Zenodeus' (Zenodeus@hotmail.com) Unofficial =Grandia= Strategy Guide for the Sony PlayStation Version 1.4 January 14, 2000 ============ =What's New= ============ Version 1.4 (01/15/00): most sections updated/expanded, walkthrough up to the Twin Towers Version 1.3 (01/10/00): most sections updated/expanded, "The History of Grandia" section added, walkthrough up to after the great wall Version 1.2 (01/05/00): most sections updated/expanded, walkthrough up to the Misty Forest Version 1.1 (12/30/99): most sections updated/expanded, walkthrough up to the post-wedding of Feena Version 1.0 (12/27/99): main sections began, walkthrough up to searching for Java =================== =Table of Contents= =================== I. Introduction II. Walkthrough Disc One Truth or Dare Preparing for the Trip Follow the Marna Sand Road A Sea of Sult PASSing Time Mine O' Mines To the New World We Go Men of the Sea I Ain't Afraid of No Ghosts I Claim This Land For Spain A Road Named Merrill The House That Feena Built In Sickness and in Health Nature Hike The Lost Continent of Atlantis Back in the Clubhouse Area 51 ...On This Crazy Train Lukin' Got Nectar? Thick as Pea Soup It's the End of the World as We Know It... Little Shop of Horrors Raining Cats and Dogs They All Have Cooties Joe vs. the Volcano III. Frequently Asked Questions IV. Tips for Success V. The History of Grandia VI. Magic/Skills Lists Elemental spells Justin Sue Feena Gadwin VII. Equipment Lists Weapons Body Armor Shields Helmets Shoes Jewelry VIII. Item List IX. Disclaimer ============== =Introduction= ============== Hello all, and welcome to my Grandia strategy guide. I've written a few guides in the past, but never one as in-depth as this project. I plan to have not just a complete walkthrough, but in-depth equipment lists and game strategies as well. The only thing I decided not to include was a beastiary, for the simple reason that whenever you go into a battle, you can tell their HP and know what stuff they use afterwards. Besides, I don't know many people who'd read that section anyway. I'm going to be working feverishly to complete this game (and guide) by February so that I can play SaGa Frontier 2 and beat some of the other RPG's I've yet to finish. One other thing, if you have any questions/comments, don't hesitate to e-mail me at Zenodeus@hotmail.com or just post something for me on the GameFAQs message board. And please read the Frequently Asked Questions section before you want to ask me anything. Thanks again, now on with the guide! ============= =Walkthrough= ============= DISC ONE Recommended Level: 2 Items: 100 GP, Poison Antidote, First Aid Kit After the CG/anime intro and the voice acted conversations, talk to Gantz (the center boy) to get your mission: to find the remaining three pieces of the Legendary Armor. You can talk to him to get clues where they are. First up, the Shield of Light. Go to the port and look behind a warehouse to find a "Pot Lid". Next, get the Warrior's Helmet by going down a set of steps beside the river in the town. The "Battered Pot" is by the wall on the other side. Take them back to Gantz. He smugly says the Spirit Sword is in a locked chest in his house. Head there (it's in the center of town) and talk to his mother who says his little brother Tentz has the key. Talk to Tentz in the village. The little bugger lost the key by the Cafe. Simply go there (should be right behind him). You'll know if you're in the right place if Justin and Sue start crawling. Look right by the water and the key will be yours. Go back to the house and open the chest to get your reward. Go back to Gantz to brag. Uh-oh, they're in trouble and you don't want to be. Walk around the boys and get caught. Inside the Seagull Tavern, talk to Lilly twice and have dinner. Talk to Lilly during the eating a few times to hear a cool pirate story. When you're through, select Justin. Recommended Level: 2 Items: none You can talk to Lilly the next morning to save your game. Search Justin's room for some good items and money. Leave the Tavern and stock up as well as you can at the General Store. There's a little side quest you can do now. Talk to Maria and find her pin, located by the Museum. You don't get a reward, but it's a good time-waster anyways. Go inside the Museum and talk to the curator in the Exhibit Hall. Investigate the statue and break it. Go in the curator's office and choose the second choice when prompted (no matter what, you'll have to admit fault). Proceed to leave town. Recommended Level: 2 Items: 3 Gold Pouches, Baton A simple straightforward dungeon awaits you. This is a perfect chance to get become a pro at the battle system since the enemies are weak and a recover point is at the entrance. When you want to leave, either follow the road or follow the compass north. Recommended Level: 3 Items: 5 Gold Pouches, Shin Shoe, Rune Ring, Rock Ax Enter and talk to the guard at the gate. The letter is shown and he lets you in. Walk around a little bit, listen to some of the bad things about Baal's army, and go to the north tunnel (looks like an open mouth) to continue your "investigation". The three witches stop you. Choose the third option to show them the letter. Save and go inside. Room B1 Head north to hear the troops being given orders and see others that are spying. When you come to a split path, east is the way to go. Listen to the witches then two groups of guards to the south. Head east, north and use the save/recover point. Go north yet again. Room B2 Follow the compass around and go around the boulders. The path is easy to see and shouldn't need an explanation. Go in the ruins. Ancient Passageway Flip the switches on either side of the hallways until a door appears that you can walk through. Go into the north door. Room of Illusions Walk north to the center of the room. When you hear the spooky voice go north yet again. Liete appears and gives an in-depth explanation about the past of the world of Grandia. A new quest is revealed: head for Alent to find the answers. Come back out of the room. Uh-oh! Mullen catches you trying to escape. Pick any answers you want to give him about what you were doing in the ruins. After he's trapped, head out of the ruins. A statue has mysteriously come to life and has its beak ready for a Justin and Sue