Treasure Hunter G- The Unofficial FAQ Version 1.1 By Giampaolo Bianchi (giampi13@hotmail.com) Table of Contents: 1. Updates 2. Introduction 3. Characters 4. Game Play, Game Mechanics, and Gameplay tips 5. The Walkthrough (Contains Spoilers!) 6. Skill List 7. Extras 8. Additional Information (Legal junk, and so forth) 9. Thank you's 1. Updates ver 1.1 (February 3,2000): First version of the FAQ ver 1.3 (February 5,2000): Added some things and further advanced the walkthrough. I also found out that I mixed up Red and Blue's names (oops), so I fixed that. Ver 1.5 (February 11, 2000): Cleaned up some general facts in the walkthrough. I also expanded the walkthrough through Island Two. Ver 1.7 (April 2, 2000): Added some stuff in the walkthrough, characters section and skill list. 2. Introduction Welcome! This is the Unofficial Treasure Hunter G FAQ. Treasure Hunter G was the last game released by Squaresoft for the Super Famicom (Super Nintendo Entertainment System in the U.S.). The game hasn't received HALF the recognition it deserves, as it is an incredible game with great music and an even better battle system. I've written this FAQ in an attempt to guide those who want to play the game but can't read Japanese. I'll try to explain everything in detail so you, the reader, can get out of any tough spots in the game. If you're stuck, email me (my address is at the beginning of this FAQ) and I'll be glad to help you. 3. Characters ***The Fighting Party*** Red Description: Blue trousers, a sleeve-less red shirt, spiky blue hair, and a red bandana. You will control him throughout the game. Weapon: Sword, Axe Story: Red is the eldest son of Brown G, a treasure hunter. He lives in Ruuri (spelling?), a small village. He is sucked into a huge adventure when he has to go find Brown G in a cave, along with Blue and Silver. Attributes: Red is the strongest attacker at any one time. His sword techniques are very strong, and he has a great physical strength. He also has a great evade and the biggest HP total. Weaknesses: Red is a little stingy on the ACT points, so he won't be able to move as much as Ponga or Blue. He also tends to start off battles in inconvenient locations, so he gets attacked more often than the others. On top of that, he is the only character who can't use a long range weapon. Blue Description: Small, blonde child with green and tan clothing. Weapon: Spear, Axe, Pike Story: Blue is Red's younger brother. He accompanies Red when he and Silver go to rescue Brown G. He never leaves Blue's side and looks to him for protection. Attributes: Blue has the second greatest amount of ACT points of the party. This means he can move around more and attack more times than the others. His HP total is second only to Red's, and he has a good deal of physical strength. His Pike can cover two spaces, just like Ponga's cutters. He also has an absurdly high amount of SP. Weaknesses: Blue's skills consist of traps, which aren't that useful. Also, Blue will hit anything in front or in back of him when he uses his spear. While this may be a good thing, most of the time he will end up hitting his allies as well as his enemies. Watch out when you're fighting in closed spaces! Rain Description: A young girl with a fuchsia dress and a white skirt. Weapon: Rod, Discus Story: This mysterious girl was rescued, along with her pet monkey Ponga, from monsters by Silver G. Little is known of her past. She lives in Ruuri as well. Attributes: The typical strong mage/weak fighter. Rain possesses many powerful spells, including healing spells, and has the highest amount of ACT points out of everyone. Her Discus is weak, but allows her to attack with a smaller risk of being hit. Weaknesses: She has a bad defense, and starts out in very uncomfortable places. Ponga Description: A monkey with a red shirt. Weapon: Cutter Story: Ponga was with Rain when she was rescued by Silver. He is unusually smart, and can do things no other monkey can, like use magic and play the violin. Attributes: Ponga rocks! He is very well balanced in every category, and has a great deal of ACT points. His cutter will hit anything in a straight line up to two spaces away, and his magic is strong. Keep him well equipped and he won't disappoint you! Weaknesses: Like Blue, you have to watch where you attack, as you can hit your allies if they are in the way. Ponga also needs constant renovation equipment-wise. Other than that, he's a great character. ***Supporting Cast*** Brown G Description: Brown clothes and an Indiana Jones hat. Story: Father to the G brothers, Brown finds a mysterious metal bird in a cave. His entrapment in that very cave is what leads the G brothers to look for him, effectively triggering the plot for the entire game. Silver G Description: An old man with a long beard and a bandana. Story: The oldest member of the G family. He takes Blue and Red to the cave where they find the metal bird and Brown G. The Whale Description: A big humpback whale that talks. Story: This whale takes Red and his friends from Island One to Island Two, and then from Island Two to Island Three. Dr. Harrow Description: A mad scientist with long, orange hair and a lab coat. Story: A weird scientist that resides in Island Three. He likes to pose a lot and will help (or, at least, try to help) the party on numerous occasions. The Dark King Description: A tall, dark figure with black hair and a crystal ball in his right hand. Story: The Bad Guy. J-Elf and the Turtle Knight accidentally revive him. He tries to destroy the world using the OPARTS. Mio Description: A small girl with purple hair and oriental clothing. Story: Leads the monastery on top of Agniot's Mountain. She awakens the power within Rain. J-Elf Description: A tall elf with long, blonde hair and a huge sword on his back. Story: He heard of the power the Dark King possessed and tried to attain it, only to unleash the fiend on the World. Turtle Samurai Description: A huge, anthropomorphic turtle with leather boots and clothing. Story: J-Elf's bumbling sidekick. He thinks of himself as a great warrior. 4. Game Play, Game Mechanics and Gameplay tips The Gameplay in Treasure Hunter G takes some getting used to, but is very easy to use in the end. I shall divide this section into 5 topics: Control, The World, The Menu, Battles, and Extras ***Control*** Control Pad: Move around, navigate the menu and move around in battles. A Button: Talk to people, examine machines, punch objects. Accept options. B Button: Hold this down to run in all eight directions. Cancel an option, exit the menu. X Button: Open the menu. Open the battle menu. Y Button: Unused. L/R Buttons: Rotate a character in battle, select recipient of item (when giving items in the menu). ***The World*** There are two types of screens: The World Map and the Normal View. You will use the normal view the most, as it is used when navigating a town or dungeon. When in the World Map, simply walk onto a location and you will enter. When in normal view, you can run with the B Button, talk to people, or punch objects. Things like grass, barrels, and flowers can be punched. Bear in mind that you can't use the menu in the World Map. You can only use it in Normal View. When in towns, there are five important buildings to look for: The Weapon Shop, Item Shop, Armor Shop, Inn and Church. The Weapon Shop (indicated by two crossed swords in front) sells weapons for your characters. The Armor Shop (indicated by a shirt) sells armor. The Item Shop (indicated by a potion) sells healing items and such. The Inn (indicated by a big INN sign) lets you rest and recover HP and SP for a small fee. The church allows you to save the game, free of charge. You can pretty much talk to or examine everything, just as you can enter almost every building. It is important that you examine everything. Other buildings of interest include pubs, restaurants, and houses. You can also find a man that buys things from you. To sell, talk to him, then select whose inventory you will sell from. Select an item with A to sell it. To exit a character's inventory, press the B Button. To buy things, first go up to them in a shop. A window will open, showing who can equip the item (those who can will cheer a la Final Fantasy), any attributes, and the price. Press A to take the item. Once you take the item, talk to the clerk. He will confirm the deal. He will then ask you who will take what item, in the order that you grabbed them. When this happens, the order is, from top to bottom: Blue, Red, Rain, Ponga. Select who gets what, then leave. This also applies to items. When you're in a dungeon, you will come across two machines: the Blue machine and the Gold machine. The Blue machine restores HP and SP, while the Gold machine saves your game. Keep an eye out for both of these. ***The Menu*** Upon accessing the menu, you will be faced with four options. They are: Item Skills Configure Exit You will notice that, upon opening the menu, Blue will be running. This means that you are currently using his menu. Selecting Item will bring up his inventory. The same applies to Techniques (Configure and Exit are the same for all characters). By pressing left or right on the control pad, you can switch to another character's menu. When a character is selected, his status will appear on the bottom of the screen. The amount of Giv (the monetary unit used in Treasure Hunter G) appears at the top right of the screen. Item- Once this is selected, you can use Items by pressing A. When you do this, a window appears, showing four different options: Use Give Use2 Discard Use and Discard are self explanatory. Give allows you to give an item to another character to store in their inventory. Select the recipient by using the L or R Button (the recipient will be highlighted), then press A to confirm. Use2 lets you use an item from your inventory on another person. This is similar to Give, except that the item will automatically be used. If you buy a weapon or piece of armor, Use it to equip it. Any piece of equipment that is equipped will be red. Please note that a character can only carry 20 items at a time. Skills- Allows you to use techniques. The amount of SP used is beside the technique's name, and a description appears at the bottom. If a skill can be used, it will be white. If not, it will be gray. Configure- Up to now, I've been able to know two of the four options in this menu: Menu Reset Memory Battle Reset Memory ??? ??? What this means is that the menu will stay in the same spot as when you left the menu. So if your last command was Skills, the menu will be on skills when you open up the menu again. The same applies for Battle. Exit- Exits the menu. ***Battles*** One of the oddities of this game is that battles only occur once for every time you enter a dungeon. When you clear a battle, it will not happen again until you leave. This can be good and bad. Good because you can go back and use any Blue of Gold machines when you're weak without fear of being attacked. Bad because it limits the amount of experience you can gain. Anyway, when you touch an enemy, a battle begins. A gauge at the bottom-right of the screen shows the ACT points of the character currently in play. Each step takes away one ACT point (shown as a green line). When you get in an enemy's range, you will notice that there are blue and red squares on the field. The blue squares take away 2 ACT points per step (blue lines); the yellow take 3 per step (yellow blocks); and the red take away 5 per step (red rectangles). Your ACT bar changes to accommodate the color square you're on. That way, you can measure how many steps you can take. To attack, press A. Attacking is the equivalent of one step, so be careful. To rotate a character, press the L or R Button. Why? Because you can conserve ACT points by turning and attacking rather than taking more steps. This way, you can hit an enemy more times. You can also conserve ACT points by moving diagonally. When all of your characters have played, the enemy will move. At this time, your characters' current HP will be shown at the bottom. This will go down or up when a character is healed or hurt. When a character's HP turns red, it means he or she is weak. Heal them as soon as possible. One thing to remember is that getting hit from behind will cause more damage. Bear this in mind when attacking, and remember to never turn your back to an enemy! Pressing X brings up the Battle Menu. The options are similar to the menu, totaling five: Item Skills Party Items View Pass Item- Similar to the menu. Select an item and you will have four options: Use ????? Throw Hard Throw Use is the same as the menu. Throw Hard throws an item as far as you can. Use this command to use items on allies. Throw throws it only one space. To pick up an item (thrown by you or found on the battle field), walk over it. Be careful, though, as using items takes up ACT points. Skills- Those that are white can be used. Some techniques will have yellow blocks indicating where they will hit. Try to put as many enemies in a technique's range as you can. Techniques use up SP (Skill Points), as well as ACT points. Party Items- Allows you to view the other characters' items. View- A box will appear. Move it over a character (friend of foe) to view its stats, such as HP, SP, ACT points and status. Pass- Finishes a character's turn. A character will pass automatically when their ACT points are used up. ***Extras*** It is useful to break everything (barrels, grass, whatever) when in a town. They often contain items, money or even equipment (The barrel to the right of the man beside the armor shop in town 2 houses a gauntlet you might want). Talk to everyone, and go in every house. This has more rewards than you might think. Characters gain experience for every hit they connect in battle. If you're lucky, you can level up in the middle of a fight! Characters gain HP at the end of every battle, so if a character is knocked out, they will revive at the end of the battle. This also lowers the amount of times you need to heal. Some bushes contain frogs. Pick them up with A. You can sell them for money. Use this fact when you're low on cash (and are really in need of some; frogs can sell for as little as 5 Giv). Many times you will find yourself in a battle with only a small passage to get through to the enemies. Choose who passes first wisely. If Red can't get through because Rain is in the way, you have a problem. You can check drawers. Many times, they contain items. Think before you buy. Seeing as how the only way of getting money in Treasure Hunter G is by selling items, it might be wise to try and find the item you want before you buy it. Once you clear all of the enemies in a dungeon, they will not appear again until you leave for the World Map. This can be useful when you want to go back and find a Blue machine. Priests can do more than just save. For a small fee, they can increase your SP maximum. A note on experience: Characters level up after they gain 100 Experience points. These are gained both from attacking and executing an action such as a skill. However, the amount of experience given by an enemy decreases every time you encounter one. This is so that you don't level up too fast. You can never have too many SP potions. If there's only a small space for you to pass and hit your enemies, then use one of Blue's Vault Traps to hurl your character onto the enemies. If you're playing this game on an emulator, then never, ever, EVER use the save state function. It'll screw up your game like nothing else will. 5. The Walkthrough (Currently incomplete, and chock-full of spoilers. I'll try to keep them down) ***Island One*** I. Zee plane, boss! Zee plane! You start off in Red and Blue's house. Once Silver wakes you up, you will converse for a while, then go into a small cave to the north to find Brown G. Go straight up and you will find a Gold machine. Use it if you like. Further up is an intersection. Take the left path. Ignore the Blue machine and head for the bulldozer to the left. You will be attacked by rats. Silver will give you some tips on battling. Take the rats out, then use the Blue machine to restore HP and SP. Now go back and take the right path. Another battle will ensue. If you need to, use the Blue machine again (remember that you won't be attacked). The second part of the cave is made of ice. Cross the bridge and kill the rats, then head up and kill the bat (you might need to run to catch it). II. Vandalism When you reach the end, you will see some unusual people, then Brown G climbing onto the metal bird (which is partially encased in ice). Brown takes off and the cave starts to collapse. Silver will tell you to run. Be wary of the falling rocks, as they take off 1 HP with every hit (HP is a precious commodity right now). Once you leave the cave, ignore the crashing metal bird, and head to the town below you and to the left (hereafter known as Ruuri). Once in Ruuri, head for the pub. Silver will give you one Giv, then leave. At this point, go to the Inn (head right from the pub) and rest (It's free). When you awaken, go to your house. Smash the barrels and take the items inside. Attempt to leave Ruuri, and Rain will appear. Ponga will join you. Right now, you have to go around smashing everything. The house to the left of Ruuri's entrance has a lot of weeds in front. Smash them all (and take any frogs inside), and the lady in the house will give you 200 Giv. Doing this again will make her give you 1 Giv. Now head to the mill (the house on top of the creek with the gears sticking out). The miller informs you that there are rats in the building. Go downstairs and exterminate them, then check the barrels for a sword Red can equip, and a gauntlet (give it to Blue). When you go back upstairs, the miller will offer you money. Ask for 1000 Giv the first time, then ask for 100 Giv the second time. The miller will give you 200 Giv. Now go to the house beside the mill. This is a Gym. Ponga isn't allowed in, though. Go down to the basement and beat the martial artists, then defeat the other martial artist further down. He will teach Blue a technique. Go around smashing all that you can. You