1)BBBBBC******************************************************************** ******/||***||******************||***************************_______ *****//||***||******************||***************************_____ / ****//*||***||******************||*******************************//* ***//__||**_||********___***__*_||_*******__**___***__**___*****//** **//___||*/_ |\\**//*/ _ \|/_ \_ _||*|||/_/*/ _ \|/_/*/ __/***//*** *//****|||(_||*\\//*| __/|/*\|*||*|\_/||/**| __/|/***\__ \**//**** //*****||*\__|**\/***\___/||*||*||*|\__/||***\___/||***/___/*//***** ******************************************************************** Adventurers! 7 -- War Of The Eternals FAQ by BrainWeasel@att.net Special Thanks to karnblade7@hotmail.com Version History: 1.0 -- 1/19/00 1.1 -- 3/8/00 Added Bugs section Fixed typos in Disc 1 walkthrough 1.1.1 -- 3/27/00 Added new codes 1.2 -- 7/3/00 Added Disc 2 Walkthrough Fixed mistakes in Characters section Added Khrima bug 1.2.1 -- 10/11/00 Tested codes, removed faulty ones 1.3 -- 1/22/01 Added Debug Room section (thanks XTboi!) Contents: 1. Overview 2. What's New 3. Characters 4. Equipment 5. Items 6. Walkthrough 7. Secrets 8. Codes 9. Bugs -------- Overview -------- Hey everyone! Welcome to my Adventurers! 7 FAQ! I think this has to be my favorite game of all time, despite its shortcomings. When I played it the first time, though, I had a really hard time with it (although not nearly as bad as Adventurers! 3... ^_^) so I decided to make this FAQ to help out people like me who might walk away not having enjoyed this wonderful game. If this is your first Adventurers! game, here are the basics of gameplay. At any time, you control a party of up to three characters. They will have to explore the world in the form of maps -- town maps, dungeon maps, and world maps. Some things are the same on all maps; for example, the directional keys always move your party around, and the L1 and R1 buttons always rotate your view. However, as you might expect, town and dungeon maps are much smaller than world maps, and random battles only occur in dungeon and world maps. Most of this stuff is pretty intuitive after a few minutes of play. Your main objective is to stop Khrima's evil plans, as usual, but there are also smaller tasks to complete along the way that are not related to the plot, but can reward you with extra levels and skills. Along the way, you will fight battles against Khrima's forces and random monsters. Battles are turn-based, and time will stop during battles to let you choose your attacks. Every character has different battle capabilities, so it's important to plan ahead (or follow the directions in the walkthrough ^_^) and pick the strategically strongest party. On the other hand, don't let your other party members fall behind in experience levels, in case you need to use them sometimes. ---------- What's New ---------- If you've played previous Adventurers! titles, you'll notice a few differences in Adventurers! 7. First of all, Karn's sword skills still have different levels of strength to them, but the strength of the attack is no longer determined by how well you execute a button combination. Now, skill level is selected on a menu, and more powerful attacks increase the amount of time until Karn can act again. Second, you can switch Karn off of the active party! As soon as you get your fourth character, Karn isn't stuck in front anymore, and you can let the other party members level to their hearts content. Watch out, though -- there are times when you must have him in your party, and they usually mean a really difficult boss fight is coming up! Third, you start with the airship this time! No more hunting for the reclusive inventor Sidd and bringing him Adamantiuminite. It will be grounded for repairs, however, from time to time, and its mobility is severly limited. Most of the time you'll only be able to land in larger towns (where you have a reason to be, of course) or on small patches of level ground. Oh well... There are some quirks in the menu system and such, but those aren't really important to note. The only really cool improvement is the ability to make spells default to targeting the maximum number of targets. This is great for most offensive spells, but some status-trigger spells (like Slow) will also target your party, so be careful! ---------- Characters ---------- Of course, Karn and Ardam are back, and, surprisingly, so is Drecker. Unfortunately, Liene is gone (wow, she was hot) but there are plenty of new