sandwich. Time for the first boss fight. Prepare! ----- BOSS: ROCKBIRD HP: ??? (I forgot to check but it's around 300 I think) STRATEGY: Use the almighty Critical attack to knock this feathered fiend back on the IP gauge. If timed right, he won't even be able to attack. ----- With that turkey out of the way, you're automatically placed at the beginning of the tunnel. Leave the military camp and go back to Parm. Recommended Level: 4 Items: none First, head to the General Store and buy some new armor if you didn't before. You might not need new weapons, but buy them if you have a lot of extra gold. Time to visit your mother, as Sue gives you a not-so- subtle hint when you enter Parm. Do just that and have some dinner. Talk to Lilly and Sue like normal until you're told to head for the Port to get your answers. Go there afterwards and talk to the men until you find out about Java the adventurer who should have a pass to the New World. His whereabouts are rumored to be the Cafe, so that's your next stop. Talk to the lady standing in front. Time to find the key to the place. Go back to the Port and talk to more of the men to get the key. Back to the Cafe. Talk to the girl again to give it to her. Watch the little cut-scene with Baal and Mullen. That guy reminds me of Lotor from Voltron for some reason. Anyways, go inside the Cafe at night. Talk to the man in back to find out where Java's at, then the Cafe owner to get Java's wallet, the bait to get him to talk to you. Head back to the Seagull Tavern and have some grub with Lilly. It's daytime after the conversation. Head to Parm Station (located in the southernmost part of town) and talk to the man in front of the gate. He'll let you by. Go up the stairs and hop aboard the train. Recommended Level: 4 Items: 12 Money Pouches, 2 Grenade, Workcloth, Herbs, Def Seed, Wound Sal, Ok Shield, Mi Hammer, Hand Ax When the train lets you off in the field, go to the southwest part of the area to find Java's shack. Enter it and get caught "stealing". After a conversation about adventurers, Java offers the Steamer Pass in exchange for the clearing out of a dungeon in his backyard, the Leck Mines. Go to the west part of the area to find the mine entrance which is now open. Talk to Java if you want to rest or save. Enter the mines. Room 1 Follow the left train track all the way until you reach the next room. Room 2 Follow the right train track. When you get to a bridge, you can fall off of it to get a Hand Ax below. If you want to climb up (you'll have to if you want to move on in the game), press the X button by the wire hanging down and up on the D-pad to climb up. Cross the bridge and continue following that track. When that ends, take the one next to it, and so on until you see the save point. Go into the next room. Deepest Depths Get all the money scattered around and go up onto the pedestal with the orcs. Boss fight! ----- BOSS: ORC KING, 2 ORCS HP: 385, 70, 70 STRATEGY: Kill the two orcs first with combos: you don't need them knocking you back on the IP gauge and doing damage. When you're left alone with the king, use Sue's Pufy Kick attack and Justin's V-slash. Finish the bruiser up with Criticals. ----- The roof starts collapsing. Come out of the room and watch the cart scene with Java. After all that, he gives you the Steamer Pass and fills you in that adventurers have to be alone (no Sue). Recommended Level: 5 Items: none Get off the train, leave the station. Justin tells Sue he has to go alone and she runs off, coming back to kick him in the shin. Go to the Seagull Tavern and talk to Lilly. End the dinner after talking to her at the table a few times. The next morning, go downstairs and watch as Justin vows to become a better adventurer than any of his relatives. Go to the port and talk to the guard that always blocked your way before. With reluctance, he lets you by and you're free to mingle with the travelers and sailors. When you're ready to leave, walk on the pier and talk to the ticket-taker right in front of the ship's entrance. Justin reads the mystery letter and goes inside. Recommended Level: 6 Items: none Go below deck by entering the door right beside the bridge. Take the right entrance and you'll be in Steamer Passageway 2. Explore the rooms within and talk to a few people. Go back to Steamer Passageway 1 and something that looks awfully similar to Pooey will run away from the room. Follow it. Up on deck, you'll find the mystery stowaway. Talk to her twice and to the captain twice choosing the second choice. After being "freed" the friends get a job they didn't want. When they wake up, talk to the first man you see to get a Cabin Key. He'll let you save the game as well. Go upstairs and talk to the first sailor. Choose the first responses and receive a Beef Jerky for your trouble. Go to Steamer Passageway 1 then into the second 1st Class room. Talk to the lady and press X to clean the bathtub. A pitiful reward is yours, but it was worth it for the experience of being a janitor, eh? Head to the lounge and talk to the gambler for a game of chance. I picked tails and got a 100G reward but it might be a random guess. Up to the deck for your real work duties. Talk to the man and find out your "mission": to scrub the deck. I don't think there's a way to perform to his standards, but if you really want to know how, listen to his instructions. Go back to the sailor's quarters and speak to the man to rest. The next day, scrub again and rest. Then back to the deck yet again. Walk to the front of the ship and watch the sequence introducing Feena. Listen to all three choices about Feena's life. The sky becomes overcast. Go inside the bridge and talk to Feena. Leave it and return to the front of the ship. Talk to Feena after her speech and pick the third choice. This would be a great time to go to the 2nd Class area and stock up on accesories. Recommended Level: 6 Items: 9 Gold Pouches, Mana Egg (from the boss), 2 Wound Sals, Adm Sword, Pirate Hat, Resu. Potion, Smarna Get up on the crane (press X by the rope) and walk across to the Pirate Ship. Go down the hole on the right. Use the save point as needed and enter the west opening. Go in the opening in the floor on the west side. Go up the rope by the wall and into the door across the platform. Take the right door. Go down the