_________________________
-=/ Please Enter '1' Credit \=-
*************************************************************
*** Vagrant Story Walkthrough, Secrets, Hints and Tips ***
*************************************************************
*** Date Created:- 17-8-00 to 0-0-00 ***
*** Version:- 1.1 ***
*** Created By:- PhoenixFire ***
*** Edited By:- Ricahrd Carruthers ***
*** e-mail:- phoenixfire@gamingdome.zzn.com ***
*** f300@ntlworld.com ***
*************************************************************
*** Copyright (c) PhoenixFire / Gaming Dome Y2K ***
*************************************************************
*** www.gamingdome.co.uk ***
*** http://gamingdome.zzn.com ***
*** http://pub26.ezboard.com/bgamingdomesboard ***
*************************************************************
*** DISCLAIMER ***
Unpublished work (c) PhoenixFire and Gaming Dome, 2000.
This file is for personal/private use only. It can be reproduced
electronically as long as the file isn't changed, this disclaimer, the copyright
notice and my e-mail address appears along with whatever you have used from this
file. This file can not be used to make money and that also means that I,
PhoenixFire, can't make money from it either. This means that it cannot be
used in any magazines in any way or form, printed out and then sold, or used as
a prize etc. This file was created and is owned by PhoenixFire
(phoenixfire@gamingdome.zzn.com). If I find out that anyone has used this file
inappropriately you will be dealt with in my own special way - you have been
warned! This file is owned by Phoenix Fire and Gaming Dome.
Vagrant Story is (c) Squaresoft
*** INTRODUCTION ***
Future versions of this file can be found at:-
www.gamingdome.co.uk
www.gamefaqs.com
www.gameadvice.com
www.psxcodez.com
This file was created using the European PAL version of the game. Therefore
there might be a few things that are slightly different to the NA versions (but
I doubt it). If you need a question about VS answered and you cannot find the
answer here (PLEASE, check for you answer in the FAQ first), e-mail me with
the problem as the subject heading. I will then reply as soon as I can and add
that piece of info into the newer version of the FAQ (Yes. There WILL be one,
as long as my GCSE work doesn't get in the way!).
VS is a complicated game and this FAQ might be also, but remember this:-
"Real programmers don't document. If it was hard to write, it should be hard
to understand."
*** Version History ***
Version 1.0
Available ONLY at www.gamefaqs.com and contained a few bugs. But it wasn't to
last long.
Version 1.1
This version your reading!
Added Lilac Man's e-mail address, and the address for Gaming Dome e-mail and
the Gaming Dome forums, as well as the address for some other sites the FAQ
is available at.
While I was at it I corrected some of my mistakes on the Snowfly Forest map.
-= Gaming Dome Message =-
Gaming Dome - More Than Just Games
www.gamingdome.co.uk
Gaming Dome is a site made by gamers for gamers.
At GD you will find pages on music about bands from Semisonic to Iron Maiden.
You will find coverage of some Motor Sport events, among pages upon pages of
games.
Do you want to help on GD?
Do you have a DC, N64, PSX, PS2, PC, etc. ?
If you do visit GD and feel you have something to contribute please contact us
*** ABOUT THE AUTHOR - PhoenixFire ***
All I am gonna say is that I am in the GCSE year of school, and I live in sunny
England. While writing this FAQ I am listening to Semisonic and Iron Maiden
(Pleasure e.p., "Fine" and Brave New World respectively). As I am in the GCSE
year I am about to have some VERY big tests (As in fail these and your life is
over type tests), this means that this FAQ might get out of date quite quickly,
but I will see what I can do.
*** CONTENTS ***
01.0 The Game System
- Background Info
- Info needed to play
- Menu Controls
- Ingame Controls
- The Battle System and Controls
02.0 The Maps
03.0 The Walkthrough
- First Play
- Re-Play
04.0 Magic
- Warlock
- Shaman
- Sorcery
- Enchanter
- Teleportation
05.0 Break Arts
06.0 Battle Abilities
07.0 Risk
08.0 Traps
09.0 Weapons
10.0 The Workshop
11.0 The Creative Process
- Combining Weapons
- Ultimate Weapon Combos
- Creating Weapons
- Finalising The Weapons
- Combining Armour
- Combining Shields
12.0 Items
- Blades
- Grips
- Gems
- Armour (Including Shields)
- Accessories
- Misc.
13.0 The "Score" Option
- The Titles / Ranks
- Riskbreaker Rank
- Encyclopaedia (The Monster List)
14.0 Other Areas Of The Game (i.e. secrets, extras, etc.)
- Evolve OR Die
- The Wines
- Training Dummies
- Game Bugs
15.0 Frequently Asked Questions
AA.A That Bit At The End
- Credits
- Thankyous
*** 01.0 The Game System ***
Vagrant Story is a complex game. That is why there is this FAQ. And this
section. This section tells you all the controls, background info etc. that
you need to know to play VS.
-= 01.1 Background Info =-
The manor of Duke Bardorba of Valendia Kingdom was captured by a religious cult
known as Mullenkamp. A few innocent people were murdered, but the news of the
incident was kept quiet. Sydney Losstarot, the leader of Mullenkamp, has not
been seen since the event, although there were several sightings of a Dragon
as the manor went up in flames.
Luckily the Duke was away during the seizure of the manor, but one week later
an unknown person took the Dukes life. Suspected of this murder is Riskbreaker
Ashley Riot of the Valendia Knights of Peace (VKP). He disappeared shortly
after the Duke was murdered.
During the week between the capture of the manor and the murder of the Duke,
Ashley Riot made a peculiar visit to the town of Lea Monde.
What happened during his week in the mysterious city?
Did he kill the Duke?
You play as Ashley Riot...You play the crucial week and see for yourself
what happened.
-= 01.2. Info Needed To Play (And Understand the FAQ =-
-= Key =-
X = X Button DP = Damage Points EXP = Experience
T = Triangle Button PP = Phantom Points ORD = Original Stats of item
O = Circle Button L1 = L1 Button EQP = Current Stats of item
S = Square Button L2 = L2 Button STR = Strength
L = Left R1 = R1 Button AGL = Agility
R = Right R2 = R2 Button INT = Intelligence
U = Up HP = Hit Points
D = Down MP = Magic Points
-= Screen Displays =-
On the game screen you will see various different things. These tell you
everything you need to know - where you are, what doors can be opened, and how
healthy you are.
In the top left corner of the screen you will see something like this:-
+----------------------------------
|
| HP 250·250 MP 92·92 HP - Shows how many HP you can have and what
| ------------- ------------- your health is currently like.
| ------------- MP - Shows how many MP you can have and what
| RISK 100 your MP is currently like.
| RISK - What your concentration is like. Bar
is in percentages.
In the bottom right corner of the screen is the map of the room you are
currently in. Red dots show where you have come from, blue dots show doors
leading to new areas, white dots show doors and a padlock shows locked doors.
In the bottom left of the screen in the limb gauge. The shows how healthy
different parts of Ashley are.
-= Menu Options =-
Battle Abilities
When you have selected his option from the menu you will be shown a number
with PT following it. That is the amount of kills you have to get before you
can attain the next ability.
Status
From this screen you can see how healthy Ashley is, how much MP he has and
what his RISK is. You can also see this about the enemies and their
affinities if you cast analyze on them. If you don't you will
just see the enemy with ??? where the stats would normally go.
Options
Timing Display - Turns the "!" visible when doing chains On or Off.
Weapon Status - Displays any change to weapon status in the bottom left
corner of the screen when turned on.
Armour Status - As above but for armour.
-= 1.3. Menu Controls =-
O = Execute commands
X = Cancel
S = Not Used
T = Exit Menu screen
L1 = Switch menu
Switch characters
L2 = Not Used
R1 = Switch menu
Switch characters
R2 = Not Used
-= 1.4. InGame Controls =-
U = Move and grip
Climb
D = Change view in the Free-Look Mode
R = Go Right
L = Go Left
SELECT = Zoom In, Zoom Out.
START = Enter Free-Look, Skip video or cut scene.
O = Execute command
Enter battle mode
X = Cancel
Open doors and chests
Move cubes
End free look
S = Jump
T = Enter Menu
L1 = Rotate map anticlockwise
L2 = Shortcut Menu
R1 = Rotate map clockwise
R2 = Walk, when using D-Pad or Analogue sticks
-= 01.5. The Battle System and Controls =-
U = Move
L = Select Target
R = Select Target
D = Change view in Free-Look
O = Execute command
Open and close targeting sphere
X = Cancel
Open doors and treasure chests
Close targeting Sphere
Switch to Normal Mode
End Free-Look
S = Jump
T = Display main menu
L1 = Rotate anticlockwise
L2 = Shortcut Menu
R1 = Rotate map clockwise
R2 = Walk when using D-Pad or analogue stick.
*** 02.0 Maps ***
Below is a rough (and I do mean rough) map of the different areas in Vagrant
Story. It is not yet finished as I have yet to go through a second time. If
you feel you are able to add to these maps please send me a scanned picture of
the areas you are wanting to add or send them to me in a zipped text file like
the maps below. I have also missed off quite a few doors locked with Sigils,
latches, one way mechanisms and keys etc.. I am hoping to sort this out ASAP.
I would appreciate if someone would be able to tell me where these doors are so
I can add them to this file sooner than I would be able to otherwise.
-= Key =-
* - Save Point
Cont - Container
W/S - Workshop
C OR C. - Chest
Latch - Door is on a latch
1 Way - It's a One Way Door
? Sigil - Locked with the specified sigil
? Key - Locked with the Specified key
RI - Locked with the Rood Inverse
-= The Map List =-
Here is a list of the maps in the order that they can be seen both in the game
and in the FAQ.
- Wine Cellar - Great Cathedral L3 - City Walls West
- Catacombs - Great Cathedral L4 - City Walls South
- Sanctum - Forgotten Pathway - City Walls East
- Abandoned Mines B1 - Escapeway - City Walls North
- Abandoned Mines B2 - Iron Maiden B1 - Snowfly Forest
- Limestone Quarry - Iron Maiden B2 - Snowfly Forest East
- Temple Of Kiltia - Iron Maiden B3 - Town Centre West
- Great Cathedral B1 - Undercity West - Town Centre South
- Great Cathedral L1 - Undercity East - Town Centre East
- Great Cathedral L2 - The Keep
-= The Wine Cellar =-
_______
| |
START Chamomile Sigil __| |__
GAME | _____ | BOSS |
_____ __ ________ __ __ ________ | _____ _____ | | |__ CHEST __|
| | |* | | | | | | | | | | |_____| | | EXIT
|_____| |__| * |__| |__| | |_____| |_____| |_______| |
| Cont |__| |________| To Catacombs
_______ | | ____ W
| | | | | C. | S + N
| | | | |____| E ______
| | |________| __ / \
| | ______ __| |__ ______ ______ ______ ___ / BOSS \
| | | | | | | | | | | | |*C | | C. |
|_______| |______| |________| |______| |______| |______| |___| | |
| \ /
Later on locked \______/
with Stock Sigil
-= Catacombs =-
_______
To Wine Cellar ____ | C |
EXIT | C. | _| __|
__ |____| | |
| \ Cont ______ |______|
| * \ ______ ______ | | ____ _____
\ | | | | | | | | |_ _| |
\__| |______| |______| | | | _| |_ |
|______| |____| |_____|
___ __
W / | | |
S + N / / | |
E / / |__|
/ /
/ / __
/ / | |
| | ___ | |
_______ | C| | | |__|
| \ |___| |___|
| \ ________ __ ______
| \ _______ | | | \ | | ___
| | | | | | _| \_____ | | |W/S| Cont.
| | |_______| | | | | | * | |_*_| "Work Of Art"
| / |________| | | |______|
| / |___________| EXIT
|_______/ To Sanctum
Lily Sigil
-= Sanctum =-
______
E | |
N + S _____________ | BOSS |
W | | | | ______ _____ |______|
|__|_______|__| | | |CHEST| ___
________ _____________ |______| |_____| ________ | |
________ | | __| | | | ________ _Latch__ | | |___|
| | | | | | | | | | | | | |_
EXIT | | BOSS | | | *Cont | | | | | | | |
|________| | | |__ | | | |________| |________| | _|
To Town |________| |__|_______|__| __ ________ | |
Centre West | | | | |________|
| |__ |________|
|_____| EXIT
To Catacombs
-= Abandoned Mines B1 =-
___ ____ __ | Fern Sigil
| \ | | | \ | _____
To Town Centre West EXIT | | |BOSS| | |||__ |
|___/ |____| |__/ \__|
__
___ | |
| C | |__|
E |___| __
N + S __ _____ | |
W ____ |* |__ | | __| |
| _| |_ __| |BOSS | |_____|
| | \__\ |_____|
|__| __
Silver Key___ | |
____ |C. | |__|
| C | |___| __
|____| _| |
_______ / |
To City Wall West | | |_____|
| ______ _______ | |Hyacinth Sigil
| | ____| | | |_______|
| |_| |_______| Latch
_ _ | |
| \ _/ /_ __ __ ____ _| |
EXIT | * | | | | | | | | |
| / |_ _| |__| |__| |____| |___|
|_/ \_\ BOSS
___
| C |
|___|
-= Abandoned Mines B2 =-
_____
| __| Undercity West
N |__|
W + E __________
S | |
| BOSS |
|__________| ___
___________ | |
| | |___| Chest
____ __ | * |Iron Key
| __| | C| ____ | |
____ ____ |_| |__| | __| |___________|
| _||_ | _ | | 1 Way ___1 Way
|__| |__| | |_ ____ |_| / \
Town __ | _||__ | ____ /_____\
Centre | | | | | | |BOSS| Undercity
South |__| |_| |_| |____| West
____ _ _ _
|BOSS| _| |_ _| |_ _| |
____ |_ _| |_ _||_ |
|_*__| |_| |_| |_|
____ __ _ _ _
| | _| |_ |_|_ __| | \_/
| C. ||______||____||____| _
|____| |_| | |
_ | |
____ _| |_ ____ ___| |
| C. ||_____||____||_____|
|____|
-= Limestone Quarry =-
_____ ________ ___
Temple Of | | | | | | N
Kiltia |_____| |__ __| |___| CHEST W + E
Silver Key |__| S
__
| |
|__|
_____ __ Silver Key
| | ______ _| |_ _____ ___
|CHEST| |_ _| |______| |_ _| |___| Chest
|_____| |__| |_| Gold Key
_____ _
| | / \
To Temple |_____| ___ /___\
Of Kiltia __ | | ___
____ | |_ |___| _| |_ _______
|EXIT| | * _| | __| |_______| |____ |
|____| |__| |_|__| _(EX)_ |__| (EX) - EXIT To Undercity West
____ ____ ______ \ / _______
|BOSS| \ / | | \ / | |
|____| \__/ | | \_/ | |
__ __ |______| _______ |_______|
| |___ __| | ____ | | ____
|______| |_____| / \ | BOSS. | / \
/______\ |_______| /______\
__ __ __ _____
| |___ _|* |_ __| |__ | |
|______| |______| |________| |Chest|
|_____|
-= Temple Of Kiltia =-
__________________ ______
| | Silver Key | | Town Centre
|___________ | | __ ___| |___ East
_______ _____ | | |__| |__ | BOSS | _________EXIT
EXIT |* Cont.| | | |______| | | | | | |
| |_______| |_____| |__ __| | | |_________|
| ___ |__| |___ ___|
Limestone | | ________ | |
Quarry | |__________ | BOSS | |______|
| | | CHEST. |
|______________| | | W
EXIT |________| S + N
Limestone Quarry E
Silver Key
-= Great Cathedral B1 (GCB1) =-
_______
| BOSS. |
|_______|
___________ __ __
| | | |______| | W
| BOSS. | | BOSS | S + N
| | | ______ | E
|___________| |__| |__|
_______ _____________ _______
| | | | | |
|_______| | | |_______|
EXIT |_____________| EXIT
GCL1 EXIT GCL1
GCL1
-= Great Cathedral L1 (GCL1) =-
GCL2 _____
EXIT_____ | | W
| | |_____| S + N
________ |_____| ____ ____ E
| Cont * | _____________ ____ | | | |
| | | | __| |__ | | | |____
| | | | | BOSS | | | | \
| | | | |__ __| | | | ____/
| | |_____________| |____| | | | |
|________| EXIT _____ |____| |____|
GCB1 | | _____EXIT EXIT
EXITS TO |_____| | | GCL2__|
GCB1, GCL2 EXIT|_____|
Town Centre East GCB1
-= Great Cathedral L2 (GCL2) =-
_____ _____
EXIT | | ___________ | | W
GCL1 | | | | | | S + N
|_____| | | |_____| E
|___________|
___ ____________________ ___
/ | _____ | | | \
/ | ________ __| |__ | | | \
| | | | | | | | | |
| EXIT| | | | | | | | |
| GCL3| |________| |__ __| | | | |
\ | |_____| | | | /
\___| _____ ____________ |____________________| |___/
EXIT | | | | _____ EXIT
GCL1 | | | | | | GCL1
|_____| |____________| | |
|_____| EXITS TO :- GCL1, GCL3
-= Great Cathedral L3 (GCL3) =-
_________
| | W
| | S + N
| | E
|_________|
____ _______________________________ ____
/ | | | |EXIT\
/ EXIT| | | |GCL4 \
/ GCL2| | | | \
| | | | | |
| | | | | |
| | | | | |
| | | | | |
\ | | | | /
\ | | | | /
\____| |_______________________________| |____/
_________
| |
| |
EXIT | |
GCL1 |_________|
-= Great Cathedral L4 (GCL4) =-
GCL3
EXIT _____
/ \ W
/ \ S + N
/ \ E
| |
| *. |
| |
\ /
\ /
\_____/ EXIT
Final Battle
-= Forgotten Pathway =-
____ E
| C. | N + S
|____| W
__ _________
| |_ | | _____ Gold Key
| _| | BOSS | | | EXIT
|__| | | |_____| The Keep
____ |_________|
| C. |
|____|
-= Escapeway =-
______
| | EXIT
| __| To Undercity West
| |
|___|
___
| |
| |__ ______
| | | | E
|______| |__ | N + S
| | W
|___|
Silver Key ___ _______
___| |__ | | ______
EXIT | | | | | |
To |___ __| | | |__ |
Undercity \ \ |_______| | |
West \____\ |___|
______ Gold Key ______
| C. | | C. |
| | | |
|______| |______|
-= Iron Maiden B1 =-
Right then. My theory (It's probably wrong but I'm gonna tell you it anyway) is
that the team who worked on Vagrant Story are fans of Metal Music, and in
particular "Iron Maiden". I mean the rooms have names that could only come from
Metal bands or songs, and there is a room in Iron Maiden B3 called "The Iron
Maiden". Now unless I am very much mistaken (as I usually am) this is the name
of a song on Iron Maiden's Debut album "Iron Maiden". Anyway, back to the maps.
