The Legend of Alon D'ar Walkthrough :
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Walkthrough - FAQ/Walkthrough======================================================================== THE LEGEND OF ALON D'AR WALKTHROUGH AND FAQ ======================================================================== Author: Johnny H. H. 4th (Lancet Jades) Author's Homepage: http://www.evermoreforums.com/forums/index.php Version: 1.06 (Completed June 15th, 2010) Sites with permission to post this FAQ: GameFAQs.com Neoseeker.com Gamesradar.com Gamershell.com Supercheats.com ===================================== ======================================== ABOUT ======================================== ===================================== This is a guide for the PS2 game The Legend of Alon D'ar. Seemingly doomed to obscurity, I rather enjoy it, if for no other reason than the exploration potential. I wrote this guide for the sole reason that few other exist; I do not like exploring games that are already adequately researched. I harbor no illusion as to the quality of this game; it is mediocre and poorly polished. The difficulty curve is steep, and the story and mechanics often resemble a cross between the worst aspects of a WRPG and JRPG. But this is a guide for the game! If we are this far, it is a safe assumption both I, the writer, and you, the player, are here to learn about the game, if not actually play it. This guide is a best effort on my part. There is so little information about this game and its mechanics, even within the game itself, it is impossible to document it all without hacking (I lack the ability and knowledge to do so). This guide assumes the player can guide themselves through. It does little hand-holding, but due to the terribly linear nature (even going so far as to bar entry to nearly ANYWHERE not associated with your current goal) a full walkthrough is hardly needed. Some problem-solving and a LOT of exploring on the part of the player/reader is not only assumed, but required. Scour every inch of each area searching for battles and use logic when hunting collectibles. This game can actually be decent, but only if the player works to make it so. If nothing else, it is an experience, and beating it legitimately is quite an accomplishment. At the very least, it is far from the "worst game ever." ===================================== ======================================== NOTES ABOUT THE GAME AND THE GUIDE ======================================== ===================================== -------------------------- NOTES ABOUT THE GAME -------------------------- MAXIMUM PP ~PP (Proficiency Points) are limited in this game. Enemies do not respawn, except by moving the story, and thus there are a limited number of battles. Along with that, PP gained from events (such as collectibles) is not applied to characters who have not joined yet. To ensure getting maximum PP for all four party members, do not collect ANY unnecessary PP until all four members have been assembled. Unnecessary PP includes PP bonuses from collectibles, mainly, as enemy groups will change after each character has been recruited. By my estimates, there is approximately 484,000 PP total throughout the game, with over 400,000 of that available to all four characters. This gives a comfortable buffer of around 184,000 PP that can be missed without losing out on reaching Lv10, keeping in mind later characters join with some PP already on their record. EFFECTIVE PP DISTRIBUTION ~As was mentioned, there is limited PP in the game. Because of this, don't squander it on skills for weapons or magics you won't use! Each character should focus on one or two weapons and magic types, and if they have spare, maybe a third (or fourth). Priorities are mastering one weapon type for each character (all skills to Lv6) and White Magic for two characters. Everything else is preference and most things will work well enough to finish the game. The characters that join Jarik start with a higher level, but 0 available PP. This is because they start with some skills already leveled, causing them to waste a lot of experience if you decide to walk them down different paths. Not that other weapons and magics can't be used, but the existing skill levels are the compensation for not having access to as much PP as Jarik gets. ALL THAT GLITTERS IS GOLD ~Gold is limited just like PP is, although there is much more of it than a player would normally need. Assuming the selling of most potions after the first few areas of the game, selling of all spoils, fighting all groups possible, and harvesting all herbs and selling the resulting potions will provide more than enough for anything. The only way to spend that much gold is to try and buy every character every skill and magic from a Portal (which WILL bankrupt you, no matter when or what). By my estimations, buying every skill for every character will cost about 120,000 gold. A very rough estimate of the total gold is somewhere around 200,000 gold. This may vary, as missed enemy groups, missed chances to pick all possible herbs and sell the resulting potions, not winning every item drop in every battle possible, and throwing cheaper stuff away (such as herbs or potions) due to periods of no shop access all impact your final score of gold. Unless you go to great lengths to miss out on gold, however, there should be more than enough to buy a few complete skillsets for each character, as well as whatever weapons and armor may be needed. ENCOUNTERING ENEMIES ~When attempting to battle enemies, the battles are triggered by a pre- defined "zone" which, if entered, starts the battle. In some cases you can get close to or even right next to enemies you see without triggering a battle, but dare to step a foot away and boom, fight time. SPOILS OF WAR ~Battle spoils work somewhat oddly. You get PP for each monster, based on how many were killed (as one may expect). However, you only get gold for each monster TYPE. A monster gives 50PP and 100 gold. Defeating