crane rope onto the box. Follow the wood around to the doorway, go in. Use the save point here and then enter the Captain's room. Examine the diary on the desk and prepare to fight the third boss of the game. ----- BOSS: SQUID KING, RIGHT TENTACLE, LEFT TENTACLE HP: 592, 356, 438 STRATEGY: Kill the right arm first since it heals the others with normal combo attacks. Have Feena use Burn! centered on the main body so that it hits everything each turn. Take out the left arm next, then use V-slash and Puffy Kick on the body. An easy boss if you know what to do. ----- Come out of the room after the quaking. Examine the door ahead to have Feena pick the lock. Go to the resting quarters after your timely escape and sleep. When you wake, you'll be in New Parm! Recommended Level: 6 Items: none Leave the port and go into the city. Take note of the shop and inn on the left and right. You can trade in the Mana Egg you just got for your first spell. I'd suggest giving Sue Water, so she can heal the stronger attackers Justin and Feena. Anyway, head inside the Adventurer's Society building in the center of New Parm. Talk to the secretary until you get the password. Go in front of the office and pick the second choice. Enter and talk to Pakon over and over until Justin decides he doesn't want go through the bull to become a member. Leave the town and choose Merrill Road as your next destination. Recommended Level: 6 Items: 5 Gold Pouches, Mana Egg, Earrings One thing to keep in mind here is to watch out for the spiders perching on the cliffs above who'll gladly ambush you in a moment's notice. Keep your eyes open. Go down the grassy path inbetween the rock cliffs. When the path branches off, go north for a bunch of items. When the path splits yet again, go east then west for a Mana Egg. When you arrive at the viewpoint, go north then west at the junctions. At the next viewpoint, go north and exit the area. Recommended Level: 7 Items: none Go northeast and enter the cabin. Surprise, she's not there! Examine her pretty panties on the clothesline and she catches Justin in the act of perversion. After she leaves, go outside to see what's up. Palom won't get over his obsession. After Justin tries to save her, Palom's stooge Master Chang knocks the stuffing out of you. Recommended Level: 7 Items: 4 Gold Pouches, Shell Shield, Iron Mace, Mana Egg Go back to the city of New Parm and to the church in the western part. It seems the door's locked, so what to do? Check the back shed. Inside it is an opening to underground which you should enter. Go around the straightforward path. Turn the wheel you come across to lower the water level and go north around the path. Turn the next wheel and go back north. Cross the newly uncovered path on the water. Turn the next wheel. Head south into the tunnel. Turn the wheel and go back to the stairs. Enter the northeast side passage down them. Get the Mana Egg and return to the stairs. Now go northwest into another passage. Follow it up the stairs and into another set of stairs which leads into a shaft. Examine the action icon by the left wall. Enter the room and use the save point. Get up on the boxes and follow them to the door above. Go inside. You're almost late! Run across the wood planks to the end. Just when you think you've got her back, the stooge ambushes you. ----- BOSS: MASTER CHANG HP: 738 STRATEGY: The big thing to notice about this boss is his exceptional speed. If you don't think you'll be able to pull of a skill or spell in time, don't select it. Stick to mostly combos since they're fast and have the person with the biggest gap on the IP gauge ahead of Chang do the healing (which should be done if HP falls below 35). Good thing his defense is pretty weak. ---- And victory is yours. The gang leaves with Feena's new independence from the Society. Come out of Feena's house the next morning to find her taking in the breeze. Watch the cut-scene with Baal and Mullen. Seems they have something sneaky going on at the Dom Ruins which will be your next stop after the little mini-dungeon next. Recommended Level: 8 Items: 7 Gold Pouches, Y Medal, 2 Mana Eggs, Move Seed, Pow Fruit, Ginseng Going through the Rangle Mountains is fairly straightforward and now is a time you should take to buff up your magic skills. Look at what the requirements are for certain skills and spells and try to get a few before leaving. Go straight north and follow the edge around where a Mana Egg is ripe for the taking. Continue around and exit the area. Go up the cliffs. Feena makes the party take a rest. The next morning, feel free to use the save point. Now head south. If you go farther, there will be birds resting on the rock. Watch out so they won't ambush you. Go around the rock ledge where the save point was, down the ledge. Follow it completely around and slide down another ledge. Another Mana Egg is secluded here. Keep following the rock and it'll take you out of the forest. Stock up on weapons, armor, and whatever else in New Parm, then continue your journey in the Dom Ruins. Recommended Level: 10 Items: 13 Gold Pouches, Miracle, Speed Seed, 2 Blue Pills, Holy Mace, Dynamite, Herbs, Strength Seed, Jade, Resu. Potion, Mana Egg This is quite a long dungeon, so make sure you take care of bathroom and drink breaks beforehand. When you enter, you'll see weird creatures scurrying around. Make sure Justin's equipped with the Ax before you decide to take any of them on, since it seems that's the only thing that will deal any real damage. To get out of this interesting maze, go straight east and go around the trees to a clearing in the southeast. Follow that around and you'll see another clearing. Go southeast again through the pathway. At yet another clearing, go straight south. Follow the wall to get to the next area. Go east within the fence then step out as soon as you see an opening. Go east again. At the end of the fence, go inside the opening and save. Head back out and into the ruins "tunnel". You'll fight some orcs that'll give you a Holy Mace (the only thing that hurts ghosts) Go south at the split path and inside the internal section of the ruins. Follow the path and keep to the middle to the pillars don't hit you. Open the door and go in. Get on the vine and climb up (press X). Hop off and into the opening. Continue