should find items galore, as well as money. If you go to the pub, you can sell your frogs to the man there for 10 Giv each (repeat this many times for a huge profit). Now leave for the other town you can see nearby (Town 2). Repeat the vandalism process, and use the church to save your game. The two dressing rooms in the armor shop hold 30 Giv and some rats. Buy all three armors. The barrel beside the man outside of the Armor shop has a gauntlet (give it to Red). Go to the restaurant (marked with a fork and knife) and go downstairs. Beat the rats, then claim the 300 Giv from the woman upstairs. At this point, you should have enough to buy all three armors, a spear for Blue and a Cutter for Ponga. If not, go back to Ruuri and sell frogs until you can (you will need a total of 1540 Giv to buy everything). Save, then attempt to leave. A boy will run up and inform you that Ruuri is on fire. Head there now. III. Great balls of fire Once in Ruuri, head to the house on your right. Rescue the man inside, then fight the balls of fire that appear (the man can attack, but is very weak). Head to the house on the left, then attempt to rescue the woman. The woman will tell you to take her violin. Take it, then carry her out of the house. Talk to the little girl on fire and she will run away. Head to the house north of the last one you entered. Try to rescue the little girl (you can't), then leave. Ponga will rescue her. Now head to your house. Two sprite-thingies are attacking Rain and Silver. They will leave you some fireballs to fight, then run. Beat them, then leave. Rain joins you. IV. Mommy, Mommy, he's flying! Enter the forest north of Ruuri (after resting and saving). Talk to the old man and he will levitate into the air, then tell you about the dark king. Once he floats away, continue through the forest. Explore every nook and cranny, as there are quite a few items, including a Rod for Rain and some Giv. To the left of the Blue machine (found in the lower left) and to the right of the Gold machine (found in the upper right), there are paths hidden by trees. They have enemies, but they also have items at the end. The exit is to the upper left, but you will have to fight the sprite-thingy you saw in Ruuri when it burned down. Take her out FIRST using Blue and Ponga, as she can conjure up fire balls. Use Red and Rain to take out her cronies. Once that's done, leave the forest. V. The Secret passage Once in Town 3 (to the right of your current position when you leave the forest), do the whole vandalism thing. Get under the clotheslines found in the upper left, then press A to get some armor (give it to Rain). You'll find much more stuff here than you did in Ruuri or Town 2. Head to the upper right and open the chest. Surprise! A bat! Kill it (you need the experience-trust me), then smash the barrels beside it. Go to the upper left and talk to the boy. Punch the tree a few times, and the beehive will fall out. Kill the bees. Now talk to the martial artists in front of the house. Beat them and they'll teach Blue a Trap skill. Save, and use the Inn if you want (you can probably afford the 30 Giv by now). Return to that house, only enter it this time. Check the bookcase (among other things) to find a secret room. Break the barrels. A diary will fall out. Read it. Blue will store it in his rucksack. Now leave Town 3. VI. The Mountain of Really Weird-Looking Monks With a Lot of Red Squares Around Them Follow the trail to Agniot's Mountain. This place is full of caves. Be sure to explore, as there are many chests with Giv in them. You should also find a shop with an axe (for Blue), a Sword (for Red), an armor (for Rain), and a gauntlet (for Ponga). When you reach a monk that blocks your way, talk to him. He will ask you something. Answer yes (the top choice). When fighting him, take out his cronies, then move all of your characters around the monk. He has a tendency to move around a lot, and the fact that he has a huge field of red squares around him makes it difficult to trap him with only one character. Beating him will allow him to teach Red some sword skills (many of the monks in this mountain do). In any case, keep going until you reach a Gold machine. Talk to the monk to the right of the Gold machine (the one in front of the stairs, not the other two). He will fight you. What's unusual about this battle is that you can only kill one enemy. You can pass all you want, though. To finish easily, move all characters to the back of the room, then take Blue or Ponga and move them up a little. The rats will converge around the character (for the sake of argument, I'll say Blue). You want to use the other characters as damage magnets while Blue moves up and attacks the monk. Once you get to the top (where the monk is), station yourself in the center. By now, the battle should look like this: _________ / \ | B X | | | | | \ / | | | | / \ | r r r | | r r r r | |r R Ra P r | \_________/ B= Blue X= Monk R= Red Ra= Rain P= Ponga r= rats Wait until the monk is up against the wall, then move Blue (who attacks first and should have three ACT points when in the red squares) up against the monk and attack. Once he bites the dust, you win. The monk will give you the new technique and some new armor. Head down and use the Blue machine. Keep going. Enter the cave, then enter combat with the oyster. This can be tricky because you're outnumbered and in a strange position. Once at the top, you'll have to fight three guys with bows. This is pretty easy. Once that is done, start climbing. Use the outcroppings to shield yourself from the debris, and hold B to climb quickly. After a while, you will reach the monastery. VII. Oh, come on, somebody tell me they REALLY weren't expecting her to do that Enter the monastery. Don't bother exploring, just go upstairs. Talk to Mio, the wizard girl. She will open a room so you can rest. Ignore that, and instead go up to the roof. Beat the bats, gain a new sense of adventure as the party decides to go find Brown G, then go to bed. Rain will be attacked by a monster, but will exhibit a super-power that exterminates the beast, who turns out to be Mio. She will say something about a locked power within Rain (Rain plot point 1), then ask you something (it doesn't matter what you answer). After that, you can leave the monastery. VIII. Hoo, boy, are you in trouble Go down the mountain again. On the way down, Mio will stop and give you a strange artifact: the first OPART (Out-of-Place ARTifact). Take it. Upon trying to exit the mountain, you will find four of the same creatures you fought at the top of the mountain. Ice (as in defeat) them, then continue to exit. The exit will be blocked by a huge boulder. Make note of it, then go to the waterfall where there was a monk earlier. You should see a silhouette marking an entrance in the waterfall. Go inside. Use the Blue and Gold machines, and enter the room to the right. There's a chest guarded by some slimes and oysters. Get it, then heal again (boy, are YOU going to need it!). Enter the room on the bottom right. It will be very dark, but no so dark that you can't distinguish a path. Follow it and you will find a woman with a sword. This is Hell Asteroth (I hope I got that right). She will summon her Drill Zombies to attack. !!!Boss Battle: Hell Asteroth and Drill Zombies!!! Your very first Boss Battle (Dramatic Thunder Crash)! This battle can be tough, but don't get too worked up. Your first objective is to take out the Drill Zombies, totaling four. It is important that Rain use her fire spell (the one taught to her by Mio), because it will give her lots of experience. You want to raise her up to level 12 so that she learns her second healing spell (which can be used on anyone, not just her, regardless of position). Once you take out the Drill Zombies, go for Asteroth herself. She has a nasty habit of teleporting around and uses a Flame Sabre attack that hits for around 35 HP damage. Try to corner her so that everyone gets a shot at her. Rain will probably run out of SP quickly from healing, so use an SP potion or have someone else throw it to her using the Throw Hard command in the Item menu. Hell Asteroth has 660 HP. Once you beat her, she will escape. IX. How the HEY did we get back here? After beating Hell Asteroth, she will escape. You will be magically whisked away to the Secret Passage in Brown G's house. After some dialog, you will continue your journey. Head to the forest above the fourth town. Go through the forest, then enter the cave above it. Go up to the door inside the cave. It's locked. Now, if you remember, Blue put Brown G's diary in his rucksack. Take it out by pressing X to bring up the menu, then switching to Blue's items, then pressing A twice. If done correctly, you will open a new item list for Blue's rucksack. If it's not there, then press Y to order the items, then try again. Select the diary (top item). Red will be asked a question. A correct answer will open the door. If it doesn't work the first time, simply use the other answer. The door will open. Enter. X. Is it hot in here, or is it just me? The inside