characters to take her spot. -- Karn -- Fighter -- Starting Level: 10 HP: 240 MP: 0 STR: 25 CON: 24 DEX: 21 INT: 7 WIS: 6 LUC: 18 Starting Equipment: Iron Sword, Iron Armor, Green Pendant Battle Ability: SwordTech As the quest progresses, Karn will have the opportunity to learn more and more powerful sword techniques. They all fall into categories of three, each stronger than the last, but all having similar effects. Stronger skills delay Karn's next turn more, but it's usually worth it! Aerial Tech: Jump-Strike, WhirlyBlash, HitWithSword These do enhanced damaged against flying enemies. Stab Techs: Stab, Dbl-Stab, Multi-Stab These ignore the target's CON. Holy Techs: LghtStrke, X-LtStrke, X-LKSK (???) These do enhanced damage against undead enemies. -- Ardam -- Mage -- Starting Level: 10 HP: 150 MP: 80 STR: 10 CON: 9 DEX: 18 INT: 25 WIS: 22 LUC: 12 Starting Equipment: Pine Staff, Mage Robe, Pointy Hat Battle Abilities: BlackMagk, WhiteMagk, SummnMagk Man, this guy does it all! He's the party's only real magic power. Fortunately, he's got the MP to back it up. Still, don't let him be an excuse not to carry potions. Remember, not all these spells can be learned just by levelling! Black Magic ---------------------------------------------------------- Spell Name | Effect | Cost (for each level) ---------------------------------------------------------- Fire | fire attack | 3, 10, 24, 55 Ice | ice attack | 3, 10, 24, 55 Bolt | lightning attack | 3, 10, 24, 55 Water | water attack | 3, 10, 24, 55 Earth | falling boulders | 3, 10, 24, 55 Wind | wind attack | 3, 10, 24, 55 Plasmanova | holy attack | 88 Flash | blinds enemies | 12 Slow | slows target | 15 Poision | poisions target | 10 Plauge | poision attack | 48 Delificate | swoons target (?) | 32 Undimension | removes target | 70 Drain | steals HP | 22 Leech | steals MP | 2 White Magic ---------------------------------------------------------- Spell Name | Effect | Cost (for each level) ---------------------------------------------------------- Cure | restores HP | 5, 18, 36, 52 Heal | restores status | 14 Life | cures swoon | 25, 62 Quick | speeds up ally | 28 Shield | defense up | 14 Aura | magic defense up | 16 Scan | see enemy's stats | 4 Vanish | evade all attacks | 14 Summon Magic ------------------------------------------------------------- Spell Name | Effect | Cost ------------------------------------------------------------- City Bus | physical attack | 16 Flamasi | fire attack | 128 Poseidon | water attack | 154 Mother Nature | earth attack | 116 Electrical | lightning attack | 134 Holy Serpent | holy attack | 180 Space Dragon | non-elemental attack | 256 Floridon | tastes like orange tang attack | 168 Doorhinge | doesn't taste like orange tang attack | 176 -- Drecker -- Theif -- Starting Level: 10 HP: 210 MP: 0 STR: 19 CON: 14 DEX: 26 INT: 17 WIS: 16 LUC: 21 Starting Equipment: Light Daggers, Leather Tunic, Theif's Wristband Battle Abilities: Steal, Mug Steal is the only way to get some of the most powerful items in the game. Drecker's success at stealing, though, is based on his DEX and LUC, so make sure to boost those near the end of the game. (Here's a hint: you can steal DEX +1 crystals from Grey Furristers ^_^) Mug does just what it sounds like -- drops a giant mug on the enemy. Damage is pretty random, though. -- Gildward -- Bard -- Starting Level: 2 HP: 24 MP: 0 STR: 2 CON: 1 DEX: 4 INT: 5 WIS: 5 LUC: 1 Starting Equipment: Small Harp, Bards' Tunic, Bard's Hat Battle Abilities: Sing, Hide, Medicine These are the most tragically useless skills ever invented. The only somewhat redeeming song Gildward knows is the "Melody of Finite," which is necessary for fighting an Eternal. Heroic March fails so often, it's kind of funny to imagine the entire party just ignoring him. Hide is fun for pros who want to pretend that the maximum party size is two. Finally, don't even bother wasting your healing vials on Medicine. You actually end up wasting two HP of healing -- two HP you'll NEVER GET BACK! ---------------------------------------------------------- Song Name | Effect ---------------------------------------------------------- Berserker Ballad | berserks target Confusion Waltz | confuses target Slow Dance | slows target Melody of Finite | makes Eternals finite Song of Sleep | sleeps target Terror Aria | paralyzes target Heroic March | increases party's stats -- Karashi -- Ninja -- Starting Level: 12 HP: 248 MP: 0 STR: 22 CON: 16 DEX: 24 INT: 14 WIS: 17 LUC: 18 Starting Equipment: Light Katana, Dark