, and Relenia are hanging out. After a brief scene, you will regain control of Astra. There are quite a few places you can go now, but we arent going to go to any of them aside from the north hall. You need Snowe on your party to get a very important thing in the West Wing and I dont want you to waste your time! So head into the door on the left side of the room. Lots of enemies in this room too! Grab the Speed Gem (22.) from the sparkle on the floor, beat your way through some enemies, and keep going forward. In the next room, grab the Defense Gem (23.) from the floor to the left of the entrance, and head up the steps. Get the Spear of Lugh (24.) from the treasure chest, and keep going forward through the door. Beat up the lone enemy and flip the switch. Hopefully that will open the door (duh it does). Return back to the main room and youll find Snowe and Erio waiting for you. After another scene where you may think Snowe is a complete idiot (the rest of the party probably does except for Astra because shes too nice for her own good), your party will form up again and Snowe will take the lead. Erio will be on the sidelines but he will help you out! If your HP or MP is too low, hell heal you up and if youre in good shape, hell debuff the enemies. If you want to grind, now is a good time! Before we head back to the room with the obelisks, we have a few more rooms to explore! Head to the left side of the room and go through the southern door. Grab the Tart Ether from the floor (25.) and go through the doorway in the middle. In the kitchen, grab the two Nectar Tonics (28 & 29) from the boxes near the door and then grab the Sweet Tonic (30.) from the goodie bag. Go to the counter and inspect it and Snowe will recognize the herbs! Youll get the Purple Flower Buds (31.) to make better ethers in town. Head out of the kitchen and go through the door to the left. Youll find the dining hall with even more goodies for you. Grab the three Bitter Ethers (26.) from the table and the Sweet Tonic (27.) from the floor and then make your way back to the main room. Theres one more place we should get to! If you recall, theres some doors you can see from outside the castle that we just havent gotten to! I wonder why that is? Head north in the main hall and head

up the steps. Youll find a treasure chest containing the Double Dragons (32.) for Hiante and now youre thinking, what? Thats it? Do you not know me by now? Theres a hidden passage! Directly right of the chest you can get into the wall and keep walking forward until you find another door. Youll be in another room with another chest! It has another Lightning Charm (33.)! Go through the south exit and youll be outside again! Hey, you can get to that door you saw before! Head through the large doors and youll find a large ornate bedroom. Grab the FROZEN STRIKE II Tome (34.) and get the Elixir (35.) from the goodie bag! Completed the treasure hunt! Check out the papers and explore the room if youre curious, but once youre done, head back to the main hall. Were almost done with this chapter, I swear! Head back toward the room with the obelisks. Now, before you go into the room, check your inventory and make sure everyone is equipped. Make sure youve gotten everything Ive noted above with ** because you will NOT be able to return to the floating island once youve gone through the doors. If you forget the Broken Sword here, you will not get Astras final weapon. If you forget the herbs and buds, you wont be able to buy upgraded healing items in town. The tomes will fall to the Sabine island if youve forgotten them at least, but still! If you think you could use more items or are missing some better equipment, you can head back to the Underground Haven from here as well! Once youre sure youve gotten everything, heal yourself up and save! Walk through the doors and watch the scene unfold! When the game prompts you to save, do not overwrite your previous save. Just in case the next boss is too hard for yourself, save in a separate slot! Now get ready for a boss fight!

BOSS
Edgar and Lina HP: 3700 / 3750 Drops: Ring of Kings (1/1) & Ring of Queens (1/1) This time instead of the single target, you have two targets, Edgar and Lina, to worry about and you should do your best to keep your HP full as both bosses pack quite a punch. And bear in mind: you start this boss fight at a disadvantage. Edgar will always get off Heavens Strike before you have a chance to set up any buffs or prepare. Chances are, one or more of your characters will be frazzled (only one if you equipped the Lightning Charms (mentioned below) smartly). For this fight I suggest being on LVL 16 at the very least and make sure you have the skills you can find while on Sepulcher. Snowe should at least have Cura (found in the Hedgemaze), Astra should have Lightning II (found near the Lords Towerthe scarecrow hints to it), Hiante should have Terra II (found right outside the castle), and Relenia should have Water II and Frozen Strike II (both can be found in the castle). There are more you can find on the Sepulcher, but those skills above are the most helpful for this fight. Since there are two targets to worry about, you shouldnt worry about using the Childs Cornet or the Scary Mask because they arent as practical in this fight because they only target one enemy. If you feel you must use them, its best to use the Cornet on Edgar and the Mask on Lina. When you defeat one of the bosses, the other one will go berserk and hit you with the hardest spell in his/her arsenal, which is why you should do your best to take down both bosses at the same time

(if at all possible; ideally, if one goes down first, there should only be a turn or two left of fighting the other one). When Edgar has fallen, Lina will begin to cast Worlds Blaze which deals quite a bit of fire damage on all party members. If Lina goes down with Edgar still standing, then he will begin to cast Heavens Strike with more frequency. Ideally, you should defeat Lina first because her Worlds Blaze can stun Hiante and give her an extra turn. Whereas, if you have the Lightning Charm on Relenia, Edgar wont be able to stun anyone. However, the downside with the lightning is that he will be inflicting Frazzle on your party members. Astra is more or less safe from that but Snowe or Hiante is not. You can find two Lightning Charms in the castle, so its best to have Snowe and Relenia wearing the charms. During battle you should keep Edgar blinded by using Hiantes Sandstorm skill. Most of Edgars skills are physical so if you get him blinded, his attacks wont hit as often. Lina can be silenced which you can use Hiantes Rock Bludgeon for, but if youre having a hard time silencing her, relegate Hiante to keeping Edgar blinded and swap between using Sandstorm and Terra II. In addition, you should keep both bosses poisoned by having Relenia use Ill Humors if she doesnt have to do anything else. Snowe and Astra should focus on healing everyone and keeping buffs up on the party (Barrier Relic for a defense boost) and making sure no one runs out of MP at an inopportune time. If no one needs healing or buffs, Snowe should use Flamma whereas Astra should use Lightning II (one upside to this is that Lina can be Frazzled). Always use attacks that hit both bosses instead of just one so you can get both bosses down at the same time. Relenia should use Water II throughout the battle if shes not needed to do anything else. If either of the bosses become inflicted with the Wet status, make sure Astra (or Hiante) follows up on the next turn and use either Lightning I or II (or Hiantes IP skill, Lightning Edge) depending on how much MP Astra has at the time. This way, if timed correctly and the state hasnt worn off, you can stun one of the bosses so long as they had the Wet state afflicted. Relenia should also use her IP skill, Fire Pierce (attached to her Spear of Lugh). It takes great damage out of one or two of the bosses and also lowers their defense. Be warned: Lina has a water skill that can inflict wet on all of your party members. If she does this, theres a high chance that Edgar will follow-up the next turn with a Lightning Slash and he will target one of the members with the wet state inflicted. Snowes Cura does get rid of the Wet state so keep that in mind (and also keep that in mind when you inflicted wet on one of the bosses if Snowe does Flamma or if Relenia uses Fire Pierce before someone does a lightning skill, the wet status will be gone). Once one of the bosses is down, the other will go berserk. Your strategy doesnt change all that much, except its a good idea to introduce the Scary Mask back into the battle. The skills are based on the bosss MAG stat so keeping that down during the last part of the fight is ideal. Keep your HP high, dont let yourself run out of MP quickly, and keep up the fight and the boss shouldnt give you that much difficulty. If it does, there are a variety of places in the castle to bring up your levels a bit. Dont forget to use the healing bowl outside the boss room.

