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VANDAL
HEARTS Written By: Gary Le |
Do not rush into battle without thinking about the situation first. Positioning your party members is a major consideration. Take advantage of all the factors terrain has to offer. When an enemy approaches you, a lot of times you can move your characters just far enough away from the enemy so that when the enemy finishes its move the next turn, you are able to move behind and attack from the back for maximum damage. Standard Procedure. Remember these simple rules: * Attack magic counters heavily armored opponents. * Flyers counter ground forces. * Heavily armored troops counter archers. * Archers counter flyers. * Magic users are vulnerable to physical attacks, but are highly resistant to magic. ******************** Act I: A Premonition of War ********************* [Location: Valley of Thieves] The game throws you right into the action at the beginning. Now is a good time to practice your skills at combat. Here the player is introduced to his initial three characters, Ash Lambert (Level 5 Hero), Diego Renault (Level 4 Archer), and Clint Picard (Level 4 Solider). Stay close together and don't be afraid to use your Herbs to heal. [Items]: There is a Madbook located in a circular patch of grass near Zoot's initial position. A Light Sword can also be found on a purplish/charred tile in the southeast. [Location: Capital of Shumeria] Return here and report to Commander Beckett at HQ. Visit the tavern, talk with all the patrons, then leave. Someone will appear and bring news of a riot in the Dover District. Leave the tavern and go investigate the riot. Here you will meet Kane, son of Hel Spites and his Crimson Guards cutting down the rioters. Kane will leave you to catch the remainder of the rioters in the church. For this battle, Diego should be able to take out all the flying enemies from a distance without getting hurt. Move on top of the switch near the bridge and Examine it to lower the bridge. Bum rush the two remaining archers. [Items]: There are a couple of items in this battle, a Light Bow can be found in a circular patch of grass (that looks like a man-hole) located near the spot where the characters start the battle. A Mushroom can also be found in a crack on the floor located at the building closest to the drawbridge. Both chests contain Herbs. [Aftermath]: Upon entrance to the church, the party will meet Count Claymore, leader of the riot. Kane willinterrupt your arrest and kill what's left of the rioters and capture Claymore. Ash and Kane get at it, but Commander Beckett intervenes. At this point, Dolf Crowley, a supposed representative of the young Revolutionary Party, will be introduced and will set your party on a secret quest to investigate General Magnus Dunbar's disappearance at Gillbaris Island. Don't forget to stock up on any items and upgrade your weapons and armor before you leave. [Location: Palace Ruins] This battle will pit your party against a number of Clay Golems. Don't panic, not all of the golems will move and attack all at once. Only those fairly close to your party members will move. Use the boulder atop the marble staircase by either: 1) pushing it and crushing any golems along its path, or 2) use it as an obstacle so one of your characters go one-on-one with another golem. In this case, alternate between Ash and Clint, and use Diego to cut the golems down from behind. [Items]: There is a Fire Gem that is located in a circular patch of grass. Examine at that location to find it. The chest in the south contains an Elixir, while the one in the northeast houses an Herb. [Aftermath]: When the battle is over, the party will meet Eleni Dunbar (Level 7 Mage), a magician and the person behind the golems. She is the daughter of Magnus Dunbar. You will also meet Huxley Hobbes (Level 7 Healer), a healer and servant to Eleni. Both Eleni and Huxley will join the party. The game will revert back to the Capital where Kane and Hel Spite is interrogating Count Claymore. Dolf appears and turns out to be a partner with Hel in sending Ash to Gillbaris Island. Here, Dolf mentions that Ash's party has been infiltrated. [Location: Rhine Bridge] For this battle, a section of the bridge on Ash's side will blow apart each turn, so be sure to move anyone away from the last section. Several turns into the battle, Kira Wulfstan (Level 7 Archer), an archer, will appear and aid the party. Have Kira target enemies approaching Ash on the bridge. Remember to use Eleni's Dark Star spell. Keep close together and leave Huxley towards the back to cast healing spells. [Aftermath]: After the battle, Kira will introduce herself and offer to join the party. The party will set up camp. It is at this point Eleni and Ash reveal their parental backgrounds. Eleni was adopted by Magnus Dunbar. Both her parents were killed. Ash's father died a traitor's death, who was with the Liberation Army, but switched sides in the Revolution. Ash's mother lived in constant humiliation. After she died, Ash fell apart, but was taken under the wing of Commander Beckett. [Location: Port City Minato] The party is seeking a ship to Gillbaris Island. Visit the tavern, talk to all the patrons. When the party tries to leave, the bartender will mention Grog Drinkwater (Level 9 Soldier) who might be able to take the party. Visit Grog's home and he will think about ferrying the party if they can defeat the desert monster. Leave the town and head for the Sand Dunes of Sea. [Location: Sand Dunes of Sea] This battle features a Death Ant and smaller Ant Arms atop a giant hill. Keep the party close. Be careful, the Ant Arms have the ability to paralyze their targets. Use Eleni's Dark Star spell liberally against the main enemy. The Death Ant causes lots of damage and is heavily armored against weapons. Take care of Huxley as his healing and use of elixirs will come in handy. [Magical Key]: Once the party wins the battle, Grog will agree to ferry the party to Gillbaris Island. Go back to the tavern and talk with the character called "woman", who will give you the Nova Key. There are six keys in total in the game. The keys allow Ash and his companions to undergo the six trials of Toroah. The trials come in the form of battles in another dimension. Each trial contains a corresponding prism. Obviously, there are six prisms in total as well. Once all six prisms have been obtained, Ash is able to advance to the most powerful class in Vandal Hearts, that of Vandalier, with access to all the spells within the game, including the enemies', as well as all the special items (Life Orbs, Holy H2O, etc.). As you get the keys, keep them in the party's inventory wagon, until all six keys have been obtained. Ash can always undergo trials as he obtains each key, but it is easier to win the trial battles if they are undertaken all at once towards the end of the game. [Location: Gandar Sea] Grog's ship will be boarded by Hassan's pirate ship. For this battle, keep Diego and Kira a square away from the plank and line two others to either side of the plank. This way, only one pirate will be able to attack at once and the characters will have support bonuses from two other characters when