Cloak, Ninja's Hairband (??) Battle Abilities: Ninja, Throw Throw is a good way to get rid of all those rare swords that you don't want anymore, but the stores won't pay more than 1GP for. Ninja Magic, on the other hand, isn't very useful, especially in comparison to Ardam's magic. By the way, Hatten-Ku roughly translates to "Secret Ninja Healing Power That Involves Cutting Pieces Off," but they never did really explain how it works... ------------------------------------------------- Skill Name | Effect ------------------------------------------------- 2x-Slice | attacks twice at half hit% Fog | increases evade when blocking Needle | paralyzes target (??) Hatten-Ku | restores a little HP Shadow | increases hit% for next attack -- Spybot 3000 -- Spybot -- Staring Level: 14 HP: 280 MP: 0 STR: 24 CON: 30 DEX: 23 INT: 15 WIS: 18 LUC: 4 Staring Equipment: Iron Hand, Iron Armor Battle Skill: Program This isn't really something you can use in battle. Instead, access this from the Status menu to program Spybot with various battle abilities. The number of abilities you can use at one time increases as Spybot's INT increases. ------------------------------------------------ Ability | Effect ------------------------------------------------ Auto-Repair | recover HP slowly Counter | counter attack when damaged Cover | take damage in place of an ally Hard Slam | paralyzes target randomly Hit Up | increases hit% Long Range | same damage from back row Shock Fist | add lightning element to attack Weak Point | increases critical hit% -- Tesla -- Tracker -- Starting Level: 22 HP: 387 MP: 0 STR: 26 CON: 20 DEX: 41 INT: 21 WIS: 16 LUC: 19 Starting Equipment: Short Pistol, Tracker Vest Battle Skill: Aimshot This attack makes Tesla's turn come around slower, but boosts her hit% up to about 99%. It's good on those annoying dodge-everything bosses. -- Chookie -- Chookie -- Starting Level: 1 HP: 30 MP: 5 STR: 4 CON: 3 DEX: 4 INT: 1 WIS: 1 LUC: 1 Battle Abilities: Brawl, Cuteness These physical attacks could be useful if someone with a decent amount of strength used them. As it stands, you can save every STR+ crystal in the game and feed them to Chookie and they'll still do squat for damage. Cuteness supposedly has random beneficial effects, but hell if I've ever seen them. But it doesn't matter, because it's so -cute-... ^_^ Skills: Chookie Punch, Chookie Strike, Chookie Fury (effects unknown) ----------------------- Equipment (In progress) ----------------------- Swords --------------------------------------------------------------------- Name | Added Effect | ATP | HIT% | Cost --------------------------------------------------------------------- Newspaper | witty and informative | 6 | 99 | 25 Iron Sword | | 15 | 85 | 400 Giganto Sword | | 32 | 69 | 1200 Time Sword | randomly casts "Slow" | 29 | 104 | 5000 Kh'inarak | fire elemental attack | 35 | 92 | 5800 Gold Sword | looks pretty | 38 | 91 | 7200 Silver Sword | strong vs. undead | 40 | 94 | 8400 Grand Blade Sword | | 48 | 93 | 12000 Green Dragon Sword | strong vs. green dragons | 50 | 96 | 14000 Violet Blade | strong vs. violets | 56 | 94 | 19000 Blood Blade | drains HP | 65 | 82 | 27500 Negative Sword | stats by karnblade7 | 105 | 255 | N/A Guns --------------------------------------------------------------------- Name | Added Effect | ATP | HIT% | Cost --------------------------------------------------------------------- Short Pistol | | 25 | 98 | 6900 Freeze Pistol | fire elemental attack | 32 | 97 | 14500 Bolt Pistol | earth elemental attack | 32 | 97 | 15500 Orange Tang Pistol | wind elemental attack | 32 | 97 | 16500 ------------------- Items (In progress) ------------------- ------------------------------------------------------ Item Name | Effect | Cost ------------------------------------------------------ Healing Vial | restores 50 HP | 25 Healing+ Vial | restores 200 HP | 500 Full Healing Vial | restores all HP | 3000 Magic Vial | restores 50 MP | 50 Magic+ Vial | restores 200 MP | 800 Full Magic Vial | restores all MP | 5000 Life Vial | cures swoon | 600 Herb | cures poision | 50 Eyedrops | cures berserk | 100 Purple Gumdrop | cures mute | 100 Piano | you can play it | 1 STR+ Crystal | increases STR by 1 | 50000 (can't buy!) CON+ Crystal | increases CON by 1 | 50000 (can't buy!) DEX+ Crystal | increases DEX by 1 | 50000 (can't buy!) INT+ Crystal | increases INT by 1 | 50000 (can't buy!) WIS+ Crystal | increases WIS by 1 | 50000 (can't buy!) LUC+ Crystal | increases LUC by 1 | 50000 (can't buy!) --------------------- Walkthrough -- Disc 1 --------------------- A. The Throwing Competition. The game picks off right where Adventurers 6 left off; still celebrating their decisive victory over Khrima, our heroes are resting their heels in the town of Hortana. Drecker will notice a poster for a throwing competition and mention it to the rest of the party. If you're an RPG veteran, just do the traditional start-of-game equipment purchasing and then head to the square for the contest. Otherwise you may want to take the time to explore the Beginner's Academy and get acquainted with the game. The contest is a little mini-game; line up the crosshairs with the D-pad and hold down the circle (O) button for power. Too little or too much and you'll under or overshoot. You'll get a reward depending on how well you do, and you have as many chances as you want to do well. Get extra points by hitting the R.MOR BIRD that flies across the screen. Points Reward 0-50 500 GP 51-100 1000 GP 101-150 1000 GP + Evade Ring Regardless of how well you do, the contest will be taken by the lovely ninja Karashi, and Drecker will be taken with Karashi shortly thereafter. After a little bit of character development, you'll have your first new party member. Of course, the whole contest was just an elaborate hoax to draw you out into the open, and who else should pop out to challenge you but our old friends, Kemmit and Meck. They should pose no real threat to you, especially since they're pretty much the first battle in the game. Karashi must be in your party for the battle, and she comes with her own throwing stars, but I suggest you save them for later. I just like to take Karn and Drecker and hit them over and over until they run away. When you beat them, they'll make an empty threat and let slip that Khrima's back and gunning for the heroes. Then they'll scurry away. After a quick wrap-up, you'll have your airship ready for launch and half a continent to explore. B. The Budding War. As you fly around, you should quickly discover some intense fighting encircling your position. The battles are so active that you can't even fly past them. This limits your range to exactly four towns: Hortana, Lokar, Gelucks, and Rindongale. Each of them is under attack by a different force, but all of them will tell you that relations with their now-enemies were peaceful up until about yesterday. Some soldiers will also say that they saw monsters in the enemy ranks. It shouldn't be too hard to guess who's behind this. To fix things, you'll need to head to Lokar, whose military is being routed by the forces of Hingon. Find the King's room and talk to him, and he will ask you to assist his troops. Once you agree, you'll be able to stay in the castle's barracks for free, and you can buy new equipment from the armory. Be sure to pick up the Giganto Sword for Karn. When you're ready, leave Lokar Castle and walk north to join the battle. The battlefield will be covered with human soldiers in stalemates with each other. Ignore them and search out the monster captains, who are standing alone around the back of the map. Some of the battles can be tricky, especially if you haven't levelled any yet. However, most of the monsters are wearing armor that gives them a weakness to lightning. Bring Ardam along for an easy ride. Once the field is clear of monsters, the remaining forces will retreat into nearby cave hideouts. Follow them to do battle with the monster captain, the Eyebeast. The Eyebeast has a lot of HP, poisions your party with its normal attack, and can pick up party members and club other party members over the head with them. Karn's physical attacks are useful here. If you want a really easy time, have Ardam cast Flash and blind the Eyebeast (it'll almost always work). Once you beat the Eyebeast, most of the warring will stop, but your airship will have been damaged in a raid. You'll be footing it for a little while. However, you can now cross through the mountain pass to the north into Hingon. C. The Time Dome Head to Hingon Castle first and talk to the king. He will tell you about how a monster had replaced his chancellor and went to war with Lokar while he was in the privy. To try and make up for it, he'll tell you about an ancient tower, the Time Dome, that lies deep within a thick and dangerous forest. Yes, you now have to go there, just because someone told you about it. Make sure you have the latest equipment and head out to the northwest. The Time Dome dungeon is pretty straightforward, and there aren't