Once Snowes parents are defeated, watch the scene, watch them all panic as the island starts falling, and then keep watching. After everyone gets up to speed, your party will rest at Relenias place and oh no, Snowe has a bad dream once again. A DREAMS A DREAM You can control Snowe during this dream however! Theres not much you can actually do he re currently, so just go north, see the huge castle, and get into the castle. The demon will taunt Snowe and after he rushes off, you can explore the dream castle a bit. Except all the doors are locked! Psyche, you cant go anywhere at all. Try leaving the castle and youll be flung higher into the castle and Snowe will determine he hates this place (and so should you). Once youre higher in the castle, go up the stairs and watch as the demon sets everything on fire. Snowe will awaken and hell feel really sick. The poor guy cant catch a break. After watching another scene where you all are leaving, you can finally return to the Town of Sabine. TOWN OF SABINE Snowe will leave the party once you arrive and you can sit back and watch the scenes that follow. Learn more about how everything on the island came to be (I tried to make it as short and straight to the point as I could) and learn what must be done next. Your kingdom is screwed and you have to fix it. After all the scenes, youll return to the Town of Sabine and youll be in control of Astra. The first thing you should do after gaining control of Astra is head to the weapon shop. You have a sword that needs fixing! Sharon would be happy to do it and Astra hands it off (if you forget to do it now, Snowe will be able to do it later). Once youve handed that off, go to the castle. Dont talk to Vera yet, instead, head for the Hall of Magic. Talk to the three magic helpers around the table and hand off the items you collected on the Sepulcher (again, if you miss doing this with Astra, Snowe can do it later, but he has to talk to Vera instead of the magic helpers). Once youve finished there, head back to the throne room and talk to Vera. Watch the following scene and keep watching the scenes! I swear this chapter is almost finished. Watch the scene in the church and afterwards youll start the next chapter (finally, am I right?), Chapter 6. The Forgotten Way Home.

Chapter 6. The Forgotten Way Home


Back to actually playing the game instead of just watching it! Phew! Such a long winded cutscene. Anyway, if you havent gotten the new items in the Item Shop and are in control of Snowe, go find Vera in the castle and talk to her. Shell take the items that you gathered in the Sepulcher and make use out of them. In addition, if you havent given Sharon Astras broken sword, do so now. After you finish the dungeon after the Western Tower, you cant give Sharon the sword any longer. All right? Lets get this show on the road then! TOWN OF SABINE ITEM SHOP Tonic (10 Lucre) Sweet Tonic (100 Lucre) Nectar Tonic (700 Lucre) Ether (500 Lucre) Bitter Ether (700 Lucre) Tart Ether (1000 Lucre) Antidote (10 Lucre) Revive Herb (200 Lucre) Tincture (600 Lucre) Sharp Tincture (1200 Lucre) Fire Essence (2000 Lucre) Ice Essence (2000 Lucre) Lightning Essence (2000 Lucre) WEAPON & ARMOR SHOP** Power Mace (2000 Lucre) Worlds Edge (2000 Lucre) Double Dragons (2000 Lucre) Brushed Halberd (2120 Lucre) Silver Bangle (1000 Lucre) Calm Kerchief (3000 Lucre) Lightning Charm (1000 Lucre) Radiant Cloak (2500 Lucre) Way Mantle (2500 Lucre) Nova Robe (2500 Lucre) Moon Armor (3000 Lucre) Wizards Gloves (1200 Lucre) Enchanted Shield (1200 Lucre) **Note: Once again, check the items you can find in the next dungeon before purchasing weapons and armor! The item list up there takes into account you grabbed all the herbs and flowers and bulbs from the Sepulcher and handed them off. If you did not, well, some items might not be there in your game! One thing I want to stress from the Armor shop side of things is if you dont find a Radiant Cloak in the

dungeons (pretty sure you do), buy them. Their IP skill is a godsend for the bosses coming up! Dont say I didnt warn you. When you finish spending you money, check around town if youd like. They react to Snowe differently and quite a few of them are rushing around like mad to pack their things. Once you finish with that, head back to the castle. Oh gosh, Im making you back track already! All right, the castles left entrance has a snowman near it. There should be a little bunny sitting on the snow. What the heck is that, you ask? Just pick it up. Snowe will explain what it is and when its in your inventory, go watch it. If you dont, you wont get Snowes final attack at the end of the game. Once youve watched what the item wanted to show you, head to the world map. No, we arent going to the Forgotten Paths yet. Your party specifically told you to go to the Eastern Tower first (have to pick up a few things). So head there first. EASTERN TOWER Head to Astras room. Now look around her room, what is different? Oh hey, theres a flower on her bed. It wasnt there before! Grab it. Once its in your inventory, watch it. If you do not, you cannot get her final weapon, and you wont be able to get the Good Ending in Star Stealing Prince. This one is quite important, just so you know! When youve finished watching it, head up the stairs in Astras room and enter into the room with her astrolabe. Erio and Astra will go look for the scroll they need and your party will have a short discussion. Youll receive the Star Stealing Scroll (hey thats the title of the oh wait, no its not the title of the game! So close!) and Astra will send Erio back to Sabine so he can help Richard look for the ship. He will also drop the barrier around the Forgotten Paths and thatll let you inside (otherwise you couldnt get into it before). After Erios made his leave, your party reforms and youre free to do what you want! I suggest head back to the world map and follow the path to the Forgotten Paths. THE FORGOTTEN PATHS ENEMIES: 1. Sage Phantom HP: 720 Actions: Attack, Flame Circle, Tremble (earth), Concentration (ups MAG) Notes: Weak against Fire, Healed by Earth; Very Prone to Paralysis, Prone to Silence and Poison Drops: Earthly Fabric (1/2), Magic Gem (1/11) 2. Ribcage HP: 778 Actions: Ghost Touch (ice), Body Throw Notes: Very Weak against Lightning, Weak against Wind, Halves Ice, Healed by Water; Prone to Silence, Frazzle, and Paralysis Drops: Cold Bones (1/2), Nectar Tonic (1/9) 3. Scarecrow HP: 756 Actions: Attack, Scary Stare, Death Bell (only does it when Blind), Evil Touch

Notes: Weak against Fire and Light, Halves Earth and Dark; Prone to Darkness, Confusion, and Burn Drops: Cold Rags (1/2), Antidote (1/7) 4. Caljury HP: 821 Actions: Flaming Stomp, Worlds on Fire Notes: Very Weak against Water, Weak against Ice, Halves Fire; Very Prone to Wet and Sleep, Prone to Paralysis, Resists Burn Drops: Fire Drop (1/4), Bitter Ether (1/7) 5. Legion HP: 912 Actions: Attack Attack, Evil Touch, Ghost Touch Notes: Halves all Elements, Weak against Swords, Maces, and Spears; Very Prone to Sleep, Resists Frazzle; Can attack twice in one turn Drops: Cold Rags (1/2), Sharp Tincture (1/10) GOODIES: 1. A Mothers Memory 2. Enchanted Shield 3. Way Mantle 4. Sharp Tincture (x2) 5. Nova Robe 6. Moon Armor 7. Nectar Tonic 8. Revive Herb 9. A Fallen Soldiers Memory 10. Harsh Ether 11. Heroes and Villains 12. Tart Ether (x2) 13. Amrita Tonic (x2) 14. Maidens Hope 15. Harsh Tincture (x3) 16. Sharp Tincture (x3) 17. Lightning Essence (x3) 18. Fire Essence (x3) 19. Ice Essence (x3) 20. Snowmans Mittens When you get to the first map of the paths, grab that ribbon hiding under the snow. Youll get A Mothers Memory (1.) so watch it when you have time (you wont get Relenias final attack if you dont). After that, interact with the symbol on the wall. It will open up the wall and you can go into the cave part. Relatively simple once in there. Hop from landmass to landmass (and remember to grab the chest, it has an Enchanted Shield (2.)). Once on the other side, find the hidden passage (follow the mushroom, the crystal, and the dirt patch all lined in a row) and grab the Way Mantle (3.) from the chest. Then keep following the path until youre out of the caves.