attacking. Use Eleni to Spellbind the Corsairs and cast Dark Star to help chop down enemies. Keep Huxley close so he can heal both groups at either plank. Huxley at this point should have the Mystic Armor spell. This should come in handy against Hassan. Take Hassan down in the same turn if you can, as he is able to heal himself when damaged heavily. [Aftermath]: After winning the battle, the party will learn that Hassan is actually Grog's little brother. Jealous of Grog and hating to always having to catch up to his big brother, Hassan became a pirate and at one point killed Grog's friends. At this point, Hassan and Grog understand each other and Hassan dies in peace. ***************** End of Act I: A Premonition of War ***************** ********************* Act II: Island of Madness ********************** [Location: Village of Yuzu] The party is brought to a village where the townsfolk have been turned into a zombie-like state. For this battle, you must destroy all the Evil Statues without killing all the villagers. Eleni's Spellbind is extremely helpful here, cast it to paralyze some of the villagers so your party can concentrate on the statues. [Items]: There is a Mushroom hidden in the circular patch of grass on a platform towards the Northwest. A Moonpie can also be found on a tile that resembles a crate located in the south near the crate. The chest in the south contains an Herb, while the one in the east contains a bottle of Mage Oil. [Aftermath]: Upon winning the battle, the party will learn that General Magnus came to investigate some ruins on the island. Magnus was the one responsible for turning the villagers into their mindless state. Go to the tavern and talk with the patrons, one of the patrons, a "Young Man" will mention a fruit he dropped in the swamps. [Location: Ygdra Canyon] The party will be introduced to three new characters who will join: Dolan (Level 10 Soldier), Amon (Level 10 Archer), and Sara (Level 9 Healer). You must keep Ash and Dolan alive. Be careful, the Guard Dogs have the ability to poison their targets. Use the boulder near Dolan's group to an advantage. Put Dolan right next to the boulder, with Amon right behind Dolan for arrow support and Sara behind the boulder to heal Dolan. [Items]: There are a couple of secret items here. One is the Macroman (first of three collector's treasures) located in the circular patch of grass in the extreme Northwest, near the group of Mad Soliders. The other is a Mad Book located in a square that resembles a crater in the extreme Southwest. A Moodring can be found in the chest to the southeast, while an Elixir is in the chest to the northeast. [Aftermath]: Upon winning, the party returns to Yuzu Village and learns that Magnus was sent in search of Stone Tablets and learned that the ruins on the island could be the site of Toroah's Ark, in which Toroah of legend used to survive the Great Calamity. If such was true, it would have tremendous political significane to the new government, because if the legend of Toroah was true, the Ashah Dynasty, which claim descendance from Toroah would have a rightful claim to rule Ishtaria. The party goes onward towards the ruins. [Location: Loris Beach] This battle takes place in the swamps. Kira will enter battle recklessly and Clint hurries to help her out. Be careful where you move your characters, while it is okay to travel across the vile bog tiles, be careful not to end up on one of the tiles, otherwise the character will be poisoned. Attack with vigor and use Eleni's Spellbind to help the others out. [Items]: There is a small swamp that looks like a cross, punch the triangle button on the control pad to see a overhead map. Examine the tile right in the center of this swamp to find a Banana. Use Eleni's Spellbind spell to paralyze enemies to get some extra time to get the fruit. [Aftermath]: Upon winning, we learn that a while ago, Clint saw his lover die right in front of his eyes. Feeling guilty for not protecting her, Clint was distraught. Kira recklessly entering battle reminded Clint of his former lover's situation and didn't want to witness another similar incident and so rushed to Kira's side. [Magical Key]: Travel back to the Village of Yuzu, go to the tavern, and talk with the "Young Man" who lost the Banana. He will give you the Key of Earth in return for the Banana. [Location: Castle Ruins] [Battle #1] For this battle, split up into two groups and keep to the walls! Those archers have extremely long ranges from high above. Get rid of the soldiers and quickly get someone up the elevator (examine it to activate) to take out the archers. As a note, the elevators alternate in use, when one goes up, the other one goes done and vice versa. Use Eleni's Spellbind to paralyze some of the archers if possible. Use the healing circles if you have to, the archers are not smart enough to do that themselves when they're hurt. [Items]: There is a set of Chain Armor hidden in a cross-shaped patch of grass near the entrance to the ruins. An Iron Boot is located on a stone tile on the battlement. This particular tile is more dense than the others. A bottle of Mage Oil is located in the south chest, while a Moodring is in the north chest. [Aftermath]: Upon winning, the party is given a choice to enter the ruins or return to the village to stock up. Stock up if you haven't already done so and proceed. [Battle #2] Here the party will face Magnus Dunbar. Send an Archer to either side along with a warrior to take out the enemies atop the steps. Remember to use Eleni's Spellbind and Dark Star against the Dark Golems. When Magnus starts to advance, spread out, as his Rainbow Stroke spell is pretty powerful. However, your characters should be fine if you used your healers beforehand to heal them to full strength. Use arrows, then magic against Magnus, as he cannot strike back against these attacks, then surround him with a couple fighters without attacking and have the last fighter come from the side to strike the final blow (with support from the other sides!). [Aftermath]: After the battle, the party discover that a Magic Stone was the cause of all the weird occurances on the island. But the stone took over Magnus' mind. Just when Magnus was about to reveal who sent him for the stone, an arrow comes out of nowhere to strike Magnus. Kane and Dolf appear, accuse Magnus of attempting a coup d'etat and arrest Eleni and Huxley for being associated with Magnus. Ash is reluctant to defy Dolf's orders on fear of becoming a traitor like his father. Ash decides to go on his own to rescue Magnus, but is met by Clint, Diego, Grog, Amon, Dolan, and Sara. All join in on the rescue. Kira is seen hiding behind a tree eavesdropping on the conversation. [Location: Castle Ruins] The party tries to break into the dungeon, but are met by Guard Dogs. The goal of the battle is to kill all the dogs within six turns before they alarm the rest of the guards. Cut off all paths, do not clump your characters together or else the dogs will run right past you and scatter to the winds. Spread out evenly and approach the dogs. Take advantage of your Bowman or Hawknight's range. [Items]: There is a Mage Gem hidden in a circular patch of grass