Oh, you might find the maps a bit confusing but all will become clear when you
have left the Iron Maiden.
N EXIT
W + E _____ To The Keep
S | |
\ /
\_/
_______
| |
| |
|_______| Mandrake Sigil
________ ______ _____ ________
| | | |- | | ---------| |
| ____| |______|- |_____| ---------|____ |
| | _______ | |
|___| | | |___|
| | | | | |
__|_|__ |_______| | |
| BOSS. | ______ ___ ______ | |
| | | C. | ___| |___ | C. | | |
|_______| | | | | | | | |
___ |______| |___ ___| |______| | |
| | |___| | |
| | ___ ______ _|_|_
| |_______ ___| |___ | C. | | |
| |-----| | | | |_____|
|___________|-----|___________| |______| _______
_________ ________ | BOSS. |
| | | | | |
| _____| |_____ | |_______|
| | |__| ___
|___| __ | |
Iron Key_______ _____ __| |__ ____| |
| | | | | | | |
|_____| |CHEST| |________| |________|
Steel Key |_____|
__|_|__
| |
| BOSS. |
|_______|
EXIT
Iron Maiden B2
-= Iron Maiden B2 =-
Okay. This is slightly complicated and you wish there was a save point
handy. Why? Hard enemies and .... warping. That's right, the same type of
warping as found in the Snowfly Forests. That is why I have labelled all the
rooms, and the exits. The labels on the exits show which room you will be
taken to next. I hope this helps. At the Iron Maiden B2 section in the
walkthrough (when it's written) you will find a way of revealing ALL the rooms
in the Iron Maiden B2. Anyway, Let the map commence!
-= The Room Directory =-
1 - The Eunic's Lot 9 - The Shin Vice H - Strangulation
2 - Ordeal By Fire A - The Spider I - Tablillas
3 - The Oven at Neisse B - Lead Sprinkler J - Ordeal By Water
4 - Pressing C - Squassation K - Tongue Slicer
5 - The Mind Burns D - The Strappado L - Brank
6 - The Rack E - Thumbscrews M - Tormentum Insomniae
7 - The Saw F - Pendulem N - EXIT To Iron Maiden B3
8 - The Cold's Bridle G - Dragging < - Looping Door
N START
W + E LEVEL
S +---+
| |
| 1 |
| |
+-2-+
+-E-+ +-F-+
| | +---1---+ | |
+-+ +-+ | | +-+ +-+
L F E | 2 | J G H
+-+ +-+ | | +-+ +-+
| | +---3---+ | |
+-G-+ +-6-+
+-J-+ +-2-+ +-I-+
| | | | | |
+-+ +-+ +-+ +-+ +-+ +-+
D I M < 3 < G H K
+-+ +-+ +-+ +-+ +-+ +-+
| | | | | |
+-H-+ +-4-+ +-J-+
+---3---+
| |
| 4 |
| |
+---5---+
+-A-+ +-4-+ +-L-+
| | | | | |
+-+ +-+ +-+ +-+ +-+ +-+
E D I < 5 < F E D
+-+ +-+ +-+ +-+ +-+ +-+
| | | | | |
+-K-+ +-6-+ +-F-+
+-D-+ +-5-+ +-N-+
| | | | | |
+-+ +-+ +-+ +-+ +-+ +-+
H K J < 6 < I M L
+-+ +-+ +-+ +-+ +-+ +-+
| | | | | |
+-L-+ +-7-+ +-6-+
+---3---+
| |
| 7 |
| |
+---8---+
+-H-+ +-7-+ +-K-+
| | | | | |
+-+ +-+ +-+ +-+ +-+ +-+
K J G < 8 < M L F
+-+ +-+ +-+ +-+ +-+ +-+
| | | | | |
+-I-+ +-9-+ +-E-+
+---8---+
| |
| 9 |
| |
+---A---+
+-9-+
+-----+ | | +-----+
| + +-+ +-+ + |
| C A C A B A B |
| + +-+ +-+ + |
+-----+ | | +-----+
+-D-+
-= Iron Maiden B3 =-
The Keep
EXIT
___
| | _______
| |___ | C. |
_______ / | | |
| C. | / ___| | |
| | | /| | |_______|
| | |/ | |
|_______| |___|
_________
| |
| |
| BOSS. |
| |
|_________|
EXIT
Iron Maiden B2
-= Undercity West =-
_______
| | EXIT
| ___| Town Centre West
| |
|___|
___
| | N
| |__ _______ W + E
| |RI| | S
| __| |___ |
| | | |
|___| |___|
Iron Key ___ ___
| | | |
| | | |
| | | |
| | |___|
|___| ___
Escapeway EXIT | | EXIT
______ ________ ___| | __ Escapeway
| | | | | | | |
| __| |__ __| |_______| | |
|___| |__| | |
EXIT ____ |__|
Town Centre | | _____________
East |BOSS| | | | C |
| | |____| |___|
|____| | |
__ | * |
_____ | | Mines B2|| |
|CHEST| ________ __| |__ ________ |EXIT__________| ________
| | | | | *. | | | | | | | EXIT
|_____| |__ __| |__ __| |__ __| |_____________| |__ __| Town Centre
Iron Key | | | | | | | | East
|__| |__| |__| |__|
__ EXIT __ Mines B2 __ Gold Key
| | Limestone | | EXIT__ | |
| | Quarry | |__ ____ | | | | W/S Godhands
| | | | | | | | | | All Materials
|__| |_____| |_ | | | | | Cont ____
EXIT Silver Key | | | | | | |W/S*|
Snowfly |__| |__| |__| |____|
Forest __ __ __ ___
_____ | | | | | | | |
|CHEST| __| |__ _| |_ _| |__ ___| |
| | | *. || || | | |
|_____| |__ __||______||_______| |_______|
| | Gold Key
|__|
____
| |
| |
| |
|____|
EXIT
City Walls East
-= Undercity East =-
________ _____
| ___ C.| |__ | N
|_|Exit__| |__| W + E
To Town | | ______ S
Centre | | | |
East |___| | |
_____ |______|
| | ____
| | | |
|_____| | |
_____ | |
| | | |
| | |____|
|_____| EXIT To City Walls North
_____ _ __
|CHEST| _| |_ _| | EXIT To City Walls North
| | | |||_ |
|_____| |_____|| |__|
Iron Key_| _____
| |
|BOSS.|
|_____|
______ ___
|CHEST.| ___| |
| | | |
|______| |_______|
-= The Keep =-
____
_________________ |W/S*| Cont E
| | |____| Keane's Crafts N + S
| |_______ W
| |
EXIT * _______|
| CHEST | ___
| To Town Centre | | | Left Side - Azala Sigil
| South | | | Right Side - Tigertail Sigil
|_________________| |___|
___
| |
Schirra Sigil | | Marigold Sigil
|___|
___
| |
Aremone Sigil | | Verbena Sigil
|___|
___
| |
Kalmia Sigil | | Columbine Sigil
Time Trial - Minotaur |___|
___
| |
Gold Key | | EXIT To Iron Maiden B1
Forgotten Pathway |___|
EXIT To City Walls South
-= City Walls West =-
To Town Centre
West
_______ _______ _______ E
| EXIT | | | | | EXIT N + S
|_______| |_______| |_______| To Abandoned Mines B2 W
-= City Walls South =-
To Town Centre To Town Centre
West South
_______ _______ _______ _______ _______ N
| | | | | EXIT | | | | EXIT | EXIT W + E
|_______| |_______| |_______| |_______| |_______| To Keep S
EXIT
To Snowfly Forest
-= City Walls East =-
To Town Centre To Town Centre W
Snowfly South South S + N
Forest _______ _______ _______ _______ _______ E
East | EXIT | | | | EXIT | | | | | EXIT
|_ RI |_______| |_______| |_______| |_______| |_______| To Undercity West
-= City Walls North =-
W
S + N To Town Centre To Town Centre
E Iron Key_ East East
_______ | _______ _______ _______ _______ _______
EXIT | | | EXIT. | | | | | | EXIT. | | | EXIT
To Undercity |_______| |_______| |_______| |_______| |_______| |_______| To
East | Undercity East
Clematis Sigil
-= Snowfly Forest =-
Okay. The Snowfly Forest. This is a very easy place to get lost in (Due to the
map warping) so you might find this map helpful. Under the Room Directory is a
guide on how to get through the forest easily. This guide however DOES NOT
include a way to reveal ALL of the map. You have to go and work that on your
own at another point in time. The map below has all the different "Rooms"
labelled (as with the Iron Maiden B2). The labels in the exits/entrances of
the rooms say which rooms they lead into.
+------------------------------------+
| * Cont |
| |
| A |
| |
| |
+--B-----------------| 1 |--------9--+
+-A-+ +-A-+
| | | |
--+ +-- ------- ------+ | | +----P----+
M B L B Q P H P | | 9 | | |
--+ +-- ------- --+ | | | | 7 |
| | | | | | | BOSS. |
+-C-+ +-N-+ +-8-+ +----6----+
+-O-+ +-B-+ +-P-+ +-9-+ +-J-+ +-7-+
| | | | | | | | | | | |
--+ +-- --+ +-- ------+ --+ +-- --+ +-- --+ +-- --+ +--
Q D C D C O C O | 4 N 8 N 8 5 8 5 6 5 6 J
--+ +-- --------- --+ | --+ +-- --+ +-- --+ +-- ---------
| | | | | | | | | |
+-E-+ +-M-+ +-H-+ +-J-+ +-4-+
+-D-+ +-O-+ +-N-+ +-8-+ +-5-+
| | | | | | | | | |
| | --+ +- --+ +-- --+ +-- --+ +--
| E | Q M B B L K L K 4 H 4 N
| | -------- --+ +-- --------- --+ +--
| | | | | |
+-F-+ +-J-+ +-3-+
+---E---+ +-8-+ +-4-+ +-N-+
| | S | | | | | |
| F | E + W --+ +-- --------- --+ +-- --+ +--
| BOSS. | N 6 J I J I 3 I 3 H 3 H P
+---G---+ --+ +-- --------- --+ +-- ---------
| | | |
+--F--+ +-5-+ +-2-+
| |
| G | +-3-+
| * | | |
+-----+ | 2 |
| |
+-1-+
+--2--+
| |
| 1 |
| * |
+START+
To get through the Snowfly forest you need to unblock the path connecting rooms
9 and 8. In order to do this you need to fight the boss at 7 to change the
direction of the wind, therefore unblocking the path. You need to go to these
rooms in this order to get to the end:-
1, 2, 3, 4, 5, 6, 7, 6, 5, 8, 9, A, B, C, D, E, F, G. (Bit obvious really
wasn't it.)
At the boss in room F you don't need to attack Sydney - he's on your side, so
don't attack him as he will cast spells on you to aid you in your battle. Why
he does this is something you are gonna have to find out for yourself.
-= Snowfly Forest East =-
_______________
________ | |
| | _________ | BOSS |
EXIT | | | | | CHEST. |
| | | |_________| | |
| |________| | |
| |_______________|
|
City Walls East
The room with the boss and the narrow corridor keep looping with each other if
you keep going forward. In order to escape you need to go backwards the way you
came. And to confuse you even more the map is unavailable, it will however
become accessible once you have left the forest.