Head for the lone tree to the south of the map and search around it to find some Sharp Tinctures (4.). Beat up some monsters and head into the next cave entrance. The second part of the caves is much larger but with the same premise: hop from landmass to landmass. Follow the first part of hopping to the spot that looks empty. Thats code for theres a hidden passage on that spot. Head into the left wall and youll find it. Follow it to get the Nova Robe (5.) and then head back to the landmasses and get to the other side. Go up the path, hop on more landmasses to grab the Moon Armor (6.) from the treasure chest and then go back and keep following that path. Grab up the Nectar Tonic (7.) and consider the landmass hopping that leads to a treasure chest next to a scarecrow. Easy, right? So go on and jump and oh no, youre going to fall through the floor. Dont worry, you will never ever get to that treasure chest unless you cheated and theres nothing in it (and if you do open it, the scarecrow will laugh at you because nothings in it). After you feel embarrassed you fell for the chest trap, grab up the Revive Herb (8.) from the ground and head up to that random grave you see there. Interact with it and youll learn its Hiantes grave! Wow, really? In any case, youll get the Fallen Soldiers Memory (9.) for your efforts. Watch that when you want (remember, you wont get Hiantes final attack if you dont watch it). Head back down the path and grab the Harsh Ether (10.) on the ground andwait! Dont leave that spot yet. Turn and face the right-side wall. Whats that? A dirt path goes into where a wall should be? That doesnt look right. Go run Snowe into the wall and youll find a hidden path! Keep walking forward until you find an exit and walk through. Youll find a room with two swords stuck into a huge rock. Snowe will try pulling them out (as if he could) but Hiante takes up the task. Theyre Hiantes final weapons so go and equip the swords on him already. When you finish there, head back out and go around the path (going past where you grabbed the Harsh Ether from). Now, if you havent grabbed the rope from the Town Hall in Sabine, youll be treated with a funny scene. Unfortunately, if you are ropeless, Hiante will only be able to boost Snowe up and with only Snowe on your party, you will have to rush back to Sabine. The enemies could kill you (but you should be able to flee no problem). If you have grabbed the rope, Snowe will feel smart with himself and youll be able to get up. When youve climbed up (however you do it), just go through the cave again and go past the spot where you could jump for the hole and head out. Go for the tree to the right of the exit from the cave and search around it. Youll find some Tart Ethers (12.). Grab those and head for the left side of the area. You can grab the Amrita Tonics (13.) from the ground and then head north to exit the map. Youll find the Numismatist, a Healing Statue, and two exits! Sell your stuff to the Numismatist (shell be happy to take it of course) and head for the exit to the right-side of the map. This is a peculiar map! Youll see a gateway kind of thing with a maiden statue underneath it. Speak with her and if youve done the talking to maidens in the Eastern Tower, shell have a present just for Snowe! Youll receive the Maidens Hope (14.) and youd better equip that on Snowe. It is his final weapon and his IP skill in it is very sweet. Dont leave the map just yet! Hidden behind the two trees

to the left of the maiden statue are two goodie bags (15 & 16). Hidden right in the middle of the arch just north of the maiden statue is another goodie bag (17.). Then hidden behind the two trees to the right of the maiden statue are more goodie bags (18 & 19). Yay for goodies! Head back to the map with the Healing Statue, heal up, save, do whatever, and head to the north. Theres not much to find in this map at all but there is an exit to the north, so head through there. Theres a lone snowman in this map so talk to him and if weve done everything right, hell tell you that youve found all twelve snowman! Yay good for you. Dont you just feel swell? Oh, you want an item for your troubles? Well, the snowman is prepared with a gift! Youll receive the Snowmans Mittens (20.)! These are only for Snowe and they protect him against Water and Ice (and even from being frozen or wet)! Equip that on him. Once you have those in your mitts, head back to the previous map and follow the path to the exit. Youll find yourself on the world map and if you wish, you can go back to the Forgotten Paths and skip through it so you can return to Sabine and pick up items you may want to purchase and the like. Do so if you feel the need and get ready to tackle the dungeon: the Western Tower. THE WESTERN TOWER ENEMIES: 1. Elite Sword Phantom HP: 955 Actions: Dual Attack, Phantom Slash, Panic Gas (confusion), Lightning Slash Notes: Weak Spear and Earth, Halves Sword, Lightning and Wind; Very Prone to Confusion, Prone to Darkness, Freeze, and Wet Drops: Broken Blade (1/2), Sharp Tincture (1/10) 2. Shadow Servant HP: 1212 Actions: Dual Attack, Phantom Slash, Dark Silence, Phantom Cry Notes: Nulls Physical Attacks, Very Weak against Lightning, Weak against Fire and Light; Very Prone to Sleep, Resists Poison, Confusion, Paralysis Drops: Broken Phantom (1/3), Tart Ether (1/10) 3. Reap HP: 922 Actions: Dual Attack, Panic Gas (confusion), Flame Circle, Flame Slash Notes: Weak against Ice and Water, Halves Fire; Prone to Freeze and Wet, Resists Frazzle Drops: Broken N/A GOODIES: 1. Nectar Tonic 2. Tremor Tome (for Hiante) 3. Nectar Tonic 4. Sanctuary Statue 5. Way Mantle 6. Power Belt 7. Defense Gem 8. Radiant Cloak 9. Sharp Tincture 10. Fire Essence

11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28.

Power Gem Nectar Tonic Nectar Tonic Nectar Tonic Nectar Tonic Revive Tome (for Snowe) Cyclone Ferrum Tome (for Astra) Barrier Relic Moon Armor Revive Herb Tart Ether Glacial Fortify Tome (for Relenia) Ice Essence Tart Ether Revive Herb Harsh Tincture (x3), Sharp Tincture (x3), Sanctuary Statue (x3) Gungnir Bag of Stolen Stars

Lots of goodies to be found! All right, when you get to the map with the tower, just head inside. Theres no goodies outside for you to find unfortunately! Watch the small scene at the entrance and then head through the doors. This is a very small and easy puzzle that gives you an idea whats on the next floor. Before we do that, however, we need to find treasures! Go to the doorway to your left and head on through. Following the hall, we find a Nectar Tonic (1.), TREMOR Tome (2.)this is hiding behind rubble and once you have it, make Hiante learn it; his speed drops dramatically as hes using the skill, howeverand then pass the door to grab the second Nectar Tonic (3.). When you have all those, head into the door. Youll find the Numismatist waiting to take your items so if you have any, unload them on her. And starting from the bottom left, you can find a Sanctuary Statue (4.) in a goodie bag, a Way Mantle (5.) in the first chest, a Power Belt (6.) in the next one, a Defense Gem (7.) in the basket, a Radiant Cloak (8.) in the next chest, a Sharp Tincture (9.), a Fire Essence (10.), a Power Gem (11.) in the other basket, a Nectar Tonic (12.) in a goodie bag, and another Nectar Tonic (13.). Man, I must be preparing you guys for something if this treasure room was here! Head back to the first room with the mirrors you can turn. The plaque says: Light travels to us from the sun. Maybe we should send some light back. This should be simpleget the beam of light into the little sun at the top of the plaque. Even though it should be simply, Ill paste here what the mirrors should look like when youre finished turning them.

See, not that hard! Just keep turning the mirrors until they match the ones in the picture! When youre finished with that, pull the switch thats in the rightmost raised platform and itll turn the beams o f light on. If youve done it correctly, a glowing hexagram will appear in the leftmost raised platform. Step on that when youre ready to do the next puzzle. The next puzzle is a lot bigger and you have two sets of beams you have to keep track of. Dont worry, its not as confusing as it looks. First order of business though, you should clear the room of monsters and find the two Nectar Tonics (14 &15) hiding behind a pillar near the switch and the other hiding behind part of the ceiling left of the riddle plaque. Speaking of the plaque, it says: One bright bulb is not enough however... perhaps we can charge the bulb with more light? Pretty much it needs two beams of light to get the hexagram activated! Ill paste the image of what the mirrors should look like when youre finished, but if you want to try doing it on your own first, just make sure you trace the path of the light to the mirrors and turn them accordingly. If youre stumped, scroll on down!

