___ _ / _ \| | __ __ _ __ _ ___ _ | | | | |/ // _` |/ _` |/ _ \_) | |_| | <| (_| | (_| | __/_ \___/|_|\_\\__,_|\__, |\___|_) ____ _ |___/ _ _ ___ / ___|| |__ __ _ __| | ___ __ __ | |/ /_)_ __ __ _ \___ \| '_ \ / _` |/ _` |/ _ \\ \ /\ / / | ' /| | '_ \ / _` | ___) | | | | (_| | (_| | (_) |\ V V / | . \| | | | | (_| | |____/|_| |_|\__,_|\__,_|\___/ \_/\_/ |_|\_\_|_| |_|\__, | |___/ OKAGE: SHADOW KING North American Version Released October 10, 2001 For PlayStation 2 FAQ & WALKTHROUGH By S. L. Richardson (a.k.a. Falconesque) Version 1.5.1 Originally released (v1.0) Saturday, July 29, 2006 Last revised Thursday, May 14, 2015 Best viewed with a monospace font, such as Monaco or Courier. 123456789|123456789|123456789|123456789|123456789|123456789|123456789|123456789 =============================================================================== IMPORTANT! Web links referenced throughout this guide may become outdated at any time, and doubtless will over the years. Please notify the author if this occurs. Alternative URLs are especially welcome. Thank you. Tip. Search for the link at WaybackMachine.org, an archive of web content. =============================================================================== CONTENTS A. FAQ - FREQUENTLY ASKED QUESTIONS A1. SPOILERS A2. PREPURCHASE A3. CONTROLS A4. POV A5. TRANSITIONS A6. TIME A7. QUIT A8. SAVE B. WALKTHROUGH B0. PROLOGUE B1. CHAPTER 1 B2. CHAPTER 2 B3. CHAPTER 3 B4. CHAPTER 4 B5. CHAPTER 5 B6. CHAPTER 6 B7. CHAPTER 7 B8. AFTERWORD C. MENUS C1. STATUS C2. ITEM C2.1 CONSUMABLE ITEMS C2.2 QUEST ITEMS C3. SPECIAL C4. EQUIP C4.1 WEAPONS C4.2 GEAR C4.3 ACCESSORIES C5. CONFIG C5.1 TEXT SPEED C5.2 SOUND C6. QUIT D. QUICK REFERENCE D1. ELEMENTS D2. STATUS AILMENTS D3. CURSES D4. POP-UP STANLEY D5. SHOPS D6. MONSTER DROPPINGS D6.1 - D6.12 MONSTER LISTS BY AREA D6.13 BOSSES & MINIONS D6.14 MONSTER GROUPINGS D6.15 TREASURE HUNTING TIPS D7. KNOWN BUGS D7.1 USEFUL GLITCH D7.2 MISLABELED CHARMS D7.3 SAVE BUG D7.4 DISC READ ERRORS D7.5 MISSING STAT INCREASES D7.6 FALLING OFF THE UPPER DECK D7.7 UNVERIFIED REPORTS D7.8 MAKING A HASH OF A GOOD, HEARTY ROAR E. ADDENDA E1. MAPS E2. SIDEQUESTS E2.1 COMPATIBILITY GIFTS E2.2 TINY GEAR E2.3 SECRET SOCIETY E2.4 ITEM HAND-OFF E2.5 LETTER BOTTLE E2.6 MISS MATCH E2.7 RESEARCH CENTER E2.8 HOPKINS' SWORD E2.9 OTHER PUZZLERS E3. OTHER RESOURCES E3.1 STRATEGY GUIDES E3.2 ORIGINAL SOUNDTRACK E3.3 ACTION REPLAY CODES E3.4 GAMESHARK CODES E3.5 CODEBREAKER CODES E3.6 ANOTHER CHEAT E3.7 FAN SITES E3.8 OKAGE ACTION FIGURES E3.9 STAN'S BOTTLE OPENER E3.10 BOKU TO MAOU PREVIEW E3.11 OKAGE GAME SCRIPT E4. Q OF HEARTS E4.1 OBTAINING THE Q E5. MINUTIA E5.1 PLACE NAMES E5.2 WAP-WAP E5.3 MAP O'EVIL KINGS E5.4 CHARACTER NAMES E5.5 ENEMY NAMES E5.6 SECRET SPECIALS & COMMANDS E5.7 MISSABLES E6. HELP WANTED E6.1 LOCKED ROOMS E6.2 TINKER TOYS E6.3 LOVER BOY E6.4 SHARK'S FIN E6.5 FOOTPRINTS E6.6 THE BIG SNOWMAN E6.7 MYSTERY ITEMS E6.8 STUBBORN COMPATIBILITY GIFTS E6.9 STAN'S THE MAN E6.10 OTHER LOOSE ENDS F. FAQ & AUTHOR INFO F1. LEGAL F2. FAQ INFO F3. AUTHOR INFO Copy a heading above and paste it into your application's Search or Find feature to jump ahead. =============================================================================== A. FAQ - Frequently Asked Questions Covering a few commonplace issues before jumping in. A1. SPOILERS. How are spoilers handled? Pains are taken to avoid spoilers wherever possible, if at all possible. SECTION A (FAQ). Free of all spoilers. SECTION B (Walkthrough). Spoiler-free, insomuch as presuming all events leading up to a particular passage have been played through. Read ahead at your own peril. All leeway is given for solving puzzles on your own, providing hints as appropriate, and with some answers relegated to an addendum. However, this IS a walkthrough, so such measures are not always practical. No storyline recapping. Directions may trigger events, scenes, or exchanges, but no descriptions of what occurs. SECTIONS C, D, & E (Menus, Quick Reference, & Addenda). Potential spoiler territory. Addendum lists are devoid of most context that could spoil the game's story. However, for some gamers even character and location names may prove spoilers. Low risk, but gauge accordingly. ------------------------------------------------------------------------------- A2. PREPURCHASE. Will the game appeal to you? OKAGE: SHADOW KING falls into the adventure genre of role-playing games (RPGs). Explore the world, pursue your goals, and pick up goodies and experience along the way. The topology is familiar. World maps rife with random enemies stretch between towns and isolated dungeons where bosses may hide. As the story progresses, new areas open up and introduce tougher enemies, while foes on well-worn turf give less and less experience as you gain strength. Imagery is highly rendered, some of the finest ever released, and true to the game's fantasy world rather than "real life". Shadows and flickering flames are particularly noteworthy. Playable characters are anime in style, while nonplaying characters (NPCs) and scenery display influences from Tim Burton. High places may even evoke vertigo. Sound is well-used throughout. Areas and characters have their own themes in key with their tone. Gameplay is fairly linear, but thorough for character building. Only twice are foes accessible that you may have difficulty defeating, which reinforces following the storyline. Running in circles to "level up" is unnecessary. Buying better equipment can be expensive, however, so most dungeons may be revisited for defeating some of the best-paying enemies in the game. The battle system is active turn-based (ATB) and menu driven, but characters and enemies act in "real time" rather than one after the other, and may even coordinate their attacks. Battle holds in place while commands are selected (in general, breaking away to answer the phone is no problem). The battle system may seem simplistic to those preferring intricate controller "combos" executed with split-second timing, but in most cases the storyline thoroughly engages even "hardcore" gamers. Of parental concern: No blood splatters, no people-killing-people, no gunplay. Random foes are "monsters" but not terrifying -- overly bouncy bunnies rather than frothing killer rabbits -- that are knocked out and vanish. Bosses are dethroned and deflated, not killed. While OKAGE is not geared toward children, the story is easily followed and there are good lessons here. As always, the best advice is to play it yourself first. Like a vintage Roadrunner cartoon, some of the humor may delight adults more or be missed by youngsters. OKAGE's ESRB Rating: T for Teen (visit esrb.org to learn more). What recommends OKAGE most highly, however, is the story. Like most adventures, gameplay runs the gamut from playful to poignant to purely pugnacious. However, common failings of adventure games and RPGs are then poked at with a knowing smile and tongue firmly in cheek. The designers have a good-natured time holding up a mirror to themselves, in fact. Insipid flunkies? Invincible overlords? Inflated urgency? Pointless sidequests? You bet, but be prepared to chuckle a time or two. Mostly subtle stuff, never jarring. For more info, screenshots, and so forth, visit: http://www.gamefaqs.com/console/ps2/home/471237.html http://www.gamefaqs.com/471237/home http://www.us.playstation.com/games.aspx?id=SCUS-97129 http://www.us.playstation.com/PS2/Games/Okage_Shadow_King Learn, see, and hear even more at OKAGE's Official Site: http://www.us.playstation.com/content/ogs/scus-97129/site/ http://www.us.playstation.com/PS2/Games/Okage_Shadow_King/OGS/ For a fair, balanced, and mostly accurate review, visit: http://www.absolute-playstation.com/okage/okage_review.htm http://www.absolute-playstation.com/okage/index.htm For an independent review of OKAGE's soundtrack: http://www.rpgfan.com/soundtracks/okage/ To check for Playstation 3 compatibility, visit: http://www.us.playstation.com/Support/CompatibleStatus ------------------------------------------------------------------------------- A3. CONTROLS. How does the controller work? OKAGE is pretty straightforward and not at all taxing on controller skills. X ............. Select a menu option Respond to ! balloons: - Open doors and chests - Examine objects Talk to nonplaying characters (NPCs) Continue in dialogue O ............. Cancel; back out one level Square ........ Get a comment from the Shadow King Triangle ...... Display the main menu Start ......... Pause the game; displays "Paused", mutes sound Select ........ Not used L1/R1 ......... Scroll a page up or down on a list Cycle through screens Cycle through waiting characters in battle Rotate the camera L2/R2 ......... Not used/Toggles the overhead map off and on L3/R3 ......... Not used/Not used Left Stick .... Move the character; move the highlight in a menu Right Stick ... Rotate the camera D-Pad ......... Move the character; move the highlight in a menu Missing the manual? Download a copy from (4.2 MB): http://www.us.playstation.com/games.aspx?id=SCUS-97129 http://fp.scea.com/Content/games/SCUS-97129/manual/manual.pdf http://www.esque.com/slr/gamefaqs/okage_manual.pdf Update (v1.5). Sony's links finally stopped working in 2011. You can help other OKAGE fans by requesting from Sony an alternative for the two links above. (And if one is provided PLEASE alert this guide's author, with trumpets blaring!) Only if they receive repeated requests are they likely to fix the problem and restore the downloadable manual. In the meantime, search torrent sites for the OKAGE manual. ------------------------------------------------------------------------------- A4. POV. What is the game's point-of-view? OKAGE is played from the lead character's view. A default name is offered for the lead, but the name may be changed by the player when New Game is selected. Voice-over narration refers to the lead as "the boy" or "our hero", while on-screen text displays the name chosen at the outset (word wrapping in-context, with very few odd breaks). No customization of the lead's on-screen appearance is offered (such as gender, hair, eyes, or clothing), nor can the boy be renamed later. In gameplay, the lead is shown on-screen and the camera follows his movements. Use the right analog stick (or L1 and R1) to swing the camera around for a different view, usually a full 360 degrees, such as when scenery gets in the way, but remember that movement relates to the on-screen directions. Releasing the right analog stick (or shoulder buttons) smoothly swings the camera angle back around to the default. Once additional party members are available, active "allies" also appear on the world maps, following the lead around. The lead can turn and face them, but won't be able to speak with them. Party members may be separated by obstacles in the terrain, but never become "lost" and neither does the lead need backtrack to "find" them. Party members may split off when the lead enters towns and certain buildings, then rejoin him when he exits. ------------------------------------------------------------------------------- A5. TRANSITIONS. How are area and battle transitions handled? Exits must be examined to leave an area; no moving onward before you're ready. Area transitions are either accompanied by a brief fade-to-black or entirely seamless. Loading is unobtrusive throughout and can go largely unnoticed, depending on your tolerances. "Ghosts", signaling random encounters as the lead walks around, are visible and may be avoided. Fights are joined by a change in theme and gently swirling display. The battlefield transitioned to is relevant to the terrain, but indirectly featured. Victory is accompanied by a brief triumphant display, followed by an results screen. Money gained tallies up, but pressing X skips to the full amount, handy later in the game. Level-ups are announced with fanfare and await your acknowledgement (by pressing X) before stat increases are shown. The results screen is dismissed by pressing X, then the display returns to its prebattle state, although the camera angle may be slightly different. If the lead is knocked out in battle, the game is over. Defeat displays a "Game Over" screen (with a border) that, after a few moments (pressing X dismisses it sooner), fades to the title screen where the game may be restored from its last save. No "continue" option is offered after defeat. ------------------------------------------------------------------------------- A6. TIME. How is game time measured? Once a game is loaded, time marches on. Pausing or calling up the menu does not stop the clock. If playing for a fast completion time (under 30 hours is easily achievable), save and quit the game before taking a break. Elapsed game time and your console's time have no bearing on gameplay. While many reviews place the expected game time at 35 hours, OKAGE is detailed and richly featured, enough to occupy RPG aficionados for 40 to 60 hours or more. "One day, no save" (ODiNs) and speed runs are possible, too. Your mileage may vary. The elapsed time displays only on Save and Load screens, and only up to 99:59. ------------------------------------------------------------------------------- A7. QUIT. How do you quit the game? OKAGE includes a Quit command in its main menu. The command IS confirmed before quitting actually proceeds, but be certain you wish to quit because the loaded game is NOT automatically saved. Once Quit is confirmed, "The End" (without a border) is displayed briefly before the title screen appears. You may also quit by resetting the console, but using the Quit command is strongly advised. No "soft reset" controller sequence is offered, a la Squaresoft games. ------------------------------------------------------------------------------- A8. SAVE. How do you save the game? Warning. Free of context, but still may be considered too revealing. If you choose to skip this section, be sure to read the IMPORTANT! notice before moving on. OKAGE doesn't provide a Save command in its main menu and saving is never automatic. The game must be saved at established save points, by speaking with innkeepers, for example, or at "diaries" scattered across the terrain. Innkeepers offer some variation of three options: Rest ........... Restores the stats of all playable characters, whether in the active party or not. Also "cures" and removes all status ailments and curses, including KO. Change Party ... Select which two other allies join the active party. The lead is always a member and cannot be removed. Save ........... Records the current game state exactly as-is. With one exception late in the game, it's best to Rest before Saving. A save diary is a book lying open atop a pedestal, in a shimmer of pastel bubbles. Diaries are located in dungeon entrances and other key places around the topography. Diaries appear as blue dots on world maps and as cyan squares on dungeon maps. Approaching a diary's front, a ! balloon appears. (If you approach from the side or rear, circle the diary until the balloon appears.) Press X and a "rest" is automatically invoked, followed by a prompt to save. Select the appropriate save slot and confirm overwriting as needed. (Alternatively, you can press O to skip saving.) Once the save is complete, control is returned with the lead (and company) standing before the diary. You cannot Change Party from save diaries. OKAGE offers three save slots. When saving for the first time, a single OKAGE save file is written to your memory card. Its size varies depending on the number of in-game save slots used, but the initial save file is less than 100 KB (with two saves, 150 KB; three saves, 154 KB). No option is available for individually deleting saved games. Trivia. In your console's system browser, select the OKAGE save file on your memory card, then select Delete (taking care not to double-press X). Enjoy what happens with the icon, then select NO (or press O) to cancel. .-IMPORTANT!------------------------------------------------------------------- | A rare bug in OKAGE can result in the loss of your saved game. Most gamers | NEVER see the bug, but to help reduce your risk, before you quit the current | session, choose Save a second time, just to verify your saved game appears in | the proper slot. | | If the slot is blank, save again and consider saving to a second slot as | well. The "Known Bugs" section contains further information and strategies. =============================================================================== B. WALKTHROUGH Before beginning, here's a brief explanation of the abbreviations and other conventions used in this document. LV .... Level LP .... Labor Points HP .... Health Points LCK ... Luck EP .... Experience Points AGL ... Agility AP .... Attack Power DP .... Defense Power PC .... Playable Character ("Ally") MP .... Magic Power NPC ... Nonplaying Character Highlight: Use the left analog stick or the arrow keys on the D-Pad to move the selection from one choice to another. Choose, Select: Highlight an option and press X. Examine: Move the lead character in front of something and press X. Ally: While the lead starts his adventure alone, he meets other characters as the game progresses, who become friends that may fight alongside him as members of the active party. The lead, too, is included in "allies". KO: When HP falls to zero, party members are "knocked out", or KO'd. Also known as a "Disabled" status ailment. A KO'd ally may be revived with an item or magic command, if available, or in the worst case by resting at any save point. If the ally hasn't been or can't be revived before the battle ends, he or she receives no EP (and therefore no status increases) in the after-battle tally. If the lead's HP falls to zero, however, "Game Over" is immediately displayed. Party members will have no opportunity to revive him. Note. This is consistent with the storyline, and the lead's connection with the titular Shadow King. Allies gain an LV every 1,000 EP earned. As allies grow stronger, weaker monsters reward allies with less and less EP. LP reflects the status of "the whole team." The maximum LP equals the combined MP of the active party. For example, if the party's MP breaks down as 10MP, 15MP, and 5MP, then the party has 30LP. The LP pool is usable by any party member without regard to the size of his or her MP contribution. MISCELLANEOUS NOTATIONS Throughout the walkthrough, to ease your searching efforts later a few possibly cryptic markers are embedded. [TGn] .................... Tiny Gear, where n is from 1 through 32. [CTn] .................... Cyphertext, where n is from 1 through 6. [TC: item] ............... Treasure Chest, containing the named item. [Trigger: some action] ... A trigger event, where some action sets other events in motion, usually with no going back. What to avoid while you still feel like exploring the area, or how to cut straight to the chase. ------------------------------------------------------------------------------- B0. PROLOGUE - The Boy Overshadowed OKAGE is an early PS2 game and has a few eccentricities. Ensure your controller is plugged into the first port. You also need a memory card with at least 150 KB available plugged into slot 1. (Having 155 KB available is recommended, as 154 KB is the maximum size of the OKAGE save file.) A memory card is not required, but games generally take longer than 20 hours. Note. OKAGE can't read from or write to memory card slot 2. If a warning displays before OKAGE's title screen, insert or move the memory card right then and loading continues without pressing a button. Insert the OKAGE disc and either reset the console or select the disc in the system browser. The title screen appears, but DO NOT press the Start button yet. After a moment, an introductory segment begins. Watch until it plays all the way through at least once. (Pressing the Start button interrupts the segment, if needed when idling on the title screen.) When the title screen returns, press Start as prompted. Two options are offered: New Game and Restore Game. (What's selected blinks and is prefaced by a dot rather than a circle.) If you're continuing with a game-in-progress, select Restore Game. Select the game you wish to load, then confirm your selection. Skip ahead to the appropriate section of this guide. Note. If no saved games are listed (but should be), ensure your memory card is properly seated in slot 1. OKAGE immediately recognizes when a memory card is plugged in, no reset required. See the "Known Bugs" section for other memory card issues. Otherwise, select New Game. The Name Entry screen appears, without any explanation about who you're naming. Well, the character is a slender "young boy" of 16, with reddish hair and green eyes, who lives with his parents, grandparents, and sister in a house outside a rustic village. Note. Once a name is selected, the character cannot be renamed through the course of the new game. The default name is Ari, used throughout this guide, but feel free to type any name you like, up to seven characters in length. Use BS to backspace off characters. No Space character is offered, but in the lower-right are period (.) and hyphen (-) characters. When you have typed the name, select either of the OK buttons. When prompted, select Yes to confirm the name, or No to go back and alter your choice. (The prompt may show extra spacing around the name, such as " Ari ".) The Chapter 1 title card displays. ------------------------------------------------------------------------------- B1. CHAPTER 1 - The Boy Meets the King INTERACTIVE DIALOGUE. A typical dialogue screen appears. Who is speaking appears on the left under Name. On the right, an Information line displays your LP and Money. (The coin of the realm is measured in "sukel".) Below this the Woman's spoken text is typed. How fast text is typed may be set through the menu. Regardless of the menu setting, you can "speed up" the typing by pressing X. However, X must be pressed before the button icon in the lower-right begins blinking. The blinking button icon means the line of text is complete and X must be pressed to proceed. (With a few notable exceptions, text typed like this never automatically advances.) NAME INTEGRATION. Proceed through the conversation at your own pace. Notice when the camera angle shifts and the bottle from the introductory scene is shown atop the table. A girl, Annie, then a boy (The Boy) enters and Annie's text reads, "See, Ari", "came too!" If you chose a different name for the boy, that name replaces "Ari" in the text. (Usually, the name integrates with the text more smoothly than in this first instance.) NARRATION. With the first good look at Ari, the narrator intercedes, setting the stage. MAKING CHOICES. The conversation continues, and Ari is asked to take a guess about dinner. When offered a choice in dialogue, three options are shown on a green background. Notice that none of the choices is highlighted initially. Use the left analog stick or D-pad to move the highlight between choices and press X to select your choice of response. The third choice, even if text is shown rather than "...", is often interpreted as silence, internal dialogue, or a general "no response". Note. Your choices may have some bearing on other aspects of the game. A "compatibility gift" is one such, given later depending upon with whom Ari is most compatible. (See the "Compatibility Gifts" section of the "Sidequests" addendum for the gifts and how best to obtain them.) Another pertains to an aspect of the storyline revealed in Chapter 5. For now, select any one of the three choices offered and the conversation continues. Another choice, and this time the result of your choice is typed in yellow and varies depending on what was selected. More conversation and another choice. Whichever you select, the result is the same: Mom sends Ari on an errand. Okay, you gain control of Ari for the first time. Press Triangle to display the menu. MENUS. At the top, Information displays the party's LP and Money. (At this point, LP is equal to Ari's MP. More on LP a little later.) At the bottom is an Explanation of what is highlighted, whether a submenu, item, Special, or command. To the left, the submenus -- Status, Item, Special, Equip, Config, and Quit -- are listed. The main features of this screen are the three "thumbnail" displays of the active party members. Only Ari is displayed until he gains some allies. Take a moment to familiarize yourself with the menus. Pressing X selects a menu or option, while pressing O backs out of submenus and cancels selections. Note. Pressing O is the same as selecting "No" in yes-or-no prompts. STATUS MENU. Selecting Status displays the complete stats of one ally at a time, whether in the active party or not. Use L1 and R1 to cycle between allies, which are listed in the order they become Ari's allies. The three circles below HP note element affinity (Ari is Neutral), status ailments (Normal), and curses (Normal). Ailments and curses result in battle and may be cured by using items or Special skills. Ailments, however, generally wear off automatically at the battle's end. See the "Quick Reference" section for more on element and status attributes. Ari's initial status displays as: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 1 32/32 0 9 3 10 1 55 The maximum LV is 99. HP's two numbers indicate the current HP and the maximum HP for Ari at that LV. EP has a max of 999, at which point LV goes up one and EP returns to 0. Most of the other stats are plain enough. (See "Status" in the "Menu" section for in-depth discussion.) ITEM MENU. Selecting Item lists all items Ari and his allies have collected. Some items may be used to heal allies or damage enemies. Some may increase stats, permanently or temporarily. Some are equipment. Items that may be used at that moment appear in bright type (white versus gray). If a healing or curative item is selected, you're prompted on who to use the item; if the ally selected won't benefit, a beep is heard, so you won't use up items unnecessarily. Note. When selected in battle, an item is immediately removed from inventory. If battle ends before the item can be used, the item is lost and is NOT returned to inventory. Ari's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Picked up Branch Branch picked up somewhere. Atk +1 Ordinary Outfit Nothing notable mere casual clothes. Dfns +0 Holly Spiky leaf wards off evil spirits. Luck +1 What's equipped affects Ari's stats, so his "naked" AP is 8 and his LCK is 0. Note. "Naked" technically isn't possible. While the Holly accessory may be unequipped (and Ari's LCK reduced), a weapon and some armor (or "gear") must always be equipped. SPECIAL MENU. Selecting Special lists Ari's "special" skills, spells and the like. Specials may heal allies or damage enemies, or affect stats temporarily. Ari starts out knowing two Specials. Decoy targets all enemies and makes them attack only Ari their next round. Decoy is the only Special where using it has no cost. Overdrive targets one ally, enhancing his or her attacks and letting them use a one-time "burst" attack, which in turn targets all enemies. Using Overdrive costs Ari 15% of his maximum HP (5 HP initially), whether he targets himself or an ally. Note. A Special's "cost" is levied immediately after the command is selected, whether the skill has a chance to be used or not. If Ari chooses Overdrive, for example, his HP is immediately lowered; if battle ends before Overdrive executes, the HP is NOT restored. (Tip. The battle menu includes a Wait command that can help you economize costs and prevent waste.) EQUIP MENU. Selecting Equip allows for changing out weapons (Wepn), gear (Eqpt), and accessories (Gurd). Try removing the Holly by selecting Gurd, then Holly -- selecting the same accessory unequips it -- and "item" displays in its place. Notice Ari's LCK goes down. Be sure to equip the Holly again, though. Notice too how a stat's value may change color, red when the stat goes down and green when it improves. Note. The game's manual and other resources imply that the Equip menu can be accessed during battle, when in truth it cannot. When Ari gains some allies, use L1 and R1 to cycle through active party members on the Equip screen. Weapons and gear are unique to a particular ally and can only be equipped by that ally. Ari's equipment are swords and outfits. CONFIG MENU. Selecting Config sets two common aspects of the game: How fast dialogue text is typed ("Text speed") and whether to use stereo or mono sound. However Text Speed is set, pressing X immediately completes the line of text being typed. With a 5.1-channel sound system, the mono setting channels sound through the center speaker(s). QUIT MENU. Quit is for quitting your game, but be careful. Your game is NOT automatically saved! You are prompted to confirm quitting, however. Once you're finished looking over the menus, press O (repeatedly, as needed) to leave the menu screen. PAUSE. Before you go exploring, however, press the controller's Start button to Pause the game (and enjoy a respite from the music, if desired). Be aware that the game clock, shown on Save and Load screens, continues all the while the game is loaded, even while in the menu or paused. Pause is disabled in battle (turn-based; enemies will wait), so mute your television to answer the phone. Press Start again to continue. Walk over to Ari's mother and press X to speak with her. She gives a bit more info about Ari's errand and, a-ha, a clue to visit Ari's dad BEFORE going to the bakery. Tip. Interacting with NPCs is vital in OKAGE and it's a good idea to speak with people you meet multiple times, until they repeat themselves. Watch, too, for clues like "before". Before heading out to find Tenel Village, however, explore the kitchen and find the door. Note. Most cupboards, cabinets, and boxes don't hold anything. If an object can be manipulated, OKAGE displays a ! balloon when Ari stands before it, such as the door out of the kitchen. To leave by the door, move Ari to stand between the two (truncated) posts so the ! balloon appears. Then press X to open the door. Ari is now in the entry hall. First off, notice most of the doors look like doors; rooms may have either or both types of exit doors. From the entry's ground floor are four doors: The kitchen door at Ari's back; two other inside doors; and the door (opposite the foot of the stairs) that leads outside. Do not go outside yet, but enter the room to the right of the kitchen. Speak to the two people, then exit to the foyer. Now enter the door to the left of the stairs. A hallway. Walk downstairs and open the door at the bottom. Nothing here, so go back upstairs and out to the entry. Explore the second floor, starting with the left-hand door at the top of the stairs. Another hallway. Try opening the first door on the right. Locked, with a choice of what to try. You can try again, but Ari may need to step away and back before the ! balloon reappears. Walk down the hall and open the second door. Empty bedroom. Backtrack and from the top of the entry's stairs open the right-hand door. Ah, another hall and another locked door. (Something does happen with these locked doors at one point, so it's always good to check.) Open the second door along the hall. It's Ari's own room and the first save point in the game. REST restores all stats and cures all curses and ailments. CHANGE PARTY let's you pick the allies in Ari's active party (later, when he has allies). SAVE prompts for the slot in which to save the game. (Be sure to read the IMPORTANT! warning in the "FAQ" section about a notorious, if rare, saving bug.) Pick an empty slot and press X. Note. OKAGE provides only three save slots, which cannot be individually deleted. When overwriting an existing saved game, you are first asked to confirm the save. Once the save is complete, control returns to Ari. If you need to use more than one of the commands at this save point, Ari needs to leave his room and return to select another command. Other save points do not have this restriction. Time to find the village. Backtrack to the entry and go out the front door, opposite the foot of the stairs. Ari is now outside on a "world" map. WORLD MAPS (also called field maps) feature an overhead display of the region. Pressing R2 toggles the overhead map off and on. Some map symbols of note: Yellow arrow ... Ari is here, facing the arrow's direction Red diamond .... a town Red dot ........ a stone circle Blue dot ....... a save diary CAMERA. L1 and R1 swing the camera angle left and right, as does the right analog stick. Try out both methods to learn which you find more comfortable. The arrow pointer on the overhead map points the direction Ari's facing rather than the camera angle, but Ari's movements are relative to the camera angle. Follow the edge of the house to the left and circle the base of the windmill. Ari will stop and pick up something -- a Tiny Gear [TG1]. TINY GEAR are plentiful, thirty-two in all, eight found across each of four different regions. The Tiny Gear sidequest is one of the most amusing for long-time RPG fans -- the gears are invisible both on-screen and on the overhead maps -- and, for the same reason, potentially frustrating. An excellent checklist may be found at GameFAQs.com, however. SIDEQUESTS. In OKAGE, sidequests generally have no bearing on the main storyline and may be safely skipped or begun later. Most sidequests, however, like this one, are easily completed with little extra effort and usually return good rewards that can't be achieved or acquired any other way. This guide presumes completing each sidequest as it comes up. (See the "Sidequests" addendum for the isolated steps required for each.) Annie blocks the steps. Talk to her, or if Ari tries going around her, she'll initiate the conversion. After she walks off, go down the steps. Open the gate on the left and enter the small cemetery. Examine each of the three tombstones. Ominous. Backtrack and approach the big gates. They swing open automatically when Ari leaves home. Follow the path until you reach a signpost. Examine it to get directions (on the overhead map, towns like Tenel and Madril appear as red circles; Ari's house is the Nameless Dwelling). Try to go south toward Madril and the Skinny Boy will call Ari back. Talk to either of the boys, and then each separately. The scene shifts to show Tenel Village. Walk up to Tenel's gates and press X to enter the village. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TENEL VILLAGE Talk to the girl, Julia, just inside the gate. In the village, signs hang over merchant's doors. [Trigger: DO NOT enter the Bakery yet, or if you do, leave WITHOUT talking to either occupant. After a conversation inside, leaving the Bakery initiates a progression in the story, but remember Ari needs to talk to his father first.] Explore the rest of the village and talk to everyone else. Begin with the Inn behind where Julia was standing. Next, try the Butcher's ("Meat") across the street. When offered, buy the meat for 20 sukel (or do so before speaking with the baker; a missable opportunity, after that). Talk to him again, then exit. Now talk to the two gents standing in the street until you hear everything they have to say. Next, try the Tinkers. SKIP the Bakery for now and talk to the girl. Try the Bar next, then talk to the old man. Now try the Shop (Other One). This is your typical restocking station, but notice too the stairs going up to the second floor (differing from the stairs at Ari's house) and another door behind the shopkeeper. Enter the backroom first and talk to the old man, who gives Ari a few coins. Talk to him again, then exit and explore upstairs. Talk to the woman (hmm, Ari may need to see the Butcher again), then go back downstairs. Talk to the shopkeeper. SHOPS offer supplies and sometimes weapons or gear. You can Buy what the shop has to offer or Sell excess items. OKAGE doesn't limit the variety of items carried (no "bag full" problems), though there's a maximum of 99 allowed for any one item. Tip. If an item nears the maximum, sell off a few for some easy cash and to leave a little room for collecting more (which in turn may be sold). Shops have a static inventory of what they sell and an endless supply of those items, but any item may be sold at any shop regardless, for half its purchase price. Items you sell don't subsequently appear in the shop's inventory, and not all items may be sold. Tenel Village Shop offers: ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Nut Great for a snack. Recover 50 HP 10 Energy Flower Heavenly Beauty. Recover from KO 150 Purging Stone Brings pure Winter mountain air. Cures Poison 10 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 As you scroll through the offerings, notice any changes on the left side of the screen. If the highlighted item is already in inventory, how many you have is displayed near Ari's icon; if not, the number is zero (0). When you select an item to buy, you're then prompted for how many. Use the right and left arrows to increase or decrease the number by one; use the up and down arrows to increase or decrease the number by ten. Then press X. The total cost is shown; select Yes to confirm the purchase, or select No (or press O) to back out without making a purchase (either to change the number or back out entirely). Notice that after making a purchase, the number shown in inventory increases. Recommendations: Guidance Jewels are offered at every shop in OKAGE; buy one now if you like, but there's no dungeon before the next shop. Poison wears off at the end of battle, but at low HP can take a toll; buy 5 Purging Stones. Buy 2 Energy Flowers, good to have a spare on hand, but pricey at the moment (and since a KO is an immediate game-over while Ari's adventuring alone, he can never use an Energy Flower on himself). Nuts are used most at this level; buy 30. You'll still have 240 sukel left. Alternatively, to save your money for later, purchasing just the Nuts right now should serve Ari well enough. When you're done with your purchases, press O to back out one level, then O again to leave the bargaining table. Exit the shop. Try the little house just next door, then the little ell-shaped house (easily overlooked) immediately across the street. Talk to the woman, then exit. Now talk to the guy on the street (another hint to see Dad, hmm). Enter the big house, which offers two other doors at ground level, plus an upstairs. Enter the door on the right first and talk to the woman. Exit and enter the door across the way. Talk to the Elder and listen to his story. Exit and go upstairs. Try the door on the right first, then go back and try the other door. Go back downstairs and exit the house. Head to the right and up the steps. Talk to the guy standing in the courtyard. Off the courtyard are entrances to the church, on the right, and the town hall. Try the church door, then read the sign beside it. Enter town hall. Talk to the two clerks and try the two doors. Then talk to the guy in the glasses, Ari's Dad, until you hear all he has to say. Exit and retrace your steps to the Bakery (yes, it's time; also, the last chance to buy from the Butcher first). Enter the Bakery and talk to the guy on the right. Now talk to the lady behind the counter and pick up the loaf of bread. If you like, press Triangle to bring up the menu, then Items to view the new quest item. Green QUEST ITEMS, such as Butcher's Ground Beef and Baker's Loaf For Pickup, are unique items pertaining to the storyline (or a sidequest) and may appear in Ari's inventory only briefly until called into play by the story. Some quest items linger indefinitely, act as keys, or serve as red herrings. When ready, exit the Bakery. Dusk has fallen and Annie intercepts Ari. Thus, the narrator intrudes. The next night, everyone gathers. When control returns, AVOID talking to Dad for the moment, but talk to everyone else. Ari can't leave without talking to his father, though, so talk to him now. When Ari can, leave the room. Make a circuit around the house, stopping in Ari's room to save. Backtrack to the entry and leave by the front door. Dark outside. Look at the overhead map. The yellow arrow shows "you are here" at Ari's house, but notice the circular area due west, past the crossroads. That's where the circus is set, so head that direction. If Ari wanders too far south, a guy will turn him back. As Ari approaches the circus, a couple stop and chat. Read the signpost just outside the tent, then talk to the pudgy man (he'll stop Ari if Ari tries following Julia). To the left of the guy is a big pole in a stone circle; examine it, but more about this later. Try to enter the circus tent. Retrace your steps to the crossroads and a scene ensues (with narration). The events take a while, but enjoy Dad's gyrations. The next morning when control returns, step out of Ari's room, then back in to save (in case of power failure). Make a circuit around the house, talking to everyone. Then leave the house. A short scene ensues. (Trivia. This is the only time Ari can walk around with his shadow "out" like this.) Talk to James. Then press Square. From now on, STAN, the Evil King, gives Ari a comment or two when Square is pressed. Check with Stan often, or if you get stumped on what to do next. For now, go back into the house and enter the kitchen. Talk to James, then Mother. Leave the house again and head toward the village. Be sure to speak with everyone. [Trigger: Ari can't enter Tenel until he's spoken with all five villagers on the road who elicit comments from Stan. Hint: Two won't.] In town, enter the Butcher's. Sell the ground beef back for 30 sukel, profit enough to buy another Nut. Exit and make the rounds, hearing everything everyone has to say. Then enter the town hall. The woman has more to say about Ari's classification, while the man tells the secret of the water problem. Talk to Dad to get the church opened. Enter the church, and then the door on the left. Examine the dry cistern. Enter the next door. After a brief exchange, finally, Ari's first battle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CHURCH BASEMENT Ari faces: MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Tricky Ghost Yellow 12 8 Energy Flower - Perky Frog Blue 2 3 Nut 2 14 BATTLE SCREENS. Battle is entered with a brief transition and almost immediately the Battle menu is displayed. Note. Later on, random battles may come up as "surprise" attacks, sometimes allowing foes the first move. These are infrequent, however. Battle menu commands: Attack > Attack .... Target an enemy group. Attack one enemy physically. > Combine ... Combined physical attack with other Waiting party members, targeting one enemy. > Burst ..... Available after Overdrive. Attack all enemies. Special > Select a Special skill, such as Overdrive, then a target, either friend or foe. Item > Select an item, such as Nut, then a target.