-= Town Centre West =-
To City Walls South (On Latch)
| __________________
| ____| EXIT To Undercity West
EXIT___________|
| | _____
|__| | | EXIT Undercity West
__ | __| _ RI
| | |__| _| |___ ____ To Sanctum Crimson Key
| |________ _| | | | EXIT___________EXIT To City Walls West
| | | ___| |__ | ___ | |
| _________| |_ | | | | | | * \
|__| |___| | | | _| |___________ \ W
| | | | |__| S + N
___ | | | | Magic Hammer E
To EXIT_| | | | | | ___ Cont ___
Abandoned |__ | | | | |_ | | |WS| | |
Mines B1 ______| * |___ __| | |___| |_ | |* | | |
|______________| |____| |_| |__| | |
_________| |
| /
| ________/
| |
| |
|__|
-= Town Centre South =-
Abandoned Mines B2
__ EXIT
N ______| |____
W + E | |
S ___ |______________|
___ | |_ __ __ ______
__________|___| | | | | | | LATCH
| | |_____|__|__| |__ | EXIT
| |___ ____ | | City Walls
_______ __| | | _|| | East
| | | | |__| | |
| | | _| _________ ___ |___|
______| __| |_____ _____| | | | C |
_EXIT | * | | | |_____ | |___|
| |___ | |___| | |____Mandrake Sigil
City Walls \ / EXIT | |
South \____/ The Keep \_______|
-= Town Centre East =-
_
___ | | EXIT
| \ | | To Undercity
| \______| | East
| ________|
Cont ____ | /
Junction Point |*W/S| |___/
Wood, Leather, Bronze, Iron |____| ___
and Harogene __________ | | __
| | | | |WS| * Cont
| | Latch | | |__| Metal Works
| |__ ___| |___ (Silver and
To Undercity West | | | | Damascus)
EXIT |___ _______| |___________|
_ |_|
__/ /____ _
| | ____ | |
|____ * |____ | \ | |
| | | \ __| |
|_________| |______\______|___*|
EXIT EXIT
To City Walls North
Okay, that is all my map notes up and here. (I did warn you that they would be
rough didn't I?) (Oh, and those maps are my third attempt at putting them in
that style). These notes will get updated EVERY time I finish an area or find
anything that I missed off. If it helps I still have the original copies of
these maps (hand drawn, on paper, badly), so if you think you might find them
easier 2 understand, tell me and I'll scan them and put them online somewhere.
Another future plan for this section is that I will provide the names for ALL of
the rooms. This means that when I write my guide or refer to rooms you will be
able to find them quite easily.
*** 03.0. The Walkthrough ***
At this point in time there is no walkthrough in this FAQ. I will however do my
best to include it in the next upload.
*** 04.0 Magic ***
In Vagrant Story there are four types of magic with one special type of magic
known as Teleportation. Magic can be accessed from the main menu or the quick
menu of pressing L2. To learn magic you must use a Grimoire. A Grimoire is a
book. You read the book and you will cast the spell, at the same time you will
master the spell enabling you to use it whenever you want. To use the Grimoires
you need to use them from the Item menu. The item menu can be found through the
main menu or by pressing L2. (Talking about L2, I killed my middle finger
pressing that during the final battle...Ow...It hurts when I type...Ow....)
-= 04.1 Warlock =-
Warlock magic is magic that damages someone or something. Some of this magic
can be focused onto a part of the enemy, other magic has to have it's
co-ordinates set before it can be used. Some magic can increase in level. For
example you could have a Flame Sphere Lvl.3, to get this you read three
Grimoires with the Flame Sphere spell in.
Name:- Lightning Bolt
Grimoire:- Teslae
Location:- Received after killing a Zombie Mage.
MP:- 25
Affinity:- Air
Target:- Single
Notes:- Shoots Lightning at the enemy.
Name:- Fireball
Grimoire:- Incendie
Location:- Received after killing a ghost.
Kill phantom in room before the fight with a giant crab.
MP:- 25
Affinity:- Fire
Target:- Single
Notes:- Attacks the enemy with Fire
Name:- Vulcan Lance
Grimoire:- Terre
Location:- Received after killing a ghost.
MP:- 25
Affinity:- Earth
Target:- Single
Notes:- Attacks the enemy with debris from a volcano
Name:- Aqua Blast
Grimoire:- Glace
Location:- Received after killing a Dark Eye.
MP:- 25
Affinity:- Water
Target:- Single
Notes:- Attacks the enemy with a jet of water
Name:- Spirit Surge
Grimoire:- Lux
Location:- Defeat Dullahan.
MP:- 28
Affinity:- Light
Target:- Single
Notes:- A spirit of light attacks the enemies. (Could that spirit be.....)
Name:- Dark Chant
Grimoire:- Patire
Location:- Received after killing a Wraith or Dark Eye.
MP:- 28
Affinity:- Dark
Target:- Single
Notes:- Attacks the enemy with an immense amount of pain.
Name:- Exorcism
Grimoire:- Exsorcer
Location:- Defeat Wraith in Iron Maiden B1.
MP:- 22
Affinity:- Light
Target:- Multiple
Notes:- This enables you to exorcise Undead enemies. When this works it will
kill of the enemy instantly. But that takes the fun out of running
up 17 hit combos with 100 RISK......
Name:- Banish
Grimoire:- Banish
Location:- Received after killing a Harpy.
MP:- 25
Affinity:- Dark
Target:- Multiple
Notes:- A spell of instant kill. Nice.
Name:- Explosion
Grimoire:- Demolir
Location:- Defeat Father Duanne.
Received after defeating Zombie Knights and a Lich in Monk's Leap.
MP:- 36 /44 /52 /60
Affinity:- Physical
Target:- Multiple
Notes:- Fires a load of shrapnel to the enemy.
Name:- Thunderburst (Are Go! I did it again, sorry.)
Grimoire:- Foudre
Location:- Received after killing Air Elemental.
Received after killing Djinn.
MP:- 36 /44 /52 /60
Affinity:- Air
Target:- Multiple
Notes:- Calls down a bolt of lightning from the sky.
Name:- Flame Sphere
Grimoire:- Flamme
Location:- Received after killing Fire Elemental.
In a chest in the room Excavated Hollow.
Received after killing Ifrit.
Received after killing Marid and Dao after using the Rood Inverse on
2nd play.
MP:- 36 /44 /52 /60
Affinity:- Fire
Target:- Multiple
Notes:- Covers the target in flames.
Name:- Gaea Strike
Grimoire:- Gaea
Location:- Received after killing Earth Elemental.
Received after defeating Boss Dao.
MP:- 36 /44 /52 /60
Affinity:- Earth
Target:- Multiple
Notes:- Crushes the enemy into oblivion....
Name:- Avalanche
Grimoire:- Avalanche
Location:- Received after killing Water Elemental.
Received after killing Marid.
Received after killing Marid and Dao after using the Rood Inverse on
2nd play.
MP:- 36 /44 /52 /60
Affinity:- Water
Target:- Multiple
Notes:- Freezes the air around the target.
Name:- Radial Surge
Grimoire:- Radius
Location:- Found in a chest in the room Buried Alive.
MP:- 38 /46 /54 /62
Affinity:- Light
Target:- Multiple
Notes:- Attacks the enemy with rays of light
Name:- Meteor
Grimoire:- Meteore
Location:- Received after killing Dark Elemental.
Received after killing Nightmare.
Found in a chest in the room buried alive.
MP:- 38 /46 /54 /62
Affinity:- Dark
Target:- Multiple
Notes:- Throws meteors towards the target.
Name:- Drain Heart
Grimoire:- Egout
Location:- In a chest in Stone and Sulphurous Fire.
MP:- 12
Affinity:- Dark
Target:- Single
Notes:- Takes HP from an enemy, and gives it to you. Does not work on undead
enemies.
Name:- Drain Mind
Grimoire:- Demance
Location:- Received after killing the Sky Dragon.
MP:- 2
Affinity:- Dark
Target:- Single
Notes:- Takes MP from an enemy, and gives it to you.
-= 04.2 Shaman =-
Shaman magic is curative magic. This type of magic increases in success when
you have a higher RISK level or have just suffered a powerful attack and are
holding a weapon. When using Shaman magic, the magic cast will have to go
through ALL of your defences against magic including the gem Manabreaker.
Manabreaker gems can even cause this type of magic to fail. So, you have been
warned.
Name:- Heal
Grimoire:- Guerir
Location:- Defeat the Boss Minotaur
MP:- 5
Affinity:- Light
Target:- Single
Notes:- Amount of HP restored increases with RISK. As with most games like
this cast heal on undead opponents and it will damage them and NOT
restore their health.
Name:- Restoration
Grimoire:- Mollesse
Location:- In a chest in the room Hidden Resources.
MP:- 3
Affinity:- Light
Target:- Single
Notes:- Cures Paralysis
Name:- Antidote
Grimoire:- Antidote
Location:- Received after defeating one of the Dragon's in the room where you
collect the Lily Sigil. Before entering the Sanctum.
MP:- 3
Affinity:- Light
Target:- Single
Notes:- Cures Poison.
Over time Poison slowly takes off HP.
Name:- Blessing
Grimoire:- Benir
Location:- In a chest in the room Bonds Of Friendship.
MP:- 17
Affinity:- Light
Target:- Single
Notes:- Cures Curse
Name:- Clearance
Grimoire:- Purifier
Location:- Received after defeating the sub-boss Last Crusader.
MP:- 15
Affinity:- Light
Target:- Single
Notes:- Removes Numbness, Paralysis and Poison.
Name:- Surging Balm
Grimoire:- Vie
Location:- In a chest in the room Acolyte's Burial Vault.
MP:- 20
Affinity:- Light
Target:- Single
Notes:- Restores HP over a period of time.
This is a good idea...but I prefer using heal as it is more
effective.
-= 04.3 Sorcery =-
Sorcery magic lets you increase or decrease the target of the spells
attributes. In other words you can make them stronger - or weaker. More
intelligent - or dumber, and so forth. In this list of spells you will find
spells that both decrease and increase such attributes as well as other spells
which come in handy, such as Unlock and Fixate.
Name:- Herakles
Grimoire:- Intensite
Location:- Received after defeating the sub-boss Harpy.
MP:- 12
Target:- Single
Notes:- Increases target's strength temporarily.
This makes a big difference as it lets you hit for more HP.
A good time to use this is when you have had Degenerate cast on you.
Name:- Degenerate (D-Generation X?)
Grimoire:- Debile
Location:- Defeat the Boss Minotaur
MP:- 7
Target:- Single
Notes:- Decreases target's strength temporarily.
Be careful and don't use it on yourself. Please.
I have noticed that if the enemy has low Strength and you have high
strength, you will be able to cause more damage.
Name:- Enlighten
Grimoire:- Eclairer
Location:- Received after defeating the Boss Nightstalker.
MP:- 12
Target:- Single
Notes:- Increases target's intelligence temporarily.
If you use this before casting a Warlock spell, the Warlock spell
will have better results and, in theory, means that it is easier to
avoid magic spells being cast on you.
Name:- Psychodrain
Grimoire:- Nuageux
Location:- In a chest in the room Weapons Not Allowed.
MP:- 7
Target:- Single
Notes:- Decreases target's intelligence temporarily.
Name:- Invigorate
Grimoire:- Agilite
Location:- In the chest at the river crossing in the SnowFly Forest.
MP:- 12
Target:- Single
Notes:- Increases target's agility temporarily.
This increases the speed at which you run and the distance you can
jump as well as the chances of hitting the target.
This means that if there is a long jump you can't make try Invigorate
and it might help you get across.
Name:- Leadbones
Grimoire:- Tardiff
Location:- In the chest in the room Sale Of The Sword.
MP:- 7
Target:- Single
Notes:- Decreases target's agility temporarily.
This is similar to Degenerate but is for AGL not STR.
Name:- Prostasia
Grimoire:- Ameliorer
Location:- Received after defeating the Boss Golem.
MP:- 15
Target:- Single
Notes:- Increases the strength of target's equipment temporarily.
This spell increases the attributes of the weapon that Ashley is
holding when it is cast and NOT the STR of Ashley.
If you change weapons this spell will be cancelled.
Name:- Tarnish
Grimoire:- Deteriorer
Location:- Received after defeating the Boss Dark Crusader.
MP:- 7
Target:- Single
Notes:- Decreases the strength of the target's equipment temporarily.
This is the exact opposite of Prostasia and works in a similar way to
Degenerate and Leadbones.
Name:- Silence
Grimoire:- Muet
Location:- Found in a chest in the room The House Khazabas.
MP:- 7
Target:- Single
Notes:- Prevents target from casting spells for a short period of time.
This is good. But make sure you avoid getting it used on you.
Once silence is cast the only to remove it is by leaving the room,
using an item or have another spell cast on you.
Silence can be the downfall of any gamer so be prepared to counter it
and then kill off the enemy who cast it in the first place.
Name:- Magic Ward
Grimoire:- Annuler
Location:- Received after defeating Father Grissom in the SnowFly Forest.
MP:- 21
Target:- Single
Notes:- Nullifies the effect of the next spell cast.
This is a good spell but it has its limitations.
It will for example, prevent you from casting ANY spell on you until
it has been used.
It will also stay with you until you are attacked by a magic spell.
It's a good idea to use this when going into rooms with enemies who
like casting Silence as it nullifies the effects. I do this when I'm
getting treasure from a chest which is being guarded by a powerful
phantom, and I am proud to say that this strategy has never failed
me. Yet.
Name:- Stun Cloud
Grimoire:- Paralysis
Location:- In a chest in the room Catspaw Blackmarket.
MP:- 7
Target:- Single
Notes:- Casts Paralysis.
This can be very annoying when it's cast on you in the heat of a
battle, and as a result you should always carry around some form of
Antidote whether it be a spell or item.
Name:- Poison Mist
Grimoire:- Venin
Location:- Defeat the Wraith in the room Starvation.
MP:- 11
Target:- Single
Notes:- Casts Poison.
Good idea, but I never use it.
IMO it takes just too long to get the best out of this spell, you can
experiment with it by all means but my battle style doesn't let me
use Poison as I go for the most effective way of defeating the enemy,
and using Poison isn't very effective.
Name:- Curse
Grimoire:- Fleau
Location:- Found in a chest in the room Companions in Arms in the Limestone
Quarry.
MP:- 17
Target:- Single
Notes:- Casts Curse.
Curse reduces the enemies stats but many of these enemies are immune
to it's effects.
Name:- Fixate
Grimoire:- Halte
Location:- In a chest in The Alchemist's Laboratory.
MP:- 3
Target:- Multiple (Sort of)
Notes:- Freezes all the cloudstones in the room.
If your jumping from a cloudstone this can be used to make the jump
much easier.
Name:- Dispel
Grimoire:- Dissiper
Location:- In a chest in the room The Children's Hideout.
MP:- 10
Target:- Single
Notes:- Nullifies any spell on the target.
This is a good way to get yourself out of trouble it any of your
stats have been decreased by other spells.
Name:- Unlock
Grimoire:- Clef
Location:- Defeat Father Duane
MP:- 3
Target:- Single
Notes:- Unlocks chests bound by magic.
Name:- Eureka
Grimoire:- Visible
Location:- In a chest in The Miner's Resting Hall.
MP:- 6
Target:- Single
Notes:- Reveals all the traps that are present in the room.
Name:- Analyze
Grimoire:- Analyse
Location:- Received after defeating the Dragon in The Cleansing Chantry.
MP:- 5
Target:- Single
Notes:- Analyzes stats of the enemy.
This is pain to understand at first so let me explain.
If you go into the main menu and the status you will see the status
of Ashley. Press L1 or R1 to see the other occupants of the room.