located in the extreme Southeast corner. [Aftermath]: After the battle, it is discovered that Magnus sought the Magic Stone to resist Hel Spites, who Magnus suspects is planning a coup d'etat. Ash's party arrives and rescues Magnus, Eleni, and Huxley, but is met outside by Dolf and Hel. Magnus still retains some power from the Magic Stone and go at it against Dolf, who now has the stone in his possession. Their battle rips the fabric of space time and a warp is created, which sucks in Magnus, Ash, Grog, and Sara. ***************** End of Act II: Island of Madness ***************** [Interlude]: Magnus is announced to be assassinated by an extremist camp in the Security Forces. Many blame this news on the Domestic Security Forces and it's leader, Renaldo Castille, and results in his ousting. Castille was the prime opponent to Hel. Now with Castille out of the picture, Hel is elected Prime Minister. Hel requests additional power from the Council and upon receiving them, goes on to abolish the Council itself, while establishing a secret police, a priviledged class, and seats himself on the throne of emperialism. ******************** Act III: Escape to Tomorrow ******************** [Location: Plain of Sorrow] Ash's party is sucked into another dimension with Magnus, who reflects on his dreams of living a simple life, but was caught up in the Revolution. Magnus begs Ash to retrieve the Magic Stone and passes away. After burying Magnus, the party is faced with a battle against a bunch of Sparkies. This is an extremely easy battle to win. [Aftermath]: Upon winning, the party is introduced to a robed figure named Zohar, who came to investigate the sounds of battle. Zohar informs the party that the Sparkies are the souls of people who died young and suggests the party visit the region's only town towards the south. [Location: Remote City] Visit the tavern and talk with the patrons. It turns out Ash's party has entered a loop hole in time where many travelers in past have become trapped in. The tavern is known as the town at the end of the world (perhaps the programmers were huge Douglas Adam fans...). One patron will inform the party that the only way to escape from the warp is to leave the town and keep on walking and let the winds of time transport them back. Leave the tavern and the party will discuss their situation. Zohar shows up at the mention of the Magic Stone and invites the party to his home, at which time he will join the party. The mage suggests a way to return back home and indicates the party should backtrack to where they first arrived. [Location: Plain of Sorrow] Zohar sets up four mage towers in an attempt to gather energy to recreate the warp to return home, but a bunch of Sparkies crash the party. In this battle, forget about protecting all the towers, pick the closest one and surround it on all four sides. Protect that tower for five rounds and the warp will be recreated. Upon winning, the party is transported back to a town back home. [Location: Terasu Village] Diego, Huxley, Dolan, and Clive are in the village and are being attacked by Zoot and his mercenaries. This battle can be pretty tough. Be careful of the Warlock and the Deacon, who have the ability to cast long-range Rainbow Stroke attack magic and healing spells, respectively. If possible, Spellbind the Warlock. Use the boulders near Diego's group to slow enemy's advance up the steps. Be wary of the Giant Bat's ability to paralyze targets. [Items]: There is a bag of Gold Coins (can be sold for 1000 gold) that can be found in the circular patch of grass near Zoot's initial position. An Elixir is located in the south chest. A Megaherb can be found in the chest to the northeast. [Aftermath]: It turns out Ash's group has been transported back home three years after the initial warp and is informed of Hel's power over the region. Clive and Ash decide they must bring all resistance fighters under the same banner and devise a plan to storm the Imperial Prison. Bone up on Elixirs and Herbs. [Location: Basil Gate] For this battle, again be aware of the Warlock, Deacon, and Bats. Be careful of climbing the platforms too soon and alone, the Grenadiers and Warlock can make short work of a lone character atop a platform. Put Zohar's Spellbind to good use and don't forget to use your Elixirs and Herbs. [Items]: There are several items here. The chest in the northeast contains a Mage Gem, while the chest in the south contains a Megaherb. Two hidden items are also here. The first is an Iron Boot located on a stone tile resembling a cross on the north platform. The second is the Tarot (second collector's treasure), located on a grass tile that resembles a cross in the far southeast corner. [Aftermath]: Dolf informs Hel and his financiers that the Magic Stone comes from a time when the universe was born and contains a spark of the original Flames of Judegment. Legend has it that Toroah saved the world by sealing the Flames of Judgement with a Royal Ring, which was passed on to his descendants to found a country and protect the ring. This was the task of Ashah Dynasty. Unfortunately, the ring was lost 18 years ago when the Royal Family was cast down. It is decided that the Royal Ring must be found so that people will have a symbol in which to worship and revere and be ruled over by Hel and Dolf. The game reverts to Kira, who still has lingering memories of Clint. Dolf appears and informs his servant of his impending move for domination. Kira agrees to help and leaves. At this point, a new character serving Dolf, named Xeno appears. A powerful warlock, Xeno is told to keep an eye on Kira. [Location: Reed Highway] This battle requires the party to take out every enemy before they escape. The party initally hides among the trees and has the element of surprise. Once any character in the party makes a move, the enemies are alerted and will flee. Timing is important here. Wait for four turns and then have Zohar use Phase Shift and Ash use Rolling Fire to inflict some hurt. Have Huxley activate the switch near his position to lower the bridge. Wait till one of the Guard Dogs sets foot on the stone bridge and have Huxley push the crate to block escape to the west. The only escape at this point is the east, by now all that remains is to chop the enemies down, who will not actively attempt to attack party members, but instead will concentrate on escaping. [Items]: There is a Magic Staff that can be found in a crater tile in the east near Lando's starting position. [Location: Prison Fortress] Count Claymore is dumped into the same prison cell as Clint and a new character named Darius, who was thrown in for quarreling with a soldier. Claymore informs Clint that Hel is searching for the Royal Ring to tame the power of the Magic Stone. At this point, Kira appears who reveals that Clint was to be executed the following day. She brings with her keys to the cell and helps Clint escape with their armor and weapons. Darius decides to join Clint, but Claymore is too weak to escape and remains behind. [Battle #1] Clint frees Eleni and Amon and then are faced with a battle against a group of Juggernauts. The enemies in this battle can only be attacked from the back, attacks from