of the cave is a live volcano, complete with lava pits and fiery enemies. Anyhoo, proceed through the fairly straight-forward, enemy infested cave until you come upon a pit. Step up to it and press A to jump. You'll land in a heavily rat-infested area. The rats aren't the problem, though. The big Minotaur is the problem. Concentrate your fire on the rats and slimes, and try to push them into the blast area of the bombs (they look like jugs, except that they're standing. The ones lying on their side are items). Go for the Minotaur last. He has around 550 HP, but a combined attack by Red, Blue, and Ponga (with some backup from Rain) should be more than enough to take it out. After the battle, search the door. It's (surprise, surprise) locked. Check it, and Rain will say something. This is not a clue…or is it? Actually, Rain said something about a hidden switch. There are two, located here: ___________________________ / -D- -P- -P- -2-\ | | | | | | \___ ___/ \ / | | ___/ \___ / -1- \ | | | | | | \___________________________/ D= Door P= Pit 1= Switch 1 2= Switch 2 This is (basically) the layout of the room. You want to trigger switch 1, then jump in the left pit. You'll pop out of the right one. Now flick the second switch. After that, you can enter the door. And what do you find inside? Nothing, other than the second OPART (Out-of-Place ARTifact). Grab it, then use the stairway to exit the dungeon. You'll have to do some sword-swinging to get out, but the HP boosts at the end of every battle should get you through. XI. Why do birds…suddenly appear… Go into the fourth town. Use the hard earned cash you've gotten from your adventures to buy yourself some new equipment. Smash the two barrels to the south-west of the Inn to get 500 Giv, then go down the ramp below the Inn. Try to board the whale and you will be attacked. Beat the monsters (they're ice-based in nature). Now talk to the lady outside the Inn. Check the hole beside her and beat the rats. You'll get a free stay at the Inn as compensation. Accept it. At night, Ponga will create a stair in your room. Use it. Red and Rain will have a romantic moment (Rain plot point 2). After that, wake up and explore the town. Go back to the whale and you'll meet his turtle friend. Talk to both of them, then continue on your journey. Worthy of note is the Frog Casino at the upper left of the town. You can only enter if you have at least one frog in your items (the two barrels outside have some if you're in need). See the Frog Casino section in the Extra part for more details. XII. Now I've seen everything Head to town 2. If you remember, the people you saved from the fire are staying in the restaurant there. Go inside and pay a visit to the old lady (the one who gave you the violin). She will tell you how to get through the forest west of town 3. Go there. I can't give a name more fitting of this place than the Bizarro Forest. This place is just plain WEIRD. From the spiky blue bushes to the wavering plants. Enough talk, though. Head to the upper right of the forest. You'll find a huge plant. After a short dialog, step up to it and press A. You'll be swallowed and taken to another plant. Be sure to check the small purple pods for items. From this plant, head right until you reach an intersection, where you can go up or right. Head up, ignoring the castle (and the donkey hanging out of it—don't ask) until you reach another plant, then use it. Walk right, taking care to avoid the Drill Zombie (or you can fight it for experience). Use the plant there, then walk to the left. You'll have to fight some Drill Zombies before you can enter the plant. After using this plant, you can enter the castle of the Toy Kingdom. Ignore the talking animal guards (…) and make use of the Blue and Gold machines at both sides of the hall. Make your way up, past the guards. Once in the throne room, head to the upper left and get the Fire Rod for Rain. Now talk to the Cat Queen. She'll challenge you. Take her out (beware her fire spells). She'll open up a secret stairway to the swamp in the back. Once there, use the Blue machine, then start walking on the rocks (they make a strange 'bloop' sound when you do). Wander around the rocks and you'll get attacked by a huge plant. !!!Boss Battle: Swamp Flower!!! This plant is vulnerable to both ice and fire, so make sure Ponga and Rain attack constantly with the Ice Cutter and Fire Rod. Red and Blue should attack as often as possible (Blue can use the ice pick from town 4 to hit from a space away), but they should turn their attention to the slimes that the Swamp Flower drops every once in a while. The Swamp Flower can attack with firebombs and sleep gas (as well as its slime cohorts), so be ready to use Mega Heal and Cure when necessary. Fortunately for you, the powerhouse Swamp Flower can't move, so you can devote your ACT points to attacking it. The Swamp Flower has 1848 HP. After the battle, heal up and continue your path along the swamp. Check the pod at the end of the rock path for an important item, then use the plant at the north-east corner of the section to transport yourself to the beginning of the forest. Before you can leave, you'll be confronted by Hell Asteroth. Take out her cronies using Ponga's Astro Crash. After the battle, Asteroth will summon her two friends, Sinify and Sinifian, to attack. !!!Boss Battle: Hell Asteroth, Sinify and Sinifian!!! Sinify is the red, pudgy dude on the left, and will use strong physical attacks. Sinifian, the tall, blue guy on the right, will assault you with heavy fire attacks. For this reason, Blue and Rain should handle Sinify while Red and Ponga take on Sinifian. Once they're gone, go after Asteroth. She's the same as before, so it should be easier to kill her. Sinify has 591 HP, Sinifian has 369 HP, and Hell Asteroth has 660 HP. XIII. Row, row, row your whale Go back to the whale and the turtle. Talk to them, then head to the exit of town. Rain will drop you another hint, saying that you should go to the Inn. The upper-right room in the first floor contains a man that will make an SP-recovery potion from the item you got at the swamp. Go to bed. Red will wake up in the middle of the night, followed by Rain. Go outside and talk to the whale. Blue and Ponga will join you, and you will cast off on the whale. Congratulations, you've just gotten through Island One! Feel proud. Be wary though, as you can be attacked by monster on your way to Island Two. ***Island Two*** I. The Happy Whoopy Dance Island Two is, thankfully, the shortest of the three islands, as your only objective is to get the OPART that lies inside. You arrive in an open field. Walk up to see a crystal reminiscent of the one in the forest in Island One. Ignore it, and head up. Don't try to use the Gold Machine, as you can't reach it yet. Eventually, you'll reach a clearing with a tree stump. Rain will tell you to stand still. Do so, and five fairy-like elves will pop out of hiding. They'll ask you to save their friend, who is besieged by monsters. He is up and to the left of you. Save him, then head right. All of the elves will pop up and there will be much dancing and running amok. After the show, head right. Follow the elf, but stop to save your game as you do (go right when he goes left). When he stops, talk to him, then run to the bush below him. You'll fall in a cave. II. Watch that first step You end up with only Red and Blue. Get up, then go left. This part is very straightforward, having no branching paths or anything. Along the way, you'll get the Fire Pike for Blue. Now keep going until Rain and Ponga rejoin you. Now enter the door. When you get to the end, read the sign, and then attempt to leave. You'll fall. Read the sign, then jump in the upper left hole. As soon as you land, drop in the lower left hole (watch out for the covered-up one beside it). When you land, you'll be in a room with three holes. Go to where the fourth one WOULD BE (upper right). When you land (again), go to the lower right hole. Enter the big door. You'll find the third OPART, but there's a big Minotaur guarding it. When you enter combat, get Ponga to the upper right, then start using his Astro Crash attack like mad. Your objective is to take out the green dogs first (which can hit for 60-80 HP in one turn), then the Minotaur, then the slimes. Once you win (barely), you'll get the OPART. Now all you have to do is get out. Open up Blue's rucksack, then select Brown G's diary (first choice). Skip the dialog, then open up the rucksack and select the newest OPART (fourth choice, I believe). You'll rocket out of the cave. Go to the whale again, skipping all the dialogs with the elves (noting that Rain can now cast three more spells) and saving. Board the Whale and set sail for Island Three. Be wary of the big squids that attack. After two battles, a huge face will appear in the sky. This is Hell Asteroth's replacement: Shadow Lady. She'll summon her mantra orbs to attack (why can't they attack by themselves?) !!!Boss Battle: Dark Lady and Mantra Orbs!!! Although you can't hit Dark Lady, she'll hit you with a variety of