You will see how most of there stats are covered with ?? or ???. To
fill in these blanks cast Analyze. Once cast it will let you see
things like what armour it's wearing, what weapons it's using, it's
HP and MP and many other helpful things such as elemental affinity.
If you're thinking "That is so obvious, how didn't I find that out?"
don't worry I didn't know how to work this spell until I had around
50% of the map revealed on my first play. Stupid me...
-= 04.4 Enchanter =-
Enchanter spells raise your affinity to and element. Every element is covered
apart from Light and Dark elementals. Apart from that small problem these
spells can come in handy when fighting Dragons or another boss like Ifrit.
Name:- Luft Fusion
Grimoire:- Sylphe
Location:- Received after defeating the Boss Giant Crab.
MP:- 10
Affinity:- Air
Target:- Single
Notes:- Raises target's air affinity temporarily.
Name:- Spark Fusion
Grimoire:- Salamandre
Location:- In the chest in the room Delusions of Happiness.
MP:- 10
Affinity:- Fire
Target:- Single
Notes:- Raises target's fire affinity temporarily.
Name:- Soil Fusion
Grimoire:- Gnome
Location:- Received after defeating Father Grissom in the SnowFly Forest.
MP:- 10
Affinity:- Earth
Target:- Single
Notes:- Raises target's earth affinity temporarily.
Name:- Frost Fusion
Grimoire:- Undine
Location:- In a chest in the room Rust In Peace.
MP:- 10
Affinity:- Water
Target:- Single
Notes:- Raises target's water affinity.
Name:- Aero Guard
Grimoire:- Parebrise
Location:- Received after defeating the Boss Earth Dragon.
MP:- 9
Affinity:- Air
Target:- Single
Notes:- Raises armour's air affinity temporarily.
Name:- Pyro Guard
Grimoire:- Ignifuge
Location:- Received after defeating the Boss Wyvern.
MP:- 9
Affinity:- Fire
Target:- Single
Notes:- Raises armour's fire affinity temporarily.
Name:- Terra Guard
Grimoire:- Rempart
Location:- Received after defeating the Boss Ogre.
MP:- 9
Affinity:- Earth
Target:- Single
Notes:- Raises armour's earth affinity temporarily.
Name:- Aqua Guard
Grimoire:- Barrer
Location:- Received after killing the Boss Snow Dragon.
MP:- 9
Affinity:- Water
Target:- Single
Notes:- Raises armour's water affinity temporarily.
-= 04.5 Teleportation =-
At some point during the game you will acquire the teleportation ability. This
enables you to travel to any Magic Circle you have been to. This is extremely
handy when wanting to use a workshop, chest, or going back to open doors with
new keys or sigils.
*** 05.0 Break Arts ***
Break Arts are a special type of move that is more powerful than a standard
attack although it does reduce you HP each time you use it. I like thinking of
Break Arts as "Limit Breaks". Powerful moves that you got in FF7 and 8. Unlike
these games however you can use Break Arts 100% of the time providing you have
enough HP (It's like the effect of Aura in FF8). There are Break Arts for each
class of weapon and on top of that there are four arts for each class. To get
Break Arts you need to kill enemies - and lots of 'em. Each break art has a
special condition attached to it. For example one might place poison on the
enemy while another has an earth affinity. As you learn new Break Arts the
price of HP increases. This is displayed in the table below.
HP Needed Break Level
25 One
40 Two
55 Three
75 Four
Break Arts, although different to normal attacks, are affected by RISK in the
same way. For example when your RISK bar is empty or near empty you will almost
certainly hit, but if the RISK bar is full you will find your chances of hitting
are very slim. If you cast Herakles or Prostasia however you will find that
these increase your chances of hitting the target even if the RISK bar is full.
In other words use them at the beginning of the battle to take the most effect
and only use at the end, if your RISK bar is full, if you have enough MP to cast
Herakles and Prostasia (If you have those spells).
-= 05.1. Cure Root/Bulb/Tonic/Heal =-
I have found out (the hard way) that if you use Break Arts you need to restore
your health every now and then. So, use Break Arts around twice and follow them
up with Curative magic or items. You can also use to your advantage being
attacked. When you are attacked and you HP becomes critical (depending on the
strength of blows) restore your HP to max (as normal), but the trick to this is
that you use Break Arts twice (or there abouts) get attacked and then heal to
full health so you aren't wasting those valuable items and MP. You do
understand this don't you? Good...
-= 05.2. View Break Arts =-
Below is the list of Break Arts for all the weapons.
-= Dagger =-
Whistle Sting, Level One
Focuses power at the tip of the blade, dealing massive damage upon striking the
enemy.
Affinity:- As Weapon Type:- Blunt
Shadoweave, Level Two
Paralyses for with a damaging strike.
Affinity:- Dark Type:- Blunt
Double Fang, Level Three
Repeatedly strikes the same location.
Affinity:- As weapon Type:- Piercing
Wyrm Scorn, Level Four
Splits the blade to attack from all directions.
Affinity:- As Weapon Type:- Piercing
-= Sword =-
Rending Gale, Level One (Me like! Me Like!)
Launches a sonic wave to shred the enemy to pieces.
Affinity:- As weapon Type:- Piercing
Vile Scar, Level Two
Forms a poisonous cloud to choke the enemy.
Affinity:- As weapon Type:- Edged
Cherry Ronde, Level Three
Encases both blade and foe in an icy sheath.
Affinity:- Water Type:- Edged
Papillon Reel, Level Four
Calls heavenly light down into the blade.
Affinity:- Light Type:- Edged
-= Great Sword =-
Sunder, Level One
A surge of energy cleaves the life from the enemy's body.
Affinity:- As Weapon Type:- Piercing
Thunderwave, Level Two
Paralyses foe with a damaging strike.
Affinity:- Air Type:- Edged
Swallow Slash, Level Three
A quick flick of the blade deals double damage.
Affinity:- As Weapon Type:- Edged
Advent Sign, Level Four
Rippling holy energy shreds foe.
Affinity:- Light Type:- Edged
-= Axe And Mace =-
Mistral Edge, Level One
A horizontal blade of light slashes into the enemy.
Affinity:- As Weapon Type:- Edged
Glacial Gale, Level Two
Numbs foe with a damaging strike.
Affinity:- Air Type:- Edged
Killer Mantis, Level Three
A blinding rush damages and saps MP from foe.
Affinity:- As Weapon Type:- Edged
Black Nebula, Level Four
Blasts foe with a burst of negative energy.
Affinity:- Dark Type:- Blunt
-= Great Axe =-
Bear Claw, Level One
A blazing light emanates from the falling blade of the axe.
Affinity:- As Weapon Type:- Blunt
Accursed Umbra, Level Two
Curses foe with a damaging strike.
Affinity:- As Weapon Type:- Blunt
Iron Ripper, Level Three
Powerful blow that damages both armour and foe.
Affinity:- As Weapon Type:- Blunt
Emetic Bomb (Why not Nuclear or Atomic or...), Level Four
Unleashes a series of slashing blows
Affinity:- As Weapon Type:- Edged
-= Staff =-
Sirocco, Level One
Sends up a rising sheet of flame on impact.
Affinity:- Fire Type:- Blunt
Riskbreak (What happened to the "er"?), Level Two
Focused blow that deals damage and reduces RISK. (This is the only Break Art,
move, ability (whatever) in the game that reduces RISK. This means that this
move is worth having a staff on standby for. The only problem is that the
accuracy, as with all Break Arts, is effected by RISK. This means that if RISK
is at 100 the chances of this working are minimal.
Affinity:- As Weapon Type:- Piercing
Gravis Aether, Level Three
Solidifies aether to crush foe.
Affinity:- Earth Type:- Blunt
Trinity Pulse, Level Four
Crushes foe with a triad of shockwaves.
Affinity:- As Weapon Type:- Blunt
-= Heavy Mace =-
Bonecrusher, (heh heh, Ulitma 8 - Richard) Level One
Releases intense shockwaves to crush bones.
Affinity:- As Weapon Type:- Blunt
Quickshock, Level Two
Numbs foe with a damaging strike.
Affinity:- Air Type:- Blunt
Ignis Wheel, Level Three
A spreading sheet of flame engulfs foe.
Affinity:- As Weapon & Fire Type:- Blunt
Hex Flux, Level Four
Fuses power of Light and Darkness in one.
Affinity:- Light & Dark Type:- Blunt
-= Polearm =-
Runiation, Level One
Focuses pure fighting spirit into the spearhead, dealing damage with pinpoint
accuracy.
Affinity:- As Weapon Type:- Piercing
Scythe Wind, Level Two
Inflicts damage and tarnishes arms and armour.
Affinity:- Air Type:- Piercing
Giga Tempest, Level Three
Energy storm damages both armour and foe.
Affinity:- As Weapon Type:- Piercing
Spiral Courage, Level Four
Whips air moisture into a penetrating whirlwind.
Affinity:- Water Type:- Piercing
-= Crossbows =-
Crossbow arts reduce in range the more powerful they become. This means that
the Brimstone Hail Break has a larger range than the Death Wail.
Brimstone Hail, Level One
Quarrels filled with hellfire pierce the enemy.
Affinity:- Fire & Dark Type:- Piercing
Heaven's Scorn, Level Two
The haft becomes a conduit for heaven's light
Affinity:- Air & Light Type:- Piercing
Death Wall, Level Three
Fires a bolt of pure demonic energy.
Affinity:- Earth & Dark Type:- Piercing
Sanctus Flare, Level Four
Channels the powers of the dragons of light.
Affinity:- Water & Light Type:- Piercing
-= Bare Hands =-
Lotus Palm, Level One
Fighting spirit surrounds the fist, pummelling the enemy.
Affinity:- Physical Type:- Blunt
Vertigo (Isn't this the fear of heights?), Level Two
Numbs foe with a damaging strike.
Affinity:- Physical Type:- Blunt
Vermilion Aura, Level Three
Strikes the Dark using the power of light.
Affinity:- Light Type:- Blunt
Retribution, Level Four
Turns the power of the Dark against itself.
Affinity:- Dark Type:- Blunt
*** 06.0 Battle Abilities ***
After you have defeated the first "true" boss of Vagrant Story - the Minotaur -
you will gain Battle Abilities. Battle Abilities consist of Chain Abilities and
Defence Abilities, both of which I will go into more detail about later.
To use the Battle Abilities you need to give the Triangle, Square and Circle
buttons an ability for both Chain and Defence. This is done through the main
menu or by holding R2 down and then pressing the down button on the D-Pad.
You get new Battle Abilities if you use your current abilities (both Chain and
Defence) successfully. When you have gained enough EXP you will be given the
choice of learning a new Chain or Defence ability. Choose carefully. Choose
depending on your battle style. Do you concentrate on attacking or defending?
What do you want to do to your enemies? You should be able to learn all these
battle abilities before the end of the game the first time round. At around 49%
map completed I only had around 3 more abilities to learn (1 Chain, 2 Defence).
*** 06.1 Chain Abilities ***
To use the Chain Abilities you need to press one of the Triangle, Square or
Circle buttons at the exact time the weapon hits the enemy to continue the
chain. It is possible to continue the chains for long periods of time but in
doing this the RISK bar will increase rapidly.
When using the chains it will steadily increase and then suddenly shoot up. An
example of this sequence is this:-
1, 2, 3, 4, 5, 6, 7, 8, 9, 20, 37, 52, 76, 89, 100
Stupid, I know but it means that you can't continue chains forever (although I
have found it is possible to chain an enemy to death even if you start with RISK
on 100, but only if the weapon is highly compatible against that class of
enemy.)
Be careful. Get used to the chains for all the weapons you like using. Why?
Each weapon has a different animation for each chain. That said the combo of
moves I use has a similar animation for the Sword class weapons and Heavy Mace
class of weapons. Another good reason to get used to the chains is that the
animations for chain abilities that do something "special" nearly always have a
weird timing to it. In otherwords it tries to trick you. So find a Chain combo
you like and stick to it is my opinion because then you will be able to chain
for a long time.
If in the options menu "Timing Display" is turned on a "!" will appear on the
screen when you have to press the buttons to continue the chain. IMO the "!"
doesn't always help. When I am using Chains I base my judgement on the timing
of the animation and the sound effects. A result of this, is that I can hit the
target at the exact time the "!" appears on the screen. When you hit a word
will appear on the screen. This word is chosen and could be one of the
following:-
GOOD!, EXCELLENT, RIGHT ON!, PERFECT!, WELL TIMED!, NICE! and GREAT!
Apart from this other words appear on the screen if you press the button too
soon before you are meant to, or after your meant to. Keep an eye on these
words as it might help you to perfect your timing.
The Chain Abilities that you can learn are shown below.
-= Chain Ability List =-
Heavy Shot, RISK:- One
Inflicts an amount of additional damage equal to 70% of damage dealt.
This is you standard ability. No special moves, just a powerful hit.
Gain Life, RISK:- 2
Regenerates an amount of Ashley's HP equal to 30% of damage dealt.
This can be very useful if your low on HP. Make sure that this ability is used
after a hard hitting ability that has hit to get the most out of it. If it
follows a MISS in the Chain you won't gain any HP, and if it follows a low
hitting ability you will only recover 1 or 2 HP.
Mind Assault, RISK:-1
Reduces foe's MP by an amount equal to 30% of damage dealt.
This does nothing for Ashley but destroys the MP that the enemy has. When it
ends up bringing up a load of "0" it has run out of MP. But be warned the foe
will recover it's MPs in the same way as Ashley can.
Gain Magic, RISK:- 2
Regenerates an amount of Ashley's MP equal to 30% of damage dealt.
To get the most MP out of the enemy use this ability following a move that has
taken a lot of HP of the enemy.
Raging Ache, RISK:- 1
Inflicts an amount of additional damage equal to 10% of the damage Ashley has
sustained.
I like this chain. But then again I can never use it to its full potential
'cause the standard enemy doesn't stand a chance in hitting me. This is a very
handy move to learn. Get it ASAP. Say, for example, that you are low on HP by
100 HP using Raging Ache will add 10 points of damage to the attack. I have
even found that using this along with Heavy Shot can take out an enemy with the
chance to hit like 0 / 0% when you are on RISK 100. This is an example if it's
potential ability. Use it, and use it well, my friend.
Mind Ache, RISK:- 1
Reduces foe's MP by an amount equal to 20% of the MP Ashley has used.
This is the same as above but is for MPs. I have, in all honesty, never used
this move in a serious battle.
Temper, RISK:- 2
Inflicts an additional 40% of damage on foe and repairs a small amount of weapon
DP.
This doesn't exactly work. Every move in the chain (apart from this one)
will damage your weapon and you can't hope to restore all that DP. In
otherwords throw this in occasionally to slow down the damage caused to your
weapon. If that is your style. If it isn't remember where the nearest
workshop is and how to get there so you can repair ALL your weapons at the same
time.
Crimson Pain, RISK:- 2
Inflicts an additional 100% of damage on foe and deals 30% of base damage to
Ashley.
Don't get carried away with this move or you might find yourself in serious
trouble. Use it with Raging Ache to get powerful hits or Gain Life to restore
exactly the amount of life lost in using this ability.
Instil, RISK:- 1
Inflicts additional damage equal to 10% of damage dealt and adds that amount to
PP Restores PP that is lost meaning that you are able to pull off more powerful
attacks. If you use it with the Phantom Pain ability however you will have a
nice combo.