any bosses to speak of. At the end, you'll stumble upon an ancient, functional, unplundered (hrm) time machine. It makes you wonder; if the ancients had a time machine, why didn't they go back in time and do something about whatever caused their civilization to die out? Anyway, you get to try the time machine out yourself. The controls are buggy, though. First, you'll blink about twenty years into the past for a glimpse into Khrima's past, then you'll suddenly be thrown into prehistory, where you have to fight a T-Rex. This can be a tough fight if you only have physical attackers. To prepare, I suggest putting everyone in the back row and making sure Ardam can cast Ice2, at least. The big lizard, being cold-blooded, will be weakened severly by cold attacks, such that three or four castings will keep him from doing damage at all. Once that is over, you'll return to another part of the Time Dome, where you can acquire the Time Sword by solving the clock puzzle. If you don't want to think about it, then the solution is to move the minute hand fourteen minutes back. Finally, make another linear dungeon crawl out of the Time Dome. D. Gred Tower. Gred Tower isn't so much a tower as it is a pyramid. Still, whatever makes the townspeople happy... When you return to Lokar for your airship, everyone will be talking about Gred Tower and the mysterious, powerful artifacts it is rumored to hold that might even be able to challenge Khrima's power. It's what's called a hint. Anyway, you'll need to fly over a short mountain range, find a patch of grass to land on, and walk over some desert to reach Gred Tower. At the entrance, you'll be introduced to one of your new party members, Killer Evil Death Spybot 5000 (the default name screen name is Spybot, but I like to use KEDSie ^_^). He (it?) will introduce himself (itself?) and offer his help in making it past the technological dungeon. You really don't need me to walk you through this -- just follow KEDSie's instructions and you'll get all the treasure and make it out safely. After a while, you'll reach your goal, the Magitoaster. As you leave the tower-pyramid, however, it will come to life and morph into Toast Wizard. For this battle, you must have Spybot in your party. If you're smart, you've been learning Shock Fist all the way through the techno dungeon, since most electronic enemies are weak against lightning. To really unbalance the fight, get Ardam to cast Bolt2. Other than that, the battle is no different than any of Gred's grunts. E. The Chancellor. Return to the town of Hingon. You will find that you are unable to enter the castle, and the townspeople will suddenly be talking about the horrible oppression under which they are suffering. It seems that a monster had -wanted- to replace the chancellor back in part C, but had caught a cold and waited until now to actually do it. Now the king is imprisoned and Khrima is on the way to claim the city as his own. You're going to have to find a way to sneak into the castle and rescue the king. Don't ask how simply rescuing the king will make Khrima suddenly respect his sovereignty; it just will. To get into the castle and save the king, you'll need to find the Gold Key, which will supposedly let you enter any door in the castle. You'll need to talk to the farmer, the pirate in the shipyard, and the wealthy man wandering in town, in that order. He'll break down and give you the key. Before you go on your infiltration mission, be prepared for combat and buy the newest equipment. Also, now that the docks are open, search the barrels behind the shipyard office for the Red Blade Kh'inarak. After night falls, you will sneak over the back wall of the castle. The jail is in the south-western tower. On the way there, as you may expect, you fall into an ambush. You will fight ten running battles on the way to and from the prison. None of them should pose much of a challenge. This, of course, begs the question of why you're running from them, but hey. As you ascend the tower, the King will lead you out through a secret passageway and then through a cave filled with deadly traps. Slowing down to fight battles at this point is really a better idea than running into these traps. Once you make it out the other side, the enemy will stop pursuing you, and the King (mysteriously unscathed) will reveal more about Khrima's newest plan to take over the world. Hingon and the cave of traps are now closed to you, and they'll have siezed your airship for the time being. You'll find yourself