As you can see here, Ive color coded the two different beams of light. The second beam of light has an easier time but the first one goes through a few turns! Just make sure your mirrors are set up like it is in the picture and flip the switch in the rightmost raised platform. If it worked right, the beam of light should have headed into the star on the plaque and the hexagon should have appeared in the middle raised platform. When youre finished, head into the hexagram. The third floor doesnt have any monsters or puzzles and is to be used as a sort of rest area (though there are no healing statues so if youre low on HP and MP, just use a Sanctuary Statue). Before you can accurately explore, however, your party will have a scene and you will meet this Odd Gentleman on the floor. Hell join your party (but hes a lazy guy, he wont help you in battles). Once hes in your party, you can explore. First order of business? Explore those bookcases he was hiding behind. The lower bookcase to the far left will have a REVIVE Tome (16.) for Snowe so make him learn it. Itll probably come in handy. As youre moving around the bookcases, investigate the part that looks relatively empty. Snowe will find a scrap of paper that says:

"I can't remember the answer for that puzzle at all--I should leave myself a hint: The Slaughterer in eastern astrology refers to a sacrifice carried out at the rising of Capricorn. Isnt that ominous? Keep that info in the back of your mind and head to the other side of the same shelf and investigate again. Snowe will find another scrap of paper and it says: "I wish he hadn't decided to use astrology I wasn't familiar with. I just can't keep it straight. This star isn't the brightest--it's the seventh brightest in Geminibut it's name translates to middle". Middle of the whole sky? I'm not sure." Once again, keep the words in the back of your head and continue your investigation of the shelves. In the top shelf to the far right, youll find CYCLONE FERRUM Tome (17.) for Astra. Make her learn it (it can cause Confusion!) and then head for the doorway you passed earlier. On the shelf to the left of the door you can find a Barrier Relic (18.). Theres nothing else to find in this room but you should give it a look through anyway. Head back out and go toward the stairs to the far right of the room. Were into another puzzle! First order of business, read the two plaques on the wall (the order is read the one on the right first (the one you walk right up to if you walk in a straight line) and then read the left). They say: Right Plaque: On her wedding night one cannot appear with no flowers in hand. The bars on a happy life will not lift unless one has those flowers. Where can they be? Left Plaque: A bridesmaid comes from the right A groomsman comes from the left And the wife has her flowers. Now the bars have been lifted upon a life so happy by just hiding in the flowers. If that boggled your mind, dont fear, I have the answer! There are three switches in this room: two are underneath pictures of flowers and one is underneath a portrait of a young woman. The young womans switch is in a room that is in the middle of the two other rooms holding the other switches. So first you would go to the room to the right of the portrait of the young woman and flip the switch underneath the picture of flowers. Then you go to the room thats to the left of the room with the young womans portrait and flip that switch thats underneath another picture of flowers. Finally, you would go back to the middle room with the young womans portraits. If you did it right, the bars at the other end of the room will open. If its really not working, talk to the armor statue next to the middle switch and reset the puzzle. The wording is tricky, but its doable.

Dont forget! There are goodies to be found in this room! The first you can find in the left most room and itll be a chest containing the Moon Armor (19.). Near that is a goodie bag containing a Revive Herb (20.). In the room with the young womans portrait is a goodie bag with a Tart Ether (21.) inside. Hiding behind the rubble near the rightmost room is the GLACIAL FORTIFY Tome (22.) for Relenia (have her learn it quickly: its a defense up skill that affects everyone) and next to that is another goodie bag with an Ice Essence (23.) inside. After youve done the puzzle head to the far right of the room and go up the hall. Grab the Tart Ether (24.) as you go and then head up the stairs. Once again, youre in a room with a light puzzle but this time you dont have to fiddle with turning mirrors! First though, pick up the Revive Herb (25.) and clear the room of monsters. Up at the top of the room youll find three pillars with different colored gems on the top. Investigate at least one of them and the odd gentleman from the third floor will explain to you how it works. Turn on the gems, and the light beams will change color. Easy! Fiddle with them a bit to figure out what changes to what color and then read the plaque on the wall. It says: Stars come in a variety of colors depending on how hot they are. Blue is the brightest; yellow falls in the middle; red is the dimmest. Pray tell, what is the color of our star? That will lead you ever closer to the top where you may embrace our star. Seems easy enough! The color of our star is yellow. You have to turn on the Red and Green gems for that. Before you do that, however, I wonder what the other colors will do? They each have something different to offer and Ill list the combos here: Blue: a hard group of monsters Green: takes you back to the entrance of the tower Red: a weak monster Cyan (blue & green): heals your HP & MP Magenta (red & blue): gives you 3 Harsh Tinctures, Sharp Tinctures, and Sanctuary Statues White (all three): gives you Gungnir (Relenias final weapon) Yellow (red & green): moves you onto the next floor Obviously, do the ones that will get you the goodies (these can only be done once). Once you have the colors like what you want, step onto the hexagram that appears. If you want to try your luck against a pack of hard monsters, do blue (and its also repeatable if you want) or if you want to show your dominance over a little weakling, do red. For whatever reason, if you need to leave the tower to buy stuff from Sabine, use the Green color (youll have to walk up the entire tower once again however and the odd gentleman will wait for you at the towers entrance). But, when youre ready to move on, change it to yellow and step on the hexagram. Youll appear on the final floor and as you step forward, the game will prompt you to save. You should totally save as theres a boss coming up and hes really hard. Watch the scene that unfolds and be annoyed when your party splits up. Before we head to the boss however, we follow Snowe and Astra up the stairs for the final puzzle in the game. If you plan to save, save in a separate slot just in case the boss proves too difficult for you (hes after this puzzle and a scene).

Welcome to the puzzle that Im sure pissed off a lot of players! Thankfully, if you remember the two pieces of information I told you to remember from the third floor of the tower, this should be a cakewalk. Head over to the plaque and read it. It says: The lucky star of the Slaughterer butchers the Ram in the Middle of the Sky while the world is Weighed by the Maiden Press the switches in order of that little tale and then pull the lever." Remembering the information from before, the switches are in the order of Capricorn, Aeris, Gemini, Libra, and Virgo. I even have an image if you dont know the astrological symbols and dont want to investigate each switch:

Hit the switches in the order provided and flip the switch. Snowe and Astra will run for the door, but Astra cant go up the stairs with Snowe. Theyll part and shell head back to help Hia nte and Relenia with the boss. Now, we get on to the boss!

BOSS
The Original King HP: 6,522 Drops: N/A

Right away you are at a disadvantage. When you begin this battle you will only have Hiante and Relenia and it is crucial you are careful when starting this battle as he can decimate you very quickly if you slip up. Astra joins the battle by the fifth turn, but Snowe doesnt join this battle at all so you are without your main healer. You should be on LVL 19 or above for this fight and you should have also picked up Tremor (for Hiante) from the tower and Glacial Fortify (for Relenia). Have everyone with updated equipment and keep the Lightning Charm on Relenia. This boss has a few attacks that can decimate you if youre not careful. If youre lucky, he will use Absolution which does nothing (and you can laugh at him not being able to do a spell). His main ones are enchanting his halberd with either Fire or Lightning to which he will followup and stab one of you with either Fire or Lightning. Which is problematic because Hiante is weak to Fire and Relenia to Lightning (so hopefully you have that Lightning Charm still on her). He also has Resplendence which is a devastating Light attack which can blind your entire party. Lastly he has Gloom which is like Resplendence (except Dark instead of Light) and it can Poison and Silence you. When hit with all these status effects, be quick and use Relenias Heal. If shes silenced, use an antidote on her and then use Heal. The first thing you should do in this battle is have Hiante use the Childs Cornet to bring down his atk and agi. Have Relenia use Glacial Fortify (or if you do not have it, have her throw up a Barrier Relic; and do your best to keep the def up boost on everyone). That will make sure that he wont hit you very hard at all. The second turn you should have Hiante use the Scary Mask and have Relenia either poison him with Ill Humors or hit with Frozen Strike II or Water II, whichever you like, so long as no one needs any kind of healing. Remember, there is a high probability that the boss will go before Relenia in battle so if you desperately need a heal, have Hiante do it. Once the debuffs are in place, you should have Hiante blind the boss with Sandstorm (if he isnt blinded, keep doing it until he is blinded, your HP will thank you). Once the boss is, you can relegate Hiante to using Tremor which takes out a good amount of HP (and can also lower defense and agility), or keeping everyone healed. When Astra joins the battle after turn five, the strategy remains similar, except you have an extra hand to keep people from dying. When shes not needed to heal or do debuffing (she should be relegated to using the Scary Mask if Hiante has to use the Cornet or something elseshes faster than Relenia and you want to make sure the bosss mag stat remains down), she should use Swift Slash II. Cyclone Ferrum is a good choice, however it takes out a lot of her MP, so its best to conserve MP (just in case you need her Aeris Cura) and so you dont have to replenish her MP so often. If you come into this battle unprepared, youre sure to face hardship. This boss comes out swinging and if given a turn to attack at his full strength, hes sure to end the battle quickly. However, so long as you keep him debuffed and blinded, you shouldnt have too many problems. When youve destroyed the Original Kings HP, well return to Snowe and hell have a cutscene of his own. When the cutscene finishes, hell receive the Bag of Stolen Stars (28.) and hell head back down. Clearly from his point of view, the battle is still going on and hell find a switch and flip it. As he goes back into the room, the floor has given away and your party has won (for now).