Phantom Pain, RISK:- 3
Inflicts additional damage equal to the total accumulated Phantom Points in
Ashley's weapon.
In other words this swaps PP for more damage. Use this with Instil to keep
gaining PP and you will have an effective combo that you can use.
Paralysis Pulse, RISK:- 3
Adds "Paralysis" to attack.
Adds paralysis to the enemy who will then run away from you until it wears off,
in the hope that you won't attack them. (Yeah, right...)
Numbing Claw, RISK:- 3
Adds "Numbness" to attack.
Use this at the end of the chain or it won't work. If you use it in the middle
of a chain the move that follows it will cancel the effects of Numbness.
Numbness stops the enemy using Special Attacks, and slows them down by 50%.
Dulling Impact, RISK:- 3
Adds "Silence" to attack.
Stops the enemies from casting magic for a little while.
Snake Venom, RISK:- 3
Adds "Poison" to attack.
Slowly poison will sap life out of the enemy until they counter it with an
Antidote or spell if they are able to do so. Poison does not work on Undead
creatures.
-= 06.2 Defence Abilities =-
Defence Abilities are used in a similar way to Chain Abilities. They add RISK
to the RISK bar when used and have to be used at the exact time the attack hits
you. You will know when it hits you by the sound, what you can see and the fact
that, if you have it set up to do so, the little orange "!" will appear.
It is a good idea to change the defences you have to suit your surroundings. So
when you encounter an enemy you have no defence for quickly press L2 and change
the defence abilities. For example if you run into an enemy that uses fire add
the "Pyro Guard" ability to one of the buttons.
As with Chains find a button and defence ability setup you are comfortable with
and get used to it as you are going to be using the Defence Abilities a lot.
You may also find that some defences end up with a MISS. This is because they
CANNOT defend against the type of attack that is being used against you.
The list of defences is shown below:-
-= Defence Ability List =-
Ward, RISK:- 1
Prevents Paralysis and Numbness
This will prevent Paralysis an Numbness being cast on you if it is timed right.
Another bonus with this ability is that if you use it and you are already
affected by Paralysis you might be able to shake off the Paralysis even if the
attack didn't carry Paralysis.
Siphon Soul, RISK:- 6
Adds 50% of MP used in foe's magical attack to Ashley's MP. Effective versus
magical attacks.
I don't like this. The idea of getting 50% of the MP from a spell used on you
sounds good but the low costing MP spells don't give you much MP and the high
costing ones can nearly half your HP, or even worse, kill you. If you want to
get MP out of the enemy use the Gain Magic Chain Ability.
Reflect Magic, RISK:- 2
Reflects 40% of damage. Does not reduce damage received. Effective versus
magical attacks.
This move is good - when it works. Time it right (and with a
bit of luck) you can reflect ANY move used on you, from any angle. This means
that if someone were to attack you from behind with a water element spell, you
would be able to reflect the damage onto them as long as you are able to survive
60% of damage on you.
Reflect Damage, RISK:- 2
Reflects 40% of damage. Does not reduce damage received. Effective versus
non-magical attacks.
This is the same as Reflect Magic but for normal attacks. This might be easier
to time as you can actually see when the blade touches you to get the timing
perfect.
Abosrb Magic, RISK:- 4
Reduces damage received by 20%. Effective versus magical attacks.
This is good, but if you have a defence ability for the specific element that is
attacking you it is better to use that.
Absorb Damage, RISK:- 4
Reduces damage received by 20%. Effective versus non-magical attacks.
This is basically the same as Abosrb Magic but for normal attacks.
Impact Guard, RISK:- 4
Reduces physical damage by 50%.
I ALWAYS have this defence ability equipped. This is handy. Imagine this. You
have 100 HP and a dragon boss takes a swipe at you with it's tail and takes 150
HP off. Time it right and you will regain 75 HP therefore staying alive.
Windbreak, RISK:- 4
Reduces Air affinity damage by 50%.
Fireproof, RISK:- 4
Reduces Fire affinity damage by 50%.
Terra Guard, RISK:- 4
Reduces Earth affinity damage by 50%.
Aqua Guard, RISK:- 4
Reduces Water affinity damage by 50%.
Shadow Guard, RISK:- 4
Reduces Light affinity damage by 50%.
Demonscale, RISK:- 4
Reduces Dark affinity damage by 50%.
Phantom Shield, RISK:- 6
Uses the accumulated Phantom Points in Ashley's shield to counter an equal
amount of damage.
*** 07.0 RISK ***
RISK is, to put simply, odd. It means that if you spend lots of time attacking
with or without chains, of have defended against attacks well, you will have
lost a lot of concentration. Without this concentration you will find it hard
to hit the target for damage. This basically means you can't (or more to the
point - you aren't supposed to) go on for ever using chains to hit the enemy as
it just won't do anything. That said I have been able to kill off an enemy
starting on 100 RISK and finishing on 100 RISK without the use of any Vera items
or RISK reducing abilities in between.
With low RISK you will find it easier to hit the target, easier to take off lots
of HP and that it is harder for the enemy to hit you and, even if it does hit
you, for lots of damage.
High RISK means that it is harder to hit the enemy and take off any HP, and that
it is easier for the enemy to hit you and take off a lot of HP.
Basically you are meant to break down your lengthy combos into chunks of around
8 so that your RISK doesn't rocket. In my opinion do this for the bosses, but
in boss battles your more likely to use Break Arts any way. If you are
wandering around and encounter a small Dragon of Crimson Blade or any of various
undead beings go crazy with your RISK after taking out any really hard monsters
in the room. The only problem with this is that you will want to reduce your
RISK to 0 before moving into the next room, and by the time this is done you HP
and MP will have restored a fair bit. If you move into a room on full HP and MP
and no RISK you will face more enemies and they are usually harder than normal.
On the other hand if you move around with low HP and MP you will encounter less
enemies and you might encounter "Rare" enemies with "Rare" items also.
That doesn't go under the RISK section does it? Oh well,.....
-= 07.1 USIN', ABUSIN' AND REDUCIN' RISK=-
Vera Items
Use 'em. But don't use them all up. Most of the time you will find you are
given them when you need them. Although you must remember it is handy to have a
few Vera Roots ready for when you enter a boss battle as you might find your
RISK goes sky high.
*** 08.0 Traps ***
Okay, you might get the impression that there are traps out there that have it
in for you. Well, you'd be half right. On one hand they are there to be a real
pain and on the other hand they can't kill you (Aren't you glad about that?).
Traps can be seen by using the Magic Spell "Eureka" or by using the item "Eye Of
Argon". Below is a list of the types of traps you may encounter along your epic
journey through the town of Lea Monde.
-= 08.1 "Warlock" Traps =-
Gust Attacks with Air affinity.
Inferno Attacks with Fire affinity.
Terra Thrust Attacks with Earth affinity.
Freeze Attacks with Water affinity.
Death Vapour Attacks with Light affinity.
Diabolos Attacks with Dark affinity.
Eruption Attacks with Physical affinity.
-= 08.2 "Sorcerer" Traps =-
Poison Casts "Poison".
Paralysis Casts "Paralysis".
Curse Casts "Curse".
-= 08.3 "Shaman" Traps =-
Heal Panel Restores HP, Reduces RISK.
Cure Panel Cures Poison, Numbness and Paralysis status effects.
Trap Clear De-activates all the traps in the room.
A good trick to use is jumping up and down on the heal panels as many times as
needed. This can be done as the traps are activated every time you touch one.
*** 09.0 Weapons ***
Weapons are one of the key factors in making or breaking a Riskbreaker. A good
weapon makes a good Riskbreaker. Therefore it is essential you get the most out
of your weapons.
There are three "types" of weapons. These are Blunt, Edged and Piercing. You
will find that different enemies are more resistant to one type of weapon than
another. For example a Piercing weapon will do more damage on a human enemy
than on a Undead enemy.
Over time you will find out which weapons are suited to certain enemies and you
will build up a set of three or four weapons that you will carry around all the
time, so that you can defeat any enemy that you may stumble upon.
-= 09.1. Weapon EXP =-
In Vagrant Story the ever popular RPG element Experience is here all be it in a
slightly different form. You see, your weapons get EXP and not Ashley. What
this means is that if you used a weapon against say, Dragons, and you used it
every time you encountered them it would slowly increase in EXP and become the
ultimate Dragon slaying weapon. For weapon affinity it is a similar idea. If
you use a weapon against an enemy with a high Fire affinity, over time your
weapon will increase in water affinity to deal with any enemies carrying a fire
element.
This idea also goes for armour. Although, I have to admit, I have never really
cared about the armour. I only use it to help protect against damage. As well
as armour the EXP principle counts for Shields as well. In otherwords if you
raise the fire affinity of a Shield you will stand more chance of surviving a
devastating fire attack than you would normally. An example of this would be
when, the other day, I entered the final battle for the second time, loaded up
the Dark affinity on my shield and prepared for the Bloody-Sin. I equipped my
shield "Mid-Sin" and prepared to be annihilated. What actually happened was
that the supposed most powerful move in the game, only took 30 HP off me. This
just goes to show that EXP on weapons is a good idea, and a very helpful one at
that!
-= 09.2. This weapon for this, That weapon for that. =-
It is a good idea to say for example have a kit of four weapons that you use all
the time. Each weapon being able to cause high amounts of damage to only two
classes of enemies. A good example of these four weapons are shown here:-
Weapon 1 :- Dragon & Human
Weapon 2 :- Beast & Phantom
Weapon 3 :- Undead & Evil
With this system when the EXP of one class increases it won't interfere with the
next class down the list. In other words with the list in the menus looking
like this:-
Human,
Beast,
Undead,
Phantom,
Dragon,
Evil.
Every plus point on the human class would be a minus point on beast, and so on
down the list. This principle also works for element affinities although only
for the opposite of affinities. For an example you couldn't have a weapon
with high Light and Dark affinity because they are opposite affinities.
If you think that all this is not worth it, consider this:- It means you can
carry more weapons that you have won from battles or found in chests. More
weapons, means more forging, more forging means better weapons, better weapons
means deader enemies.
-= 09.3. Damage Points (DP) =-
DP is a very important factor of your weapons. In the menu you will be able to
see what the maximum DP for your weapon is and what level it is at. The higher
this bar is, the more damage you are going to cause. The lower this bar is, the
less damage you are going to cause. So, to be on the safe side, know where the
nearest workshop is so you can repair your weapons at regular intervals.
NOTE:- The metal of the weapon, shield and armour doesn't matter when it comes
to repairing, so you can repair your weapons in any workshop you like.
DP is also used by Shields and Armour.
-= 09.4. Phantom Points (PP) =-
PP. Phantom Points are brilliant when used correctly as they increase the
amount of damage your weapon can do. The Phantom Points are increased during
battle. For a chain combo using Phantom Points see the Chain Abilities section.
PP are lost when you are wandering around Lea Monde with you weapon out and you
aren't using it. That is why you should always put it away after a battle.
*** 10.0 The Workshop ***
The workshops enable you, the player, to customise, repair and create brand new
weapons that can't be found in the normal course of the game. It is always
handy to know where your nearest workshop is, as not only can you repair and
create new weapons there is always a save point and a crate handy. These
workshops are as follows in the order they will be found in the game.
Work of Art W/S, The Catacombs
You can work with Wood, Leather, Bronze
The Magic Hammer W/S, Town Centre West
You can work with Bronze, Iron
Keane's Crafts W/S, The Keep
You can work with Bronze, Iron, Hagane
Junction Point W/S. Town Centre East (Behind the door with the Cattleya Sigil)
You can work with Wood, Leather, Bronze, Iron, Hagane
Metal Works W/S, Town Centre East
You can work with Silver, Damascus
Godhands W/S, Undercity West (Second play only)
You can work with Wood, Leather, Bronze, Iron, Hagane, Silver, Damascus
Once in these workshops you go into the items menu and select SETUP which is
located below EQUIP. From here you can combine blades, create new weapons,
repair weapons and a few more different abilities that you can do even if you
aren't in a workshop.
-= 10.1. The Materials =-
I have listed the materials in order of the worst to the best.
- Wood -
Wood is only used when it comes to shields. The first shield you will get will
be made out of wood. This isn't a very helpful material but you will find that
if you combine shields together you get very powerful shields.
- Bronze -
Most of the weapons you get for the first time will be made out of bronze. This
is a good material to use at the start of the game, but you will find that if
you combine bronze and bronze blades together you might end up with some Iron
blades. Nice.
- Iron -
The next step up from Bronze means your not far away from getting Hagane. That
is wonderful news.
- Silver -
How do you get silver? Well you can try combining bronze and hagane materials
and you might occasionally get some Silver, but it isn't guaranteed to work all
of the time. I have noticed that when you find Silver items in chests or win
them off enemies, they are usually geared up to go against the enemy classes of
Undead, Phantom or Evil. So use this to your advantage until you can prepare
a strong Hagane or Damascus replacement for your Silver weapon. Infact I ended
up using a Silver blade against Guildenstern at the end of the game. I later
realised that Hagane is much more effective.
- Hagane -
To get Hagane you just combine Bronze and Iron blades. If you are having a hard
time getting Silver or Damascus blades don't worry. Keep combining Hagane
blades together to get an extremely powerful weapon and you'll be fine.
- Damascus -
To get Damascus you can try and mix Hagane and Silver together but it won't
always work. So, in my opinion the best way to get Hagane is to go on a
treasure hunt. This way you will end up with a few Damascus blades that you can
use to you advantage.
*** 11.0 The Creative Process ***
The "Creative" Process as I call it can be split up into different sections.
These are:-
- Combining
- Creating
- Finalising
Please keep in mind that these three stages are for weapons only as armour only
uses the first step. As a result you will find the only info on armour under
it's own sub-section called "Combining Armour".
-= 11.1. Combining Weapons =-
To combine weapons you select the combine option in the setup menu. Once you
have done this you will notice that you have to choose two blades to go into
two boxes. The order the blades go in effects the type of blade you get out,
as well as the material it can be made out of. Therefore I have listed all
the blades and the boxes they go into to make new blades. It is possible to
create new blades by mixing blades of different categories together, but in
order to get the best blades it is a good idea to combine blades of the same
type. That is why I have only listed the combo tables for the same types of
blades. I will, however, when I have a spare night or weekend add tables for
combing two different types of blade. Here we go:-
-= End Result:- Daggers =-
FIRST BLADE SECOND BLADE FINAL BLADE
Dirk Scramasax Throwing Knife
Throwing Knife Scramasax Kudi
Kudi Throwing Knife Cinquedea
Cinquedea Kudi Kris
Kris Cinquedea Hatchet
Hatchet Kris Khukuri
Khukuri Hatchet Baselard
Baselard Baselard Stiletto
Stiletto Stiletto Jamadhar
-= End Result:- Swords =-
Rapier Spatha Short Sword
Firangi Short Sword Shamshir
Shamshir Firangi Falchion
Falchion Shamshir Shotel
Shotel Falchion Kora
Kora Kora Khopesh
Khopesh Khopesh Wakizashi
-= End Result:- Axes =-
Francisa Battle Axe Tabarzin
Tabarzin Francisca Chamkaq
Chamkaq Tabarzin Tabar
Taber Tabar Bullova
Bullova Bullova Crescent
-= End Result:- Maces =-
Ball Mace Spiked Club Footman's Mace
Footman's Mace Ball Mace Morning Star
Morning Star Footman's Mace War Hammer
War Hammer War Hammer Bec de Corbin
Bec de Corbin Bec de Corbin War Maul
-= End Result:- Great Swords =-
Katana Broad Sword Executioner
Executioner Katana Claymore
Claymore Executioner Schiavona
Schiavona Claymore Bastard Sword
Bastard Sword Bastard Sword Nodachi
Nodachi Nodachi Rune Blade
-= End Result:- Great Axes =-
Sabre Halberd Large Crescent Balbriggan
Balbriggan Sabre Halberd Double Blade
Double Blade Double Blade Halberd
-= End Result:- Heavy Maces =-
Footman's Mace Sabre Mace Gloomwing
Gloomwing Footman's Mace Mjolnir
Mjolnir Mjolnir Griever(Isn't that...no I won't type that)
(Yes it is - Richard)
(It's Ultimecia's GF!)