the sides or front have no effect. Wait for the Juggernauts to come to the group and expose their backs and then attack, or use Eleni's Spellbind to freeze them in their vulnerable positions. [Items]: Push the triangle button on the game pad to view the overhead map... Treasure Chests: * There are two chests towards the top left. Of these two, the one on the right contains a Megaherb, while the one on the left is actually an enemy called a Mimic that resembles a treasure chest. * There are two chests towards the top right. Of these two, the one on the right contains a Spirit Staff, while the one on the left is a Mimic. * The tresure chest located on the bottom right contains a Grimhelm. * The remaining chest contains another Megaherb. Switches and Gates: * The bottom left switch controls the center gate at the very top of the map. * The third switch from the left controls the bottom left gate. * The second switch from the left raises both the top right and center gate at the bottom of the map. * The remaining switch at the top right controls the remaining gate. [Battle #2] Clint's party is met by Dumas, the prison ward. Keep Clint alive! Attack the Juggernauts from behind and use Eleni's Spellbind to buy some time. The battle is hopeless at this point, but after the first round, Ash's party comes to the rescue!!! At this point, be sure to use Sara and Huxley's healing capabilities. Although they are up on the tower platforms, move any members in Clint's group near the walls where the two healers are to recover damage. Use any arrows against the bats and couple of Phase Shifts along with Roman Fires should do the trick. Be wary of Dumas, who possesses great attack power. [Items]: There is a bag of Gold Coins in the south on a tile that resembles a snail shell. [Magical Key]: A Mana Key is also located on a star-shaped crater in the west. Remember, use Spellbind if more time is needed. [Aftermath]: Old friends are reunited and Huxley and Darius turn out to be bitter personalities from the same village. Huxley makes fun of Darius and his constant attempts at putting pieces of junk together while Darius points out Huxley's embarrassing accident of turning a farmer's pig into a chicken. Huxley counters by describing Darius' juvenile delinquence in burning down the schoolhouse... ***************** End of Act III: Escape to Tomorrow ***************** [Interlude]: News of the fall of the Imperial Prison spread through the lands of Ishtaria. At this news, the Resistance movement is revitalized. Revolts are renewed and the Southern Region is relieved. Ash works in conjuction with Commander Clive Beckett, who acts as the pipeline to the Resistance. *********************** Act IV: The Successor *********************** [Location: Khanos City] At this point in the story, Eleni is told of Magnus' death. Clive informs the party that the region of Ishtaria between the Tarre River has been liberated. However, the Empire is getting support from the neighboring country of Urdu. Ash's party is to travel to the city of Kerachi and meet an informant about the Royal Ring. At this news, Diego seems tensive about the task. The next morning, Ash catches Clive leaving to help the Rebellion in the east. Ash explains to Clive that he feels somehow responsible for everyone's situation by being a traitor to the Empire. Clive explains to Ash that he must believe in himself and carry on. When Ash's party attempts to leave the city, Darius indicates enemies have surrounded Khanos. For this battle, Kane, along with three other generals (Sabina, Dallas, and Kurtz) surround the party. The goal is to escape to the town's exit in the south. Keep in mind that all characters that survive must be at the exit. There are many ways to escape, depending upon how greedy you are about getting all the items in this scene. Take out the Crimson Hawks, either by killing them or paralyzing them, as they can move through members of your party. Remember, all surviving members must be at the exit, keep this in mind if you decide to split your team up, because even if Ash reaches the exit the battle is not over if other characters are still in the town obtaining items from the chests or the secret item. In these situations, you actually want those stray characters to be killed. [Items]: There is a Gold Axe that can be found in a tile that has three little circles engraved on it. The chest to the east contains a bottle of Holy H2O. [Aftermath]: Dolf informs Kira that the fall of the Emperial Prison was instigated by a traitor and asks if she knew anything about it. Kira says she doesn't, but Xeno appears and reveals Kira's traitorous actions. Kira is taken away. Dolf tells Xeno that he is manipulating Hel in order to rekindle the Flames of Judgement and reminds Xeno of his oath to serve Dolf. Xeno is assigned to take care of Ash personally. [Location: Great Masai Forest] Xeno appears and upon seeing Zohar, becomes surprised and calls the Zohar "master". Zohar informs Xeno of the dangers of the Magic Stone, but Xeno ignores his comments and summons a barrage of Bugaboos and Wights to battle the party and disappears. Be careful here, those darn Bugaboos have extremely long range attacks, keep your healers close by. Use any Hawknights to chase those Bugaboos down, and use long range spells like Roman Fire and Phase Shift to take some of the buggers out. The wights aren't nearly as dangerous, so concentrate on the Bugaboos. [Items]: A Kingfoil can be found in a star-shaped tile located in the northeast corner. An Aura Gem can also be found on the snail- like tile in the south. [Aftermath]: It turns out Xeno was a pupil of Zohar's nearly 300 years ago. At this point, Sara recognizes the mage as Zohar the Aloof, whose actual name is Zohar Abu Sa'id. Xeno lost his way and sought to rekindle the Flames of Judgement and in doing so, fought with Zohar. During their struggle, a rift was opened and Zohar got sucked into the warp, and in the process lost a great deal of his original magical powers. [Location: Trade City Kerachi] The party is supposed to meet with Carlo Lisbon, an important merchant. Diego intervenes and claims they cannot trust Carlo. Ash asks why, as Carlo is a key financial supporter of the rebellion. Diego counters that he is probably paying both sides so he doesn't lose favor to either side when the outcome is decided. Visit the tavern, where a "Man" can be found who is looking for the three collector's treasures. [Location: Carlo's Mansion] Here the party meets Carlo Lisbon, who claims that one of his operatives has located the Royal Ring and is finalizing its purchase. Carlo suggests the party take a rest, but then recognizes Diego. Carlo asks if Diego came back to succeed him, at which point Diego vehemantly claims that seven years ago, he told Carlo he would have nothing to do with the merchant. As anyone can guess by now, Diego is the son of Carlo Lisbon. Night approaches and Ash has a talk with Diego. Diego explains that he had always despised his father, who only cared about money and ignored his wife and son. Seven years ago, Diego decided to leave and give up the Lisbon family name. Eleni appears and brings news of the ring. Carlo explains that