* Defense > Wait ...... Hold in place to delay choosing or for a Combine attack. > Escape .... Run away, flee. Invokes Retreat, costing 10% LP. > Defense ... Guard posture this turn. Reduces all damage 50%, less susceptible to status attacks. * Although the manual says weapons may also be selected via Item, such is not the case. Ari can only change his equipment outside the heat of battle. As Ari's first fight is considered a boss fight, the Escape command isn't available. The Combine command, too, does not appear for this fight since Ari is alone (once Ari has an ally or two, Combines prove invaluable; more then). Lastly, the Burst command only appears after Ari uses Overdrive, one of his Special skills. In this fight if Wait is selected, Ari stands around doing nothing. Press L1, R1, or Triangle to recall the battle menu. Overdrive may be the most often used offensive Special. The Burst command it enables is often best used at the outset because it targets all enemies at once without diffusing the damage done to each, possibly taking out a number of foes in one fell swoop. Burst can hit, "Miss", or land critical hits on enemies (each individually), the same as any other attack. Tip. Overdrive intensifies Ari's normal attacks and gives him some resistance to status ailments, too, and remains in effect until Burst is used. Sometimes it's more beneficial to delay using Burst. So try the Overdrive Special -- a "whoosh" is audible when it charges and a pool of purple light appears under Ari's feet. Then attack with Burst (discharging overdrive), but remember the Burst command need not be used immediately. If Ari takes any damage (or just to recover the hefty HP cost of using Overdrive), use a Nut first to keep him healthy. Ari's low HP is the biggest concern in this fight (and Nuts are dirt cheap). Timing is crucial when choosing items. The item selected must be useful at that moment. For example, if an enemy is poised to deliver damage when Ari is prompted for his next action, but he hasn't actually suffered any damage yet, he won't be able to target himself with a Nut. Tip. Later, using Wait is helpful in these situations. As soon as the damage is done, press L1 or R1 (the prompt displayed above History) and have a waiting character immediately invoke a little healing with a Special or Item. Once the minions are whittled down, Ari can then focus regular attacks on the remaining foe. With this fight, another tactic to consider is having Ari use Defense > Defense constantly. After Ari takes a little damage, Stan may step up and lend a hand, inflicting big hurt on the foes, perhaps ending the fight in one blow. He may not act right away, so use a Nut before risking Game Over. Across the lower portion of the screen, keep an eye on Ari's health meter and status indicators. If a foe poisons Ari, for example, be sure to choose Item then Purging Stone on his next turn. When Ari (or an enemy) is afflicted with a status ailment or curse, a balloon icon appears over his head on-screen. The OKAGE manual shows most of the icons, helpful to keep at hand until you're familiar with them all. If the same ailment is inflicted more than once, the status indicators may show a number (rather than an icon) to indicate the severity, with 3 being the worst. See also this guide's "Quick Reference" section. Be aware, too, that Ari's recharge (or "Wait") meter must fill before his next action may be selected. As the game progresses, Ari's Agility stat increases (shortening the wait) and Specials may be learned that affect the recharge rate too, for foes as well as allies. Damage inflicted appears as numbers over the heads of Ari and his foes. Healing displays similarly, but in green. In the lower-right of the screen, a History list records damage (red) and healing (green). Other important information may also display in History. A critical hit deals around double the damage (with no other audio or visual cue when one lands, however). As foes are KO'd, they are replaced on the battlefield by either a moneybag or a treasure chest. These spoils are automatically picked up at battle's end. A moneybag contains sukel. A chest may contain any variety of item, from a simple restorative to a rare piece of equipment (but no money). Learn more in the "Monster Droppings" section. TALLY SCREENS. After the fight, items dropped by the foes, if any, are automatically picked up and listed under Get Item. Money dropped is tallied up under Get Money, along with the Total Money. (Tip. As the money amounts get larger through the game, press X to skip the tallying-up and go straight to the final total.) Then EP is calculated under Get Experience. If Ari earned a level-up, a fanfare plays and a system message to that effect displays near the bottom, also showing any new Specials he may have learned. Note. The EP earned from each foe decreases as Ari gains levels. During the post-fight accounting, the EP-earned is based on Ari's level at the beginning of the tally. (This can result in some leapfrogging in who has the most EP later on). For example, if at the end of a fight Ari is at level 5 with 998 EP, Ari earns more EP for the fight than if he had been at level 6 with 3 EP at the fight's end. Read RBury's Experience Point FAQ at GameFAQs.com to learn more. After a level-up, press X and the remaining EP is tallied. Note. Occasionally the stat increases shown on the tally screen are inaccurate. This is an infrequent anomaly with the game, but it's only aesthetic. The correct stat increases display on the Status screen. Press X again to dismiss the tally screen. A scene ensues, automatically opening the treasure chest [TC: Old Glass Tube]. When control returns, walk around behind the chest until the ! balloon appears. Open the valve. Exit the room and again examine the cistern. Exit the church and a scene ensues. Read the sign beside the church, then it's time to talk to everyone again, visit stores that have reopened, and stock up at the Shop. Dad's a source of direction. The Elder has something for Ari, the first of six cyphertexts [CT1] for the Secret Society sidequest. (Hint. Read it in reverse.) Note. In the menu, select Item then Cyphertext 1 to again see the clue. The text varies slightly from the Elder's reading. The Tinker, too, has something (but no, it can't be equipped). Be sure to visit the Inn, where the Innkeeper kindly explains how Inns work. Rest and save. Enter the door on the right and talk with the Fortune Teller (remember the compatibility gift?). Explore upstairs, then exit the Inn. Finally, talk to the guy blocking the town gates. Go to the Bar and talk to the Ringmaster. When you can, press Triangle. Select Item then the Map o'Evil Kings for a hint. (Check the map often for clues on how to proceed.) Exit, then talk to Julia near the town gates. The narrator adds some commentary, then.... The next morning, Ari is awoken in his room. Leave and come back in to save. Explore the second floor, if you like. When ready, go down to the entry. [Trigger: Stepping off the main staircase initiates an event.] Talk to everyone, saving Dad for last. Once Ari agrees to go along with Stan's plan (toy with him a bit first, if you like), speak to everyone again. Mom has something for Ari and Grandma sets Ari on the beginnings of a lengthy (but again, straightforward) sidequest. Finally, talk to Ari's father, receiving another item. Leave via the front door. Following some narration, the Chapter 2 title card displays. ------------------------------------------------------------------------------- B2. CHAPTER 2 - Enter the Pink Hero and Her Parasol From the crossroads, head north and enter Tenel. Talk to everyone for hints on what's going on in the world. The blacksmith has a few words of wisdom, too. Drop off the pebble with the Baker (and gain another quest item in exchange). Save at the Inn, then leave town. If you like, at the crossroads backtrack to Ari's house. Talk to Annie by the fountain and everyone inside. Save again (the next save point is a ways off). Leave and return to the crossroads. Head to the circus tent, reading the sign on the way. To the right of the entrance, speak to the man and receive the next cyphertext [CT2]. Speak to the guy again to hear the text, or from the menu, choose Item, then Cyphertext 2. (Hint. Read the lines in numerical order.) Try to enter the circus tent. To the left, the pole in the stone circle is now enveloped in green light. Examine the pole and Ari is whisked away to a strange island with nothing but inert stone circles. Swing the camera around to get a good look at the terrain. Follow the cliff edge and speak with the woman in black on the far side, who explains about the Isle of Wap-Wap, or "Traveler's Island". (Nice use of "stele".) STELES. Whenever a new stele is encountered, always use it right away, even if you only turn around and go straight back. The steles on Wap-Wap remain inert until the corresponding steles become active on their world maps. Examine the now-active Tenel stele and Ari returns to the circus grounds. Leave the circus grounds and at the intersection, turn south. Walk down the center of the path and Ari finds the next Tiny Gear [TG2], just before a hump in the road and a bridge comes into view. Approach the bridge, but DON'T cross it yet. Instead, veer to the right, down to the north shore of the river. Walk under the bridge, past the man, and open the treasure chest [TC: Holly]. Turn around and talk to the man, to swap the Bread Crust for a Worn Brush. Retrace your steps. [Trigger: Crossing the bridge initiates a scene.] Ari receives his first sword...and the gates of random enemy encounters open wide. From now on, ghosts attack Ari on the world maps. You'll see them coming, and they can be avoided, but the ghosts get steadily more aggressive. Ghosts may also initiate a "surprise" attack from time to time, usually if they touch Ari from behind, meaning they get a slight jump on Ari at the outset. Note. A ghost's color has no relevance to the strength of the foes encountered. Press Triangle right away and ensure the new sword is properly Equipped. In the menu, select Equip. Beside Wepn, Leftover Sword now appears. Select Wepn and notice that Leftover Sword raises Ari's Atk (his AP) by 5. His Luck is also raised by 5, though the sword's description doesn't mention that increase. (Tip. It's always a good idea to check Ari's stats both before and after changing his equipment.) Notice, too, that his Picked up Branch weapon is no longer listed or found in inventory. Exit the menu and get ready to fight. When battle is joined, a brief swirling transitions Ari to the battlefield, which reflects the terrain (with astonishing accuracy, at times) but is indirectly featured. Trees surrounding the battlefield, for example, don't necessarily surround Ari on the world map, but their number (a few or a lot) is relative for the various sections of Tenel Forest. In Tenel Forest, the most common foes are Airy Bunnies, Perky Frogs, Chicken Chickens, and Maneating Onions, though others will appear. Note. While this guide occasionally highlights enemies of special note, the "Monster Droppings" section details each area's new foes. Update (v1.5), now fully integrated, including all of the Lists FAQ's "Monster Classification" information and many new findings as well. The chickens have an, uh, interesting attack, but may Escape as well, even right in the middle of Ari's attack. When enemies flee, they leave behind (or "drop") no treasure or money, and Ari gains only 1 EP for the fight. If some enemies are KO'd before the others Escape, however, those rewards are still collected. The onions appear fiercest, but individually deal small damage. They show up in groups of three or five, however, and the latter group is a good time to use Overdrive and Burst. (Tip. Observe the damage each enemy inflicts. The damage dealt by some foes may be less than Overdrive's HP cost.) Heal Ari whenever his HP dips below halfway in these early fights. The most damaging foes through Tenel Forest are Tricky Ghosts and Wild Cows (a good time to try Overdrive without using Burst). When Ari's HP gets low (25% remaining), Stan may attack with Burning Devil. But if Ari's HP sinks dangerously low (only 10% remaining) the music grows more disturbing and Ari's status flashes in red. ESCAPE. If you run out of Nuts, remember Ari can choose Defense, then Escape to invoke a hasty Retreat. Unlike when monsters flee, however, your retreat leaves behind anything on the battlefield and returns to the world map. Tip. Unlike some other RPGs, in OKAGE Escape always succeeds (within one turn if not immediately) and enemies won't block Ari's retreat. If another ally's turn comes up before Retreat is actually called, select Wait or Defense, not Escape again. No need to pay out any more LP. After battle, any money or items left behind by the ghosts are automatically collected and EP is awarded. If Ari needs healing, from the menu choose Item, then select Nut (or Special and then Mend, which he learns at LV 4). Since stats are restored without cost at save points, healing magic is often more economical than restorative items, which must be purchased if Ari runs low. Many foes in the Tenel Forest drop Nuts, however, so gauge accordingly. Note. If you'd like to follow-up on the blacksmith's words, turn around and head back to Tenel Village (Leftover Sword isn't considered "strong" enough, apparently, but you may wish to show the Tinker any new weapon Ari buys or receives; your choice). If you go, after speaking with the Tinker return to the bridge. Cross the bridge, but veer to the left and walk under the bridge to find the next Tiny Gear [TG3] in the patch of dirt. Retrace your steps, then head due south until Ari reaches a lakeshore. Follow the shoreline east along a narrow lip to a dead end, where Ari finds another Tiny Gear [TG5] (slightly out of order). Tip. Before moving on, try to spot the treasure chest on the opposite shore. Backtrack and as soon the rocks allow, climb up onto the plateau. A little northeast, some bushes abut this plateau. Climb down into the area behind the bushes for the next Tiny Gear [TG4]. (See the "Other Puzzlers" section for more help, if needed.) Okay, return all the way to the main path (forms an "h" on the overhead map) and follow the road east. Talk to the traveler, then continue toward the next bridge. Note. When ghosts initiate a fight, Stan may pop up and ask Ari a question. Ari needs to pick one response from each of three groups of possibilities. It's not easy and the answer's rarely apparent, but if Stan is pleased with the combined response (such as "Earth shaking / ideal / Hunk!"), he'll hit the enemies with a preemptive strike. See the "Pop-up Stanley" section for some sure-fire winners. Head across the bridge and talk to the man blocking the way. (It may take a few times, but enjoy Kisling's observations.) After Kisling walks off, veer hard left to find a Tiny Gear [TG6] under the tree. Follow the path south and talk to the woman. Continue on, but keep a lookout for a path toward the southern lakeshore and a treasure chest [TC: Wild Strawberry]. Note. Rare restorative items that benefit all party members, such as Wild Strawberry, appear in red type in the Item menu. Use them conservatively until you find a ready source for restocking more. Backtrack and go south again. Watch for a log blocking a westward path. Read the signpost and explore the path west. When a boarded-up tree stump first comes into view, look for a path down to the water's edge and another Tiny Gear [TG7]. Return to the log and the main road. Head south again. Ahead another stele comes into view, awash in red light, but before it, on the east side of the road, is a lone tree. Circle the tree to find the last Tiny Gear [TG8] on the Tenel Forest world map. Now examine the stele to activate it. On Wap-Wap, examine the same red stele and return to where you just left off. Tip. If Ari hasn't reached LV 4 yet (and health-wise he's not on his last legs), you may wish to wander a bit until he does. His Mend Special is well worth the extra effort. When you're ready, walk over and open the big metal doors. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MADRIL Welcome to Madril. Random attacks cease while Ari's walking around the public streets. Walk over and talk to the group of townies, then talk to each in turn. The building behind them is Town Hall, but first stop at the Inn, the first building on the left side of the street, to rest and save. Talk to the Fortune Teller while you're there and explore the Inn. (The two guest rooms are obvious, but at the end of the hall is also a staircase leading up.) Now return to Town Hall and talk to everyone. Don't miss any clerks behind the windows. The guard won't let Ari into the Hero's Club yet, however. So leave. Before going on to the next building, look at the south end of Town Hall for a striped awning and a ! balloon. If you figured out Cyphertext 2, Ari acquires Cyphertext 3 [CT3] now. (Hint. Read between the lines.) Visit the next two houses on the same side of the street. Then visit the house next to the Inn. Talk to the boy standing outside. Examine the lift behind him, too. Next, stop in the Bar beside the lift and talk with everyone. (Take note of Lover Boy for future reference.) Exit the Bar and speak to the sentries. Since they won't let Ari go any further, return to Town Hall and try to get into the Hero's Club again. Ms. Parasol and the guard have a brief exchange, then keep talking to the guard until he lets Ari in. Inside, avoid Ms. Parasol for the moment and starting at the far left learn what everyone else has to say first. Query the clerk until all he has to say is heard. [Trigger: Speak with the guy at the far right to hear his comment and initiate a brief scene. Speaking with the woman or the man she's arguing with instead initiates the same scene, but skips the other guy's comment.] Speak to the guy at the far right again. Talk to the clerk on the floor, but choose the second or third response for the most exposition. Exit the Hero's Club, then go right back in. Two of the guys near the door have new things to say, the clerk on the floor is now behind a window, and there's a backdoor, though it leads to nothing. When you're done, exit Town Hall and Stan has something to say. Interrogate the kid over by the lift again. Visit Toby, in the house next to Town Hall, and take a guess at the password. (Hint. Which gang calls the lower level home?) Go out the back way and follow the pipe around the corner. Avoid the queue of would-be heroes for now. Over near where the sentries block the road is a house, just a posting on the door to read. Across from the queue enter Madril's Shop. Speak with the girl in the corner (hmm, a manhole). Talk to the boy at the counter, but do NOT accept his first offer of 300 sukel. Talk to him a second time and he ups his offer to 400 sukel -- take it! Talk to the man behind the other counter to buy his wares, including better equipment for Ari. Madril Shop offers: ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Ordinary Sword Widely used by travelers for defense. Atk +10 40 Clean Outfit A new line with a trendy style. Dfns +1 30 Nut Great for a snack. Recover 50 HP 10 Energy Flower Heavenly Beauty. Recover from KO 150 Purging Stone Brings pure Winter mountain air. Cures Poison 10 Writeoff Charm For carefree living. Cures Tax 100 Awakening Stone Bright as sunshine in summer. Cures Sleep 50 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 As you highlight the sword and outfit, an up-pointing triangle indicator beside Ari's icon displays in green to show the item is better than what Ari currently has equipped. (The down-pointing indicator displays in red if the equipment is less robust and neither indictor displays in color if the item is of equal power.) Notice, too, that nearby how many of that item are already in Ari's inventory is shown as zero (0) or another number. You never need more than one of any particular weapon or gear. Note. The quality indicators only compare to how the ally is currently equipped, not to ALL of the ally's equipment in inventory. Be sure to Equip the new sword and gear. When you're done, leave the shop. Try the door before which everyone's queued up. Talk to the guy facing the queue, then each hero standing on line, from left to right, leaving Rosalyn until last. Speak to her several times. After she runs off, talk to the File Clerk again, then examine the small manhole cover. Follow the passage and climb the ladder at the other end. On the left, enter the house. Gear love abounds! (Ahem, sorry.) Gear Freak swaps for the Worn Brush, giving Ari a Rare Gear. Exit and try the double-doors of the next building on the right. Skip the next door, but try the gates and the door beside the trash barrier. Now enter the door you skipped. A scene ensues. When control returns, talk to the two kiddies. Follow Robert (that's "roe-bare"; he's apparently of French extraction). Another brief scene, then walk up and examine any of the boxes (the "puzzle" auto-solves). Enter the next door. Another scene, then talk to everyone, including the cat. Try to leave and Maggie stops Ari. Leave the building when you can. The barriers are all gone now. Stock up if you didn't earlier and backtrack to the Inn to save (you don't want to go through all that again). [Trigger: When you're ready, open the now-unlocked gates to access the sewer.] After a scene, Ari and Rosalyn descend. Step right up and face.... - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SEWER EVIL KING Ari's first real boss fight. The boy faces: MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Sewer Evil King Red 420 80 - 1 Lurking Rat Red 12 6 Purging Stone 4 104 Take out any minions, Lurking Rats, accompanying the boss. Then the party may combine their strength against the boss itself. To activate the Combine attack, have a party member select Defense, then Wait. (When the party has three members, you can have two do this step, but that's optional.) The last member chooses Attack then Combine and all members physically attack the single target at once, for slightly greater damage than if they'd each attacked singularly. (Combine only appears when at least one party member is Waiting.) Note. If accidentally you have everyone Wait, the party may do nothing for wave after wave...other than take a real pounding. Press L1 or R1 to get out of the trap, "skipping" to the next Waiting party member so another command (such as Combine) may be selected. After the fight a rather long scene goes on and on and on. Eventually, Rosalyn officially becomes an ally. With some narration, the Chapter 3 title card displays. ------------------------------------------------------------------------------- B3. CHAPTER 3 - As Her Majesty Commands When control returns, Ari is standing outside the Madril Inn, fully healed. Duck inside and save before doing anything else. Press Triangle and take a look at Ari's new ally. The Information line now displays an LP totally Ari's and Rosalyn's MP combined. Notice, too, that Rosalyn's gear is included under Items and her unique skills are listed under Special, following Ari's Specials. With two allies, use L1 and R1 to cycle between allies on the Status screen and only members of the active party on the Equip screen. Use these buttons to scroll a page at a time through long lists, too, such as Item and Special, in both the main menu and the battle menu. Rosalyn's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 5 75/75 544 32 12 10 5 60 Rosalyn's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Ordinary Rapier The most popular mass produced Rapier. Atk +10 Swordsman Armor Light armor appropriate for long battles. Dfns +4 Wildcat's Fang Fang of small but formidable beast. Atk +1 Rosalyn's "naked" stats, then, are AP 21 and DP 8. Her element is ice (blue), dowsing fire (red) enemies with bigger damage, though she hits thunder (yellow) foes only for half damage (see "Quick Reference"). Her Parasol Amulet skill can be cast only on herself, but protects her from most status ailments (though not from curses), worth the cost. Press Square to hear what Stan has to say. Bring up the menu, select Item, then Map o'Evil Kings for a clue on what's next. Talk to the Fortune Teller again, if you like, then go back outside. Make a circuit around Madril's lower level, talking to everyone. An exchange occurs at Maggie's house, where Ari met her snob-hating father earlier. A strange fanatic has taken Lover Boy's place in the bar. The sewer management office is now open. Note. You can revisit the sewer, the location of the boss fight, but be prepared for lots of losing, as the foes now found down there are WAY over Ari's head, easily taking him out with a single hit. If you attempt it, though, (for beaucoup EP, yes), be sure to save at the diary the moment you get there, to save yourself from retracing too many steps every time Ari ends up twitching on the floor. Enough said. After you've spoken with everyone, save at the Inn again. Exit and take the lift up to the second level. As soon as you move away from the lift, a girl sporting horns (and a microphone) petitions passers-by to listen to her song -- Ari included. When control is returned, make a circuit of the upper level and talk to everyone. After talking to the counting guy, who has something for Ari, visit the hung-over woman, who swaps with Ari for something else. Be sure to find and speak with Miss Madril (pivotal to the "Miss Match" sidequest). Lover Boy is now stationed over by the Research Center, which Ari should visit, as well. When you're ready, leave the top level by the big metal doors. Outside, Professor Gutten Kisling stops Ari and Rosalyn. After a brief exchange, Kisling becomes an ally. Press Triangle and get familiar with the Professor. Kisling's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 10 55/55 0 22 16 24 5 45 Kisling's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Ghost Basics General handbook for monsters. Atk +5 Wornout Coat Well seasoned and pretty worn. Dfns +6 Heatwave Ring Rising heat wave diverts swords. Avoid Attack Kisling's "naked" stats, then, are AP 17 and DP 10. His element is thunder (yellow), so he's good at zapping ice (blue) enemies but deals reduced damage to fire (red) foes. His Spell Suction skill can recover LP during battle (from 1-12 LP or so; the more enemies the better, though 1 LP is still common), best at topping off LP before it gets low but useful when staggering toward a save point, too. Note. From now on, the active party is always composed of Ari and two allies, except the few times when the story requires otherwise. If you try to reenter Madril, Kisling blocks the way, so head south onto the Rumille Plains. Veer left and northward to a treasure chest [TC: Cool Vest]. Continue east and north, following the river bank all the way up to the waterfall, where Ari finds a Tiny Gear [TG9]. Across the river, notice a signpost for future reference. Backtrack, following the riverbank to a bridge. [Trigger: Random encounters resume when Ari approaches the bridge.] Kisling is delighted when a fight ensues. Elements now play a bigger part in random battles, something to consider with every attack, whether physical or magical. Even damage from status attacks varies based on elemental affinities. Tip. In the post-battle tally, notice the difference between the EP Kisling gains at LV 10 and that of Rosalyn at her level (LV 5, or so). After dispatching the enemies, entry back into Madril is open again, and the researchers sing a different tune now Kisling accompanies you. More on this later, however. Moving onward, cross the bridge and veer right this time, following the river west as far as Ari can go, to find a Tiny Gear [TG10]. Backtrack to the bridge, then head south, hugging the western cliff face. Ari finds another Tiny Gear [TG11] a little while after the grass turns to sand. Now head due east to the opposite cliff face, turn south, hugging this wall until Ari finds the next Tiny Gear [TG12]. Turn around and follow the eastern wall north this time. Watch for a little bower with flowers, butterflies flitting around, and a treasure chest [TC: Punk Wig]. Explore the rest of the way north, if you like, and note what Ari finds for future reference. Turn around and head south. On the overhead map, make for a blue dot along the western edge. This is a standalone save diary. Continue due south until Ari runs into an area with moss-covered rock slabs. Follow the line of rocks east, and turn in when an opening presents itself. Explore the enclosed area until Ari finds a Tiny Gear [TG13] hiding behind a rock standing on-end. Walk around this stone and go due east. Ari walks into a trio of stones. Walk around the trio and find another Tiny Gear [TG14] in the alcove created by the three stones. Take to the road south again. Watch for a stone with a wee frog sitting atop it. Turn in at the end of the stone to find a well-concealed treasure chest [TC: Chic Suspenders]. Just past, the road forks. Take the left fork and at the inert stone circle (remember it for later), turn due east for the beach. Follow the shore south to a treasure chest [TC: Gorgeous Mascara]. Turn back southwest and cross the bridge. Veer hard left and by a cocoanut is a Tiny Gear [TG15]. Follow the beach west, past the pier. In the distance, notice the curly cliff and, yikes, the shark's fin in the water. Turn north to cross the next bridge and enter the circus grounds. No ghosts attack while Ari's on the grounds (usually; rarely, they will). Talk to the clown, under a tree south of the first tent. Look to the left for another treasure chest [TC: Cholesterol] nestled among the bushes. Turn around and ascend the wide grassy slope. Walk all the way out to the curly cliff's end and, after a brief exchange, Ari receives Cyphertext 4 [CT4]. (Hint. X never, ever marks the spot.) While Ari's out here, play with the camera for some stunning scenery. Descend the slope along its northern side. Explore the dead-end of the short ledge near level ground for the last Tiny Gear [TG16] on Rumille Plains. Backtrack to the clown, then explore the three tents. Outside the northernmost tent's entrance is another treasure chest [TC: Lustrous Hair]. One more thing to do on the grounds. At the northern exit, read the signpost, but don't cross the bridge. Staying on the river's west bank, continue north and talk to the man, who explains another little sidequest (more on this in just a bit). Note. The next save opportunity is a ways off, time-wise. If you're pressed for time and need to quit, backtrack to the save diary on the plains -- take the first bridge east and go north at the fork -- then return to this point when you can. But don't choose Quit just yet.... Update (v1.5). Take extra care to verify the game saved properly at the Rumille Plain diary BEFORE quitting. Select Save again to make sure the slot isn't blank (should be all that's needed), or to make a back-up save into a second slot as well. Learn more in the "Known Bugs" section. Back at the circus, turn around and head south, leaving the grounds via the southern bridge. On the beach, head for the pier leading out over the water and enter Rashelo. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - RASHELO After a brief scene, control returns. The Inn is to Ari's immediate left, but save it for last -- you can't save just yet anyway. If Ari tries leaving Rashelo, Stan stops him. At the three-way junction, go left and enter the house. Talk to the Young Man in Love with Miss Madril. "Give" him three of the six somewhat esoteric items Ari's carrying: While standing in front of him, press Triangle, choose Item, then select the item you think he needs. (Hint. Take a good look at him and pick what matches his appearance.) He either offers Ari his thanks or apologies if the item is right or wrong. (See the "Miss Match" section of the "Sidequests" addendum if you're stumped.) After figuring out the items he needs, speak with him again for another clue. Exit for now. Take the leftmost pier further south. Enter the shop, which has some nice gear upgrades and one very expensive weapon, a sign of things to come. Rashelo Shop offers: ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Ordinary Sword Widely used by travelers for defense. Atk +10 40 Nameless Sword No name but well made. Atk +15 470 K of Clubs Gives unshakable confidence. Atk +20 150,000 Clean Outfit A new line with a trendy style. Dfns +1 30 Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310 Nut Great for a snack. Recover 50 HP 10 Energy Flower Heavenly Beauty. Recover from KO 150 Purging Stone Brings pure Winter mountain air. Cures Poison 10 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 When you're done, Equip any new goodies, then exit the shop. Take another left, past the next intersection. Outside the Restaurant, read the menu slate before heading inside. The first guy expounds on the joys of fishing. The rich kid wants to see Ari's shadow. Relent and he gives Ari the Shiny Lens. Finally, talk to the bar owner. Leave the bar and return to the Young Man's house, two doors north. Use the Shiny Lens in front of him, then talk to him for another clue. Return to the Restaurant and speak with the bar owner again. Ask after what concerns the Young Man. Return to the Young Man once more. When he takes off, all that remains to complete this sidequest is seeking out the Young Man on Ari's next trip to Madril. Exit and again head south, past the Restaurant. Make another left, toward the lighthouse. Speak with the lighthouse keeper, who takes the Rare Gear and gives Ari a Penlight in exchange. Try entering the lighthouse twice and Stan lends a hand, retrieving the Letter Bottle (more on this in a bit). Retrace your steps, then explore the southernmost docks. From one, Ari gets a good view of the horizon, with the Aquatic Ruins (a listing clock tower) and the curly cliff both visible. Looks like there's a gathering over to the west, too, but first explore due north, up the center of town. On the northwest side of the market plaza is a blank bulletin board. North again, and the notice board here provides something to read (hmm, a rumor). Past the board, turn left and speak with the sentry. Retrace your steps to the central plaza and take the pier to the right of the well. Turn left at the Young Man's house and then left again. Enter the next shack, the Hero's Club. Talk to everyone as best you can, when the wandering guys aren't blocking Ari's way. Exit the club and visit the next house to the south. Speak with the woman then leave, examining the fishing pole outside, if you like. Go south again, onto the stone platform, and a scene ensues. When control returns, Ari is standing outside the Hero's Club, though nothing new is said inside. Avoid the Inn for now. Instead, return to the stone platform and enter the mayor's house. Speak with the mayor, then exit. Follow the narrow stone path toward the central plaza. Speak with two folks there. Head south to the market plaza. Circle counterclockwise and speak to the blond. Speak to the sentry next. A brief exchange occurs, followed by a scene with James. Speak to the sentry again, then a new guy standing by the lighthouse. Head north toward the Inn, speaking with the blue-haired girl and the brown-haired boy along the way. Finally, visit and explore the Inn. Two doors are wedged between the Fortune Teller and the Innkeeper. Rest and save. [Trigger: Once Ari exits the Inn and approaches the crossing pier, Stan points out something happening and they automatically go to the central plaza.] When control returns, make a circuit, but this time save the mayor's house until last. Read the notice board again. Talk to everyone standing outside, including the boatman on the southernmost dock. Stop in at the Hero's Club, where it's even more crowded, then save at the Inn. When ready, enter the mayor's house. Talk to Rosalyn and the group of men, then leave. [Trigger: On leaving the mayor's house, the Princess's chamberlain, Beiloune, approaches Ari's party.] Speak with Beiloune again, then head for the southernmost pier once more. This time the boatman lets Ari aboard. After a few words, Ari enters his first real dungeon. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - AQUATIC RUINS Read the signpost to the left of the diary. DUNGEONS. Each dungeon has a save diary posted in its entrance, so use it right away. Ghosts can follow Ari to the diary, so the entrance isn't a safety zone. Most dungeons consist of multiple floors, with at least one stairway leading down to the next level. To open the grate over the stairs, however, all of the big urns on a floor must be found, engaged (bump into the urn), and defeated. Escape is not available while fighting these demibosses. Use Combine attacks, two or three times with the first one (often down to one or two by the last one). Urns generally pay very well, in money and EP. Note. Occasionally, many urns may drop some form of "bottle". These bottles are used in battle (via Item) like magic potion attacks, but save them for the eventual boss battle where physical attacks are meaningless. Once all the urns are defeated, the grate slides open and that floor becomes ghost free (no further random battles). When Ari reaches the entrance to the boss's chamber, Stan always asks if Ari's ready. It's a good idea to return to the entrance and save at the diary before facing the fake evil king. DUNGEON MAPS. The overhead maps in a dungeon are filled in only as Ari wanders about. The maps remain in force as Ari goes from floor to floor, but if Ari leaves the dungeon entirely (he can if needed), the maps need to be walked anew. Exiting also replaces all of the urns and reinitiates random encounters, though grates opened between floors (and other devices later) remain open. Note. Carry a couple of Guidance Jewels in case you ever need return to the save diary FAST. When used, the jewel transports the allies to the entrance, right before the diary, NOT all the way out of the dungeon. DUNGEON ENEMIES. In addition to the urns, dungeons are home to some of the game's toughest foes. Fleet Fish and Sleazy Toads can beat a hasty retreat, good targets for Burst or a coordinated attack of Night (Ari) followed up by Frost (Rosalyn). You may see some familiar enemies in random encounters, too. The Lists FAQ at GameFAQs.com accounts for the unique foes found in each dungeon, as well as their spoils. Update (v1.5). All monster data is now included in the "Monster Droppings" section, along with lots of new findings. Tip. If you're treasure hunting, dungeons are fertile proving grounds. Leave the last urn on a floor untouched to keep the random foes coming. You may find that certain foes only appear in particular areas, however. Save, Quit, and Restore your game to shuffle the odds if a particular enemy is too shy. Using the following rough textual maps, make your way through the dungeon and gather its spoils. Return to the save diary as needed to rest and replenish. Note. Since dungeons are rife with random encounters that can easily get you turned around, step-by-step directions through every floor are nearly impossible and can, in fact, prove a hindrance. The "Maps" addendum, however, contains several links to additional resources (well regarded, but not this author's work) that may help you better navigate OKAGE's dungeons. D, save Diary (cyan) v, Stairs down (green) P, sign Post ^, Stairs up (white) X, Urn (red) =, Locked gate C, treasure Chest ---AR-B1---------------------------------------- ------------- |X X| | | | v | | | |X X| ----- ----- | | --- --- |P D| | | ---| |--- Entry P, "Destroy all of the Urns." ---AR-B2---------------------------------------- ----- | ^ | | | | | | | ----- ----- |X X| --------- | | | | ----- | | C | | v | | ----- | | | --------- | |X X| | -- -- | | || || | | -- -- | | | -----===----- | | ----- C, Bountiful Nut Before accepting Stan's warning and descending the final stairs, again, an unimpeded trip back to the save diary is a worthwhile precaution. If you missed the treasure chest, collecting it now is also advisable. (As with all of the game's remaining boss fights, Ari and company automatically leave the dungeon after the boss is defeated.) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BUBBLE EVIL KING Ari faces: MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Bubble Evil King Blue 666 777 - 1 Compassion Crab Yellow 58 58 Big Nut 4 1,009 Take out the minions first, since Compassion Crabs can Mend themselves. You may want to follow their example and designate a healer, come to think of it. Once the crabs are out of the way, then gang up on the boss with Combine attacks. Be sure to keep Ari's HP topped off, however. In defeat, the Bubble Evil King gives up the Spiral Wire and unlocks the gate a floor up, which is where the party automatically goes. Words and more words, then the Princess slaps Ari, taking off a good chunk of HP. The narrator segues the group topside again. When control returns, talk to everyone and read the notice boards again (Stan comments), but avoid the Inn for now. Talk to Beiloune outside the mayor's house. A colorful guy on the central plaza has a Whim Berry for Ari (missable; he soon vanishes). When you're ready, rest and save at the Inn. Step outside and a girl delivers a message. [Trigger: Messenger Kid won't show up until Ari Rests at the Inn.] Yes, now talk to everyone again; their messages have changed. Go to the mayor's house and Beiloune gives the team an errand. If you like, you can revisit the Aquatic Ruins to battle urns and random foes for money and EP. The stairways are now permanently open and the Former Bubble Evil King is down on the bottom floor, but he only reiterates what he's already said and nothing else is new there. Stop by the Shop to replenish supplies and save at the Inn. Leave Rashelo by going north up the long pier. Veer a little to the west, cross the bridge, and enter the circus grounds. Speak with the clown near the southern tent, and those found inside the tents. A brief scene in the northern-most tent. Remember the Letter Bottle Stan fetched from the lighthouse? Find the romantic guy, just north of the circus grounds, and talk to him. This is a good time to work on his little sidequest. When prompted, pick any message (which one makes no difference to the outcome, only the reply received). Backtrack to the first bridge, cross it, and continue due east. On the beach, the bottle is a little to the north. Pick it up and then return to the romantic. Once more Ari tosses the bottle. Go back to the same place, retrieve the bottle, then come back and show the reply to the romantic. The bottle goes in the drink once more. Go and read the final message. The Rashelo stele remains inert, so start hiking north. Enter Madril. Skip the Research Center for a moment and first talk to the researcher standing outside the center's other wing, who has something for Ari. Now backtrack and enter the Research Center. Note. When asked for donations at the Research Center, either amount yields the same reward, so choose the smaller amount. A complete list of the donation gifts is found in the "Sidequests" addendum. When you're done, exit. Stay clear of the singer for the moment, but talk to everyone else on the upper level. Tidy up the end of the "Miss Match" sidequest by visiting Miss Madril. Talk to the counting guy (remember the last cyphertext?) and receive Cyphertext 5 [CT5]. (Hint. Watch with a group of chilly friends.) After Ari has spoken with everyone else, approach Linda, the singer. [Trigger: Getting too close to the lift pulls Ari over to Linda anyway.] Grab the lift as soon as you can and ride it down to the lower level. Make a circuit and talk to everyone. Mr. Know-It-All has a new schtick. Stop in at Maggie's and a scene ensues. In the Madril Shop, beside the usual merchant, a Wandering Peddler has arrived with upgraded gear. Madril Wandering Peddler offers: ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Nameless Sword No name but well made. Atk +15 470 Omnislice Sword Powerful but not durable. Atk +20 1,900 Hardy Rapier A popular product that's very durable. Atk +15 2,100 Ghost Pictorial Illustrated book of existing monsters. Atk +10 1,600 Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310 Durable Outfit For heavy duty tasks. Dfns +5 1,100 Chief's Armor Improved quality. For the team leader. Dfns +6 1,250 Starchy Coat Crisp finish gives a clean impression Dfns +9 1,500 Energy Flower Heavenly beauty. Recover from KO 150 Clarity Charm Firmly screws your head back on. Cures Confusion 200 Villain's Charm Attack again with zeal! Cures Saint 300 Rust Off Charm As if youth returned. Cures Rust 250 Liberation Stone Has richness of earth in Fall. Releases Seal 100 Cheerful Stone Envelops with spring flower scent. Cures Lock 50 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 Short on cash? Now is a good time to revisit the sewer. Ari has a much better chance of winning (though still a risky proposition) and the rewards are excellent. Watch for a solitary old-looking weed (Leering Seaweed), as it pays the best, but be wary as it may take your money and run. The rats can rob you, too, so save after every battle in case you need to Quit and Restore to retain your hard-earned spoils. Beware of overleveling, too. Rest and save at the Inn, then leave Madril north for Tenel. Take the red stele to Wap-Wap and transfer to the green stele, zipping down to Tenel Field. Very handy. At the crossroads, go north and enter the village. Talk to everyone. At the Elder's house, visit the sick girl upstairs. Outside the house, a girl tells the beginnings of a long story. Save at the Inn (you won't have another chance for a while). Leave for Ari's house. Go inside. Dad stops Ari and then the scene shifts to the kitchen. When control returns, Ari's in his room. Note. Until the chapter ends, Ari's room won't act like a save point. Exit the room, step down the hall...and voices come from the locked room next door. Listen until Ari hears everything. Cross over to Annie's room for a short scene, then speak to both Annie and Rosalyn. Go downstairs, talking to Ari's grandparents. Stop in the kitchen for another scene. Speak with Mother and Marlene afterward. Return to Ari's room, where Stan tucks him in. When Ari awakens in the night, check all around the house, visiting the basement last. After the scene, go upstairs. After a brief exchange, follow Rosalyn outside. Dark out, nice ambiance. Tenel's gates are locked and a guy blocks the road south, so approach the circus grounds (see if you can spot Marlene through the bushes) and talk to Rosalyn for a lengthy scene. When control returns, leave Ari's room and go downstairs. Talk to everyone, leaving Mom and Marlene until last. [Trigger: Speaking with Mother or the Princess initiates a sequence that ends with the Chapter 4 title card being displayed.] ------------------------------------------------------------------------------- B4. CHAPTER 4 - STRANGE DAYS AND STRANGER COMPANY Get comfortable for the longest chapter in the game. Though the princess now travels with Ari, she's not an official ally and can't fight -- not alongside him, at any rate. Turn around and enter Ari's house. Stop in the family room, where everyone's gathered. Have a chat, then save up in Ari's room. Leave the house and head north to Tenel. Talk with everyone, but especially Julia and the next villager on the street. Stop in the Bar and the ell-shaped house for brief scenes. Finally, save at the Inn. Leave town and head for Madril. Walk (a nice stroll might be refreshing and the Merry Traveler along the way is worth finding if you didn't earlier) or take the steles, whichever you like. Enter Madril and talk to the guy for a little exposition. Make a circuit around the lower level, finding out what's going on. Enter the Town Hall, then the Hero's Club, talking to everyone. The town manager has something for Ari. Exit the hall. A brief scene at Toby's, talk to Rosalyn and Toby afterward. Maggie lends moral support. Two scenes occur in the Bar, keep talking until all is heard. Talk to the Greasy Man outside the blue-roofed house. [Trigger: Greasy Man appears after Ari speaks to Mr. Know-It-All.] Save at the Inn. Talk to the man outside the Mr. Big building, then go inside and talk to the guys behind the desk. (Hint. Who has a crush on the hostess?) Enter the door on the left, into the stairwell. (Rest easy, it's not Final Fantasy VII.) Talk to everyone, including a couple times with the middle manager to get an idea of what to do. (Hint. Eh, it's ok.) Once Ari gets to the second floor, explore the room to the right, then return and talk to the next middle manager. (Hint. Official.) Next floor, same story. Wait, the Claims Manager? (Hint. Gaudy.) Up on the next floor, in the room, the workers sing a different tune. Okay, talk to the Exe Director and each ally. (Hint. Ordinary.) After Marlene makes herself useful, ascend the last flight to the top floor. Enter the office for a long exchange and a, uh, proxy fight. Once control returns, talk to Ari's allies then exit. On the way downstairs, check on the workers, too. Hmm, all vanished. Backtrack to the Inn, rest, then save. Take the lift up to the second level. Make a circuit, talking to everyone. Then leave town by the road south. Head due south and cross the bridge. Turn east and follow the river northward. Read the signpost and after a brief exchange enter the dungeon. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ESCAPELESS ABYSS Among the most frustrating dungeons in OKAGE. There are three floors to clear, but finding all the urns requires a convoluted weaving up and down between all three floors. In addition, stone barriers block passages and glowing green floor switches must be stepped on before barriers will slide away. (To get to the boss, all floor switches must be activated. An activated switch no longer glows.) The last difficulty are gaps in the floors, which Ari may (and at times MUST) fall through, albeit unharmed. Note. See the "Maps" addendum for links to some ingenious webbed maps of the abyss. Update (v1.5). ASCII maps for Escapeless Abyss now feature grid references along the top (1-4 or 1-7) and right (A-G, E, or F) edges. Map references for each feature (such as 4G) are listed below the map and show one course that may be followed; references in parentheses show the reverse course. Other routes are plentiful. D, save Diary (cyan) L, Landing (from gap) X, Urn (red) C, treasure Chest O, Green Switch v, Stairs down (green) B, Barrier ^, Stairs up (white) G, Gap =, Locked door ---EA-B1---------------------------------------- 1 2 3 4 ------------------- | | | | | O X v | A | | | | |-----| |-----| | | | | | v | v B G | B | | | | |-| |-|--B--| | C | | | | | X O | X | D | | | | ------------|-----| | | | v | E | | |--B--| F | D| | O | G | | --| |-- Entry 4G, switch opens barrier at 4F. 4E, stairs down to EA-B2:3E. (2B, stairs down to EA-B2:2C.) 1A, switch opens barrier at 3B. 4B, gap lands at EA-B2:3C. (1B, stairs down to EA-B2:1C.) 2D, switch opens barrier at 2C. 4A, after defeating EA-B1's 3 Urns, stairs down to EA-B2:3B. ---EA-B2---------------------------------------- 1 2 3 4 ------------------------- | | | | | v | v G X | A | | | | | |-----| ------| | | | | | | X | G | ^ | G | B | | | | | |-----| |------ | | | | | | ^ | ^ | L X | C | | | | | | |-----------| | | | | | | v | X v | D | | | | | ------------|-| |-|------ | | | ^ | E | | ------- (3E, stairs up to EA-B1:4E.) 2C, stairs up to EA-B1:2B. 4B, gap lands at EA-B3:7D. 4D, stairs down to EA-B3:7F. 2B, gap lands at EA-B3:3D. 1A, stairs down to EA-B3:1B. (1D, stairs down to EA-B3:1F.) 1C, stairs up to EA-B1:1B. (3B, stairs up to EA-B1:4A.) (3A, gap lands at EA-B3:5B. Shortcut, route back to diary.) 2A, after defeating EA-B2's 4 Urns, stairs down to EA-B3:3B. ---EA-B3---------------------------------------- 1 2 3 4 5 6 7 ----------- | | | C1 v C2 | A | | --------| |-------------- | | | | | ^ | ^ | L | B | | | | |-|B|-------| X | C | | | | X L B L | D | | | |--=----| |-|-------| |-| | | | | | C3 | O | O X | E | | | | |-----|-----|-| |-------| | | | | | | ^ B X B ^ | F | | | | | ------------------------- 5E, switch opens barriers at 4F and 1C. 7F, stairs up to EA-B2:4D. 3A, after defeating EA-B3's 4 Urns, stairs down to EA-B4. 3E, switch opens barriers at 4D and 2F. 1B, stairs up to EA-B2:1A. 1F, stairs up to EA-B2:1D. (3B, stairs up to EA-B2:2A.) C1, Bountiful Nut C2, Ghostologos C3, This and a few chests in other dungeons can't be reached until late in the game. See the "Hopkins' Sword" section of the "Sidequests" addendum. Be sure to get the chests and equip Kisling with the Ghostologos before going downstairs for the boss fight. Backtracking to the save diary is worth the effort, too. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - CHAIRMAN EVIL KING Our hero faces: MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Chairman Evil King Yellow 642 1,200 - 1 Steel Armor Red 104 90 1st Fight Charm 4 1,560 Dispatch the lackeys, as Steel Armor are devastating if they gang up on an ally. The Chairman has an effective Drain attack, so keep Ari above 50 HP. After the fight, Ari gets two items from the Former Chairman, one of which unlocks a secret tunnel. The allies then find themselves outside the abyss. Step back inside briefly to use the dungeon's save diary. Head south to the Rashelo stele, which is finally glowing blue. Take a quick trip to Wap-Wap, but come right back. Visit the circus grounds while you're there and be sure to speak with the Ringmaster. Head north again, but up the plains' eastern edge. Not far above the shore, a tall statue is imbedded in the cliffside. Use the Former Chairman's gift and in you go. There are some tough foes along this unmapped corridor, some not found anywhere else, but they pay well and may drop some rare goodies. Trivia. In the tunnel, if Stan pops up before a fight his usual black-and-white tile background appears a little different. Stepping out at the other end, a scene ensues. Yet ANOTHER evil king? Before trotting after him, stop in the house on the left (north). The man just inside the door has goods for sale. Note. The merchant's initial comment may be confusing. He seems to be talking about the evil king just encountered, but the pronouns don't match. Hmm. Talk to him again and he speaks of someone else...maybe. Pospos Spa offers: ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Brand Sword Obviously a well-made product. Atk +25 15,000 Hardy Rapier A popular product that's very durable. Atk +15 2,100 Worldy Ghost Handbook on connection w/folklore in Atk +20 17,000 world. Custom-made Wear Custom made for exceptional comfort. Dfns +7 10,000 Honorable Armor Only for those swordsmen with honor. Dfns +15 12,000 Starchy Coat Crisp finish gives a clean impression Dfns +9 1,500 Conjurer Tux Made durable for dangerous shows. Dfns +12 100,000 Big Nut Bigger and better. Recover 100 HP 100 Bunny Charm Relaxing? No way! Cures Turtle 450 Sommelier Charm Such impeccable taste. Cures LPDrain 350 Alarm Charm Could wake the dead! Cures Evil Eye 500 Big Boss's Charm Gets your nerve back. Cures Paralyze 400 Cheerful Stone Envelops with spring flower scent. Cures Lock 50 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 Note. The effects and descriptions of both the Alarm Charm and Big Boss's Charm items (as shown here) are actually incorrect. The correct effects have been noted in all reference and addendum sections; read the "Known Bugs" section for further details. Both charms work correctly in battle and (with only a little guessing) from the menu. The next guy tells some more of the tortoise and the pebble story. The last man is the Innkeeper. Have a rest and save. Before leaving, squeeze past the Innkeeper and go up the stairs. Witness Kisling's amazing derring-do. Leave the Inn. [Trigger: If you like, head east and take one step beyond a solitary snowman a little ways away. A scene ensues.] Note. The scene may also be triggered later. What's said varies between now and then, with some of the same fluid pronouns as the merchant exhibited, so your choice. The foes on the Pospos Snowfield are a bit beyond Ari and company for the moment and will still be challenging when the allies return. Try an encounter or two now, but stay near the spa, guard Ari well, and save often. The payoffs may yield enough for one good equipment upgrade. When you're ready to move on, take to the Transverse Tunnel again. Head south and pay a quick visit to the circus grounds, speaking with the Ringmaster again. Leave the grounds and take the blue Rashelo stele to the red Madril stele. Enter the town. Make a circuit of the lower level. Check in with the Fortune Teller, rest and save. Stop by the bar and speak with Mr. Know-It-All. If you're low on Energy Flowers (you'll want several handy for the upcoming brawl), visit the Madril Shop and stock up. A gent outside Mr. Big Inc. shares several tidbits; keep him talking. (If you learn of any way to ride the rails, please alert the author.) Then go upstairs and see the reinstated Chairman (albeit still ex-evil king) for an exchange. Check in with the flunkies on the third floor on the way down. Finally, something new happens in the Gear House that initiates a mini-event, so don't skip stopping in. Take the lift up and make a circuit of the upper level. Be sure to visit Robert. Speak with the Gossip Monger on the street for a brief exchange. The researcher usually guarding a door is gone, to Stan's delight. Enter and a scene ensues. Stop by the usual Research Center door and donate more if you can. Visit Robert again, then go back down to the lower level. Stop in at Maggie's house and speak with her father for an interesting development. (Where HAS she gone? Hmm.) Rest and save at the Inn. Okay, the brawny evil king has cooled his heels long enough. Leave Madril for Tenel Forest. Go north to the signpost and the path leading west. Follow the path to its end. As Ari nears the tree stump, an exchange occurs (slightly confusing; perhaps ill translated) and then the party automatically enters Big Tree Hole. Save at the diary. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BIG TREE HOLE The dungeon has three floors to clear, with barriers and floor switches, but no gaps or convoluted paths. And a new twist is added: Illusion walls that look solid but Ari can walk right through. (Tip. Bump into everything.) The foes are interesting, too, but this dungeon often receives short-shrift, coming so close on the heels of Escapeless Abyss. Beware the Stingy Onions, as they can snatch 1,000 sukel and run. Berserk Boars have a mighty Drain, but like the urns go down easily with full-party Combine attacks. The Lone Wolf is fast, hard to hit. The wolf or a Brassy Rhino can drop very handy accessories, if the odds smile on you. D, save Diary (cyan) C, treasure Chest P, sign Post v, Stairs down (green) X, Urn (red) ^, Stairs up (white) O, Green Switch ., Illusion wall B, Barrier =, Locked door G, locked Grate ---BTH-B1--------------------------------------- ------------- | | | | v | | | | ------------|--B--| | | | | X v | X | | | | ------|-------...-| ------- | | | | | | O G | C | O | | | | | | |-| |-| --| |-| ------- | | | | | X B X | | | | | ------------- |------ | D| | | | | --| |-- Entry C, Black Cat Jewel ---BTH-B2--------------------------------------- ------------------- | | | | | X | P1 | X | | | | | | |-| |-| | | | | | ------| G ^ G |------ | | | | | | | P2 |------ O | | | | | | ------| B ^ |------ | | | | |-| |-- | | | | | | X | | X | | | | | ------|-...-|------ | | | v | | | ------- P1, "A path beyond the treasure chest." P2, "A secret in an empty room." ---BTH-B3--------------------------------------- ------- | P| | v | | | ------|-| |-------- | | | | O B | | | | ------| |-...-| |------ | | . . | | | X G . X . G X | | | . . | | ------| |-...-| |------ | | | | B O | | | | --------| |-|------ | | | ^ | | | ------- P, "One more between two." Backtrack and save before going down the last stairs. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BIG BULL EVIL KING Ari and company face: MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Big Bull Evil King Red 2,745 1,401 - 1 Burly Bull Blue 224 155 Weed Resistance 4 2,021 Use the Black Cat Jewel first thing (lopping off half of everyone's HP) but be poised to counter its side effects (yikes, it also hits allies). Take out the minions, Burly Bulls, then gang up on the boss. Big Bull, as might be expected, deals mostly strong, physical attacks, strong enough to KO Kisling in one round, though the Heatwave Ring (or 1st Star Badge) proves an effective deterrent and keeps the KOs to a minimum. Make liberal use of Defense when you can. Big Bull also uses Flame and Charge from time to time. When he's defeated, Big Bull becomes an ally and gives Ari an item. When control returns, the group is automatically outside Big Tree Hole. If needed, step back inside and save at the diary. (While you're there, you might as well take out a few more urns for a little extra spending money.) Then again leave the dungeon. Big Bull's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 25 209/209 0 95 25 6 5 42 Big Bull's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Battle Manual Scroll describing how to fight. Atk +20 Infantry Pants Stretchy fabric allows easy movement. Dfns +5 1st Fight Charm Gift for beginners for their first battle. Dfns +1 Big Bull's "naked" stats, then, are AP 75 and DP 19. His element is fire (red), burning out thunder (yellow) monsters, but weak against ice (blue) foes. His Wild Cry skill makes enemies scatter, but has its downsides. Talk to the man beside the water, then head to Madril. Take a break and save at the Inn. This is your first chance to rearrange party members to your liking. First, unequip the accessory from whichever ally you're trading out, a good habit to establish. Then bring in Big Bull, especially if he's several LV lower than everyone else. From now on, you want to keep all of Ari's allies leveled up more or less equally. Exit the Inn, then press Square to get Stan's comments and check the Map o'Evil Kings. (With the menu open, notice that Special lists the skills of the active party only.) Stock up at the shop, if needed. The only one on the lower level with something new to say is Mr. Know-It-All in the bar. Take the lift to the upper level. Linda draws Ari into an exchange. After a little narration, Ari automatically goes to the Inn for another scene. (Nice camera work.) When control returns, Ari's in the lobby and...the theme music has changed. Try talking to Marlene again. Exit the Inn. Tip. If the music becomes too much while walking around, remember the anthem dims when Ari steps inside any building, including the bar (even the Turk-like theme is supplanted). Plot your course accordingly. Make another circuit, talking to everyone this time. Call up Stan again, too. Dill's parents finally change their tune, as do the Barkeep and the neophyte in the Gear House. Check the door of the blue-roof building. Those in the Mr. Big building are oblivious and safely skipped. Take the lift to the upper level. Make a circuit up here, too, avoiding the train station for now. Stop in at the Research Center last and query each of the groupies for a scene. Once Ari has spoken with everyone, approach Linda at the train station. When control returns, check in with Stan and the Map o'Evil Kings (hmm, snow). Time for Ari to take his leave of Madril, going south from the upper level. After the bridge, head for the Transverse Tunnel and the snowfields. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - POSPOS SNOWFIELD Coming out of the tunnel, on the north side read the signpost. Walk around the hot springs until Ari finds a Tiny Gear [TG17]. Stop in the Pospos Spa. Stock up with the merchant and upgrade some gear. Rest and save. Tip. Faced with expensive purchases and multiple choices but little money, save BEFORE buying. Step outside, try out the new gear, and if you like it, save again. Otherwise, quit without saving, reload, and purchase something else. Time to explore the Pospos Snowfield. Enemies of note: The Half-Cocked Yeti are flighty and can run away quick, but drop a handy item if you can defeat them. The Coolhead Snowmen do the most damage, but pay best. Foes inflict curses more frequently now, but can drop the necessary charms, too. Leave the spa. If you didn't earlier, take a step beyond the nearby snowman for a brief scene. (The scene occurs only once and the exchange differs slightly once Big Bull is an ally.) Head east with Ari sticking like glue to the northern edge. Near where the tree line turns south, Ari finds a Tiny Gear [TG18]. Keep going south, staying to the east side, until a grove of trees appears in the distance. Watch for a narrow path that wanders off southeasterly. Follow the path, which emerges from the snow bank as the top of a wall. After a short walk, the wall dips down. Turn right, into the trees, and a little north to reach a treasure chest [TC: Life Candy]. Backtrack all the way up the top of the wall and then turn south. Keep to the east side and follow the wall, into the middle of the first clump of trees to find a Tiny Gear [TG20, deviating slightly from the order used in HonestLiar's Tiny Gear Checklist]. Follow the wall a little farther, then continue south, clinging to the tree line. A ways down in a semicircular alcove lies another Tiny Gear [TG21]. Go south again and at the last tree, cut back north between the trees and the wall. The Tiny Gear [TG22] is found following the west-most trail of the inside track. Back out of the trees. Go a few steps west to find a line of snowmen (hmm, cold friends). Read the signpost just north of them. Then position Ari at their backs and notice where they are looking. Head to the tree. A ! balloon appears. Examine the tree and Ari receives Cyphertext 6 [CT6]. (Hint. The clue is best found in the woman's dialogue. Where might "help for the righteous" be found?) Turn around and head east, through a small gate in a low fence. Approach the battlements and save at the diary. Try the big gates, but they won't open. A little north is a stele glowing white. Take it to Wap-Wap, and make a brief side trip to Tenel. Speak with people or not as you choose, but visit the church -- the only church in the land -- for the World Crypto Organization's prize (Divine Shoes). Leave Tenel for the circus grounds and take the stele to Wap-Wap. Use the white stele to return to the snowfields. Save again. Have Ari move along the big wall to the furthest point south. Using L1 and R1, or the right analog stick, you can get a glimpse of what lies inside the fortress. Follow the top of the wall west, but cut back east and follow the base of the wall until Ari finds another Tiny Gear [TG24, another small deviation]. Walk west, through the small gate, and read the signpost (the walled town is Triste, "trees-tay"). Despite what the sign says, go southwest toward a cottage. First approach the tree outside and Ari finds one more Tiny Gear [TG23]. Have some fun pushing around the big snowman (let the author know if you find another use for it) and then go inside. Talk to the man to finally learn why Ari is collecting the Tiny Gear (30 are needed; Ari should have 23 now). Leave the house and go north along the shoreline. (Watch for Bumble's footprints along the way.) Ari comes to some little islands, but can't cross all the way to the isle with a treasure chest. Go a little farther north to read another signpost. [Trigger: Step onto the bridge and after a brief exchange Ari and company are automatically transported inside the temple.] Whoa, not so hasty. Transport outside again; you'll be right back. Wind your way down and circle the temple at ground level. Behind the temple near the water is the last Tiny Gear [TG19] on the Pospos Snowfield. Now look for a tree on the south side, which Ari can use as a bridge to the small island and the treasure chest [TC: Bandit's Shoes]. Climb the tree on the isle's east side, cross the small ice platforms to terra firma, and head north, back to the Sealed Cave. Cross the bridge, climb the temple, and examine the ideogram (lit up like a stele) to transport inside. Save at the diary. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SEALED CAVE Another twist has been added. Sealed Cave includes sunken walks (or "bridges") that the floor switches raise. There are barriers, too, but many open by examining them. The dungeon is all on one level and offers some interesting foes. Stalking Tigers have a disconcerting physical attack. The Bed Head Walrus drops Heart Candies. The flock of crows can steal 1,000 sukel and run, but drop handy accessories. Tigers and two other foes can drop bottles, and the Gloomy Urns drop Miracle Nuts. D, save Diary (cyan) W, sunken Walkway P, sign Post C, treasure Chest X, Urn (red) v, Stairs down (green) O, Green Switch ^, Stairs up (white) B, Barrier =, Locked door ---SC-B1---------------------------------------- ------------------------------- | | | | | | X B O | O X | | | | | | |--B--- ------B----| |-|-----| | | | | | | | C2 | | | | C4 | | | | | | | |-----|--B--|--B--|--B--- | | | | | | | X B | | X | ---SC-B2----- | | | | | |-| |-| ---B--|--B-----B--| ------- | | | | X | | | | |------ X | ------| | | | B O | | | | | | |-----| B v | |--B------- | | | | | | | | B X | |------ C5 | | O | | | | | C1 | | | | |-===-|-----|--B-----B--|-===-| | ----- | | | | | | | | C6 | C3 |--W--------| C7 | | ^ | | | W D O | | | | --------------| |-------------- ------- Entry C1, Sleeping Bottle C2, Mirage Ring C3, BattlefrontCoat C4, Mega Charm C5, Power Candy C6, See the "Hopkins' Sword" section of the "Sidequests" addendum. C7, See the "Hopkins' Sword" section of the "Sidequests" addendum. On the lower floor, DON'T examine the barrier as yet (or pick "No" for now). Instead, first trigger the last green floor switch. While it can seem to have no appreciable effect (if you've been thorough), the switch opens any optional barriers you may have taken the long way around or overlooked. The barriers and walkways on the upper floor remain raised regardless; the switch doesn't reactivate them. Tip. A couple of treasure chests are secreted behind such barriers, so this is a good time to fetch them. Also provides a good tactic for speed or low-level runs: Defeat the urns with all haste, flip the last switch, and then pillage all five treasure chests at your leisure, without the pesky ghosts. Go topside to save, then return to the lower floor. Examine the barrier and answer Stan's usual question to confront the boss. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TEEN IDOL EVIL KING The party faces: MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Teen Idol Evil King Blue 2,399 2,300 - 1 Shrewd Bear Red 142 444 Skull Bottle 4 4,076 Take out the minions, Shrewd Bears, as they have a nasty virus attack, but Linda's biggest weapons are her speed and a wide array of magic. After the fight, Linda gives Ari the Long Screw and something magical happens in his inventory -- all the strange mechanical bits become a cohesive unit, a Voice Recorder. Linda becomes an ally. Linda's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 30 125/125 0 75 47 18 10 53 Linda's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Mike o'Hope Allows singing of bright futures & dreams. Atk +20 Stage Dress Gorgeous dress that enchants all. Dfns +12 Bandit's Shoes Easy to wear shoes. Favorite of bandits. AGL +1 Linda's "naked" stats, then, are AP 65, DP 35, and AGL 52. Her element is ice (blue). Her Omni Concert skill is handy for slowing down enemies. When control returns, Ari is atop the temple. If needed, transport back inside to rest and save. Tip. If you seek lots of money in short order (for the Research Center's top donation, for example, which is huge), Sealed Cave can provide what you need. With seven urns (at 2,980 sukel apiece), one trip clearing the dungeon can net 20,860 or more in coin. Exit again when you're done. Head for the Triste gates and take the stele to Madril. Enter the town, notice the music, then rest and save at the inn. Make the circuit around the lower level, hearing everything everyone has to say. Do NOT enter the sewer just yet, however. In the Hero's Club, talking to the far-left clerk triggers a brief exchange. And talking to the swordswoman before him triggers another (hmm). Toby has some wisdom to impart, as well. Cat fight at Maggie's, not to be missed, but go back in afterward and hear her father wax nostalgic over some lyrics. A brief exchange over the fanatic in the bar and a couple of new faces on the streets. Be sure to stock up at the shop. Oh, and the neophyte Gear Lover falls a little deeper. Nothing new with Mr. Big Inc., so take the lift up and make the rounds of the upper level. Hmm, a whole lot of nothing new up here, too. But stop by the Research Center and donate more, the top amount if you can (highly recommended). Then go back down to the lower level. Now is an excellent time for completing any lingering side trips you may have put off (other than searching for missing Tiny Gear; what's about to happen will help with that), as you won't have another chance for a while. Return to this point when you're finished. Take a moment, too, to consider how your party is composed and equipped. The sewer's foes are exactly as before, easy pickings by now, so favor the highest Luck stats possible to gain more item drops. Tip. See the "Known Bugs" section for a useful (and spoiler-free) glitch you can exploit. When you're ready, check in with the Fortune Teller (your last opportunity for a while) and save at the Inn. Then head down into the sewer. A scene ensues. Save at the diary. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - MADRIL SEWER, REVISITED The dungeon, the last one in Chapter 4, has opened up but hides no boss this time. What's presented is a true puzzle to solve, with its various pieces secreted in treasure chests on different levels. Take out the Sparky Urns and activate floor switches to reach each piece. Leering Seaweed, found only in the sewers, can drop a very rare consumable item, the White Cat Jewel, but may also take flight after only a few rounds, perhaps snatching your money. The Robbing Rats are likewise light-fingered. D, save Diary (cyan) B, Barred gate G, Gear box C, treasure Chest M, Miniature panel v, Stairs down (green) X, Urn (red) ^, Stairs up (white) O, Green Switch ---MS-B1---------------------------------------- ------- | ^ | | | | | ------| |------ | | D| | | B B | | | | | ------| |------ | | | | | v | ------- ---MS-B2---------------------------------------- Note. No ghosts attack on this floor. ------- | v | | | | M | ------- ------- | | | | | | ------- ------- | | |v M A M v| | | ------- ------- | | | | | | ------- ------- | M | |G | | ^ | ------- Inspect the Gear Box. Your task, using the Miniature Panels, is to adjust the actual pathway grid (A) so Ari can descend into the east and west wings, retrieve the two missing gears, and then access the north wing. The Miniature Panels consist of a 3 X 3 grid of moveable squares. Ari steps on the one he wants to move, examines the square, and the corresponding larger panel rotates. Easy peasy, though getting it right may take a little trial and error. ---MS-MP---------------------------------------- ------------- | 1 | 2 | 3 | |---|---|---| | 4 | 5 | 6 | |---|---|---| | 7 | 8 | 9 | ------------- Not all of the buttons are working, however, so start with the east wing. On the Miniature Panel, have Ari stand on (6), then press X. Now follow the path around (A) to reach the east wing ladder. Descend. ---MS-B3-East----------------------------------- ------------------------------- | | | X | |X O| | | | | | C2 | | | | ------- | | | | | | | | | | | | | | | | | | | | ------- | | | | O| | | |^ v| | | | | | | | ------- | | | | | | | | | | | | | | | | | | | | | | ------- ------- | | | | | |X O C1 X | ------------------------------- C1, Skull Bottle C2, Whim Berry Go down the ladder and pick up the Silver Gear. Return to MS-B2. (Notice that the up ladders are one-sided.) Examine the Gear Box and the Silver Gear is installed. More buttons on the Miniature Panels now work. (Go back upstairs and save, if needed to replenish LP.) Poke around and get Ari to the west wing. Take the ladder down. ---MS-B3-West----------------------------------- ------------------------------- |X O | | X| |C2 O | |------------ ------- | | | | | | | | | | | | | | | | |------------ | | | | | | | | v| |C1 ^| | O | | | | ------- | | | | | | | | | |C3 | | | | | | | | | | | | | | ------- | | | | O | |X | | | | | | X| ------------------------------- C1, Bountiful Nut C2, Magical Armor C3, Panther's Fang Go down the ladder and pick up the Gold Gear. Return to MS-B2. Install the Gold Gear, just like the Silver Gear. Even more buttons now work. (Go back upstairs to replenish LP, if needed, and save.) Poke around a little and get Ari to the north wing. Take the ladder down. ---MS-B3-North---------------------------------- ------------------------------- | | | | | X v X | | ------------------- | | | | | | | | | | | | | | ------------------- | | O O | | | | O O | | ------------------- | | | | | | | | | | | | | | ------------------- | | X ^ X | | | | | ------------------------------- DO NOT go down the last ladder yet. Backtrack up to MS-B1 and SAVE. Note. If Ari is close to making level, stick around. There are still ghosts up on the first basement floor and it may be a while before Ari has the chance to level up again. When you're ready, return to MS-B3-North. If you haven't already, this is your last chance to set up things to exploit a useful glitch (see the "Known Bugs" section). Note. A little of the dialogue during the next exchange automatically advances. Wipe eyeglasses and banish distractions now, as needed. In Config, setting the Text Speed to Slow may help, too. Descend the last ladder. A long scene ensues. With some narration, the Chapter 5 title card displays. ------------------------------------------------------------------------------- B5. CHAPTER 5 - LOST SOULS AND SHADOWS Another scene automatically begins. When control returns, Ari's up near the sewer entrance, looking a bit peaked. Try the manhole cover. Hmm. Check the menu, then Status. Press L1. Hmm, nothing. Try the gates. Yes, Ari can still open gates. Talk to the man in the yellow coat. Might as well make the rounds. Duck into the Gear House. Try Mr. Big Inc. Eerie. Keep going, there's exposition to be had. Linda's outside Town Hall. Ari can't Shop, but he can rest and save at the Inn. Take the lift to the upper level and make a circuit, hearing what everyone has to say. Kisling is inside the Research Center. When you're done, leave town and head toward Rashelo. Hmm, no random ghost encounters. But as Ari crosses the bridge, Big Bull appears. When control returns, continue south toward Rashelo. Note. You can safely skip the next two paragraphs, if you like. Ari is free to wander the known lands, but even if he talks to everyone, no clue regarding what to do next is forthcoming. Only the process of elimination reveals the right path. Still, this is a good low-pressure time to explore, and without random battles or interactions, ground is covered swiftly. If Ari is missing any Tiny Gear, now is an excellent time to pick them up. Dead center on Rumille Plains is a hillock Ari can climb for a panoramic view. The Rashelo stele still works, but swing through the circus grounds, where the crypto man is visible up on the curly cliff. Continue on to Rashelo. Make a circuit and then save at the Inn. Hmm, go back north and take the blue stele to the Madril stele. Hike toward Tenel, past four NPCs en route (five if you sidetrack to the circus grounds). Hear what you can in the village and Ari's house. (Trivia. Ari's grandmother mentions a familiar name.) Take the green stele back to the Rashelo stele, but this time head for the Transverse Tunnel. Stop in the Spa, then travel south to the Gearman's cottage. (Good time to play with the big snowman.) Okay, no clues yet. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - TRISTE Try the Triste gate. Lo! The gates open and a scene ensues. Nifty. When control returns, wander the new terrain, but avoid the park for now. Ari can rest and save at the hotel near the entrance. Just north of the park are railroad tracks that Ari can follow for a ways and get a good aerial view. Note. Camera angles can get pretty extreme in Triste. Use L1/R1 or the right analog stick to "fix" the angle as needed. South of the park, a merchant stands by the Hero's Club. With him, Ari can shop. Weapon and gear upgrades are pricey, but the man offers a very good selection of restoratives, too. (Save enough money for the final donation at Madril's Research Center if you can, though. The reward there is a better bargain.) Triste Merchant offers: ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Ordinary Sword Widely used by travelers for defense. Atk +10 40 Nameless Sword No name but well made. Atk +15 470 Omnislice Sword Powerful but not durable. Atk +20 1,900 Brand Sword Obviously a well-made product. Atk +25 15,000 Rustic Sword Very practical but not elegant at all. Atk +30 75,000 Ordinary Rapier The most popular mass produced Rapier. Atk +10 660 Hardy Rapier A popular product that's very durable. Atk +15 2,100 Slim Rapier Difficult to use. For the advanced. Atk +20 80,000 Ghost Basics General handbook for monsters. Atk +5 410 Ghost Pictorial Illustrated book of existing monsters. Atk +10 1,600 Worldy Ghost Handbook on connection w/folklore in Atk +20 17,000 world. Clean Outfit A new line with a trendy style. Dfns +1 30 Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310 Durable Outfit For heavy duty tasks. Dfns +5 1,100 Custom-made Wear Custom made for exceptional comfort. Dfns +7 10,000 Latest Outfit Cutting edge but a little pricey. Dfns +10 49,800 Swordsman Armor Light armor appropriate for long Dfns +4 440 battles. Chief's Armor Improved quality. For the team leader. Dfns +6 1,250 Honorable Armor Only for those swordsmen with honor. Dfns +15 12,000 Hero's Armor With the genuine Hero's Club seal. Dfns +17 55,500 Wornout Coat Well seasoned and pretty worn. Dfns +6 730 Starchy Coat Crisp finish gives a clean impression Dfns +9 1,500 Stately Coat Royal motif. Favorite of people Dfns +13 51,000 w/status. Infantry Pants Stretchy fabric allows easy movement. Dfns +5 2,600 Blood&SweatPants Durable even during ferocious Dfns +6 38,000 fighting. Nut Great for a snack. Recover 50 HP 10 Big Nut Bigger and better. Recover 100 HP 100 Wild Strawberry Wakes you up with sour power. Recover 25 LP 500 Energy Flower Heavenly Beauty. Recover from KO 150 Mega Charm Rarity that repels all curses. Cures curses 1,000 Mega Stone Rare stone with 4 powers. Cures ailments 400 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 Explore the side street, then Down Town Street (the street sign's by the red ghost, by the by). A brief scene occurs at the far bend in the road. At the end, try to leave by the door. Now return to the park and talk with the man standing there. An exchange ensues and Ari gets a purpose. (Ari can speak with Block again to have the story repeated.) Leave Triste by the big gates. Go seek out people and strike up a few conversations. Ari needs to speak up, making 30 or more unique contributions. But when talking to people do NOT choose the third response; it won't help Ari's cause. The responses given can also affect Ari's compatibility, however, something to consider if you're targeting a particular gift. While it doesn't matter where Ari speaks with people, make sure to visit Madril's lower level, either from the lift or from near its stele -- before Ari is "cured". An event occurs. Ari should immediately follow Marlene into the Inn, find her room (talk to the Innkeeper for a hint), and listen in. Afterward, continue talking with people until Ari becomes solid again (the screen briefly fades to black, and when the image returns, Ari is no longer transparent). Then head to the nearest stele and Triste. Try the big doors, and remember to ask for K.T. Note. If you're exploiting the "Useful Glitch", reequip Ari's accessory now. Talk to Block and a long scene ensues. Ari receives the Friendship Bond, a quest item which gives him a few really big Specials, including the one he gains right away: Friendly Thunder. The cost is large, but so are the results. Note. While the "friendly" Specials carry elemental affinities, they are nonetheless physical attacks. Control doesn't return yet. The other allies are automatically gathered up one by one, ending in Madril. The narrator intercedes. Ari automatically takes the lift down, just as Beiloune leaves the Inn. After that, control finally returns. Check the menu and ensure the active party has been restored. Go to the Inn and talk to the Fortune Teller. Save and then leave, talking to the man on the way to the northern gates for a good tip. Unfortunately, the stele is disabled, so head for Tenel on foot. Note. The ghosts are back. A fun little challenge is having Ari evade all random encounters en route to Tenel. When Ari approaches the crossroads, a scene ensues. Everyone automatically heads for Ari's house, where the scene continues. After a while, the scene continues inside. Control finally returns. Talk to everyone, and then talk to Kisling and Rosalyn until everything is heard. Make a circuit of the house, speaking with everyone. Visit Ari's room, rest, and save. Note. Remember to change party members, to bring along anyone who's lagging, and do so often from now on. Especially Linda, who has some great Specials at higher levels. Exit Ari's house. The steles are working again, but before dashing off to Triste, swing by Tenel. Enter the Inn and save. Speak to the Fortune Teller No. 1. [Trigger: Requesting a reading from her or another fortune teller initiates the final stage of the Compatibility Gift sidequest.] She'll tell Ari a bit more than previously (and won't repeat herself, so pay close attention), but specifically WHAT she says depends on Ari's compatibility. And the message may be vague. For example, the Fortune Teller may tell Ari to "stay at the hotel", but she doesn't mention WHICH hotel. If you speak with her again, she's closing her doors. (All fortune tellers from now on may parrot that final sentiment.) Note. If you don't like the final reading, you can try for another outcome, though frankly few opportunities remain. If you'd like to try anyway, Quit your game without saving and avoid the fortune tellers until you believe you've altered the findings in the desired direction. Follow through on the Fortune Teller's directive now, as it will undoubtedly aid Ari. (See the "Sidequests" addendum if you're stumped.) Also, if you haven't already now is a good time to visit Madril and donate the top amount, 100,000 sukel, to the Research Center. The reward is a great benefit to Ari. (Yes, better than a Triste-priced upgrade.) When you're ready, proceed to the Triste gates. Knock at the gates, ask for K.T., and enter. Save at the hotel. Buy the best weapon and gear upgrades possible, as well as plenty of restoratives, if you didn't earlier. If Ari buys anything, save again. Head down the side street and toward the back gate Ari couldn't get through previously. As Ari nears the last bend in the road, another brief scene occurs involving the Old Music Box, which vanishes. Exit Triste via the back gate and a scene occurs, with a hint of where to venture first. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ADDASHI DESERT When control returns, go forward and read the tombstone. Go that-a-way, south. Foes across the desert can be tough, but pay well, and laggards in the active party are sure to catch up swiftly. The mummies prove especially challenging at the outset. The entrance to the Deep Grave Pit is a fairly obvious statue, but first follow the wall behind it a little west to a notch in the wall, where Ari picks up a Tiny Gear [TG28, a slight deviation]. Return to the pit's entrance, walk all the way up to the face, and enter. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - DEEP GRAVE PIT Save at the diary. Nine levels deep. NINE, and only the one save diary. On the plus side, however, each level is very simply laid out and the up and down stairs are nicely aligned. (Even so, Guidance Jewels prove invaluable time-savers.) The first eight levels all have urns and many have floor switches to raise sunken walkways. At the end is a tiny puzzle to solve, in lieu of a boss fight. Ari's goal is to find the Gear Tower's key. Foes pay well indeed. Of note, the 24K Screws pay 9,999 sukel each if you're quick enough, but apropos of their name, they run away fast (by Escape or Snatch); using Night every round (or any magic- or movement-inhibiting Special) might hold them in place longer. Evil Masks can pinch 10,000 coins and flee, make good use of Burst or Escape. Ebon Slumbers (aardvarks dangling from balloons) have a devastating one-two punch of incapacitating spells, Midnight and Numb, a good time to use Decoy. Perpetual Mudmen inflict big damage. The Daring Dinos and Rayless Sea Rays drop candy, yum, and Bloody Armor drop Bountiful Nuts. A 24K Screw may leave a Black Cat Jewel, a boon in boss fights. There's plenty of other good stuff to be had, as well. Note. While the usual textual maps are provided here, the "Maps" addendum provides a link to a page of detailed graphic maps of every level. A very useful aid. The maps below show only the paths in from the border, but the central areas are just a matter of winding back and forth. After clearing each floor, be sure to return to DGP-B1 to save before proceeding lower. D, save Diary (cyan) B, Barrier P, sign Post C, treasure Chest X, Urn (red) v, Stairs down (green) O, Green Switch ^, Stairs up (white) ---DGP-B1--------------------------------------- ----------------------------- | | | ---------| |--------- | | | X X | | | | | | | | | | | | | | | C1 C2| | | | | | | | | | | | | | | X X | | | ---------| |--------- | | | -------------| |------------- | | | D v | | | ---| |--- Entry C1, Energy Bouquet C2, Miracle Nut ---DGP-B2--------------------------------------- ----------------------------- | | | |-----| |-----------| |-| | | | | | | | | | X | | | | | | | | X X | | | | | | | | X | | | | | | | | | |-| |--------| |--------| | | | -------------| |------------- | | | ^ v | | | --------- ---DGP-B3--------------------------------------- ----------------------------- | X | X | |------------| |-| |----- | | | | | |---| ----| | | | | | | | C1 | | |---| | | ----| | C2| | | |---| | | | | -| |-----| |-| |----- | | X | | X | -------------| |------------- | | | ^ v | | | --------- C1, Treasured Dress C2, Bountiful Nut If Linda's in the active party, have her equip this new dress right away. ---DGP-B4--------------------------------------- A floor switch at the beginning of this level raises a bridge to Ari's immediate right, but don't miss the existing bridge to the right of that. ----------------------------- | O | O | O | | -| |-| |-----| |-| |----| | | | | | | | X X | |---| | | | O | | O | | | |---| | X X | | | | | | | |----| |-| |-----| |-| |- | | O |O | O | -------------| |------------- | | | ^ v | | | --------- Halfway there (the ninth floor is tiny). Save upstairs and keep going. ---DGP-B5--------------------------------------- ------- | | | v | | | |-|B|-| | | | C1 | | | -------------| |------------- | | | | -----| |------------- | | X X | | | | | | ----| | |---- | | | |---| | | C2 | C3 | | |---| |---| | ----| |---- | | | | | | X X | | | -| |-| |-----| |-| |- | | | | | -------------| |------------- | | | ^ v | | | --------- C1, Sparkling Rapier C2, Ordinary Bottle C3, Guardian Crystal (akin to Final Fantasy's Ribbon, gives resistance, not proof against, several status woes) If Rosalyn's in the active party (and wasn't the recipient of the Compatibility Gift), have her equip the new rapier right away. ---DGP-B6--------------------------------------- ----------------------------- | X | O | X | | -| |-| |-| |--------- | | | O | | | | | ----| O |---- | |---| |---| | | O O | | | | |---| | ----| |---- |---| | | | O | | | -| |-| |-----| |-| |- | | X | | X | -------------| |------------- | | | ^ v | | | --------- ---DGP-B7--------------------------------------- One of the easiest floors. Pick a direction and keep going clockwise (or counterclockwise) to find every urn in one pass. ----------------------------- | | | | -----| |-| |--------- | | X X | |---| |---| | | | | | | | | | |---| | | | | | | | | | | | X X | | | -------------| |-| |- | | | | -------------| |------------- | | | ^ v | | | --------- ---DGP-B8--------------------------------------- ------- | | | P | | | -------------| |------------- | | | | | -| |-| |-| |-| |-| |- | | X X | | |---| | | | | | | |---| | | | | | | | | | |---| | | | X X | | | -----| |-| |-| |-| |- | | | | | -------------| |------------- | | | ^ v | | | --------- Read the stone tablet at (P). (Hint. DIRECTLY above. What other floor had a room at the top?) Unless Ari's party is on its last legs (yes, ghosts can materialize down there), skip saving this time and descend to the last floor. ---DGP-B9--------------------------------------- ------- | | | C1 | | | | | | | | | | ^ | | | ------- C1, Old Stone Doll If you like, stick around DGP-B9 a while longer to fight for EP, money, and some good items. Take the doll up to DGP-B5, to the room at the back, directly opposite the floor's lobby. Stand in front of the empty treasure chest (confirm it's empty) and then from the Item menu select the doll. Go through the doorway that just opened and descend the stairs. ---DGP-B6-Secret Room--------------------------- ------- | | | K | | | | | | | | ^ | | | ------- Step forward and examine the key floating there. Excellent. Now head up to the diary and save. Exit the dungeon. Note. With four urns on each of eight floors, at 4,980 apiece, revisiting the Deep Grave Pit can easily yield a boon of 159,360 sukel or more. Before exploring the rest of the desert, head north and west to Triste. Stop by the merchant, restock your supplies, and upgrade some gear. Change your party as needed and save at the hotel. When you're ready, leave Triste again by the back gate. Head due east until reaching a rock face. Follow the rock wall north until a slice of a brick wall appears. Walk up to the brick wall and Ari finds a Tiny Gear [TG25]. Continue north, then follow the river a little west to a bridge. Cross the bridge and follow the north wall northeast. Look for a partly buried statue and approach its face. Between its hands (no, not the snake) is another Tiny Gear [TG26]. Turn due south and cross another stone bridge. Veer hard left and follow the riverbank northeast. At the rope bridge, cross and follow the river back down. Open the treasure chest [TC: Rooster Feathers]. Keep following the river in the same direction, up to its northern source. Just before it rounds a bend, Ari finds a Tiny Gear [TG27]. Make your way back to the rope bridge, cross, and turn south. Keep to the east and when Ari's close to the ruins, he's afforded an overview of the maze the ruins contain. Note. See the "Maps" addendum for a link to a graphical overview of the desert that includes an excellent inset map of the maze itself. The maze is divided into north and south sections. Go up the low stairs and turn right (south). Take the first left and then a right. Follow the path on a south-southeasterly course. Ari passes a rounded wall. The path cuts this way and that briefly, but keep on until reaching a cliff wall. Head a little east and north, then turn right, down some steps. Open the treasure chest [TC: Burned Bottle]. Retrace your steps back to the entry point. This time, turn left and go northerly. A "room" before the cliff face is another treasure chest [TC: Bountiful Nut]. From the chest, go west a little ways, then north through an opening. Past the opening, Ari finds another Tiny Gear [TG29] along the western edge. Follow the sandy path south along the cliff face. Ari now enters the south half of the maze. The path offers few forks. Ari passes a fountain (hmm, just like at home), then some low stairs leading off east. Walk on past, Ari has one more thing to pick up in the maze first. (Yes, that's a stele; keep going.) At the fork, take the right path, then an immediate left. Take the path right, until Ari comes upon a single flight of stairs. Hard to see, but at the top of the stairs is a treasure chest [TC: Mike o'Happiness]. Retrace your steps to the low stairs Ari passed a moment ago. Go up the stairs and if Ari follows the curving cliff wall south, there's the stele glowing yellow. DO NOT activate the stele just yet. Continue a little farther east, between two mesas, then south. In the distance is another half-buried statue. Go past it and near an animal skull Ari finds a Tiny Gear [TG30]. Now return to the stele and take a trip to Wap-Wap. Time to turn in all those Tiny Gear. Choose the white Triste stele to return to the Pospos Snowfield. Save at the diary. Go southwest and enter the Gearman's cottage. Talk to him and he coughs over Ari's best weapon, the Sword of Gear. Equip it pronto. The Gearman has some good exposition about Beiloune...and the tortoise and pebble story, so speak with him until all is heard. Return to Triste and enter the town. Stock up and buy more upgrades, as needed. (Tip. Make sure Ari has a BIG bunch of Wild Strawberries on hand.) At the hotel, choose Change Party and make your choices for an imminent confrontation with the Phantom Evil King. Who you choose depends largely on how developed Ari's allies have become. ---[Possible spoiler stuff. Avert your eyes, or don't.]------------------------ Picking the two characters with the biggest magic attacks is a good common choice because physical attacks won't harm the Phantom Evil King. Usually, that's Kisling and Linda, but Rosalyn won't KO as easily as Kisling and if she has Blessing as well as Antidote by now, even better. Kisling's Hyperdrive is a selling point (the minions like to Load everyone down), but Linda has Match, plus her Deflector is a huge help. Big Bull could best handle the minions with HP to spare, and his Charge and stronger fire Specials are a plus, but his low DP is a detriment. Depends on who you've leveled and who has the better skills. ---[All done.]----------------------------------------------------------------- Once you've decided, check the party's equipment, then save at the hotel. Leave Triste by the front doors this time (unless you have a mad hankering to level up by crossing the desert and maze again). Take the stele to Wap-Wap, then transfer to the yellow Addashi stele. Head east into the desert. On the overhead map, the southeast portion shows a blue dot for a diary -- that's Ari's destination. After he passes through a ruined fence, Ari gets a good view of the Gear Tower. Save at the diary. Update (v1.5). Next, something a little tricky to pick up. On the overhead map, due east of the Gear Tower is a small mesa. Pass the eastern side of that mesa and continue straight ahead a little further until Ari walks neck-deep into the sand (very small area, 5-10 "steps" wide, and easy to miss). Watch for a ! balloon for the buried treasure chest and press X [TC: Heart Candy]. Can't find it? Keep an eye on Ari (not the horizon) as he quarters back and forth over the location marked here (96 KB): http://www.esque.com/slr/gamefaqs/sigre_mirror/f_map4_annotated.jpg On the overhead map, southwest of the Gear Tower is another round mesa. Circle that mesa counterclockwise, hugging its edge. Where the rock meets the ruined fence, Ari finds another Tiny Gear [TG31]. Circle back around and up along the tower's west side. Two gears ring the tower at an incline and may be climbed. Up the higher of the two is the game's final Tiny Gear [TG32]. Climb back down the incline and return to the diary to save. Note. A rare weapon, the Q of Hearts, may be dropped by the minions during the upcoming boss fight. If the challenge of finding this elusive weapon appeals to you, read the "Q of Hearts" addendum. Although the Q may be dropped in a random encounter later, this fight remains the best place to obtain the weapon. When you're ready approach the tower. On the southeast is a dip in the terrain and when Ari nears the base of the Gear Tower a ! balloon appears. [Trigger: When Ari opens this door, a brief exchange occurs and he learns a more powerful "friendly" Special. He's then drawn inside to confront the fake evil king.] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - PHANTOM EVIL KING The boy faces: MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Phantom Evil King Yellow 870 4,800 - 1 Masterless Sword Blue 270 1,306 Q of Hearts 4 10,024 Arguably the toughest boss fight in the game. Considerately, the evil king notifies Ari that corporeal attacks won't avail him. Magic only, then. If you have a Black Cat Jewel, use it first, with the other two party members poised to heal, healing Ari first. Worry about the minions next -- they're the deadlier threat at the outset and they, at least, succumb to physical pounding. Use Wait and Combine on the Masterless Swords to dispatch them quicker. Tip. This is the second-best paying boss fight in the game. If you have two, use a White Cat Jewel right away to double the rewards. If you have only one, however, save it for the best-paying boss (coming right up). Once the minions are out of the way, counter any status woes they inflicted and then concentrate magical forces against the fake evil king. Whittle away his HP, while keeping the party on its feet, protected and healed. Note. Ari's "friendly" and "sword" Specials are physical attacks, as is Burst and anything Stan might try. Alas, all are futile against the boss himself. Other party members may have similar woes with their Specials, as well. Have Ari use elemental bottles (Frozen Bottle and so on) to damage the boss instead. Each bottle may be used a variable number of times, from zero to...ten or so, perhaps, until it breaks. (When a bottle is destroyed, it's recorded in History.) Bottles inflicting status ailments have little or no effect against the boss, however. After the fight, the former Phantom Evil King vanishes without rhyme or reason and, after a brief exchange, the party automatically takes the mechanical purple stele to a new area. The Chapter 6 title card displays. ------------------------------------------------------------------------------- B6. CHAPTER 6 - NIGHT IN THE HIGHLANDS A scene occurs and now the former Phantom Evil King has a few words. As Epros, he becomes an ally. Control returns, with Ari standing beside the purple Highland Village stele. Take the purple stele to Wap-Wap (not back to the Gear Tower) to activate the connection, then come right back. Note. The boss-fight arena may be revisited, if you're so inclined. From the Addashi stele, enter the Gear Tower again. The purple stele there remains active and takes Ari right back to Highland Village. Familiarize yourself with Ari's newest (and last) ally. Epros has innate magic requiring no MP -- his MP never rises above zero, so he contributes nothing to the party's LP. He learns some interesting and effective Specials, however, so add him to the party when you can and level him up. Epros's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 40 197/197 0 87 41 0 5 48 Epros's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- J of Diamonds Versatile attack that dazzles enemy. Atk +10 Dazzling Tux Well tailored formal battle suit. Dfns +6 Aves Amulet Bird shaped lead ornament. Evade Spells Epros's "naked" stats, then, are AP 77 and DP 35. His element is thunder (yellow). His Soul Binding skill can force weakened (not healthy) foes to drop items, very handy. If (or when) Ari has the sukel for it, equipment for Epros may be purchased at Rashelo and the Pospos Spa. (You can safely skip Rashelo if Ari's compatibility was with his father, as that gift is Epros's best weapon.) Time to explore the new area, but a word of warning first. If you're prone to vertigo, Highland Village can be a little disconcerting, especially when camera angles zoom to impossible heights. Ari won't fall off, however. Climb the long stairs. At the first platform, speak to the man standing there. The Inn is to the left. Enter, but Ari can't rest or save just yet. [Trigger: The Inn only becomes active after Ari has spoken with everyone in the village, but even then choosing Rest invokes another triggered event, so DON'T rest.] Exit the Inn and cross the rope bridge on the platform's right side. Enter the small house and speak to the man inside, who swaps Ari's Penlight for a BrokenGun, the only gun in OKAGE, by the by. (Hint. Who collects antiques and artifacts?) Return to the stele, take it to Wap-Wap, then take -- have you figured it out yet? -- the green stele to Tenel. Visit Ari's house and descend into the basement. Talk to Ari's Dad and he'll swap the BrokenGun for a Unicorn's Horn accessory. Finally, something useful. Stop by Ari's room to at least Rest, and preferably Save too. If you like, make a side trip into Tenel or to anywhere else in the world. When you're ready to move on, return to Highland Village. Move around the village and talk to everyone. Look for the highest vantage point in town, and for a broken tower on one lonely peak. Read the tombstones in the cemetery. See everything, enjoy (arguably) one of the best designed areas in the console-gaming world. A confrontation with the "ultimate" fake evil king looms and by now you have some intimation of its nature, so stop by the Highland Village Shop and make a few considered purchases. Prices are as steep as the terrain, but the finest equipment is available nowhere else. Highland Village Shop offers: ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Mastermold Sword Beautifully made by well known Atk +35 145,000 craftsman. WhiteRose Rapier Sharp thorn behind a beautiful flower. Atk +30 177,000 Ghostosystem II Valuable book revealing mysterious Atk +30 130,000 ecosystem. Mike o'Hope Allows singing of bright futures & Atk +20 50,000 dreams. Love Mike Songs enveloped in boundless love. Atk +30 98,000 Natural Outfit So natural you won't even feel it. Dfns +12 145,000 Basics Only Coat Basic design but has a hallmark of Dfns +18 130,000 ability. Inferno Pants Can endure even the hottest heat of Dfns +8 66,000 battle. Stage Dress Gorgeous dress that enchants all. Dfns +12 45,000 Celeb Dress Dress can overwhelm the unable wearer. Dfns +15 90,000 Miracle Nut Quality nutritious nut. Recover Full HP 1,000 Ordinary Bottle Futility of commoners inside. Seal, -5 HP 222 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 To stock up on "lesser" restoratives, like Big Nuts and Wild Strawberries, Ari needs to retrace his steps to Triste or another shop. After Ari has entered the last house, on exiting he discovers dusk has fallen. Return to the Inn and SAVE FIRST -- don't choose Rest first! [Trigger: When you're ready, THEN choose Rest. Ari is awoken by a brief exchange.] Exit the Inn. If Ari goes down the long stairs, the stele is functioning. The In Trouble guy's house is locked, as are most houses, but the light is on at the Shop. Go up near the highest place and an exchange occurs. (Notice the rapturous guy nearby.) From the high place (or the broken tower) look for something new. Go down the stairs by the prone guy and another exchange occurs. Cross the bridge toward the white house and a scene ensues. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - VAMPIRE EVIL KING Our hero faces: MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Vampire Evil King Blue 2,099 9,400 - 1 Sucky Bat Yellow 366 1,423 Bountiful Nut 4 15,092 Tip. This is THE best paying boss fight in the game. If you have one, start things off by using a White Cat Jewel to double the rewards. Dramatic camera angles and music. The Sucky Bats are annoying, dispatch them as soon as possible. The evil king has some mighty big magic. Shield the party and slow him down, but despite the warnings before battle, he IS susceptible to physical attacks. After a scene, and a little narration, the Final Chapter title card displays. ------------------------------------------------------------------------------- B7. CHAPTER 7 - THE BOY AND THE KING ENTER THE LIBRARY Control returns with Ari outside the mysterious white house. Go back inside and talk to the former evil king. Exit the house again. Talk to all the villagers. Shop, rest, and save. Head down to the peak with the broken tower. A long rope bridge now leads off into infinity. Start across, and Ari soon gains land again. Some extraordinary scenery to peruse as you head forward unhindered by ghosts, with a cracked ideogram and a broken stele littering the way. A board bridge crosses the last expanse to the World Library. [Trigger: As Ari steps off the bridge, he gets a good look at the library and a short exchange occurs. Ari learns his last, most powerful "friendly" Special and the group automatically enters the library.] Swing the camera around so you can see to step forward and talk to the old clerk standing there. Save at the diary. The World Library is perhaps the largest, most complex dungeon in the game. As the clerk said, the building comprises three sections, all at ground level. The central library lies opposite the outside door and is roughly divided into front and back halves. Several hallways, in addition to those from the foyer, lead from the central library into the east (right, from the entrance) and west (left) wings. A save diary stands in the foyer and another lies deeper in the facility. The entrance is south and Beiloune's lair is north. Tip. Carrying several Guidance Jewels can save more than your sanity. Unlike most other dungeons, the World Library contains no urns and none of its sections is ever "cleared". To reach Beiloune, as the clerk hinted, you must instead discover the keys that unlock the library's full expanse and then negotiate all of its maze-like halls. (Hint. The first key is found in the east wing.) Certain rooms may prove accessible only by way of a neighboring section. In addition to the clerk in the foyer, three more clerks are scattered through the library, one in the back half of each section. Nine treasure chests in all may be found, containing four keys, three candies, one accessory, and one weapon. Note. See the "Maps" addendum for a link to an excellent overview of the library. The map reveals the locations of all the keys (and other treasures), as well as the shortest route for gathering them all. Take heed. The library's foes are formidable and pay well in both EP and money. How formidable? If Ari first arrives below LV 50, he will be well over LV 60 before reaching Beiloune. So be prepared to return to the save point often to restore your resources, especially at the outset. One or two fights, then run back. Knowing your way back means survival. Enemies, like bad news, come in threes. Groups never exceed one, even if two are of the same ilk, and they thrive on ganging up on a single ally. The most fearsome bunch features a Bad Poetry Golem flanked by two Radiant Suns. The golem can snatch 100,000 money, so take it out fast. Be prepared to Escape if the golem is too tough yet (a far better choice than resetting if you're far afield) or to revive often anyone with less than 200 HP. The good news is that the library's lesser foes are plenty strong enough and allies below Level 50 should gain one or two levels after every conflict. Daunting, no? Well, forewarned is forearmed, and far less frustrating. On the plus side, most fights yield 3,000 to 6,000 sukel, great if you're strapped for cash and hankering for new equipment. Another word of advice. While a gift shop in the foyer would have been a welcome addition, alas, none exists. You must return to the Highland Village to purchase finer equipment and switch out party members. Since the library is classified as a dungeon, the overhead maps reset upon stepping outside. Invest in a large supply of restoratives to effectively extend each venture within. Swap party members every time you go back, bringing up everyone a little at a time. Yes, everyone. For your efforts, your allies gain their best abilities, the last of which are: WHO LV ABILITY EFFECT RANGE COST --------- -- ------------------ -------------------------------- ------ ------- Ari 51 Life Spark Revive from KO with full HP One 20 LP Rosalyn 50 Burning Parasol Fire attack One 5% HP Kisling 52 Maximum Voltage Thunder attack, very strong One 8 LP 57 Immobilize Paralyze spell, medium Group 8 LP Big Bull 53 Super Charge Raises AP All 10 LP 59 Blaze Fire attack, strong All 8 LP Linda 52 Crimson Kiss Fire attack One 5% HP 56 Repulsor Reduces physical damage 50% Area 4 LP 60 Revitalize Restores full HP All 30 LP Epros 50 Random Misc. status magic attacks All 10 LP 53 Blue Mask Ice attack One 5% HP 57 Consume Steals HP to heal self All 12 LP Since you have nothing invested so far, now is a good time to step back outside and explore the terrain if you like. Or return to the Highland Village and Triste shops to stock up. When you're ready, come back inside the library and save your progress. Explore the short distance you can go into the east and west passages. Return to the foyer. Go through the doorway into the front-central section. Again, access is limited initially. WORLD LIBRARY D, save Diary (cyan) >, Door going east N, clerk (NPC) <, Door going west C, treasure Chest X, Final door G, Garnet key unlocks S, Sapphire key unlocks E, Emerald key unlocks A, Amethyst key unlocks ---WL-B1-Central------------------------------------ ---------------------|X|----------------------- --| | D | |-- < | |------- | |------| -|A|---- > --| | --- | | | | | |-- | | | ------------------- | | | C3 | | | | | A | | ---------| | ---- ------------ | | --- | | | | | | | | ----- --- | | | -------- | | | | | | | | ---------- | | | | ---------- | | | | N | | | | | |-------------------- | |--- | | ---- | | | | | | | --------------------|A|--------------------|-- --| | | | | > < | | -------- | ---- | |-- --|--- | | | -------- | | | | | | | --| ------- | | | | | --- | | | | ------| | | | | -------- | --------| | | | | | | | | | ------|---- ------- |---| |--| | | | | | | |------ | -------- | | ------|-- | | | | --------- E > | C2 | | | | | | |-- | E | | | | ------| | --|--------- ----- ----- | | | | < E | | C1 | | --|---------------------| |---------------------|-- < S | D | G > --| ---- | N | ---- |-- | | ----------------------| |---------------------- Entry C1, Emerald Key C2, Cerberus' Fang C3, Forgotten Sword The Forgotten Sword is Ari's second-best weapon. It's also the key for unlocking a few stubborn doors in other dungeons. See the "Hopkins' Sword" section of the "Sidequests" addendum and as soon as possible go appropriate those hidden spoils. ---WL-B1-East--------------------------------------- ----------------------------- --| | | < A --| |-- | ------- ----- | --| | | | -| | | | | C1 | | ----- ------- | | |------ | | | | | | |--| |--- | | | | | | | | | | | | | | | | | ----- | | | | | --------- |---- | | | | | --|---| |------------| |------| < | C2| --|----------|G|- | | N | --| | | | ------- | | | ----- | | | G | | | | ------- | ------ --- | | | | | | | |-----| | |---| |----- | | | | | | | | | | | | | ----- | --- | | | | | | | | | | ------ --| | ------- | | | | | | | | | | | | | | ------| --| | ----- | | | | | | < | | | C3 | --|-------------|G| --- | < | | | ------------------------------- C1, Defense Candy C2, Garnet Key C3, Lucky Candy ---WL-B1-West--------------------------------------- ----------------------------- | | | | | | |--- | S ----- -- |-- | ---| | | | | | | > | | | | | | | | |-- | | ----| | | --| | | | | | | | ------------| | ----- | | | | | |-| |---------| |-----------| | | | | | | N | |---- | |-- | ----- |-- | ----| | | | | | > | | C2 | S | ------ | |-- |---- |-----| | | | C3 | |-| | | | | | | | | | ----- | | | | -------- | | | | | | |-------------|S|------| | | | | | ---- | | | ---- | | |---| |-----| | | | | | | ----- | |- |--| --- | |-| |-- | | | | | |-- | | | | | | | > | | | | | - - | |-- | C1 | ----- | | | | | | | | | | | --------------|S------------|-- | S > ----------------- C1, Agility Candy C2, Sapphire Key C3, Amethyst Key After unlocking every door, return to the Highland Village to restock. LAST-CHANCE TASKS. Be sure to read the "Hopkins' Sword" section of the "Sidequests" addendum, if you haven't already. Also, you may wish to revisit all of the other areas one more time, as new NPCs have appeared and old ones may have some quirky new things to say. Return to the Highland Village once you've wrapped up everything else. Select the party to accompany Ari in the final boss fight. When you're ready for the final confrontation, return to the World Library and save. From the library foyer enter the central section and move forward. Zigzag to and fro around bookcases, but keep a straight line ahead. In the middle of the back wall, open the door (using the Amethyst Key) and move forward to the far end of the corridor. Enter the door, right. Swing around this room, hugging the outer wall and along a curling path until reaching the second save diary. This is the final save point of the game. Open the door behind the save point (revealing the final door with its notable woodworking) and then save. Reequip each ally as needed. Pass out any candies remaining. Tip. Many of the exchanges in the final sequences automatically whiz through the text. In the menu, select Config and set Text Speed to Slow. Enter the door behind the diary and Ari approaches the very last door, to the right. [Trigger: Open this door and initiate the next-to-the-last sequence.] Some final words all around, then...the door won't open. A solution in contrived and you regain control, still outside the now open door. [Trigger: This is it, really. The "point of no return."] Examine the door to step inside. Warning. Most text automatically progresses during this next section. Everyone bandies words with Beiloune. Beiloune then instigates a confrontation between two of Ari's allies. Eventually, Ari is called upon to find a way to stop the two. (Hint. Use an item associated with memory.) Talk to your allies for ideas; last chance at using the menu, too. When the correct object is selected from Items, the fight stops and a long exchange ensues. (And you regain control over the flow of text.) The last fight finally begins. Good luck. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - FINAL BOSS Ari and his friends face: MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Beiloune White 9,999 0 - 1 0 Like Ari, Beiloune is neutral to elemental attacks. His Channel spell targets everyone and does moderate to heavy damage, depending on DP and what shielding Specials party members have cast. His physical attacks inflict tiny damage in comparison. Use up every Black Cat Jewel to speed things along. A Swift Bottle for each ally helps, too. This is it, so throw the book as well as the kitchen sink at Beiloune. Trivia. Nine Black Cat Jewels can be used before the tenth one's damage finally dips below 999. After the fight, zero money and small EP is awarded, paltry rewards. Beiloune has some parting words, then a scene occurs. Warning. Text again scrolls automatically. A long epilogue follows, most satisfying, then the credits roll. Stick around until the end. Stan gets the last word and then.... The End. After a moment the title screen appears. Congratulations! You have completed OKAGE: SHADOW KING. ------------------------------------------------------------------------------- B8. AFTERWORD - THE SHADOW'S REPRISE You've now seen everything OKAGE has to offer...or have you? Perhaps not. This walkthrough does no more than record one path Ari's journey may take and as late as its last revision, the author was (still!) finding new roads, unlocking old secrets, and enjoying new (or forgotten) scenes. After countless playthroughs, how can this be? One of the joys of the game is that so many questions remain unanswered. On the surface OKAGE appears simple and linear, but the game is at once both and neither. Tons of small "moments" flourish across OKAGE's topography, enough to miss something one time (and never miss it), only to delight in it the next run. Discover a new path, go a different direction; you'll likely be rewarded. The "Addenda" section is rife with possibilities to explore. If you didn't earlier, you can start by loading your last saved game, using a Guidance Jewel to get out of the World Library, and then go walking around the known world. Many new NPCs appeared after each town was "completed" and many old NPCs have new things to say, possibly hinting at other avenues to explore. Is it only coincidence that the Woman of K appears in Rashelo, for example, the only place Epros's K of Clubs may be purchased? Who knows. Maybe you'll be the one to discover an answer. If you find something nifty or new, let the author know. Your discovery will receive due credit if it's included in a later revision. =============================================================================== C. MENUS The following sections explain OKAGE's menu commands. Note. Help with the battle menu is found at the beginning of the "Walkthrough" section. ------------------------------------------------------------------------------- C1. STATUS The Status menu displays the complete stats of one ally at a time, whether in the active party or not. Use L1 and R1 to cycle between allies, which are listed in the order they become Ari's allies, as numbered in the Status menu. HP .... Capacity to withstand damage MP .... Increases LP pool for more magic attacks Increases power of Special attacks AP .... Inflicts greater damage DP .... Reduces damage received LCK ... Increases accuracy (attacks "Miss" less often) Improves odds of a treasure chest dropping (rather than a moneybag) AGL ... Reduces wait time (meter fills faster) HP's two numbers indicate the current HP (Health Points) and the maximum HP for that level (LV). The three circles below HP note element affinity (Ari is Neutral), status ailments (Normal), and curses (Normal). Ailments and curses result in battle and may be cured by using items or Special skills. Ailments, with one exception, wear off automatically at the battle's end. The "Quick Reference" section includes in-depth information on these aspects. Allies' vital statistics increase as they gain levels (LVs) every 1,000 Experience Points (EP) and affect how they fare in battle. Luck (LCK) and Agility (AGL), however, only increase by changing equipment or using candy items. EP is individually awarded to each party member and is not based on how active the character was in battle. (Extending battles with rounds of defending is unnecessary.) KO'd allies receive no EP, so heal them before battle ends; their EP is not divvied out among the surviving allies. Note. See RBury's Experience Point FAQ on GameFAQs.com for further details on how OKAGE awards EP. The maximum LV is 99. Once LV 99 is reached, no further status increases are gained from battle. Note. LV has an actual capacity of 999 (seen via a cheat device), but OKAGE corrects the display at the first opportunity. See the technical note, below. EP accrues up to 999, after which EP returns to 0 (zero) and LV goes up one. Once LV 99 is reached, 0 EP is awarded after battle from then on. Under Status, however, EP continues creeping upward at the rate of 1 EP per battle, though this lingering effect ceases when 999 is again reached. Note. Technically, EP may actually accrue continually as the game progresses and only the trimmed value -- the last three digits -- is displayed. So when level-up occurs (every 1,000 EP), EP displays as zero. (Thanks to Atomos199 for the finer points on EP earned.) The maximum accumulation for Ari is 99,999 EP. LP is equal to the sum of the active party's MP (Magic Points), up to a maximum of 99. Any party member can draw from the LP pool without regard to his or her individual MP contribution. MP affects strength of magic attacks (and maybe magic accuracy), but the magic Specials themselves are gauged by strength as well. See QueenMeshi's Character FAQ on GameFAQs.com for detailed information on the game's playable (and a few nonplaying) characters. LEVELING TIPS If you enjoy "grinding" or power-leveling your playable characters to their maximum potential, Atomos199 offers some worthwhile advice. The best end-game leveling ground is without question the World Library. Appearing almost anywhere in the library, but more prevalent in the farthest reaches, seek out the most fearsome random foes in the game: Bad Poetry Golem along with its chums, a pair of Radiant Suns. Defeating these three foes earns your party 1,357 EP per battle (the maximum allowed, as explained in RBury's Experience Point FAQ), and continues to do so up until LV 95. From then on, the earnings drop to about half, but are still the best results possible anywhere. No other foes pay out as well. "You can easily get everyone to LV 99 with this within about three days, depending on luck," says Atomos199. (And session duration, of course.) As a bonus, loads of sukel will be yours for the spending, easy pickings from other foes encountered along the way. Save often, however, in case you fall prey to the Bad Poetry Golem's "Snatch 100000" attack and need to reset your game. Deep Grave Pit is a worthwhile alternative leveling ground, if the Sucky Bats (et al.) start, well, sucking. Expect a level-up every 2-4 encounters at higher levels, with Toothy Gear x10 (and similar-sized groupings) offering the best EP payout. Slower, but a little more variety. "Snatch 10000" is the worst of that lot, recouped by defeating a pair of the Milky Urns. STAT MAXING Allies' vital statistics cease increasing upon reaching LV 99. A few individual candy items are found in treasure chests, but more (of all six flavors) can be farmed if you itch to inflate a statistic or two (or all six). Bring along Epros and let his Soul Binding skill steal candy from these babies (not always required, but a sure thing). ITEM EFFECT MONSTER LOCATION -------------- ---------------- ----------------- ----------------- Agility Candy Increase AGL +1 Growling Lion Big Tree Hole Defense Candy Increase DP +1 Celestial Wyvern Addashi Desert Heart Candy Increase MP +1 Bed Head Walrus Sealed Cave Life Candy Increase HP +5 Pink Elephant Pospos Snowfield Lucky Candy Increase LCK +1 Rayless Sea Ray Deep Grave Pit Power Candy Increase AP +1 Daring Dino Deep Grave Pit LV 99 stats in the following sections were recorded from the Status screen (see the "Known Bugs" section) and are wholly untainted by candy, a good starting point for stat-maxers' self-imposed goalsetting. C1.1 ARI Age: 16 years old Occupation: An Ordinary Boy Element: Neutral (white) Weapon: Swords Gear: Outfits Description: Quiet boy with an overshadowed destiny. Father is the assistant manager of the Tenel Village Hall. Mother is a housewife. Seems to be without note but... Ari's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 1 32/32 0 9 3 10 1 55 His "naked" AP is 8 and his LCK is 0. Ari's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Picked up Branch Branch picked up somewhere. Atk +1 Ordinary Outfit Nothing notable mere casual clothes. Dfns +0 Holly Spiky leaf wards off evil spirits. Luck +1 