Legionwood: Tale of the Two Swords

Legionwood: Tale of the Two Swords

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Official Walkthrough
By Dark Gaia
Official guide for the Definitive Edition of Legionwood. Kindly contributed by Kimo Lange.
   
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Front Matter
Legionwood 1 – Deluxe Edition Walkthrough

By Kimo Lange

You may distribute this freely, but please cite the Author. This “walkthrough” is meant to offer advice on the Deluxe Edition freeware version, not necessarily hold your hand in easy areas or apply to other versions. While this game is challenging and your party might die on occasion, careful exploration will increase your party to the levels you need. I have done my best to document my experience, so I am sorry for any errors.

Important game notes:

· You can always save when on the World Map.

· Gaining a level will resurrect and fully heal HP/SP for a character. Using a save/heal crystal will resurrect a character.

· Don’t forget to reassign Attribute Points (AP) as you increase each level.

· The various “trapped soul” items you find have specific abilities so use them as appropriate. They provide a 5th target for the enemies but have relatively low HP.

· Sidequests are “optional” to the story line and are detailed at the end for people who don’t want a spoiler … yet.
Chapter 1
Travel from Upperthorne SE to the Selatan Plains. You can stop in the Bat Nest cave East of Upperthorne before entering the plains. Check sparkles in the Mountains due South of Upperthorne for Angel Tears (1 of 7 hidden treasures).

There is a save/heal crystal in the NE corner of Selatan Plains just outside the cave entrance. You might want to return to Upperthorne and spend some extra money on Tech Skills and/or supplies before going through the cave to Charn. Remember to always save when you encounter a crystal or you will possibly regret your decision.

Note: don’t sell too many of the monster drops because someone in a small house will want to trade something for them. You will need to trade 3 wolf pelts, 5 snakeskins, and 2 fish scales. You can “farm” monsters in Selatan Cave for some drops. But do be sure to sell old weapons/armor that have been “upgraded” by treasure chests/drops. After this trade, you can sell most everything you find except keep 1 bear pelt because you’ll need it.

Thoroughly explore the lower part of Charn for any goodies. Someone even has a free rapier for you. Then proceed to the North part of the town for an NPC encounter (Ark) who will join your party. It will be helpful to have Liara (at least) learn an ice spell.

Once you go underground, you need to look for log platforms now to build short bridges to get around the canals. You can exit the canals to heal/resurrect/buy supplies as needed. After a boss-like fight (remember to save at the crystal before you cross the bridge), you will go up a ladder. Explore the south side of the castle, because you will advance the storyline and fail to find a bunch of goodies if you go to the North steps of the floor below the one on which you 1st arrive. If you found the “Castle Key” in Charn, you will be able to open the silver chest in the S.W. treasury room for a Hannalore potion.

On to Hawkshire (via Port Charn) after the King is assassinated. But 1st, you might want to return to Upperthorne and explore the well. There is a Ruby Wedding Ring to be found after defeating a Kraken. Return it to the lady in Upperthorne for a reward (Pin of Creation).

Port Charn: Talk with everyone upstairs and loot the chest before talking to the red hair girl (Alexis) on north side of the floor. You’ll be on the open ocean after talking to her, so you should have bought all the available Elemental based techs before Port Charn. When the boat gets caught in the storm, don’t forget to assign AP before getting caught up in the attacks. Lots of goodies to find, too, so don’t pass up the sparkles. And make sure you’re fully healed before going up the stairs to face a Sea Hydra. By now, you should have found that fishies don’t like thunder. Poison it with a poison dirk (Lann and Alexis are good choices) and it will drop 500+ HP per turn
Chapter 2
Begins with a flashback/dream and you control Lann/Liara’s parents for a short time. The house is a rather easy puzzle that requires you to go upstairs to retrieve items and use them downstairs to proceed. If you cannot figure this one out, it is probably best that you stop playing now. The puzzles just get harder and you’ll need to use your brain power and observational skills (no AP adjustment available for that).

You cannot win the next battle with the parents. A Grudgeholder appears and uses a Demonic Charge spell to build up for the Demonic Purge spell that wipes out a single character. You will encounter Grudgeholders later and find that stun will be your best defense to keep them from using Demonic Purge because it takes about 3 turns to build up the energy.

Shipwrecked. You cannot return to this spot with the save/heal crystal, so make sure you heal here before progressing to the world map area and then to the Aldagard Forest. The next save crystal is on the other side of the bridge. There’s also a guy selling only the basic supplies you might be low on. Hopefully you have Angel’s Tears because the bears can kick butt. But a Green Dragon must be poisoned to win a fight against one of them. Remember that healing crystals also resurrect characters.

There is going to be some back and forth travel across the bridge, so if you want to pass on a chest you see, you will have another chance as you walk by again. You’re going to be in this forest for awhile. Exit this forest section in the NE. There’s a task in forest map 2 that you need a bear pelt (drop) to complete and you get some real goodies from the cart owner. Exit the forest to the north and find a little town of Burkewych. I could never find out how to get to Burkewych later in the game, so get the Malice/Crumble Techs that you need.

As usual, explore and talk to everyone. I found that buying Tech skills is a better choice for some characters than investing in weapons. You do find lots of weapons and armor in chests throughout this game. You should be keeping your AP spent on characters as well as using spices. AP are reversible, but spices are permanent. Do that before you sleep at the Inn where you can save your game progress after each Inn stay in this game.

Sheerbark Ruins. Lots of mimics here that look just like chests. The only bonus of fighting is that they occasionally drop Hannelore (best healing agent in the game). The enemies are what they look like. Use Dark spells on anything that looks angelic and Holy spells on zombies, etc. They can travel together, so some of your spells may heal them if you don’t plan appropriately. Also, there are lots of rock piles that will block your passage. You must go down 3 different stairways to find 3 emeralds (2 of them have riddles) to open downstairs door in NE corner of ruins.

Downstairs on East side: The answer to this simple riddle is one of the letters. Read carefully and Examine the positions of the letters that begin or End the words to determine which of 26 choices you need to Enter. Read the spoilers section below for the answer.

