Arc the Lad: Twilight of the Spirits Walkthrough :
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Walkthrough - FAQ/Walkthrough
Arc the Lad: Twilight of the Spirits FAQ/Walkthrough Version 2.04 12/8/03 by: Ryan Mack email@example.com ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Document Copyright 2003 Ryan Mack Unlimited copies of this document may be made SOLELY for the purposes of PRIVATE, HOME USE. This guide may in no way be published, altered, edited in any way, used as part of a public display or distributed publicly WITHOUT my knowledge AND expressed prior written consent. To do so would be a violation of copyright. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ All In-Game Content is Copyright SCEA 2003. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Contents: 1.0 - Intro/Version History 2.0 - Game Overview 2.1 - Cast of Playable Characters 2.2 - General Advice 3.0 - Walkthrough 3.1 - Kharg, Chapter 1: The First Battle 3.2 - Darc, Chapter 1: Awakening 3.3 - Kharg, Chapter 2: Setting Out 3.4 - Darc, Chapter 2: Ambition 3.5 - Kharg, Chapter 3: Conflict 3.6 - Darc, Chapter 3: Love and Hate 3.7 - Kharg, Chapter 4: Rage 3.8 - Darc, Chapter 4: Reunion 3.9 - Kharg, Chapter 5: Truth 3.10 - Darc, Chapter 5: Evolution 3.11 - Kharg, Chapter 6: Rivalry 3.12 - The Final Battle 4.0 - Sidequests, etc. 4.1 - Secret Characters 4.2 - Ancient Tablets/Spirit Dictionaries 4.3 - New Game+ 4.4 - Arenas 5.0 - Lists 5.1 - Item List 5.2 - Shop List 5.3 - Skill List 6.0 - Other 6.1 - Big Owl 6.2 - Pyron 7.0 - Closing 7.1 - Contact 7.2 - FAQ Locations 7.3 - Thanks ********************************************************** 1.0 - Intro/Version History I got rather annoyed at the sudden lack of a complete walkthrough for this game on GameFAQs, and decided to write one myself. I had a lot of fun with this game, so I don't mind a second playthrough for the purposes of writing this. The battle subtitles are my own, added because I felt like being whimsical. Note that I wrote this on my second playthrough, so my levels may be a good deal lower than yours, as I was speeding through the game. SPOILERS ABOUND. I also like to keep my characters' levels even, but you're under no obligation to do so, so level as you'd like. I only provide mine as a point of interest and/or comparison, if you wish. General information (statistics, game mechanics, etc.) is not listed. If you need that, the manual is where you need to go, it describes it all much better than I can. Also, all items listed as loot from stage destructibles may or may not vary: I'm not sure. Here's to putting off Suikoden III for another week. ---------------------------------------------------------- Version 2.04 - Checked my email for the first time in a month. Some submissions... (12/8/03) Version 2.03 - Submitted to Neoseeker. (9/11/03) Version 2.02 - Reader submission! Yay! (8/26/03) Version 2.01 - Modified the closer slightly. Added a reader submission I'd forgotten. Sorry, dude. (8/4/03) Version 2.00 - Skill List done. Pyron section done. Big Owl section done. I'm hanging it up here. There are still a few missing items, but I haven't a clue where to find them. A few figures may be off here or there. Walkthrough's 100% on the money, though. If you know anything or spot any errors, drop me an e-mail. Otherwise, this be the last update. This time I really did submit it to IGN. (8/3/03) Version 1.00 - Walkthrough done! Yay! Shop list done! Yay! Yet more items. Nifty. Edited the disclaimer. Who cares. Submitted to IGN. Added 'Other' section with subheadings. It's blank, for now. Added placeholder for Skill List. I have a little more planned for this one, obviously. (7/31/03) Version .90 - Walkthrough updated through Kharg 6. Just one chapter left. A few more items and shops. Character desctiptions finished. A few other minor edits. Whew. (7/31/03) Version .80 - Walkthrough updated through Darc 5. A few more items and shops filled out. Added the dates on my version updates. (7/30/03) Version .65 - Walkthrough updated through Darc 4. A few items added to the list. Character descriptions finished except secret characters. Getting there. (7/29/03) Version .50 - Orginal version. Walkthrough up through Darc 3. Sidequest section done. Shop/Item list partially done. Intro, etc. written. Outline firmly laid out. Section 2 started. About half done, on the whole. These things are hard. (7/27/03) ********************************************************** 2.0 - Game Overview ---------------------------------------------------------- 2.1 - Cast of Playable Characters ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ NOTE: Here's a point of interest for you. We can only pin ages on four characters, the rest are left to guesswork alone. Kharg and Darc are 17, which we glean from Darc's comment in the game that it's been 17 years since he and Kharg were last together. Paulette is 18, since Kharg states she's a year older than him. Finally, Camellia is 200, according to herself. Everyone else is indeterminate, though we can make educated guesses: Volk and Ganz look about 30, Tatjana and Delma are probably about 22, Bebedora is at least 1500, etc. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ = Kharg Meleol Nidellia = Kharg's the first hero of the story, and, like other RPG heroes, he's average to above-average in every respect. Unlike other RPG heroes, however, his attack skills are nowhere near as good as those of the other people in his party until he hits his maximum class level. It's kind of annoying, considering his stats are so good, that he wasn't able to do as much damage as Maru or Paulette until the very end of the game. He gets some nifty healing magic, though, much better than anything else his group will have until Tatjana shows up. = Paulette, Guardian of the Prince = Quite frankly, Paulette's the best character in Kharg's party until the very end of the game. She has balanced statistics just as he does, but her early special moves are much, much better, doing more damage and hitting a larger area. With the right items, she can outclass Kharg in every way (except SPD and MOV) right up until the end, whereupon he'll start getting Special Moves that hit more than one person. = Maru, King of Chaos Forest = Maru is fast. Very, very fast. I've seen him hit 90 SPD at level 33. He'll often get two turns in the time it takes an enemy to get one. His Special Moves are nice, as well, from the early decent-radius plus bad status Venom and Binding Arrows to the late insane-radius Great Hunter. He can often fit several enemies into each physical attack, as well, even moreso if he has the Silk Bowstring. His only real problems are a low ATT and HIT, though the latter is fixed late in the game with the acquisition of the Weathercock. Note that Maru seems to take a harsher SPD penalty for items with them. = Ganz of Isulo Forest = Ganz is the polar opposite of Maru. He has terrible SPD and a tiny hit radius on his attacks, but ridiculous ATT and good HIT. His offensive Special Moves really suit him, as well, since they almost uniformly hit a decent-sized area around him, and he'll rarely find himself without a bunch of enemies clustered around him. He's also got the full gamult of status boosters, but they're self targeting only. Ganz's big problem is that his DEF is merely ok, not great as it needs to be. = Lieutenant Colonel Tatjana = Tatjana has something of an offensive deficiency. When you first get her, her ATT and SPD aren't that stellar, and her offensive Special Moves are limited, despite her extremely high MNT (best in Kharg's group, in fact, barring Diekbeck). She does have the very good Medicial Machine, though. As time passes, she becomes a bit more serviceable, though she'll still be in the Maru range of ATT and the Paulette range of SPD. However, once she gets Sigma Storm, she'll be endowed with a ridiculously powerful Special Move that goes a long way for making up for her faults. And there's always that nifty Mirage Field... = Samson (Wyse), Captain of the Fiona = Well, for the brief time you have him, he's basically a slower, more powerful Maru. He's great at the time, though, since you only have him and Kharg. Sharp Shooter's a ridiculously powerful Light attack.... = Darc the Drakyr = Darc is more along the lines of a traditional RPG hero. He's a powerhouse. Like Kharg, his stats are average everywhere, but unlike Kharg, he has effective Special Moves. At only class level 3 he learns Sword of Awakening, which hits a pretty large area around him for good damage, and it only improves from there. Late in the game, you can start tossing out Dragon Fang Swords and Air Blades (the strongest Wind spell) with impunity. The man is simply offense personified. Too bad his personality sucks. = Delma the Orcon Queen = Delma's got good SPD (not quite Maru SPD, but good) and ATT, but outright horrible DEF. She gets smacked around to no end. Everything else is out and out average. Her main strength lies in her magic. She's got a good variety of damaging, fire-elemental attack spells, and support spells to go along with them. Hell, she starts with Speed Up, which is useful for the whole game. Delma also serves as the party's backup healer, after Camellia. = Densimo the Orcon = For the short time you have Densimo, he's essentially a power tank. High ATT, High DEF, crappy SPD. What can you expect, really? You won't have him for too long, so magic is pretty well out of the question. He's good while you have him, I guess. = Volk the Lupine, the Avenger of Kin = As characters go, Volk is pretty blah. There's really nothing remarkable about him at all. He's pretty solid statistically, has decent abilities, and