Trivia. When Ari runs up to open a door, he often appears to kick it open. Particularly noticeable in Madril. His original name and internal designation is Lucan. Note. The "internal designation" is all lowercase and seen only within the game's program files. Ari's status at LV 99 (Leftover Sword, Ordinary Outfit, no accessory): LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 99 468/468 - 207 97 64 5 55 Note. Ari's LV 99 stats are increased when his compatibility is with Evil King Stan. C1.2 ROSALYN Age: 22 years old Occupation: Hero Element: Ice (blue) Weapon: Rapier Gear: Armor Description: Master of the rapier, reluctant devotee of the parasol. Used to be an elite hero but since she met Stan, she puts up with insults while being a comic-relief hero. Rosalyn's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 5 75/75 544 32 12 10 5 60 Her "naked" stats are AP 21 and DP 8. Rosalyn participates in a boss battle before becoming an ally and her initial EP depends upon her performance: Either 544 EP if she's active at battle's end, or 0 EP is she's KO'd. Rosalyn's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Ordinary Rapier The most popular mass produced Rapier. Atk +10 Swordsman Armor Light armor appropriate for long battles. Dfns +4 Wildcat's Fang Fang of small but formidable beast. Atk +1 Trivia. While training at the Hero's University, both Babahn and Henry, warrior and wizard, were smitten with her. Her original name and internal designation are Rosalie. Rosalyn's status at LV 99 (initial equipment, no accessory): LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 99 400/400 - 207 80 22 5 60 C1.3 KISLING Age: 45 years old Occupation: Ghost Expert Element: Thunder (yellow) Weapon: Reference Tomes Gear: Lab Coats Description: An eclectic, dedicated scholar of spooks. Stalks pretty girls under the guise of doing field work. Loves clipping toenails for fun. Gutten Kisling's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 10 55/55 0 22 16 24 5 45 His "naked" stats are AP 17 and DP 10. Kisling's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Ghost Basics General handbook for monsters. Atk +5 Wornout Coat Well seasoned and pretty worn. Dfns +6 Heatwave Ring Rising heat wave diverts swords. Avoid Attack Trivia. Kisling sometimes uses an alias, Batten GlinGlin or Dottan Goroling, in studying "the flutters of my own heart" and is self-described in many ways. * I am the famous ghost expert. Gutten Kisling!! * And I am the world's No.1 Ghost Scholar Gutten Kisling! * Gutten Kisling, 45, a spirited man you'd want to write home about. * Gutten Kisling, 45, greater than any being above or below, standing on his own! * I am the world's top scholar, Gutten Kisling! * Gutten Kisling, 45, a wandering genius of a scientist and vessel of the century's most intelligent brain! He's famed for his Gutten Batten experiments and the Kisling Squid Ring theory. His internal designation is Kistling. Kisling's status at LV 99 (initial equipment, no accessory): LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 99 267/267 - 130 73 59 5 45 C1.4 BIG BULL Age: Can't remember Occupation: Furious Fighter Element: Fire (red) Weapon: Battle Manual Gear: Pants Description: Former Big Bull Evil King. A nice guy who loves blood, sweat and battle. Dreams of establishing a school for muscle men and creating a muscle paradise. Big Bull's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 25 209/209 0 95 25 6 5 42 His "naked" stats are AP 75 and DP 19. Big Bull's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Battle Manual Scroll describing how to fight. Atk +20 Infantry Pants Stretchy fabric allows easy movement. Dfns +5 1st Fight Charm Gift for beginners for their first battle. Dfns +1 His internal designation is BigBull. Big Bull's status at LV 99 (initial equipment, no accessory): LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 99 625/625 - 258 85 25 5 42 C1.5 LINDA Age: Top secret! Occupation: Teen Idol Singer Element: Ice (blue) Weapon: Microphones Gear: Dresses Description: Former Teen Idol Evil King with cute smile. Admires Evil King Stan calling him Coach. Possesses a musical, magical, pop heaven voice. Linda's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 30 125/125 0 75 47 18 10 53 Her "naked" stats are AP 65, DP 35, and AGL 52. Linda's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- Mike o'Hope Allows singing of bright futures & dreams. Atk +20 Stage Dress Gorgeous dress that enchants all. Dfns +12 Bandit's Shoes Easy to wear shoes. Favorite of bandits. AGL +1 Her internal designation is Linda. Linda's status at LV 99 (initial equipment, no accessory): LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 99 348/348 - 162 133 38 10 52 Trivia. If she and Epros both are in the active party, her victory pose is revealing, from a certain angle. C1.6 EPROS Age: Unknown Occupation: Mysterious Wizard Element: Thunder (yellow) Weapon: Trump Cards Gear: Formal Wear Description: Former Phantom Evil King. Mysterious roaming interloper and snappy dresser. Obsessed with the search for magical power and discovering the truth of the world. Epros's initial status: LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 40 197/197 0 87 41 0 5 48 His "naked" stats are AP 77 and DP 35. Epros's initial inventory: NAME DESCRIPTION EFFECT -------------------- -------------------------------------------- ------------- J of Diamonds Versatile attack that dazzles enemy. Atk +10 Dazzling Tux Well tailored formal battle suit. Dfns +6 Aves Amulet Bird shaped lead ornament. Evade Spells Trivia. If the active party calls a Retreat in battle, Epros is the only ally who appears mortified by running away. His theatrical eye makeup, usually violet, appears to turn green. (He's actually hiding behind his mask.) His internal designation is Aepros. Epros's status at LV 99 (initial equipment, no accessory): LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 99 276/276 - 166 94 0 5 48 ------------------------------------------------------------------------------- C2. ITEM During Ari's adventure, many items are bought in shops, received as "drops" by enemies, or found in treasure chests. In the Item menu, whether accessed from the main menu or the battle menu, use L1 and R1 to scroll up or down through the list a page at a time. Following are comprehensive lists of all consumable and quest items, in the order they appear in the menu, and where they may be found or purchased. Note. The "Equip" section lists weapon, gear, and accessory items. Please see Apostrophe's Lists FAQ on GameFAQs.com for further details on many of these items and this guide's "Monster Droppings" section for more about obtaining items from battle. C2.1 CONSUMABLE ITEMS The most common consumables fall into several classifications: Nuts ...... Restore HP Berries ... Restore LP Flowers ... Recover from KO Charms .... Cure curses Stones .... Cure status ailments other than KO Candies ... Permanently increase an ally's stats Bottles ... Magical potions thrown in battle In the Item menu, consumable items displayed in red affect all allies. The following shows with which sellers (if anywhere) stocks of these items may be replenished. Shop legend: T, Tenel P, Pospos Spa M, Madril G, Triste (a ghost town) W, Wandering Peddler H, Highland Village R, Rashelo NAME EFFECT BUY SELL T M W R P G H ----------------- -------------------------- ---- ---- -------------- Nut Restore 50 HP 10 5 X X - X - X - Big Nut Recovers 100 HP 100 50 - - - - X X - Miracle Nut Recovers HP completely 1,000 500 - - - - - - X Bountiful Nut Recovers 50 HP for all - 250 - - - - - - - Wild Strawberry Recovers 25 LP 500 250 - - - - - X - Whim Berry Recovers ? LP - 500 - - - - - - - Energy Flower Recovers from KO 150 75 X X X X - X - Energy Bouquet Recovers all from KO - 225 - - - - - - - Clarity Charm Cures Confusion 200 100 - - X - - - - Bunny Charm Cures Turtle 450 225 - - - - X - - Villain's Charm Cures Saint 300 150 - - X - - - - Rust Off Charm Cures Rust 250 125 - - X - - - - Sommelier Charm Cures LPDrain 350 175 - - - - X - - Angel Charm Cures Death Curse - 275 - - - - - - - Alarm Charm Cures Sandman* 500 250 - - - - X - - Big Boss's Charm Cures Evil Eye* 400 200 - - - - X - - Writeoff Charm Cures Tax 100 50 - X - - - - - Mega Charm Cures all curses 1,000 500 - - - - - X - Purging Stone Cures Poison 10 5 X X - X - - - Awakening Stone Cures Sleep 50 25 - X - - - - - Liberation Stone Releases Seal 100 50 - - X - - - - Cheerful Stone Cures Lock 50 25 - - X - X - - Mega Stone Cures Tox/Slp/Seal/Para 400 200 - - - - - X - Black Cat Jewel Halves HP for all - - - - - - - - - White Cat Jewel Doubles enemy's prize - - - - - - - - - Life Candy Perm increases HP +5 - - - - - - - - - Power Candy Perm increases AP +1 - - - - - - - - - Defense Candy Perm increases DP +1 - - - - - - - - - Heart Candy Perm increases MP +1 - - - - - - - - - Agility Candy Perm increases AGL +1 - - - - - - - - - Lucky Candy Perm increases LCK +1 - - - - - - - - - Guidance Jewel Back to Dungeon [entry] 100 50 X X X X X X X Healing Crystal Full HP for all - - ? ? ? ? ? ? ? Burned Bottle Attack w/fire -10 HP - 222 - - - - - - - Frozen Bottle Attack w/ice -10 HP - 222 - - - - - - - Glaring Bottle Attack w/thunder -10 HP - 222 - - - - - - - Skull Bottle Poison -5 HP - 111 - - - - - - - Sleeping Bottle Sleep -5 HP - 111 - - - - - - - Ordinary Bottle Seal -5 HP 222 111 - - - - - - X Chained Bottle Paralysis -5 HP - 111 - - - - - - - Swift Bottle Agility up -20 HP - - - - - - - - - Mega Luck Bottle Luck up -20 HP - - - - - - - - - * Corrected. Item's description is wrong, both on-screen and in the manual. ? Mystery item. See "Help Wanted" addendum. Whim Berries randomly restore or decrease the active party's current LP, anywhere from -25 to +99. Black Cat Jewels halve the HP of everyone in the fight, allies as well as enemies. A White Cat Jewel targets all enemies. BOTTLES Bottle items may be used only in battle and have a variable lifespan before breaking. A bottle may break on its first use (having no effect at all) or may be used for up to ten or more times. Breakage is recorded in the History list, as "Burned Bottle Destroy" for instance. Tip. Random odds apply, a break point is not preset. When bottle after bottle breaks, as they sometimes may, seriously consider quitting and reloading your game. (Especially after a recent save, to recover the bottles.) The odds may not improve otherwise, "throwing good [bottles] after bad." Bottles contain magic Specials (a la thrown potions), but cost HP rather than LP. Each variety mimics a Special in strength and the foes targeted. For example, a Burned Bottle's effect is similar to Big Bull's Flame Special, hitting all enemies for small fire-based magical damage. A Swift Bottle or a Mega Luck Bottle can target one ally of your choosing. A few bottles are found in treasure chests, but only Ordinary Bottles may be purchased (in Highland Village). See the "Monster Droppings" section when farming bottle items. C2.2 QUEST ITEMS Quest items (other than Tiny Gear) are unique, never appearing more than once in any game, and used during the course of the main storyline or in the completion of a sidequest. These items may remain listed in the Item menu for the entire game or they may disappear once an objective has been achieved. With two known exceptions, quest items can't be bought or sold. The following lists where (if anywhere) these items are acquired or may be found. If two locations are marked, then the item is found on the world map between those locations. Location legend: B, Boss drop P, Pospos Spa T, Tenel or Nameless Dwelling G, Triste M, Madril H, Highland Village R, Rashelo L, World Library NAME EFFECT B T M R P G H L ----------------- ----------------------------- ---------------- Map o'Evil Kings Reveals whereabouts - X - - - - - - Miniature Statue Opens Transverse Tunnel X - - - - - - - Platinum Ticket ? ? ? ? ? ? ? ? ? Gear Tower Key Opens Gear Tower - - - - - X X - Voice Recorder - - - - - - - - - Recorder 2 ? ? ? ? ? ? ? ? ? Ordinary Card - - X - - - - - - Official Card - - - X - - - - - Gaudy Card - - - X - - - - - Mere Pebble - - X - - - - - - Bread Crust - - X - - - - - - Worn Brush - - X X - - - - - Letter Bottle - - - - X - - - - Cyphertext 1 - - X - - - - - - Cyphertext 2 - - X X - - - - - Cyphertext 3 - - - X - - - - - Cyphertext 4 - - - X X - - - - Cyphertext 5 - - - X - - - - - Cyphertext 6 - - - - - X X - - Punk Wig - - - X X - - - - Cholesterol - - - X X - - - - Chic Suspenders - - - X X - - - - Lustrous Hair - - - X X - - - - Gorgeous Mascara - - - X X - - - - Cool Vest - - - X X - - - - Ground Beef Buy, 20; Sell, 30 - X - - - - - - Loaf for Pickup - - X - - - - - - Fruit Knife First offer, 300; Second, 400 - X - - - - - - Swanky Mirror - - - X - - - - - Shiny Lens - - - - X - - - - Tiny Gear - - X X X X X X - Silver Gear - - - X - - - - - Gold Gear - - - X - - - - - Rare Gear - - - X - - - - - Old Stone Doll - - - - - - X X - Garnet Key Opens World Library - - - - - - - X Emerald Key Opens World Library - - - - - - - X Sapphire Key Opens World Library - - - - - - - X Amethyst Key Opens World Library - - - - - - - X Cow Bone ? - ? - - - - - - Filet Mignon ? - ? - - - - - - Old Music Box - - X - - - - - - Eh, it's ok Card - - - X - - - - - Odd Glass Tube - X - - - - - - - Spiral Wire - X - - - - - - - Bell Tube - X - - - - - - - Manual Handle - X - - - - - - - Long Screw - X - - - - - - - Dial w/One Hand ? ? - - - - - - - Pedestalof Stone ? ? - - - - - - - Penlight - - - - X - - - - BrokenGun - - - - - - - X - Friendship Bond - - - - - - X - - ? Mystery item. See the "Help Wanted" addendum. ------------------------------------------------------------------------------- C3. SPECIAL As Ari and his allies gain levels, they acquire more Special abilities and attacks. Specials include healing spells, usually useful at any time, or spells that may be used only in combat to hurt enemies or bolster party members. Allies start with the abilities marked by an asterisk (*). WHO LV ABILITY EFFECT RANGE COST --------- -- ------------------ -------------------------------- ------ ------- Stan * Crushing Devil Strong physical attack One - * Burning Devil Strong physical attack All - * Raging Devil Strong physical attack All - Ari * Decoy Enemies attack Ari All - * Overdrive Intensifies offense, Burst One 15% HP 4 Mend Heals 30 HP One 4 LP 8 Night Sleep spell Group 1 LP 12 Blaze Sword Fire attack One 5% HP 20 Heal Heals 90 HP One 8 LP 24 Blizzard Sword Ice attack One 5% HP 32 Revive Revive from KO One 10 LP 36 Lightning Sword Thunder attack One 5% HP 40 Slumber Sleep spell, strong One 3 LP 45 Restore Fully heals HP One 12 LP 51 Life Spark Revive from KO with full HP One 20 LP - Friendly Thunder Level 1 neutral attack All 20% HP - Friendly Blizzard Level 2 neutral attack All 40% HP - Friendly Inferno Level 3 neutral attack All 60% HP Rosalyn * Parasol Amulet Defends against status woes Self 10% HP 9 Frost Ice attack Group 2 LP 14 Powerless Lowers AP Group 4 LP 19 Charged Parasol Thunder attack One 5% HP 22 Antidote Cures all status ailments One 2 LP 26 Ice Ice attack, medium Group 5 LP 30 Seal Inhibits magic, medium Group 4 LP 33 Shield Raises DP One 4 LP 37 Blessing Cures all curses One 5 LP 40 Silence Inhibits magic, strong All 5 LP 44 Crystal Ice attack, strong Group 8 LP 46 Super Shield Raises DP All 10 LP 50 Burning Parasol Fire attack One 5% HP Kisling * Spell Suction Drains LP to restore party's LP All 10% HP 12 Storm Thunder attack, medium One 2 LP 15 Speedy Increases speed One 4 LP 19 Flaming Tome Fire attack One 5% HP 23 Burden Reduces speed Group 4 LP 32 Mega Storm Thunder attack, strong One 5 LP 37 Hyperdrive Increases speed All 10 LP 42 Paralyze Paralyze spell, strong One 8 LP 47 Freeze Book Ice attack One 5% HP 52 Maximum Voltage Thunder attack, very strong One 8 LP 57 Immobilize Paralyze spell, medium Group 8 LP Big Bull * Wild Cry Enemies flee All 1 HP 27 Cold Knuckles Ice attack One 5% HP 30 Charge Raises AP One 4 LP 33 Flash Punch Thunder attack One 5% HP 36 Flame Fire attack All 2 LP 44 Defenseless Lowers DP Group 4 LP 48 Fire Fire attack, medium All 5 LP 53 Super Charge Raises AP All 10 LP 59 Blaze Fire attack, strong All 8 LP Linda * Omni Concert Decreases speed All 10% HP 32 Charmer Increases critical hit % Area 4 LP 34 Deflector Reduces magic damage 50% Area 4 LP 36 Match Evens out everyone's speed Area 4 LP 40 Replenish Restores 70 HP All 15 LP 42 Full Power Increases damage done Area 4 LP 45 Thunder Peck Thunder attack One 5% HP 48 Dispel Removes all spells Area 4 LP 52 Crimson Kiss Fire attack One 5% HP 56 Repulsor Reduces physical damage 50% Area 4 LP 60 Revitalize Restores full HP All 30 LP Epros * Soul Binding Turns weak foe into item One 10% HP 42 Drain Steals HP to heal self One 6 LP 44 Cringe Force to defend, one turn One 1 LP 46 Red Mask Fire attack One 5% HP 48 Cower Force to defend, one turn Group 3 LP 50 Random Misc. status magic attacks All 10 LP 53 Blue Mask Ice attack One 5% HP 57 Consume Steals HP to heal self All 12 LP Stan attacks as he sees fit, so no guarantees. But Crushing Devil often comes in boss fights or whenever Stan gets bored. Raging Devil is the usual reward for pleasing Stan with Ari's answers to his occasional queries (see the "Pop-up Stanley" section). Stan's Burning Devil turns up when Ari is in trouble (with 25% HP or less remaining), usually coinciding with Ari's second turn, and can be rare, depending on how generous or sparing you are with healing. When Overdrive is cast, an audible "whoosh" is heard and a pool of purple light appears under the targeted ally. While in Overdrive, the ally's attacks become stronger and the ally is less susceptible to status attacks. Overdrive also enables the Burst attack, which targets all foes with equal, undiminished fervor. Burst may miss some or all foes, however, and using Burst extinguishes Overdrive mode. Ari automatically learns his three "friendly" Specials at predetermined points in his journey, in order, at Triste, the Gear Tower, and the World Library. Linda's area-effect abilities are only usable in battle and target allies or enemies within a certain area nearest to Linda, either the right or left side. In general, offensive abilities target enemies, while defensive abilities help allies. Linda using Deflector, for example, won't stop your magic from hitting the enemies. Epros's Soul Binding skill immediately defeats a weakened monster (about half HP or weaker) and forces it to drop a treasure chest on the battlefield, maybe containing either the usual or an alternative item (depending on the foe; see the "Monster Droppings" section). For Specials costing a percentage of HP, the cost in the Special menu is a percentage of his or her maximum HP and increases as the character levels up. The cost doesn't decrease with the character's current HP. SECRET SPECIALS Technical. For a record of every enemy and ally attack, including those apparently unused in the game: http://www.esque.com/slr/gamefaqs/okage_attacks.html If you find a method for invoking one of these Specials, one not already listed in the preceding tables or used by a boss, please alert the author. Update (v1.5). Also transcribed in the "Secret Specials & Commands" section. ------------------------------------------------------------------------------- C4. EQUIP Each ally can have from two to three items equipped at any time: One weapon, one piece of gear (armor), and, optionally, an accessory. In general, weapons affect AP, gear affects DP, and accessories alter other stats. Exceptions abound, however. Choose the Equip command to change what weapon, gear, or accessory each member of the active party uses. Use L1 or R1 to cycle between party members. Equip can only alter the equipment of active party members. Use Status to see how all allies are equipped and Change Party at an inn if you need to reequip another ally. Note. In the following lists, equipment showing no purchase price are found in chests or may be received during the normal course of the game. Often these "priceless" items can't be sold. Please see QueenMeshi's Character FAQ and Apostrophe's Lists FAQ on GameFAQs.com for more information on many of these items. C4.1 WEAPONS The weapons ("Wepn" on-screen) wielded are unique for each ally. Rosalyn can't use Ari's swords, for example; only Ari can equip Ari's swords, and vice versa with Rosalyn's rapier. Some form of weapon must be wielded at all times; allies can't fight unarmed. Characters join Ari already equipped with the weapon marked with an asterisk (*). Stat differences are based on comparisons with this initial equipment, except in Ari's case, where the comparison is with his Leftover Sword. ALLY WEAPON BUY SELL AP DP LCK AGL --------- ------------------- -------- -------- ---- ---- ---- ---- Ari Picked up Branch* - - +1 - - - Leftover Sword - 5 +5 - - - Ordinary Sword 40 20 +10 - - - Nameless Sword 470 235 +15 - - - Omnislice Sword 1,900 950 +20 - +5 - Brand Sword 15,000 7,500 +25 - +2 - Rustic Sword 75,000 37,500 +30 - - - Mastermold Sword 145,000 72,500 +35 - +5 - Forgotten Sword - - +40 - +10 - Sword of Gear - - +50 +10 - - Rosalyn Ordinary Rapier* 660 330 +10 - - - Hardy Rapier 2,100 1,050 +15 - +1 - Slim Rapier 80,000 40,000 +20 - +1 - Sparkling Rapier - - +20 - - +5 WhiteRose Rapier 177,000 88,500 +30 - +5 - Gallant Rapier [1] - - +40 - +5 +5 Kisling Ghost Basics* 410 205 +5 - - - Ghost Pictorial 1,600 800 +10 - - +1 Ghostologos - - +15 - - +2 Worldy Ghost 17,000 8,500 +20 - - +3 Ghostosystem II 130,000 65,000 +30 - - - Ghostomicon - - +60 - - - Big Bull Battle Manual* - - +20 - - - Linda Mike o'Hope* 50,000 25,000 +20 - - - Mike o'Happiness - - +25 - +10 - Love Mike 98,000 49,000 +30 - - - Epros J of Diamonds* - - +10 - - - Q of Hearts [3] - - +15 - +25 - K of Clubs 150,000 75,000 +20 - - - A of Spades [2] - - +40 - - - Compatibility Gifts: 1-Rosalyn; 2-Ari's Dad. Rare Drop: 3-See the "Q of Hearts" addendum. Technical. Comparing Ari's weapons to his Picked up Branch (by using a cheat device) reveals that all of his swords are attributed Luck +5 more than listed. Unlike other weapons, Picked up Branch is discarded and no longer available once Ari receives his Leftover Sword. Also unusual, a kind reader confirmed obtaining multiples of the Q of Hearts in a single playthrough. C4.2 GEAR Gear or armor ("Eqpt") helps protect Ari and his allies. As with weapons, characters have their own unique selection of gear. Some article of gear must be worn at all times; characters can't fight unarmored. Allies join Ari already equipped with the gear marked with an asterisk (*). Stat differences are based on comparisons with this initial equipment. ALLY GEAR BUY SELL AP DP LCK AGL --------- ------------------- -------- -------- ---- ---- ---- ---- Ari Ordinary Outfit* - - - +0 - - Clean Outfit 30 15 - +1 - - Fancy Outfit 310 155 - +3 - - Durable Outfit 1,100 550 - +5 - - Custom-made Wear 10,000 5,000 - +7 - - Latest Outfit 49,800 24,900 - +10 - - Natural Outfit 145,000 72,500 - +12 - - Reunion Outfit [1] - - - +16 - - Rosalyn Swordsman Armor* 440 220 - +4 - - Chief's Armor 1,250 625 - +6 - - Magical Armor - - - +9 - - Honorable Armor 12,000 6,000 - +15 - - Hero's Armor 55,500 27,750 - +17 - - Kisling Wornout Coat* 730 365 - +6 - - Starchy Coat 1,500 750 - +9 - - BattlefrontCoat - - +5 +10 - - Stately Coat 51,000 25,500 - +13 - - Basics Only Coat 130,000 65,000 - +18 +10 +5 Big Bull Infantry Pants* 2,600 1,300 - +5 - - Blood&SweatPants 38,000 19,000 - +6 +5 - Inferno Pants 66,600 33,300 - +8 +5 - Linda Stage Dress* 45,000 22,500 - +12 - - Treasured Dress - - - +13 - - Celeb Dress 90,000 45,000 - +15 - - Epros Dazzling Tux* - - - +6 - - Conjurer Tux 100,000 50,000 - +12 - - Compatibility Gift: 1-Marlene C4.3 ACCESSORIES Accessory items give an ally protection from various status ailments, from magical or physical attacks, or otherwise alter the ally's stats. Unlike weapons and gear, accessories ("Gurd") may be used by any ally and whether an ally uses any accessory at all is optional. With one notable exception (see the "Known Bugs" section), a single accessory item may be used by only one ally at a time. In the Gurd list, accessories appear dimmed when every one of that accessory carried in inventory is already in use. To remove an accessory from an ally, choose Equip, then Gurd, then the name of the accessory that's currently equipped. On the Equip screen, Gurd displays "item" when no accessory is equipped. Tip. Remove an ally's accessory before using Change Party at an inn to move the ally out of the active party. Most accessories are either found in treasure chests or dropped by foes. No shop offers accessories for sale, but most accessories may be sold. You never need more than three of any one accessory, although holding onto six of each eliminates the need to shuffle accessories between allies. In the following list, unique one-of-a-kind accessories received as rewards for completing sidequests (other than Compatibility Gifts) are marked with an asterisk (*). NAME DEFENDS AGAINST SELL AP DP LCK AGL -------------------- ------------------------ ------ ---- ---- ---- ---- Mongoose Whisker Poison 222 - - - - Pharaoh's Hair Poison 999 - - - - Rooster Feathers Sleep 222 - - - - Sun Medal Sleep 999 - - - - Weed Resistance Seal 222 - - - - Touch of Earth Seal 999 - - - - Flake of Snow Paralysis 222 - - - - Full Moon Medal Paralysis 999 - - - - Guardian Crystal Poison/Sleep/Seal/Prlss 1,111 - - - - Unicorn's Horn* Poison/Sleep/Seal/Prlss 9,999 - - - - Wildcat's Fang [2] 111 +1 - - - Panther's Fang 555 +5 - - - Cerberus' Fang 1,111 +10 - - - 1st Fight Charm [4] 111 - +1 - - Defense Necklace 555 - +5 - - Iron Necklace 1,111 - +10 - - Bandit's Shoes [5] 111 - - - +1 Pegasus Shoes 555 - - - +5 Divine Shoes* 1,111 - - - +10 Holly [1] 111 - - +1 - Laurel 555 - - +5 - Legendary Leaf* 1,111 - - +10 - Heatwave Ring [3] Avoid Attack 111 - - - - Mirage Ring Dodge Attacks 555 - - - - Daymare Ring [7] Dodge Attacks 1,111 - - - - Aves Amulet [6] Evade Spells 111 - - - - Crow's Amulet Evade Spells 555 - - - - Owl's Amulet [8] Evade Spells 1,111 - - - - Hand Knit Cap* ???? - +1 +1 +1 +1 1st Star Badge* Evade Attacks & Spells 999 - - - - Omnibooster* ???? - +5 +5 +5 +5 Preequipped: 1-Ari; 2-Rosalyn; 3-Kisling; 4-Big Bull; 5-Linda; 6-Epros. Compatibility Gifts: 7-Mysterious Woman; 8-Julia. Note. "Prlss" stands for "Paralysis". Cerberus' Fang and Iron Necklace, found in treasure chests, are also unique items. Where two accessories defend against the same thing, the first (selling for less) gives the ally some resistance while the second (selling for more) makes the ally proof against that ailment (or near to it). Speculation. Some accessories may have other benefits as well (like dodge or evade attributes), but these are not described on the Status screen nor are they clearly evident in action (beyond doubt). ------------------------------------------------------------------------------- C5. CONFIG C5.1 TEXT SPEED Choose how fast in-game text is "typed" on the screen. Fast ..... Lines of text instantaneously (and silently) display in full. Normal ... Text is typed out at a good clip, with a ratcheting sound. Slow ..... Text is typed out a bit slower, with the sound effect matching the pace. Regardless of this setting, press X to expedite things and display the entire message immediately. Tip. Slow is recommended in the "Walkthrough" section for the few times dialogue automatically advances. C5.2 SOUND Stereo or Mono. The difference is most noticeable during battle. With a home-theater setup, Mono channels audio through the center speaker(s). ------------------------------------------------------------------------------- C6. QUIT Select Quit to end your current session with the loaded game. Recommended over simply shutting off or resetting the console, whenever possible. Quit game? Yes > Are you sure? > Yes ... Returns to the title screen > No .... Returns to the main menu No > Returns to the main menu When your session successfully quits, "THE END" displays (feel free to power off or reset your console now). Otherwise, after a few moments the title screen appears. A game is NOT saved automatically when you quit. Your saved game remains on the memory card, unchanged, and may be reloaded later. Note. Due to a notorious (but pretty rare) bug, take a moment to verify your saved game is indeed shown in its proper slot BEFORE quitting. (See the "Known Bugs" section.) OKAGE doesn't include a "soft reset" controller sequence. =============================================================================== D. QUICK REFERENCE Topics common to most RPG and adventure games, provided for RPG aficionados and quick lookups. ------------------------------------------------------------------------------- D1. ELEMENTS OKAGE, like many RPGs, includes elemental factors in its battle system. The game limits its elements to three, however, with a circular (rather than opposed) affinity. The manual describes the relationship as: Fire (red) --> Thunder (yellow) --> Ice (blue) --> Fire.... Or, mnemonically: * Fire melts Thunder's wiring, * Thunder conducts in Ice (water), and * Ice (water) drowns Fire. To inflict the smallest damage, reverse the element circle. The (approximate) effect elements have on the amount of damage dealt: USE -v \ AGAINST -> ICE THUNDER FIRE -------------------- -------- -------- -------- ICE Normal Half 1.5X THUNDER 1.5X Normal Half FIRE Half 1.5X Normal Unlike in some RPGs, attacking with a like element always does damage. An ice-based monster (or character), for instance, is never healed by targeting it with ice spells. While elemental affinity certainly pertains to magical damage, keep the character's element in mind, too, when choosing opponents for physical and other sorts of attacks. A character with an ice affinity is more effective when physically attacking a fire-based foe, for example. Elements may affect damage inflicted by status ailments, as well. The final "element" is Neutral (white), as Ari and the final boss alone are classified. Normal damage all around, though subject to AP and DP of course. ------------------------------------------------------------------------------- D2. STATUS AILMENTS The status indicator usually displays as a gray square, for Normal status, in the center box on Status screens and the left-hand box during battle. In combat, foes may cast spells that inflict status ailments. The status indicator changes color accordingly and may display an icon or a number indicating severity. A colorful balloon icon also hovers over the player's head, displaying the ailment's icon. The game's manual shows all of the icons. With one exception, status ailments afflict the character for a given period, until the ailment is "cured," wears off, or the battle ends. The simplest spells, for instance, last one round and then must be reapplied; poison, on the other hand, lasts much longer. Some status ailments compound in severity when the same ailment is inflicted multiple times. The ailment indicator increments -- 1, 2, 3 -- as severity increases and ailments leaching HP (recorded with a skull or another icon in the History list) may take off more HP each round. Other status ailments may slightly heal the enemy or ally each round, more as the severity climbs. Listed in History with green numbers and a cross icon. A character can only be afflicted by one status ailment at a time. If Ari is poisoned, for instance, when another foe successfully casts sleep on him the poison affliction is lifted. Severity doesn't carry over. A character can be cursed while already under the influence of a status ailment, however. Status ailments can be cured during battle by using a stone item, or with Rosalyn's Antidote Special once learned. ICON STATUS STAGE 1 STAGE 2 STAGE 3 CURE ------- ---------- ----------------- --------- ------------- ---------------- Gray Normal - - - - Black Disabled Knocked-out - - Energy Flower, Energy Bouquet Purple Poisoned HP steadily drops - - Purging Stone Cyan Lock No LP spells Plus no Plus no Cheerful Stone HP spells Items used Yellow Paralysis Slowed Stopped Stuck to end (Mega Stone) Green Sleep Stopped - - Awakening Stone - Seal Unspecified - - Liberation Stone Unlike other status ailments, Disabled remains past the end of battle unless the ally is revived. Resting at any save point also cures Disabled. If Ari himself becomes Disabled, however, the game is over immediately. A Mega Stone can cure all status ailments except Disabled. Contrary to the manual and despite its description, a Big Boss's Charm item cures an ally of Evil Eye (not Paralyze). Monsters can augment their status with many of the same protections as Ari's allies. Once learned, Specials like Dispel and Match can strip foes of those advantages. ------------------------------------------------------------------------------- D3. CURSES Characters may also be afflicted with curses. The curse indicator, usually a gray square for a Normal status, is the center box during battle and the right-hand box on the Status screen. The indicator turns red and includes an icon for which curse has been inflicted. A red balloon with the curse's icon likewise appears over the player's head. The game's manual shows all of the icons (pages 24-25). Like status ailments, curses cast multiple times increase in severity (though no incrementing shows in this case) and characters may only be afflicted with one curse at a time. A character can be hit with a status ailment AND a curse at the same time, however. In addition to being cursed repeatedly, curses may intensify over a number of turns or with each ghost encounter. Unlike status effects, curses do NOT automatically wear off when battle ends. They must be cured with a charm item or Rosalyn's Blessing Special. Resting at a save point also removes curses. CURSE DESCRIPTION CURE --------- --------------------------------------------------- ----------------- Confuse Attacks miss more often, spells hit wrong targets Clarity Charm Death Countdown to paralysis, gets faster over time Angel Charm Evil Eye Begins battle in Stage 1 paralysis* Big Boss's Charm LP Drain LP spell costs increase Sommelier Charm Rust Defense decreases Rust Off Charm Saint Character is also damaged when attacking foes Villain's Charm Sandman Begins battle in Stage 1 sleep* Alarm Charm Tax Money from defeated foes decreases Writeoff Charm Turtle The Wait bar fills slowly Bunny Charm * The status ailment caused by this curse can be countered or may expire during battle, but reappears at the next battle's start (until the curse is cured). The Mega Charm item cures all curses. Contrary to the manual and despite their descriptions, Big Boss's Charm cures Evil Eye (not Paralyze) and Alarm Charm cures Sandman (not Evil Eye). ------------------------------------------------------------------------------- D4. POP-UP STANLEY Lord Stanley Hihat Trinidad XIV keeps a Special reign of fire (Raging Devil) in reserve for his own amusement, and for getting to know his willing slave. History. At the start of random battles, Stan chides Ari: You are a pathetic thing, slave. Two lowly beings show up and you cower like a troll. Then you were saved by some passing woman! Oh well. Be grateful that my evil hand is merciful to my servants. I may render aid from time to time. But you must still become stronger! Discipline yourself by giving these lower evil beings a thrashing! We will have issues if you can't protect yourself. Don't forget that your shadow is important to me now! Trivia. That last bit is (arguably) why it's "game over" when Ari gets KO'd. From then on, occasionally Stan "pops up" when Ari collides with a random ghost and offers to intercede...if Ari can respond well to a question Stan poses. Ari must choose one response from each of three multiple-choice groups and compose an answer to Stan's liking. Note. The answers to Stan's queries have no bearing on Ari's compatibility. Random odds apply with Stan's appearance rate. For each query, the following combined responses WILL please Stan and result in a preemptive strike. Describe the unhinged terror. I'm so horrifying that you would... ------------------------ ------------------------ ----------------------------- Pee your pants if bone chilling. inexplicable horror Pee your pants if bone chilling. while half asleep Pee your pants if he appeared while half asleep [3] Pee your pants if he snuck up while half asleep [5] Give me a blood curdling war cry! ------------------------ ------------------------ ----------------------------- Go! Go! Go!!! Shaaaa! Dooow! Kiiiick!!! [3] How cool do you think I am? Tell me honestly. ------------------------ ------------------------ ----------------------------- Earth shaking ideal Hunk! Mega cover boy Super Model! Mega attention getting Super Model! World's most unique Hunk! I need a catchy title for my world conquest. Let's see if you have any wit! ------------------------ ------------------------ ----------------------------- A nightmarish raging Dictator! [5] A nightmarish raging Fiend! [2] An impending awe inspiring Dark Force! An ubermagical tyrranical Dictator! I need positive reinforcement. What do you think about me? ------------------------ ------------------------ ----------------------------- A dainty cute Dark Majesty! [*] A totally shifty Evil King Stan [3] An almighty cute Evil King Stan An almighty regal Evil King Stan Just say my name! ------------------------ ------------------------ ----------------------------- S ta n Some unsupported, preposterous boast to bluff the enemy into submission. ------------------------ ------------------------ ----------------------------- Black-hearted soul stealing super meanie! Black-hearted sky rending super meanie! [3] Star shattering sky rending force of nature! Star shattering soul stealing force of nature! [5] Start off with a good, hearty roar! Make me laugh boy! ------------------------ ------------------------ ----------------------------- Is a fly without wings a walk? [1] Note. Sometimes the third choice is a second choice missing its first letter (like this one), and the preview displays naught (not even a space) for the third choice ("Do cemetery workers prefer "). Likely a parsing bug and unintentional. Tell these worthless creatures what you really think of them! ------------------------ ------------------------ ----------------------------- A styleless doomed lounge singer [7] What are the fundamentals of combat? ------------------------ ------------------------ ----------------------------- Make a plan be forceful & let 'em have it! Make a plan cut loose & let 'em have it! [6] Take a breath focus your power & let 'em have it! [4] What is the necessary attitude for my world conquest? ------------------------ ------------------------ ----------------------------- Be elegant be graceful & rule absolutely! Fearlessly! overcome & obliterate all! Strike quickly! invoke dark power & obliterate all! Tyranically invoke dark power & rule absolutely! What scares you the most? I want to terrorize the world based on that. ------------------------ ------------------------ ----------------------------- A dirty old man who craftily dominates all darkness A dirty old man who craftily is defeated A laughing devil that never dominates all darkness [8] Who do you think would be appropriate for my wife!? ------------------------ ------------------------ ----------------------------- A cute lovely queen A cute pretty little devil A super lovely countess A super pretty queen * The example in QueenMeshi's Character FAQ 1-From Socoro1910 5-From Hiroshi_Mishima 2-From Umah, a Neoseeker 6-From Ben Pinkston 3-From Atomos199 7-Finally, thanks to peachy peetsch 4-From LemonPenguin 8-Derived from a tip by Coretta King These combinations should give you a good idea of the sort of responses Stan likes. If Stan poses a question or you chance upon a good response not already listed, be sure to let the author know the text of the query and your choices, as exact as possible, please. All due credit will be gratefully heralded. Trivia. Curious to know what Stan asks, what answers to avoid, or maybe learn about a few likely prospects? A date-stamped cribsheet for "Pop-up Stanley" is found at the author's website. http://www.esque.com/slr/gamefaqs ------------------------------------------------------------------------------- D5. SHOPS Following are the offerings of every shop in the land. Effect shown is as described. "Atk" affects AP, while "Dfns" affects DP. The item may possess or enhance other attributes, as well. See the "Equip" and "Item" sections for complete equipment and item lists. Equipment marked by an asterisk (*) is the best of its kind available (for purchase) for its character. D5.1 Tenel Village Shop ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Nut Great for a snack. Recover 50 HP 10 Energy Flower Heavenly Beauty. Recover from KO 150 Purging Stone Brings pure Winter mountain air. Cures Poison 10 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 D5.2 Madril Shop ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Ordinary Sword Widely used by travelers for defense. Atk +10 40 Clean Outfit A new line with a trendy style. Dfns +1 30 Nut Great for a snack. Recover 50 HP 10 Energy Flower Heavenly Beauty. Recover from KO 150 Purging Stone Brings pure Winter mountain air. Cures Poison 10 Writeoff Charm For carefree living. Cures Tax 100 Awakening Stone Bright as sunshine in summer. Cures Sleep 50 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 D5.3 Rashelo Shop ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Ordinary Sword Widely used by travelers for defense. Atk +10 40 Nameless Sword No name but well made. Atk +15 470 K of Clubs Gives unshakable confidence. Atk +20 150,000 Clean Outfit A new line with a trendy style. Dfns +1 30 Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310 Nut Great for a snack. Recover 50 HP 10 Energy Flower Heavenly Beauty. Recover from KO 150 Purging Stone Brings pure Winter mountain air. Cures Poison 10 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 D5.4 Madril Wandering Peddler ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Nameless Sword No name but well made. Atk +15 470 Omnislice Sword Powerful but not durable. Atk +20 1,900 Hardy Rapier A popular product that's very durable. Atk +15 2,100 Ghost Pictorial Illustrated book of existing monsters. Atk +10 1,600 Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310 Durable Outfit For heavy duty tasks. Dfns +5 1,100 Chief's Armor Improved quality. For the team leader. Dfns +6 1,250 Starchy Coat Crisp finish gives a clean impression Dfns +9 1,500 Energy Flower Heavenly beauty. Recover from KO 150 Clarity Charm Firmly screws your head back on. Cures Confusion 200 Villain's Charm Attack again with zeal! Cures Saint 300 Rust Off Charm As if youth returned. Cures Rust 250 Liberation Stone Has richness of earth in Fall. Releases Seal 100 Cheerful Stone Envelops with spring flower scent. Cures Lock 50 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 D5.5 Pospos Spa Merchant ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Brand Sword Obviously a well-made product. Atk +25 15,000 Hardy Rapier A popular product that's very durable. Atk +15 2,100 Worldy Ghost Handbook on connection w/folklore in Atk +20 17,000 world. Custom-made Wear Custom made for exceptional comfort. Dfns +7 10,000 Honorable Armor Only for those swordsmen with honor. Dfns +15 12,000 Starchy Coat Crisp finish gives a clean impression Dfns +9 1,500 Conjurer Tux* Made durable for dangerous shows. Dfns +12 100,000 Big Nut Bigger and better. Recover 100 HP 100 Bunny Charm Relaxing? No way! Cures Turtle 450 Sommelier Charm Such impeccable taste. Cures LPDrain 350 Alarm Charm Could wake the dead! Cures Evil Eye [1] 500 Big Boss's Charm Gets your nerve back. Cures Paralyze [2] 400 Cheerful Stone Envelops with spring flower scent. Cures Lock 50 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 1-Item's description is in error. Corrected effect: Cures Sandman. 