on the other side of a mountain range, with no way to return to where you were. You'll have no choice to proceed west through the plains. (Incidentally, the King you just had to save apparently just wanders off now. No one really knows if he makes it back to his castle okay, since it gets blown off the map pretty quickly.) F. The First Encounter With Eternion You should know something is up when you start to walk through a narrow mountain path, which you cannot avoid, and the party screen comes up with Karn stuck in front. It doesn't matter too much who you pick, but I'd suggest not putting Gildward in to start. Whoever you choose will be walking along pleasantly when a big guy with an evil-looking flaming mask flies up. This is Eternion -- remember him, you'll be seeing him alot. Listen to his expository dialogue; it seems pretty cheezy, right? Like he's another Kemmit? Well, when his first attack knocks your entire party down to 1 HP, he'll start to seem more like a final boss. All attacks against him will miss, and spells will heal him. The battle will pause for more exposition, when, suddenly Khrima shows up, and apparently doesn't take well to being usurped. Your two secondary characters will retreat, and Khrima will join your party. Eternion and Khrima will beat on each other for a while -- Karn's attacks are still useless, so take this opportunity to use some cure potions. After a drawn-out stalemate, Eternion will morph into Eternity and cast Void Thunder on Khrima. It's a little bit of overkill, since party members can only have 9999 HP at most, and Void Thunder does 50000-some damage. Still, it looks cool. As Khrima sinks, wounded, who should run up into the second party slot but Gildward. Gildward will then sing a new tune, the "Melody of Finite," which does 8000+ damage to Eternity, morphs him back into Eternion, and lowers his physical and magic defense. Karn will now do decent damage; however, Gildward's song won't damage Eternion any more. Also, if Gildward was in your party to start, he'll still have 1 HP. Khrima will somehow heal himself, and alternate between casting Wave of Darkness and using the strange yet powerful skill, Unusual Mallet. I guess an ordinary mallet wouldn't work on an immortal or something. Anyway, Hide Gildward, attack with Karn, and let Khrima tank. You should have no trouble. After the battle is over, your party will receive a mere fifteen experience points, or ten if Gildward survives. If you've been playing him the way I play him, this will make him level up three times. Once you win, some automatic scenes will teach you a little bit more about Eternion and Khrima's motivation. Khrima will fly off, your party will wander away, and Eternion will break free of his bonds and flee once you leave. This is the end of Disc 1. --------------------- Walkthrough -- Disc 2 --------------------- A. Flatland Tower. As the disc begins, the party members will be lounging around a campfire, slightly north of where you fought Eternion. The group will discuss how they are trapped on the little stretch of plains nearby; the cave of traps is now sealed over, and the only other thing withing walking range is Flatland Tower, an airship lighthouse which has been abandoned since the last war. Suddenly, a bright red signal appears in the sky for a few seconds, tracing out the symbol on the side of your airship, the Crimson Wing. After a little deliberation, your party realizes that the crew of your ship must have escaped from Hingon, and decides to return the signal by using the equipment which is still hopefully on top of Flatland Tower. Flatland Tower is, without question, the most annoying dungeon in this game. It spans twenty floors high, and each floor is a door puzzle whose solution is either as simple as pushing the button next to the door or so mind-boggling as to... well, boggle the mind. Furthermore, Khrima must have prepared for this eventuality, because the boss of every floor -- and I mean every floor -- is your old pals, Kemmit and Meck. I think they might get ten more hit points each time you fight them or something, but, although they'll tell you about how much stronger they've become, it never seems to show. Anyway, most of the puzzles are easy enough that you shouldn't need my help even if there weren't plaques on the walls telling you how to solve them. However, here are the tips for the worst levels; Level 6. You'll enter on the south side of the tower. Check the wall on the left for an air duct. If you miss it, the