into the rotunda room with a lever. Press it and enter the southwest door. At the path break take the southern route then southern again at the next one. Follow it to the cliff outside. If you walk on the bridge, it will collapse. Go in the door below and use the save point if you wish. Next, take the west path (the other is a dropoff to the first room) then east on the next one. Step on the button on the cliff then press the lever in the room before. Go in the door and press the lever at the end. Head back into the room, out, and east. Go directly across at the path break then northeast. You'll see a vine at the end. Climb up it and into the next room. On the left will be a Mana Egg. At the next fork, pick southeast and press the lever in the next rotunda room. Use the save point and item stash place as necessary. Walk ahead and fight a pretty easy boss (should be if you have your magics around level 4 or so). ----- BOSS: GANYMEDE (front and back) HP: 1500/1500 STRATEGY: Basically, just wail on the monster with attack magics. Ones with ranges are the ones you should choose. Earth ones should only be used for raising/lowering defense since it seems resistant to others. ----- Go ahead on the path that is now cleared into the magic room. After a short conversation with Liete, Justin learns that his quest for Alent and the lost Angelou civilization is far from over. Come back out the way you came. Go across the rotunda room, down the slide, and out of the room. Return across the intersecting pedestals and pass the save point. Climb up the vine. At the next intersection, pick north then east out of the room. Press the next lever. Enter the southeast door. Climb up the vine and out, then go straight south to leave the entrance. When the gang thinks everything's going great, a humanoid youth is found collapsed and hurt. The Garlyles were in wait the whole time, it seems. Recommended Level: 11 Items: 2 Herbs, Antidote, 3 White Sulfa, Smelling Salts, Life Seed, Weeds Come out of Feena's house and examine the fence to the side. Go into the Herb Mountains. There are a ton of paths you can use to find the Red Sulfa and it would take a few pages to write, so I'll give a simple yet effective strategy for finding it: work your way from the outside in towards the center. If you reach a dead end, back up and find another route in. Eventually, you'll come to a point where you can see it off a cliff side. Slide down and pick it up, then go back to the house. The next morning, leave the house to look for the kid. He's playing his flute and having a good old time, so talk to him and see what's up. Ambush by the Garlyle Forces! Recommended Level: 11 Items: 4 Gold Pouches, Resu. Potion, Ult Drink, Soldier Uniform, Officer Uniform, Arm Saber, Army Boots, Army Dart When you're left to roam free, examine the pipe that's glowing. After the guard is put down for the count, leave the room and talk to Feena, then go into the next room. Enter the door and grab the key from the guard. Leave the room and proceed to get your butt handed to you by soldiers. Pick up the key that Leen dropped, go to the next room and rescue Sue and Feena. Leave that room. Go up the barrels into the air ducts and crawl around for a while. You can go up to "windows" and overhear what guards are saying or fight with a few. Eventually you'll reach a room with a lock and eight combinations. Unless you're unbelievably lucky, you won't get the right code so go in the next series of ducts. Listen to Nana, Saki, and Mio give you more-than-subtle clues about it then go back to the lock and enter the following: Right, Right, Left, Left, Down, Up, Down, Up. Go in the door, head downstairs, use the save point, enter the room. Talk to the humanoid then examine the crank. Voila, it opens the cage. Leave the room with Ren (now the Babel syndrome is over). In the next room, Saki and some goons show up to make sure the creature doesn't leave the premises. ----- BOSS: SAKI, 3 PRIVATES HP: 1000/110/110/110 STRATEGY: Take the privates out first with attacks that hit range or all enemies. Try to fit Saki in a few of those. When they're gone, wail on her with tons of magic and skills. ----- Enter the south door after you get the Master Key from her. Now you can unlock any doors you want and get some goodies. Follow the path and then Nana comes down the stairs to stop you. ----- BOSS: NANA, 3 PRIVATES HP: 900/110/110/110 STRATEGY: Use the same one as for Saki. ----- Enter the "warehouse" place and follow the compass to the base exit. Make sure to save before this though. At the end, Mio wants to give out an early execution. ----- BOSS: MIO, 3 PRIVATES HP: 700/110/110/110 STRATEGY: Get rid of the grunts, then just attack Mio with normal attacks. This girl moves as fast as Master Chang and has a nasty habit of casting spells that cause status effects. Luckily, she doesn't have a lot of HP. ----- Head into the room now after saving at the point. Go downstairs and into the train door. <...On This Crazy Train> Recommended Level: 12 Items: 2 Gold Pouches, Crimson Potion, OFC Badge Go in the next room after pulling the brake and the sequence with the gang. Stormtroopers (or something similar) raid the train and you'll have to put up with a series of fights. In the first car after going down the rope, fight the two Private groups and move to the next. Fight the next group and move ahead. In the next room, kill the two Sergeant groups and examine the brakes. Watch the sequence with the girls being left out to dry and arrival into the Misty Forest. Save at the point north. Recommended Level: 12 Items: 7 Gold Pouches, Bao Fruit, Weak Weed From the save point, follow the path keeping a northern bearing. At the first clearing, follow the trees north and then west. At the next break, go east and across the stepping stone on the stream. Then go east and the entrance to Luc Village will be seen. Enter. Talk to Ren at the gate and gain two goals: find the Village Chief and talk to him, then meet Ren at his house. Take some time to explore the village a little, checking out the weapon shop, guard towers (to get a view of the whole town), the item stash place in Ren's house, or the save point. When you're done having fun, go talk to the Chief in his home located in the east section of Luc. He says to stay