a single one will thus give 50PP and 100 gold. However, defeating a group of five would give 250 PP (50 PP x 5), but still only 100 gold. If there was another enemy present who gives 200PP and 250 gold, you would get 450PP (250 x 5 + 200), and 350 gold (100 + 250). Item drops work the same way as gold - each monster type can drop an item, although any or all of the items they drop may be dropped (a single Lurker may drop a Wither AND Spike Potion, for example). EARLY-GAME JARIK ~The early game is the hardest part of this game. Little money, scarce PP, and poor selection of items makes it a chore. Your weapon choice is much more critical than you may think though, as you don't want to waste money and PP on weapons you can't make much use of, nor can you easily afford and keep leveled up several weapon types. The game gives you a Katar to start, but this may not be the best option. A sword could serve Jarik better, especially near the end of the game. A truly good choice, however, is a 2H Axe. It may seem a ludicrous and random suggestion, but here's the kicker: This weapon is "chopping," as opposed to cutting for daggers and swords. EVERY ENEMY up until Moorlets in chapter 5 are either neutral to or weak against chopping weapons. Many, however, resist either cutting or blunt (hammers and staves). Using a 2H Axe let's you focus on one skillset for a long time that works on everything. The axes are also powerful, and one in particular (Large Ornate Axe) has 50 melee damage (the highest of all normal weapons in the game, barring one 2H Sword in the endgame), and is given for FREE rather early in the game. With this axe, all PP poured into leveling Damage and especially Speed, and a good sense of when you need to heal, a 2H Axe will carry you until the endgame, when the switch to a 1H Sword (an ultimate weapon) can be made extremely easily. CLASS TITLES AND LEVELS ~This is a list of the various class titles. These are based on the number of skills learned. A character's class also affects their outfit. A War Lord wears a differently colored and designed outfit than a Swashbuckler, for example. Class titles are dynamic - One could be a Legend one minute, then level up a single magic skill one level, and suddenly be a Myth, complete with corresponding outfit change. These have no effect on anything BUT appearance, however. This also lists the PP requirements for each level. It is very possible to not reach Level 10 by the end of the game if enough enemy groups are skipped! So be careful not to miss too many, if any, when playing through the game. Level X: Physical / Balanced / Magical / PP Required Level 0: Youth / 0 Level 1: Youth / 750 Level 2: Recruit / Wanderer / Apprentice / 3001 Level 3: Fighter / Explorer / Novice / 7501 Level 4: Warrior / Trail Blazer / Acolyte / 15001 Level 5: Veteran / Tracker / Conjuror / 30001 Level 6: Champion / Fortune Hunter / Magician / 55001 Level 7: War Lord / Swashbuckler / Thaumaturge / 80001 Level 8: Hero / Adventurer / Warlock / 150001 Level 9: Blade Master / World Master / Spirit Master / 250001 Level 10:Legend / Myth / Mystic / 350001 -------------------------- NOTES ABOUT THE GUIDE -------------------------- "TREASURE INFORMATION" ~This section in a chapter lists all treasure data: specific items, random chests, collectibles, gold and PP, and quest items, as well as where they all are found. It also includes which treasure sets random chests will have. While it does not list which set each chest is (assuming there are more than one), this can be easily determined by opening it (after saving) and seeing how much gold it gives. "MONSTER INFORMATION" ~This section lists all monsters found in the area and their approximate HP. It also contains lists of all known monster groups (as each group is pre-programmed into the game). For the specific enemy notation, here is the legend: [Enemy name] x[Enemy amount] ([Number of groups]) Thus, Skurkling x2 (4) means there are four groups consisting of two Skurklings in the area it is listed under. If a group is a boss, it is listed as such, instead of the number present. Bosses usually consist of a unique enemy, or a type not seen commonly for a while yet. SunDeep's Eliminate spell usually will not work on bosses, whereas it has a 100% success rate on any other enemy. "COLLECTIBLES INFORMATION" ~This section contains a list of all collectible items available in the area, along with the description of each one's location. These only list the collectibles available in the area for the first time, thus returns to Orin will not list all Silver Acorns each time. "ADDITIONAL NOTES" ~This section is the "walkthrough" segment of the guide. It justs all shops in the section of the game, along with anything else of importance, such as tips for maximizing PP, glitch warnings, difficult to find (or win) enemy groups, and so forth. As the game is incredibly linear, I felt a full walkthrough would be unnecessarily bulky and time-consuming, when this, plus the other sections, would easily suffice. If there is anything you think should be added to the additional notes section, feel free to contact me and let me know (check the contact info section for how to do that). ===================================== ======================================== TABLE OF CONTENTS ======================================== ===================================== 1: Hollow Grange - The Journey's Start (HOLL1) 2: Orin - Lord Kort's Lands and Pilgrim's Hatch (KORT2) 3: Dagan - Into the swamp and beyond (DAGA3) 4: Palash - Land of lizards and magic (PALA4) 5: Whitewater Gorge - Cactus Canyon (WHIT5) 6: Kemarran Highlands - High and dry (KEMA6) 7: Drommar's Tomb and the Twisting Deeps - Things just got real (DROM7) 8: Dagan, Whitewater, and Palash Redux - Old friends, new enemies (DWGP8) 9: Twisting Deeps and Frost Peaks - A winter wonderland (FROS9) 10: Exploring with SunDeep - The world at your fingertips! (SUN10) 11: Zonra's Tomb and Oo Pang Tulmus - At long last (ZON11) 12: Charak's Tomb and Dagan - Once more unto the breach (CHA12) 13: Glethdarang - Sulfur and brimstone (GLE13) 14: The ancient, lost city of Karunesh - End of an eternity (KAR14) 15: Weapon, Skill, and Magic Suggestions - What the title says (SKI15) 16: Skill Lists - Lists of all skills, their levels, and effects (PPL16) 17: Shop Guide - Lists of all items various shops sell (SHO17) 18: Treasure Chest Information - Information on random chests (TRE18) 19: Enemy Guide - List of all enemies and known stats (ENE19) 20: Collectibles Guide - Lists of all collectibles and locations (COL10) 21: Glitches - the good, the bad, and the ugly (GLI21) 22: Item table links - Tables of all items in the game (ITE22) 23: Information Needed 24: Contact Information 25: Credits 26: Version history 27: Boilerplate ===================================== ======================================== 1: Hollow Grange - The Journey's Start (HOLL1) ======================================== ===================================== -------------------------- TREASURE INFORMATION -------------------------- Treasure: -Wither Potion - from the chest in Jarik's house -Steel Buckler - from the chest in Jarik's house -Wither Potion - in the lockbox in the commons of Grandar's Keep -Wither Potion - in the lockbox in the treasury of Grandar's Keep -Katar - in the lockbox in the treasury of Grandar's Keep PP and Gold Bonuses: -5 PP - from the well in the center of Hollow Grange -5 PP - pull the left torch in Grandar's Keep -5 PP - pull the right torch in Grandar's Keep -5 PP - in the lockbox in the treasury of Grandar's Keep -30 PP - from the chest in Jarik's house -30 PP - at 5 Drinking Horns -2 Gold - pull the right torch in Grandar's Keep -20 Gold - from the chest in Jarik's house -20 Gold - in the lockbox in the treasury of Grandar's Keep -30 Gold - return the five Drinking Horns to Riley Collectibles and Herbs: -Wither Bane - collect the green weeds near small rocks -Drinking Horns (5 of 5) Quest Items: -Bucket of Water - from the well in the center of Hollow Grange -Small Iron Key - pull the right torch in Grandar's Keep -Small Silver Key - in the lockbox in the commons of Grandar's Keep -Ring of Passage - pull the left torch in Grandar's Keep -Lump Hammer - found on the weapon rack in the treasury of Grandar's Keep -Cobalt Crystal - use the Lump Hammer on the blue crystal -------------------------- MONSTER INFORMATION -------------------------- Trial Skurkling (about 130 HP) -Hollow Grange Training Area Trial Skurkling x1 (2) Trial Skurkling x2 (1) -------------------------- COLLECTIBLES INFORMATION -------------------------- Drinking Horn Locations: 1. In the NW part of the village, between two rocks. 2. In a small alcove of a cliff E of the village, behind a large rock. 3. Near the entrance to Grandar's Keep. 4. SW of the village, on the left side of Nefreet's house. 5. Extreme SW of the village, behind a large rock near the training grounds. -------------------------- ADDITIONAL NOTES -------------------------- AVAILABLE SHOPS: -Herbalist (Arleen in Hollow Grange) MAX PP NOTE: If you want maximum PP at the end of the game, don't collect the 5th Drinking Horn until you have all 4 party members assembled. The 5 PP from the Small Silver Key lockbox is unavoidable, as you cannot leave Hollow Grange without a weapon, and thus must claim the lockbox's contents. The 10 PP from pulling the torches in the Keep are also unavoidable, as you need to enter the treasury to continue. The PP from the Bucket of Water and opening the chest is missable too, as if you do not do these before entering Lord Kort's lands, you can never do them. BREAKING POTIONS: The small lockboxes can be opened with the Lump Hammer as well, but doing so breaks all Wither Potions inside. As getting the keys is hardly a big deal, earn a few extra potions doing it the correct way. TRAINING AREA WALKTHROUGH: At the beginning, proceed to the fenced area. After learning all you need to know, tell him you wish to practice. For the first round, you get a Shamshir, Ornate Axe, Short Sword, and Orin Katar. MAKE SURE YOU HAVE ENOUGH BELT SPACE! The Short Sword and Orin Katar are much better for this due to less recovery time (while doing comparable damage, but unless you have 3 or 4 spare slots, you will be stuck with the much slower Shamshir or Ornate Axe. Katar does about 10-13 damage, Short Sword hits for 13-18, Shamshir does 18-29, and Ornate Axe does around 26-33. Round two is for magic practice. You get a Orb of Sound, Orb of Tears, Stone Orb, and two Spike Potions. MAKE SURE YOU HAVE ALL 4 SLOTS OPEN (which you should after round 1). Without that Spike Potion, you won't have enough MEP to kill the Skurkling. Attack away with Sunder (from the Stone Orb). It does less damage than Sonic Strike, but costs half the MP, AND stuns the Skurkling temporarily. Sunder causes 8 damage, Sonic Blast does 11, and Ice Shards (not recommended), only hits for a measly 2 damage (he DID warn you Skurklings resist water magic). Round 3 is a composite of 1 and 2. You get a Shamshir, Orin Katar, Ornate Axe, Short Sword, Orb of Sound, Wither Potion, Stone Orb, and Spike Potion. Unlike the weapons and orbs, you keep any unused potions, so instead of casting, just hammer away with a melee weapon until you win, like round 1. ===================================== ======================================== 2: Orin - Lord Kort's Lands and Pilgrim's Hatch (KORT2) ======================================== ===================================== -------------------------- TREASURE INFORMATION -------------------------- Treasure: -Shortstaff - from Laran in the mountain pass outside Hollow Grange -Leather Jerkin - from Deryn after clearing the Hermit's Cave -Stone Orb - from the lockbox in the Hermit's Cave PP and Gold Bonuses: -500 PP - at 10 Silver Acorns -1000 PP - at 20 Silver Acorns -300 PP - at 30 Silver Acorns Collectibles and Herbs: -Wither Bane - collect the green weeds near small rocks -Silver Acorns (30 of 30) -Journal Chapter 1 (1 of 25) Quest Items: -Lord Kort's