Downstairs on North Side: Guess the value of the prize. Read the spoilers section below for the answer.

Save at the crystal and enter the doors for a big fight. Fire resistance will be helpful. I suggest using 3-4 Blessed Tomes in the first round that will affect the entire enemy party. And then tri-spell, crumble, and keep everyone healed. Your party may die at least once during this battle.

You wake up in the Inn located in Burkewych. You may have to spend money to rest and regain HP for some characters. Look at their stats. Then it’s off to Klaim.

Klaim. As always, talk to everyone. There is a sidequest of exploring a Mithral mine (Ascara mine) to the south of Klaim. Good experience and lots of armor/weapons (the goblin dagger is excellent), and the ending payoff is 1000 coins and a Pin of Creation. If you’re a completionist, then now is a good time to explore the mine. Otherwise, it is time to visit Tremacius Pass in the SE to progress the story line. Make sure you have lots of SP potions (50+) and HP potions won’t hurt either. It’s going to be a long time before you find a store.

Tremacius Pass. Exit from the pass is on the East side. But, you need to blow-up a stone blocking the path and the bomb is in the SW corner that requires a long North-South trip. If you have Alexis equipped with both a Goblin and Poison Dirk, you will usually take one of the enemies out of the action. Keep her agility high and you will usually act first making for one less attack on your party. The muddle spell (Goblin Dirk) even gets you an extra attack by the afflicted enemy if it is successful.

After you save and heal at the crystal, blow up the rock with your bomb, and then get attacked by Merces Latifer on the next screen. After you “defeat” Merces (poison him, power crush him, equip a protect pendant from stun), he will abduct Liana. She will be out of the party for a long time, so you might want to grab some of her equipment like the gold tiara and other armor, accessories, weapons at the save crystal. That Gold Tiara is one of only 2-3 that I remember finding in the game.
Chapter 3 (1)
You are suddenly out of the Pass and in front of the Blackrock Inn in the pouring rain. There is a cutscene followed by a sidequest. I think you can ignore this sidequest and go to the border desert to the SE of the Inn and advance the storyline. But, why miss out on some fun?

Thyrra (shared her room at the Inn) joins the party. Don’t forget to assign her available Attribute Points (AP). So, it’s off to Midwich Prairie to the South of the Blackrock Inn for a side quest or East to the Border Desert.

Border Desert.

This is a simple puzzle. Just watch where the skeleton bones are when you enter each screen. It shouldn’t take more than 6 or 7 screens to find the exit from this area. Explore this next

area for chests and go East when ready. There is a riverbed here. Go North in the riverbed until you see stairs on the left, take those stairs, and then go West until you arrive at the Ancient Monolith and a save/heal crystal. This is the secret passage Thyrra referred to and the reason you entered the desert.

Technopolis Ruins.

You will meet Grudge Holders. They are susceptible to Holy and Fire attacks, but have a lot of HPs. They need 3 turns to charge their Purge spell that will guarantee 1 player will die. When you defeat a Grudge Holder, you will get a Lantern that packs an incredible wallop to an enemy. Don’t forget to use the Fenrir Stone (if you did the Midwich Prairie sidequest) . After all, if that is the character you lose, then the next time you use the stone, Fenrir will still appear.

From the ladder down, go to the right and check the sparkles for a “square disk” which you must have to access the personal quarters. In the North part where there are many beds, you will find a Level 2 ID. Go back to the SE corner of the ruins and use this Level 2 ID in the door you could not unlock before to the right side of where you found the 1st ID. Hey! I didn’t design this game, so watch the attitude. :<) Head North and you will find a save/heal crystal. I assume you have been exiting Technopolis on occasion to save/heal and revive your party members. I was completely out of Angels Tears at this point and they cost 600 coins to buy. Hopefully, you at least have one lantern left from fighting those Grudge Holders. When you encounter them later in the game, stun is your best friend. Climb the ladder after saving at the crystal and you should know, by now, what is next. Crystals are followed by what? Excellent answer. Hold onto your chones. 21000 HP and doesn’t like music so don’t use Earth, Wind, and Fire. Don’t forget Fenrir. Up the ladder to the world map and on to Hawkshire.

Hawkshire.

There is a runecraft store, but I have never found them to be worth the amount of money charged, so I just worked with what I found. You also may have noticed that armor and weapons for sale in a city/town are usually found in chests very soon after they are available for purchase. I would spend more money on techs if funds are limited.

After buying what you need/want including the basic elemental tech skills for everyone, go north to the Ascog Castle. Now where was that missing Sapphire needed? You do talk to everyone, right?

After lots of talking by everyone (it’s called story telling folks), you finally get to use those other menu options besides the space bar or enter. You haven’t forgotten that you’re wanted for assassination of a King, have you?

Ascog Dungeons.

Okay, what follows is one of my least favorite parts of the game; a real-time 20 minute challenge. It is possible to finish, but you might fail the first time (I did). Keep the party that is given you and assign AP to Zanthus to balance his HP and other attributes with the rest of the party. Just do it quickly (< 30 secs.) and then make sure his armor/weapons are as good as you have available. If you run into a Grudge Holder, remember to try stun (Pirouette does this a lot). If you keep them stunned, they will not have the opportunity to charge and then cast their purge spell.

There is a key in a chest in the SW corner of the dungeon. After getting the key go East and then North in a counterclockwise manner. The clock is always running even during battle, so don’t get cheap. Spend the SPs needed. Go through the locked door in the NE corner area that needs a code. See the spoilers section below. There are clues scattered around the dungeon (I found one), but who has the time to wander around this floor? I can escape with 4-5 mins. remaining on the clock and with 2-3 encounters with Grudge Holders.

You will find a save/heal crystal in the NE corner of this floor after you get through the door. Quickly save/heal and go through the section/wall just NE of the crystal. It sure doesn’t look like an exit, though.

When you try to go upstairs you will notice the clock disappears when you are attacked. Take a deep breath, relax and prepare for a difficult battle. The minotaur has a huge amount of HP, so poison and stun him while muddling/poisoning the other 2 enemies. But, since the clock is no longer ticking, you won’t need your heart medicine…yet. Remember that you are going to confront Merces and get Liara back from him.