attacks, which include Sleep Gas and Paralysis Gas (which affect everyone). The eight Mantra Orbs can't move from their position, but can hit you at close range for 20-25 HP damage and can use a Whirlpool attack that washes your party members onto another place on the battle field and deals around 35 HP per character. Don't bother using attack skills; Ponga, Red, and Blue should stick to physical attacks and should concentrate on one Mantra Orb at a time. Rain, however, should be able to use Mega Heal at any given time in the battle. For this reason, you should carry many SP potions (the blue slimes you've been fighting carry some). When she isn't healing, Rain should attack. Each Mantra Orb has 199 HP. After the battle, you'll make it safely to Island Three (I told you this was short). ***Island Three*** I. Insert witty title here You arrive in a small port town in Island Three (hereafter known as Town One). This is the usual town. Stock up on items, weapons and armor (especially armor), then rest at the Inn. If you want, stop by the Frog Casino. After you've looked around (and vandalized) the town, head for the upper right corner of the town. You'll see some kids playing near what seems to be the entrance to a sewer. Go up to them and talk to them. They'll kick you out of their "space". Leave the platform that they're on (go down the small steps), then watch as they open the hatch and disappear. Don't worry if you didn't see what they did, just examine the painfully obvious switch-disguised-as-a-pot and enter the hole. This dungeon (if you can call it that) is very short and straightforward. Keep on going until you reach to tunnels; one to the left and one to the right. The one on the left is blocked, so go to the right. Kill the rat, then flick the switch on the wall. The left tunnel is now open. Go through. Cross the bridge, flick the switch there (it can be tough to spot, but its there), then talk to the kids. After the dialogue, head to the tunnel above the children. Once you can't go up anymore, go to the left. Head down, go through the tunnels, and flick any switches you find on the way. Now head back, and go straight up through the path. Talk to the boy, then head right. See the frog? Try and get it. Some monsters will intercept you. You only have to get the frog to win the battle, but there's a little problem: --------------------------- | _S____________ | | Frog | | | | ---------- | | ---------- | | | | | | | | B B | | S | |_________| | | | | ----------------------- | | _______________| | | | You | | | |___________| And as if THAT weren't enough, you'll have monsters plaguing you every step of the way. What to do? Simple. Take Ponga and place him right below the bats (represented by the letter B). Use his Astro Crash or Meteo skills to take them out, then get him out of the way so that the other characters can get through. Now take Red and use him to kill the Squid (letter S). Now get HIM out of the way so that Blue can use his pike to take out the other Squid. After that, use Rain to grab the frog. Once that's done, head right and down from your current position. Use A to punch through the rock. Talk to the children again, then leave the sewer. II. Just what do you FEED those maggots, anyway? Go to the Inn. Head all the way up to the attic and talk to the man there. He'll use the frog you got and he will create two special potions for you. Now go downstairs (if you can't then press A as if you were to "check" the stairs) and leave town. You want to head to the forest directly to the right of the huge dome (not the one down-right of it). Go through it, taking care to use the Gold Machine. At the very end of the forest, you'll find a girl being accosted by a werewolf. Of course, you'll try to rescue her; and, of course, this means you'll have to fight the werewolf. He will be accompanied by some really nasty maggots on steroids. Take them out as soon as possible, preferably from afar, then focus on the wolf. Once you win, talk to the girl, and then check the barrels for some 6000 Giv. 3000 of those Giv, unfortunately, will be taken from the man at the entrance to the forest. III. Super Scientist Pose, Now!! Enter Babel, the dome you saw earlier. A doll will step up to you and you will give one of your two special potions away. Babel can be confusing if you don't pay attention to your surroundings, so be careful. On a side note, you'll only be attacked by the robots here if you talk to them (and even then, some will ask you if you want to fight first), so avoid them if you want. On the first floor, step on the pad with the two arrows (one going up, the other down). A wall should open up and reveal a passage. Go upstairs. Step on the giant gears to get across the gaps, and keep going until you reach the top floor (the Turtle Samurai will confront you briefly, but he'll accidentally jump off the gears and to the hole). You'll find (bum, bum, bum!) another metal bird. At this point, a strange scientist and his pet parrot will come in. He will introduce himself as Dr. Harrow and his talking parrot, Polly. After much talking and posing (hence the title of this section), you'll hear a strange sound coming from the basement. The good Doc will use his elevator to head down there with you. Once at the basement, you'll find two huge teddy bears (this game just keeps getting weirder and weirder) rampaging in the basement. Kill them, and then kill the little mouse-thingies that are left. Doc Harrow will give you a key. Talk to the parrot and he'll open the door and let you leave. Do so. IV. Howdy-Doody Mr. Barrel Face Return to Town One and head to the house that has a well in front of it. Go inside, and then check the machine. A big hole will open. Make sure you have all of the newest armor and weapons, then jump in. Inside, you can use the A Button to smash the boulders in your way. You'll find yourself constantly returning to the Blue and Gold machines there, since the monsters there are very strong and can drain your HP and SP quickly. Of particular interest are the small barrel enemies. One you get close to them or hit them, they'll stand, put on a goofy- looking smirk, then start strutting in place. Despite their looks, though, they can be very dangerous. Once they take enough damage, you'll destroy the barrel, revealing the naked enemy inside. They become harmless at this point, so just whack them. At the end of the passage, you'll find a long hall filled with enemies. At this point, only fight the fast-moving ones, because the enemies in the other two areas reappear once you enter this area. You'll surface at the end of this hall. V. Walk like an Egyptian—in winter You'll appear beside a snow-covered pyramid. Around the pyramid are a weapon shop, an Inn, and a priest. There is also a trader to the right of where you entered the area. Vandalize the place, and buy all you need (especially the Discus for Rain and four gauntlets), then head to the pyramid. You can climb up the fragmented-looking slabs of rock. Be careful, though, as some rocks will break when you step on them. Altogether, though, the climbing shouldn't be difficult. Once inside the pyramid, follow the stairs. At the bottom is a monk. This battle is easy, just cram all of your characters into the bottom and let the Rats come to you, then take Red and use him to kill the monk (this battle has the same rule as the one in the mountain—you can only kill one enemy). Now use the Gold Machine, and keep on going. You'll be in a room full of sarcophagi that you can walk on. Most of these sarcophagi contain mummies that you'll have to fight. There is a treasure chest in here that has a Pike for Blue (oddly enough, this pike can only attack long range; it won't hit if Blue is adjacent to an enemy). After that room, just keep going and you'll exit the pyramid. VI. It's not the size of your pyramid, it's how you use it You'll appear at the research site for the other, bigger pyramid after you leave the first one. Like the previous site, there is an Inn, but that's about it. There are many barrels here that contain items. When you try to enter the pyramid, you'll find a woman. She'll sic her robotic henchmen at you. Beat them and you will be able to enter the big pyramid. The climb is longer than the small pyramid, and there are more breaking rocks, but you should be able to get through without problems. As soon as you enter, you'll fall to the bottom floor of the pyramid. Make your way up. The rolling rock enemies can lay Paralysis Traps, so be careful. At the top, there is both a Blue Machine and a Gold Machine. Use them, then head into the next room. When you come to the first intersection (either go up or to the left), head up until you can no more, then head left (you'll know when to head left because there are some mummies patrolling around the area). Now enter the next room. It looks like this: _____________________ / Sign \ | | | Px xP | | F | | Px xP | | | \_____________________/ P= Pillar F= Flame x= Starting Point Read the sign. Now, starting from one of the spots marked "x", run around the Flame clockwise three