in the village, you must find... a shrubbery! Okay, so it's really just a small bottle of nectar at the foot of a statue on the God of Light's mountain. Proceed there (it's the gate by the save point). Recommended Level: 12 Items: 10 Gold Pouches, Para Charm, Life Seed, Resu. Potion, Mist Whip, Light Am Inside the dungeon, continue on the path until the first split. Go west until you come to another one. Pick the western one, then follow the path under the wooden supports. Pick west yet again at the next break and you'll come to a pass marker. Go north after reaching it and enter the peak area. This path is really easy and only diverts for locations with treasures. Grab the jar at the statues feet and run back down the mountain. No, you won't have to face a boss. After the peak, go due south and follow the tree and rock edges back to town. Go show the Chief the shrubbery, err, nectar. Talk to him a total of four times. I'd suggest going back in the mountain to level up your magic to about 6 or so. Recommended Level: 13 Items: 16 Gold Pouches, Crimson Potion, 2 Cholla, Resu. Potion, 2 Bao Fruits, Panacea, Oracle Staff, Smarna, Ginseng, Speed Seed Enter Ren's house and spend the night by talking to his mother. Leave the house after the loud noise is heard and after receiving your top secret mission from the Chief, go back to the Mountain. Fight Sergeants along the way and use the same route as before to get to the peak. After the statue breaks and the ensuing guilt trip ends, leave the mountain. Back in Luc, take the east exit into the Misty Forest. A few steps into it, the nut is used to clear up things a little. Use the save point if you need it, then take these directions at the next few path breaks: east, north, east. You'll pass a marker. Go east at the next break and enter the second area. Follow the path directly around and over the stream stone. Take the northeast path and south across the rock over the lake. In the third area, take the east path. Unfortunately, I couldn't find my way back to the entrance to be able to write a walkthrough of this one, but keep a generally northern track and follow the compass, and everything should be allright. Then you finally reach the End of the World! Recommended Level: 14 Items: 6 Gold Pouches, Speed Seed, Agility Fruit, Gust Knife, Trust This dungeon was pretty fun since it's totally straightforward unlike the Misty Forest. Push the block on the path then run away as it falls. Cross over it and continue. Go in the insert with the blocks overhead. Press the left action icon. In the next area, go up the left stairs and onto the platform. Take the left stairs again and another platform. Pick the right path and examine the action icon at the end. Camp in area 3 and use the save and stash points as needed. Continue. Push the button and get on the platform. Push the next button and move onto the next platform. In the next area, wait for the monster to go under the trembling block and watch as it falls down and goes boom. Two more platforms later, examine the bird statue. It comes alive and flies away (sound familiar?). Press the exposed button and fight the easy sucker. Hit the next action button and go to area 5. Run fast through this place so you don't get crushed. Go up the risen staircase. Go up, press the button. Press the next action icon. Camp and stash/save. Pick the platform to the left, push the button and run. One more platform and an action icon later, and you're in area 7. Pick the right platform and smack the next two buttons. Head back down and up the other staircase. Run so you don't get hurt. Press the action icon and go up even more. Walk straight through and press the icon. Area 9 time. These three birds aren't even tough enough to be called bosses. Whack them with some great range attack skills. Hit the button. Go left and camp. Trudge on, and behold the End of the World. Or is it? Check out the machines and get a fun little ride to the bottom. Recommended Level: 14 Items: 13 Gold Pouches, Resu. Potion, Cholla, Antidote, Bamo Fruit, Vaccine, Magic Fruit, Fire Charm, Power Seed, 2 Mana Eggs Come off the rock platform via the hidden ramp onto the grass. Begin the trek northward. Follow the path around, stopping at occasional sidesteps to get items. When you reach the location marker select the path just to the north. In the next area, run so the monster plan doesn't gobble you up. What's this... Sue's shoes? Has she fallen victim to the denizens of the land of mutants? Cross the fern and find another clue: Puffy! Follow the leader. Some buff knight dude (there's one in every RPG) accepts your request to have a manly duel. Don't bother wasting any MP/SP since you'll get your butt handed to you on a silver platter with all the toppings. Let go of the grudge and have a campfire with marshmallows. The next day, save in Gadwin's house (the big fish, you can't miss it). Examine the action icon beside some rocks. Take note that in fights against Rock Men coming up, knife weapons have no effect. Anytime you come to a low group of rocks, press X to break them. When a plant sprouts up, use it as a staircase. Pass the leaf and enter area 4. An action icon later and make the gang run to avoid one plant. At the break with the trees, take a left for a Mana Egg. Don't step on the big plant unless you get weird pleasure out of taking damage. One left and you're ready to enter Dight Village. Recommended Level: 15 Items: 13 Gold Pouches, Mushroom Shield, Move Shroom, 2 Mana Eggs, Demon Amulet, 2 Healthweeds, Mage Seed, Disease Charm, Confusion Charm, Sickle, Hail Bow, Pirate Helmet Do the normal weapons shop thing and chat with the local folks, then enter the inn for a well-deserved rest. Jar-Jar Binks, err, Guido, is pleased to make your acquaintance. Choose to rest and get woken up by Gadwin. It's... raining! What terror! It apparently is for the citizens of Dight. Leave the inn and go to the beach where everyone is gathered. To end this insanity, head with Gadwin to the Typhoon Tower and retrieve the Spear of Heroes. All in a day's work. In here, let the enemies come to you. They move fast and the last thing you want is to be ambushed. You can cross mushrooms and rocks over the acid rivers. Go north and up the hill. Cross the east rock and go north again. There's a Mana Egg