2-Ditto. Corrected effect: Cures Evil Eye. D5.6 Triste Merchant ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Ordinary Sword Widely used by travelers for defense. Atk +10 40 Nameless Sword No name but well made. Atk +15 470 Omnislice Sword Powerful but not durable. Atk +20 1,900 Brand Sword Obviously a well-made product. Atk +25 15,000 Rustic Sword Very practical but not elegant at all. Atk +30 75,000 Ordinary Rapier The most popular mass produced Rapier. Atk +10 660 Hardy Rapier A popular product that's very durable. Atk +15 2,100 Slim Rapier Difficult to use. For the advanced. Atk +20 80,000 Ghost Basics General handbook for monsters. Atk +5 410 Ghost Pictorial Illustrated book of existing monsters. Atk +10 1,600 Worldy Ghost Handbook on connection w/folklore in Atk +20 17,000 world. Clean Outfit A new line with a trendy style. Dfns +1 30 Fancy Outfit Impeccable fashion-minded garb. Dfns +3 310 Durable Outfit For heavy duty tasks. Dfns +5 1,100 Custom-made Wear Custom made for exceptional comfort. Dfns +7 10,000 Latest Outfit Cutting edge but a little pricey. Dfns +10 49,800 Swordsman Armor Light armor appropriate for long Dfns +4 440 battles. Chief's Armor Improved quality. For the team leader. Dfns +6 1,250 Honorable Armor Only for those swordsmen with honor. Dfns +15 12,000 Hero's Armor* With the genuine Hero's Club seal. Dfns +17 55,500 Wornout Coat Well seasoned and pretty worn. Dfns +6 730 Starchy Coat Crisp finish gives a clean impression Dfns +9 1,500 Stately Coat Royal motif. Favorite of people Dfns +13 51,000 w/status. Infantry Pants Stretchy fabric allows easy movement. Dfns +5 2,600 Blood&SweatPants Durable even during ferocious Dfns +6 38,000 fighting. Nut Great for a snack. Recover 50 HP 10 Big Nut Bigger and better. Recover 100 HP 100 Wild Strawberry Wakes you up with sour power. Recover 25 LP 500 Energy Flower Heavenly Beauty. Recover from KO 150 Mega Charm Rarity that repels all curses. Cures curses 1,000 Mega Stone Rare stone with 4 powers. Cures ailments 400 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 D5.7 Highland Village Shop ITEM DESCRIPTION EFFECT COST ---------------- -------------------------------------- --------------- ------- Mastermold Sword Beautifully made by well known Atk +35 145,000 craftsman. WhiteRose Rapier Sharp thorn behind a beautiful flower. Atk +30 177,000 Ghostosystem II Valuable book revealing mysterious Atk +30 130,000 ecosystem. Mike o'Hope Allows singing of bright futures & Atk +20 50,000 dreams. Love Mike* Songs enveloped in boundless love. Atk +30 98,000 Natural Outfit So natural you won't even feel it. Dfns +12 145,000 Basics Only Coat*Basic design but has a hallmark of Dfns +18 130,000 ability. Inferno Pants* Can endure even the hottest heat of Dfns +8 66,000 battle. Stage Dress Gorgeous dress that enchants all. Dfns +12 45,000 Celeb Dress* Dress can overwhelm the unable wearer. Dfns +15 90,000 Miracle Nut Quality nutritious nut. Recover Full HP 1,000 Ordinary Bottle Futility of commoners inside. Seal, -5 HP 222 Guidance Jewel Dungeon depths won't get you down. Dungeon Entry 100 Trivia. The rarest restorative item is arguably Angel Charm, which is not sold in any shop. Only a single enemy (Evil Mask, Deep Grave Pit) drops the charm, but not for Soul Binding. The drop rate is fairly generous and Evil Mask hordes are plentiful. ------------------------------------------------------------------------------- D6. MONSTER DROPPINGS Originally designed to augment the extensive information already provided by Apostrophe in the OKAGE Lists FAQ. One or both items were new, or a missing monetary reward had been calculated. IMPORTANT Update (v1.5). Apostrophe's theory on a foe's two possible item drops is not a matter of rarity, as it turns out. "Which is which" of the two items is the difference between a treasure chest dropped normally by a monster in battle, and one dropped when the monster is defeated with Soul Binding. Some monsters leave the same item regardless of the method used (Square Rhino, for example). No copying needed. Data from the Lists FAQ's "Monster Classification" is now wholly subsumed and Apostrophe's original work has been updated in its entirety with these new findings. Every item in the Lists FAQ has been accounted for as: * Either a normal drop OR a Soul Binding drop; or, * Both. Trivia. Epros was up to LV 93 by the time he had succeeded in Soul Binding every monster beyond doubt (see the "Treasure Hunting Tips" section, below, for some resulting ideas). Your mileage may vary. Each monster leaves behind ("drops") either a moneybag (containing a set number of sukel) OR a treasure chest (containing one item but no money) when defeated. Soul Binding always results in a treasure chest (never a moneybag). Foes are listed by the location where they're first met while following the storyline. They may appear in subsequent locations ("Also"), as well. HP has been calculated for all enemies at long last (explained in detail below). D6.1 Tenel Forest Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Airy Bunny Red 6 2 Bunny Charm Mega Charm Chicken Chicken Yellow 8 3 Awakening Stone Mega Stone Maneating Onion Blue 1 1 Nut * Perky Frog Blue 2 3 Nut Bountiful Nut Square Rhino Red 4 4 1st Fight Charm 1st Fight Charm Tricky Ghost Yellow 12 8 Energy Flower Energy Bouquet Wild Cow Red 20 5 Energy Flower Energy Bouquet * With Maneating Onion having only 1 HP, Soul Binding may be impossible. D6.2 Rumille Plains Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Crafty Crow Blue 40 11 Energy Flower Energy Bouquet Fierce Goat Yellow 40 31 Writeoff Charm Mega Charm Lurking Rat Red 12 6 Purging Stone Mega Stone Plucky Pachyderm Red 48 15 Wildcat's Fang Wildcat's Fang Walken Scarecrow Red 78 22 Awakening Stone Mega Stone Young Trent Blue 172 71 Big Nut Bountiful Nut Also: Perky Frog; Maneating Onion in one mandatory fight D6.3 Aquatic Ruins Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Chill Urn Blue 142 298 Frozen Bottle Frozen Bottle Fleet Fish Yellow 36 24 Energy Flower Energy Bouquet Plodding Hippo Red 112 70 Holly Holly Sleazy Toad Blue 44 22 Nut Bountiful Nut Waving Seaweed Blue 24 14 Heatwave Ring Heatwave Ring Also: Perky Frog, Plucky Pachyderm, Walken Scarecrow, Young Trent D6.4 Escapeless Abyss Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Capricious Screw Blue 110 1 Purging Stone Mega Stone Compassion Crab Yellow 58 58 Big Nut Bountiful Nut JC Scarecrow Red 192 51 Liberation Stone Mega Stone Sparky Urn Yellow 180 398 Glaring Bottle Glaring Bottle Systematic Gear Blue 58 55 Wildcat's Fang Wildcat's Fang Tough Golem Yellow 36 95 Clarity Charm Mega Charm D6.5 Transverse Tunnel Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Deep Mandragora Blue 36 29 Nut Bountiful Nut Old Trent Blue 258 321 Whim Berry Whim Berry Peaceful Hippo Blue 112 457 Sleeping Bottle Sleeping Bottle Remnant Dinosaur Red 468 321 Burned Bottle Burned Bottle Stingy Onion Yellow 52 64 Heatwave Ring Heatwave Ring Strungout Spider Red 90 192 Cheerful Stone Mega Stone Wizard Ghost Yellow 120 592 Aves Amulet Aves Amulet Also: Perky Frog, Waving Seaweed D6.6 Big Tree Hole Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Ablaze Urn Red 412 1,980 Burned Bottle Burned Bottle Apocalypse Goat Blue 150 164 Big Boss's Charm Mega Charm Berserk Boar Yellow 228 1,280 Flake of Snow Flake of Snow Brassy Rhino Red 226 567 Defense Necklace Defense Necklace Clingy Crab Yellow 128 448 Mongoose Whisker Mongoose Whisker Growling Lion Red 132 468 Agility Candy Agility Candy Lone Wolf Blue 174 742 Mirage Ring Mirage Ring Also: Maneating Onion, Perky Frog, Stingy Onion D6.7 Pospos Snowfield Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Coolhead Snowman Blue 270 979 Frozen Bottle Frozen Bottle Half-Cocked Yeti Blue 252 158 Laurel Laurel Healing Bunny Red 74 97 Sommelier Charm Mega Charm Pink Elephant Red 342 813 Life Candy Raging Penguin Yellow 50 50 Alarm Charm Mega Charm Also: Maneating Onion, Stingy Onion, Wizard Ghost, Clingy Crab Note. Although Clingy Crab had been listed in Pospos Snowfield (7), in the order of areas as given it's actually first encountered in Big Tree Hole (6). D6.8 Sealed Cave Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Bed Head Walrus Blue 166 254 Heart Candy Heart Candy Burly Bull Blue 224 155 Weed Resistance Weed Resistance Gloomy Urn Yellow 300 2,980 Miracle Nut Bountiful Nut Minty Alligator Blue 248 1,602 Frozen Bottle Frozen Bottle Rain Calling Ray Yellow 262 1,584 Glaring Bottle Glaring Bottle Stalking Tiger Red 332 1,286 Burned Bottle Burned Bottle Warding Off Crow Yellow 14 110 Crow's Amulet Crow's Amulet Also: Perky Frog, Waving Seaweed, Apocalypse Goat D6.9 Madril Sewer Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Fast Bat Yellow 98 72 Bandit's Shoes Bandit's Shoes Leering Seaweed Blue 4 999 White Cat Jewel Loser Crocodile Blue 192 252 Big Nut Bountiful Nut Poisonous Shroom Blue 74 97 Rust Off Charm Mega Charm Robbing Rat Red 78 41 Purging Stone Mega Stone Steel Armor Red 104 90 1st Fight Charm 1st Fight Charm Also: Maneating Onion, Perky Frog, Waving Seaweed, Tough Golem, Old Trent; Sparky Urn on MS-B3 (all); any Tenel Forest grouping on MS-B4-West D6.10 Addashi Desert Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Celestial Wyvern Yellow 324 2,933 Defense Candy Gleeful Cactus Blue 108 406 Panther's Fang Panther's Fang Rude Condor Yellow 92 1 Swift Bottle Miracle Nut Sand Mandragora Blue 52 123 Energy Bouquet Energy Bouquet Shrewd Bear Red 142 444 Skull Bottle Skull Bottle Soulful Spider Red 168 707 Sleeping Bottle Sleeping Bottle Vengeful Mummy Red 284 768 Rust Off Charm Mega Charm Also: Perky Frog, Waving Seaweed D6.11 Deep Grave Pit Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ 24K Screw Red 4 9,999 Black Cat Jewel Bloody Armor Red 246 635 Bountiful Nut Bountiful Nut Daring Dino Blue 698 2,511 Power Candy Power Candy Ebon Slumber Yellow 222 496 Chained Bottle Chained Bottle Evil Mask Blue 82 425 Angel Charm Mega Charm Invincible Whale Blue 594 2,021 Ordinary Bottle Ordinary Bottle Milky Urn Blue 464 4,980 Wild Strawberry Whim Berry Patient Rockman Red 720 4,160 Rooster Feathers Rooster Feathers Perpetual Mudman Blue 436 1,730 Pegasus' Shoes Pegasus' Shoes Rayless Sea Ray Yellow 290 1,941 Lucky Candy Lucky Candy Sly Snake Yellow 184 874 Guardian Crystal Guardian Crystal Toothy Gear Red 66 225 Villain's Charm Mega Charm Also: Maneating Onion, Waving Seaweed D6.12 World Library Monsters MONSTER NAME COLOR HP SUKEL NORMAL ITEM SOUL BINDING ITEM ------------------ ------- ---- ------- ------------------ ------------------ Bad Poetry Golem Yellow 750 2,125 Mega Luck Bottle* Miracle Nut Cursed Painting Blue 374 1,540 Whim Berry Whim Berry Flaming Rockman Red 210 1,657 Touch of Earth* Weed Resistance Masterless Sword Blue 270 1,306 Q of Hearts Panther's Fang Mortal Moon Blue 398 1,891 Full Moon Medal Flake of Snow Radiant Sun Red 572 2,008 Sun Medal Rooster Feathers Restless Mummy Yellow 370 1,774 Pharaoh's Hair Mongoose Whisker Sucky Bat Yellow 366 1,423 Bountiful Nut Bountiful Nut * Mega Luck Bottle reported by Exirc (unconfirmed) Touch of Earth reported by Hiroshi_Mishima (confirmed) Where "Normal Item" remains blank, Soul Binding obtained the item from the monster (confirming the Lists FAQ or earlier versions of this guide), but no normal drop had yet substantiated the item by post time. In all likelihood the first item is the same as the second item already listed, the patterns are distinctive enough. * Restoratives become "better" restoratives or remain the same * Various stones become Mega Stones * Various charms become Mega Charms * Accessories are the same in either case, except in the World Library * Bottles are the same in either case, excepting Rude Condor, Bad Poetry Golem * Candies are the same in either case ABOUT HP READINGS HP was determined by doubling a Black Cat Jewel's damage to the monster or boss. Some enemies may actually have 1 HP more than shown, however. Technical. A Black Cat Jewel takes off half of the target's current HP, but the actual calculation looks something like this: currentHP = currentHP - integer(currentHP / 2) So the result is not a clear-cut "half-off." A target with an odd amount of HP (35/35, 127/127, et cetera) actually takes damage equaling 1 HP less than half (17, 63, and so forth) and retains the "remainder" (18/35, 64/127, and so on). Doubling the Black Cat Jewel's damage in these cases then comes up 1 HP short (34, 126, et cetera). For example, hitting a Wild Cow for exactly 20 HP damage won't defeat the monster, but 21 HP will. Allow accordingly. Trivia. A Black Cat Jewel can't KO a target. A "Miss" occurs for targets with only 1 HP remaining, such as a Maneating Onion. A Black Cat Jewel also has an upper limit and never inflicts more than 999 HP in damage. All random monsters have less than 999 HP. Bosses with more than 1,998 HP (999 * 2) were measured by sequential uses of Black Cat Jewel until the damage was less than 999, then doubling that final amount and adding 999 (times nine with the final boss). Ari threw the Black Cat Jewels in all cases. D6.13 BOSSES & MINIONS Lumped together for convenience's sake. Tip. The final two Evil King boss fights are among the most profitable in the game for a White Cat Jewel (targeting all enemies). One bunch of monsters, found deep in Deep Grave Pit (see "Monster Groupings", below), pays more, but getting that grouping to hold still long enough can be trying indeed. MONSTER NAME COLOR HP SUKEL NORMAL ITEM QTY MAX MONEY -------------------- ------- ------ ------ ----------------- --- --------- Tricky Ghost Yellow 12 8 Energy Flower 1 Perky Frog Blue 2 3 Nut 2 14 -------------------- ------- ------ ------ ----------------- --- --------- Sewer Evil King Red 420 80 - 1 Lurking Rat Red 12 6 Purging Stone 4 104 -------------------- ------- ------ ------ ----------------- --- --------- Bubble Evil King Blue 666 777 - 1 Compassion Crab Yellow 58 58 Big Nut 4 1,009 -------------------- ------- ------ ------ ----------------- --- --------- Chairman Evil King Yellow 642 1,200 - 1 Steel Armor Red 104 90 1st Fight Charm 4 1,560 -------------------- ------- ------ ------ ----------------- --- --------- Big Bull Evil King Red 2,745 1,401 - 1 Burly Bull Blue 224 155 Weed Resistance 4 2,021 -------------------- ------- ------ ------ ----------------- --- --------- Teen Idol Evil King Blue 2,399 2,300 - 1 Shrewd Bear Red 142 444 Skull Bottle 4 4,076 -------------------- ------- ------ ------ ----------------- --- --------- Phantom Evil King Yellow 870 4,800 - 1 Masterless Sword Blue 270 1,306 Q of Hearts 4 10,024 -------------------- ------- ------ ------ ----------------- --- --------- Vampire Evil King Blue 2,099 9,400 - 1 Sucky Bat Yellow 366 1,423 Bountiful Nut 4 15,092 -------------------- ------- ------ ------ ----------------- --- --------- Final Boss White 9,999 0 - 1 0 Trivia. Sucky Bat also drops a Bountiful Nut to Soul Binding, normally the only boss fight where Epros can succeed in using the Special (bosses are probably immune). Many easier targets exist for harvesting Bountiful Nuts, however. D6.14 MONSTER GROUPINGS Random battles are composed of particular groups of monsters specific to each World Map or dungeon. Up to ten (10) enemies total can appear in a single random encounter, broken up into as many as four (4) groupings. Tip. And up to three (3) allies or enemies can gang up on a single target. Good to stay mindful of the risk in low-level situations. "Money" shows the total sukel for that battle if every monster drops a moneybag. A White Cat Jewel potentially doubles the money. TENEL FOREST MONEY ---------------------.----------------------.----------------------.----------- Airy Bunny x 1 2 Chicken Chicken x 1 3 Chicken Chicken x 2 6 Maneating Onion x 3 3 Maneating Onion x 5 5 Perky Frog x 2 6 Perky Frog x 1 + Airy Bunny x 1 5 Square Rhino x 1 4 Tricky Ghost x 1 8 Wild Cow x 1 5 RUMILLE PLAINS MONEY ---------------------.----------------------.----------------------.----------- Crafty Crow x 3 33 Crafty Crow x 4 + Walken Scarecrow x 1 66 Crafty Crow x 1 + Walken Scarecrow x 1 + Fierce Goat x 1 64 Lurking Rat x 6 36 Lurking Rat x 4 + Plucky Pachyderm x 2 54 Perky Frog x10 30 Perky Frog x 3 + Young Trent x 1 80 Young Trent x 1 71 Note. Rumille Plains opens with one mandatory battle: Maneating Onion x 3 3 AQUATIC RUINS MONEY ---------------------.----------------------.----------------------.----------- Chill Urn x 1 298 Fleet Fish x 3 72 Fleet Fish x 5 120 Perky Frog x 3 + Young Trent x 1 80 Perky Frog x 3 + Sleazy Toad x 4 97 Perky Frog x 4 + Plodding Hippo x 2 152 Plodding Hippo x 2 + Walken Scarecrow x 1 162 Sleazy Toad x 4 88 Waving Seaweed x 4 + Plucky Pachyderm x 2 86 ESCAPELESS ABYSS MONEY ---------------------.----------------------.----------------------.----------- Capricious Screw x 4 4 Compassion Crab x 4 232 JC Scarecrow x 1 + JC Scarecrow x 1 102 JC Scarecrow x 1 + JC Scarecrow x 1 + JC Scarecrow x 1 204 + JC Scarecrow x 1 Sparky Urn x 1 398 Systematic Gear x 6 330 Systematic Gear x 3 + Capricious Screw x 1 166 Tough Golem x 1 95 Tough Golem x 2 190 TRANSVERSE TUNNEL MONEY ---------------------.----------------------.----------------------.----------- Deep Mandragora x 7 203 Old Trent x 1 + Old Trent x 1 642 Remnant Dinosaur x 1 + Deep Mandragora x 3 408 Remnant Dinosaur x 1 + Perky Frog x 7 342 Stingy Onion x 6 384 Stingy Onion x 7 448 Strungout Spider x 4 + Stingy Onion x 1 832 Waving Seaweed x 3 + Peaceful Hippo x 2 956 Wizard Ghost x 1 592 Wizard Ghost x 1 + Wizard Ghost x 1 1,184 BIG TREE HOLE MONEY ---------------------.----------------------.----------------------.----------- Ablaze Urn x 1 1,980 Apocalypse Goat x 3 + Maneating Onion x 1 493 Berserk Boar x 1 1,280 Brassy Rhino x 2 1,134 Clingy Crab x 1 + Lone Wolf x 1 + Stingy Onion x 3 1,382 Growling Lion x 3 + Stingy Onion x 3 1,596 Lone Wolf x 1 742 Perky Frog x 3 + Brassy Rhino x 2 + Perky Frog x 3 1,152 POSPOS SNOWFIELD MONEY ---------------------.----------------------.----------------------.----------- Clingy Crab x 2 896 Coolhead Snowman x 3 + Stingy Onion x 1 3,001 Half-Cocked Yeti x 2 316 Healing Bunny x 5 485 Healing Bunny x 5 + Pink Elephant x 1 1,298 Pink Elephant x 1 813 Raging Penguin x 7 350 Raging Penguin x 6 + Maneating Onion x 1 301 Wizard Ghost x 1 + Wizard Ghost x 1 + Half-Cocked Yeti x 1 1,342 Wizard Ghost x 1 + Coolhead Snowman x 1 + Half-Cocked Yeti x 1 2,177 + Clingy Crab x 1 SEALED CAVE MONEY ---------------------.----------------------.----------------------.----------- Apocalypse Goat x 3 + Rain Calling Ray x 1 2,076 Bed Head Walrus x 3 + Waving Seaweed x 3 804 Burly Bull x 5 775 Gloomy Urn x 1 2,980 Minty Alligator x 2 3,204 Minty Alligator x 1 + Perky Frog x 3 1,611 Stalking Tiger x 2 2,572 Stalking Tiger x 1 + Bed Head Walrus x 1 + Rain Calling Ray x 1 3,124 Warding Off Crow x 7 770 MADRIL SEWER MONEY ---------------------.----------------------.----------------------.----------- Fast Bat x 3 216 Leering Seaweed x 1 999 Loser Crocodile x 2 + Fast Bat x 1 576 Old Trent x 1 321 Old Trent x 1 + Old Trent x 1 642 Perky Frog x 3 + Maneating Onion x 1 + Tough Golem x 2 200 Poisonous Shroom x 5 485 Robbing Rat x 5 205 Robbing Rat x 7 287 Sparky Urn x 1 398 Steel Armor x 4 + Waving Seaweed x 3 402 Note. Tenel Forest monster groupings appear in subbasement MS-B4-West (where the Gold Gear is located), but not in MS-B4-East or MS-B4-North. ADDASHI DESERT MONEY ---------------------.----------------------.----------------------.----------- Celestial Wyvern x 1 2,933 Gleeful Cactus x 3 + Perky Frog x 3 1,227 Rude Condor x 1 + Waving Seaweed x 1 + Waving Seaweed x 2 71 + Waving Seaweed x 2 Sand Mandragora x 7 861 Shrewd Bear x 5 2,220 Soulful Spider x 5 3,535 Vengeful Mummy x 3 2,304 Vengeful Mummy x 2 + Gleeful Cactus x 3 2,754 DEEP GRAVE PIT MONEY ---------------------.----------------------.----------------------.----------- 24K Screw x 1 9,999 24K Screw x 1 + 24K Screw x 1 + 24K Screw x 1 34,157 + Patient Rockman x 1 Bloody Armor x 2 1,270 Bloody Armor x 3 + Perpetual Mudman x 1 3,635 Daring Dino x 1 2,511 Daring Dino x 2 5,022 Daring Dino x 1 + Sly Snake x 1 3,355 Ebon Slumber x 3 1,488 Evil Mask x 7 2,975 Evil Mask x 6 + Bloody Armor x 1 + Ebon Slumber x 1 3,681 Evil Mask x 5 + Rayless Sea Ray x 1 4,066 Invincible Whale x 2 4,042 Invincible Whale x 1 + Ebon Slumber x 1 2,517 Milky Urn x 1 4,980 Patient Rockman x 1 4,160 Perpetual Mudman x 3 5,190 Rayless Sea Ray x 1 + Rayless Sea Ray x 1 + Maneating Onion x 1 3,883 Sly Snake x 4 3,376 Toothy Gear x10 2,250 Waving Seaweed x 3 + Daring Dino x 1 2,553 WORLD LIBRARY MONEY ---------------------.----------------------.----------------------.----------- Cursed Painting x 1 + Cursed Painting x 1 + Flaming Rockman x 1 4,737 Flaming Rockman x 1 + Flaming Rockman x 1 + Restless Mummy x 1 5,088 Masterless Sword x 1 + Masterless Sword x 1 + Sucky Bat x 1 4,035 Mortal Moon x 1 + Mortal Moon x 1 + Radiant Sun x 1 5,790 Radiant Sun x 1 + Radiant Sun x 1 + Bad Poetry Golem x 1 6,141 Restless Mummy x 1 + Restless Mummy x 1 + Mortal Moon x 1 5,439 Sucky Bat x 1 + Sucky Bat x 1 + Cursed Painting x 1 4,386 D6.15 TREASURE HUNTING TIPS Hunting down a game's rare treasures is a time-honored tradition among RPG aficionados and OKAGE is fertile ground for such pursuits. Of the two methods available, Epros's Soul Binding skill offers a fun alternative to "the usual" application of blunt trauma. Some of the rarest accessories, however, require patience (very low drops rates) and good fortune (with the random odds). Soul Binding works on weakened foes, most successfully when its HP has been reduced by about half or more. (The more HP the monster has remaining, the less chance Soul Binding seems work, but half is usually plenty.) For late-game item farming against weaker enemies, strategically choose a magic Special or bottle to suit the foe for half the usual damage. A Burned Bottle or Flame (Big Bull), Frozen Bottle or Frost (Rosalyn), Skull Bottle or Random (Epros) can help with Soul Binding such monsters. Acquire a supply of Skull Bottles from Shrewd Bears in Addashi Desert. Its poison drains a miniscule amount of HP after each turn (Perky Frog, 1 HP), very helpful for successfully Soul Binding weak monsters with too little HP to survive Drain (Epros) or Flame. Once the foe's HP is lowered, inflict another status ailment to prevent the poison from getting the KO. Tip. Epros's Random command includes a poison spell, producing the same effect. A little persistence is needed, though, and some Wild Strawberries on hand for replenishing LP. Beware, too, that Stan's patience is not unlimited. If he's left twiddling his thumbs too long, he may dish out a Crushing Devil. STACKING THE DECK When you go treasure hunting, compose your party with care. Rosalyn, for example, seems to elicit a greater number of drops than any other ally for a good portion of a game, though how or why is a mystery. Luck, too, may play a factor in obtaining rare items. (How much of a factor is unknown.) Foremost for the skilled treasure hunter, then, is obtaining Epros's Q of Hearts weapon, which boosts his Luck stat by 25 points. (The "Q of Hearts" addendum features the author's how-to strategy.) Also of note is the Legendary Leaf accessory, obtained using the Forgotten Sword (see "Hopkins' Sword" in the "Sidequests" addendum). The Leaf gives its bearer Luck +10. Forgotten Sword itself boosts Ari's Luck +10. Basics Only Coat (Kisling) and Mike o'Happiness (Linda) do likewise. Lastly, the Laurel (from Half-Cocked Yeti) and Omnibooster (see "Research Center" in the "Sidequests" addendum) accessories top off the party's Luck at +5 apiece. Other equipment adds +5 as well. Ari has the lowest innate Luck stat (at only 0), while Linda's beginning Luck stat is highest (10). But any ally's Luck (Ari's, most especially) may be increased by revisiting the Deep Grave Pit and hunting down Rayless Sea Rays, which drop Lucky Candies. Note. See the "Help Wanted" addendum for a few truly rare items. Most likely they're just residue of unused notions, but don't hesitate to announce your find if you unearth any of those gems; all credit will be afforded you. One more consideration. As with other PS2 games, treasure hunting success depends on a "random" factor set when a saved game is loaded, which won't change until the game is loaded next time. So if (after five to ten or so battles) few treasure chests are dropping in place of moneybags, save your game, Quit, and then Restore the saved game. The results may improve markedly. (And if not, Quit and reset the console itself before Restoring.) Tip. The same advice can help Stan pop up more frequently, too. Anything that seems "random" in fact, and in any game, for that matter. ------------------------------------------------------------------------------- D7. KNOWN BUGS Several anomalies are known to exist in the game. D7.1 USEFUL GLITCH Usually, a single accessory may only be equipped by one ally at time and the item must be unequipped before another ally can use it. A quirk hidden in the game lets Ari gain double-duty from an accessory, however. In preparation, before entering Madril Sewer at the end of Chapter 4, equip Ari with some commonplace accessory, such as his old Holly. Then equip one of Ari's allies (whether in the active party or not) with the best, rarest accessory. (Omnibooster is an obvious choice, but another one-of-a-kind accessory might better suit your needs.) Consider carefully who (besides Ari) might benefit most by having the accessory equipped. Tip. Hedge your bet and equip the other allies with the best goodies remaining, as well, to give Ari the broadest array of choices should you change your mind. When Ari emerges from the sewer at the beginning of Chapter 5, from the main menu choose Equip, then Gurd, and select an accessory ALREADY EQUIPPED by another ally. (Note. You may change your selection, but only up until Ari's condition is remedied.) Later in the chapter, when everything returns to normal, both Ari AND the ally have the accessory equipped. Warning. Thereafter and through to the end of the game, if either Ari or the ally reequips their accessory, dual-use may be lost and can't be reestablished. Things will be back to normal. Update (v1.5). Or you may be able to equip EVERY other ally with the same accessory. The author has done so repeatedly: The Gurd list continued showing "Omnibooster" in white, even though the count read "X00". Very strange, as well as useful. The accessory item isn't replicated. The two characters are simply using the same accessory at the same time, which normally isn't possible. D7.2 MISLABELED CHARMS As mentioned in the "Item" and "Quick Reference" sections, both the Alarm Charm and Big Boss's Charm items sport incorrect descriptions. In truth, Alarm Charm cures the Sandman curse (not Evil Eye, as displayed) and Big Boss's Charm cures the Evil Eye curse (not the Paralyze status ailment). The anomaly can be confusing, but it's limited to descriptions and messages. In battle, the correct item is available (if an ally has been afflicted with the Evil Eye curse, then Big Boss's Charm is correctly selectable). And outside of battle, choosing the wrong charm (Alarm Charm) in the menu elicits only a beep. Unlike the remaining bugs, this gaffe is inherent to the game and seen by all gamers. D7.3 SAVE BUG *** Updated (v1.5); see below! *** Mentioned in the "FAQ" section, this rare bug is potentially catastrophic: You could lose a single saved game or, possibly, the OKAGE save file entirely. Unfortunately, the reports varied widely and weren't uniform in describing the damage done. If you run into the bug, at the very least the last-used save slot will be vacant or otherwise unusable and your only recourse is to return to a prior saved game, a back-up copy of the save file, or restart from scratch. Note. If you're having a different problem with saving, skip down to "Unverified Reports". A few common-sense precautions go a long way to help prevent a loss: 1. Whenever you save a game, DON'T overwrite the last game you saved. DO alternate between two save slots each time you save. 2. If you have a second PS2 memory card, backup your OKAGE save file from time to time. In the console's browser, select the OKAGE file and choose Copy, then select the other memory card. Backing up often and regularly is a good idea for protecting the save file of any game you wouldn't want to restart from scratch, in fact. Details are sketchy on how and when the bug occurs, though most commonly it surfaces around the time Ari reaches LV 23-26, which usually happens somewhere between Escapeless Abyss and Big Tree Hole. Folks may be covering a lot of ground and running from one dungeon to the next with a sense of urgency, perhaps skipping save points in lieu of getting through that section quicker. Maybe what's in memory is getting as fractured as any hard disk needing defragmentation -- speculation, but this guide now takes measures to help ensure readers don't rush onward needlessly. So: Before facing a boss, take the time to backtrack to the entrance and save. When ejected from a dungeon after a boss fight, turn around and reenter the dungeon to use the save point. Don't run directly from Pospos Spa to Big Tree Hole. Take the precaution of double-saving on occasion. Reported to the OKAGE board at GameFAQs by several gamers, but never seen firsthand by the author, not once, thank goodness. IMPORTANT Update (v1.5). The bug finally surfaced for the author, in Rashelo on the first visit, before Aquatic Ruins. * After scouting Rashelo (leaving to start the letter bottle sidequest and returning), after the forced scene at the Inn the save slot for the current game (file 2) appeared blank. * Saved to the same slot and it worked as if the slot had never been used -- no confirmation required. * Session had started in Madril, not long before, maybe two to three hours. * No crashes, and no problems since. * Games saved in slots 1 and 3 were intact and loaded just fine. * Same physical Sony 8MB memory card as used all along. * Last-used save point had been the Rumille Plain diary. Recommendation: Double-check saved games before choosing Quit -- choose save again to verify the slot is not blank, then back out -- should be plenty. Especially from the Rumille Plain save point. (Prior reports were generally in that vicinity.) Had the author quit instead of playing on, the result would have been annoying indeed. D7.4 DISC READ ERRORS Also mentioned in the "FAQ" section, but this problem usually proves no more than an inconvenience on startup or after resetting. If your console can't read the disc, press the Reset button until it succeeds. If the problem persists, a (careful) cleaning of the disc may help. More often, however, disc read errors (DREs) or the disc not appearing in the system browser is due to a console issue. A good squirt with canned air to blow out the dust or a turn with a DVD cleaning disc may help, or the PS2 might need a full overhaul at an authorized service center. If the console was recently moved or jarred, dust and other debris might have been knocked loose and canned air is enough. Otherwise, the problem can become progressively worse and a thorough cleaning of the console itself may be in order. Consulting a reputable repair center is recommended, but guides found at the PS2 Hardware's FAQ page may prove informative and helpful. http://www.gamefaqs.com/console/ps2/ Lastly, OKAGE, like many early PS2 games, resides on a blue disc -- a CD rather than a DVD -- and the blue-disc medium is notorious for read errors. Read more about this, too, in the PS2 Hardware area (FAQs, Answers, or sticky topics) at GameFAQs.com. In testing the Q of Hearts strategy, frequently seen by the author. (The Rev.7 "fat" console eventually quit recognizing all blue game discs and was replaced by a "slim" model.) D7.5 MISSING STAT INCREASES Mentioned in the course of the "Walkthrough" section, this bug is limited to the immediate display only. In the after-battle tally, occasionally an ally seems to receive no status increases when he or she gains a level (EP may tally up at zero). If this happens, check Status for the ally. The correct, updated stat increases display there just fine. Often seen by the author, across all playthroughs. A variation (reported by Atomos199) occurs with allies once they reach LV 99. After battle 0 EP is awarded, but checking Status shows an increase of 1 EP. This effect ceases once EP again reaches 999, however. D7.6 FALLING OFF MADRIL'S UPPER DECK A very rare bug, but one that results in some data loss. The author ran into this bug once and another board member confirmed seeing it as well (thanks, OkageHime). For the author, the bug appeared after the crucial "doll" incident in Tenel. Ari was "walking the worlds" and in Madril, he stepped around Miss Madril's house, southwest toward the "Did you see that?" guy, and fell off a corner of the upper deck. The display rendered up-close with the steel decking and didn't follow Ari all the way down. Though Ari wasn't visible, he could still move around -- his steps were heard and the display shifted, if a bit jerkily. Pressing Square called up Stan, but in slow-motion, and pressing Triangle still displayed the menu, if slowly. The author could find no route out of the abyss and eventually successfully Quit, but lost everything from the last save point. The saved game reloaded just fine, however, and the bug did not appear a second time. Related. Like other PS2 games, various rendering glitches are not unheard of with OKAGE. The author has had the Aquatic Ruins render in black with the walkways all off-kilter, for instance, but leaving the dungeon was still possible. In such cases, use a save point (outside of a dungeon), then Quit, and to be extra safe reset the console to clear its memory. D7.7 UNVERIFIED REPORTS Never been seen by the author, but the reports are reliable enough to pass along in case the information helps. CAN'T SAVE A few gamers have reported being unable to successfully save their game. Either the memory card isn't recognized, or is falsely reported as "full", or the game freezes on the Save screen. Note. Always double-check the memory card's available space in the console's browser. Sometimes it isn't a false report. OKAGE needs 154 KB, with all three save slots used. Two issues and remedies are known. Both are widespread hardware problems (not particular to OKAGE) and have been encountered in a number of different games. If the memory card is a "third-party" brand (often of higher capacity), try saving to a Sony-brand 8MB memory card for PS2 instead. If successful, you may be able to copy the OKAGE save data onto your preferred memory card and load the game (and hopefully continue) from there. No other workaround is known. The other issue revolves around the DualShock2 controller (and possibly PS2 "slim" models). If the game seems to "freeze" when saving, with a memory card plugged in, try unplugging the controller instead and then reseating it. You may suddenly be able to save again. (Thanks to gbaxton for reporting these findings.) To learn more, read "Appendix A: Controller Issue" of Maltzsan's Game Mechanics FAQ for Final Fantasy XII (around 392 KB): http://www.gamefaqs.com/console/ps2/file/459841/45900 Related. If restoring (loading) your saved game is a problem, remember OKAGE looks for an 8MB memory card only in memory card slot 1 (despite the manual). OKAGE warns of this condition on startup, in fact, and you can press O (Yes) to start anyway (and then move the memory card). Pressing X checks the slot again, but moving the memory card immediately continues anyway. Tip. Good for ODiNS (one-day, no-save) challenges, unplug the memory card intentionally. CHAPTER 2: CRASH TO BROWSER Two independent reports surfaced, where the game crashed to the system browser as their party descended into the sewer to confront the boss in Chapter 2. View the archived reports: http://www.gamefaqs.com/boards/genmessage.php?board=471237&topic=45768153 http://www.gamefaqs.com/boards/genmessage.php?board=471237&topic=47942905 Update (v1.5). The crash is likely due to issues surrounding disc backup. One reader reported seeing the same crash and confirmed the crash can happen on entering ANY dungeon, not only the first descent in Chapter 2. The best solution, of course, is to play from your original game disc on a production-model PS2. In backing up the game disc (for legitimate archival purposes), however, the advice is to leave the original binary (bin) format intact and unaltered, and to use only comparable CD-ROM media. Ripping to DVD or making any other conversion or patch (ISO) may well guarantee a crash. Post a comment to any site whose content or archiving tools result in this problem. Help the next player. PLAYSTATION 3 COMPATIBILITY Reportedly, OKAGE plays well with PS3 models that are backward compatible with PS2 games. (Read the report just above.) To learn more, visit: http://www.us.playstation.com/support/ps3 http://www.us.playstation.com/Support/CompatibleStatus Note. Contact their webmaster if (when) these links break, as needed. D7.8 MAKING A HASH OF A GOOD, HEARTY ROAR When Stan pops up and tells Ari to make him laugh with "a good, hearty roar," sometimes the third group of choices includes a phrase clearly missing its first letter, a phrase that (with its missing letter restored) is usual for the second group of choices -- "without wings" showing up out of place in the third group as "ithout wings", for example. If the botched phrase is selected, the preview then displays naught for the third segment ("[Do cemetery workers] [prefer] " rather than "[Do cemetery workers] [prefer] [ithout wings]") and fails to make Stan laugh. Related. Stan's query, "Give me a blood curdling war cry!" has a couple of odd choices. The number of exclamations points may vary in the final preview ("Slug!" becomes "Slug!!!"), and what looks like a line of underscores (___) previews as an ellipsis (...). Encountered several times (each) by the author. =============================================================================== E. ADDENDA Bits and pieces fitting squarely into no other classification. ------------------------------------------------------------------------------- E1. MAPS Admittedly rough, textual maps of OKAGE's dungeons are embedded throughout the "Walkthrough" section. Use the following keys to search for the appropriate dungeon map. DUNGEON SEARCH KEYS ----------------- ------------------- Aquatic Ruins AR-B1 AR-B2 Escapeless Abyss EA-B1 EA-B2 EA-B3 Big Tree Hole BTH-B1 BTH-B2 BTH-B3 Sealed Cave SC-B1 SC-B2 Madril Sewer MS-B1 MS-B2 MS-MP MS-B3-East MS-B3-West MS-B3-North Deep Grave Pit DGP-B1 DGP-B2 DGP-B3 DGP-B4 DGP-B5 DGP-B6 DGP-B7 DGP-B8 DGP-B9 DGP-B6-Secret Room World Library WL-B1-Central WL-B1-East WL-B1-West ADDITIONAL RESOURCES If you read Japanese, a wealth of information is posted at: http://nishikaigan.tamon.co.jp/~sigre/bokumao/ If you can't read Japanese, don't be put off -- the maps are still very helpful and may all be found linked from one page: http://nishikaigan.tamon.co.jp/~sigre/bokumao/map.html If any map's link breaks, please notify the author. IMPORTANT UPDATE (v1.4) The links finally broke. (Thanks to Rosie for reporting the breakage.) The "nishikaigan" subdomain no longer responds (retired or renamed). If you learn of an alternative site, please notify the author. In the meantime, links to the graphical maps in the following sections now also include a "mirror" address where the image may be found. Peruse all of the maps and the "Read Me First!" found at: http://www.esque.com/slr/gamefaqs/sigre_mirror/ Disclaimer. These images are NOT of the author's design or ownership. The mirror is provided as a courtesy only and may be removed at any time at the request of the image-owner. Mirroring the webbed maps is a trickier prospect, since the author reads no form of Japanese. (If seriously undertaking the project interests you, contact the author.) IMPORTANT UPDATE (v1.5.1) Wayback Machine archived the old pages, including the nifty webbed maps. http://web.archive.org/web/*/http://nishikaigan.tamon.co.jp/~sigre/bokumao/ In the most recent snapshot (April 2, 2007), hover over the links to find "map.html" (in the sixth line down). Other snapshots may be more "complete", however, so if you run into a dead end try one of the other snapshots listed at the link above. In the following sections, you can look up any of the "Original" links at WaybackMachine.org to see the maps in their original Japanese context. (Tip. Replace the URL in the link above, everything from "http" to the end.) E1.1 World Maps The following links provide graphic maps showing Tiny Gear locations and other features. Tenel Forest: Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/f_map1.html Mirror: http://www.esque.com/slr/gamefaqs/sigre_mirror/f_map1.gif Rumille Plains: Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/f_map2.html Mirror: http://www.esque.com/slr/gamefaqs/sigre_mirror/f_map2.gif Pospos Snowfield: Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/f_map3.html Mirror: http://www.esque.com/slr/gamefaqs/sigre_mirror/f_map3.gif Addashi Desert, including maze inset: Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/f_map4.html Mirror: http://www.esque.com/slr/gamefaqs/sigre_mirror/f_map4.gif http://www.esque.com/slr/gamefaqs/sigre_mirror/f_map4_2.gif Annotated desert map, with sandpit (94 KB): http://www.esque.com/slr/gamefaqs/sigre_mirror/f_map4_annotated.jpg E1.2 Chapter 3 Map The following uses a webbed map rather than images, a rather ingenious implementation. Aquatic Ruins: Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon1.html Mirror: None E1.3 Chapter 4 Maps The following also use webbed maps rather than images. Escapeless Abyss: Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon2.html Mirror: None Big Tree Hole: Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon3.html Mirror: None Sealed Cave: Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon4.html Mirror: None Madril Sewer (even though the page says Sealed Cave): Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon5.html Mirror: None E1.4 Chapter 5 Map The following uses small graphic maps for each level. Deep Grave Pit: Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/dungeon6.html Mirror: http://www.esque.com/slr/gamefaqs/sigre_mirror/pit_b1f.gif http://www.esque.com/slr/gamefaqs/sigre_mirror/pit_b2f.gif http://www.esque.com/slr/gamefaqs/sigre_mirror/pit_b3f.gif http://www.esque.com/slr/gamefaqs/sigre_mirror/pit_b4f.gif http://www.esque.com/slr/gamefaqs/sigre_mirror/pit_b5f.gif http://www.esque.com/slr/gamefaqs/sigre_mirror/pit_b6f.gif http://www.esque.com/slr/gamefaqs/sigre_mirror/pit_b7f.gif http://www.esque.com/slr/gamefaqs/sigre_mirror/pit_b8f.gif http://www.esque.com/slr/gamefaqs/sigre_mirror/pit_b9f.gif E1.5 Chapter 7 World Library Maps Sigre-san (for lack of a better moniker) goes into much more detail with the World Library. Overview. Chests and shortest path. Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/library.gif Mirror: http://www.esque.com/slr/gamefaqs/sigre_mirror/library.gif * Red dot, Garnet Key * Blue dot, Sapphire Key * Green dot, Emerald Key * Purple dot, Amethyst Key * Brown dots, other chests * Routes show the color of the key you're walking toward. * Doors show the color of the key needed to unlock. Detail. Central section. Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/sekai_m.gif Mirror: http://www.esque.com/slr/gamefaqs/sigre_mirror/sekai_m.gif * Purple glyph, upper middle Locked door opened with Amethyst Key * Red glyph, lower right Locked door opened with Garnet Key * Blue glyph, lower left Locked door opened with Sapphire Key * Black glyph, foyer Save Diary ("Ent") * Black glyph, lower right Emerald Key * Black glyph, lower right Locked door opened with Emerald Key * Black glyph, lower left Cerberus' Fang (behind Emerald door) * Black glyph, lower left Locked door opened with Emerald Key * Black glyph, upper right Forgotten Sword (behind Amethyst door) * Black glyph, upper middle Save Diary ("Btm") * Blue dot, foyer Clerk, NPC * Blue dot, upper middle Clerk, NPC Detail. East wing. Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/sekai_r.gif Mirror: http://www.esque.com/slr/gamefaqs/sigre_mirror/sekai_r.gif * Purple glyph, upper left Locked door opened with Amethyst Key * Red glyphs, all Locked doors opened with Garnet Key * Black glyph, upper left Defense Candy * Black glyph, middle right Garnet Key * Black glyph, lower right Lucky Candy * Blue dot, middle right Clerk, NPC Detail. West wing. Original: http://nishikaigan.tamon.co.jp/~sigre/bokumao/sekai_l.gif Mirror: http://www.esque.com/slr/gamefaqs/sigre_mirror/sekai_l.gif * Blue glyphs, all Locked doors opened with Sapphire Key * Black glyph, lower left Agility Candy * Black glyph, middle left Sapphire Key * Black glyph, middle right Amethyst Key * Not shown, middle left Clerk, NPC ------------------------------------------------------------------------------- E2. SIDEQUESTS Gathered together for your convenience, following are some details on the game's various sidequests. While the "Walkthrough" section picks up each sidequest at its earliest opportunity, all may be begun at a later time if desired. E2.1 COMPATIBILITY GIFTS In the Tenel Village Inn, reopened after the fight in the church basement, Ari first encounters a fortune teller, who divines Ari's compatibility with another character in the game, based upon his actions as well as his responses in dialogue. Vying for a compatibility gift starts from the very beginning of a new game, however, and continues until after the second set of events involving Marlene occur at Ari's house. The next fortune teller consulted tells Ari the results and gives him a clue to finding the compatibility gift he's earned. This is a one-time message, so pay close attention! The clue might be vague. Thereafter, all fortune tellers say they're closing up shop. Note. Fortune Teller No. 3 in Rashelo MAY continue offering the last reading for a time. The following assists with obtaining specific compatibility gifts. Check with the fortune tellers (found in the Tenel, Madril, and Rashelo Inns) to stay abreast of any changes with Ari's compatibility. The final reading takes ALL of his actions and responses into consideration, however, whether Ari speaks with the fortune tellers often, seldom, or not at all in the interim. Tip. Before claiming the gift, save at the closest save point. Some scenes include making one or more choices and the scene may -- or may not -- alter depending on Ari's selections. If you'd like to see how each option plays out, Quit without saving and reclaim the gift to select other choices. ROSALYN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - How: Favor Rosalyn when selecting responses. Think "Heroic!" Difficulty: Easy. Final Clue: "When love deepens between the Hero, something shall happen." Last Step: Visit Triste and speak with Rosalyn, standing beside the Hopeless Merchant. The merchant is moved by the exchange and gives Rosalyn her best weapon. Gift: Gallant Rapier Description: Has unapproachable noble aura. Atk +40 STAN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - How: Favor Stan when selecting responses. Think "Evil!" Difficulty: Easy. Final Clue: "If you want interesting training, stay at the hotel." Last Step: Rest at the Madril Inn. When Ari leaves the Inn, a scene occurs (including some extra lines for the narrator), during which Ari receives his gift. Gift: Stan's gift consists of raw status increases for Ari, rather than an item -- AP +5, DP +5. MARLENE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - How: Favor Marlene when selecting responses. When offered a choice, "Marlene" is better than "Princess". Difficulty: Moderate, overcoming early leanings. Final Clue: "A Princess' love shall fall in the dream, and a being from the dark side shall come." Last Step: Rest at the Rashelo Inn. A scene occurs and upon waking, Ari finds Marlene's gift, his best gear. Gift: Reunion Outfit Description: Filled with hopes of safety for the wearer. Dfns +16 DAD - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - How: Choose upbeat, positive, and confident responses. Take a scientific view and agree with Kisling whenever possible (thanks, DoichiMyLove!). Think "Gung ho!" Difficulty: Moderate, taking care not to tip the scale another direction. Final Clue: "Well, it won't hurt to go back home for a change to say hello, will it?" Last Step: Visit Dad at home and, after a very brief exchange, Ari receives Epros's best weapon. Gift: A of Spades Description: A card powerful enough to defeat all enemies. Atk +40 JULIA - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - How: Choose "wishy-washy" responses, usually the third answer. Tip. When starting a new game, choose every single third response (without exception) and the very first fortune teller pegs Julia. In Ari's solo venture in Chapter 5, choose the second response, or the third when the second favors someone else; never choose the first. When answers are rigged (as with the Old Music Box), Ari should drag his feet anyway; choose some variation of "No" at first, then acquiesce with the most grudging, impersonal response possible (an answer with "Princess" rather than "Marlene", for example). Also choose the following actions, each of which directly favors Julia: * Right after getting the Map o'Evil Kings, one of Ari's choices actually mentions Julia. * After Julia leaves Ari dumbstruck, "the next morning" when Stan fills Ari in on his plan, pick Ari's third choice ("I'd love to but, umm..."). * At the beginning of Chapter 4, speak with Julia in Tenel. Select the third option during the scene. * Still in Tenel, go to the ell-shaped house and speak with the boy. Again select the third option. Note. The Old Music Box is very much a quest item and wholly unimpressive to Julia. Use it in front of her while you can, if you like, but the effect seems inconsequential. Difficulty: Hard; even a "thank you" can sway compatibility another direction. Early readings may favor Mysterious Woman, but they should change to Julia by the time Ari first reaches the Rashelo Inn, by this walkthrough. Final Clue: "How about going to see this girl? Something good might happen." Last Step: In Tenel, speak with Julia and an exchange occurs, after which Ari receives a rare accessory. Gift: Owl's Amulet Description: Owl shaped steel ornament. Evade Spells MYSTERIOUS WOMAN - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - How: Choose apathetic replies, usually the second answer, and favor no one in ANY response. Whichever choice says, "I don't care," the loudest is the right answer. A couple gray areas of note: * At the beginning of Chapter 4, in Tenel select the second options. * In Mr. Big Inc.'s stairwell, also choose the second responses, except at the fourth floor where the first then the third work best. Difficulty: Tough; apathetic and wishy-washy replies are very similar. Final Clue: "But according to this, something good's going to happen if you go see this mysterious woman." Last Step: Find the Mysterious Woman on the Tenel Forest world map, just south of the second bridge, and speak with her for a rare accessory. Gift: Daymare Ring Description: Erases line between dream and reality. Dodge Attacks Note. Thanks to Maester_Seymore for reporting Mysterious Woman's previously undocumented gift on GameFAQs's Okage board (July 2006). See the "Help Wanted" addendum for more about the discovery. Curious about the extra scenes? Read the author's "Compatibility Gift Scene Scripts" in-depth guide at GameFAQs.com. NUTS & BOLTS Compatibility strategies fall into two categories: One that favors a particular target (the first three, above), and one that doesn't. In the latter class, the types of responses (gung-ho, wishy-washy, and apathetic) are what win the prize. The latter cases may also simply coincide with whichever dialogue choice is overwhelmingly selected most often, and yet doesn't nail one of the easy three (Ans.1, Dad; Ans.2, Mysterious Woman; Ans.3, Julia). Since each of Ari's responses involves picking from three choices, with six possible compatibility targets, each choice may involve a greater or lesser degree of compatibility with each target. For example, a gung-ho answer (favors Dad) may also be wholly evil (favors Stan) or heroic (favors Rosalyn). In fact, it's entirely likely each response has a compatibility rating (such as, Ans.1: Stan +2, Dad +1; Ans.2: Marlene +2, Rosalyn +1; Ans.3: Julia +2, Mystery +1). Your challenge is determining which is which and picking the response that MOST benefits your chosen target. WHICH GIFT IS BEST? Many gamers ask, but no good answer is forthcoming. "It all depends," on the sort of strategy you're following: Speed, low-level, or so-called "perfect" runs, character restrictions, and so on. (Rosalyn's best rapier has little benefit if she never fights, after all, but is the only gift boosting Luck if treasure hunting is your aim.) Compare the tables in the "Equip" sections and gauge accordingly; if something sells for more, it's generally considered "better", though by exactly how much is unknown. Perhaps the best course is to follow your particular mood throughout your run. Be honest and choose the answers that catch your eye at the moment, and then let yourself be surprised by the gift you receive. Make a note of what gift you receive to compare with next time, when you're in a different mood (or just older). Like most RPGs, OKAGE is best experienced over repeated playthroughs. If you only have time for a one-off run right now, so be it, but do yourself a favor and retain the option to play again in years to come. Perfection is unattainable and too limited a classification -- perhaps OKAGE's main theme. Play on! E2.2 TINY GEAR Very early in the game, Ari stumbles upon a Tiny Gear. No explanation is given and its importance -- or that of the 31 more Tiny Gear he may find -- is unknown through the first half of the game. Collect them all, just the same. WORLD MAP BETWEEN NO. ----------------- --------------------------------- ---- Tenel Forest Tenel Village and Madril 8 Rumille Plains Madril and Rashelo 8 Pospos Snowfield The Transverse Tunnel and Triste 8 Addashi Desert Triste and the Gear Tower 8 TOTAL: 32 The locations of the individual Tiny Gear are embedded in the "Walkthrough" section, but an excellent standalone checklist can be found at GameFAQs.com. Notations used in this guide, such as "[TG17]", relate to the number in HonestLiar's Tiny Gear Checklist for easy cross-referencing. Note. See "Other Puzzlers" in the "Sidequest" addendum for more help finding TG4, arguably the most elusive of all Tiny Gear. Once Ari has collected at least thirty Tiny Gear, head to the southwest portion of the Pospos Snowfield and enter the cottage. The man inside collects thirty Tiny Gear and gifts Ari with his "ultimate" weapon, the Sword of Gear. Having all 32 of the Tiny Gear makes no difference with the Sword of Gear. The Gearman leaves Ari with the leftovers. E2.3 SECRET SOCIETY The World Crypto Organization wants Ari. Each cyphertext received contains a clue leading to the next. Following are the exact clues, typos intact. If there's a difference between how the clue as recited by the WCO member and how it reads from the Item menu, it's so noted. The sidequest begins at any point, by speaking with the Elder in Tenel Village. The Elder vacates his house for a time, but check back later for his return. CYPHERTEXT 1 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Dialogue: "Sdnuorg sucric eht ot og s'tel." Item read: "Sdnuorg eht ot og s'tel ereh si sucric eht." Hint: Read it in reverse. Key: The last letter is the first. Answer: The circus is here / let's go to the grounds. CYPHERTEXT 2 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - "5:ownha 1:Knockth 4:sideoft 3:nthe 6:llofth 2:reetimeso 7:emachines." Hint: Read the lines in numerical order. Key: 1, 2, 3... Answer: Knockth reetimeso nthe sideoft ownha llofth emachines. CYPHERTEXT 3 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - "btqkxbkhee: : dvsmzdmjgg" Hint: Read between the lines. Key: Between b and d is c, and so on. Answer: curlycliff CYPHERTEXT 4 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Dialogue: "X <- Station ->O" Item read: "No <- Station -> Yes" Hint: X never, ever marks the spot. Key: Where is there a station? Answer: The counting guy, right of the station on Madril's upper level. Note. Triste also holds a station and, indeed, someone stands to the right of it. Coincidence, red herring? You decide. CYPHERTEXT 5 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Dialogue: "Tree that eyes of a cold friendship see." Item read: "Tree gazed upon by a cold friendship." Hint: Watch with a group of chilly friends. Key: Look where they look. Answer: A line of snowmen on Pospos Snowfield are all facing a tree. CYPHERTEXT 6 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Dialogue: "Is it yesterday? Or tommorow? Or..." Item read: "Yesterday? Tomorrow? Or...?" Note. Rumor had it this was a literal translation of the original Japanese, in which the clue was actually very revealing. The game's official site stated that Ari has difficulty remembering when to attend church, though this factoid isn't conveyed in the game. Update (v1.5). Reader Emurii suggests the clue is a pun, playing off the similarity (in Japanese) between "church" ("kyoukai") and "today" ("kyou"). The difference ("kai"), being a dialectal suffix for adding a question mark, means the blank ("...") in the English-language clue adds up to "today?". Hint: Where might "help for the righteous" be found? Key: The woman's dialogue mentions "righteous" twice. Answer: The altar of the Tenel Village church, the only church in the land. Reward: Divine Shoes accessory E2.4 ITEM HAND-OFF While carrying the next item in the chain, the intended recipient automatically spies the item and offers to swap. Ari needn't "use" the item, just talk to the NPC. Tease or waffle, if you like, but the result is the same. The sidequest's beginning is forced. Ari can't leave his house until after he's spoken with everyone, which nets him the first item. FROM QUEST ITEM TO, WHERE ------------------ ------------ --------------------------------- Grandma Mere Pebble Baker, Tenel Baker Bread Crust Wandering Painter, Tenel Forest Wandering Painter Worn Brush Gear Freak, Madril Gear Freak Rare Gear Lighthouse Keeper, Rashelo Lighthouse Keeper Penlight In Trouble Guy, Highland Village In Trouble Guy BrokenGun Dad, Nameless Dwelling Reward: Unicorn's Horn accessory E2.5 LETTER BOTTLE The romantic guy north of the circus grounds speaks of putting a message in a bottle. In Rashelo, Stan slips under the locked lighthouse door (examine the door twice) and retrieves a Letter Bottle. The romantic spies the bottle and invites Ari to choose a message, then throw the bottle in the river. Retrieve the bottle from the beach, return to the romantic, and toss the bottle in the drink again. The first two responses received depend upon the message Ari selected: MESSAGE SENT RESPONSE RECEIVED ----------------------------------------- ------------------------------- Hello, stranger. Hello to you, too. May the winds of good fortune guide you. Since your message, such winds do guide me. My thanks, sir! I have a talking shadow. Is that bad? Yes, very. Ari throws the bottle in one last time. Whichever message was selected, the final response reads: To whoever finds this letter: Hello, how are you I've been sick a lot since I was a little girl, so I don't have very many friends. I asked my mom to release this letter at the river. I hope someone nice finds it. Hey! If you could, could you come visit me at the Elder's house in Tenel? I'm there on the second floor. I look forward to your visit. Sincerely yours Reward: In Tenel, visit the girl and she gives Ari the Hand Knit Cap accessory. E2.6 MISS MATCH Ari hears of Miss Madril in the Bar on Madril's lower level, from a potential suitor (Lover Boy). Ari first meets Miss Madril on Madril's upper level. * Listen carefully to her description of her ideal mate. * Find her a match. The "Young Man in love with Miss Madril" is actually found in Rashelo. He has a few confidence problems, however, that Ari can help him overcome. Across Rumille Plains are scattered treasure chests that yield six rather esoteric items: Punk Wig, Cholesterol, Chic Suspenders, Lustrous Hair, Gorgeous Mascara, and Cool Vest. Pick the three of these items that MOST help the Young Man meet Miss Madril's ideal. In the Rashelo bar (restaurant), a boy also gives Ari a Shiny Lens (if Ari shows off his shadow). Use these four items in front of the Young Man. Speak to the Young Man again and he reveals the last thing needed: A good line. Back to the bar, but this time talk to the slippery devil, the Barkeep, who coughs up a winsome phrase. Return to Young Man, talk to him, and he dashes off, full of confidence. As a last step, visit the happy couple when Ari's next in Madril. Stumped? Present each item to him in turn and he'll either accept or reject it, no harm, no foul. Still confused? Match how the guy is drawn. Try Punk Wig, Cholesterol, and Chic Suspenders. Miss Madril's ideal is, "Someone with spiky hair and intense eyes, who dresses well and can accept me with open arms." Reward: 1st Star Badge accessory E2.7 RESEARCH CENTER Madril's Research Center seeks funding. Give the smaller or larger amount, the reward is the same. For a gift of... Ari receives... ---------------- --------------- 10/50 Nothing 100/500 Frozen Bottle 1,000/5,000 Power Candy 10,000/50,000 Black Cat Jewel 100,000/500,000 Omnibooster E2.8 HOPKINS' SWORD Ari's Forgotten Sword, secreted in a treasure chest at the back of the World Library and attributed by one of the library's clerks to the hero Hopkins, is a fine weapon (second only to the Sword of Gear), but also serves as the key to unlocking several impassable barriers in other dungeons. The sword need not be equipped for this purpose (though it boosts Ari's Luck very nicely). The gates to lower levels in completed dungeons have all been left open with the boss's vacancy, so take the time to reap the rewards. On the allies' first visit to the dungeon, one of these barriers yields only a message: The door won't open It appears to be sealed by an enormous power. When each barrier falls to the sword's key, another message is displayed: Used the "Forgotten Sword". Its miraculous power worked. ESCAPELESS ABYSS - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EA-B3, Legendary Leaf BIG TREE HOLE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - BTH-B4 (left), Whim Berry BTH-B4 (center), Iron Necklace BTH-B4 (right), Skull Bottle By the by, these barriers are found down on the fourth level, where the former Big Bull Evil King was fought. SEALED CAVE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SC-B1 (left), Ghostomicon SC-B1 (right), Bountiful Nut Note. The Forgotten Sword may refuse to open barriers if acquired using a cheat device, even after the legitimate sword is duly found in its treasure chest. An enterprising adventurer might want to travel the lands and double-check ANY gate or door that previously refused to open. If you find something the author overlooked, please don't hesitate to trumpet your discovery. E2.9 OTHER PUZZLERS In the "Walkthrough" section, a few puzzles were left to your own solving. Here are the answers, if you're stumped. TENEL FOREST Finding Tiny Gear 4 [TG4] often proves particularly frustrating and raises what is perhaps the most frequently asked question. Start at the first bridge, just south of Tenel, and walk south. The rutted path splits. The right fork heads to the lakeshore. The left fork leads straight to TG4 -- where the path changes directions is a break in the rock wall Ari can climb up through, and to the left is TG4's hiding place. A rough drawing of the area between the two bridges, with the main path toward Madril making an "h" bump on the overhead map: = Bridge | |\ x Traveler | \o __ <- Rock | \/ \ | --. \ ~~~~~~' | ~~~~~~~~ = Bridge The bushes form a C-shape, with an open space at the "back" of them, on their eastern side, which is where TG4 is hiding. A little rise in the terrain prevents Ari from just walking around the bushes, however, so he needs to climb up onto the plateau, then climb down into the open space behind the bushes. Voila, TG4. Goes something like this: **\ * X <... **/ . ....... If you still have problems, from the lakeshore face toward where the traveler NPC is located. The bushes and the rise are in a direct line between the two locations. Later, or if the traveler has moved, look along the main path for a rock (o) instead. Face a roundish "dot" on its side and swing the camera around until you spot a break in the rocks where you can climb up onto the plateau. The same works when facing the traveler, by the way, where the break just behind you is on the other side of the same bushes. MADRIL Toby is aligned with the lower level's Spotted-Cat team. MR. BIG INC. The Claims Manager is besotted with the hung-over woman, who (after taking the Swanky Mirror) gave Ari her Gaudy Card. MADRIL SEWER While near each wing's ladder down is a replica of MS-MP, always adjust the pathway using the Miniature Panel beside the Gear Box. To access the east wing (MS-B3-East), on MS-MP examine one square: 6 To access the west wing (MS-B3-West) AFTER the east wing, on MS-MP examine the following sequence of squares in any order: 5, 6, 6, 8, 8 To access the north wing (MS-B3-North) AFTER the west wing, on MS-MP examine the following sequence of squares in any order: 2, 2, 4, 8 FINAL BOSS FIGHT To stop the squabble, from the Item menu, choose the Voice Recorder (or Recorder 2, if it proves attainable in normal gameplay; see the "Help Wanted" addendum). ------------------------------------------------------------------------------- E3. OTHER RESOURCES Several commercial and fan ventures have addressed OKAGE. None of the linked content was the author's own work. Note. All web links eventually break. Try visiting WaybackMachine.org and looking up any link that fails. E3.1 STRATEGY GUIDES OKAGE was featured in two publications. * Prima Games Official Strategy Guide for OKAGE: SHADOW KING * Prima's "best of PS2" strategy guide devoted a section to OKAGE Both are currently out-of-print and the links included in earlier versions of this guide now dead-end, but used copies may still be found. For more information or to request reprints, contact Prima Games: http://www.primagames.com E3.2 ORIGINAL SOUNDTRACK From the game's Japanese release: http://www.vgmworld.com/catalog/index.php?table=cocoebiz_music&item_num=168 A review of the soundtrack: http://www.rpgfan.com/soundtracks/okage/ If you have difficulty finding the now out-of-print OKAGE OST, try a game importer such as Play-Asia.com, which also prominently features soundtracks, or a favorite torrent or auction site. Alternative sites worth investigating: http://gh.ffshrine.org/soundtracks/4107 <- VBR, best quality http://www.youtube.com/user/poposhitas http://www.megaupload.com/?d=8I7MVH9B <- eye, not one https://thepiratebay.org/torrent/4764192 http://bitsnoop.com/okage-shadow-king-ost-q1827026.html The YouTube source seems to be lesser quality files (like the torrents), as GH is mentioned as not used. TRACK LISTS Derived from the above sources. Some names might give you pause. Here are a few known localized phrases. Lischero .............. Rashelo Forest of Willkur ..... Tenel Forest Plain of Lumille ...... Rumille Plains Utopia Corridor ....... Transverse Tunnel Ruins of Aqua ......... Aquatic Ruins Wirepuller Building ... Mr. Big Inc. President Evil King ... Chairman Evil King Moe-Moe ............... Teen Idol's theme Trivia. "Forest of Willkur" is actually mentioned in-game by Mr. Know-It-All in Madril's bar (before events in Big Tree Hole). The "R" tracks are revised variations of the town-theme tracks, more subdued or whimsical, often heard "indoors". The "D" tracks are "Disadvantage" variations that play while Ari's HP is critical (flashing red) in battle. Disc One (29 Tracks, 73:08): Disc Two (29 Tracks, 73:08): 1-01 1:52 Emotional Universe 2-01 2:33 Fight of the Church Basement 1-02 2:20 Opening Movie 2-02 2:20 Normal Battle 1-03 3:16 Theme of Tenell 2-03 2:28 Normal Battle D 1-04 2:24 Theme of Tenell R 2-04 2:09 Evil King Battle 1-05 3:05 Theme of Madril 2-05 2:05 Evil King Battle D 1-06 2:25 Theme of Madril R 2-06 2:17 Vampire Evil King Battle 1-07 3:36 Theme of Lischero 2-07 2:05 Vampire Evil King Battle D 1-08 2:42 Theme of Lischero R 2-08 2:50 The Last Battle 1-09 3:04 Theme of Highland Village 2-09 2:55 The Last Battle D 1-10 2:02 Theme of Highland Village R 2-10 2:35 The Encounter 1-11 2:24 Theme of Triste 2-11 2:25 The Cellar 1-12 2:39 Forest of Willkur 2-12 2:04 Shadow Contest 1-13 2:14 Islands of Wap-Wap 2-13 2:36 Stan's Theme 1-14 2:27 Plain of Lumille 2-14 2:30 The Nightmare 1-15 2:37 Pospos Snowfield 2-15 2:11 Gutten Kisling 1-16 2:39 Addashi Desert 2-16 2:04 Melody from the Box 1-17 2:32 Utopia Corridor 2-17 3:17 The President Evil King 1-18 2:30 Sewer Dungeon 2-18 2:29 Moe-Moe 1-19 3:09 Ruins of Aqua 2-19 2:22 Marlene's Theme 1-20 3:10 Escapeless Abyss 2-20 3:03 At the Gear Tower 1-21 3:13 Big Tree Hole 2-21 2:21 Baroque-Dowaruk 1-22 2:13 Sealed Cave 2-22 2:14 Beiloune-Hatter 1-23 3:08 Deep Grave Pit 2-23 2:13 Deko-Boko-Combi 1-24 2:13 World Library 2-24 2:33 Dance with Merle 1-25 2:02 Out of Acknowledge 2-25 2:17 Breakdown 1-26 2:28 Home Sweet Home 2-26 2:29 Afterwards 1-27 1:53 At the Bar 2-27 2:29 Festa de Tenell 1-28 2:14 Wirepuller Building 2-28 1:31 Higher Breath 1-29 0:24 The Jingles 2-29 1:36 The Circus E3.3 ACTION REPLAY CODES OKAGE is automatically recognized by Datel's Action Replay MAX or newer software. Inputting codes is not required. Search the official Datel site for codes needed by older AR releases: http://www.codejunkies.com Note. CodeJunkies.com changed its technologies and the links found in earlier versions of this guide no longer work. ARI'S AR-MAXIMUM STATS Using AR MAX and selecting all available codes, Ari begins a new game with the following stats. LV HP EP AP DP MP LCK AGL --- -------- ---- --- --- --- ---- ---- 99 999/999 0 999 960 99 1 55 LP: 99 Money: 989,855,744 LV reads as 999 on Load and Save screens. Ari has the usual gear equipped. In Item, every possible item is stocked with x50 of each. The game automatically corrects the inflated stats, however. With almost any action (winning a battle, resting at an Inn, and so on), Ari's stats shrink to "normal" LV 99 values. Allies join Ari at LV 99 with all of their Specials learned, except Epros (he's at LV 40 when he becomes an ally, as normal). But they also revert to their usual LV 99 stats at the drop of a hat. (Tip. You have exactly one battle to take advantage of the 999 or 99 maximums, so keep each character in reserve until needed.) Many quest items are reduced back to 1 or are removed all together as they're acquired or exchanged over the game. All 50 Picked up Branch weapons vanish, as well, not just the one equipped. Equipment all works (as equipment), but having a quest item early doesn't mean it'll work any earlier than usual, though Tiny Gear will. Expect small weirdnesses. The butcher won't offer to sell Ari his Ground Beef, for example (or buy one back the next day), but the blacksmith still hands over a Fruit Knife. The "Hopkins' Sword" sidequest is a complete fizzle, but all others work as expected. E3.4 GAMESHARK CODES OKAGE codes for GameShark V3 and newer releases are available from: http://xs.gameshark.com/xploder/xploderui.asp?gameid=15259&tab=gc Note. Login is no longer required. In case the link breaks, try searching from the site's main page: http://www.gameshark.com GameShark manuals and FAQs: http://www.madcatz.com E3.5 CODEBREAKER CODES OKAGE codes are found at CodeTwink, the official CodeBreaker site: http://cheats.codetwink.com/ps2/view/4327/ In case the link breaks, try searching from the site's main page: http://www.codetwink.com CodeBreaker replacement manual: http://support.pdp.com/ics/support/default.asp?deptID=5553&task=download http://support.pdp.com/ics/support/DLList.asp?folderID=108311 Another site to try, though no OKAGE codes were found at last check: http://www.neoseeker.com/Games/code_breaker/ E3.6 ANOTHER CHEAT One other "cheat" has been widely distributed (thanks to yugioh girl, a Neoseeker). Untested by the author, but included as-is in case the tip makes sense to you. Slow Motion. This trick will only work if you have a combo card. Go to training mode. Then, select Emerl. Charge up until you start to glow. Then, attack your enemy with combo. After they start to glow, charge again until you glow. Then, use your combo. You should then see it in slow motion. E3.7 FAN SITES Miscellaneous fan sites with persistent OKAGE content. Note. Pop-up ads have been commonplace at Tripod.com sites. deviantART: http://okage-lovers.deviantart.com Fanart Central: http://www.fanart-central.net/cat-481.php Fear Your Shadow: http://s7.invisionfree.com/okageshadowking/ Foofi-Okage Photobucket, by toropple: http://s213.photobucket.com/albums/cc58/foofi-okage/ JC's Bokumao (now closed, but the artwork remains): http://members.tripod.com/jill_calico/ http://jill_calico.tripod.com Master Stanley Hihat Trinidad XIV's Journal http://community.livejournal.com/okage/ Okage Kingdom: Broken Image: http://members.tripod.com/darkqueenr-ivil/ http://darkqueenr-ivil.tripod.com Overshadowed Destiny: http://www.kurai.com/okage/ StanleyTrinidadXIV on Twitter: http://www.twitter.com/EvilKingStan Like DeviantArt.com, another popular site supplies a consistently good hunting ground. CosPlay: http://www.cosplay.com Search today's "hot" new sites for more OKAGE content. Many more sites exist for the original Japanese release, BOKU TO MAOU, a.k.a. Boku to Mao, Bokumao, "Me and the Demon King", "Me and Satan King", or "Devil and I". Wikipedia pages featuring OKAGE: *http://en.wikipedia.org/wiki/Okage:_Shadow_King http://en.wikiquote.org/wiki/Okage:_Shadow_King Warning. Spoilers without warnings. *Full summary of the entire story. E3.8 OKAGE ACTION FIGURES Yes, they exist. Someone asked on the OKAGE board (Autumn 2010) and the author found a catalog (dated Winter 2002) at entertainmentearth.com that included the following description. OKAGE ACTION FIGURE SET Contains 3 individually packaged 6 inch action figure 2-packs including Ari & Marlene, Big Bull & Linda, and James & Rosalie (Rosalyn). Based on SONY's new Playstation 2 game "Boku to Maoh" ("Okage" in the USA). The game's main character is a young boy who finds his shadow possessed by a mysterious demon, Stan, who needs the boy's help to regain his position as a lord of demons. TM30005A $69.99...............NOW JUST $39.90 The catalog's image of just these figures, enlarged to 200% (179 KB): http://www.esque.com/slr/gamefaqs/okage_action_figures.jpg Notice the wee ghosts. And does it look like Stan might be...detachable? The entire original catalog, complete (19 MB). http://www.entertainmentearth.com/catalog/EEWin02Catalog.pdf E3.9 STAN'S BOTTLE OPENER And taking the sponge-cake prize for strange items.... A tchotchke was (most likely) given away to help promote OKAGE's release, a flat black tool fashioned (somewhat) in Stan's flapping image. No kidding. Take a gander at this photo (9 KB; not the author's camera work). http://www.esque.com/slr/gamefaqs/okage_bottle_opener.jpg Read the archived message board topics. http://www.gamefaqs.com/boards/471237-okage-shadow-king/56572914 http://www.gamefaqs.com/boards/471237-okage-shadow-king/59782435 E3.10 BOKU TO MAOU PREVIEW How about a QuickTime MOOVie previewing the original BOKU TO MAOU? Not quite a trailer (none of the usual commercial trappings), so most likely this had been an early look Sony cobbled together for a trade show. http://thegia.psy-q.ch/sites/www.thegia.com/psx2/boku/media2/bokumao.mov A/V Specs. 11.3 MB, runtime 38 seconds. 320 x 240, 14.98 fps, stereo. Already mirrored content, so be sure to save a copy for when the link dies. Update (v1.5.1). It's died (thanks to InvaderWeezle for reporting its demise). Found an alternative link, though: http://movies.rpgamer.com/other/ps2/bokutomao/bokumao.mov E3.11 UNOFFICIAL GAME SCRIPT Between April and July 2004, someone partly compiled an unofficial game transcript, up through Chapter 3 at least. The following feature BOKUMAO and OKAGE dialogue side-by-side. Original links (all defunct, but intact at WaybackMachine.org). http://okage.homeip.net/garage/chapter1ver1.00.pdf http://okage.homeip.net/garage/chapter2ver1.01.pdf http://okage.homeip.net/garage/chapter3ver1.01.pdf Mirror links. http://www.esque.com/slr/gamefaqs/ohip_mirror/chapter1ver1.00.pdf (402 KB) http://www.esque.com/slr/gamefaqs/ohip_mirror/chapter2ver1.01.pdf (395 KB) http://www.esque.com/slr/gamefaqs/ohip_mirror/chapter3ver1.01.pdf (445 KB) ------------------------------------------------------------------------------- E4. Q OF HEARTS A weapon gets its own section? You bet. Over many years since the game's release, the Q of Hearts has proven the most elusive known item to obtain. How this mystery was solved is quite remarkable. Reports first surfaced that the Q of Hearts might be dropped during the boss fight at the Gear Tower, as documented in QueenMeshi's Character FAQ version 2.0. No other details on how the weapon was obtained existed until recently, however, and many possibilities have been explored, all to no avail. Was it the boss's drop or from one of the minions? Who was in the party? Who dealt the final damage? What was equipped? High Luck or another stat? Or was it a matter of timing, the boss taken out quickly? At low levels, at high levels? Before his minions? Perhaps a White Cat Jewel would force the drop? New information finally surfaced in 2006 from several sources posting to the GameFAQs.com OKAGE message board, an invaluable resource for any gamer seeking help. The author of the Character FAQ reported receiving many e-mails pointing to one of the Masterless Swords dropping the weapon, rather than the Phantom Evil King himself. Another board member, Maester_Seymore, confirmed the drop -- from a Masterless Sword in the World Library -- and reported the description as "Unusual good luck but limited on power." with stats of Atk +15, Lck +25. (Atomos199 confirmed the stats and description, using Action Replay codes.) Seymore also stated the weapon can't be sold (which Atomos199 confirmed, as well). Seymore shared this strategy: "I Was using the Wait and Combine command With all 3 people. Ari Rosalyn and Epros. Last hit was Ari and their luck were 6-Ari,10-Rosalyn,16-Epros. Their Equip Were..Sword of Gear, Fancy Outfit, Hand Knit Cap-White Rose Rapier, Magical Armor, Cerebus Fang-Ace of Spades, Dazzling Tux, First Star Badge." (sic) Another board member, MyFatherTheKing, posted a similar report days later. MFTK also had Rosalyn in the party, Ari equipped with the Hand Knit Cap, and used the same full-party Combine strategy in the World Library facing two Masterless Swords and a Sucky Bat, but there the similarities ended. With this new information, the author finally succeeded in obtaining the Q of Hearts. E4.1 OBTAINING THE Q If you seek to add the Q of Hearts to your inventory, the best place to try is still the Gear Tower boss fight, where you're guaranteed to face four Masterless Swords at once. In the World Library, only two are ever faced at one time and they only appear in random encounters, which may require even more persistence. Very much something to keep in mind before passing up on this opportunity, because persistence is key, even in the Gear Tower, since the Q apparently has a very low drop rate. (How low of a percentage is unverified, though the author estimates it's no better than 1 in 10.) Here's the author's Gear Tower strategy. * At the Triste Hotel, choose Change Party. * Include Rosalyn in the active party and select any other member. (Rosalyn seems to elicit more enemy drops than anyone. See the "Walkthrough" section for more ideas on selecting your party.) * Equip each party member with the best equipment they have available. (Favor increased Luck, given otherwise equal choices.) * Take the white stele to the yellow stele. * Save at the diary outside the Gear Tower. (This is a VITAL step. Do not skimp!) * Enter the tower and initiate the fight. * Using a full-party Combine attack (Wait/Wait/Combine), target the Masterless Swords one after the other. (Intersperse with a round of healing and reviving as needed.) * If all four Masterless Swords drop only moneybags, DON'T bother with the long confrontation against the Phantom Evil King himself. * Instead, reset your console, reload your game, and try again. (Note. Read errors are common with this disc. Simply press the Reset button again to reread the disc. See "Known Bugs" for more advice.) * If one of the minions drops a chest, however, KEEP ARI HEALED -- that's imperative -- and defeat the evil king as best and as quickly as you can. From the save diary through resetting takes from two to seven minutes. If you choose to attempt this method, be aware it may take a solid hour or more before one of the Masterless Swords drops the weapon. The author reinitiated the fight more than a dozen times (the next time needed only ten attempts) before a single treasure chest appeared on the battlefield, but that one chest held the Q of Hearts. Remember, resetting the PS2 console can also have an effect on "random" odds (useful with any game, not just OKAGE). Update (v1.5). A reader reported obtaining two Q of Heart weapons in one playthrough -- one at the Gear Tower as described above and one dropped in a random encounter. (Soul Binding in the World Library consistently produces Panther's Fang accessories from the Masterless Swords, alas. No help there.) If you discover any refinements that consistently produce this drop, please contact the author with the repeatable steps. ------------------------------------------------------------------------------- E5. MINUTIA Trivia and small odds-and-ends. E5.1 PLACE NAMES TENEL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Home: Nameless Dwelling Inn: The Inn; Parm (or Parn or Park) Inn Butcher: Meat; Butcher Fatty's Bar: Gulp Inn; Gubi Gubi Saloon Shop: General Store; Shop Other One Forest: Forest of Willkur MADRIL - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Inn: Madril Overlook Hotel Bar: Screwdriver Inn; Nejimawashi Shop: General Store Hero's Club: Royal Braveheart Salon Mr. Big Inc: Master Mind RASHELO - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Inn: Lakeside Hotel; Inn Bar: Tidy Bar; Restaurant TRISTE - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Inn: Hotel Bar: Monk's Hero's Club: Royal Brave Heart Salon Various: Mantahouse; Heaven & Hell; Hopkin's House; Book Maker; Mr. Big, Inc. Bldg.; The Grab; Central Theater Trivia. "OKAGE: Shadow King" is reportedly a Japanese-language pun, rather than the literal translation ("Devil & I") of the original title, "Boku to Maoh", or an English title ("The King & I") previewed in 2000. E5.2 WAP-WAP The Woman in Black first gives the following instruction on Wap-Wap. Welcome to the Isle of Wap-Wap (in monotone). Also know as "Traveler's Island", it connects to all over the world from this stele (in monotone). If you are to continue to travel, you will have to frequent this place (in monotone). See you again, if fate allows (in monotone). From then on, she says only: The Island's open to all the world's travelers (in monotone). They can use the Island at any time, in any situation, as they see fit (in monotone). E5.3 MAP O'EVIL KINGS Ari gains the Map o'Evil Kings from the Ringmaster in Tenel's Bar. Below are the map's prophesying. SEWER EVIL KING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A sign of the Evil