When your party reforms, you can head out of the tower now. Instead of walking all the way down, turn the switches in the one room so the light beam is Green and then head out that way. No need to beat your way through the tower again! Head back to Sabine and talk to Richard. Hes found the ship, but there appears to be a problem! Theres something nasty guarding the only way to get to the ship. Bummer man! Gotta go through another dungeon before you actually get to the ship. Lets get on that, shall we? How to get to the next dungeon is simple: remember that area in the caves underneath the Sabine Forest? Theres this random spot where you can feel air coming in. Go for that! If youve forgotten, its at the southernmost part of the underground and to the left. Helpfully theres a guard waiting for you! Before you go there, however, make sure you have some Calm Kerchiefs (you find two in the next area). The enemies here can and will inflict confusion on you. Not a good thing by no means! When you believe youre ready, head inside. THE HOMEBOUND CAVES ENEMIES: 1. Faceless HP: 1012 Actions: Ice, Blizzard, Panic Attack (confusion), Ice Attack, Dark Silence Notes: Weak against Fire and Wind, Halves Ice and Water; Prone to Silence Drops: Dirty Rag (1/3), Tart Ether (1/5) 2. Two Swords HP: 811 Actions: Dual Attack, Assault, Panic Attack, Concentration Notes: Very Weak against Fire, Weak against Staff, Halves Earth; Prone to Confusion and Freeze Drops: Cold Bones (1/3), Nectar Tonic (1/10) 3. Vengeance HP: 989 Actions: Dual Attack, Spiritual Strike (will always do after Concentration), Magic Stealer, Concentration Notes: Very Weak against Water, Weak against Ice, Halves Fire; Very Prone to Confusion, Prone to Poison, Sleep, and Bleed Drops: Cold Rags (1/3), Harsh Tincture (1/12) 4. Scout HP: 955 Actions: Arrow, Arrow Ambush, Arrow Pierce Notes: Halves Lightning, Fire, and Earth; Very Prone to Darkness, Prone to Confusion Drops: Earthly Fabric (1/3), Sharp Tincture (1/12) GOODIES: 1. Sharp Tincture 2. Sharp Tincture 3. Calm Kerchief 4. Lightning Essence 5. Fire Essence 6. Sharp Tincture

7. 8. 9. 10. 11.

Sharp Tincture Harsh Tincture Calm Kerchief Harsh Tincture Sharp Tincture

Erio will leave you promptly when you enter (no ones packed up his, Astras, and Hiantes things at their tower) and youll have to brave the caves alone. Youll notice a Healing Statue and there s your first goodie bag near it which contains a Sharp Tincture (1.). Grab that up and go south. These maps can get very confusing because the exits and entrances arent the most obvious. If youre having trouble, dont forget to press the S key on your keyboard; itll make arrows appear over any place theres a transfer at! First, lets explore this map! Follow the path down to find another goodie bag containing a Sharp Tincture (2.) and keep going until you see the chest that contains a Calm Kerchief (3.). Head to the east of that skeleton and follow the path upwards and hang a left. Youll find another goodie bag that contains a Lightning Essence (4.). Head back to the skeleton on the ground that looks just a bit creepy and then head for the steps to the right. You can find another goodie bag containing a Fire Essence (5.) hiding underneath the ledge. Dont go in that door yet, you dont need to. Head back down and follow the path that goes to your lower right and then head through the door on the right-side wall. Theres a Harsh Tincture (8.) in the goodie bag near the door, so grab that and head for the chest. It contains another Calm Kerchief (9.). Once you have that, follow the path south, ignore the phantom staring at you and grab the Harsh Tincture (10.) from the goodie bag. When you have all that, save and speak with the phantom blocking your way through. Its not the boss just yet; you cant put a dent in him. After three turns your party will realize this (probably even without touching him because they are telepathic that way) and you will leave the party. What gives, right? After a brief discussion, you can move again. Head back up the path and take the exit to your right (before you pass the place with the water). Enter that and grab the Sharp Tincture (11.) from the goodie bag and then go back to the main room with all the exits. Go past where you found the first Calm Kerchief and take the exit to the south of that. Follow the path, grab the other Sharp Tincture (6.) and keep going south. Youll find a phantom chilling over a nest of bones and no, its not the Numismatist. Speak with the ghost and get pissed that hes the reason you cant touch that boss. Hell make fun of you and you clearly cant force him to do anything so your party retreats. What to do now? Snowe will remind you there are probably other phantoms or ghosts around. Lets get talking to them, shall we? You dont have to talk to them all of course; you only need to talk to three to get the right events going. The first one is even in this room! Head back north and talk to the ghost thats chilling near the water. After a brief conversation, hell tell you that you need to find the other ghosts son and the other ghost will probably be nicer (and if

you watched Hiantes memory, this ghost will have a bit more to say). So, step one completed: find the ghosts son. Go back to the main room with all the exits and the last two phantoms you have to talk to are in here. The first one is near some ledges north of where you found the Calm Kerchief. Hell tell you that the ghosts son is at the top of somewhere and wont come down. If you want, you can head to the northern exit past this skeleton and see for yourself. The ghost is trying its best not to look at you when you investigate the sparkle. Head back out and go to the west of the ghost you had spoken with before. Youll find another one near where you found the Lightning Essence. Speak with this ghost and hell tell you that if its the boy hes thinking of, the boy likes cats. If you remembered to grab the Brown Cat Doll from the beginning of the game, youre golden! If not, Snowe will remind you that he believes Charles has a doll thats shaped like a cat back in Sabine. You have to go back and talk to Charles before you can head on. With the Brown Cat Doll in hand, go to the northern room past the skeleton that told you about the boy ghost. Hell be watching your every move in the room so go and investigate the sparkle. After a brief conversation, Snowe suggests he takes the boys remains to his father (this moving the ghost). Once you have his remains, head back to the room with the boys father (the ghost wont let you leave the Homebound Caves after this until you set him down again) and speak with him. Snowe will place the boys remains next to his father and the ghost tells you that hell take down the big phantoms defense. Hell also heal you up and give you three Sanctuary Statues. He also warns you that the Phantom youre about to face is the least of your worries. Someone else is still out there wanting you all dead. Return to the previously unbeatable phantom (and heal if you need to and save your game) and speak with him again. Tell him to move aside and watch the exchange. After thats finished, youll go into another boss.

BOSS
The Phantom HP: 7,409 Drops: Elixir (1/1) You should be on at least LVL 22 or above and make sure at least two people have Lightning Charms on. While he doesnt use it often, he does have a lightning attack that targets everyone and will more than likely cause Frazzle state which is always frustrating. The first thing the phantom will do is Magic Drain which does exactly what the name implies: drains all your MP. Set Relenia up to heal it with a Harsh Tincture (you should have some, if you dont, give the first ether to whoever you think will need it the most the following turn). If you choose anyone else to use it, there is a chance that person would go before the boss thus making it a wasted ether or wasted tincture. Hiante should start the battle with the Childs Cornet as the boss has mostly physical attacks and you want to keep his atk down (or if you worry about bringing down his agi will make Relenia go before him, you can have Hiante do this the second turn). It doesnt hurt to also use the Scary Mask but if its a toss up between using one or the other, make sure to keep using the Childs Cornet to get that atk down.