after the Revolution, the ring ended up in the possession of a well known coin collector. Carlo has completed the transaction and wants Ash's party to complete the exchange at a warehouse in old town. [Location: Old Town Warehouse] What a surprise, the party is set up. For this battle, remember that the Gold Golems are especially vulnerable to magic. Use Phase Shift and Roman Fire with zest. [Aftermath]: Upon winning, Xeno appears and casts a ring of fire around the party. Carlo is found to be working for Xeno. Xeno goes on to close the ring of fire on Diego and the rest of the party, but Carlo balks as Xeno is infringing on the original deal which included sparing Diego's life. Carlo pushes Xeno but gets knocked down. However, this disrupts Xeno's spell and the evil mage disappears. The games resumes with Carlo waking up in bed, with Diego sitting nearby overlooking his father. Here, Carlo makes a curt remark about Diego being the "ugliest nurse" he'd ever seen. He goes on to apologize to Diego and explains to his son how poor Carlo's family was. In fact, Carlo's brother died from a cold because they couldn't afford to keep the house warm. Because of the family's poor status, Carlo became obsessed with money and learned to be a heartless merchant, bent on making profits. At this point, Carlo is resolved to let his son live his own life and dreams. Ash suddenly appears and brings news that the ring was sold to an agent of the Empire, who is taking it back to Shumeria by train. [Location: Magic Train Station] In this battle, every couple of turns, the last car connected to the train will be released, so be sure to move your characters post haste. Use magic to strike inital blows and let your swords and arrows take care of the rest. Be wary of the those big Crimson Guards with them huge axes, as they can dish out a great deal of damage, but thankfully they are vulnerable to magic. [Items]: There is a Ramen (the third collector's treasures) that can be found on the tile that looks like a grate on the head car where Dallas is located. [Aftermath]: After the party finds the Royal Ring, an illusion of Xeno appears. The dark mage plays his ace by threatening to kill Kira and suggest an exchange of Kira for Royal Ring at Fort Dain the following day. Some players might just as well keep the ring, however the game has the party agree to the sucker exchange. [Magical Key]: Return to the Trade City of Kerachi and talk with the man looking for the collector's treasures. Once you have the Macroman, Tarot, and Ramen, he will give you the Chaos Key. [Location: Fort Dain] Kira is strapped to a platform that is slowly descending into a pool of lava. The Royal Ring is handed over to Xeno, who pretends to forget how to stop the platform from descending (what a surprise...) and disappears. This battle requires the party to destroy all eight death devices within eight turns. Be very careful of the Death Angels, which have a couple of nasty long range spells that are particularly deadly to any Guardsman you may have. The Acid Ghosts have the ability to poison their targets. Take those darn Death Angels out with help of your archers! [Items]: A block of Mithril can be found in the tile that looks like a snail. The southwest chest contains a Life Orb, while the northeast one contains a Leather Mask. [Aftermath]: Kira feels guilty for being responsible for Xeno's success in obtaining the ring. Clint explains that they couldn't let her die and that they wouldn't be any different from Hel if they did. He goes on to say that everyone should deserve a chance to redeem themselves. Here, Kira tells the party of her background. Apparently, she was born into a royal family. However, the family was only royal in name and in reality, was poorer than most peasants. The Revolution came and her mother, father, and sister died at the hands of rioting mobs. Dolan agrees, stating that the mobs looted houses and slaughtered thousands of innocents. Hearing this, Amon concludes that the proud Ishtaria that they all know and love was built with the blood of innocents. Ash comments that Hel is in the process of recreating the same tragedy and that they must stop him at all costs. But the situation at this point seems hopeless as Hel possesses both the Magic Stone and the Royal Ring. Zohar conjectures that there may still be hope. The ring evidently had a message inscribed on it, giving coordinates of a place somewhere in the Torog Mountains. It is there that our heros now travel... ******************** End of Act IV: The Successor ******************** [Interlude]: Near the northern borders of Ishtaria lie the Torog Mountains, home of the Gods. No one has been known to dwell very long at that altitude. Ash's party travel north by sea to the Torog Mountains, but already the Emperor has obtained the Flames of Judgement. Powerful forces are now at work within the Empire. ************************* Act V: The Legacy ************************* Hel is amazed at the dazzling effects of the Flames of Judgement and mentions to Dolf that each person is always at war with that part of himself that seeks death, and that those who seek glory is just running away from this truth. Hel admits that the powers of the flames are too great even for him, but he must use it to save the people from pain and suffering. It is here that Dolf reveals his intentions by killing the guard within the room and approaches Hel. Dolf contends that it is better and more natural to allow those who are in pain to die. And with those words, strikes down Hel. A guard investigates the noise, and is told by Dolf that the Emperor was struck down by assassins. [Location: Wart Bay] This battle can be an annoying one. Concentrate on killing the Death Angels as they can wreak havoc on any Guardsman or Swordsman you may have. As usual, use magic to rid the golems and arrows to take out the Poison Beasts. [Location: Pioneer Town Sorbo] The party plans to head for Torog Mountains the next day and so gets some rest. At night, Eleni has a bad dream that she's been having even when she was small. The dream involved a glowing fissure that sucks her in, while being surrounded by people who seem to know her. They try to help her but are too late. Sara, upon hearing this, complains that she never gets exciting dreams like Eleni's, and wishes dreams of handsome strangers and such. Hearing this, Eleni mentions she was under the impression that Sara and Amon were in love, but Sara blushes and immediately pretends she doesn't know what Eleni is talking about. [Location: Torog Mountains] Dolan asks Zohar what he thinks they'll find in the mountains. Zohar replies that hopefully they'll find descendants of the lost people. Their conversation is interrupted by Kane and Kurtz, who have surrounded the party. The situation seems gloomy, but Kane leaves upon hearing news from Sabina that the Emperor is dead, assissinated by terrorists. For this battle, the group consisting of Crimson Armor guards and a Priest shouldn't be difficult to take care of. Use magic for the initial blow. Roman Fire is an excellent choice as it's range and field of effect is perfect to include all the enemies in this group, as well as Holy Pressure