times. This will make the Flame flash (if you're using the Snes9x emulator, then turn off one of the layers using keys 1, 2, 3, or 4. If you're using ZSNES and can't see the flash, then change the screen mode to 640x480 VESA2 to activate transparencies). Now read the sign again. It will have changed. Now, starting from another of the "x" spots (not necessarily the same one), run around counter-clockwise until the flame flashes again. Go back to the sign and read it again. Pick another spot, then run around the flame clockwise three times, and then start running around counter- clockwise until the flame flashes. Go back and read the sign to reveal the OPART. Just stand behind it and keep on pressing A until Red grabs it. Now read the sign again and walk through it. VII. I'm baaaaack! You'll enter another dimly lit room. Walk straight up and you'll find Dark Lady again. She'll revive the two Cockatrice statues at the entrance of the room to attack you. !!!Boss Battle: Twin Cockatrices!!! This is a piece of cake. Concentrate all of your characters on one of the Cockatrices and hammer away at it with your weapons (Red will have to be right beside the Cockatrice, but that's okay). The Twin Cockatrices can't move, so only one will be able to attack you at a time. They can hit you with fire, shower rocks on you, or hit one character with a special "Confuse Rock" attack. If this happens, then just use Cure. Once one of them is dead, move to the other and repeat the process. You shouldn't have to Heal at all. Each of the Cockatrices has 992 HP. Once you beat the Twin Cockatrices, Dark Lady herself will attack you. !!!Boss Battle: Dark Lady and Ancient Mummies!!! Following Hell Asteroth's trend, Dark Lady will summon two Ancient Mummies to attack with her. They're slightly more advanced in level than the ones you've been fighting, so take them out first, then go for Dark Lady. Have Red use his Twin Blur technique to hit Dark Lady while the Blue and Rain hit her from behind. Ponga's cutter can't connect, so have him on standby. Once her HP is halved, she'll start hounding whoever is adjacent to her (read: Red), so Rain will have to start healing to keep Red alive. Once her HP drops below 200, she'll start using a Drain skill on Red (or whoever is adjacent to her) that can cost you around 70 HP. When her HP drops to this point, move Red away and start using the Riot Dash. At this point, take Ponga out of hiding and start using Astro Crash and Meteo on her. After a few turns of this, she'll croak, leaving you the Bolt Sword for Red. After beating Dark Lady, the pyramid will begin to collapse. Open up Blue's rucksack, then order the items and select the Gold Spiral (the OPART you got in Island Two and item 4/6 in the rucksack). You'll reappear outside the pyramid. Head back to the first research site by way of the small pyramid. You'll find none other than Doc Harrow at the entrance. He'll do his usual pose, then ask you to follow him. Do so. He'll lead you to the underground passage, where he keeps a huge Drill- type machine. He'll ask you to get in. After that, he'll turn on the machine. Sadly, it kicks is in reverse and bumps into the back wall. He'll get out and start examining it. At this point, leave the tunnel and exit the research site to the World Map. VIII. J-Elf After leaving the pyramid, head to the forest directly below it in the World Map. Pass through it. At the end, you'll meet J-Elf, the elf knight. He was the one who released the Dark King (if you remember, he was in the story told to you by the floating man in the forest above Ruuri, way back in Island One). He'll attack you with his werewolf buddies. Beat him and he'll run away. Now, head to the town you see upon exiting the forest (Town Two). The only things you should do here are buy a new armor for Ponga (which is the lower-left one in the armor shop and costs 600 Giv) and rest as well as save. Now head to the forest just below the castle. There will be a guy there who is being accosted by some ruffians. Kill them then follow the guy to his house just to the right of where you are. Save using the Gold Machine, then go in. Talk to him, then go upstairs and rest. Now leave this area and try to exit the forest through the lower exit just below the fairy crystal. Skip the dialog, then go up to the fairy crystal. The fairy will transmit a telepathic message to Red. Return to the guy. His orphans will come in and say some things. Try to leave the forest again and you will bump into the King and his guards. They will leave after some banter. Go back to the guy again and talk to him. You'll hear a commotion outside. The guards will break into the orphanage, break the grave there, and try to attack. You'll try to intercept, but before you can do anything, a group of ghosts appear out of the grave, kill the guards, and try to attack the king. Unfortunately, you can't attack them, and the ghosts are unharmed. Unharmed, that is, until you hear a strange song. The guy and his orphans will sing a song that will allow you to kill the ghosts. After vanquishing them, the King will ask you to escort him back to his castle. Do so. IX. Why Blue, you little devil you… Enter the castle. The King will sit in his throne and give you permission to look around. Do so. Explore the unnecessarily large castle, then return to the throne room. The King will be gone. Go to the banquet hall (take the leftmost staircase, it's the room with two soldiers guarding it). Everyone will start to eat, but, just then, the princess walks in and instantly comes on to Blue. She'll take him away to her private chambers. Return to the throne room, and take the staircase directly to the right of the throne. You'll find both Blue and the Princess in a room there. Talk to Blue to have him rejoin your party. It won't do much good, though, as the Princess simply won't let Blue leave. Oh well. Head back to the banquet hall and talk to the King. Some soldiers will come and say something. Return to the throne room. Remember the guard that was blocking the door? He's gone now. Enter the door. X. Cue the Lava-Lamp effect The back yard of the castle is short and easy, but you should be cautious since you're fighting sans Blue. Keep heading up until you reach another fairy crystal. Skip the dialog, then try to enter the Stonehenge-like structure above the crystal. The screen will wave, but nothing significant should happen. Leave the area. Try to leave the castle and the Princess will stop you. The King will kick you out, but before you leave, Blue will kiss the princess. When you leave the castle knights will attack you. Beat them and more will come, but, fortunately, Dr. Harrow will pick this very moment to bust in with his fixed-up Drill Locomotive and help you escape. After this, you'll go to Babel. XI. I'm Sinking, I'm Sinking!! Once you leave Babel, head to the forest directly to the left of where you are. Go through it, then head to the larger of the two towns that are there. This is the Ghost Town. There are monsters in the shops, so stay away from them unless you want the experience. Explore the town until a man comes up to you and leads you to a house. No sooner are you escorted in the house, though, when water starts pouring in. Don't panic (even though Rain does) and start banging on the door with Red until it breaks. Once you bust out, you'll enter battle. This battle can be VERY tough, but don't start using SP potions like crazy. Once you win, Mio will appear and teach the Drain techniques to Rain. Exit the Ghost Town and enter the one below (Town 3). This is a normal town, with and Inn (the only thing worth your time here). Rest up, leave, and then pass through the forest to the left. You should have a minor fight with the Turtle Samurai here. XII. The Amazing Colossal Brown Enter Town 4, the only town left in the game. Do your usual business, then head into the Inn, to find none other than Brown G, comatose and in bed. Wake him and talk to him. He'll ask you to retrieve the OPART in the cave to the East of where you are. He'll also give you a tablet. Now head to the aforementioned cave. Inspect the hole in the wall and the tablet will insert itself automatically. A note on the monsters here: the only one who can significantly damage the slimes is Red, as all other weapons beside the sword are useless against them. Concentrate Red on them first, while the others work on the other enemies one at a time. Eventually, you'll reach a Blue and Gold Machine. Use them after every battle (it takes some running, but you'll need the boost). Eventually, at the end of the dungeon, you'll meet yet another Minotaur (this one is beefed up with approximately 1000 HP). Beat it, then return and restore. Now head up to the next room (directly behind where the Minotaur was) and you will meet the Dark King's final(?) goon, Artemis. !!!Boss Battle: Artemis and Remote Golems!!! Artemis is the pivotal column of this battle. He can command his three Remote Golems as well as scorch you with a Quadrafire attack that can hit randomly for 40 HP a pop. The Golems will spend their 1 ACT