The other attacks that the boss has are Beat Down (he will beat you down with his fists, can confuse youif this is a problem, equip the Calm Kerchiefs), Spiritual Strike (silences and makes you bleed, attacks one player twice), Spiritual Flash (lightning based attack, can frazzle and blind you), and Phantom Slash (applies def down to one party member and also makes you bleed). When the boss summons a swarm of bats to aid him, have someone use a spell that hits all enemies. I suggest having Snowe use Flamma because out of all the attacks that harm all enemies, his takes the least MP. The bats only have 100 HP each so one Flamma should do the trick. The bats dont hurt very much, however they are very annoying (and can make everyone but Hiante bleed) and they have very high agility so they are sure to go before your entire party. If you still have the Holy Rod in your inventory, you could equip that on Snowe and make use of its IP attack, Holy Strike which can exploit the bosss weakness. If you dont have it, its not a real problem as this boss shouldnt be that difficult. To give him another weakness, use the Relenia and Astra combo where Relenia gives the boss the Wet status and Astra follows up with a skill that has lightning. Lastly, since most of the bosss attacks are physical, you should have Hiante blind him at the earliest convenience. If you keep him blind and debuffed (even adding a Glacial Fortify for your own party) the boss should go down very easily as he wont be much of a threat. After hes sufficiently pounded into the dust, Relenia will lead the way forward. Watch the scenes that happen next and youll be ready for the final chapter, Chapter 7. Homebound.

Chapter 7. Homebound
Here it is! The final chapter! From here right away you can go onto the bad ending if you really want but if you want the Good Ending, youll have to have watched Astras memory at the very least. Before we get to doing all sorts of ending stuff, we have a few more things to do! THE HOMEBOUND CAMPSITE GOODIES: 1. Sharp Tincture 2. Mistilteinn 3. Sharp Tincture 4. Harsh Tincture 5. Harsh Tincture 6. Green Ribbon Right away, right into the cemetery, youll see the Numismatist. Im sure youre hoarding a few things you can sell so you should go and do that. After that, you can talk to everyone but you should definitely speak with Hiante and Relenia. Doing so will get you both of their final attacks provided you watched their memories previously. Hiante receives Terras Judgment and Relenia receives Neptunes Wave. When youre finished in the cemetery, head through the exit to the south to get to the campgrounds. There are quite a number of tents you can go into here and speak with NPCs and find a few things. First, though, lets head off to find Sharon to get Astras final weapon. While youre going down the path, you can find a Sharp Tincture (1.) hiding behind a tent. Grab that and keep going down the path. Go up the steps to get to Sharon and speak with her. Provided you gave her the broken sword at the end of Chapter 5 or the beginning of Chapter 6, shell give Astra the Mistilteinn (2.) and Astra will equip it automatically. From Sharon, go toward Richard (hes at the southern part of the cave) and go to the rubble against the cliff side. Hiding behind it is another Sharp Tincture (3.) so grab that up. You can speak with Richard now if you want to get Snowes final attack, Sun Flare (providing you watched his memory). You can also speak with Astra (this kicks off the events to start the Good Ending; if you do not go for the Good Ending, she doesnt get her final attack). If you want to get the Bad Ending, do not s peak with Erio and if you want the Good Ending, speak with him after Ive walked you through getting a few more goodies. Head through the south exit of the caves and youll see the ship everyones trying to repair. Before you step down the steps to get to the piles of stuff, speak with the Library Helper looking at the ship. Shell tell you about a green ribbon that used to make her feel strong. If you can find it, shell let you use it. Before you leave the caves however, head past the piles of stuff and grab the Harsh Tincture (4.). Go back to the campsite and go into the tent up on the ledge past where you grabbed the second Sharp Tincture; itll be near Charles tent where hes sitting with Joshua and reading comics. In there youll find another Harsh Tincture (5.). In addition, another tent to note is one north of where Erio is standing. That one has the item shop in it if you still need some items (it has the same items as in Chapter 6). Also, if you find the tent with Kathryn in it, you can pray to her little miniature cross and heal your HP & MP.

Once youve explored that, head back to the cemetery and leave the Homebound Caves. You should get a prompt where you can just leave to the World Map. Once there, head back to Sabine and head for the castle. In the sleeping quarters (past the Magic Hall), youll find the Green Ribbon (6.). It boosts all your stats, halves your MP cost, and pretty much makes you immune to most status effects. I say put it on Snowe but who you want to put it on is really up to you. When youve decided who you want it on, head back to the Homebound Caves. If you want to go to the Bad Ending, speak with Richard and choose Rest. For the strategy against the final boss, zip down past the dream dungeon (search for FINAL BOSS). Aside from some stat differences, its largely the same. If you want to head to the Good Ending, speak with Erio. The game will tell you that if you have any unfinished business to take care of, you should go do that. When you are ready (and after you have saved), select Move On. Snowes having a bad time with dreams and Erio agrees to help. He and Snowe go to find an unoccupied tent and after the brief scene, youll enter the final dungeon of Star Stealing Prince. A DREAMS A DREAM ENEMIES: 1. Nightmare HP: 922 Actions: Attack, Assault, Gloom (poisons and darkness) Notes: Very Weak against Lightning, Weak against Dark; Prone to Darkness, Poison, Paralysis, and Confusion; can attack twice in one turn Drops: Amrita Tonic (1/13), Lightning Essence (1/7) 2. Bogeyman HP: 944 Actions: Attack, Flame Circle, Worlds on Fire Notes: Very Weak against Fire and Water, Weak to Ice; Very Prone to Wet, Prone to Silence, Paralysis; Resists Burn Drops: Fire Essence (1/7), Harsh Ether (1/9) 3. Puppet Master HP: 1211 Actions: Attack, Magic Stealer, Spiritual Strike, Dark Silence, Lightning Bolt Notes: Very Weak against Fire, Weak against Ice, Earth, and Darkness; Very Prone to Paralysis, Prone to Poison, Confusion, and Burn Drops: Nectar Tonic (1/5), Harsh Tincture (1/20) 4. Puppet HP: 455 Actions: Ghost Touch Notes: Weak against Fire, Halves Ice and Water; Very Prone to Burn Drops: N/A 5. Banshee HP: 788 Actions: Attack, Banshee Scream (can paralyze), Assault, Ghost Touch Notes: Very Weak against Fire, Weak against Earth and Darkness, Halves Wind and Lightning; Very Prone to Darkness and Paralysis, Prone to Sleep, Resists Frazzle Drops: Barrier Relic (1/6), Sharp Tincture (1/13)

6. Dying HP: 922 Actions: Attack, Worlds on Fire, Ghost Touch Notes: Very Weak against Lightning and Dark, Weak to Ice and Water; Prone to Darkness Drops: Fire Essence (1/7) GOODIES: 1. Harsh Tincture (x3), Sharp Tincture (x3), Sanctuary Statue (x3) 2. Amrita Tonic (x3), Harsh Ether (x3), Elixir (x3) 3. Harsh Tincture (x3), Sharp Tincture (x3), Sanctuary Statue (x3) 4. Fire Essence (x3), Lightning Essence (x3), Ice Essence (x3) 5. Amrita Tonic (x3), Harsh Ether (x3), Elixir (x3) 6. Crown of Kings 7. The Kings Head As you can see, there are some nice goodies! Im packing you good for this place. After Erio and Snowe get inside, you can go north for the castle. After a brief scene, you learn the demons been tied down, but he probably wont stay down for long so you better get your butts in gear. Before you go however, just know that you only have Snowe and Erio for this dungeon (until the boss of the dungeon). Make sure you know what both can do! When youre ready, head inside the castle. Lets grab the goodies on the balconies first! The balcony from the left southern door nets you the first bundle in the list. The balcony through the right southern door nets you the second and third bundles on that list. Erio wanted you well prepared! When you have them, head back to the main hall where your parents are hanging out. Go to the door up on the stairs to the left of the entrance. Theres a puzzle! Go up to the plaque and read that! It says: Which is the last to die? Well, thats pretty cryptic. There are three straw-people and three switches. Flipping a switch makes the straw-person burst into fire. Now, notice the straw-people have crowns on. Two people of royalty are for sure dead in the game: Lina and Edgar. Now lets posit the straw-people in the back row are a couple, so we can assume those indicate Lina and Edgar. Who would be the straw-person in the middle? Snowe! So flip the switch on the right side. You should have heard a click and the door is unlocked. Head on through! When you get through the next hallway, you learn you just set a Dream!Snowe on fire. After the scene, read the plaque for fun: No one gives a damn about a prince without a kingdom to call his own. That demon really has it out for you! Or maybe Snowe has it out for himself. In any case, go around the burning pyre and go through the northern door. Youll find another hallway and the third bundle is at the end of the hall. Grab that up and head to your right and leave through the southern exit at the end of the hall. Follow that hallway out and youll be behind the bars you saw in the first main room. Grab up the fourth bundle of items and head back to where you were.