Griever Griever Destroyer
-= End Result:- Staves =-
Summoner's Baton Clergy Rod Shamanic Staff
Shamanic Staff Summoner's Baton Bishop's Crosier
Bishop's Crosier Bishop's Crosier Sage's Cane
-= End Result:- Polearms =-
Scorpion Glaive Corcesca
Corcesca Scorpion Trident
Trident Corcesca Awl Pike
Awl Pike Trident Boar Spear
Boar Spear Trident Fauchard
Fauchard Boar Spear Voulge
Voulge Fauchard Pole Axe
Pole Axe Pole Axe Bardysh
Bardysh Bardysh Brandestoc
-= End Result:- Crossbows =-
Target Bow Gastraph Bow Light Crossbow
Light Crossbow Target Bow Windlass
Windlass Target Bow Cranequin
Cranequin Windlass Lug Crossbow
Lug Crossbow Lug Crossbow Siege Bow
Siege Bow Siege Bow Arbalest
-= 11.2. Ultimate Weapon Combos =-
Okay, the Ultimate Weapon Combos section is something that I have mutated out
of another FAQ writers file. And before you start - I am within the law. His
disclaimer said so. Anyway thanx for this goes to Matt Hamand who can be
contacted at . What you will see below is mostly Matt's FAQ
although I have added a few pieces in. These can be identified by the [ ] that
I have typed in.
+-----------+
| FAQ START |
+-----------+
Introduction
*What is an Ultimate Weapon?*
An Ultimate Weapon is a weapon with 100 in all classes and affinities. Ideally
the weapon will also be made of Damascus.
*Why should I make an Ultimate Weapon?*
The first time I played through Vagrant Story I did okay. But the final battle
with Guildenstern was a bear. I did not use combos for most of the game which
was a mistake. So I spent a couple of hours nickel and diming him to no avail.
Then I hit upon using a Heavy Shot/Crimson Pain combo and that worked much
better. But I was still only doing about 15 points of damage on a critical
hit. I eventually beat him but it was a pain. [ Sounds like me. Took the
best part of 2 hours to kill him... ]
Fast-forward to my first replay game. After spending a lot of hours building an
ultimate weapon (Hagane Romphaia, Spiral Hilt, Tertia, Tertia, Braveheart) the
final battle with Guildenstern went much better. I killed his final form in one
5 chain combo (Heavy Shot/Crimson Pain). I was pleasantly surprised. I expected
to do well but this was terrific. Some credit has to go to my increased stats,
but most of the credit I think has to go to the weapon.
Before I continue I should say that my weapon isn't even quite as ultimate as it
could be. It is not Damascus and I really would like to have Arturos gems. But
after at least two dozen hours of spelunking in Iron Maiden B2/B3 I could not
come up with one lousy Holy Win Blade. My girlfriend can attest to the hours I
wasted on this quest. So I settled for Hagane and lower quality gems. But the
results cannot be argued with.
The GameFAQs Vagrant Story message board has a lot of info on ultimate weapon
building. That's where I got the method I used, the method I'm writing about
here. But to get to the info you have to wade through thousands of posts over
2 or 3 months. So I decided to write this and put all it in one place.
Here it is.
===============================================================================
The Method
The method I used is a four blade method. There are some three blade methods
out there. I like the four blade method. It ensures that there will be no
conflicting classes/affinities. And once you have the blades it doesn't take
any longer that a three blade method. You still have to spend the same amount
of time whacking away at training dummies no matter how many blades you are
going to eventually combine.
Blade 1 - Dragon / Beast / Physical
For the first blade head to The Boys Training Room in City Walls South. Attack
the Dragon dummy there until your Dragon class and Physical affinity are up to
100. Then travel to The Dark Tunnel in Abandoned Mines B1. Use the Beast dummy
there until your Beast class is up to 100. Set that blade aside.
Blade 2 - Phantom / Human / Earth / Darkness / Water
For the second blade go to From Boy To Hero in City Walls North. Attack the
Phantom dummy there until your Phantom class is up to 100. Then travel to the
Worker's Breakroom in The Wine Cellar. Attack only the Right Arm, Left Arm,
and head until your Human Class and Earth, Water, and Darkness affinities are
up to 100. Set that blade aside.
Blade 3 - Human / Fire / Air
For the third blade stay in the Worker's Breakroom in The Wine Cellar. With the
same dummy attack only the Body and Legs until your Human class and Fire and Air
affinities are up to 100. Set that blade aside.
Blade 4 - Undead / Evil / Light
For the fourth blade go to the Hall Of Sworn Revenge in The Catacombs. Attack
the Undead dummy until your Undead class is up to 100. From there go to Gharme's
Walk in Town Centre East. Attack the Evil Dummy there until your Evil class and
Light Affinity are up to 100.
===============================================================================
4. Assembly
The best place to assemble your weapon is the Godhands workshop. This workshop
is only available on replay. If you want to build an ultimate weapon on first
play I suggest Junction Point workshop. Just make sure none of the blades you
will be combining are Silver or Damascus.
Combining these blades and assembling this weapon is similar to combining and
assembling any other with just a couple of key differences.
I will now go into detail on how to combine and assemble the ultimate weapon of
each weapon type.
-------------------------------------------------------------------------------
Ultimate Dagger
Blade 1 - Baselard
Blade 2 - Baselard
Blade 3 - Stiletto
Blade 4 - Holy Win
Hilt - Spiral Hilt
Gems - Arturos, Arturos, Arturos
First combine the two Baselards to get another Stiletto. Then combine the
two Stilettos to get a Jamadhar. Then combine the Holy Win with the Jamadhar.
This should create a Damascus Jamadhar with 100 in all classes/affinities.
Assemble the blade with a spiral hilt, and 3 Arturos gems.
-------------------------------------------------------------------------------
Ultimate One-Handed Sword
Blade 1 - Romphaia
Blade 2 - Romphaia
Blade 3 - Romphaia
Blade 4 - Holy Win
Hilt - Spiral Hilt
Gems - Arturos, Arturos, Arturos
Combine the three Romphaias. Then combine the Romphaia with the Holy Win. This
should result in a Damascus Romphaia with 100 in all classes/affinities.
Assemble the blade with a spiral hilt and 3 Arturos Gems.
-------------------------------------------------------------------------------
Ultimate Two-Handed Sword
Blade 1 - Holy Win
Blade 2 - Holy Win
Blade 3 - Holy Win
Blade 4 - Holy Win
Hilt - Spiral Hilt
Gems - Arturos, Arturos, Arturos
Combine all four Holy Wins. This results in a Damascus Holy Win with 100
in all classes/affinities. Assemble the blade with a Spiral Hilt and affix
3 Arturos Gems.
-------------------------------------------------------------------------------
Ultimate One-Handed Axe
Blade 1 - Tabar
Blade 2 - Tabar
Blade 3 - Bullova
Blade 4 - Holy Win
Hilt - Elephant
Gems - Arturos, Arturos, Arturos
Combine the two Tabars. This should result in another Bullova. Combine the
two Bullovas. This results in a Crescent. Combine the Crescent with the Holy
Win. This should result in a Damascus Crescent with 100 in all
classes/affinities. Assemble the blade with an Elephant grip and 3 Arturos gems.
-------------------------------------------------------------------------------
Ultimate Two-Handed Axe
Blade 1 - Balbriggan
Blade 2 - Balbriggan
Blade 3 - Sabre Halberd
Blade 4 - Sabre Halberd
Hilt - Elephant
Gems - Arturos, Arturos, Arturos
Combine the first Balbriggan and Sabre Halberd. This results in a Double Blade.
Combine the second Balbriggan and Sabre Halberd. This results in a Double Blade.
Combine the two Double Blades. This results in a Halberd with 100 in all
classes/affinities. Assemble the blade with an Elephant grip and 3 Arturos gems.
-------------------------------------------------------------------------------
Ultimate One-Handed Mace
Blade 1 - War Hammer
Blade 2 - War Hammer
Blade 3 - Bec De Corbin
Blade 4 - Holy Win
Hilt - Elephant or Grimoire Grip
Gems - Arturos, Arturos, Arturos or Arturos, Arturos
Combine the two War Hammers. This results in a Bec De Corbin. Combine the
two Bec De Corbins. This should give you a War Maul. Combine the War Maul
with the Holy Win. This should result in a Damascus War Maul with 100 in all
classes/affinities. Assemble the blade with either an Elephant or a Grimoire
Grip. Affix either 2 or 3 Arturos Gems.
-------------------------------------------------------------------------------
Ultimate Two-Handed Mace
Blade 1 - Hand Of Light
Blade 2 - Hand Of Light
Blade 3 - Hand Of Light
Blade 4 - Hand Of Light
Hilt - Elephant or Grimoire Grip
Gems - Arturos, Arturos, Arturos or Arturos, Arturos
Combine all four Hands Of Light. This should give you a Hand of Light with
100 in all classes/affinities. Assemble the blade with either a Elephant grip
or a Grimoire Grip. Affix either 2 or 3 Arturos gems.
-------------------------------------------------------------------------------
Ultimate Staff
Blade 1 - Shamanic Staff
Blade 2 - Summoner's Baton
Blade 3 - Bishop's Crossier
Blade 4 - Holy Win
Hilt - Elephant or Grimoire Grip
Gems - Arturos, Arturos, Arturos or Arturos, Arturos
Combine the Shamanic Staff with the Summoner's Baton. This gives a Bishop's
Crossier. Combine the two Bishop's Crossiers. This results in a Sage's Cane.
Combine the Sage's Cane with the Holy Win. This should result in a Damascus
Sage's Cane with 100 in all classes/affinities. Assemble the blade with either
an Elephant grip or a Grimoire Grip. Attach 3 or 2 Arturos Gems.
-------------------------------------------------------------------------------
Ultimate Polearm
Blade 1 - Pole Axe
Blade 2 - Pole Axe
Blade 3 - Pole Axe
Blade 4 - Pole Axe
Hilt - Spiral Pole
Gems - Arturos, Arturos, Arturos
Combine the two Pole Axes. This results in another Bardysh. Combine the other
two Pole Axes. This results in another Bardysh. Combine the two Bardysh. This
gives a Damascus with 100 in all classes/affinities. Assemble the blade with
a spiral pole grip. Attach 3 Arturos gems.
-------------------------------------------------------------------------------
Ultimate Crossbow
Blade 1 - Lug Crossbow
Blade 2 - Lug Crossbow
Blade 3 - Seige Bow
Blade 4 - Holy Win
Hilt - Sonic Bullet
Gems - Arturos
Combine the two Lug Crossbows. This results in a Seige Bow. Combine your two
Seige Bows. This results in an Arbalest. Combine the Arbalest with the Holy Win.
This gives you a Damascus Arbalest with 100 in all classes/affinities. Assemble
the blade with a Sonic Bullet Grip and attach 1 Arturos gem.
===============================================================================
5. Notes
*Obtaining The Holy Win & Romphaia*
On second play or later the Iron Maiden B2 and Iron Maiden B3 are accessible.
If you enter these areas with 150 or less hit points you encounter different
enemies Normally there are shriekers, ogres, and liches. With less than 150 HP
you run into Dark Crusaders and one Last Crusader. The Dark Crusaders are armed
with Romphaias, the best one handed sword available. The Last Crusader carries
the Holy Win blade, the best two handed sword. They will drop these swords
rarely. Very rarely. I spent at least 20 hours in the IMB2/3 and only had 6
Romphaias and no Holy Wins to show for it. I've heard of others obtaining as
many as 6 Holy Wins in only 2 hours of trying. As far as I tell there is no sure
way of getting them to drop what you want. With the rarer items, at least, it
appears pretty random.
*Obtaining The Hand Of Light*
The Hand Of Light is the best two handed mace in the game. It is obtained by
battling the various Minotaur Bosses. They drop it rarely. About as rarely, I
hear, as the Holy Win is dropped. I didn't spend as much time looking for one of
these as I have little interest in two-handed weapons, I like using shields.
*Combining With The Holy Win Blade*
The most useful thing about the Holy Win blade is its use as a metal converter.
When certain sufficiently powerful blades are combined with the Holy Win the
result is that blade in the superior Damascus material. This is the best way to
make most weapon into Damascus.
*Limitations Of The Holy Win*
You cannot make use a Holy Win to convert a Hand Of Light blade into Damascus.
The Holy Win also will not convert two-handed axes, two-handed maces, or
polearms into Damascus. The best way to make ultimate weapons of these types
Damascus is to start with Damascus components. I know this is not easy, but its
the best I can do within the scope of this document. I suggest Jay Tilton's
Combination Guide.
*How Many Holy Wins Do I Need?*
To make a complete set of ultimate weapons you will need 10 Holy Win blades.
This is enough to convert all the weapons that you can to Damascus and to
create an ultimate Holy Win blade.
*Alternate Ultimate Two-Handed Mace*
An alternate method of creating an ultimate two-handed mace is to use four
Mjolnir blades. This gives you a Destroyer blade with 100 in all
classes/affinities. Not having a Hand Of Light or a Destroyer to compare I
don't know which one has higher base stats. I suspect it will be the Hand Of
Light, but if you really enjoy the ultimate weapon making process or are having
problems getting Hands of Light here's how to make a non Hand Of Light ultimate
two-handed mace.
*Elephant or Grimoire Grip*
When choosing a grip for your maces and staff you have a couple of choices. The
Elephant grip is not the best for blunt weapons but it does have 3 gem slots.
The Grimoire Grip is the best grip for blunt weapons but it only has 2 gem
slots. It's your call but I'd go for the Elephant.
*Arturos Gems*
Another reason to spend some time getting Holy Win blades is the gems they
come with. Specifically the Arturos gem. This gem adds 30 to all
classes/affinities and boosts STR, INT, and AGL as well. This is the
preferred gem for ultimate weapon building.
===============================================================================
6. Tips
*Training Dummies*
When attacking training dummies to gain class/affinity bonuses do not use
chains. The dummies give out the bonuses based on hits received and chains
only count as one hit. Chaining will only make a long hard job harder.
[ Also, if you chain or attack for a long time you can end up "killing" the
dummy. The only bonus you get for doing this is a few items which are rather
pointless on second play. ]
===============================================================================
7. Alleviating The Boredom
This could be the most important section of this whole document [ His, NOT mine
that is! ]. Ultimate weapon building is a tedious process. Just the time with
the training dummies takes hours, to say nothing of the time spent seeking the
blades involved.