a good area of effect on his attacks, but nothing really stands out. He'll find himself outclassed by someone else in the party in every statistic. In other words, there's someone who's better than him at everything. However, if what you want is a solid, average character, Volk's your man. Actually, very late in the game, he can get some very, VERY good character specific items that turn the tide for him, but if you don't find those, he remains painfully average. = Camellia Rofeana Semalba, the Pianta Sage = I hate to say it, but Camellia's stats are absolutely horrible. The only thing she really excels at is MOV. In fact, she's the only character in Darc's party with maximum MOV. She also gets some nifty status effect weapon parts, but they either don't work all that often or can be found in items any character can use. However, she is far and away Darc's best healer, and eventually gets Vital Energy, which should be more healing than you'll ever need. That said, she's probably best used running around the battle map healing. = Bebedora the Puppet Master = Bebedora's interesting. Her stats are all above average (except for her sub-par MOV), thanks in no small part to all the good character specific items you can pick up for her, but where she really shines is in her magic. She's got extremely powerful Dark element attack magic, coupled with the ever-so-useful Mind Control ability, which takes control of up to two enemies at a time for a low Spirit Stone cost and with a good success rate. Easily Darc's strongest mage, especially when Dark Extreme comes along. It's a great feeling, Mind Controlling a Foot Soldier and then having him shoot and kill his comrade next to him. = Diekbeck = Diekbeck is a powerhouse, of course. He's got a good range attack, massive MNT, maximum MOV, and ridiculous SPD with the help of the Diek Screw. He's also got a myriad of great Magic and Special Moves to put his MNT to work. If you break everyone down, he's probably the strongest character in the game. = Choco = Choco's hilarious. I mean, just look at her. She backs it up with power, though. Like Diekbeck, she's got abnormally high stats, and can generally lay a considerable amount of smack down if she wants to. What else would you expect from a secret character, really? ---------------------------------------------------------- 2.2 - General Advice I reiterate most of these throughout the Walkthrough, but here's a list of good ideas: - Save often. I mean, seriously, if you die and lose four hours of progress, it sucks. I know. Save points in this game are floating green orbs. - In combat, ALWAYS attempt to attack enemies from behind, while protecting your back from their attacks. You'll do much more damage that way and take a lot less. - Keep a good supply of Herbs in everybody's inventory at all times. This will become less important once you start getting tons of HP and learn Healing Rain, but it could still come in handy. - Talk to everyone whenever possible. You'll get some nice character background and story info that way. Plus, it's just more fun. - Use Combination Attacks. They're really, really powerful, and can often allow you to kill several enemies with one regular attack. - Retreat hardly ever fails, so if you don't want to fight a random battle, run away. Simple enough. - Heal and refill your Spirit Stones before every battle. The game gives you an opportunity to do so, so take it. - When I refer to 'examining' something, I mean running up to it and hitting X as though you were attempting to speak to it. ********************************************************** 3.0 - Walkthrough ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ NOTE: Some of the drop data may be inaccurate, as many things may or may not drop a variable amount of gods and Spirit Stones. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ The game begins, like so many others have before it, with a confusing cutscene. A girl, dressed in the obligatory Red, White and Blue, sits around playing some strange light-harp, cradling a shining gray rock. She sees three airships in the distance, and immediately flees, but not without her harp. She puts her faith in the Spirits, which, from the title, are obviously the focus of the game. Cue cutscene number two. We pan over a dusty hamlet before focusing in on a sword. A battle ensues between a young boy with pointy ears and an old man with a big scar on his face. Elf-boy defeats scar-face, the nearby girl in red cheers, and the cutscene ends. ********************************************************** 3.1 - Kharg, Chapter 1: The First Battle Elf-boy is apparently named Kharg. He and the girl in red (Paulette) discuss things with scar-face (Lloyd), who happens to be both Commander of the Defense Corps and Paulette's father. They talk about Lloyd's impending retirement as