Loot the treasury rooms on either side of the fountain that were previously locked to you. The shoulder pads are one of the best accessories in the game.

When fighting Merces, try to poison him immediately. And then meet Beelzebub. What do you think…poison it too? So…did you see that ending coming?

Now that you have a ship, there is a new merchant in Hawkshire that teaches dual-wielding which means a character can use 2 weapons (but your shield use is forever negated). I am on the fence about losing the ability of using a shield to get another weapon. I gave it to Lann and later to Ark. Time to use your boat and get Liara at Demonhold Keep just South of Hawkshire.

Demonhold Keep:

There is a treasure chest to the right. Open it and leave the keep to save if you want. Then head toward the North by going west first. Kind of tricky, but I guarantee there is an unblocked path. In the NW of this floor is a blue chest which will attack you (Man Eater). The fight is worth the trouble (stun it) because you get a Luck Charm which doubles Experience Points when you need a character to grow quickly (remember you have a 5th person not gaining XP right now). Go South from the blue chest and a room on the right that you could not get to the entry side because of a rock. The chest will have an Ancient Sword.

Back to the hallway and to the south is a stairway leading upward in the SW corner of this floor. Both ways on the floor above are blocked by boulders that cannot be rolled away for access. So is this side path along the far west wall of the floor worth the trouble?

Go back to where the blue chest is and go East. Go south where the path narrows as it goes East and push the boulder until you can enter a room on the East side of the Hallway. This red carpeted room seems to have no exit, but you can walk between the pillar north of the chest and the hole in the floor to reach the save/heal crystal. Then go East, then North to the stairs leading down.

When downstairs you can wander a bit, but you are looking for another save/heal crystal and then go to your West for some serious goodies in a chest and then back East toward the

double doors. If you get attacked between the doors and the crystal, go back to the crystal to save/heal again.

You can stun the Will O Wisp if you’re lucky and physical attacks seem to have little effect. And it casts a lot of buff spells. The Cerberus has lots of HP and is resistant to Earth-based spells. Poison, stun, and use the Tri-power spell on the Will O Wisp. Lots of physical and maybe using a Lantern will work on the Cerberus. The Cerberus has a single attack that will take out a one party member. They’re expensive, but Angels Tears might be necessary to finish this fight. There are better reviver things available later. Don’t forget your Fenrir stone, too.
Chapter 3 (2)
After the cutscene, restock on supplies, get protection from freeze damage, and equipment for fire attacks upon enemies. Then go to the Chilled Cavern on a northern island. Ice protection will be found early in exploring the cavern. There is a Snowed Cottage NE of the island with the Chilled Cavern that sells new techs, including a revive spell, and unique weapons. If you have the money, go to the Snowed Cottage then the Chilled Cavern.

Chilled Cavern

This is a relative easy floor to explore. There are stairs going to a lower level in the NW corner. After going downstairs, pay attention (read them) to the gravestones you encounter. The floor is relatively linear for a few feet, but you’ll need to find a path leading East and then South. Pull the lever you encounter as you turn South. In the SE corner is a blue button that requires a 2-digit input. Do you remember the gravestone information? There is no penalty if you guess wrong the first time. This is sooooo easy, you’re going to have to work for this one. You could go back to the gravestones or guess 100 times. Or just cheat and read the answer in the spoiler section below. Work your way north and save/heal at the crystal before entering the double doors and encountering Undine who is susceptible to fire and thunder, but can also be muddled. Wow, that was surprisingly easy. Wanna bet? Oh, look! A bad guy enters. You cannot win this battle against Terminus. There is a way later, but not now.
Chapter 4 (1)
CHAPTER 4

Hmmmmm. That cutscene didn’t explain anything. Everyone’s dead except Arc and now he’s on his own. Things are going to get tougher with 1 player now before they get easier. Keep healed and use Tri Power spells against the guards. If you find yourself a bit overwhelmed, you can always use a Holy Tome book which is one of the few spells to attack all enemies. After you escape, there will be 1 more fight. Poison Arcanius with a spell or item if you can and hit him with the Tri Power spell. Keep an eye on your HP and SP.

Snowed Cottage.

Several interesting cutscenes follow. Then it’s time to leave after you upgrade any Techs and specialized weapons. Remember there are reserve characters in your party you should be appropriately equipping, too. Then it’s off to the West with an optional visit to Peregrin Canyon on the way to Greenvale.

Port Makir

Not much here, but you’ll need to return later if you decide to do the Pirate side quest. In the Deluxe Edition of the game, you can sail along the Western coast and dock above the

Peregrin Cave. You can then enter the Canyon from the North cave if you want. You are still going to have to walk to your boat whichever choice you make.

Peregrin Canyon

In this version of the game, you could almost consider this to be a sidequest since it can be bypassed by sailing North along the West coast of this island and then going directly to Greenvale. But that was not the designer’s original plan and is considered a glitch. Enter from the South if you want to do this part as designed.

It is advised that you have some protection against Wind, but you’ll find stuff that will help.

After entering the canyon, go East in a rather linear manner. The door directly North is opened after you reach the end of this area and step into the black pentagram circle. You will encounter a Wind Elemental. It should be obvious that wind-based attacks against it will be a poor choice. Poison it first then do your best. It is susceptible to DEF down. Don’t forget to summon some help (you should have 2 stones by now). You can also try to stun the Elemental. Obviously, you don’t want to attack it with your recently acquired Wind Rapier. Personally, I would consider stepping outside the canyon as you return to the West to save your game on the world map before continuing.

Go into the newly opened door directly North of your original entry point. Make sure you climb the 2 vines you find. Exit this rather small cave and take the path to the left. You will arrive at an area with 4 separate stairways. Take the stairway (they all go to the same place) on the farthest West side and work you way East. Save at the crystal and go East for another chest. Enter the doors and follow the linear path until you encounter a save crystal. That must mean when you exit this area … Concentrate on the Treant in the center of the 3 attackers. The Treant will revive the other 2 as necessary. Believe it or not, you can poison the tree. When the Treant dies, so do the other 2. Muddle and stun would be good on the Naiad and Dryad to keep them from doing so much damage. Great drops.