ripe for picking. Go back down the hill and to the west. Take the mushrooms to the top. Go north and cross the mushrooms at the river. North, and yet more fungi. Go northeast and into the peak area. Cross the mushrooms in the northwest. Follow the path uphill. Use the compass to find the structure in the center and enter it when you've finished talking to the friendly insectoid inhabitants of the area. Use the save point. From there, go northwest to find another Mana Egg. Press the green button on the floor. Go up the new staircase then take the northernmost staircase. Slide down the rope at the end and press the button. Get onto the staircase and press the switch that rotates the platform. Head back the way you came to the first room. Downstairs, pass the save point and go in the other direction. Take the red stairs. Pick the northern one and head across and find the save point. I think you know what's coming up! One staircase later and you're forced to fight the insect king. ----- BOSS: SERPENT (MEAN HEAD, NICE HEAD, HOT HEAD, BAD HEAD, BODY) HP: 486/800/516/600/1071 STRATEGY: This guy is really easy and probably won't get many attacks off. Simply wail on this creature with range skill and spell attacks. No problem at all. ----- Step on the button behind the throne. Walk up the newly formed staircase. Read the stone tablet at the top. Oh darn, Gadwin can't fit in the crack so guess who's going instead? Read the tablet again and enter the left mirror (Stars). Go up the staircase and take the weapon. In typical ancient ruins fashion, the place collapses. Keep a southerly track and find the exit by following the walls. Back in Dight, talk to the Chief on the beach. Go up on the nest and press X to deposit the Spear of Heroes. Head back down and talk to Gadwin to get your next goal: enter the Twin Towers. Take the scenic route and pass through the Lama Mountains. Recommended Level: 18 Items: 13 Gold Pouches, Yellow Pill, Sil Orb, Healthweed, Dragon Killer, Eye Stone Head southwest up the hill, cross the green bridge and onto the west path. In the next area, camp and watch the cutscene with Mullen and Leen. They're always up to no good. Follow the path and onto the cart. Take the eastern most cart next, then the south one and ride the others to the exit. In Gumbo Village, go to the Chief's house in the western part. It seems there's a lot of paranoid people here. Choose the first choice when talking to him. Leave the Greeting Tent, talk to a few lovers, and then back to the Chief. Choose to rest. Leave the inn and head back to the Greeting Tent. Talk to the Chief yet again. For the perfect festival finale, Justin and Feena have to... be sacrificed??? They aren't too thrilled about it either. A catapult ride later and the two get stuck on the volcano and must kill a dragon to survive. Recommended Level: 18 Items: 14 Gold Pouches, 2 Healthweeds, Blue Potion, Mana Egg, Dragon Scales, Def Seed, Gem Chain From where they land, take the south path and get a Mana Egg. Come back and now take the path north and west of the save point. See the marker and continue past it to reach the next area. Go up, use the action icon on the boulder and follow that sucker down to the bottom. Sue and Gadwin hook up with the guys again. At the next marker, take the northwest path and then the northern branch. Head northeast and cross the log bridge. Go north up the path. To dodge the steam gun, run past it after it fires twice in a row. Into the Crater. Continue on the path upward, use the save point, and take the south path. Uh-oh, the camera position switches. This can only mean one thing. Here it is! ----- BOSS: MADRAGON HP: 2150 STRATEGY: This guy's even easier than the Serpent. Simply use critical skill attacks on the part of the body that is higher on the IP gauge. When you're out of SP, wail on him with ice magic. Make sure not to use fire though. ----- Head back down the erupting mountain. Back in the village, enter the gate. Choose to leave the tent. Go to the pier. That thing's taken up, so then go to the little islet over the bridge in the west. So... romantic *sniff*. Now onto the serious stuff: the Twin Towers. ============================ =Frequently Asked Questions= ============================ Q. Is GameFAQs the only place I can find this guide? A. No sirree, it's also located at my website, Gaming Fortress (http://gamingfortress.videogamesnet.com), at my friend Hiei's Grandia shrine (http://209.15.70.156/grandia/index.html), and at About.com Videogame Strategies (http://vgstrategies.about.com). Q. Why did you put all the lists after the walkthrough? A. Because I know it's a pain to go through the junk to get to the gold and decided to reverse the situation. Q. How often will you update? A. I'll do another version of the guide every seven hours of the game or so. Since I'm gonna be starting a new college semester in January, updates might not come as often as I'd like. Expect around one per week. Q. I'm stuck at this one part on Disc Two... A. Well, I feel sorry for you because I'm not even close to there yet! The information in this guide will be the highest point to where I'm at in the game. Q. Why don't you tell me where the items are? A. It's my belief that the best part of any RPG dungeon is the exploration and as such, have a little fun and find them yourself! I will tell where important ones are though. Q. Your guide seems pretty dull. Couldn't you spice it up a bit? A. I'm doing my best to write this thing as spoiler-free as possible and sacrifices have to be made. Plus, I bet you have much better things to do than read my FAQ like a novel. Q. I found something you missed. Can I send it in? A. I appreciate the offer, but I won't put anything you send me in the guide, simply because I can't verify it. The only exceptions will be battle strategies or general tips and you'll get credit for it. ================== =Tips for Success= ================== -Talk to everybody more than once. You'll get funny bits and useful information. -Search everywhere and everything. Items are hidden in the most unusual spots in the game. -Remember in battle, the IP gauge is your friend. Know when's the right time to attack, defend, and cast spells. -Try your hardest not to be ambushed before a battle. The enemies may get two or more attacks