to finish a couple of them off. Then arrows to kill the Priest, and nearby flyers and warriors to finish the rest of the Crimson Armor guards. Wait for the Crimson Hawks to come to you. Stay on your side of the bridge and move the entire group to either the north or south. Don't get caught exposed on all sides. As the Hawks approach use your archers and perhaps Spellbind or further Roman Fires. Kurtz himself and the remaining enemies are not very difficult to overcome. The switch blows up the bridge. [Items]: There are a couple of items, both are found on tiles that have animal footprints on them. The tile in the northeast contains a slab of Helstone, while the one in the west contains a block of Mithril. A pair of Panzar Claws are found after defeating Kurtz. [Aftermath]: Kira reveals Dolf's plan to supplant Hel and suggests that although Hel was in love with power, Dolf is insane and has fallen in love with death. [Location: Frontier Village] This village is the location inscribed on the Royal Ring. Eleni feels strange upon arrival, as if she's been here before. She doesn't feel well, but goes on to say that she does know the village and claims it will become an ocean of flames. At this point, an old man appears and offers Eleni a place to rest and lie down. The old man introduces himself as Orosius. Ash tells him of their mission, but Orosius claims to know nothing. A villager then appears and informs a group of monsters are attacking. Ash's group goes to the rescue. [Location: Tsukue Plains] Orosius' granddaughter Leena, casts a spell of protection, which has Zohar scratching his head at such power. Like before, use magic against golems. Phase Shift and Roman Fire are good choices. Take the darn Death Angels out quickly with arrows and beat up the rest with swords. [Aftermath]: Zohar informs Ash that only the highest of mages can cast the spell Leena invoked. Both agree on the weirdness of the pattern on the battle field and that Orosius is hiding something from the group. The party approach Orosius and tells him that they've seen the pattern on Toroah's Ark as well as on the pendant that Orosius is wearing. It is at this point Orosius gives in and explains that the villagers are descendants of the ancient Biruni empire, a civilization of sorcerers and sages. But their greatest achievement, the Flames of Judgement, was also their undoing. Ash asks for help. Orosius refuses. Ash then suggests that it is Orosius' responsibility to stop those who have unleashed the powers of Flames of Judgement, at which Orosius agrees to help only if the party can retrieve a claw from Salamander the Dragon. Leena is told to lead the way to the Dragon's cave. [Location: Smoking Bones Cave] Follow standard procedure, as this battle is not that difficult. Magic against golems, arrows against Poison Beasts and Salamander. The dragon doesn't seem to have the capability to cast spells and can only attack close up. [Items]: The chest contains a Dragon Spear. After defeating the dragon, the party will obtain a Wyrmfang. [Magical Key]: The Logos Key can be found in the lava pool located in front of Salamander's initial position. Although the lava pool's geometry doesn't give way to an exact center, the Logos Key is within the central area of the pool. Use a flyer to retrieve the key. [Location: Frontier Village] Upon returning, Ash's party finds the village in flames and finds Sabina is the one behind everything. Orosius is struck down. There are a couple ways to approach the battle. The entire party can cross the riverbed and activate the switch to release the floodgate, thereby blocking the advancement of the nearby group of Crimon Guards and Priest. Or the party can straight fight them out if they really need the experience points. Either way, when this group is taken care of, Kane will appear with reinforcements to help out. Hopefully, you have some Enchanters in your group who can cast the Salamander spell, use it! Kane, when stuck down, won't be killed, but instead beats a hasty retreat. Follow standard procedure for the rest of the enemies. [Items]: There are two cracks on the stone pavements near the houses. The crack located in the southwest contains a block of Mithril, while the crack in the east contains a Shivbook. A Rune Bow is obtained after defeating Sabina. [Aftermath]: Orosius admits that they were running from the terrible power they gave birth to and instructs Leena to go to Orome Lake to break the seal at the temple, as she is the only one left to do it. Orosius mentions that upon doing this, the only power able to resist the Flames of Judgement shall be reborn...the Sword of Destruction, Vandal Heart. It is a sentient blade, as fearful as its name. If there is doubt in the heart of the wielder, he will be cursed and become the puppet of evil, spreading pain. But Orosius believes Ash is strong enough to wield the sword and implores Ash to tell the people that they must not give in to power. Orosius passes away. The dead are buried. Amon reflects and hopes that what they're fighting for really has meaning. Dolan confides that it will be judged by later generations and that they have to trust their own conscience. Leena mourns Orosius' death, but Eleni consoles her. Leena feels alone, but Eleni explains that no one is ever alone, that everyone is connected in some way. She goes on to explain that she herself is without family, but finds comfort in Ash, Huxley, and the rest of the group. At this point, Eleni gives Leena her pendant, the only symbol to show who she really was when she was found as an orphan baby. But now Eleni knows her own identity, that "I am me". Eleni tells Leena she'll know what that means when she grows older. [Location: Orome Lake] Leena uses her powers to raise parts of the temple from the lake. The party must protect Leena and get her to the temple entrance via the specially marked red tiles. This is a not a difficult battle. Position healers and flyers away from the range of the Basilisks and front the enemy Guardians with your own. [Items]: The chest in the south contains a Wyrmfang, while the one in the north contains a Golden Axe. [Aftermath]: The party enters the temple and finds Vandal Heart. As Leena prepares to break the protective seal, Xeno appears and creates a space time rift with his new mastery of phase magic. Leena gets sucked in, Eleni tries to help, but is stopped by Ash. Satisfied, Xeno disappears. Ash wonders what they're going to do, while Diego sums it up quite nicely with his curt remark. Zohar thinks aloud and says the sword is sealed forever, but Eleni says that's not true. At this point, Eleni remembers the truth about her past. Eleni IS Leena. Apparently, Leena escaped from the rift 18 years ago and wandered around until she was found by Magnus. This explains the dreams she's been having ever since she was little and the uneasiness she felt when arriving at Frontier Village. As the last Biruni mage, Eleni is able to break the seal. Ash takes the sword in his hands and feels his body flowing with energy. Vandal Heart has been awakened from its slumber... ********************** End of Act V: The Legacy ********************** [Interlude]: Armed with Vandal Heart, the