Greenvale

You can get to this town by sailing to the western side of the island from the location of Port Makir. No techs available, but some excellent mythral weapons. You can also by some wind protection that will help in the pass. There is a side quest in this town that does require a visit to Peregrin Canyon.

Mount Pyre

There are several undecipherable signs in this dungeon that require you to find the Rosetta Stone to be able to read them. Go East and circle counter clockwise, then go West as you pass a door with an unreadable sign and then aim towards the SW of this floor. Remember this door location because you should return here after getting the Rosetta Stone (Mountain Map quest from man in Greenvale) so you can learn how to open the inner doors. In the SW corner of this floor, you will find a chest with an Antiheat Pin. From there, go North to find the stairs leading up. Follow the linear path on the next floor until you come to a save crystal. Loot the chest behind you and then continue around the corner with the crystal and follow that path until you find another set of stairs going up. This room looks ominous. You just know something bad is going to happen. Don’t forget to use a summoning stone. Stun also works well. When you defeat the enemy, you suddenly find yourself on the lower floor to watch a cutscene. Then, you have no choice except to go back to Greenvale which has been attacked.

Greenvale Camp

Located just to the East of Greenvale, it looks like a couple of tents on the world map view so it will be easy to find. There is an Inn, Bonus Healing is still being taught, weapons and runecraft are available for sale. The man wanting a map is still looking and he gives you the Rosetta Stone if you didn’t complete this earlier.

Side quest Time?

Both the Pirate quest and Arcanist tower (just South of Port Rhasphodus) can be completed now if you want before you escort Martyn to Makir. No one in the party complains about not going directly to Makir unlike the Greenvale event above. See side quest information below.

Frozen Forest

Travel NE from Greenvale Camp to the wall. The name should make it obvious what protection and weapons you should have/have not equipped.

Travel along this linear path until you change screens. When you see a path going North, ignore it for now (if you want to do the optional Wayside Inn side quest) and continue East. You will eventually come across a skeleton that has a key you need if you want to go back Westward and take that Northern path and do the Wayside Inn side quest. See below for quest information. Otherwise, just keep heading in the same direction along the forest path until you come to a crystal. You know the routine by now. You never know, maybe there won’t be a big bad guy/gal on the next screen.

From Martyn’s information, it would be good to be wielding elemental-neutral weapons. There’s nothing more fun than accidentally healing a baddie. Exit the forest and go to Makir.

Makir

There’s a guy teaching Bonus Criticals for free. Make sure you give it to all party members. When you scroll to the second page of possible characters, it says they will learn “Dual Wielding” which is not true. Everyone you want will learn Bonus Criticals for free. Make sure you shop for techs because they are some really good ones here. The Healing Haze spell will keep you alive as you encounter more enemies that do full party damage. The armor/weapon shop has incredible choices. You will run out of money if you buy everything you want in this town. The Magris Academy you are escorting Martyn to is located to the East on the city map. Look for walking stones leading Eastward.

Go North in the Academy and learn that you need to return to the Armor/Weapon store and talk to Altair for information about the monster in the sealed library. Serra, his twin sister, is the one who sells stuff in the shop. According to Altair, the monster is best attacked with magic non-elemental attacks.

Altair will give you a 2-handed Altair’s Sword, 2x Altair’s Knife, Altair’s Longbow which apparently give you the ability to defeat the Tome Keeper in the sealed library. Return to Martyn in the Academy and he will unseal the Library. You cannot leave the Library until you find what you are seeking. So, make sure you have everything you need. Good Luck.
Chapter 4 (2)
Sealed Library

Follow the path/paver stones. This is not a detailed walkthrough of this area; just some hints and possible advice. You will need to thoroughly explore to find what you are seeking. The narrow zone of light makes exploring a real pain. To be honest, I usually get turned around and lost because of the difficulty in finding visual orientation points.

If you follow the flat pathway stones (subtle but obvious if you pay attention) you will find both sparkling books, the Tome Keeper in the SW corner and a chest with a Sectum Crown in the Eastern section. But you need to explore more if you want to find other goodies, get some XP, and maybe a Titanium Armor drop.

You have to find both Sparkling Books first. One is on the East side of your entry hallway. I always go East 1st then have to return again to get what seems to be a teaser treasure chest blocked by a bookshelf.

With all that said, turn West at the end of the entry hall and then zigzag a bit North until you find a chest at the end of a short hall with Shoulder Pads inside (these give the biggest stats boost in the game). Then travel South for another chest with a Holy Water. There is a path on the Western wall just a bit North (but I explore the East side before the West side) with a very long hallway leading North. After you are done finding stuff in this East area, you might see a crystal blocked by a bookcase in the SW corner of this floor that you cannot reach. I think you need to find both sparkling books to access the crystal.

Don’t miss the path in the far NW corner of this floor leading South. One of the books is sparkling there at the very bottom. So, go to that unblocked crystal and meet the Tome Keeper. He’s not your typical librarian. Keep healed with the party heal spell and it cannot easily defeat you.

Poison this dude as soon as you can. His Erasure spell will take out a party member in one shot, so keep everyone revived and as fully healed as possible. If he takes out your primary healer, you will need to use your items as necessary and lose an attack turn.

A cutscene follows with a major revelation that you probably saw coming. And it’s off to Dynastland to find the Purity Stone you need to enter Gaia’s cavern. The Arena is now accessible as an optional side quest (see side quest info below).
Mysteries of Dynastland DLC
Dynastland

Now where did you leave your boat? That right, go back through the frozen forest, the great wall of Makir and your boat is on the Western shore. There are supplies in the tent city. You might want to also get some new techs at various towns in Legionwood. Find Dynastland on your world map. The stone barrier previously blocking your entrance is now gone.

Enter the castle and you will notice blocked passages and directly North is an inaccessible cage-like feature with spikes on the North and South sides. This is your ultimate goal; the chest inside. Go ahead and use the crystal if you need to. It’s meant for later when you can enter those double doors on the North wall.