doors will lock behind you and you'll have to fight a series of powerful robots, who are strangely immune to lightening damage. Maybe Khrima's learned how to properly ground his robots. Level 17. This level is an infinite series of four-doored rooms. If you go far enough in any direction, you'll end up back where you started. The easy way through is, once you hit this level, to immediately turn around and walk out the door you came in. The stairs that took you here will bring you to level 18. Fortunately for you, there's no extra boss or anything to fight on the roof. You'll send your signal and then automatically exit the tower to go meet the airship. B. The Bindomatic Saga. Again, the narrow mountain pass between you and the airship should warn you that something's coming. Of course, no one will mention that Eternion is missing from where you left him tied up, but that's not what's important. It seems that Kemmit and Meck's real mission was to delay the party until Khrima could get a plan together. As Karn wanders off in front, Khrima sneaks up behind him and somehow secures him in a large binding contraption pulled from out of nowhere. He rants a little about his reaffirmation of supreme villanhood (Eternion must have rattled him) until the rest of the party catches up. Khrima will talk a little about his motivations and his past, and then will challenge the rest of the party to battle. Pick three and go; I like Ardam, Karashi, and Drecker. Khrima will case Wave of Darkness and make some weak physical attacks. If you use Ardam, remember to de-equip the Holy Robe you found in Gred Tower, or Wave of Darkness will do major damage to him. On the other hand, feel free to use Holy Serpent to kick his ass. Khrima also has some neat stuff to steal, including the powerful Rolex accessory. After you're done, Karn will be mysteriously free, and you'll have your airship back. Khrima will fly off to the west, seriously injured. You're free to explore for a while, so head across the ocean to the near continent and search the towns for some powerful restoratives. Then return to Hortana for some R&R. By the way, if you go back to where Hingon was, only a smoldering crater remains. The only real explanation is that your airship did that while escaping, which makes one wish that the airship would help your party in world map battles. C. Battle Of The Bards. As you disembark from the airship, most of your team members will wander off in their own directions. Direct Karn to the Inn for a room. The scene will change to Karashi receiving a mysterious letter, asking her to meet someone at the entrance to the Wind Temple there in town. Head to the Inn to pass time, and you'll trigger a little scene in the Inn room between Karashi and Drecker. Once night has fallen, head out to the temple, where none other than Gildward awaits. After some awkward conversation, a lulluby begins to play, and both characters fall asleep. When you come to, you will find yourself confronted by an evil-looking bard named Dirlend. After a little bit of exposition, he will release Gildward for a boring one-on-one boss fight. If you have trouble with this battle, try Ailment Medley -- poision does more damage faster than any of Gildward's attacks. Just as the battle seems won, Gildward will trip, leaving him open to attack. However, as Dirlend comes to strike, Karashi, who has taken this opportunity to free herself, comes out of nowhere and teaches Dirlend new words for pain. Our heroes then stuff him into a sack and dump him outside the town limits. D. Returnion You thought that was all of Gildward's plot for a while, didn't you? Well, as Gildward, you now have to return to the Inn, where a shadowy figure kidnaps you. (He gets kidnapped quite often. Maybe he should bathe less.) At about the same time, Karn will receive a letter inviting him to the Kirkolf Ruins just south of town. Since you're going alone, you don't get to take the airship, so leave town and make the short jaunt south. Once there, you'll run into Khrima, and neither of you will be happy to see each other. As you banter, a mysterious symbol will appear on the ground, and Eternion will appear. He will display Gildward, bound to a pillar a little ways away, and then prepare to destroy both you and Khrima. This time, however, he will be thwarted by a being who looks a lot like Eterntion, only less evil. He will warn Eternion of the consequences of his actions, meanwhile mentioning things like Eternals and the Council. Pay attention, because