Token - given by Kort for destroying the Skurkling Mound -------------------------- MONSTER INFORMATION -------------------------- Orin Lurker (about 80 HP) Skurkling (about 25 HP) Skurkling Mound (about 50 HP) Weak Tengu (about 500 HP) Zombie Unarmed (about 30 HP) Zombie Sword (about 45 HP) -Lord Grandar's Lands Skurkling x1 (5) Skurkling x2 (4) Skurkling x2 (1) (appears after clearing out the Hermit's Cave) -Lord Kort's Lands Orin Lurker x1 (1) Skurkling x1 (4) Skurkling x2 (1) Skurkling x3 (1) Skurkling Mound x1 (Boss) Weak Tengu x2 (1) Zombie (Unarmed) x1 (1) Zombie (Sword) x1, Zombie (Unarmed) x1 (1) -------------------------- COLLECTIBLES INFORMATION -------------------------- Silver Acorn Locations: 1. Early on the path out of Hollow Grange, behind a large rock on the left. 2. Near the sheep beside a rock in a large open area of the mountain pass. 3. Behind the third tree on the left in the field past the mountain pass. 4. Behind a tree NNW from the M'Ton Cave, near a big rock pillar-like thing. 5. Between a tree and the rock wall, near the M'Ton Cave. 6. NW of the save point, behind a tree. 7. SW, down the path towards Hermit's Cave, next to a tree. 8. Behind some barrels in Hermit's Cave. 9. Go up the slope next to the barrels, it is at the top. 10. Behind a tree W of the majestic oak. 11. Behind a tree NE of the majestic oak. 12. Back across the bridge near the save point, behind a tree in the NW. 13. In the mountain pass to Pilgrim's Hatch, near a rock along the left wall. 14. Behind a large boulder on the right side of the mountain pass. 15. Behind a collection of rocks on the left side, after the U-shaped bend. 16. SW of the Portal, beside a tree. 17. Further SW of the Portal, behind a tree near the left cliffs. 18. Beside a tree SW/W of Pilgrim's Hatch (behind the town). 19. In the wood pile on the left side of the Weaponsmith's hut. 20. Under a tree near the small plateau in the middle of Lord Kort's lands. 21. Under a tree on the left side of the path heading to Whitewater Gorge. 22. Near a boulder just before the save point at the Whitewater Gorge entry. 23. Under a tree near a huge boulder immediately SE of the Portal. 24. In an open area N of the Portal and silver acorn #23. 25. Behind a tree N of the "To Whitewater Gorge and Dagan" signpost. 26. On the right side of the Graveyard. 27. Under a tree at the intersection of paths NE of the Portal. 28. Under the last tree on the right when approaching Drommar's Door. 29. Head SE from the Hollow Grange signpost E of the Portal. In a corner. 30. Given by Carlynne in Pilgrim's Hatch. Journal Chapter 1 Locations: 1. In the lockbox in the Hermit's Cave -------------------------- ADDITIONAL NOTES -------------------------- AVAILABLE SHOPS: -Herbalist (Meylia, in Pilgrim's Hatch) -Basic Weaponsmith~Orin (Deryn, near the bridge, and then near Hermit's Cave) -Basic Weaponsmith~Orin (Merchant, in Pilgrim's Hatch) -Advanced Weaponsmith (Weaponsmith, on outskirts of Pilgrim's Hatch) -Atelier (Jingu, in Pilgrim's Hatch) -Earth Magic seller (Jingu, in Pilgrim's Hatch) MAX PP NOTE: To obtain max PP, make sure to collect no more than 9 Silver Acorns before your party of 4 is assembled, so all benefit from the 1800 bonus PP. This is much more substantial than the pittance of PP in Hollow Grange, and can equate to an extra skill level or two for the other characters. Other collectibles usually add up to 2000 total, unlike the Acorns. ===================================== ======================================== 3: Dagan - Into the swamp and beyond (DAGA3) ======================================== ===================================== -------------------------- TREASURE INFORMATION -------------------------- Treasure: -Wither Potion x2 (potion) - from cauldron near the beginning (near portal) -Large Ornate Axe (two-hnd axe) - from weapon rack in hut in Dagan -Spike Potion x2 (potion) - from cauldron near Fidarack in Gomira -Barkcleaver (two-hnd axe) - from chest in the swamp gas area -Wet Staff (staff) - from chest in the swamp gas area -Orb of Tears (focal item) - from Ramal near the raft launch Random Chests (sets 1 and 2): -Near the dock at the beginning, next to a tree. This disappears after meeting Tahir! -In the swamp water between the third and fourth bridge. -In the water to the left of the ramp into Gomira. -In a burnt-out hut near the save point in Gomira. -In a cluster of trees right outside of Gomira (heading to the Oracle). -A tiny alcove behind the small plateau SW of the exit from Gomira. -In an alcove in the water E of the first ring of stones beyond Gomira. -Beneath the bridge onto a small plateau at the three-way junction. -To the left, in an alcove right before approaching the Oracle -In the water behind the Oracle's temple structure. -SW of the bridge-laden plateau, in the water, surrounded by trees. -A bit S of the circular stone structure, in the water to the left. -Right next to a save point, bridge, and totem, in the water. -In the water SW of the second large gas cloud (NW of the large plateau). -Beyond the large clearing with the plateau, submerged on the left side. PP and Gold bonuses: -500 PP - at 10 Tree Frogs -1000 PP - at 20 Tree Frogs Collectibles and Herbs: -Palm Nut - found on some palm trees -Tree Frogs (24 of 30) -Journal Chapter 2 Pages (9 of 25) -Ancient Scrolls (2 of 5) Quest Items: -Treeheart - after slaying the Amareth -------------------------- MONSTER INFORMATION -------------------------- Gretchling (about 60 HP) Dagani Amareth (about 500 HP) Monster Groups: -Portal to Gomira (Pre-Tahir; all disappear after he joins) Gretchling x1 (1) Gretchling x2 (6) -From Gomira to the Raft Gretchling x2 (2) Gretchling x3 (1) -From the Raft to the meeting with the Oracle (w/ Treeheart) Gretchling x2 (2) Gretchling x3 (5) Gretchling x4 (2) Dagani Amareth x1 (Boss) -After meeting the Oracle to the beginning of Palash Gretchling x1 (2) Gretchling x2 (1) Gretchling x3 (2) Possible Monster Drops: -Palm Nut Potion - from Gretchlings (rare) -Spike Potion - from Gretchlings (from groups of three) -Ulappa Potion - from Gretchlings (very rare) -------------------------- COLLECTIBLES INFORMATION -------------------------- Tree Frog Locations: 1. On one of the rocks next to the river port, right after the Portal. 