From there, head down the hall to your left. Youll find a stairwell and a switch. Flip the switch but dont bother to go outside yet; the door outside is locked (but has the riddle: Where's the King? Where's his crown? Only a King may pass through here. Find him, and the door shall open.) Following that riddle, you know you need to find a King and his crown. Head back to the main room and head for the leftmost door thats just up the steps. Heres another bloody room but after the scene, head down the steps on the left. Theres a coffin inside with a blue sparkle so check out the sparkle. What kind of King are you without a crown? I see we found the King without his crown. Now lets find his crown. Head back up the stairs (if you go through the south exit, the door will lock behind you) and head through the door at the north end of the room. Youll be in another hall and the door to the left is locked so head to the door on your right. The room is dark and oh no! There is no floor. Snowe will prove his stupidity by waltzing right in and promptly falling, dragging Erio with him. Youll land in what looks like an elevator room and youll see a chest to the left of the lift. Open that up and youll receive the Crown of Kings (6.). No its not an equipment. Head into the lift and watch the scene as they go up. When youre finished, youll exit out on the hallway from before and if you want to, you can take the lift back down to that store room. Not much reason to unless you really want to. With the crown in hand, head back to the room with the coffin. Check the sparkle again and Snowe will climb up and give the King his crown. The door from before has unlocked! If you read the description again it says: Even with a crown, you cannot claim to be King. I think the demons getting snippy. Nevertheless, youve fulfilled the doors request (the king has his crown) so head back through the west hall to where you flipped the switch and head through the south exit. Youll find yourself outside so head up the stairs to your right. Through the doors you find a hallway thats quite bloody and Snowe and Erio are getting a bit unnerved. After Erio puts some kind of protection on you and him, go over and read the plaque. A fake King, thats what you are. All plot for your death. That doesnt sound promising does it? As soon as you step past that sparkle, you will be hurt. Like Erio says, when you step past the sparkle, do not stop. Hold onto shift (or whatever key you assigned it to on your gamepad) and charge on through. When you get through the doorway, the onslaught stops but youre in another bloody hallway. Erio tells you to heal so you better do it. Before you step past the sparkle, lets read the plaque shall we? The King persists and the rebels organize a stronger attackthey must take down the fake King. Once again, charge through the hallway and make sure Snowe is running. At the end, youll be in a third hallway thats bloody and dont forget to heal. Might as well read the plaque too! A bloodbath ensued because of the King's inability to understand a single thing. Everyone wishes he was dead and gonelet them live in peace, fake King. Yeah, this isnt getting any better but this is the last hallway! So, charge on through! When you get through the last door, the sound has stopped and you wont be attacked anymore if you choose to go

back through the hallway. Make sure to heal yourself up and head to the last plaque down the hall. It says: The King has killed the rebels. All for naughthis kingdom in shambles. Why didn't the King just die? Good thing Snowes not a king, huh? Anyway, move on through the hallway and just so you know, the door at the end of the hall is locked and theres a pillar with a depression in it. You have to find something. For good measure, talk to the maiden statue surrounded by lit candles. The inscription in her base says: Slaughterer advances on the King and the King hides. Away from the world, burned, scarred, and bloodied. The Slaughterer advances. We light these candles so the King knows it's safe to return home. Where is the King so that we may have his head? Yeah, thats uplifting. Guess we have to take out this Slaughterer dont we? Go to the hole in the ground near the rope and use a Sanctuary Statue and save your game. If you still have a Cozy Mantle and dont have the Snowmans Mittens on Snowe, equip the Cozy Mantle for its protection against Freeze. Erio should be protected from freeze by default and once youre adequately equipped, head down the rope. The Slaughterer isnt really a boss per se, but people have had trouble with him so Ill write up a little boss notation for him. The Slaughterer HP: 7,409 Drops: Elixir (1/1), Slaughterers Shield (1/1) Many of his attacks are ice based so I hope youve protected Snowe in some way or he really is going to slaughter your party. His attacks are as follows: Frost, Frozen Jab, Assault, Concentration, Cursed Epiphany, Guillotine, and Beat Down. Hell do Guillotine for sure if hes concentrated so when hes done that, hit him. It should take off the Concentration state. Assault hits two random enemies and can inflict Bleed on you and Cursed Epiphany takes down all your stats. He can do two actions in one turn 65% of the time so keep that in mind. First thing you should do of course is use your Cornet and your Mask. Get down his stats and then start pummeling. He has a slight weakness to Dark so have Erio unload his Dark skills and dont touch his lightning (as the Slaughterer null lightning). He also halves Fire so have Snowe concentrate on healing and keeping the boss debuffed. If youre having trouble, remember the Slaughterer can be put to sleep (Erio should have an IP skill that does that) and he can also be poisoned and darknessed. In short really, have Erio concentrate and bringing down his HP while Snowe is focused on support and the Slaughterer should go down and wont be able to slaughter anymore. Once the Slaughterer has been slaughtered, check the tomb he was in front of. Youll find The Kings Head and you can take that back up the rope and place it on the pillar. The door to your south will open and do yourself a favor, save in a separate slot. When you get out to the exterior of the castle, youll find a set of stairs to your right. If you go up them, you wont be able to grind any longer. If your

levels are not at least on 27 or 28, go back and do some grinding. Dont worry, when you leave the dream, Astra, Relenia, and Hiantes levels will be changed to match yours. When you think youre ready for the big boss of the dream, head up those stairs (and put the Radiant Cloak back on Snowe if you switched it off him and if you never had it on him, what is wrong with you?). Youll get Dream!Astra down from her place and after the scene ends, shell join your party with her final attack, Jupiter Strike. Since the dream is pretty much shaking cause the demon is pissed off, all the enemies in the castle have disappeared. Rush your way through the castle and exit the castle from the exit on the ground floor. Before you leave the map the castle is on, save your game in a separate slot (just in case the Dream is too hard and you need to grind). Make sure everyone is equipped and use a Sanctuary Statue. Once youre very sure youre ready, head through the south exit. After watching the scene, youll be thrust into a boss fight.

BOSS
The Dream HP: 10,000 Drops: Elixir (1/1), Amrita Tonic (1/1) One of the things you have to prevent at all cost is leaving Snowe KOed in the fight. If Snowe is KOed at the end of the following turn he died in, the Dream will cast Absolution which will wipe out any remaining party members no matter what level youre on. Its Snowes nightmare so once his consciousness is not in control, that means the Dreams consciousness is (thus ending the dream very quickly!), so just make sure not to leave Snowe KOed at all throughout the fight (which means unless you have a really good plan, do not use Snowes Starlit Sacrificewhile its a surefire way to heal up Erio and Astra, if the next turn goes south really fast and you dont revive him, thats a way to ensure a game over for yourself). Other than Absolution, the Dream has quite a number of attacks. He has two thatll give him a boost in stats (Protection (defense and magic go up) and Resplendence (everything goes up)). When he uses Resplendence, he will follow up with either Nightmare (inflicts poison, darkness, silence, sleep and bleeding on one of your party members) or Armageddon (flame based spell which can just burn all members of the party). When he does Protection, he will follow up with Phantasm which hits everyone with a dark based spell. Lastly, he has Hallucination which does damage to two random party members and poisons and makes them bleed. First order of business in this battle is to keep his stats down with the Childs Cornet and the Scary Mask. If you dont keep his stats down, his attacks hurt a hell of a lot more. Have Erio use Spark Shield whenever your party doesnt have their defense buffed up. Otherwise, he should focus on keeping the boss poisoned with his Poison Jab and then also keep the boss bleeding with Blood Letting. Black Hole doesnt hurt as much in this fight because the bosss element is dark so refrain from using that. You can have him use Demonic Lightning when his IP gauge is up as well as it dishes out a lot of damage. Snowe should focus on keeping everyone healed (and use Revive on any party member that happens to be KOed) and if his IP gauge fills all the way up, have him use Shooting Star (so long as you have