King in the City of Steel to the southeast. It seems the Evil King is moving eerily and lurking in the dark. The sign of a being lurking in the dark in the City of Steel grows stronger. There is a foreboding sense of an unavoidable battle. BUBBLE EVIL KING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The water ripples in the wind but down below, there are signs of a suspicious being. It will bring about a regal disorder. CHAIRMAN EVIL KING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The City of Steel yields another sign. From above, a covetous being whispers. Hush-hush. A sheet of paper with power will open the way. South of the City of Steel. There is a sign of one who ran. It is a desirous being looking up from the abyss. Past resigned, he conspires to rise again. BIG BULL EVIL KING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - At the end of the lightless path, a sign of he who seeks to fight. Alone in a dead world, the prospect of you excites his blood. Land of departure, where a wandering artiste gathers. To the south, is a great tree with a hollow. Impatiently, the one awaits his promised match. TEEN IDOL EVIL KING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - For the 3rd time, a sign of an Evil King in the City of Steel. What is dreadful is that it deceives people's souls. Its silent steps, however, surely multiply its sacrifice. A stone dais on a small island of snow. A woeful stage to trick the heart and trap the spirit. Skies dim when stars fall. PHANTOM EVIL KING - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - East of an abandoned city, in a field filled with sunshine, is the sign of one who stands and blinks. He who chooses to quietly await his fate. AND BEYOND - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Signs of the Evil King no longer exist in this place. You shall seek a new battle on a new field. This is the end of my role here. E5.4 CHARACTER NAMES Internally, several characters are identified by something other than their on-screen names. These variations may reflect translations of (and nearly match) the original Japanese names. NAME DESIGNATION | NAME DESIGNATION -------- ----------- | ------------------- ---------------------------------- Ari Lucan | Sewer Evil King Ratking Rosalyn Rosalie | Chairman Evil King Kaityo Kisling Kistling | Beiloune Ultima-waza Epros Aepros | A few instances of "Rosalie" (or "Wosalie") remain. Wikipedia's OKAGE page includes the on-screen Japanese names: http://en.wikipedia.org/wiki/Okage:_Shadow_King Warning. Severe spoilers. Entire story is retold, start to finish. E5.5 ENEMY NAMES For the curious gamer, OKAGE makes reference to 144 difference characters and enemies all told, dozens of whom are NEVER SEEN in the game. The internal designations ("Code") suggest some of the MIA enemies might simply "wear" a different color palette. OKAGE's printed manual, however, features drawings of several of the listed enemies (such as Party Condor, perhaps, on page 12), though which may be anyone's guess. The List column (added by the author) cross-references the "Monster Droppings" section earlier in this guide. Warning. Several names are encoded in Shift-JIS. Adjust your program to view the correct Japanese characters or ignore the gibberish, as you prefer. LIST ENEMY NAME CODE LIST ENEMY NAME CODE ----- -------------------- ----------- ----- -------------------- ----------- 2 Crafty Crow crow01 8 Warding Off Crow crow02 6 Berserk Boar boar01 - What a Boar boar02 8 Stalking Tiger tiger01 - Tag Along Tiger tiger02 2 Young Trent tree01 5 Old Trent tree02 5 Deep Mandragora mand01 10 Sand Mandragora mand02 1 Tricky Ghost ghost01 5 Wizard Ghost ghost02 - ユニコーンA uni01 - ユニコーンB uni02 1 Chicken Chicken cock01 - King Pow Chicken cock02 1 Wild Cow ox01 8 Burly Bull ox02 1 Square Rhino sai01 6 Brassy Rhino sai02 6 Growling Lion lion01 - Disgruntled Lion lion02 2 Plucky Pachyderm eleph01 7 Pink Elephant eleph02 1 Maneating Onion oni01 5 Stingy Onion oni02 - 雲A cloud01 - 雲B cloud02 2 Walken Scarecrow scare01 4 JC Scarecrow scare02 5 Strungout Spider spi01 10 Soulful Spider spi02 2 Lurking Rat rat01 9 Robbing Rat rat02 9 Fast Bat bat01 12 Sucky Bat bat02 9 Loser Crocodile wani01 8 Minty Alligator wani02 9 Poisonous Shroom mush01 - Bad Shroom mush02 10 Vengeful Mummy mummy01 12 Restless Mummy mummy02 4 Capricious Screw screw01 11 24K Screw screw02 4 Systematic Gear gear01 11 Toothy Gear gear02 9 Steel Armor armor01 11 Bloody Armor armor02 4 Tough Golem golem01 12 Bad Poetry Golem golem02 12 Mortal Moon moon01 - Studly Moon moon02 12 Radiant Sun sun01 - Punk Rock Sun sun02 11 Sly Snake snake01 - Sincere Snake snake02 - トカゲA liz01 - トカゲB liz02 - ゴリラA gol01 - ゴリラB gol02 5 Remnant Dinosaur din01 11 Daring Dino din02 11 Perpetual Mudman mud01 - Part-time Mudman mud02 - トーテムA totem01 - トーテムB totem02 8 Rain Calling Ray sting01 11 Rayless Sea Ray sting02 - 電気ナマズA nama01 - 電気ナマズB nama02 10 Gleeful Cactus sabo01 - Sensitive Cactus sabo02 - 大目 A eye01 - 大目 B eye02 11 Evil Mask mask01 - Bar Metal Mask mask02 11 Ebon Slumber sleep01 - Lite Sleeper sleep02 1 Airy Bunny rab01 7 Healing Bunny rab02 2 Fierce Goat goat01 6 Apocalypse Goat goat02 10 Rude Condor cond01 - Party Condor cond02 11 Patient Rockman rock01 12 Flaming Rockman rock02 10 Celestial Wyvern wyv01 - Wyvern Why wyv02 - 火の鳥A fire01 - 火の鳥B fire02 7 Raging Penguin peng01 - Bitter Penguin peng02 6 Lone Wolf wolf01 - Frothy Wolf wolf02 10 Shrewd Bear bear01 - Troubled Bear bear02 11 Invincible Whale whale01 - One Bad Whale whale02 12 Masterless Sword sword01 - Lost Prop Sword sword02 7 Coolhead Snowman snow01 - Detached Snowman snow02 7 Half-Cocked Yeti yeti01 - One Happy Yeti yeti02 - 天才クラゲA jel01 - 天才クラゲB jel02 - ポルターA pol01 - ポルターB pol02 12 Cursed Painting pic01 - Damned Painting pic02 1 Perky Frog frog01 3 Sleazy Toad frog02 3 Fleet Fish fish01 - Admiral Bass fish02 4 Compassion Crab crab01 6* Clingy Crab crab02 3 Plodding Hippo hip01 5 Peaceful Hippo hip02 8 Bed Head Walrus sei01 - Seasick Walrus sei02 - クラーケンA kra01 - クラーケンB kra02 3 Waving Seaweed konb01 9 Leering Seaweed konb02 ----- -------------------- ----------- ----- -------------------- ----------- 3 Chill Urn pot01 8 Gloomy Urn pot04 4 Sparky Urn pot02 11 Milky Urn pot05 6 Ablaze Urn pot03 ----- -------------------- ----------- ----- -------------------- ----------- - Ari lucan - Linda linda - Rosalyn rosalie - Epros aepros - Kisling kistling - Stan stan - Big Bull bigbull ----- -------------------- ----------- ----- -------------------- ----------- - Sewer Evil King ratking - Teen Idol Evil King linda - Bubble Evil King bubble - Phantom Evil King aepros - Chairman Evil King kaityo - Vampire Evil King vamp - Big Bull Evil King bigbull - Beiloune ultimawaza * Had been incorrectly included in List 7, Pospos Snowfield. Technical. Also available separately, more convenient for some browsers: http://www.esque.com/slr/gamefaqs/okage_enemies.html Any Japanese-language readers care to speculate on a few of the not so clear-cut codes? Concept artwork littering the printed manual may lend clues, notably pages 2, 11-14, 20, and 30. Feel free to contact the author. E5.6 SECRET SPECIALS & COMMANDS Also for the curious gamer, OKAGE's enemies and bosses use a variety of Special skills of their own. The following table includes skills or commands allies may know, too. The actual text strings as extracted from OKAGE and displayed as-is, roughly grouped in like sets (status ailments, elemental magic, and so on). Keep in mind that "enemy" and "ally" are relative to who uses the command. A foe's "enemy" is Ari's "ally", and vice versa. Warning. Includes a pair of strings encoded in Shift-JIS. Again, adjust your program to view the correct Japanese characters or ignore them, as you like. SPECIAL/COMMAND TARGET DESCRIPTION ----------------- ------------ ------------------------------------------------ Self-Destructor All Enemies High damage but user will be KOed. No-Escape Seal All Enemies Stops enemies from escaping. Retreat All Allies Quit fighting and retreat. Lock-On 1 Enemy Concentrate attack on 1 enemy. LP Downer All Enemies Decrease LP. Snatch 100 All Enemies Snatch 100 sukel and run. Snatch 1000 All Enemies Snatch 1000 sukel and run. Snatch 10000 All Enemies Snatch 10000 sukel and run. Snatch 100000 All Enemies Snatch 100000 sukel and run. Scatterbrain 1 Enemy Enemy attacks and skills miss target. Mighty Load 1 Enemy Slows enemy movement. Masochismo 1 Enemy Enemies take damage when attacking. Corrosion 1 Enemy Gradually decreases enemy defense. Holy Drain 1 Enemy Increases enemy LP consumption. Death's Door 1 Enemy Destroys enemy after fixed time. Sandman 1 Enemy Puts enemy to sleep. Short Ciruit 1 Enemy Paralyzes enemy. Taxation 1 Enemy Increases prize when defeating enemy. ----------------- ------------ ------------------------------------------------ Overdrive 1 Ally Intensifies offensive ability. Decoy All Enemies All enemies attack you. Friendly Thunder All Enemies Attribute neutral attack Level 1 FriendlyBlizzard All Enemies Attribute neutral attack Level 2 Friendly Inferno All Enemies Attribute neutral attack Level 3 Parasol Amulet You Defends poison,sleep,seal¶lysis. Spell Suction All Enemies Steals LP. Wild Cry All Enemies Repels enemy. Omni Concert All Enemies Singing slows down enemy's moves. Soul Binding 1 Enemy Transforms weakened enemy into item. ----------------- ------------ ------------------------------------------------ Blaze Sword 1 Enemy Flaming blade they'll not soon forget. Blizzard Sword 1 Enemy Sword freezes enemies in interesting poses. Lightning Sword 1 Enemy Lightning edge illuminates opponents. Burning Parasol 1 Enemy Firey thwack teaches enemies a lesson. Charged Parasol 1 Enemy Shower enemies with electric sparks. Flaming Tome 1 Enemy Enlighten enemies with its flaming passages. Freeze Book 1 Enemy Cold pages open to a chilling chapter. Cold Knuckles 1 Enemy Knock these clods out cold. Flash Punch 1 Enemy Thunder strike puts their lights out. Crimson Kiss 1 Enemy Passionate fire attack. Thunder Peck 1 Enemy Packed with electric love. Red Mask 1 Enemy Burning eyes sear the souls of enemies. Blue Mask 1 Enemy Freezes enemies in its icy glare. ----------------- ------------ ------------------------------------------------ Flame All Enemies Fire Attack. Fire All Enemies Medium Fire Attack. Blaze All Enemies Strong Fire Attack. Inferno All Enemies Ultimate Raging Inferno. Frost Enemy Group Ice Attack. Ice Enemy Group Medium Ice Attack. Crystal Enemy Group Strong Ice Attack. Absolute 0 Enemy Group Bitter Blizzard Assault. Lightning 1 Enemy Electric Attack. Storm 1 Enemy Med Electric Attack. Mega Storm 1 Enemy Strong Electric Attack. Maximum Voltage * Scorching Electrical Storm. ----------------- ------------ ------------------------------------------------ Drain 1 Enemy Steal Enemy HP. Consume All Enemies Steal Enemy HP. ----------------- ------------ ------------------------------------------------ Poison 1 Enemy Poisons Target. Venom 1 Enemy Medium Poison. Toxin 1 Enemy Fierce poison infects target. Virus Stage 1 Enemy Group Poisons Target. Virus Stage 2 Enemy Group Medium Poison. Virus Stage 3 Enemy Group Fierce poison attacks target. ----------------- ------------ ------------------------------------------------ Sleep 1 Enemy Casts sleep spell. Deep Sleep 1 Enemy Casts medium sleep spell. Slumber 1 Enemy Casts strong sleep spell. Night Enemy Group Casts sleep spell. Midnight Enemy Group Casts medium sleep spell. ----------------- ------------ ------------------------------------------------ Hush 1 Enemy Inhibits enemy magic. Quiet * Inhibits enemy magic (medium). Silence * Inhibits enemy magic (strong). Bind Enemy Group Inhibits enemy magic. Seal Enemy Group Inhibits enemy magic (medium). ----------------- ------------ ------------------------------------------------ Weaken 1 Enemy Hinders enemy movement. Numb 1 Enemy Immobilizes enemy (medium). Paralyze 1 Enemy Immobilizes enemy (strong). Stop Enemy Group Hinders enemy movement. Immobilize Enemy Group Immobilizes enemy (medium). ----------------- ------------ ------------------------------------------------ Random All Enemies Different magic effect for all enemies. Power Drain 1 Enemy Decrease attack power. Powerless Enemy Group Decrease attack power. Defense Drain 1 Enemy Decrease defensive power. Defenseless Enemy Group Decrease defensive power. Load 1 Enemy Decrease speed. Burden Enemy Group Decrease speed. Cringe 1 Enemy Put enemy on defensive. Cower Enemy Group Put enemy on defensive. Antidote 1 Ally Cures all abnormal status. ----------------- ------------ ------------------------------------------------ Charge 1 Ally Increases attack power. Super Charge All Allies Increases attack power. Shield 1 Ally Increases defense. Super Shield All Allies Increases defense. Speedy 1 Ally Increases speed of action bar. Hyperdrive All Allies Increases speed of action bar. Rage 1 Ally Increases offensiveness. Fury All Allies Increases offensiveness. ----------------- ------------ ------------------------------------------------ Full Power Area Effect Increases damage done. Repulsor Area Effect Decreases physical damage 50%. Deflector Area Effect Decreases magical damage 50%. Charmer Area Effect Increases critical hit percentage. Match Area Effect Makes all speeds the same. Dispel Area Effect Releases from effects of spells. ----------------- ------------ ------------------------------------------------ Mend 1 Ally Restores 30 HP. Heal 1 Ally Restores 90 HP. Restore 1 Ally Fully restores HP. Replenish All Allies Restores 70 HP. Revitalize All Allies Fully Restores HP. Blessing 1 Ally Cures all Curses. Revive 1 Ally Revives Ally. Life Spark 1 Ally Revives Ally and fully restores HP. ----------------- ------------ ------------------------------------------------ レベータ ** アプレイン Channel All Enemies Damage enemies according to color. Attack 1 Enemy Normal Attack. Assault 1 Enemy Strong Attack. Burst All Enemies Extinguishes overdrive power. Defend Active Ally Decrease all damage 50% for this turn. Escape Active Ally Escape from the battle. Burning Devil All Enemies Fiendish Fire Assault (medium). Crushing Devil 1 Enemy Crushing Fire Assault. Raging Devil All Enemies Rain of Flames on Enemies. * No target is specified as extracted, but the skill targets "1 Enemy". ** Shift-JIS, the separation (replaces nonprinting characters) is a best-guess. Technical. Also available separately, more convenient for some browsers: http://www.esque.com/slr/gamefaqs/okage_attacks.html E5.7 MISSABLES Only one unique inventory item is missable in OKAGE. On the first visit to Tenel Village, Ari may purchase Ground Beef (a quest item) from the butcher. Missable, once Ari speaks with the baker. Another item can be missed, though it's not unique. In Rashelo after completing the Aquatic Ruins, a colorful guy hands over a Whim Berry. Missable, once you rest at the Rashelo Inn (triggering the next event) he vanishes. The game includes several unique quest items that are used over the course of the storyline or in completing a sidequest. The item may or may not be removed from Items once it plays its part. The item may be exchanged for money, another unique quest item, or a reward (equipment). Two more Tiny Gear than strictly needed may be found. A Compatibility Gift, five of which are unique pieces of equipment, is limited to one per playthrough, so the remaining items are unattainable rather than missable. (OKAGE does not include a "New Game Plus" feature.) Also, several "best in class" items are obtained via various sidequests. A few "normal" treasures (especially those from the World Library's foes) seem to have extremely low odds of dropping, but aren't missable. Try increasing Luck stats with Lucky Candies (or by using Mega Luck Bottles, if you're so fortunate). Otherwise keep trying. (See "Monster Droppings" for more tips.) What's most missable in OKAGE is NPC dialogue, some of which leads to small interactions or brief optional scenes. The "Walkthrough" section does its best to steer a gamer toward those exchanges without spoiling the "discoveries." ------------------------------------------------------------------------------- E6. HELP WANTED A few intriguing riddles remain about OKAGE. Some may have no answers or resolutions, but (as Madril's Move Maniac illustrates) 'tis stuff to ponder nonetheless. If you know a usefulness for these puzzles OTHER THAN "there is no use", please contact the author. If your help is used in a future version of this guide, all credit will be given you. Note. The author has no plans for including plot discussions in this guide, but would gladly bat ideas back and forth to assist anyone with a "plot analysis" guide of his or her own. E6.1 LOCKED ROOMS Other than the one time when Ari's father and Kisling can be heard chatting behind the door, have you ever run into another time the two locked doors upstairs at Ari's house can be opened? How about any other perpetually locked doors and stairs going nowhere? See "Hopkins' Sword" in the "Sidequests" addendum for more about some impenetrable dungeon barriers, which needn't be reported. E6.2 TINKER TOYS In Tenel Village's Tinker shop, the blacksmith (Kumagoro IV, a.k.a. the "Vanguard of Sword Smithery" who led the "Post-Modern Smithery" movement and has been MIA for ten years, according to the boy in Madril's shop) implores Ari to hurry back when Ari finds a strong weapon. Other than suffering from "blacksmith's block", does anything ever come of this? The blacksmith's exact words, "Whenever you acquire a strong weapon, come drop by. No, come see me immediately!" E6.3 LOVER BOY Lover Boy, in love with Miss Madril, but not the "young man" in love. Lustrous Hair, Gorgeous Mascara, and Cool Vest, so much flotsam? E6.4 SHARK'S FIN Stalking the waters below the curly cliff, an enormous shark's fin cuts through the surf. Disconcerting, a little thrilling, or have you seen it do something more? E6.5 FOOTPRINTS Between the Sealed Cave and the Gearman's cottage are some enormous footprints. Purely decorative, or do they mean something? Trivia. "Bumble" is the nickname of the Abominable Snow Monster in the 1964 Rankin/Bass television holiday special, RUDOLPH THE RED-NOSED REINDEER. E6.6 THE BIG SNOWMAN Outside the Gearman's cottage, the big snowman can be pushed around. If ghosts attack, however, after the fight the snowman is back beside the cottage. Best played with during Chapter 5 while random encounters are on hiatus. Does this have any connection with Block's admonition that Ari can only do some things while "in this state"? E6.7 MYSTERY ITEMS Several items were historically missing from Apostrophe's Lists FAQ, including the Q of Hearts and most of the compatibility gifts. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - SOLVED White Cat Jewel How acquired: Dropped by the Leering Weed in Madril's sewer.* Description: Gold with one arm raised. Doubles enemy's prize. Sell: Can't be sold Long Screw How acquired: Dropped by Linda after boss fight. Description: From Teen Idol Evil King. Not even seen in Madril. Sell: Can't be sold Chained Bottle How acquired: Dropped in Deep Grave Pit by Ebon Slumber.* Description: Great serpent gazes from within. Paralysis -5 HP Sell: 111 Swift Bottle How acquired: Rare drop in Addashi Desert by Rude Condor. Description: Claw of the silver wolf inside. Agility up -20 HP Sell: Can't be sold Mega Luck Bottle How acquired: Rare drop in World Library by Bad Poetry Golem. [1] Description: Butter-side up bread inside. Luck up -20 HP Sell: Can't be sold [1] Reported by reader Exirc. * Remember to try Epros's Soul Binding if this item refuses to drop unassisted. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - OUTSTANDING Datel's Action Replay software includes codes for several more mystery items. Healing Crystal -- doesn't actually heal anyone How acquired: Unknown Description: Gargantuan healing power. Full HP for all Sell: Can't be sold Platinum Ticket -- probably a key, but to what? How acquired: Unknown Description: [blank] Sell: Can't be sold Recorder 2 -- perhaps the result of all boss-dropped parts? How acquired: Unknown Description: Seems to be a parts of 'Voice Recorder' No. 2. Sell: Can't be sold Cow Bone How acquired: Unknown Description: Got it from the butcher in Tenel but what is it for? Sell: Can't be sold Filet Mignon How acquired: Unknown Description: The butcher's best. Anyway you cook it it's a winner. Sell: Can't be sold Dial w/One Hand -- a component of Recorder 2? How acquired: Unknown Description: From Phantom Evil King with a dial and numbers. Sell: Can't be sold Pedestalof Stone -- a component of Recorder 2? How acquired: Unknown Description: From Vampire Evil King with transparent stone. Sell: Can't be sold The names, descriptions, and selling prices were confirmed by acquiring the items using Action Replay MAX software. How might they be obtained in normal gameplay? What purpose do they serve? What secrets do they unlock? Or at the least, what unfulfilled plans do they intimate? E6.8 STUBBORN COMPATIBILITY GIFTS JULIA SOLVED! Little was known about Julia's compatibility gift, other than its existence. DoichiMyLove reported its mention in the strategy guide and remembered the gift as an Owl's Amulet, which was then confirmed as a real item (it's listed among Action Replay's codes). But the clues on how to go about obtaining the gift were limited to the usual: Favor Julia in any responses. The key to Julia's gift lay in choosing responses that reflect Julia's ideal man. In Chapter 1 she highlights Ari's good points: You're serious, honest and quiet. The kind that becomes a husband who'd eat cold mashed potatoes without complaining.... Or lets me go on rampant impulse shopping sprees without complaining. That's what I liked about you... In Chapter 5 she describes her ideal as: Someone who's serious-minded, thin shadowed, and knows that I wear the pants in the family. No complaints for serving cold food, no complaints for my shopping sprees. In other words, a doormat. Mr. Milquetoast. Trivia. In on-going checks with the fortune tellers, two readings favoring Julia may be given: Hmmm, even though you got dumped once, you should not give up, alright? And (seen by the author in Madril after Linda's theme starts): Hmmm. I guess even though you've been dumped by her before, you shouldn't give up, alright?" Do these reflect the degree of compatibility achieved, or (far more likely) just the quirky differences between the fortune tellers? Hmm. DEFAULT GIFT Speculation. Compatibility may have an obscure default value, with Mysterious Woman, an NPC found just north of Madril (not to be confused with Rosalyn, who is introduced as "Mysterious Woman" before Ari learns her name). The author surmises the "default" nature of the woman's compatibility because early readings commonly name her when a specific gift is not being targeted. This is not confirmed, however, and likely never will be, short of the game's programmer(s) stepping forward. Background. In July 2006, Maester_Seymore reported receiving a Daymare Ring as a gift for compatibility with the Mysterious Woman. Seymore's original strategy read: "All you have to do is give negative responses to everyone or Always choose the second choice. The only exeptions are in the Sewers, And Both time marlene goes to your home. Choose Third or first depending on what you consider the worst or the i dont care choice." (sic) SOLVED! The author successfully replicated Seymore's strategy of choosing the most apathetic responses possible. See the "Sidequests" section for further how-to details. Update (v1.5). Speculation is likely well off the mark, but leaving this section as a curiosity. E6.9 STAN'S THE MAN Find an addition to the "Pop-up Stanley" section? Let the author know the query, in enough detail to clearly identify it (anything new is unlikely at this point), as well as the EXACT text of your three separate choices, with the precise on-screen spelling and punctuation intact (a la "One / to / Three!!!"), if possible. The author has recorded all sorts of wrong choices, however, which might match. E6.10 OTHER LOOSE ENDS Need more to explore? How about.... * Tenel, the Frowning Guy's sweetheart. * Madril, lower level, the Sighing Woman's grandson, around Ari's age. * Madril, Hero's Club, the blonde swordswoman's scene. * Madril, upper level, the Unlucky Guy's luck. * Rashelo, the fishing pole. * Rashelo, the mystery of "Heaven's Voice". * Rashelo, the Woman of K. * Pospos Snowfield, the Gearman, ex-clerk of the World Library? * Triste, more named places than anywhere else. Also, the game's official site featured production artwork, some of which doesn't appear in-game, including a pirate ship (spotted by Beastmage06). http://www.us.playstation.com/content/ogs/scus-97129/site/ Note. Dead link. Request an alternative link from PlayStation.com's webmaster or search their site. The final loose end, of course, is a good treatise on OKAGE's battle mechanics. Interested or need help? Strike up a conversation on the OKAGE message board at GameFAQs.com. Friendly board, a watched favorite if quiet, folks glad to help out; flamers very rare. =============================================================================== F. FAQ & AUTHOR INFO Thank you for reading this far. Hopefully you've had a fun (and maybe even a remarkable) journey. If you believe this guide might help or be enjoyed by the next player, at GameFAQs.com (linked in "FAQ Info" below) click the "recommend" link provided in the guide's header. ------------------------------------------------------------------------------- F1. LEGAL Copyright (c) 2006-7, 2010-13, by Falconesque. All rights reserved. Protected by U.S. and international copyright laws and treaties. Permission granted for posting as-is to GameFAQs.com, for the personal, noncommercial use of the site's members. Other OKAGE FAQs and walkthroughs found at GameFAQs.com and referenced herein are the sole property of their respective authors. http://www.gamefaqs.com/console/ps2/game/471237.html Reader-supplied tips are included as-is and may be unverified by the author. OKAGE: SHADOW KING is copyright (c) 2001 and presented by Sony Computer Entertainment, Inc. from ZENER WORKS Amusement Software Developer. Brand and product names may be the trademarks or registered trademarks of their respective companies. An interview with Shawn Torrin Rettig, SCEA assistant producer for OKAGE: http://www.teamps2.com/teamps2/ip_okage_torrin.html ------------------------------------------------------------------------------- F2. FAQ INFO About this FAQ. OKAGE deserved a thorough, complete, and (largely) spoiler-free walkthrough for the North American version. The author enjoyed the existing OKAGE FAQs posted to GameFAQs, but mourned that no new updates addressed the few outstanding holes. This guide's latest version posted at the author's site and at GameFAQs.com. http://www.esque.com/slr/gamefaqs/ http://www.gamefaqs.com/console/ps2/file/471237/44164 AWARDS This guide was honored by the GameFAQs editors and awarded FAQ OF THE MONTH for July 2006. http://www.gamefaqs.com/features/contest/fotm Trivia. BOKU TO MAOU's first posted walkthrough by BAnderson was likewise so honored, with CJayC's very first FAQ of the Month awards (scroll to the bottom of the above link). Not bad for an overshadowed game. COMPANION PIECES The author has penned two in-depth guides for OKAGE, as well. Compatibility Gift Scene Scripts (24 KB) http://www.gamefaqs.com/console/ps2/file/471237/44944 Individual scene transcripts are also available at the author's site. Level-Up Statistics Guide (56 KB) http://www.gamefaqs.com/console/ps2/file/471237/68359 VERSION HISTORY FAQ version 1.0 Uploaded on Saturday, July 29, 2006. Initial release of the complete FAQ and Walkthrough. FAQ version 1.1 Uploaded on Monday, August 14, 2006. * General fine-tuning of various passages. * Minor fixes to a couple of dungeon maps. * Added READ ERROR note to Quit [A7.] and Q of Hearts [E4.]. * Removed NOTE about resetting [B6.]. Anyone following the Q strategy [E4.] had already reset by then. * Added some trivia about Ari [C1.1], Kisling [C1.3], and Epros [C1.6]. * Revamped ITEM list [C2.]; split into two sections. * Added Buy prices (oops) missing from CONSUMABLE ITEMS [C2.1]. * Corrected effects of Big Boss's Charm and Alarm Charm, multiple places; item descriptions and manual are both wrong. * Updated ACCESSORIES [C4.3] with Owl's Amulet info. * Enlarged intro to POP-UP STANLEY [D4.]; added 4 more entries. * Added 9 new findings to MONSTER DROPPINGS [D6.]. * Added 2 FINAL CLUES to Compatibility Gifts [E2.1]; Julia, Dad. * Rewrote the JULIA gift entry [E2.1]. * Fixed TINY GEAR [E2.2]; Gearman takes only 30 TG. * Added EARLY FINDINGS on the Q of Hearts [E4.]. * Inserted MINUTIA section [E5.], bumping HELP WANTED to E6. * Updated 3 MYSTERY ITEMS [E6.7] with SOLVED! info; updated ITEM, too. * Updated JULIA [E6.8] with SOLVED! info. * Added a dumping ground to HELP WANTED [E6.10]. FAQ version 1.2 Uploaded on Monday, August 28, 2006. * General fine-tuning of various passages. * Fixed some table weirdness throughout the guide. * Reordered progression through Rumille Plain's circus grounds [B3.], first visit, for smoother flow. * Inserted a stop in Madril between Pospos Spa and Big Tree Hole [B4.], moving up some of the bits from later visits. * Added an AFTERWORD [B8.] to the Walkthrough. * Added 1 new solution and 1 new query to POP-UP STANLEY [D4.]. * Added KNOWN BUGS [D7.] to the Quick Reference. * Added 2 FINAL CLUES to Compatibility Gifts [E2.1]; Stan, Mysterious Woman. * Rewrote the MYSTERIOUS WOMAN gift entry [E2.1]. * Added MADRIL SEWER solutions to OTHER PUZZLERS [E2.9]. * Added several more PLACE NAMES [E5.1]. * Updated DEFAULT GIFT [E6.8] with SOLVED! info. * Added 3 OTHER LOOSE ENDS [E6.10]. FAQ version 1.3 Uploaded on Tuesday, September 19, 2006. * General fine-tuning of various passages. * Minor refinements to a couple of dungeon maps. * Added the game's official site to PREPURCHASE [A2.]. * Expanded on L1/R1 in CONTROLS [A3.]. * Added some tactics to Chapter 1's battle tutorial [B1.]. * Inserted a visit to Rumille circus grounds [B4.] after the abyss. * Inserted another brief stop at the circus grounds [B4.] before Big Tree Hole; explains how Block knew of the tunnel. * Reviewed and reworked the entire MENUS section [C.], ensuring all the scattered tidbits were included. * Added some trivia about Rosalyn [C1.2]. * Added a note about compatibility to POP-UP STANLEY [D4.]. * Added 3 new solutions to POP-UP STANLEY [D4.]. * Rewrote USEFUL GLITCH [D7.1], purging the spoilers; noted glitch in the Walkthrough [B4., B5.] and Accessories [C4.3]. * Added a tip to COMPATIBILITY GIFTS [E2.1]; reformatted the section. * Added gift descriptions to COMPATIBILITY GIFTS [E2.1]. * Added the last FINAL CLUE to Compatibility Gifts [E2.1]; Rosalyn. * Revamped COMMERCIAL RESOURCES as OTHER RESOURCES [E3.]. * Added ORIGINAL SOUNDTRACK and FAN SITES to Other Resources [E3.]. * Updated 8 MYSTERY ITEMS [E6.7] with additional info; reformatted, too. * Removed gift and descriptions from STUBBORN COMPATIBILITY GIFTS [E6.8]. * Added 1 OTHER LOOSE ENDS [E6.10]. FAQ version 1.3.1 Uploaded on Friday, October 20, 2006. * General fine-tuning of various passages. * Added 1 new solution to POP-UP STANLEY [D4.]. * Added gift-scene scripts reference to COMPATIBILITY GIFTS [E2.1]. * Added NUTS & BOLTS to COMPATIBILITY GIFTS [E2.1]. * Added tips about TG4 to OTHER PUZZLERS [E2.9]; noted in [B2.] and [E2.2]. * Added 3 more FAN SITES [E3.6]. FAQ version 1.3.2 Uploaded on Monday, January 15, 2007. * General fine-tuning of various passages (1 typo found, predating v1.0). * Fixed some table weirdness throughout the guide. * Redrew AQUATIC RUINS maps, [AR-B1] and [AR-B2]. * Expanded on SAVE BUG [D7.3], more info and strategies; noted in [A8.]. * Added Ari's MAX-inflated stats to ACTION REPLAY CODES [E3.3]. * Added 1 site to FAN SITES [E3.6]. * Renamed [E6.3] from RED HERRINGS to LOVER BOY. * Added a question to BIG SNOWMAN [E6.6]. * Added AWARDS to this section. FAQ version 1.4 Uploaded on Friday, March 5, 2010. Typos fixed, Monday, June 14, 2010. * Minor fine-tuning in a few places (6 more typos, plus 3 misspellings). * Reverified & updated all URLs throughout the guide. * Expanded links in PREPURCHASE and CONTROLS [A2., A3.]; added ESRB Rating. * Trimmed the Save Bug warning in SAVE [A8.]. * Expanded on EP earnings, added LEVELING TIP to STATUS [C1.]. * Added trivia for Ari, Rosalyn, Kisling, Epros, STATUS [C1.1-C1.3, C1.6] * Added SECRET SPECIALS & all-attacks link to SPECIAL [C3.]. * Added 5 new solutions to POP-UP STANLEY [D4.]. * Added MEGA LUCK BOTTLE to MONSTER DROPPINGS [D6.]. * Rewrote DISC READ ERRORS [D7.4]; added blue disc, cleaning. * Added section UNVERIFIED REPORTS [D7.7]; two save issues, PS3. * Added "mirror" links to Sigre-san's graphic MAPS [E1.]. * Added 2 alternative sites to ORIGINAL SOUNDTRACK [E3.2]. * Added CODEBREAKER CODES [E3.5]; renumbered two trailing subsections. * Added attribution for ANOTHER CHEAT [E3.6]. * Added CHARACTER NAMES [E5.4]; link to enemy-names list. * Moved MEGA LUCK BOTTLE to SOLVED in MYSTERY ITEMS [E6.7]. * Added COMPANION PIECE to FAQ INFO [F2.]; link, gift-scene scripts. FAQ version 1.5 Uploaded on Friday, December 6, 2013. A big update outside the Walkthrough. * Fine-tuned several places, fixed overcautious triggers. * Fixed 1 misspelling (from v1.3.1), plus 2 typos (from v1.0, ouch). * Expanded width from 75 to full 79 characters. * Standardized stats, equipment, shop lists for readability; other tables, too. * Added divider lines for area changes & bosses; easier to spot when skimming. * Columnized map legends; other legends, too. * Added 1 alternative site to CONTROLS [A3]; game manual. * Revised the Save Bug warning in SAVE [A8.]; first-hand experience. * Added boss & minion data to Walkthrough [B1.-B7.]; also separate [D6.13]. * Fixed number of roadside villagers Ari must speak with before Tenel [B1.]. * Added Escape's exact cost (10% LP) to CHAPTER 1 [B1.]; added critical hits. * Added in-trouble thresholds to CHAPTER 2 [B2.]; Burning Devil; music, red. * Fixed triggers around Rashelo in CHAPTER 3 [B3.]. * Added grid and map refs, explicit directions to ESCAPELESS ABYSS [EA-B1..3]. * Added trivia on Stan's background in Transverse Tunnel to CHAPTER 4 [B4.]. * Fixed last floor switch in Sealed Cave of CHAPTER 4 [B4.]; added a tip. * Added TC: Heart Candy near Gear Tower [B5.]; linked annotated JPG image. * Added White Cat Jewel tip to VAMPIRE EVIL KING in CHAPTER 6 [B6.]. * Added note on battle menu to MENUS [C.]. * Added stat definitions to STATUS [C1.]. * Added the point where LV 99 EP-creep ceases to STATUS [C1.]; 999 EP. * Removed stat maximums from STATUS [C1.]; pulled elsewhere, proven incorrect. * Added alternative grind to LEVELING TIPS in STATUS [C1.]. * Added STAT MAXING to STATUS [C1.]. * Added LV 99 stats for each PC [C1.1-C1.6]; natural, not cheat-enabled. * Added the mundane "internal designations" for Big Bull, Linda [C1.4, C1.5]. * Added trivia for Linda [C1.5]; fixed trivia for Epros [C1.6]. * Added BOTTLES to CONSUMABLE ITEMS [C2.1]. * Fixed order of Decoy and Overdrive in SPECIAL [C3.]; fixed Stan's triggers. * Added "multiple Q of Hearts" report to WEAPONS [C4.1]; in [E4.] too. * Noted Iron Necklace as unique too in ACCESSORIES [C4.3]; explained "Prlss". * Added QUIT [C6.]. * Fixed table of ELEMENTS [D1.]. * Fixed Confuse in CURSES [D3.]. * Added 10 new solutions and 2 resolved queries to POP-UP STANLEY [D4.]. * Added trivia to SHOPS [D5.]. * Major overhaul of MONSTER DROPPINGS [D6.]. - Fixed column widths, exact match of Lists FAQ; moot, but honoring the work. - Confirmed every single Soul Binding drop, barring 1 (noted) impossibility. - Reconfirmed most normal drops; remainder likely same as Soul Binding. - Added heaps of new findings and filled the last remaining sukel blank. - Fixed 2 misspelled legacies from the Lists FAQ's "Monster Classification". - Fixed Clingy Crab's placement from the Lists FAQ; from [D6.7] to [D6.6]. - Fixed 3 sukel errors in the Lists FAQ; Sleazy Toad, Daring Dino, Sly Snake. - Reverified Color & Sukel for all; corroborated MONSTER GROUPINGS [D6.14]. - Numbered area monster lists [D6.1-D6.12]. - Added "Also:" list of monsters from previous areas. - Added HP column, ABOUT HP READINGS; reformated again. - Added BOSSES & MINIONS [D6.13] and MONSTER GROUPINGS [D6.14]. - Moved TREASURE HUNTING to TREASURE HUNTING TIPS [D6.15]. * Added tip to USEFUL GLITCH [D7.1]; pretty big deal. * Added load/restore problem to CAN'T SAVE in UNVERIFIED REPORTS [D7.7]. * Added MAKING A HASH OF A GOOD, HEARTY ROAR [D7.8] to KNOWN BUGS [D7.]. * Updated SAVE BUG [D7.3]; annotated Rumille Plain save recommendation [B3.]. * Added explicit beginning triggers where pertinent to SIDEQUESTS [E2.]. * Removed qualification from note in COMPATIBILITY GIFTS [E2.1]; immaterial. * Added WHICH GIFT IS BEST? to COMPATIBILITY GIFTS [E2.1]; "perfect" run Q. * Added note about cheat devices to HOPKINS' SWORD [E2.8]. * Added a map to OTHER PUZZLERS [E2.9]; revised TG4's directions. * Added track lists to ORIGINAL SOUNDTRACK [E3.2]. * Added 2 alternative sites to ORIGINAL SOUNDTRACK [E3.2]. * Added stats and other observations to ACTION REPLAY CODES [E3.3]. * Added OKAGE ACTION FIGURES [E3.8]; linked JPG image. * Added STAN'S BOTTLE OPENER [E3.9]; linked JPG image. * Added BOKU TO MAOU PREVIEW [E3.10]; mirrored MOOvie link. * Added UNOFFICIAL GAME SCRIPT [E3.11]; 3 linked PDF files. * Removed "Early findings" from Q OF HEARTS [E4.]; proved false. * Added trivia to PLACE NAMES [E5.1]. * Added ENEMY NAMES [E5.5]; extract, includes 22 Shift-JIS strings. * Added SECRET SPECIALS & COMMANDS [E5.6]; extract, 1-2 Shift-JIS strings. * Added MISSABLES [E5.7]; noted in Walkthrough; included an NGP/NG+ reference. * Snuck in Stan's full name and a reference to "point of no return", too. * Replaced "Start menu" with "title screen"; deferring to the manual. * Rewrote most references to Soul Binding, Escape;. * Added more ACKNOWLEDGEMENTS, below. * Updated AUTHOR INFO [F3.]. FAQ version 1.5.1 Uploaded on Thursday, May 14, 2015. A small update. * Added WaybackMachine archive link to MAPS [E1.]. * Added alternative link to BOKU TO MAOU PREVIEW [E3.10]. * Added another helpful reader to ACKNOWLEDGEMENTS, below. TO-DO LIST * Add new solutions to POP-UP STANLEY. Barring any further contributions or bug fixes, no updates are anticipated. Providing new information for the above to-do items may result in minor-version updates (1.5.2 and so on) down the road, but none are scheduled. ACKNOWLEDGEMENTS Thanks to all OKAGE contributors on GameFAQs, for the inspiration to take on this project: BAnderson, LGreenberg, LunarAngel1021, QueenMeshi, RBury, Apostrophe, and HonestLiar. Their contributions can't be praised highly enough. To Lewton19, for play-testing the walkthrough during its initial writing and for feedback on the guide overall. To Socoro1910, Umah, Atomos199, LemonPenguin, Hiroshi_Mishima, Ben Pinkston, Coretta King, and peachy peetsch for "Pop-up Stanley" contributions. To Exirc and Hiroshi_Mishima, for more Monster Droppings. To Maester_Seymore, for firsthand information on the Q of Hearts and Mysterious Woman's compatibility gift. To MyFatherTheKing, too, for vital corroboration in the hunt for the Q. To Interceptor18, for a correction to the Tiny Gear sidequest (good catch), feedback, and helpful ideas. To Holey08, for a helpful nudge in obtaining Julia's compatibility gift. To Beastmage06, for identifying some images and bringing others to light. To Killerpickles and Sandyoso for further discussion of the Save Bug. To MiniTaurus for the alternative link for OST fans. To LemonPenguin for diligently sifting old board topics for problem reports. To moonalchamist for reporting a save problem, and to gbaxton for connecting the dots with the DualShock2. To Rosie for reporting the breakage of Sigre-san's site. To Karina 305 for the buried treasure (TC: Heart Candy) near the Gear Tower. Nifty. (Rings a bell, perhaps from the now-removed "B" walkthrough?) To LGC for sharing test data on the burning issue. To Emurii for explaining the righteous pun. To InvaderWeezle for reporting the preview link's death (E3.10). To OkageHime, for confirming a bug and for at times keeping the OKAGE board alive with perpetual social topics. To Atomos199, for much-needed confirmations and supporting data, additions, tips, and suggestions, as well as providing an acclaimed writer's eye in critiquing the guide. And to DoichiMyLove, for brainstorming and sharing knowledge so generously. Also to Orion in real life, for the loan of Action Replay MAX Evo Edition. Thanks, as well, to all who tirelessly slave over GameFAQs.com, to the OKAGE board's many faithful denizens, to those at SCEA who brought OKAGE to North American audiences, and most especially, to the delightfully demented minds of Zener Works. Plea. OKAGE is a true PS2 "classic" title, and gamers deserve to see the fine three-dimensional work of the PS2's early days. Please rerelease OKAGE in a modern format, Sony -- even if only as-is, warts and all. (Thank you, dear reader, for letting Sony hear your plea.) ------------------------------------------------------------------------------- F3. AUTHOR INFO A novelist and retired technical writer, the author is a middle-aged gamer (hobbling into senior status) who's generally inept with the controller, but even so enjoys the Final Fantasy, Jak & Daxter, Katamari Damacy, Kingdom Hearts, Prince of Persia (PS2), Ratchet & Clank, and Sly Cooper game series (Final Fantasy X, Sly 2, and the other series' opening titles especially). The author wrote both the Missable and the Statistics Guides for Kingdom Hearts and a full-length FAQ & Walkthrough for Kingdom Hearts Re:Chain of Memories. The author contributed to two Kingdom Hearts II FAQs (Ultimaterializer X's Bestiary/Synthesis Guide primarily) and a number of other game guides. The author also penned the Weapons FAQ for Secret Agent Clank. The author's latest contributions, including game guides found nowhere else: http://www.esque.com/slr/gamefaqs/ The author's Contributor page at GameFAQs.com: http://www.gamefaqs.com/features/recognition/64962.html Contact. The author welcomes your comments and feedback. Send your message to falconesque [dot] gfaqs [at] gmail [dot] com. Alternatively, the author may be reached at okage [dot] faqs [at] esque [dot] com. Requests for permission to repost this guide are not being entertained. Parting words. Do the stairs go nowhere or do they lead somewhere as yet undiscovered? It's always your choice. Defy classification. END OF LINE.