2. On a large rock beside the first barrels you come across. 3. In the green swamp gas area (requires Tahir). 4. On a log on the right, past bridge #2, and between totems #5 and #6. 5. On bridge #3. 6. On a log to the right, past totem #7, and before bridge #4. 7. Behind the smaller of two rocks on the right, just past bridge #4. 8. On the right side supports of the bridge leading into Gomira. 9. On one of the rocks near Kirandir in the back of Gomira. 10. On a large rock N of totem #10, near the hut with chest #5. 11. Circle to the left after exiting Gomira. Its on the wall. 12. To the right of totem #11, on a large rock. 13. On a large rock on the left of elevated outcropping near totem #12. 14. On one of the rocks in the stone circle to the right of bridge #7. 15. Past totem #13, on a log in the water to the right. 16. Past the bridge near totem #15, on a long in the water on the right side. 17. On a large rock right behind totem #17. 18. On the SE wall of the Oracle's ruins, from the swamp. 19. On a large rock in front of totem #18. 20. In the ruin past totem #18. 21. From totem #20, head SW to the side of the sloped outcropping. 22. On totem #24. 23. On a small rock to the right of the dead Red Amareth. 24. On the left side on a rock on the left turn, after the Red Amareth. Journal Chapter 2 Locations: 1. On land near the entrance to the river port. 2. On bridge #1. 3. Near totem #6. 4. On the path after bridge #7, and before totem #13. 5. Past totem #14, on the sand right before the raft launch. 6. On the sand near the raft landing in the deep swamp. 7. On the right, just after bridge #15. 8. Behind the dead Red Amareth, near the entrance to Palash. 9. On the right side of the path, between the dead Red Amareth and Palash. Ancient Scroll Locations: 1. Behind the palm tree on the island with the Portal. 2. On a bridge near the "Swampland" save point. -------------------------- ADDITIONAL NOTES -------------------------- AVAILABLE SHOPS: -Herbalist (Oleck, in the side section of Gomira) -Basic Weaponsmith~Dagani (Burrik, in the main part of Gomira) -Dagani Specialist (Bolahdon, in the main part of Gomira) -Magical Item (Fidarack, in the main part of Gomira) -Water Magic seller (Ramal, near the raft launch, Gomira-side) MAX PP NOTE! To obtain max PP, make sure to collect no more than 9 Tree Frogs before your party of 4 is assembled, so all benefit from the bonus PP. NOTE: Check the Treasure Chest list for information on the seemingly random treasures found in the swamp (they aren't random, though). SWAMP GAS: You need Tahir to pass the green clouds of swamp gas, but only the cloud between the Portal and Gomira can be traversed. The clouds in the deep swamp bar you from areas you're not supposed to go yet, and Tahir refuses to go it alone. This only proves useful to pick up a free Wet Staff and Barkcleaver in a chest, as well as one of the tree frogs. FULL HEALING: Examining the Oracle at any time will fully heal you. MONSTERS: No new monsters spawn anywhere in the swamp after events such as meeting the Oracle, so there is no reason to go back just to fight. The Dagani specialist shop in Gomira upgrades its inventory after either Jarik is Lv3, or you meet the Oracle (it is unclear which), but there is little worth buying. Unless you need to use the Portal or see the Herbalist, just keep heading forward. ===================================== ======================================== 4: Palash - Land of lizards and magic (PALA4) ======================================== ===================================== -------------------------- TREASURE INFORMATION -------------------------- Treasure: -Sarojin Hammer (hammer) - in chest next to the first save point -Spike Potion (potion) - in chest next to the first save point -Palm Nut Potion x2 (potion) - in chest at the bottom of the zigzagging path -Spike Potion x2 (potion) - in chest at the bottom of the zigzagging path -Wither Potion x4 (potion) - in cauldron behind a rock SW of orb statue #26 Random Chests (set 2): -Two on the hill S of the Red Amareth. PP and Gold bonuses: -500 PP - at 10 Amber Beads -1000 PP - at 20 Amber Beads -500 PP - at 10 Journal Chapter 2 Collectibles and Herbs: -Amber Beads (25 of 30) -Journal Chapter 2 Pages (11 of 25) -Journal Chapter 3 Pages (1 of 25) -Journal Chapter 4 Pages (2 of 25) -Ancient Scrolls (1 of 5) Quest Items: -Jade Scarab - slay the Red Amareth in the DarkFell camp -Diadem of the Dreaming Beast - from WhipTail's tomb -Golden Crystal - from WhipTail's tomb -Bronze Bell - trade the Diadem to BrambleFoot in La'Shon -Ring of Revealing - use the Bronze Bell on the amnesiac Sarojin in Dagan -------------------------- MONSTER INFORMATION -------------------------- Dagani Amareth (about 500 HP) DarkFell Warrior 1 (about 150 HP) DarkFell Warrior 2(about 200 HP) Gretchling (about 60 HP) Orin Lurker x2 (about 80 HP) Palash Amareth (about 650 HP) Palash Lurker (about 105 HP) Red Amareth (about 650 HP) Monster Groups: -Dagan to La'Shon Palash Lurker x2 (2) Palash Lurker x3 (4) -Return through Dagan after reaching La'Shon Gretchling x1 (1) Gretchling x2 (5) Gretchling x3 (1) Gretchling x4 (2) -La'Shon to WhipTail's Tomb Palash Amareth x2 (Boss) DarkFell Warrior 1 x1 (2) DarkFell Warrior 1 x2 (4) DarkFell Warrior 1 x6 (1) Palash Lurker x1 (2) Palash Lurker x2 (1) Red Amareth x1 (Boss) -La'Shon back to the Dagan/Palash border Palash Lurker x2 (2) Palash Lurker x3 (3) Palash Lurker x4 (2) Palash Lurker x6 (2) -Dagan/Palash border to the Whitewater Gorge raft launch Dagani Amareth x1 (4) Dagani Amareth x2 (2) DarkFell Warrior 1 x2 (1) Gretchling x2 (11) Gretchling x3 (5) Gretchling x4 (2) Gretchling x5 (1) Gretchling x6 (1) Gretchling x2, Dagani Amareth x1 (1) Gretchling x3, Dagani Amareth x1 (1) Gretchling x2, Orin Lurker x1 (1) Orin Lurker x2 (1) -Respawns after curing the amnesiac Sarojin (between you and Palash) Dagani Amareth x1 (1) Gretchling x1 (1) Gretchling x2 (2) Gretchling x3 (2) -------------------------- COLLECTIBLES INFORMATION -------------------------- Amber Bead Locations: 1. Just past stone marker #3, near the Save. 2. Curve #4 of the winding path, on the left. 3. Between stone statue #7 and 8, on the right. 