the rest of the game will only get more complicated from here. Both of the Eternals will disappear and Khrima will steal away quietly, leaving Karn and Gildward to travel back to town together. E. Blanc's Revenge Had enough bosses yet? Hopefully not, because, as soon as you get back to town you are approached by the martial artist Blanc, who expresses the increasingly common desire to destroy all of you. More walkthrough coming soon! ------- Secrets ------- Submitted by karnblade7@hotmail.com: There's a really strong weapon for Karn, the Negative Blade, that you can get if you rotate every flower pot in the game ninety degrees. Make sure you search every single house as soon as you can, because several towns with flower pots get destroyed in the course of the game. Submitted by pr0nelemental2k2@yahoo.com: Apparently if you go to the top corner of the inn in the first town and stare at the wall for 45 hours you can get a sword called the Astral Sword that does 9999 per hit all the time and always hits. i never got it myself because the CD melted after 38 hours. ----- Codes ----- All of these codes were tested with an American release of the game. No guarantees are made for other releases. Infinite HP (turn off while saving): 800938E9-270F 800938EC-270F 800938EF-270F Infinite GP: 80091A82-05F5 80091A83-E0FF Get 60000 EXP after battles: 8009466B-EA60 Walk through walls (buggy!): 800383DB-199D 800383EB-199F ---- Bugs ---- Submitted by karnblade7@hotmail.com: Here's how to get Khrima in your party--permanently! Save a game on the world map, and then enter the menu screen. Change your party to Karn, Gildward, and a character you don't mind replacing (I like Chookie). Then, just as you exit the menu screen, open the CD compartment. It should stay faded to black, trying to read the CD. Hold Left on the D-pad, the X button, and both R buttons, and close the cover again. Quickly walk around the world map and get into a battle. Surprise! It's Eternion! Don't worry, though, it's only the cinematic. Your third party member will be replaced by Khrima, who will immediately be hit with Void Thunder. Gildward will then use the Melody of Finite and the battle will end. You -must- have Gildward in your party, or the battle will go on forever... As soon as the battle ends, head to an inn and stay there. Khrima will be healed. You can't control him, but he has some very strong magic, and automatically casts Float on himself in battle. Remember to save in an empty slot, just in case, and don't try to use the change party screen after you do this or the game will crash. Also, the effect is cancelled any time your party is automatically readjusted. Do it late enough in the game, though, and you can even bring Khrima in to the final battle against himself! Duplicate Items Trick You can make as many of any equippable weapon as you want with this bug! First, put in your party both Karashi and the character who can equip the weapon you want to dupe. (Okay, so you can't dupe katanas.) Enter a battle with at least three enemies. Wait until the other person's turn is right before Karashi's. Have the other person equip the weapon in question through the Item menu and then re-equip their previous weapon. You _must_ put the dupe item back in the same inventory slot. On Karashi's turn, have her throw the item at one enemy. Skip everyone else's turn and come back around to Karashi. Open the Throw menu, and the item should still be there, like this: Giganto Sword :00 Have her throw it again at another enemy. Then run from the battle. You will have 255 of the item in your inventory (it will show something like 63, but it's really 255). Immediately go to a shop and sell 99 of them -- you'll end up with 99 left, and the other 57 will disappear. Now this effect can safely be saved!cated from here. Both of the Eternals will disappear and Khrima will steal away quietly, leaving Karn and Gildward towB R$j!=gi{ 'Nacv!,=JU_akuP R  # # %    $-/jl  3SU (*acBvFzGp55q 7`RLD  , 5 < E N W ` i r t L"L"N"f"y""""""""""""#%%N%}%%%%&:&l&&&&&'%'.'5'>'G'P'Y'b'k'm'''''Q)S)))) *;*c********++++!+*+2+4+^+`+w+[,],,,,,#-R-{----...2.F.O.V._.h.q.z.......e/g//////////////Z11111111?22223R333"4g44485~556 66W666(7n777778&8;8=8u8889I9~999:N::::::;`;;;)<l<<<<<<<=?o@q@@@@@@@AC0DDDDFcHIJKLLLyNORR;S;S=SMSS|TT$U`WXXX`Z\]]`aabccdd!fgijkkkkkkkl nn:qr5sototuu/uvBxyz{{{e}Ot ""6(1:<bxzˆ335[jy׉$&,288:`ty{46KM$&,28  0Courier Newould still be there, like this: Giganto Sword :00 Have her throw it again at another enemy. Then run