I recommend setting a second TV up next to the set that the PSX is hooked up to.
This way you can still use the controller and have something to pay attention to
other than which part of the dummy you are hitting next.
+---------+
| FAQ END |
+---------+
And if you actually look at his FAQ it goes onto the credits section and he says
that he got most of his info from someone posting on a VS Forum, so it isn't
exactly his work. That means I am well within my right. Twice.
-= 11.3. Creating Weapons =-
Once you have forged your blade you can create your weapon. To do this you
need to have a grip for the weapon. Try to get a grip with lots of Strength.
These will become common nearer the end of the game. Grips determine how many
gems you can place on you weapon. They can hold any amount from none all the
way up to 3. This might not sound much but gems usually make or brake weapons.
Once you have chosen the blade and grip you make it. Next you choose gems. You
will collect gems on your journey and I will go into them in more detail on the
items list. Now you need to think of a name.
-= 11.4. Finalising the Weapons =-
Think of an original name. Not "Buster Sword" or "Organics" or "Masamune" or
anything else that comes from a computer game. Be original. A few examples.
At one point my beast weapon was called "Number Of The Beast" after the Iron
Maiden album, and a later weapon was called "Orion's Belt" because it had
three Orion gems on it. Just let your mind flow and you'll have a brilliant
weapon with a brilliant name.
-= 11.5. Combining Armour =-
Combining armour is a process almost identical to that of combining blades, as
it involves affinity to both elements and enemy classes and the result of your
combination is affected by the metal the armour is made out of. So, for that
reason the armour combo tables are being represented in a way similar of the
blades. Have fun!
-= Head Gear =-
First Piece Second Piece Result
Chain Coif Bone Helm Spangenhelm
Spangenhelm Chain Coif Cabasset
Cabasset Spangenhelm Sallet
Sallet Barbut Basinet
Basinet Barbut Armet
Armet Basinet Close Helm
Close Helm Basinet Burgonet
Burgonet Close Helm Hoplite Shield
Hoplite Helm Hoplite Helm Jazeraint Shield
Jazeraint Helm Jazeraint Helm Dread Helm
-= Chest Gear =-
Banded Mail Cuirass Ring Mail
Ring Mail Banded Mail Chain Mail
Chain Mail Ring Mail Breastplate
Breastplate Chain Mail Segementata
Segmentata Breastplate Scale Armour
Scale Armour Breastplate Brigandine
Brigandine Breastplate Plate Mail
Brigandine Scale Armour Plate Mail
Platemail Brigandine Fluted Armour
Fluted Mail Plate Mail Hoplite Armour
Hoplite Armour Hoplite Armour Jazeraint Armour
Jazeraint Armour Jazeraint Armour Dread Armour
-= Hand Gear =-
Reinforced Glove Knuckles Ring Sleeve
Knuckles Ring Sleeve Chain Sleeve
Ring Sleeve Chain Sleeve Gauntlet
Gauntlet Vambrace Plate Glove
Vambrace Plate Glove Rondanche
Rondanche Plate Glove Tilt Glove
Tilt Glove Tilt Glove Freitunrnier
Freiturnier Rondanche Fluted Glove
Fluted Glove Freiturnier Hoplite Glove
Hoplite Glove Hoplite Glove Jazerain Glove
Jazeraint Glove Jazeraint Glove Dread Glove
-= Foot Gear =-
Fusskampf Poleyn Jambeau
Poleyn Chain Leggins Jambeau
Jambeau Poleyn Missaglia
Jambeau Chain Leggings Missaglia
Missaglia Poleyn Plate Leggings
Plate Leggings Missaglia Fluted Leggings
Fluted Leggings Plate Leggings Hoplite Leggings
Hoplite Leggings Hoplite Leggings Jazeraint Leggings
Jazeraint Leggings Jazeraint Leggings Dread Leggings
-= 11.5 Combining Shields =-
Combing shields is also similar to combining blades and armour so I won't bother
going into detail. Although I will say the higher the affinity is the less
damage that is caused by that affinity or class of enemy.
First Shield Second Shield Final Shield
Targe Buckler Pelta Shield
Pelta Shield Targe Quad Shield
Quad Shield Targe Circle Shield
Circle Shield Quad Shield Tower Shield
Tower Shield Quad Shield Spiked Shield
Spiked Shield Circle Shield Round Shield
Round Shield Tower Shield Kite Shield
Round Shield Spiked Shield Kite Shield
Kite Shield Round Shield Casserole Shield
Casserole Shield Kite Shield Heater Shield
Heater Shield Casserole Shield Oval Shield
Oval Shield Heater Shield Knight Shield
Knight Shield Oval Shield Hoplite Shield
Hoplite Shield Hoplite Shield Jazeraint Shield
Jazeraint Shield Jazeraint Shield Dread Shield
*** 12.0. The Items List ***
During your journey in Lea Monde you will find various items to help you along
your way. These can be anything from Elixir's to Grips for weapons. Here is a
list, with ALL of the items available. I have missed out the Grimoire's as
they are included in the magic section.
-= 12.1. Blades =-
-= Dagger Blades =- -= Sword Blades =- -= Axe Blades =-
Battle Knife Spatha Hand Axe
Scramasax Scimitar Battle Axe
Dirk Rapier Francisca
Throwing Knife Short Sword Tabarzin
Kudi Firangi Chamkaq
Cinquedea Shamshir Tabar
Kris Falchion Bullova
Hatchet Shotel Crescent
Khukuri Kora
Baselard Khopesh
Stiletto Wakizashi
Jamadhar Rhomphaia
-= Mace Blades =- -= Great Sword Blades =- -= Great Axe Blades =-
Goblin Club Broad Sword Guisarme
Spiked Club Norse Sword Large Crescent
Footman's Mace Katana Sabre Halberd
Morning Star Executioner Balbriggan
War Hammer Claymore Double Blade
Bec de Corbin Schiavona Halberd
War Maul Bastard Sword
Nodachi
Rune Blade
Holy Win
-= Heavy Mace Blades =- -= Stave Blades =- -= Polearm Blades =-
Langdebeve Wizard Staff Spear
Sabre Mace Clergy Rod Glaive
Footman's Mace Summoner Baton Scorpion
Gloomwing Shamanic Staff Corcesca
Mjolnir Bishop's Crosier Trident
Griever Sage's Cane Awl Pike
Destroyer Boar Spear
Hand of Light Fauchard
Voulge
Pole Axe
Bardysh
Brandestoc
-= Crossbow Blades =-
Gastraph Bow
Target Bow
Light Crossbow
Windlass
Cranequin
Lug Crossbow
Siege Bow
Arbalest
-= 12.2. Grips =-
-= Dagger, Sword 'n' Great Sword Grips =-
Grip Name Blt/Egd/Prc Gem Slots
Short Hilt 0 / 4 / 1 x0
Swept Hilt 0 / 2 / 4 x0
Cross Guard 8 / 6 / 2 x1
Counter Guard 0 / 8 / 7 x1
Knuckle Guard 0 / 5 / 9 x2
Side Ring 10 /12 /10 x2
Murderer's Hilt 0 /13 /17 x2
Power Palm 0 /15 /12 x3
Spiral Hilt 20 /20 /20 x3
-= Axe, Mace 'n' Staff Grips =-
Grip Name Blt/Egd/Prc Gem Slots
Wooden Grip 5 / 1 / 0 x0
Czekan Type 8 / 4 / 0 x0
Sand Face 3 / 6 / 0 x1
Sarissa Grip 6 / 9 / 0 x1
Heavy Grip 6 /15 / 0 x1
Gendarme 13 / 5 / 0 x2
Runkasyle 17 / 7 / 0 x2
Grimoire Grip 21 / 9 / 0 x2
Bhuj Type 8 /19 / 0 x3
Elephant 11 /22 / 0 x3
-= Polearm Grips =-
Grip Name Blt/Egd/Prc Gem Slots
Wooden Pole 11 / 0 / 1 x0
Winged Pole 2 / 6 /16 x0
Spiculum Pole 2 /12 / 4 x1
Ahlspies 10 /14 /12 x1
Framea Pole 16 / 4 /10 x2
Spiral Pole 15 / 6 /21 x3
-= Crossbow Grips =-
Grip Name Blt/Egd/Prc Gem Slots
Simple Bolt 1 / 0 /10 x0
Steel Bolt 1 / 0 /13 x1
Javelin Bolt 17 / 0 / 2 x1
Falarica Bolt 3 / 0 /20 x1
Stone Bullet 23 / 0 / 4 x1
Sonic Bullet 5 / 0 /25 x1
-= 12.3. Gems =-
Talos Feldspar
Feldspar imbued with the dark powers of Talos.
Increases the power of direct attacks.
Titan Malachite
Malachite with a Titan's soul bound inside.
Increases the power of direct attacks.
Sylphid Topaz
Topaz imbued with the power of the Sylphs.
Slightly increases Air affinity.
Djinn Amber
Amber imbued with the power of Sylphs.
Slightly increases air affinity.
Salamander Ruby
Ruby imbued with the power of the Salamanders
Slightly increases fire affinity.
Ifrit Carnelian
Carnelian imbued with the power of Ifrit.
Increases fire affinity.
Gnome Emerald
Emerald imbued with the power of the Gnomes.
Slightly increases earth affinity.
Dao Moonstone
Moonstone imbued with the power of Dao.
Increases earth affinity.
Undine Jasper
Jasper imbued with the power of the Undines.
Slightly increases water affinity.
Marid Aquamarine
Aquamarine imbued with the power of Marid.
Increases water affinity.
Angel Pearl
Pearl imbued with the power of the angels.
Slightly increases light affinity.
Seraphim Diamond
Diamond with a seraph's soul bound inside.
Increases light affinity.
Morlock Jet
Jet stone sealed with Morlock's magical power.
Slightly increases dark affinity.
Berial Blackpearl
Blackpearl with Berial's soul bound inside.
Increases dark affinity.
Haeralis
Star sapphire with the power of Haeralis the Brave.
Slightly increases power against humans.
Orlandu
Actionlite containing a fragment of Orlandu's skeleton.
Increases power against humans.
Orion
Black coral holding the hair of Orion the Beast.
Increases power against beasts.
Ogimus
Amethyst containing Ogmious the Guardian's soul.
Increases power against beasts.
Iocus
Lazurite containing St. Iocus's prayer.
Slightly increases power against undead.
Balvus
Chiastrite containing the ashes of Balvus
Increases power against undead.
Trinity
Jade containing the Nordic holy spirits.
Slightly increases power against phantoms.
Beowulf
Serpentine containing a dragon's power
Slightly increases power against dragon's
Dragonite
Serpentine containing a dragon's power.
Slightly increases power against dragons.
Sigguld
Fire agate with the soul of Sigguld the Dragoon.
Increases power against dragons.
Demonia
Blood opal containing the blood of devils.
Slightly increases power against evil enemies.
Altema
Garnet containing Altema the Fallen's spirit.
Increases power against evil enemies.
Polaris
An artificial malachite made by the ancient Kildeans, named after a legendry
knight.
Basivalen
An artificial serpentine made by the ancient Kildeans, named after a legendry
knight.
Galerian
An artificial cat's eye made by the ancient Kildeans, named after a legendry
knight.
Vedivier
An artificial amethyst made by the ancient Kildeans, named after a legendry
knight.
Berion
An artificial moonstone made by the ancient Kildeans, named after a legendry
knight.
Gervin
An artificial topaz made by the ancient Kildeans, named after a legendry knight.
Tertia
An artificial emerald made by the ancient Kildeans, named after a legendry
knight.
Lancer
An artificial ruby made by the ancient Kildeans named after a legendry knight.
Arturos
An artificial diamond made by the ancient Kildeans, named after a legendry
knight.
Braveheart
Increases the success rate of non-magical attacks by 20%.
Must be equipped on a weapon.
Hellraiser
Increases the success rate of magic by 20%.
It must be equipped on a weapon.
Nightkiller
Increases the chance to evade non-magical attacks by 20%.
Must be equipped on a shield.
Manabreaker
Increases the chance to evade magical attacks by 20%/
It must be equipped on a shield
Powerfist
Increases the chance to evade 'STR-down' by 20%.
It must be equipped on a shield.
Brainshield
Increases the chance to evade 'INT-down' by 20%.
It must be equipped on a shield.
Speedster
Increases the chance to evade 'AGL-down' by 20%.
It must be equipped on a shield.
Silent Queen
Increases the chance to evade 'Silent' by 20%.
It must be equipped on a shield.
Dark Queen
Increases the chance to evade 'Paralysis' by 20%.
It must be equipped on a shield.
Death Queen
Increases the chance to evade 'Poison' by 20%.
White Queen
Increases the chance to evade 'Numbness' by 20%.
It must be equipped on a shield.
-= 12.4. Armour (Including Shields) =-
-= Shields =- -= Helms =- -= Body Armour =- -= Leggings =-
Buckler Bandana Jerkin Sandals
Targe Bear Mask Hauberk Boots
Pelta Shield Wizard Hat Wizard Robe Long Boots
Quad Shield Bone Helm Cuirass Cuisse
Circle Shield Chain Coif Banded Mail Light Greaves
Tower Shield Spangenhelm Ring Mail Ring Leggings
Spiked Shield Cabasset Chain Mail Chain Leggings
Round Shield Sallet Breastplate Fusskampf
Kite Shield Barbut Segementata Poleyn
Casserole Shield Basinet Scale Armour Jambeau
Heater Shield Armet Brigandine Missaglia
Oval Shield Close Helm Plate Mail Plate Leggins
Knight Shield Burgonet Fluted Mail Fluted Leggings
Hoplite Shield Hoplite Helm Hoplite Armour Hoplite Leggings
Jazeraint Shield Jazeraint Helm Jazeraint Armour Jazeraint Leggings
Dread Shield Dread Helm Dread Armour Dread Leggings
-= Gloves =-
Bandage
Leather Glove All weapons, shields and armour have been placed in
Reinforced Glove order of strength from the weakest to the strongest.
Knuckles
Ring Sleeve
Chain Sleeve
Gauntlet
Vambrace
Plate Glove
Rondanche
Tilt Glove
Freiturner
Fluted Glove
Hoplite Glove
Jazeraint Glove
Dread Glove
-= 12.5. Accessories =-
Rood Necklace
Necklace with the rood of the Iocus priesthood. Once owned by Tia.
Rune Earrings
Silver earrings engraved with ancient Kildean lettering.
Lionhead
Necklace with a lion's head motif.
Rusted Nails
Claws of iron worn by Rinomy, the ancient Kildean tactician.
Marduk
Nose-ring that is said to have been owned by Marduk, the storm deity.
Talian Ring
Delicate ring used by the sea spirit, Talia, to pacify the Kraken.
Agrias's Balm
Balm used by the great knight Agrias as told in the Zodiac Brave Story.
Kadesh Ring
Silver ring with rose and snake motif, symbol of the love and fertility goddess
Kadesh.
Lau Fei's Armlet
Armlet of might worn by the legendry queen of the Titans, Lau Fei.
Swan Song
Brooch a poor craftsman made for his wife. Lauded for its quality after his
death.
Cross Choker
Decorative leather choker with a pendant in the shape of a cross.