point either moving closer to you or attacking you (when adjacent to them). Because of this, they are fairly easy to avoid. Have everyone but Red pummel away at the Golems from afar while Red himself goes after Artemis using normal attacks. Note that, every turn, each of the three Golems will move and you will receive a Quadrafire attack. Take out the Golems (since they can eventually converge on you should you all go for Artemis), and then hammer Artemis. Once the Golems are gone, Red should start using Twin Blur until his SP runs out. Artemis can use Drain, just like Dark Lady, so beware when his HP lowers (use the View command in the battle menu to keep him in check). The Golems have 485 HP each, and Artemis has 837 HP. After the battle, grab the OPART, then leave and return to Town 4. Brown will be gone (not surprisingly). Return to Babel, and visit Dr. Harrow. Say yes (top choice) to his question. After this, head back to the King's castle. You should not be able to enter. Instead, head to Town 2 and go to the uppermost part of the town. The two guards there should be gone. Head through where they were and you will be in the garden again. Go up to reach Stonehenge. Warning: Once you enter Stonehenge, you will have passed the point of No Return. You will not be able to return to any towns, and the only places left to go have no items shops, weapons shops, or Inns. Make SURE that you are ready when you get here. With that said, go to Stonehenge and try to enter. The Dark King will pick this precise moment to appear and attack, but you'll hop into the warp within Stonehenge's center before he can hit you. You'll appear in the alternate world of Atlantis. XIII. I though Atlantis was underwater… After landing, you'll be in a strange looking world reminiscent of Red's telepathic flashback not too long ago. There are Blue and Gold Machines here, but the Blue Machine is heavily guarded, so you might want to clear a path to it first. This way, you can return and heal when necessary. Keep on trucking until you reach a castle, where you'll meet your old friends from the Toy Kingdom. Enter the castle, and, when faced with a choice of three rooms, take the left one. Now look carefully at the walls. See the small circles lining the room? Look for a gap in them within the room with the Horse Man in it. Keep on going. At the intersection (choose between going up and to the right) go up and talk to the Horse Man. Answer yes (top choice) to his question and beat the monsters. In return, you'll gain the Flame Sword. Now, starting from the Horse Man, walk straight to the right. You should see another gap in the circles lining the wall. This is a very long hidden path with a gauntlet at the end for Rain. Return to the Horse Man, and head up the stairs. Follow the hall to the end and you will reach an angel, who says she has been waiting for Rain (plot point number 3). She'll give you another OPART. Now return to Stonehenge and warp back to the Real World. XIV. Sacrifice Back in the King's garden, head back down and try to leave. Brown G will bump into you and say that the Metal Bird is ready for flight and that you should return to Babel. The Turtle Knight will appear briefly, and then all of you (sans Turtle Knight) will head to Babel. Back there. Everyone will be ready to board when the alarm sounds. Go downstairs, then speak to Polly (who's blocking the way back up) to receive an item. Keep going down until flames sprout in your way, then run (and I mean RUN) back to the Metal Bird, fighting any enemies in the way (they're all Ice based in nature, so Red's Flame Sword is particularly handy). Once back at the Metal Bird, everyone will board. Cue another of the Dark King's opportune entrances. The Dark King will try and attack. Your father will give you the final OPART (the Talking Rock), and then step in the ray of light the Dark King tries to throw at you. This buys you enough time to escape, at the cost of Brown G's life. XV. Nice weather we're having After the Metal Bird takes off and everyone mourns Brown G, access Blue's rucksack and use the Talking Rock (item 9/9, when the rucksack is ordered with the Y button). It'll tell you to use the artifact you got in the cave after beating Artemis (the Map). Use it (you can access the Menu even though you can't see yourself, by the way) and you will be attacked by a huge, skeletal bird. !!!Boss Battle: Skullbird!!! Piece of cake. You need to conserve SP here, so have everyone whack away at him with normal attacks. You can use Red's Twin Blur in moderation, but you need to conserve everyone else's SP (especially Rain, as she will heal a lot later). He can peck at you, pick you up and drop you, breath fire on you, and rain bones on you, but he shouldn't be a big problem. He has 1785 HP. After the battle with Skullbird, the Metal Bird will run into some major weather problems. The Talking Rock will say some things to you. After it's finished, open up Blue's rucksack, order the items, then use the OPARTs in the following order: Item 6/9 (the Demon Orb), Item 7/9 (the Eye of Ra), Item 3/5 (the Golgotha Crystal), and Item 5/9 (the Gold Spiral). Once that is done, you'll find that everything is back to normal. Dr. Harrow will then land the Metal Bird in the final island. ***Island Four*** You'll land in a snow covered island. Doc Harrow will give you some advice, then a special item. Now venture forth and explore like the treasure hunter that you are. One piece of advice: Use as little SP as you can. The programmers at Sting are teaching you a lesson in item usage by having no Blue Machines until you get to the last dungeon, so don't be afraid to use your items, since you'll get lots during this last part. Now, directly above you are some ice crystals with items in them. Ignore the crystal to the left of you (it's got a monster in it), and go left until you see a path going up with an Ice Zombie guarding it. Defeat it, then cross the bridge (grab the treasure in the ice crystal). You'll want to avoid all of the sasquatch monsters you see, and instead head to the stationary one. Defeat it using the LEAST amount of SP possible. After the monster's gone, head up. You'll meet another boss here, Paladin. !!!Boss Battle: Paladin and Sasquatches!!! Your first priority is to attack absolutely all of the sasquatches as fast as possible. Once they're gone, head for Paladin. He can conjure up Skeleton Guards quicker than you can handle. Take Red and use him as a damage magnet to attract the Skeleton Guards while the others go for Paladin. He has 476 HP. Once you kill him, though, he'll transform into a big werewolf with 1448 HP. At this point, finish off any remaining minor enemies, and go for Paladin in full force. He can hit you for 50+ HP with his Bolt Swipe attack, and can rejuvenate himself for 150 HP when his HP gets low. He gets to attack twice, so he can (potentially) recover 300 HP in one turn. Make use of the items lying around to help you beat him. He leaves the Ice Sword when killed. After winning (you…did…win…right?), head up and talk to the crystal. Once you finish, exit the area. ***The World Tree*** Well, boys and girls, this is it. After four henchmen, six OPARTS, three islands, and more enemies than you can imagine, you've finally arrived at the last dungeon. You won't be able to contemplate the World Tree in all of its pre-rendered beauty for long; Rain and Ponga will whiz you to the top of the World Tree very quickly. There's a huge palace once you arrive at the top. The first order of business is to head to the palace. Don't enter yet, go to the right instead. There is Blue Machine in the building here (yay!). Now head back to where you landed and head diagonally up and to the left. There's Gold Machine in the second building you find after going in this direction. The rest of the houses here have monsters, which you can avoid (although I prefer fighting; you'll gain more levels in one of the battles here than in all of Island Two). Once all of your business here is done, head to the palace (biggest building, to the left of the Blue Machine room). Now, I won't lie to you. This dungeon is hard. You'll get a lesson in pain here. Fortunately, you can always go back and use the Blue Machine outside the palace, and there's another one midway. Beside this second Blue Machine is the Blaze Sword (the best one, in my opinion). Equip it. There's no real trick to getting through; just fight whatever you encounter and keep on going. Eventually, you'll meet the Dark King. He'll encase Rain in a fairy crystal, then attack. !!!Boss Battle: Dark King!!! As always, the Dark King isn't alone. Take all of his henchmen out (the little flying devils first) using Ponga and Red while Blue lays the smack down on the main man himself. He can teleport to you location and rain bolts of lightning on you. You'll want to get through this with as few casualties as possible, so use those HP potions with caution. Once you deplete his 1313 HP, he'll be defeated. Or will he? After losing, the powers of Hell Asteroth, Dark Lady, Sinify, Sinifian, and Artemis will combine with the Dark King's to form the final boss of the game. --!!