Go North, pull the lever, and try to open the double doors. You now know what you need to do next. Go back South to the entrance and you will see both the East and West passages are now open.

Go West and circle clockwise until you find a lever on the wall to pull. Go back to the entry and then East until you have to go North. The room with a chest also has a lever in the NE corner. Then go North for the 1st orb. Go back to the entry point, then go West and counterclockwise to the room with the 1st lever. The right side spikes of that room are gone so you can access a room to the North with a lever and an orb.

You encounter a timed Maze (1 minute) that just requires some luck. All I can tell you is that you will need to go East, then West, then North, then South and West to get to the orb from the South side. If you do not succeed, you will start again and again and again and….

Personally, I hate timed puzzles. I play games to relax. With the right amount of luck and a good memory, you will easily finish it with 15-25 seconds remaining. Be aware that your party just got shuffled. I do not know if this is a game bug. But it is not the last time this might happen. Just be aware of who is now where in your party.

You should know the routine by now. We’re going back to the Eastern side again via the entry hall. Just past the entry to the East, there is a room on the South side with a lever that is now available. Let’s see, I’m on the East side so that means… Yep, back to the West side and all the way North to find another lever and the 3rd orb. You might want to save at the crystal in case you use a poor strategy on orb #3.

The Trial of Courage follows after you touch orb#3. Just Zanthus vs. 3 mages. The mages will kick your butt so bring out the big guns. You will use Hannelore. Don’t forget to summon help. When making the decision of whom to summon note that 3 different color mages means 3 different primary elements. Your summoning choice could heal a mage when attacking. If that happens, do not physically attack that mage until last. They can be muddled, so concentrate physical attacks on a mage that isn’t muddled and take them out one at a time. It gets much easier once the first mage goes down. I do not know what happens if you lose the first time. Maybe you get a second chance, but think of all the resources you used the first time. That’s why I suggested saving at the crystal.

Okay, the mages are dead and 1 orb remains. Yes, back to the East side. By now, you should have memorized this dungeon floor. The last orb provides a game that some people like and others would never waste a quarter on. You replay until you get it right. Unfortunately, the numbers you are supposed to reach are not correct. Bug or not, you just have to keep playing until you succeed. Keyboard controls are “X” to rotate pieces and the “arrows” to help place pieces. You get an idea of how you did at the end of each round, but I am not sure if it just stops at some point after you play too many games and automatically activates the orb. It really doesn’t matter I guess. With all 4 orbs glowing, it is time to revisit the crystal and the double doors.

Make sure you save at the crystal. The next critter is healed by elemental attacks, so use physical attacks. Poison and muddle also seem to have no effect, but defense down does work on occasion.

Go through the double doors and pull the lever to open the bars surrounding the chest in the previous room. There is a Seraphim Spear in the chest. Return to the room with the lever and start with the 3 sparkling grids. There have been reported bugs if you go the “wrong” direction. I started on the left (West) and worked my way to the Easternmost sparkling grid.

The Western grid is Hellfire Canyon, so equip your party accordingly. First go North and press the button on the ground. Go West and take the Eastern of 2 Southward

button at the end. As you return, you will notice the path to the west side of the 2 paths is no longer blocked. So back up the path and a U-turn to the West to the button. The Eastern path of the 2 paths has no been unblocked so you can return and push the button. The area with an orb is now accessible. Wow! No meandering necessary. Just don’t forget to loot the 2 now accessible chests to the SE of the sparkling entry. Stay off the grid or you will be transported “home” and not be able to return once you activate the orb in Hellfire Canyon.

You have 2 more of these areas to finish. I’d suggest using the save crystal and maybe rebalancing your party to get characters to similar levels.

The sparkling grid in the center position leads to the Winter Temple. There is only 1 exit from the entry room, the NE stairway. Follow the path to the button. Take the West side path toward the South for another button. Head back to the entry room with the sparkling grid and make a U-turn into the now open stairway on the north side to find another button next to orb #1. Time to exit this room and do another U-turn heading North. Follow the path to the SW corner of this dungeon and push the remaining button in this area. Back to the entry room and you will find the bottom West side path is open. Take the armor and go step on the sparkling grid.

Watch the cutscene that will put the pieces together (if you haven’t been sleeping). Use the save crystal and then go stand on the far right sparkling grid. If you look carefully, you now have 5 members in your party. Make sure everyone is properly equipped. Of course, you could always reassign your members so you only have 4 characters. A 5-person party will prevent you from summoning someone in that 5th spot.

The final dungeon you need to visit is the Tempest Shrine. Tempest as in Wind and Thunder. Go East and then taken the first path South and West to the button. Back to the entry point and take the path just North of the sparkling grid to the button at the end of the path. Now back to the SE corner of this dungeon and then take the path North to the next button. Go back South and to the entry point again. Go East and then follow the path to the next button. Go back to the sparkling grid at the entry point and then South and back to the far NE corner of this dungeon until you find a BUTTON! Wow, who could have seen that coming? Guess what? It’s time for more meandering. But this time you are going to the far NW corner of the dungeon. You will find the orb and a button. The button will unlock access to 2 treasure chests in 2 different areas. One is just south of the original entry point and the other is on the East side of this dungeon. Go back “home” when you’re done and save at the crystal before touching the door to the north of the 3 glowing orbs you have activated.

There is a final cutscene for this area and a battle that isn’t really all that difficult. Okay, I fibbed. One more cutscene and you end up with the stone you came for. Now it’s time to visit Gaia’s cavern which is just ½” SW of the Arcanist’s tower on the world map.
Chapter 4 (3)
Gaia’s Cavern

Okay, after everything you’ve been through, this seems too easy. The cavern’s only purpose is to act as a transporter to a place you cannot reach with your boat. Travel all the way South to the point of this new land mass and you will see some sparkles. If you’ve been collecting every sparkling treasure on the world map, this should be the 7th one and it completes the Treasure Hunter side quest (see info below).