4. To the right of stone statue #10. 5. NE of stone statue #15, between the tents. 6. NE of the blue flame in La'Shon, behind some tents. 7. W of the blue flame in La'Shon, behind FernDancer. 8. Behind a rock on the right side, past orb statue #5. 9. To the right of orb statue #12, along the path's wall. 10. Just past orb statue #18 on the left. 11. To the left of orb statue #19. 12. To the left of orb statue #20. 13. Right after orb statue #21, near the DarkFell totems. 14. On the left side of the path past orb statue #23, near a log. 15. Past the hard turn to the right after orb statue #27, beside a rock. 16. Just before orb statue #31. 17. Beside orb statue #32. 18. Go left up the path beside orb statue #34. 19. Beside the save point past orb statue #36. 20. Down path at the end of orb statue #38, on the right. 21. Go W from orb statue #42, looking behind the trees and rocks. 22. Go N from orb statue #42, down the path on the left. 23. Go N from orb statue #42, down the path near the waterfall. 24. Go N from orb statue #42, straight down the path to the end. 25. On the left side of the path NW of orb statue #42. Journal Chapter 2 Locations: 10. On the right of the fifth curve of the winding path past stone marker #3. 11. Next to stone marker #7. 12. Just past stone marker #14. 13. On a ledge left of La'Shon on left near end. 14. NW of orb statue #10, in a wide turn on the right. 15. Just after the left turn past orb statue #10, on the left. 16. In front of a rock on the right, just after orb statue #12. 17. Next to orb statue #14. 18. Look behind the tents near two chests in the middle of the DarkFell camp. 19. Behind a large rock on the left after orb sphere #26. 20. Beside a large rock to the right of orb statue #27. Journal Chapter 3 Locations: 1. At the Whitewater Gorge raft launch, in the left corner. Journal Chapter 4 Locations: 1. On the left side of WhipTail's Tomb. 2. On the right side of WhipTail's Tomb. Ancient Scroll Locations: 3. Go to the end of the path left of orb statue #34. -------------------------- ADDITIONAL NOTES -------------------------- AVAILABLE SHOPS: -Herbalist (MossDigger, in La'Shon market) -Basic Weaponsmith~Dagani (JasperScale, in La'Shon market) -Sarojin Specialist (CopperCrest, in La'Shon market) -Explosives Specialist (OpalEye, in La'Shon market) -Atelier (FernDancer, in La'Shon market) -Fire Magic seller (FernDancer, in La'Shon market) ODD ROCKS - Many of the rocks you see are actually Lurkers, however most are inert at the moment and will not attack. Many of these are fought later in the game. DAGAN RESPAWN - After reaching La'Shon, many groups of Gretchlings re-appear in Dagan. You can only go as far as the raft launch (Palash side) before Tahir turns you around and insists on returning to Palash, but there is much PP to be had. In particular, be wary of four groups of two Gretchlings in the water around and behind the Oracle's temple. IMPOSSIBLE BATTLE - Near the entrance to the Twisting Deeps (W of WhipTail's Tomb) is a battle with SIX DarkFell Warrior 1s. This is an incredibly difficult battle, as six enemies attacking constantly will quickly kill your party. The only way this battle is remotely winnable is if you use area-of-effect magic to hit them all at once. A particularly good choice is Acid Rain for Tahir. Tahir is good with water magic, and even though DarkFell resist water, Acid Rain will do plenty of damage (averaging 20-30 per hit at level three, and hitting five times). Equip the Orb of Tears and get Acid Rain to at least level three (which costs 1100 PP total), or possibly level four, if you can swing 1800 more PP. It will not only help you actually WIN this battle, but will be an asset for many hours to come. JUGGERNAUT - After the scenes at WhipTail's Tomb, Jarik obtains a special skill - Morph. This lets him transform into the Juggernaut you fight the Amareths with. This form is free to transform to anytime. It has 1000 HP and no MEP, and can only do two actions: Punch and Crush (the latter being stronger, but with more cooldown). The HP you start with is based on what percent of your HP you had as Jarik, but when he reverts, his HP is restored to what Jarik had before transforming, ignoring any damage or healing. The Juggernaut form cannot use any items, but is powerful enough to be useful for a while to come. Note that you can transform BEFORE triggering a battle, so as not to waste any time once fighting, and so Jarik's HP is preserved. DAGAN RESPAWN TAKE TWO: After curing the amnesiac Sarojin, a few new groups of monsters spawn between you and Palash. These are noted in the monster group list. Most notably is another Dagani Amareth (the 500 HP version) NW of that large plateau. This battle can be difficult to trigger; you must walk in the swamp water NW of the Amareth itself (close to the swamp gas cloud). Just walking on land, and nearby it, will not trigger the battle. ===================================== ======================================== 5: Whitewater Gorge - Cactus Canyon (WHIT5) ======================================== ===================================== -------------------------- TREASURE INFORMATION -------------------------- Treasure: -Antitoxin (potion) - from Goltir at the beginning of the Gorge -Moorlet Egg (collectible) - in a chest near the first two random chests -Magic Potion x2 (potion) - in the Marketplace, for delivering message to Ekue -Amulet of Silence (amulet) - in a chest past the "Wilderness" save point -Studded Armor (armor set) - in a chest past the "Wilderness" save point -Archers Bow (bow) - in a chest past the "Wilderness" save point -Old Dagger (dagger) - in a chest beyond the blue key's stone door -Bone Bracers (wearable) - in a chest beyond the blue key's stone door -Spi Boost (elixir) - in a chest beyond the blue key's stone door -Dex Boost (elixir) - in a chest beyond the blue key's stone door -Pelewan's Pendant (wearable) - deliver the Kemarran Brooch to Pelewan -Cactus Potion (potion) - talk to Kayreeda in Marketplace after curing Pazinah -Spike Potion (potion) - talk to Kayreeda in Marketplace after curing Pazinah -Oak Shield (shield) - in a chest in the ruins NE of the exit of the canyon -Spike Potion (potion) - in the ruins NE of the exit of the canyon into Orin -Str Augmenter (elixir) - in the ruins NE of the exit of the canyon into Orin -Poison Resistance (potion) - in the ruins NE of the exit of canyon into Orin -Target Shield (shield) - in a chest in the Boggroat's den -Hauberk (armor set) - in a chest in the Boggroat's den -Spi Boost (elixir) - in a chest in the Boggroat's den -Spike Potion (potion) - in a chest in the Boggroat's den -Old Chakram (chakram) - in a chest in the Boggroat's den -Small Petards (petards) - in a chest in the Boggroat's den -Ice Dagger (dagger) - in a chest in the Boggroat's den -Cactus Potion (potion) - in a chest in the Boggroat's den -RazorClaw's Staff (staff) - from RazorClaw, in exchange for Scarlet Cloak -Dagani Bow (bow) - in chest on Gargoyle Bridge, post-Boggroat -Sturdy Shield (shield) - in chest on Gargoyle Bridge, post-Boggroat -Cactus Potion (potion) - in chest on Gargoyle Bridge, post-Boggroat -Dark Defender (tattoo) - from Kemarrans near Pilgrim's Hatch -Wraith's Bane (bow) - on a grave after examining the crypt for Lord Kort. Random Chests (sets 1, 2, 3): -In the Lurker-infested area between the intersection and the Marketplace -Also in the Lurker-infested area between the intersection and the Marketplace -Atop the cliff via the path W of the Whitewater Portal (a lockbox) -In some shallow ruins beyond the first bridge on Pelewan's path -Right before the second bridge on Pelewan's path -Two in an alcove of a cliff SW of the first save point after the Marketplace -Two behind the blue key's stone door -Push a barrel beyond the "Gargoyle Bridge" (with Journal Chapter 3 page 16) -On a small ledge overlooking the earlier section, after the "barrel chest" -In the ruins NE of the exit of the canyon into Orin -In the NE corner of the Sunken Market, near CrystalFang PP and Gold bonuses: -500 PP - at 10 Moorlet Eggs -1000 PP - at 20 Moorlet Eggs -500 PP - at 10 Chapter 3 -300 PP - at 5 Ancient Scrolls -100 PP - in a chest past the "Wilderness" save point -50 gold - in a chest past the "Wilderness" save point Collectibles and Herbs: -Cactus Flower - found on small green cacti with pink buds -Flower Spike - found on cacti with a large, vertical white flower spike -Wither Bane - collect the green weeds near small rocks -Moorlet Eggs (28 of 30) -Journal Chapter 3 Pages (18 of 25) -Ancient Scrolls (2 of 5) Quest Items: -Kemarran Brooch - from the chest in the ratsprat's lair -Red Key - from the chest in the ratsprat's lair -Blue Key - from the chest behind the red key's stone door -Boggroat chest key - after defeating the Boggroat in its den -Sphere of Calling - in a chest in the Boggroat's den -Scarlet Cloak - examine the remains after the Gargoyle and Tengu battle -------------------------- MONSTER INFORMATION -------------------------- Boggroat (about 1300 HP) Fake Dagani (about 220 HP) Fake Orin (about 100 HP) Fake Orin 2 (about 400 HP) Gargoyle (about 1000 HP) Moorlet (about 200 HP) Palash Lurker (about 105 HP) Shadowspawn (about 400 HP) Skurkling (about 25 HP) Strong Zombie (about 350 HP) Tengu (about 600 HP) Weak Lurker (about 80 HP) Monster Groups: -Raft Launch to Whitewater Gorge Market, including Twisting Deeps path Fake Dagani x1 (1) Moorlet x3 (1) Moorlet x6 (1) Palash Lurker x1 (3) -Whitewater Gorge Market to Orin (before Boggroat is defeated) Boggroat x1 (Boss) Fake Dagani x3 (1) Fake Orin x2 (2) Fake Orin 2 x3 (1) Gargoyle x1 (2) Gargoyle x2 (2) Moorlet x2 (3) Moorlet x3 (6) Moorlet x4 (6) Moorlet x2, Shadowspawn x4 (1) Palash Lurker x1 (7) Palash Lurker x2 (3) Palash Lurker x2, Moorlet x1 (1) Tengu x1 (1) -Whitewater Gorge, after Boggroat is defeated Gargoyle x2 (2) Gargoyle x4 (2) Gargoyle x4, Tengu x2 (1) Moorlet x4 (1) -Lord Kort's and Grandar's lands Strong Zombie x3 (5) Tengu x3 (1) Tengu x2, Skurkling x3 (1) Orin Lurker x1 (3) -------------------------- COLLECTIBLES INFORMATION -------------------------- Moorlet Egg Locations: 1. On the left, beside the palm trees just past trail marker #2. 2. Early on the path to the Twisting Deeps, look near a Flower Spike plant. 3. On the left side of trail marker #6. 4. In the cauldron next to Tuako, just past trail marker #6. 5. In a chest next to a big rock near trail marker #12. 6. Under a wagon NE of Brin in the Marketplace. 7. Just past Riffin and the "To Orin" signpost on the elevated path. 8. Behind some barrels in the large area past trail marker #18. 9. Near the entrance to Whitewater Portal in large area past trail marker #18. 10. On the ledge of a "window" on the unmarked path past the Portal. 11. Near a lockbox at the end of the unmarked path past the Portal. 12. Behind a large rock a bit past Gymal's camp at the start of the canyon. 13. On the right side of the path, right past Koldor. 14. Push the barrels aside near the start of the unmarked path past Pelewan. 15. Just beyond trail marker #22. 16. In an alcove on the far side of a large rock past trail marker #24. 17. In an alcove on the far side of a large rock past trail marker #24. 18. SE of the save point and trail marker #25. 19. Go NW from trail marker #26 and follow the unmarked path to end. 20. At the end of unmarked path, behind the blue key's stone door. 21. Behind some barrels in the Boggroat's domain. 22. In an area SW of intersection at trail marker #27, on an unmarked path. 23. Further down in area SW of trail marker #27 on unmarked path. 24. Up the unmarked path SW of trail marker #27. 