only force able to resist the Flames of Judgement, Ash and his friends set off to Shumeria in the Liberation Army's final assault. The chaos caused by the death of Hel is seen as the perfect time by Dolf to seize the reigns of power and domination. ********************** Act VI: A Fool's Epitaph ********************** [Location: Glasgow City] The shop has the most advanced weapons and armor, stock up and equip your characters with the latest and greatest. Purchase some Holy H2O and have characters place them in their inventory. [Magical Key]: A Weird Man is located at the tavern and will give you the sixth and final Heaven Key in exchange for the five prisms from the previous Acts. [Special Note]: Ash should now have all six keys. This is a good time to pass the six trials. Place one key at a time in Ash's inventory, then visit the Dojo. Leave the Dojo and the master will ask if Ash would like to transform and undergo the trial corresponding to the key. Answer "yes" and the party will enter battle to obtain the corresponding prism. The following is a guide to each trial: [Trial #1: Nova Key -> Nova Prism] Keep to the walls. By now, any Snipers you have will make short work of most of the enemies. Retrieve the Nova Prism in the chest and take out the rest of the goons. [Trial #2: Earth Key -> Ice Prism] This trial features all enemy archers. Use some of your own to take them out. A fairly simple battle. Retrieve the Ice Prism and clean up. [Trial #3: Mana Key -> Mana Prism] Every chest in this trial is a Mimic with the exception of one in the southeast corner, which contains the Mana Prism. To take the Mimics out, position two characters adjacent to each chest, so that one can attack the chest and reveal the Mimic, while the second can chop it down immediately afterwards. Use Spellbind to paralyze the lone Brigand to buy time and retrieve the prism. [Trial #4: Chaos Key -> Chaos Prism] This is a thinking man's trial. Use Roman Fires and Phase Shifts to wipe the golems out on the first level. Push the triangle button on the game pad to view the overhead map. Push the southeast crate on the first level to the intersection of the path to the chest. Take the golems out on the second level as you go along. Move any magic users with Spellbind and a couple others on to the second level. Push the crate on the second level one square to the north. Destory the Gold Golem on the third level when it attempts to come down to the second level, the remaining two golems on top will stay where they are. Move the magic users to the third level and have someone push the crate on the second level atop the first crate. Spellbind one of the golems on the third level to buy time to push the last crate down to the second level. Once this is done have someone push this last crate one tile to the north so characters on the top level can climb back down. If your magic users are short on MP, have someone stand on the third level to lure the last golem towards the edge once it recovers from the Spellbind. Quickly climb down, push the last crate to the north and down to the first level. The last golem should be stuck on the third level and the three crates should resemble a staircase. Retrieve the Chaos Prism from the chest and take out the last golem, which should be within attack spell range. [Trial #5: Logos Key -> Logos Prism] Advance your characters single file and keep to the walls! Wait for any flyers to approach and take them out with arrows, while using your fighters to take out the rest. The Dark Mages can be annoying, but can be taken out with arrows fairly easily, however be warned that your archers will be within the Basilisk's range when they go after the mage. Have any Ninja's cast Perfect Guard to protect them. [Trial #6: Heaven Key -> Heaven Prism] This battle is easier than it looks. Follow standard procedure. Put two fighters up front, followed by Snipers, then magic users, and healers. Use arrows against everyone, magic against Dumas and Dallas, and bum rush the Landos and Sabinas. Leave one Evil Statue standing while retrieving the Heaven Prism from the chest. Once all six prisms have been obtained, visit the Dojo again and Ash will be allowed to advance to Vandalier status. Once this happens, have a whomping good time! Follow the rest of this guide if you want to fight "fair", otherwise, Plasma Wave, Life Orb, Plasma Wave, Life Orb... :-) [Location: Fort Gareth] Here, the party dukes it out with Kane for the final time. Ash doesn't want to shed blood as he doesn't know who the real enemy is (Kane or Dolf), but Kane doesn't care as he has always hated Ash since officer training school and refers to him as a "son of a traitorous dog,acting like one of the elite". Follow standard procedure, the battle with the crimson soldiers isn't all that difficult. Kick one of the boulders into the double doors to open them. When this occurs, Xeno appears and transforms Kane into a Black Knight in exchange for his soul. At this point, Kane is able to cast the Plasma Wave spell, a really powerful spell that hits everyone in your party. However, Kane only has enough MP to cast the spell twice. Use the Holy H2O or have one of your Archbishops cast Supreme Healing to recover HP for everyone. [Items]: There is a Necklace in the manhole located in the east. After defeating Kane, the party will receive Kane's sword, Caliburn. [Location: Cobalt Beach] Voices in Ash's head call him a traitor. It seems Vandal Heart is using Ash's past to take control of his soul. Ash recovers and the party is met with a battalion of Grendadiers and Centurions. This is a relatively simple battle, however don't forget the bats' ability to paralyze targets. [Items]: There are three chests. The southwest one contains a Life Orb. The one in the east contains Holy H20. The last one in the northeast contains Ragnarok, which is one heck of a battle axe with an AT +39! [Aftermath]: More voices enter Ash's head, while Clive appears from nowhere to check on the party. Vandal Heart takes momentary control of Ash's soul and has Ash strike down Clive. Ash recovers and attends to Clive, who at this point reveals the true story behind Ash's father 18 years ago... Ash's father Aldor Lambert helps Arris the Sage escape, but Clive discovers their location and asks Aldor to surrender the traitor Arris. Aldor refuses and tells Clive that it is an evil plan to ensnare Arris. Clive doesn't listen and challenges Aldor to combat in which Clive wins. It was only several years later that Clive realized Aldor was correct. They were using Clive to sabotage the new government. Learning the truth, Clive attempted to make a public announcement, but the person who deceived him already died in the war and so he kept silent to keep the peace. Clive informs Ash that Aldor was no traitor and tells Ash to believe in himself. Zohar hurries the party to return to town to save Clive's life. Eleni consoles Ash, saying Clive will soon recover. Here Ash begins to think he is in no condition to continue fighting and that he can never forgive himself. Eleni counters by reminding him that Aldor, Clive, and everyone else is fighting for a better tomorrow and that he must continue the good fight his