off before you can do a thing. -Keep an eye on the compass and where your characters are so you don't get lost. -A good strategy for getting tougher is using a ton of magic spells in battles (to increase magic exp) then run real quick to a save/recover point. -Switch weapon types occasionally to keep a good balance in necessary ones. -Boss strategies: using Critical attacks will knock the bruisers back on the IP gauge and may not even let them attack. I beat the first boss using this method and didn't get hit ONCE. These tips are from Doomsayer13 (Doomsayer13@hotmail.com): -Raising magic is hard, especially the early stages of water magic so what I did was always use "Heal" in my menu to heal my party and then replenish my MP at a save point. -You get more magic experience by hitting groups rather than single enemies. You also increase your maximum SP and MP by increasing the star ratings on your specials (the max is five stars). ======================== =The History of Grandia= ======================== I thought it might be interesting to enlighten a few of you readers about what a hard struggle this wonderful game went through to get in your good ol' PlayStation. Back in 1996, the PlayStation and Saturn were going head to head in the "next-generation" console wars. There weren't really any blockbuster games out for either one. The Nintendo 64 had just been announced a few months earlier and hype was building to a fever pitch for the expected killer system. Developers were less than happy about the N's decision to stick with cartridge format. With the introduction of FMV and polygon animations taking up a lot of space, the CD systems were beginning to look intriguing. One company in particular was very quiet about its future plans: Square Co., Ltd. They had released a tech demo for the Nintendo 64/Project Reality that familiarized their software developers with the basics of 3D engines. It showed some characters from Final Fantasy VI in a battle scene. The gaming press jumped all over this as a sign that the Final Fantasy series would indeed continue on Nintendo systems. A short time later, Square made the shocking decision that no, Final Fantasy VII would be for the Sony PlayStation. A collective "are you nuts???" was felt by the crowd and the company explained that cartridges just couldn't handle what they had in mind: CG backgrounds interspersed with CG full-motion video, a grand epic. The announcement was disappointing but made sense. Then the next question popped up: but why the PlayStation? That answer was a little less clear. Sony had sold more systems and Sega's rushed platform was lacking in developmental ease. Saturn owners were very disappointed that Square had "turned" on them. All was not a loss though. A low-profile company named Game Arts announced they would beat Square at their own game of creating spectacular RPG's with one certain release in the next year: Grandia. Game Arts was known for making RPG's with an emphasis on character and emotion over graphics and huge budgets. They had released a few games for the Sega CD, the most notable ones being the Lunar games (The Silver Star and Eternal Blue) and one for the Saturn which was less than impressive (Magic School). Saturn owners rejoiced and threw it back in the faces of loyal Sony buyers. 1997 came and both Final Fantasy VII and Grandia were released. The difference in sales figures was huge: Final Fantasy VII racked up over 3 million in Japan that year while Grandia couldn't even top 1 million. The winner of that competition was clear as far as sales went, but Saturn owners weren't broken-hearted at all. What they had was arguably the best RPG to date and no 3-disc quest could come close to the feeling they had when playing Grandia. A year and a half went by, and just as Square was announcing Final Fantasy VIII, Game Arts had another surprise: Grandia would be ported to the PlayStation. The Sega Saturn was losing a lot of steam at that time and Game Arts was hoping the port would achieve the sales figures expectations they had when they originally announced the game. June of 1999 came and the game was a success but by no means a blockbuster. Meanwhile, importers in America fell in love with the game's deep magic and combat systems and all eyes were on Working Designs to translate the game on the Saturn. They had done such a wonderful job on other Game Arts games, so why not? Working Designs wouldn't comment for a long time on their plans to or to not bring the game over. When the game was announced for PlayStation release it seemed more likely than ever that now it would come to the US at last. The company ended their relationship with Sega on less-than-amicable terms after the E3 of '98. The pleading was rejected by WD though, claiming that they'd love to do it but the amount of text in the game would make sure it would not see publication in the US for about two years. That's actually an accurate statement considering Lunar: Silver Star Story Complete was delayed for a year. Fans were in depression again. Then at E3 of 1999, for some reason, Sony Computer Entertainment America was showing movies of... you guessed it, Grandia! That was their formal announcement to translate the title for US release with an expected release date of August. Work on the title was coming along slower than expected so the new date was set for October 27th. The game shipped on time and we now have it in our hands. It's a shame it won't get the attention it deserved due to the release of other heavy-hitters in the fourth quarter as Final Fantasy VIII and the apparent lack of interest of hyping the game through television advertisement. Heck, it was in December issues of magazines that even magazine ads began running. The true definition of a "sleeper hit". =================== =Magic/Skills List= =================== *notes: not all members may be able to master all the spells of a certain element, Et=Earth, Wr=Water, Fr=Fire, Wd=Wind Elemental Magics Fire Burn! MP 1 Fire 1 level 1 range attack Burnflame MP 4 Fire 4 level 2 range attack Water Heal MP 1 Water 1 level 1 restores small amt. of HP Snooze MP 2 Water 3 level 1 puts all enemies to sleep All Heal MP 4 Water 5 level 2 restores HP to entire party Wind Howl MP 2 Wind 1 level 1 range attack Howlslash MP 6 Wind 