--FINAL BATTLE: DARK KING WORLD FORM--!!-- Get ready, because this is the longest battle in the game. The Dark King can hit you with more attacks than you can imagine, including Lightning, Dark Energy Balls, Fire Rings, and Earthquakes. He can also heal himself for 400 HP when he pleases. First off, place Ponga and Blue in the back where the ACT squares are yellow, and make sure Red equips the Ice Sword (you can do this mid-battle if you wish). Then start whacking away at the Dark King with all you have. Since Rain isn't here, you'll have to depend on your level up HP bonuses to keep you running. This isn't a big problem, though, as each successful hit will bring you around 5 Experience points (Blue and Ponga gained 5 levels after this battle alone). Red is, by far, the weakest attacker here, since he can only score around 10 HP damage with his attacks. After you bring his HP below 1000, Yormugant the dragon will awaken and Ponga will completely restore you. Once this happens, start hitting him with Ponga's Scorch Snake Skill while the G brothers attack normally. He has 3426 HP. Once you vanquish the Dark King forever, you'll regain control of Rain and lose Ponga (Noooooooo!!). Head out of the palace (there are no enemies, so don't worry), taking care to use the Blue and Gold machines halfway through. Once you leave the castle, you'll jump off of the World Tree and land in front of Yormugant. By now, you should be able to beat the stuffing out of Yormugant with ease. Have Red use his Twin Blur equipped with the Ice Sword, while Blue attacks normally. Rain should be on standby. Once you beat Yormugant (he has 4965 HP), watch the ending, then head back to Dr. Harrow's Metal Bird. He'll fly you to Island One. After that, walk into Brown G's house to beat the game. ***The End*** Well, how's it feel? I'm certain you'll enjoy the ending (and the amazing musical score that goes with it). I won't put up a story guide or anything similar because it'll spoil the ending for you. However, if you've beat the game and still want to know, mail me. *Note: After the credits, wait a while and you'll see a sequence with the Turtle Samurai. MORE TO COME 6. Skill List Below are the skills for the characters. Please note that the skill names are invented by me, and are not necessarily the real name. E-Mail me if you know the real names and I will put them up. ***Red*** Knock SP Cost: 3 Affects: One target. Description: Knocks enemy back one space. Twin Blur SP Cost: 10 Affects: One target. Description: Two slashes. Circle Slash SP Cost: 12 Affects: Anyone in the immediate area around Red. Description: Spins with sword held out. Riot Dash SP Cost: 18 Affects: Anyone in a straight line from Red up to 3 spaces away. Description: Dashes towards enemy, then returns to original position with back turned. Mirager SP Cost: 32 Affects: Anyone in a straight line up to 5 spaces away. Description: Longer, more powerful version of the Riot Dash. ***Blue*** Vault Trap SP Cost: 3 Affects: Anyone who stands on the square where the trap was set. Description: Vaults enemy to a random location on the battlefield. Paralysis Trap SP Cost: 10 Affects: Anyone who stands on the square where the trap was set. Description: Paralyzes enemy. Landmine SP Cost: 12 Affects: Anyone who stands on the square where the trap was set. Description: Heavy fire damage. Poison Tack SP Cost: 14 Affects: Anyone who stands on the square where the trap was set. Description: Poisons enemy. Confusion Trap SP Cost: 32 Affects: Anyone who stands on the square where the trap was set. Description: Confuses enemy. ***Rain*** Fire SP Cost: 2 Affects: One target. Description: Fire attack. Explosion SP Cost: 16 Affects: Anyone in a straight line up to 3 spaces away. Description: Fiery explosion. Scorch Snake SP Cost: 36 Affects: Anyone in a straight line up to 5 spaces away. Description: A snake of fire roasts the enemy. Heal SP Cost: 3 Affects: Rain and anyone who is adjacent to her. Description: Heals 40 HP. Super Heal SP Cost: 8 Affects: Anyone, regardless of position. Description: Heals 50 HP. Mega Heal SP Cost: 22 Affects: Everyone in your fighting party at the same time. Description: Heals 60 HP. Antidote SP Cost: 2 Affects: Any ally. Description: Cures poison. Cure SP Cost: 8 Affects: Any ally. Description: Cures any abnormal status effect(s). Cure All SP Cost: 10 Affects: Everyone in your fighting party at the same time. Description: Cure is cast on everyone. Sprite Cheer SP Cost: 10 Affects: Any ally. Description: Boosts attack power. Sprite Triangle SP Cost: 20 Affects: Any ally. Description: More powerful version of Sprite Cheer. Sprite Dance SP Cost: 60 Affects: Everyone in your fighting party at the same time. Description: The effect of Sprite Triangle is cast on everybody. Absorb SP Cost: 12 Affects: One enemy. Description: Drains HP from one enemy and gives it to Rain. Drain SP Cost: 24 Affects: Any enemy. Description: Drains more HP from one enemy and gives it to Rain. Whirlpool SP Cost: 48 Affects: Anyone in the immediate area around Rain. Description: Drains HP from affected enemies and gives it to Rain. ***Ponga*** Fire SP Cost: 2 Affects: One target. Description: Fire attack. Explosion SP Cost: 16 Affects: Anyone in a straight line up to 3 spaces away. Description: Fiery explosion. Scorch Snake SP Cost: 36 Affects: Anyone in a straight line up to 5 spaces away. Description: A snake of fire roasts the enemy. Icicle SP Cost: 2 Affects: One target. Description: Icicles fall on enemy. Cure SP Cost: 8 Affects: Any ally. Description: Cures abnormal status effects. Ice Blast SP Cost: 19 Affects: Any enemy in a cross-shaped area in front of (not around) Ponga. Description: Blast of ice. Thunder SP Cost: 8 Affects: Any enemy in a cross-shaped area around Ponga. Description: Bolts of lightning rain down on enemy. Snowman SP Cost: 16 Affects: Any enemy in a 36 square area in front of (not around) Ponga. Description: A huge snowman falls on the enemy. Astro Attack SP Cost: 10 Affects: Any enemy in an area of 25 squares around Ponga. Description: Meteors fall on enemy. Astro Crash SP Cost: 18 Affects: Any enemy in an area of 49 squares around Ponga. Description: More powerful version of the Astro Attack. Meteo SP Cost: 38 Affects: Any enemy in an area of 81 squares around Ponga. Description: A huge asteroid falls on the enemy. MORE TO COME LATER 7. Extras ***The Frog Casino*** During the course of your adventure, you'll find houses that are lavishly decorated with statues of frogs. These are frog casinos. You can only enter if you have at least one frog in your possession. Inside, you can partake in three mini games chock-full of froggy fun. To play any of these mini games, talk to the man standing beside the table corresponding to that game. Losing any of these games will result in loss of your frog. If you run out of frogs, you can buy more to the left of the left of the casino (pay for them with the guy at the bar). Here is a list of the three mini games: Frog Racing Location: Long table. Game: Press the buttons on the control pad like mad to make your frog jump faster and farther. You have a limited time to cover the 100-cm distance of the track. Press up and down to change lane. Prize: I have no clue. Fly Swallow Location: Domed table. Game: Move around with the control pad and press A to stick out your tongue and swallow flies. I THINK that you have a limited number of times you can stick out your tongue before you have to stop. Prize: I have no idea. Frog Dodgeball Location: The table with four squares on it. Game: Move around with the control pad in a desperate attempt to dodge the pebbles that are thrown at you. Prize: I don't know. ***The Piano*** There is very little that I know about this subject, but, supposedly, you can get better at the piano as you play it more (pianos are found in any bar around the world. Play them with the A button). According to the soundtrack, there are four levels of skill; four of the tracks on this soundtrack are titled "Piano Skill". I'll look into this later. 8. Additional information (Legal Junk, and so forth) This FAQ is Copyright ©2000 Giampaolo Bianchi. All rights reserved. Blue G, Red G, Rain, Ponga, Brown G, Silver G, and all related characters are Copyright ©1996 Sting and Squaresoft. You may not redistribute, use, or take this FAQ without consent by me first. Copies of this FAQ can be found at: GameFAQs (www.gamefaqs.com) VG Strategies (about.vgstrategies.com) RPG Classics (www.rpgclassics.com) If you found this FAQ on a site that is not on this list, please notify me. 9. Thank you's Knight4J: He made the very first Treasure Hunter G walkthrough. I couldn't have done this one without his help. Square Translations: Made the patch for translating the Treasure Hunter G ROM. Couldn't have gotten any names without these guys. Sting: (As if you weren't expecting this) Sting created Treasure Hunter G, one of the best RPGs ever made. Good job, guys. Squaresoft: They published Treasure Hunter G because nobody else would. Way to go, Square!