Commander, Kharg's status as a member of the royal family of Nidellia, how Paulette and Lloyd are charged with Kharg's protection and how much Kharg has improved with a sword. Then, a man named Banjo wants to talk to Lloyd and you assume control of Kharg and Paulette. You can examine your characters' statistics if you wish, but eventually you should enter Kharg's house. It's the one closest to you. Kharg's mother does not appear to be home, but Kharg and Paulette hear a strange voice coming from her room. Kharg goes to check it out, but no one is there. You'll see a stone on the bookshelf. Go and examine it, and something calling itself the Spirit of the Wind. It quickly disappears, sparking another cutscene. This one's a flashback, and foscuses on Kharg's mother (Nafia) telling a young Kharg a story about the Spirits. This story is really a very brief synopsis of the first two Arc the Lad games, and explains the origin of the Deimos, whom the humans loathe. With that done, you're controlling Kharg again. Talk to Paulette. Kharg will tell her about the Spirit, but she doesn't really believe him. It was probably an illusion. Spirits only reveal themselves to chosen people. When you're back outside, you should make your way over and talk to Banjo. He talks about a suspicious fellow hanging around Scrappe Plateau, and Kharg volunteers to go investigate. Lloyd consents, gives Kharg 200 gods, and assigns Paulette to go with him. A bit more dialogue, and you have free reign of the town! YEWBELL ------- Finally, no more talking. Wander down the road, and enter the first door you find (the one with the sign next to it). This is the shop. The vendor on the top floor sells items (the obligatory healing herbs, revive items, and status cures) and Spirit Stones (which are used as MP and are expended by casting spells). Kharg and Paulette should have the full amount of Spirit Stones right now, but once you use a Special Move of theirs, the stones will begin to deplete. To refill them, you must either buy stones at a store, or win them in combat. The merchant on the ground floor sells Weapon Parts and Accessories, equippable items which characters can only use three of at any given time. That is, three weapon parts and three accessories per character. My advice to you now is to sell the Bomb in Paulette's inventory and purchase a Thorn of Revenge for Kharg (or Paulette, if you want), but it's up to you. Talk to the man in the brown armor (Defense Corps Member) for a further tutorial on Weapon Parts, or to Banjo for pointless chatter. Now, wander around town and talk to people. A point of interest is the pub, which doubles as Defense Corps HQ. It's the building with the teapot-looking sign above the door. Inside are some mostly pointless people. The lady in white by the door is the healer, who will charge you to completely heal your party. Make a note of her appearance, since all the other human healers look like her. You can ask around the pub, but all they do is refuse Kharg alcohol or chatter pointlessly. The man on the second floor simply refuses to talk to you. A little boy outside the pub will ask you to ask Duncan to give him the key to the Castle Ruins. Duncan, the man behind the desk in the pub, won't, for fear of a green monkey monster who's stealing food from the town. Oh well. Butch, standing in front of the building in the bottom left corner of Yewbell, asks you to go find Banjo for him. If you remember, Banjo's wasting time on the second floor of the shop. Go to him, and he won't move, but he'll give you a Knuckle Guard for your trouble, which is a pretty nifty Weapon Part for Kharg. Wander around and chat more to learn about the game world if you wish, but when you're ready to go, exit Yewbell via the arch to the left of the pub. WORLD MAP, RAGNOTH ------- Take a minute to associate yourself with the map if you wish, but there's only one place you need to go, and that's Scrappe Plateau. Go there. SCRAPPE PLATEAU ------- Upon arrival, you'll see the aforementioned strange old man being mugged by a gang of squirrels. Showing his heoric nature, Kharg refuses to let the old man die, and starts.... ===================================== KHARG BATTLE 1: The Squirrels of Doom ===================================== Enemies: Suskle Squirrel Lv4 (x3) Suskle Squirrel Lv3 (x3) Objective: Get rid of the Suskle Squirrels! Loss: Entire party is disabled. Destructables: None My Levels: Kharg - 3 Paulette - 2 Strategy: This is your basic tutorial type battle. Keep Kharg and Paulette together, attack the squirrels from behind whenever possible, and realize that by holding R1 and moving the yellow attack radius around a bit you can hit more than one target with a regular attack. You're much more powerful than these guys, so you should have no trouble. If you get low on health, use one of the Healing