25. At the end of the unmarked path SW past trail marker #27, in some ruins. 26. Behind a broken ruin SE of Orin signpost, after trail marker #32. 27. On a small ledge right before the Sunken Market. 28. In the Sunken Market, to the right of OnyxEye's tent. Journal Chapter 3 Locations: 2. On the right of the winding path when leaving the raft landing. 3. On the right of the winding path just after leaving the raft landing area. 4. On the right after trail marker #1. 5. Across the bridge to the left, behind AmberTail (path to Twisting Deeps). 6. Between trail markers #7 and #8 on the path to WG Market. 7. Just before trail marker #13. 8. Make a right turn on the path past trail marker #19. 9. Besides a large rock on the left, past trail marker #19. 10. On the right, past trail marker #19 and right before Koldor. 11. On the unmarked path, in the balcony just beyond the ratsprat's den. 12. Just beyond trail marker #23. 13. Near trail marker #25 and the save point. 14. NW of trail marker #26, on the right beyond the save point. 15. On the unmarked path NW of trail marker #26, just before the bridge 16. On the Gargoyle bridge past trail marker #28. 17. Beside BlackTail in the Sarojin Bazaar, to the right of a tent. 18. On the trail just beyond the Sarojin Bazaar. 19. Circle back around to the Bazaar, and check the right side of the trail. Ancient Scroll Locations: 4. Right ahead of you after exiting the raft in Whitewater Gorge. 5. Near the Moorlets NW of trail marker #24. -------------------------- ADDITIONAL NOTES -------------------------- AVAILABLE SHOPS: -Herbalist (Kayreeda in Whitewater Gorge Market) -Herbalist (Melzia, in Pilgrim's Hatch) -Herbalist (Arleen, in Hollow Grange) -Basic Weaponsmith~Sarojin (Merchant, in Whitewater Gorge Market) -Basic Weaponsmith~Sarojin (OnyxEye, in the Sunken Market) -Basic Weaponsmith~Orin (Merchant, in Pilgrim's Hatch) -Basic Weaponsmith~Orin (Deryn, near Hermit's Cave) -Advanced Weaponsmith (Brin, in Whitewater Gorge Market) -Advanced Weaponsmith (Weaponsmith, on outskirts of Pilgrim's Hatch) -Sarojin Specialist (SixClaw, in the Sunken Market) -Exotic Equipment (BlackTail, in the Sunken Market) -Magical Items (Tuako, near the path to the Twisting Deeps) -Atelier (CrystalFang, in the Sunken Market) -Atelier (Jingu, in Pilgrim's Hatch) -Stone Magic seller (Jingu, in Pilgrim's Hatch) -Sound Magic seller (CrystalFang, in the Sunken Market) -White Magic seller (Gymal, on the path to Orin, then in the Marketplace) DIFFICULT BATTLE - On the path to the Twisting Deeps is a battle against six Moorlets. This is incredibly difficult, and is not recommended unless Tahir can use Acid Rain, which will slaughter them. Picking them off one by one will cause your party to take far too much damage to live, even with a belt full of potions. CHANGELINGS - You will start encountering Changelings in the guise of one of the four races from here on out. These come in many varieties, wielding many different weapons and even spells. Due to the extreme variety these enemies present, this guide cannot describe each and every group's weapons and magic. WHITE MAGIC - Soon after leaving the marketplace, you will encounter Gymal, who sells the Orb of Healing. BUY ONE FOR TAHIR. Spend the money on white spells from the Portal, and begin training Healing Mist. This is your top priority! Healing potions are basically obsolete after you gain even one more level (if they aren't already - 100HP is less than 1/8th of your max HP), thus Healing Mist will be how you heal for the rest of the game. Heal itself is alright, but mainly for quick full healing of someone about to die in battle. MEP healing potions (Spike and Ulappa) still remain useful, since 120 MEP healed is six Healing Mists, and 200 is ten! PELEWAN GLITCH!!! - En route to Orin, you will meet Pelewan, who pleads for you to help recover an item for him. DO THIS QUEST IMMEDIATELY. The Amulet of Silence needed to finish it is found in the canyon ahead. If this quest is left until too late in the game, Pelewan vanishes without a trace, and with him your hopes to mark this quest completed and get the reward. The reward is a crappy pendant which has the exact same effect as an easily-bought accessory, however (stun resistance). MAX PP PROBLEM - The Amulet of Silence's chest gives 100 PP, which you would think could be saved, but due to Pelewan possibly vanishing at a random point, it is best to collect it ASAP, just to ensure it doesn't cost you the quest. GLITCH!!! - The giant stone door opened by the red key is glitched! Once you open it the first time and leave, this will never open again. If you do not collect everything from behind it, they are lost forever. THIS INCLUDES A MOORLET EGG! Make sure to get everything the first time through. VERY DIFFICULT BATTLE - Behind the blue door lies a battle with three Moorlets and FOUR Shadowspawn. Shadowspawn attack by throwing rocks, and with claws at melee range. This battle is VERY easy to lose. Although rocks are easily dodged by moving, the battle system isn't conducive to evasive movement. Gather the Moorlets and cast Acid Rain on them while Jarik pounds at the Shadowspawn. After Tahir gets a second turn, have him finish off the Moorlets, then start casting healing spells! Again, this battle is very difficult, so be extremely careful. ICE DAGGER - One of the rewards for defeating the Boggroat is an Ice Dagger. This is an excellent weapon for Tahir! 20 base damage, 2 recovery time, and a water focal item even. If Tahir is trained in daggers and water magic (which are two of the better options for him), this is a must-have! This will be THE dagger for the rest of the game, no matter who uses it, or if they even use water magic. There's another one later in the game as well, if you prefer two dagger users. GARGOYLE GLITCH!!! - The Gargoyles that guard a page of Chapter 3 of the Journal on the bridge/ramp may occasionally be glitchy. Make sure to save |
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