There are 3 things of major interest on this part of the island; Cloudspring City which should be self explanatory (oh look, a floating city!), Crebt City (the hole directly East of Cloudspring, and the pyramids in the center of this area (Rift Dragon side quest).

Cloudspring

Small town, but with excellent techs available. This is the only place you can buy Hannelore potions. Also, there are no ATM’s in this town (No Barter Options in stores) so bring lots of cash if you want any of those Hannelore potions at 7634 coins.

I am not sure about the Inn, but there may be a bug that causes the game screen to go black if you choose “Don’t Save” during the process. There is no advantage to paying the price for this Inn as you end up staying in the downstairs room with no extra hidden goodies.

Lost City of Crebt

After completing Crebt, cities of Charn and Klaim destroyed, so certain Tech Spells may not be available. Therefore, the undertaker side quest in Charn cannot be completed after the city is destroyed.

Since the game is coming close to its end (just hours away until the final battle) it is a good time to consider your final 4 team and increase their levels. You must use Lann and Ark in the final battle (you have been paying attention to the story line…right?) so your other 2 choices are the issue.

When you’re ready, save and enter the excavation hole. Once you are in Crebt, you will need to move a couple of rocks for a chest. From the chest take the NW passage. A computer in NE corner near entry point needs a floppy disk to start. Boy, this really is an ancient city if it’s got a CP/M machine!

So you’re looking for a disk. Take the only path available. The barred doors cannot be opened, so keep going until you reach the locker room with the disk. Obviously we are now going back to the NE corner of this area. After rebooting the machine a path just before the locker room opens on the North wall. Follow this linear path and go down the rope. The computer asks you to enter a code. If you forgot your password after 1000 years, you can have it emailed to you. Really? You believed that? Actually, when you select the “forgot password” choice, the Crebt slogan appears. There are 4 highlighted words and you need to enter 4 characters. Notice anything different about those highlighted words? Capitals? See spoiler section below for the answer.

Follow the linear albeit convoluted path until you come to a save crystal. Don’t forget the chest with another rather easy rolling rock puzzle. After the battle that follows, you will find yourself in the Cloudspring Inn. Before you follow the advice that appears on the screen, you might want to tackle the Rift Dragon sidequest if you have all the Pins from the sidequests.
Final Dungeon
Castoth’s Cradle

A major note for you is that you can “record” (save) in this dungeon without a crystal.

The stairs leading down are to the East just out of sight. When downstairs, go Northward and pull the lever. Then go West and follow that path South and then North in a clockwise manner. There is a hard to see lever at the NE end of this path. You see the door to your SE

opens to clear the way to proceed, so take the path back in a counterclockwise manner until you find a cave opening. Enter and go West to read the Obelisk. What is the Master’s Name? Go South and take the stairway down. Go East past the table and pull the lever.

Go back to the stairway, then South and follow the path where you find another lever at the end. Okay back to the stairway and then to the far East side of this floor again and then go South. Follow this path to the lever at the end. You will see a door open just to your left, so that’s where you are going now. So it’s back to the stairway area and then all the way South along the Western wall. You will be in a room with a lever and a button. I know what you’re thinking. Nope, the spikes protecting the button don’t drop. I guess you’ll be coming back.

So back to the stairwell and then clockwise until you find another lever. Oh, look! The spikes in front of the button just dropped. Don’t you wish there was a bomb spell to take out that wall? See the spikes to your East? Go to the button and then back to these spikes. Before you enter the room with the spikes that no longer block the bad guy in robes, you might want to save your game and make sure AP are assigned. Whew! That was close! Cannot figure out the answer? See the spoiler section below.

Finally you get to go upstairs again. After you go upstairs travel just a bit North to the pentagram circle. This circle will now be the primary reference point when path directions are given. The crystal blocks with a barely discernable horizontal stripe cannot be crossed.

Go North from the circle and then take a U-turn to the South and a button. Go back North and do that U-turn in reverse. If you step on the circle, you will be transported back to the previous location but you can always step on it again and come back here. So now you go East from the circle and then north at the first opportunity and then to another button in the North. Back to the circle and then all the way West and then South to a button. Back again to the circle and go East then South on the crystal block path until there is a little junction and you can see an unpushed button to the SE. The path to the blue chest just a bit to the West is now unblocked so loot it.

Go back to the circle and then Northwest until you see a crystal block path going North to another screen. Go East and then make your way to that chest you saw when entering this area. You need to press the button that you find on the way to the chest. You find the chest cannot be opened unless you have a skull of some type. Go toward the NW corner above the button and then East to a room with a book and a chest with a key inside. DO NOT go anywhere except back to the chest that needed a Skull key. Open the Blue Chest and take the Phylactery. “Use” it and the book will be destroyed so you will be able to kill the Lich that is at the North path leading out of the room with the book and chest.

Take the North path out of the room and follow the only path until you notice the path seems to end and you will change screens. You will now meet Castoth. You will have a chance to reequip, reconfigure, and fully heal your party. BUT the battle will begin immediately after you exit the menu. You might want to save on the platform just before the path turns North.

You can poison the original Castoth, but I was never able to poison the second version. You better have a good supply of HP and SP healing and revival stuff available. This is one of the most tedious battles I have ever encountered. I even had to minimize the game and continue the next morning. I will say I thought of quitting several times, but I didn’t want to just quit after 40 hours of playing. Finally I was able to defeat the baddie and the game ends with lots of great cut scenes and art work.
Side Quests
Upperthorne: The well in town leads to sewers. You should be at least Lvl 4. Just a bunch of rather linear exploring until the end when you find a ruby ring someone in Upperthorne had lost long ago.

Charn: Undertaker next to the cemetery wants Wyrmwood (Arcanists Tower…much later. See below.) This requires an attention to timing the completion of this quest.

Klaim: Ascara Mine (mythral) in the south. You could also come back later after you have a boat. There is also a “hidden” treasure nearby that you will need a boat for. The goblins will cause “muddle” and parties of 3 goblins are real trouble. Lots of locked gates you’ll need a key for. There is a skeleton downstairs in the NE corner that has a “skeleton key”. HAHA. So, head directly East after entering mine and then go North until the stairs leading down.