Herbs Kharg and Paulette start with, or use Paulette's First Aid skill. Also be sure to pick up anything the squirrels drop (Blue = Spirit Stones, White = Item, Yellow = Gods). Kharg and Paulette will go out of their way to explain most of the facets of the battle system for you. Be sure to use Combination Attacks to your benefit; always try to target more than one enemy when you can use one. And always, I mean ALWAYS attempt to attack the enemies from behind. You'll do MUCH more damage that way, and your hit rate will increase. The only time when you shouldn't do this is when doing so would expose YOUR back to a large group of enemies. On that note, also try to prevent the enemies from attacking your back, as they'll also do more damage that way. Just remember it. ===================================== Afterwards, the strange old man (Zev) identifies himself as an explorer. He's apparently just poking around the ruins out of curiosity. He also seems to have some odd interest in the birthmark on Kharg's shoulder. Odd. Feel free to poke around the ruins yourself. You'll find a machine that needs a battery and an airship part that's just out of reach. Other than that, there ain't nothing there, so head back to the world map. You need to go to Yewbell and report to Lloyd, but if you want to get some leveling in, check out the Garagne Hills. YEWBELL, PART 2 ------- Head straight into the pub to heal and find that Lloyd isn't there. Duncan says he went to Kharg's house, so head on over there. You'll hear a conversation about some Deimos-like creatures being spotted. Talk to Nafia, and she and Lloyd will hear Kharg's report about Zev, and tell him about some miners being late returning from Plumb Canyon, where the humans mine Spirit Stones. Lloyd says he'll set off to assess the situation personally, and Kharg asserts his desire to defend Nidellia before leaving to talk to Banjo. Banjo's in the refinery, the structure at the very bottom left of the town. There's a brief conversation on the finite nature of natural resources. Leave, head up the stairs, and view a short scene. Lloyd drags a wounded Defense Corps Member (Morth) into Yewbell. The Deimos are attacking the mine at Plumb Canyon. Paulette rallies the Defense Corps, while Morth is brought to Kharg's House. Lloyd and Paulette take the Corps to go reclaim the mine, but Lloyd and Nafia forbid Kharg to accompany them. He is given guard duty. Go and talk to Nafia. She still won't let Kharg go. Head into Nafia's room and talk to Morth. Kharg gets Morth to tell him that Nafia won't let him go because the Deimos that attacked the Canyon were Drakyr. Leave Kharg's house, and see a short scene with Zev. He wants you to get the Gate Key and let him into Yewbell. Duncan has it. Go to the pub and ask him about the Castle Ruins. He'll give Kharg the gate key when he promises to defeat the Wild Monkey Monster. Kharg is, of course, a master of deception. Head to the gate and open it. Zev goes to the pub, and you're free to leave Yewbell through the gate. Before you go, stock up on herbs, as Kharg doesn't know First Aid, and there are a few battles ahead. THE CASTLE RUINS -------- Run up the stairs, then up the left hand side of the spiral stairs. Go right, and down the unblocked set of stairs. Exit through the archway. WORLD MAP, RAGNOTH -------- Head to Chaos Forest. CHAOS FOREST -------- You immediately encounter the Wild Monkey Monster, who immediately tries to shoot Kharg, and misses. Kharg uses his godly strength and accuracy to heave the arrow right back toward the Monkey Monster, who promptly falls out of the tree and reveals that he is just a boy with a green mask. He's apparently Maru, the King of Chaos Forest. When some monsters led by a wild Slothian attack, he bands together with Kharg to fight them. ====================================== KHARG BATTLE 2: The Wild Sloth Monster ====================================== Enemies: Wild Slothian Lv5 Suskle Squirrel Lv3 (x4) Suskle Squirrel Lv2 Objective: Defeat the Monsters! Loss: Entire party disabled. Destructables: Damp Tree (Good Herb) My Levels: Kharg - 3 Maru - 2 Strategy: The same basic rules from battle one apply here and in every battle after here except when otherwise noted. The first thing you should do is bust open the damp tree in front of you just as if it were an enemy in order to get the Good Herb inside. Take advantage of Maru's attack radius of a long, straight line to hit two or three enemies per shot. You shouldn't need to resort to his Venom Arrow here, but if you do, it's got a great hit radius, and does good damage at this point. Watch out for the Slothian's special attack, which turns the target into a Slothing for one turn. It's not that bad, but it stops you from doing anything other than attacking. Just stay healed and you'll be fine. ====================================== With