6 level 1 attacks all enemies Earth Diggin' MP 1 Earth 1 level 1 raises defense of entire party Def Loss MP 3 Earth 6 level 1 lowers defense of all enemies Tremor MP 3 Earth 3 level 2 range attack Mix Boom! MP 7 Et 7/Fr 6 level 1 range attack Crackle MP 2 Wd 3/Wr 2 level 1 attacks one enemy Cure MP 1 Wr 3/Et 2 level 1 cure poison Wow! MP 3 Et 5/Fr 5 level 1 raises attack power Zap! MP 11 Fr 5/Wd 4 level 1 range attack Justin V-Slash SP 14 Sword 1 attacks one enemy W-Break SP 20 Swrd 6/Mace 4 attacks one enemy Shockwave SP 30 Mace 7/ Ax 5 range attack Mid Air Cut SP 32 Mace 10/Ax 12 attacks one enemy Lotus Cut SP 32 Swrd 12/Fr 8 attacks one enemy Sue Puffy Kick SP 8 Bow 1 attacks one enemy "Rah-Rah" SP 18 Bow 1/Mace 1 restores some HP for everyone Whacker SP 30 Mace 7 range attack Fire Away SP 28 Bow 10 attacks all enemies Yawn SP 5 Mace 10/Wr 3 range attack, puts enemies to sleep Feena Knifehurl SP 10 Knife 3 attacks one enemy Para Whip SP 15 Whip 4 attacks and paralyzes one enemy Random Hurl SP 28 Knife 10 attacks all enemies Gadwin Fly Cut SP 14 Sword 4 range attack Erupt Cut SP 24 Sw 8/Et 3/Fr 3 attacks one enemy Dragon Cut SP 45 Sw16/Et 7/Fr 6 attacks all enemies ================= =Equipment Lists= ================= Adm Sword +14 attack Arm Saber +22 attack Army Dart +18 attack Azure Knife +25 attack, water property Baton +7 attack Dragon Ax +38 attack, -10 movement Dragon Killer +26 attack, good against dragons Fire Rod +25 attack, fire property Fish Bow +25 attack Fish Sword +29 attack Flint Bow +20 attack Flint Knife +20 attack Frog Ax +28 attack Gale Whip +27 attack, wind property Great Sword +16 attack Gust Knife +24 attack, wind property Hail Bow +20 attack, blizzard property Hand Ax +10 attack, -3 movement Hatchet +18 attack Himmler +24 attack Holy Mace +20 attack Hunting Bow +16 attack Hunting Knife +18 attack Iron Mace +19 attack, -10 action Leather Whip +9 attack Metal Bat +10 attack Mi Hammer +11 attack Mist Whip +20 attack, good against "nebulous monsters" Oracle Staff +22 attack, cures confusion Paring Knife +9 attack Rainstaff +26 attack, water property, Snooze ability Rock Ax +8 attack Sickle +25 attack Thorn Whip +15 attack Toy Bow +5 attack Wood Ax +23 attack Wooden Sword +7 attack Wood Pole +5 attack Adventure +2 defense Apron +1 defense BMB Armor +6 defense Breastplate +6 defense Dragon Vest +14 defense, +2 fire resistance Fairy Robe +10 defense, +2 resistance confusion/sleep Fish Armor +12 defense Frog Shirt +10 defense, +1 water resistance Shell Armor +8 defense Skull Armor +15 defense Sports Wear +4 defense Sun Best +4 defense Thick Armor +12 defense Workcloth +3 defense Cut Board +1 defense Dragon Gauntlet +5 defense Es Shield +7 defense Lt Gloves +2 defense Magic Mirror +13 defense Mittens +1 defense Mushroom Shield +9 defense, +1 plague resistance Ok Shield +3 defense Pot Lid +1 defense Sea Shield +8 defense Shell Shield +5 defense Barrette +3 defense Battered Pot +1 defense Climb Hat +5 defense Cowboy Hat +4 defense Fl Ribbon +2 defense Goggles +2 defense Pearl Helmet +7 defense Pirate Hat +4 defense Pirate's Helm +12 defense Ribbon +1 defense Stonehead +9 defense Army Boots +2 defense, +15 movement A Sneaker +48 movement Dragon Boots +4 defense, +5 movement Dress Shoes +30 action Hunting Boots +1 defense, +30 movement Leather Greaves +1 defense, +17 movement Mach Boot +5 defense, +30 movement Odd Clogs +3 defense Shin Shoe +35 movement Sneakers +35 movement Ancestor Amulet +4 plague resistance Confusion Charm +3 confusion resistance Demon Amulet +5 defense, +1 magic resistance to all Dise Charm +3 plague resistance Dragon Scales prevents all damage below 10 Earrings +1 defense, +3 poison resistance Eye Stone speeds up spell casting Fire Charm +4 fire resistance Gem Chain +1 combo attack chance Hero Badge +2 action Jade Charm +2 attack Jade Ring +2 sleep and confusion resistance Light Am +1 magic resistance Mama Am +2 defense Metalfrog +3 magic/movement block resistance OFC Badge +15 action Para Charm raises resistance agains paralysis Raincoat prevents sleep Rune Ring +1 defense, slows IP loss Spectacle +2 critical resistance Tree Am reduces SP needed for skills Wind Charm +4 wind defense Y Medal restores SP during attacks =========== =Item List= =========== Agility Fruit +3 Agility Antidote cures poison status Bamboo Sh restores 20 HP Bamo Fruit restores 4 level 2 MP Banana restores 12 HP Bandage restores 50 HP Bao Fruit restores 10 SP Beef Jerky restores 60 HP Blizzard Scroll 280 HP blizzard attack to all enemies Blue Pill restores 20 MP (all levels) to party Cholla restores 3 Level 1 MP to party Coconut restores 80 HP Crimson Potn. restores 150 HP to all party members Def Seed +1 Vitality Dry Fish restores 40 HP Dynamite 70 HP range attack Firewood 80 HP range attack, good against plants First Aid restores 60 HP to all party members Gale Scroll 120 HP wind attack Ginseng restores 40 HP Grenade 30 HP fire range attack Health Weed restores 80 HP Herbs restores 15 HP Holy Fire 30 HP range attack, good against ghosts Life Seed +3 maximum HP Lightning 150 HP lightning attack to all enemies Mage Seed +1 maximum MP levels 1-3 Mana Egg used to buy magic in shops Mikeroma restores 50 HP to party Miracle restores 5 MP (all levels) to party Move Break unblocks moves Move Seed +2 maximum SP Move Shroom +3 action, affects range of allies Panacea cures all status effects Para. Ointment cures paralysis Power Fruit +2 maximum HP Power Seed +1 Strength Power Shroom +3 attack power Resu. Potion revives one ally Roach Bomb 60 HP damage range attack, good against insects Sil Orb blocks magic Smarna -1 defense on all enemies Smelling Salts cures confusion Snooze Scroll puts all enemies to sleep Speed Seed +1 Wit Spell Break unblocks magic Squid Gut restores 20 SP Strength Seed +1 Strength Sweets restores 10 HP Truffle confuse an enemy Trust speeds up IP, permanent Vaccine cures plague Weak Weed -2 attack on one enemy Weeds restores 1 HP White Sulfa restores 35 HP Wound Sal restores 40 HP Yellow Pill restores 30 SP Zap! Book 180 HP lightning range attack ============ =Disclaimer= ============ This strategy guide is copyright (C)1999 Zenodeus. Any use of this guide for profit and plagiarism is against the law. Grandia is copyright (C)1999 Game Arts.
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