Midwich Prairie: Listen to Thyrra’s comments and then head North to the second screen and the cabin of the Werewolf slayer. He wants Zolom flesh. Zolom? Did you see the hole in the ground before you entered the Plains? So you are headed south to find the Zolom Nest either before or after talking to the Werewolf Slayer. If you decide to go there 1st, the nest is just to the SW of the recently dead girl when you 1st enter the Midwich Prairie.

Do not enter any cave you might find while looking for the Zoloms. Hole=Zolom. Cave=Werewolf. The Zolom Nest is all the way South of the cabin. The werewolf cave is to the West sort of around a corner after one of the bridges where 3 bridges sort of come together.

Down into the Zolom Nest you go. Try to Poison a Zolom. They are as nasty as they look. They do physical and earth damage, but are susceptible to wind and water. This is a small cave system with a chest in the last cave. It has Gold Armor with excellent physical protection, but very heavy so it will make you move a lot slower. All you need is one Zolom Flesh for the slayer, but Zolom Flesh also returns your stats to normal values during battle use only. You will probably use a couple of Hannelore potions if you “go for the gold”. They are very expensive when you are able to buy them later in the game when you should have enough money to buy them.

Note: The Stingers that are dropped and supposed to be able to be used during battle to poison an enemy have never appeared in the menu that would allow their use. I would suggest selling them.

Back to the slayer’s cabin to exchange 1 Zolon Flesh for 2 good werewolf weapons. The werewolf cave is in the SW portion of the Midwich Prairie area.

There’s a rope ladder in the center North of this cave system leading to the lower floor. You will find the lost husband and a save/heal crystal. Another rope ladder in the SW corner leading up to a secret room will get you into an immediate battle with the Werewolf. The Werewolf is susceptible to Muddle and Poison if you are lucky and have Alexis equipped with each dirk. When you win, you automatically find the Fenrir stone. Try to remember these stones/jewels you find that contain souls with specific abilities you can summon and

results in a 5 person party. You can always revisit this cave if for some reason you don’t think you found all the goodies. Go back to visit the Blackrock Inn for a Gold Helmet, but despite what the innkeeper implies you aren’t welcome to stay for free. When you’re fully healed and ready, it’s time to head East to the Border Desert.

Greenvale: A man wants a mountain map. Tricky to find in Peregrin Canyon, so you need to thoroughly explore the Canyon area. Reading the signs in Peregrin Canyon with the Rosetta Stone this man gives you after you give him the map activates a button to be pressed and opens the door to Marilith’s Lair. This will get you another summoning stone for Marilith (Fire spells). Marilith can be stunned and poisoned.

Arcanist’s Tower: A good choice to do before escorting Martyn to Makir, but you could do this anytime after getting your boat. There are also a couple of excellent goodies to be found and the Poltergeists rarely drop Ghost’s Caps which are excellent for magic users. You might want to do some Poltergeist farming to get 2 Caps. This is a tower, so lots of floors that are not too big. Everything on the first floor connects. Go up the stairs in the NW corner. Loot the chest to the East and then go south from those stairs. Loop around to the SE corner to find the stairs going up. But don’t forget to loot the chest North of those stairs first. It contains one of the best defensive accessories in the game. Go upstairs and follow the path to a save crystal. When you pull the lever North of the stairs, a door on this floor opens North of the stairs you took up here. The new path leads to a chest in the NE corner of the floor that has the Wyrmwood you need for the Undertaker’s quest in Charn. And the stairs lead up to…do I really need to tell you what’s next? Almost too easy after what it took to get here. Don’t forget to take the Wyrmwood to the Undertaker in Charn and he will give you a Pin of Creation. If you wait too long … well at least I told you so.
Side Quests (continued)
Pirate Quest: To get access to the Pirates Cove quest, talk to the Harbormaster in Port Rhasphodus after Greenvale is burned to the ground. The dock that was blocked by 2 ships is now available. This is a good quest to do between the Greenvale attack and escorting Martyn to Makir.

When tasks for the harbormaster in Port Rhasphodus are completed (visit Port Charn and Port Makir and talk to the map guys) you will have a cutscene just before reaching Port Rhasphodus. Just follow the path from Port Rhasphodus to where a cave in the West, which allows access to the pirates, has now appeared. Everything else is pretty much straightforward. Pirates can kick butt even if they look so tiny and are resistant to Thunder, Ice, and Water, too. Their coats make great armor. There are lots of tough enemies here and muddle seems to be the best offense. There are lots of locked doors which cannot be opened yet. There is a lever downstairs that will open a blocked passageway and a key upstairs that opens doors. The stairs leading down are in the NE corner area of the entry floor.

Go back upstairs and to the NE corner where there is a chest of drawers. There are clues scattered around for the 3-digit number you need to enter at the chest of drawers. See the spoiler section below if you cannot figure it out on your own. You now have the key you need to open doors so go back to the East (now or after your battle with the pirate captain) and loot everything that was previously inaccessible. If you loot now, you might want to dodge outside quickly when you get near the entrance to save your progress on the world map. There are 2 piers in the SW corner of the main floor where you will have your final

encounter and some story line explanation, but don’t forget to check the skeleton in the pier area East path dead end for an image half.

The next fight is tough so I hope you saved recently. A couple of resurrections and a Hannelore potion will probably be necessary to finish this fight and live. You should take note that Hannelore potions are very expensive (about 7000 coins) when you can finally buy them, so don’t abuse them. Hannelore abuse is an expensive vice.

Go back to Port Rhasphodus to report your success and receive a Pin of Creation.

Wayside Inn in the Frozen Forest: You need to keep your eyes open to see white sparkles on the white skeleton in the white snow. Where’s yellow snow when you need it? Search the skeleton. Take the room key back toward the West and take the only Northern path in the forest. This side quest takes longer to find the first key and return to that skeleton in the forest than it does to finish the actual Wayside Inn quest.

Go upstairs first and get another skeleton key. Of course you should read the book. It sparkles, doesn’t it? Follow the book’s directions. You get a Benefit Ribbon and a Luck Charm (one of the game’s best accessories) when defeating the enemy in the chest.