that over with, Kharg and Maru converse. Maru is supposedly a prince of some far off land, which explains the crown around his neck. He wants to one day return to his homeland and become King. It's good to have goals. Despite the danger, Maru tags along with Kharg, seemingly out of pure boredom. They leave Chaos Forest. WORLD MAP, RAGNOTH -------- Head to Plumb Canyon. You'll probably have a random encounter at The Edge of a Sea of Trees. Complete it for exp. Once that's over with, continue to Plumb Canyon. PLUMB CANYON -------- Kharg and Maru arrive to find the Drakyr attacking Lloyd, Paulette & Co. Paulette is in particular danger, so the pair leap to their defense. ================================ KHARG BATTLE 3: The First Battle ================================ Enemies: Wyvern Lv6 (x2) Drakyr Lv6 Drakyr Lv5 (x2) Objective: Defeat all enemies! Loss: Entire party disabled. Destructables: Wooden Box (100g, 11 Spirit Stones, Revival Medicine) Wooden Box (100g, Leather Armband) My Levels: Kharg - 5 Paulette - 3 Maru - 4 Strategy: Concentrate on the Wyverns first so you can group your team together. Don't keep them too tight, however, or else they'll all get hit by one casting of Wind Slasher from the Drakyr. You should be able to gang up on and kill the Wyverns before the Drakyr show up, especially if you use Venom Arrow to speed up the process. Once they're gone, the Drakyr should be simple, provided you use Paulette's First Aid to keep everyone's health up, as the Drakyr have a Wind Slasher spell that should be doing around 20-30 damage a casting at this point. Be sure to break open the boxes before finishing off the last Drakyr. ================================ After the battle, Kharg gets reprimanded for saving everyone's ass before Lloyd and Paulette leave to go scout the Garagne Hills. Once you regain control of Kharg, talk to Maru. Tell him you're going back, and they have a little conversation. They declare themselves friends, Maru joins up for good, and Maru demands food. After that, chat with the Corps members if you wish, and then leave. WORLD MAP, RAGNOTH -------- Head to the Garagne Hills GARAGNE HILLS -------- You encounter Paulette and Lloyd in combat with an Unknown Deimos. The Deimos' wife and child fall dead at Kharg and Maru's feet. The Unknown Deimos flees at the sight of Kharg. Kharg introduces Maru to Paulette, not noticing Lloyd's silence. Lloyd dies, and all of Yewbell mourns. Kharg becomes resolute in his desire to protect humanity. End Kharg, Chapter 1 Save your game at the prompt. ********************************************************** 3.2 - Darc, Chapter 1: Awakening The chapter starts with a long cutscene. It's a flashback, that shows a young human woman (Nafia) and a young Drakyr man (Windalf) running from some other Drakyr, each holding one of their twin children. Each also has a half of a shimmering green stone around their necks. They come to a cliff face. Windalf wants Nafia to take the children and run, but before she can, the Drakyr come. They fire a bolt of energy at Windalf, knocking him to his knees and knocking Nafia off the cliff with her child (Kharg). Windalf keeps the other. Cut ahead several years. Windalf and one of the children (Darc) wander in the desert. Windalf is badly wounded. They make their way to some ruins, where Windalf gives Darc his half of the shimmering stone. He dies. Cut ahead to the present. There is lightning, a house, an old woman cackling, and a man screaming. Inside, we find Darc collapsed on the floor with the woman (Geedo) standing above him, giving him an order. She gives him 100g for Phoenix Blood. GEEDO'S HOUSE -------- Save your game. Take a minute to examine Darc's stats if you like. He can't equip anything at the moment, since he doesn't use a weapon. Head upstairs. You can't open the chest, so don't bother. Geedo will just yell at you, so don't bother. Leave the house, and exit to the map. WORLD MAP, ALDROW -------- Head to The Church Ruins. You'll probably have a random battle at Subnak Forest. THE CHURCH RUINS -------- You'll recognize this as the place where Windalf died. Move up to that exact spot and examine the cairn there. Darc will briefly talk to himself, after which you're free to explore and leave. WORLD MAP, ALDROW -------- Head to Orcoth. ORCOTH -------- Upon heading down the stairs, you'll be forcibly introduced to a pink-skinned Orcon Girl (Delma). She treats you with about as much contempt as everyone else. Walk around and chat and you'll know what I mean. Apparently, you can't buy your Phoenix Blood at present, because the Qurop (Deimos merchants) isn't in his shop. However, the healer Qurop is (blue skin, white hat). They function like the human healer. Mark its appearance, because they all look like that. When you're ready, enter the bottom right door with the