the Maidens Hope equipped, if not, ignore this piece of advice). Even though the boss looks like hes on fire and youd think fire wouldnt affect him, you can still use fire based attacks and not worry so much; its a dream after all. Dream!Astra comes to the fight with a new attack: Jupiter Strike. While it costs 20 MP a use, it dishes out great damage and if her MP is not needed for anything else, she should focus on using it. If you equipped the Radiant Cloak on her, she should use Radiance once her IP gauge is filled (Snowe can do this too, but if you have the Maidens Hope equipped, Shooting Star is a better use of his IP gauge). This will raise all your stats and heal all your HP so in a pinch, its quite handy. Another thing that Dream!Astra can do is simply attack the boss if she has the Mistilteinn equipped. When she does a physical attack, it will bring down the bosss defense by 5% each strike (until he does Protection which resets his defense). However, if this isnt dealing the damage you want her to take out, you can ignore this and just do the aforementioned strategy. Always keep an eye on your HP and keep those debuffs in place. When the Dream begins to get low on his HP, he will start spamming his higher hitting attacks. At most, keep Snowe and another party member alive if thats all you can manage. It would suck to have Snowe die for a turn and have the battle end because you couldnt revive him quick enough. When you finish off the Dreams HP, hell retreat and youre free to leave Snowes nightmare! Yay, finally! But dont celebrate too long, you still have to beat up the final boss and hell be up very shortly. After Erio and Snowe exit the dream, Astra peeks in on them and Snowe will give her the tome (it came with you) for her final attack which she will learn for the final boss. Snowe and Erio will get a bit more rest and after they wake again, youll be right before the final boss. Youll see a sparkle on the bed and when you investigate it, the Numismatist is hiding under the bed (thats kinda creepy when you think about it). Fret not though, she has a bunch of goodies to SELL you! What a sweetheart. She has the items the shop carries and her conversation with Snowe changes depending on if you are headed for the Good or Bad ending. When youre ready to go, head for the exit. The game will prompt you to check your equipment, to move on, or to wait for whatever reason. Check out the guide below for what I think you should for sure have equipped. When youre very sure youre all set up for the final boss, you can head on through. Watch the scene and prepare yourself! Its final boss time.

FINAL BOSS
The Original King HP: 30,000 (28,000 for Bad Ending) Drops: N/A The Original King wants a rematch and it is a long boss fight. Get something to drink, make yourself comfortable and all that good stuff. As long as you keep an eye on your HP and dont let him get a chance to hammer you into the ground, you shouldnt have too many problems. You should be on LVL 28 at the least for the Good Ending version and for the Bad Ending version, LVL 24-25 should be good.

For equipment, everyone should have their final weapons equipped (to make use of their IP attacks that are attached (Shooting Star for Snowe, Heavenly Assault for Astra, Ten Crowns for Hiante, and Gods Strike for Relenia)). Snowe and Astra should be equipped with the Radiant Cloak to make use of Radiance. Relenia should keep the Lightning Charm equipped. Snowe should have the Green Ribbon and Astra or Hiante should have the Red Ribbon. And dont hoard your Harsh Tinctures or Elixirs. This is the last fight in the game so its best to use them when you need to and dont worry about keeping them for an arbitrary collection. The final boss starts out simply. He does what he did in the Western Tower; he can attack twice in one turn and can enchant his halberd with lightning or fire and will follow up with an elemental attack on one of your party members. When his HP reaches 50% or below, he wont do that often and will start bringing out bigger things. Other physical attacks he can do is attacking everyone at once and Guillotine (deals twice as much damage as his normal attack and causes bleeding). He can also do Hallucination which is the same as the Dreams Hallucination: it hits 2 random party members and causes poison and bleeding. His next attacks that he starts to do when below 90% of his HP are Dark Emanation and Crying Heavens. The former hits two random party members and inflicts poison, darkness, silence, and wet on your party members. Crying Heavens is a hard hitting lightning attack that hits one person and can cause Frazzle. At 60% and below hell begin to do Dreamless which attacks two random party members and makes your character fall asleep. The last three spells in his set up are Heaven, Absolution, and Armageddon. Heaven is one you should ALWAYS defend after he uses it; it ups every single one of his stats (and gives him a minor heal but if youre doing good, youll be able to take that out soon after) and he will follow up using Absolution or Armageddon and if you are not defending, there is a chance some of your party is going to get KOed. Absolution, while it shares a name with a terrible attack from the previous boss, is merely a hard hitting dark spell. Armageddon is still the same hard hitting fire spell and just cross your fingers it doesnt stun Hiante because after that beating, you dont want the boss to do a followup attack. All three of those attacks require a cool down phase of a few turns before hell do them again so you should count yourself lucky. Phew, so thats out of the way. What should you focus on? First and foremost: keep those debuffs on the boss (if you dont, you are going to have a hard time keeping up your HP). Assign either Snowe or Hiante (if they arent incapacitated for whatever reason) to use the Scary Mask or the Childs Cornet respectively. Have Relenia keep up everyones defense by using Glacial Fortify (or Cold Barrier of for whatever reason you cant do Glacial Fortify). Astra should help with any of the above as well if there is something that needs to be done. Snowe should focus on keeping everyone healed and when he has a moment to spare, he should use Shooting Star (if his IP gauge is full) or he should use Sun Flare (which yes takes out 20 MP per use (unless you have the Green Ribbon on him; itll be 10 MP then), but its the hardest hitting spell he has at his disposal). Astra should focus on dealing as much damage as you can. If you are in the Good Ending route, shell have use of Jupiter Strike which, while it does take out 20 MP per use, hits very hard. If you do not have that or you want to conserve MP, have her use Swift Slash II. In addition, if you feel your party members could be faster, have her use Aeris Haste when she has a spare moment. When her IP gauge

is full, she should use either Heavenly Strike or Radiance (depending on where you are with your HP and buffs). Hiante should keep the boss blinded with Sandstorm (you can even try silencing the boss for a few turns with Rock Bludgeon, but its better to focus on blinding). Otherwise, he should focus on using items to aid the party; if you need someone to heal quick and youre afraid t he boss will go before Snowe, have Hiante heal everyone with an item. If you want him to deal some damage, have him either use Tremor (which also brings down agi and def) or Terras Judgement. Relenia should keep everyone up with Glacial Fortify and focus on being the second damage dealer in the fight. In addition, the boss can be poisoned so have her do Ill Humors when she has a turn to spare. Frozen Strike II is a good attack to use, but if you want to use someone that inflicts wet on the boss, you can use Neptunes Wave (just be sure to follow-up with a lightning attack quick because the wet status does not stay long on the boss). Use her IP attack, Gods Strike, as soon as she can (especially if she has her attack boosted). Keep her healed as when push comes to shove, she will be running around and shielding your people if need be. Of course, you are also not alone completely in this boss fight. Throughout the battle, Richard, Erio, and the kids of Sabine will come in an aid you (Im sure the adults would too but Erio cant shield anyone bigger than himself). Richard will come in and heal all your HP and MP when the boss is below 65% of his HP. Erio will come in and do the same when the boss HP is below 40%. Lastly, the kids come in when the boss is at 25% of his HP and will heal your HP and MP, raise all your stats, and then bring down the bosss stats and have a small attack of their own. Just keep your HP high, defend when you have to, keep the boss debuffed, and you should be able to finish victorious. Hes hard, I know, but all of Sabine has faith that you can beat him. When youve depleted the Original Kings HP a second time, hell fall face first on the ground. Your party will ditch his unconscious body there and youll follow them out to the ship. Watch the scene and Snowe will collapse. If youre going for the Bad Ending, Snowe will awaken and something will take control of him and youll watch the bad ending. If youre going for the Good Ending, Snowe will awaken and you can talk to all your people from Sabine. When youre ready to see the credits, head out onto the deck. I hope you enjoyed playing! Ive done my best to get everything in this guide but dont forget to check the Wordpress for Star Stealing Prince ( http://starstealingprince.wordpress.com )! It has an item list, an equipment list, a skill list, and all that good stuff. This is meant to fill in the gaps! I hope you enjoyed playing! Visit us at http://www.starcadets.org/sc/ !

Вам также может понравиться