Voila! Now go back to the main Frozen Forest path and East again.

Arena: Opens after the Secret Library is completed. Keep going East until you find a lever (pull it). Go back West and past the area where spikes were. Follow the path and turn East when possible and pull the next lever. Go West and turn the South at the end of this hall. Go East and then North at the first opportunity and pull the lever. There are spikes to the East, so you know you are coming back here. Go back to the previous hallway and then North where the spikes were up (there are holes now) and on to the last lever. Okay, you are now going back to where you just were. Go all the way East and then North where the spikes were. You will see a Save crystal. Exit this area and you will encounter your final Arena battle. You get a great Wand for your favorite spell caster.

Shrine of Hate: Only becomes available after you have found the Sword of Lore. You will need the Golden Image and the 2 Image Halves. This is straightforward. Read the 2 sparkling obelisks and the Golden Images will light a blue flame. Touch the blue flame and you have a fight that isn’t really too hard. You get the Pin of Zenith which you need if you want to do the Rift Dragon side quest.

Treasure Hunter: Complete the collection of 7 sparkling treasures throughout Legionwood’s world map. You will need to have a boat to access some of them. Just look for every sparkling area on the world map. One of them is south of Cloudspring so you cannot complete this quest until you can get through Gaia’s cavern. Once you have all 7 treasures, visit the man at far north in Cloudspring city (via outside perimeter of floating city) to receive an updated beast book with all the entries filled in (100%) except last 4 bosses.

Rift Dragon/Rift Entity/Rift Manifest: Enter the Rift Monument via the lagoon nestled between the pyramids SE of Cloudspring. You need the 5 Pins of Creation from doing sidequests and the Zenith Pin from the Shrine of Hate to unlock the doors.

From the entrance, go East and follow the path to the stairs going down. Then continue downstairs until you see a lever on the East side of this floor. As you enter the doorway to the room with the lever, you will be attacked by the King Zolom and a bunch of other Zoloms.

Go back upstairs after pulling the lever. Go North at the end of the upstairs hall where spikes used to be. Follow the path and when there are 2 path choices, take the Eastern one and go to the lever. The barrier just to the West of you disappears. But you are going back to the entry point. Then continue West until you find a lever. Then back to the entry point, continue East and then North past the dropped bars.

Make your way to the far Western side of this floor and then turn North. When faced with 2 choices of paths, take the Eastern one and continue until you find the lever. Return in the direction you just came and take the first path South. Make a U-turn toward the East and pull that lever. Leave this short hallway and turn West and then South down a hall until you find a chest you have walked by several times already. Go South from the chest, then toward the West. This time when you have 2 choices for paths, take the Westernmost path along the wall and keep traveling along that wall as you go North.

Just before the end of the path going North, take a detour and turn East, then North, then a long path East and at the end take another short path North to find 3 chests. Go back to where you just began this detour and turn North and then East and you will see a Save Crystal … finally. Because it can be very hard following text directions, these 2 halls leading East (3 chests with major healing items at the end of one path and a crystal at the end of the other) are very close to each other and just require a little zigzag walking. You can always just go directly to the crystal and go back for the chests later. Later means maybe 2 hours of game time because that is one difficult monster at the crystal.

When at the crystal, read the pillar and a blue flame will appear. Touch it and make sure you have some serious time to complete this battle. Several spells will heal the critter, so I just kept up a hack and slash approach.

The Time Slip spell seems to be thwarted by the Sacred Mirror because the only character, Ark, without a Sacred Mirror equipped died every time the spell was cast on him. That alone seems to be worth the major Stat hits you take when it is equipped. Castoth also uses the Time Slip spell.

The Rift Entity transforms at some point into the Rift Manifest. Keep everyone’s HP at Max as possible. You should have 1 excellent group healer and another one for backup. Heal even if you aren’t hit yet. Two back-to-back group hits by this baddie will take out your entire party if you don’t keep healed. Your party members should have about 2900 HP when you start (i.e. low to mid 40’s in levels). If you can complete this, then Castoth should be a breeze from what I have read.
Puzzle Answers
Sheerbark Ruins:

Downstairs East Side: The answer is the letter E

Downstairs North Side: “Guess the value of the prize” I don’t know how you are supposed to figure this one out. This one I cheated on by reading someone else’s answer so the answer is “67”.

Ascog Dungeon:

The exit code is 4842.

Chilled Cavern:

The answer is 10

Crebt:

The 4-digit entry code is KUPC

Castoth’s Cradle:

The answer is Castoth

Pirate’s Cove:

The number for the drawer is 846.
7 Comments
DrNicodiro Sep 26, 2023 @ 9:45am 
Toxic Curse on Rift Entity will cause in my case +50,000 of damage, you´re welcome :)
Einherjar Jul 19, 2023 @ 8:40am 
I've seen Greenvale burn, but yet I can't start/find the pirate quest? The guide says to talk to the map guys in port charn and makir, but that ain't working
aquatorrent Jan 3, 2023 @ 9:02am 
> Therefore, the undertaker side quest in Charn cannot be completed after the city is destroyed.

This seems to be wrong. I can see the undertaker inside the ruins of charn castle (yes you can enter it after the event)
GogUMagog Mar 14, 2020 @ 7:12pm 
For the tetris-like game, you have to hit 500 exactly. You can't go over. That's why you never succeeded. It doesnt make a ton of sense, but you need to kill yourself on purpose once you hit 500 exactly (personally, i think it should just end by itself once you hit 500).
Klinsk Sep 20, 2019 @ 3:02pm 
@Silia

I'd be interested in that.
Silia Jun 24, 2018 @ 4:57am 
While it might be outdated if Gaia changed any of the monster stats since this list was made back in 2015, before the steam release, I do have a monster compendium made for this game of every monster I had encountered through my playthrough that I'm willing to contribute. (I probably am missing some monsters that are in the game.)
Daedalus007 Jun 18, 2018 @ 10:00pm 
Thanks so much for writing this. Kudos! ^_^