father died for. She continues to tell Ash that he mustn't use guilt as an excuse to avoid responsibility. Ash takes Eleni's words to heart and is convinced he must fulfill his father's dying wish. Eleni notices Ash's Ocarina that he used to play when they first met. Ash explains it was given to him by his father, who he has always hated, but couldn't get himself to throw the musical instrument away. Apparently during all those years, a part of Ash never stopped believing in his father. [Location: Capital Shumeria] The party finds a gang of monsters attacking the the imperial soliders. A surviving solider informs the group that Dolf took the Flames of Judgement and holed himself up in the great temple three days ago. He said something about a magic ceremony to destroy the rebel army. After that, the monsters appeared. Zohar offers the explanation that a powerful negative force is wielding the Flames and the resultant dark energy has created a vortex to some dark and evil dimension, homeland to the monsters. [Battle #1] Xeno appears to battle the party. Remember all those times Xeno placed monkey wrenches in the machinery and ran away? Now is the time to pay him back! Xeno surprisingly isn't all that powerful and the battle is not difficult, although be wary of those darn warlocks and keep in mind Xeno has a couple of nasty spells. During battle, Amon says they will fight to the death to win, but Dolan rebutts and says they will fight to live. After all what good is victory if they die. Sara intervenes and suggests to Amon he has another good reason to live :-) Amon asks if it's a promise, to which Sara calls it an "incentive". [Items]: A Mojo Robe can be found in the manhole nearest the party's initial position, which a Gold Axe can be found in the manhole in the east. A Runewand is obtained after defeating Xeno. [Aftermath]: Zohar explains that Xeno was a man just like any other man, that mankind has an insatiable desire for knowledge and truth. But Dolan counters with the statement that not everyone kills for that desire. At this point, the party is given the choice of continuing or returning to town to resupply. If you have Wyrmfangs, have your flyers equip them. Also, have a couple characters carry Holy H2O. [Battle #2] The party reach the temple where Dolf is located. Dolf is impressed and says he underestimated the party. Ash tells Dolf that if he continues whatever he is planning, everyone will end up dead and asks Dolf if he wants to be the ruler of a kingdom of ghosts. Dolf says it is neither power nor glory that he seeks, but rather revenge for his father Arris! Yes folks, Dolf is the son of famed Arris the Sage. Dolf continues, saying his father was the greatest patriot in history, but he was used and then thrown away like a lump of coal, with his place in history forgotten even as the people enjoyed prosperity that was hard won with his blood. Dolf vowed to take revenge on those people who forgot his father. It was then that Dolf met Xeno and learned of the Flames of Judgement. Zohar calls Dolf a fool for using such power for petty revenge that he would destroy the world to settle his own puny debts. Dolf retorts by saying the world can only be cleansed with fire. Ash claims Dolf is wrong by saying that although the world may be wicked, life itself is precious. That every man contains the potential for both good and evil, love and hate. Ash claims that while Dolf would exterminate mankind for their sins, he would fight the Gods themselves to save them. Dolf interjects and counters with the question, "how many souls have you yourself released from their corporeal bondage"? At this, Dolf summons a swarm of monsters on his side. Follow standard procedure and have some Holy H20 on standby. Have any Enchanters move up and cast Salamander. Then move your flyers up to release the power of the Wyrmfangs. Have any Archbishops cast Holy Pressure and move any Snipers to take finish the initial round of attack. Have a Ninja cast Perfect Guard or use Iron Boot on one of the characters who moved ahead for protection. This should hopefully take out about half the enemy forces and make things a lot less messier. Dolf is initially a Doom Lord who is heavily armored. A combination of magic and arrows followed by physical attacks should take him down. Once Dolf is defeated the first time, he will then transform himself into a Dark Angel with the ability to cast some nasty spells. Use Holy H20 and unload with everything you've got. [Aftermath]: Ash informs that he knows Dolf better than he thinks and tells Dolf that after revenge is taken, nothing remains but a painful scar. He goes on and suggests that with his genius, Dolf could do much to help rebuild the country. Dolf scoffs at this, saying the country was headed for annihilation anyway and that he was merely accelerating and purifying the means of its destruction. He goes on to say now the world shall be judged as was his father. Zohar senses what Dolf is about to do and shouts for him to stop. But it is too late, Dolf activates the Flames of Judgement and tells it to devour the souls and the world. A void is created and slowly expands. Ash uses Vandal Heart to disperse the power of the Flames. Ash jumps into the void and successfully closes the void. But in doing so, he disappears from the world... ****************** End of Act VI: A Fool's Epitaph ******************* ***************************** Epilogue ******************************** Ash, gone from this world, was never to be seen again... With Hel and Dolf gone, the Empire quickly crumbled. Ishtaria was once more set back on the path of democracy. However, the wounds left by the empire were deep indeed. As a result of the purges which left many dead, the new government faced a difficult task indeed. In the country side, thieves still make their own laws and only the strong can survive. Ultimately not much changed since before the war started... People still must make their way by force of their will. It is only when the people lose this will that evil is able to flourish and take power. During this time, Ash's friends begin to drift away... *********************************************************************** As written in Eleni's diary: Dolan became a statesman and helped to rebuild Ishtaria. Kira took off by herself on a journey of self-discovery. Clint, new head of the SDF, waited for her return. Diego returned to Kerachi to continue the family business. Amon becomes Darius' apprentice machine maker. Sara got a job in a nearby bakery to be close to Amon. Grog and Zohar sailed all over the world together. I still sometimes get letters from far away lands. Huxley is always at home working on his stamp collection. The days go by one after the other...and endless procession of tomorrows, but nothing new to write about... Eleni is at her desk and stops in the middle of her diary to ponder what to write next, when she hears a familiar melody being played from an Ocarina outside her room... ******************************* THE END ******************************* |
Please note that A.P.I shall not be held responsible for the accuracy of this article. |
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