Ghost Hound
Armlet imbued with the vain ambition of those whose names the storytellers do
not sing.
Beaded Anklet
Anklet worn by Mullenkamp, a dancer, and the head priestess of ancient Kilita.
Agales's Chain
Necklace forged to torment Agales, the duke of the underworld, by the great sage
Solomon.
Balam Ring
Ring bearing one of the 47 scattered shards of the great devil Balam, guardian
of knowledge.
Morgan's Nails
Nails worn by the evil sorceress Morrighan in the tales of the old land.
Marlene's Ring
Ring worn by the sage Marlene, said to prove her half-devil, half-human blood.
Sylphid Ring
Ring imbued with the essence of a sylph air spirit.
Salamander Ring
Ring with the essence of a slamander fire spirit.
Tamulis Tongue
Tongue stud favoured by the fire god Tamulis.
Gnome Bracelet
Bracelet imbued with an earth spirit.
Palolo's Ring
White gold ring adorned with the wings of the earth deity, Palolo.
Undine Bracelet
Arm bracelet imbued with the essence of an undine water spirit.
Nimje Coif
Coif worn by the water nymph Nimje in the tales of the old land.
Agrippa's Choker
Choker imbued with evil, made by the alchemist Agrippa. Said to know imprison
Agrippa's soul.
Diadrs's Earring
Earring favoured by the famed beauty Diadra, who was fated to bring sadness and
ruin.
Edgar's Earrings
Earring possessed by a demon-wight, worn by the great necromancer Edgar.
Titan's Ring
Ring worn by the Titan's of legend, large enough to be used as a bracelet by
mortals.
Pushpaka
Earring made in ancient times to talk with the Pegasi drawing the chariot
'Pushpaka'.
Dragonhead
Talisman made from dragon skull. Aids slightly in battles against dragons.
Faufnir's Tear
Necklace bearing a crystal, Faufnir's Tear, wept from the dragon's eye when it
died.
-= 12.6. Miscellaneous Items =-
Cure Root
Roots of a herb that restores strength.
Item Effect:- Restores 50 HP.
Cure Bulb
Bulbs of an herb that restores strength.
Item Effect:- Restores 100 HP.
Cure Tonic
Extract of an herb that restores strength.
Item Effect:- Restores 150 HP.
Cure Potion
Potion made from an herb that restores strength.
Item Effect:- Restores all HP.
Mana Root
Root of a herb that restores mental acuity.
Item Effect:- Restores 25 MP.
Mana Bulb
Bulbs of an herb that restores mental acuity.
Item Effect:- Restores 50 MP.
Mana Tonic
Extract of an herb that restores mental acuity.
Item Effect:- Restores 100 MP.
Mana Potion
Potion made from an herb that restores mental acuity.
Item Effect:- Restores all MP.
Vera Root
Roots of an herb that restores concentration.
Item Effect:- Lowers RISK by 25.
Vera Bulb
Bulbs of an herb that restores concentration.
Item Effect:- Lowers RISK by 50.
Vera Tonic
Extract of an herb that restores concentration.
Item Effect:- Lowers RISK by 75.
Vera Potion
Potion made from an herb that restores concentration.
Item Effect:- Removes all RISK.
Acolyte's Nostrum (Does that mean Farooq and Bradshaw's Nostrum?)
Nostrum used by the acolytes of Lea Monde.
Item Effect:- Restores 100 HP and MP.
Saint's Nostrum (These are won from Deaths)
The nostrum that a high priest received from the heavens.
Item Effect:- Restores all HP and MP.
Alchemist's Reagent
An experimental potion made by Valnain's alchemists.
Item effect:- Restores 25 HP and Lowers RISK by 25.
Sorcerer's Reagent
Reagent made by sorcerers in ancient times.
Item Effect:- Restores 50 HP and Lowers RISK by 50.
Yggdrasil's Tears
Extract of Yggdrasil known to heal status abnormalities.
Item Effect:- Cures "Paralysis".
Faerie Chortle
Made by the faerie king as a remedy for use in battle against serpents.
Item Effect:- Cures "Poison"
Spirit Orison
Pellets made from flower petals and dried yak livers.
Item Effect:- Cures "Numbness".
Angelic Paean
A talisman bearing the icon of St. Iocus
Item Effect:- Cures "Curse"
Panacea
Potion made with odd bits of herbs.
Item Effect:- Cures "Paralysis", "Poison", "Numbness".
Snowfly Draught
Potion of dried snowfly wings.
Item Effect:- Cancels all magical effects cast on target.
Faerie Wing
Powder that faeries use to accelerate movement and improve jumps temporarily.
Item Effect:- Imbues "Quickness".
Eye of Argon
Temporarily enables Ashley to see traps set in the room.
Item Effect:- Reveals all the traps in the room.
Valens
A Lea Monde red wine with delicate, yet robust, flavour.
Item Effect:- Permanently adds a few points to STR.
Prudens
The most elegant rd wine, with gentle flavour and bouquet.
Item Effect:- Permanently adds a few points to INT.
Volare
A Lea Monde white wine known for its honey-like fragrance.
Item Effect:- Permanently adds a few points to AGL.
Audentia
A Lea Monde quality sweet wine allowed to age to perfection.
Item Effect:- Increases HP a little.
Virtus
A sparkling wine made from a blend of three grapes.
Item Effect:- Increases MP a little.
Elixir of Queens
Elixirs given to soldiers by Lea Monde's monks in ancient times.
Item Effect:- Increases HP a little.
Elixir of Mages
Elixir the mages of Lea Monde once used.
Item Effect:- Increases MP a little.
Elixir of Kings
Item Effect:- Permanently adds a few points to STR.
Elixir of Sages
Item Effect:- Permanently adds a few points of INT.
Elixir of Dragoons
Item Effect:- Permanently adds a few points to AGL.
*** 13.0. The "Score" Option ***
In the main menu of Vagrant Story there is an option called "Score". This
records things like map completion, chest completion and the ranks that you have
met. This section of the FAQ goes into this sub-menu in detail. Just in case
you want to know about the scoring system.
-= 13.1. The Titles / Ranks =-
To get a title or ranking you need to meat certain requirements. To view the
titles you have collected go to Score and then Title. When you select the ones
you have collected it will tell you what you did to earn that title. On the
slots of the titles you haven't collected it'll say something like "Requirements
not met". Or something to that effect. A list of all the titles and the
requirements can be found below. Some of these names may be inaccurate, but the
requirements should be exact. If they aren't please send me the correct
versions and I will update the FAQ or will try and find out what they are.
01) Seeker Of Truth
Complete The Game Once
02) Ruler Of The Fallen City
Complete the game in 10 hours
03) Successor Of The Legacy
Open ALL of the chests
04) Finder Of Dark
Reveal 100% of the map
05) Destroyer of Gaeus
Beat Damascus Golem
06) Hunter In The Snowfield
Beat Masques Crab
07) Ally Of The Wood
Beat Ravana
08) Slayer of the Wyrm
Beat Dragon Zombie
09) Vanquisher Of Death
Beat Death and Ogrezon
10) Warrior of Asura
Beat Vishnu
11) Conqueror Of Time
Complete the Time Trials with an excellent rating
12) Sparkling Warrior
A Chain of more than 30.
13) Bearer of the New World
Find Golden Key
(Shouldn't that be "Bearer of The Brave New World"?. Sorry about that.)
14) Hoard Finder
Find Chest-Key
15) Ruler Of Power
Get ALL Break Arts
16) Hand Of Skill
Get all Battle Abilities
17) Searcher of Luck
Finish the game without saving.
(You must have to be insane or very good at VS to try this...)
18) Holy Traveller
Complete game without using magic.
19) Pride Fighter
Complete game without using Battle Abilities.
20) Proud Warrior
Complete game without using Break Arts.
21) Blood-Thirsty Conqueror
Defeat 5000+ enemies of EVERY CLASS
22) Respector of Fighting
Attacks 5000 odd times with the same weapon.
23) Silent Assassin (Maybe even Silent Scope? Once again, I am sorry.)
Attack with Dagger 500+ times.
24) Great Swordsman
Attack with Sword 500+ times
25) Master Of Blades
Attack 500+ times with Great Sword
26) Steel Dragon
Attack with axe and mace 500+ times
27) Earth Shaker
Attack with Great Axe 500+ times
28) Sweeper of the Dark
Attack with Staff 500+ times.
29) Cleric Looking For Truth
Attack 500+ times with Heavy Mace
30) Spearsman Of The Gale
Attack 500+ times with Polearms
31) Heaven's Huntsman
Attack 500+ times with the Crossbow
32) Master Martial Artist
Attack 500+ times with bare hands
-= 13.2 Riskbreaker Rank =-
During the game you have a rank. A Riskbreaker rank. This rank is determined
on the amount of points you have gained during the game. The list below is only
a partial list of the Riskbreaker Ranks, and it doesn't even tell you the score
needed to get that rank. Although I am hoping to correct that as soon as
possible.
L 01) Normal Agent
L 02) Gladiator
L 03) Daredevil
L 04) Berserker
L 05) Destroyer
L 06) Spectrebane
L 07) Paladin (My Current Rank)
L 08) Mystic Wanderer
L 09) Blademaster
-= 13.3 Encyclopaedia =-
Below is the list of monsters carried in the Encyclopaedia. Unfortunately not
all of the enemies in the game are listed. I will however at a later date add
them to the bottom of the list along with descriptions for all the monsters.
01) Zombie (Undead)
Once the inhabitants of Lea Monde, zombies emerge from the Dark to attack
the living.
02) Mummy (Undead)
Ancient Kildean corpses infused with the power of the Dark.
03) Ghoul (Undead)
Ghouls lurk in the Catacombs, longing for human flesh. Attacking their
heads proves effective.
04) Ghast (Undead)
The living dead, given power by demons of the Underworld.
05) Zombie Fighter (Undead)
Corpses of Lea Monde's soldiers, brought back to life through the Dark's
taint.
06) Zombie Knight (Undead)
Zombies of the Knights of the Cross, still in possession of potent martial
skills.
07) Zombie Mage (Undead)
Zombies of Lea Monde's mages, who employ powerful offensive magic.
08) Skeleton (Undead)
Skeletal remains of zombie corpses. They lurk in darkness to attack the
living.
09) Dark Skeleton (Undead)
Skeletons the Dark has bestowed with more power and better defence.
10) Skeleton Knight (Undead)
The bleached skeletons of former Kingsguard knights. Still possess skill
with blades.
11) Ghost (Phantom)
Souls of the deceased that attack any living thing in sight.
12) Wraith (Phantom)
Ghosts of the Underworld capable of casting potent magic.
13) Goblin (Human)
Stocky demihumans that from bands to attack their prey.
14) Goblin Leader (Human)
Goblins endowed with the ability to use magic. They make their abode in the
Undercity.
15) Orc (Human)
Porcine demihumans that are able to use magic spells and any weapon they can
find.
16) Orc Leader (Human)
Commanders of the orcs. Like their goblin kin, they attack with weapons
and magic.
17) Lizardman (Dragon)
A species of demihuman known for their agility and strength.
18) Blood Lizard (Dragon)
A subspecies of liazrdmen with superior protection against fire and heat.
19) Lich (Evil)
Evil mages who have gained powerful magic and eternal life through demonic
pacts.
20) Lich Lord (Evil)
Liches with even greater magical knowledge who are said to practice ancient
Kildean sorcery.
21) Death (Evil)
The reaper of the Underworld, tasked with claiming the souls of the
possessed.
22) Gargoyle (Evil)
Sculptures of mythical creatures that have come to life.
23) Imp (Evil)
Messengers of the Underworld that swoop down to attack with weapons and
magic.
24) Gremlin (Evil)
Pernicious of the Underworld that swoop down to attack with weapons and
magic.
25) Mimic (Beast)
Large insects that mimic cheasts of treasure to lure unawary treasure
hunters.
26) Shadow (Evil)
Shadows bereft of bodies that use varied weaponry and cast magic.
27) Silver Wolf (Beast)
Wolves, twisted into ferocious man-hunters by the Dark's influence.
28) Hellhound (Beast)
These hounds once guarded the gates of the Underworld.
29) Bat (Beast)
Large, agile bats that swoop down to strike from the air.
30) Stirge (Beast)
Giant vampire bats rumoured to drain a victim's life in a single blow.
31) Slime (Beast)
These normally slothful and large amoeba-like creatures can leap to assault
their pray.
32) Poison Slime (Beast)
Slime with the ability to spew poisonous spores
33) Dark Eye (Phantom)
Often called "The Devil's Eye," these monsters are well versed in magic.
34) Basilisk (Beast)
Powerful jaws give these small. agile reptiles a savage attack.
35) Ichthious (Beast)
Fish-like forest spirits with armoured heads.
Their magic gives them an extra edge in battle.
36) Harpy (Beast)
Birds of the Underworld feared for their unmerciful spell of death.
37) Quicksilver (Evil)
Dolls possessed by the souls of children who lost their lives to war or
illness.
38) Shrieker (Evil)
Dolls possessed by evil spirits. Their shrieks kill all within earshot.
39) Minotaur (Beast)
Half-beast, half-human monster well known for its expert use of a viciously
heavy mace.
40) Minotaur Lord (Beast)
Minotaurs with tattoos of magic protection enscribed upon their bodies.
41) Minotaur Zombie (Undead)
Minotaur zombies. They feel no pain, and they fight until their final
death.
42) Durahan (Possibly even Dullahan) (Evil)
Knightly armour possess by the Dark and capable of magical and physical
attacks.
43) Dark Crusader (Evil)
An armour relic of the holy wars. It's only weakness is the gap below it's
chest plate.
44) Nightstalker (Evil)
Spirits of fallen soldiers, unaffected by chain abilities.
45) Last Crusader (Evil)
Possessed crimson armour, once the special raiment of the Holy Knights.
46) Golem (Evil)
Creatures moulded from granite, they deliver tremendous physical attacks.
47) Iron Golem (Evil)
Golems crafted from iron. Their strong bodies are impervious to physical
attacks.
48) Damascus Golem (Evil)
Golem made of the rare alloy Damascus.
Highly resistant to both magical and physical attacks.
49) Ogre (Beast)
Demons that fought humans in mythic times. Extremely agile and strong.
50) Ogre Lord (Beast)
Highly intelligent ogres with arcane spell knowledge
51) Ogre Zombie (Undead)
Dead ogres restored to life by necromancy.
52) Giant Crab (Beast)
Giant crabs whose acidic breath can melt even the strongest armour.
53) Iron Crab (Beast)
Crabs with shells of iron. Employ their massive weight as a lethal weapon.
54) Damascus Crab (Beast)
Crabs with shells as hard as Damascus.
Weapons made from their shells are rare and valued.
55) Air Elemental (Phantom)
Lesser air spirits. Use earth affinity spells against them
56) Djinn (Phantom)
Air daeva. This violent, angry spirit serves no mortal master.
57) Fire Elemental (Phantom)
Lesser fire spirits. Vicious opponents with fiery magic at their disposal.
58) Ifrit (Phantom)
Fire daeva. An arrogant spirit who enjoys burning humans with its spells.
59) Earth Elemental (Phantom)
Low-level earth spirits. Originally benevolent spirits, magic has twisted
them to evil.
60) Dao (Phantom)
Earth daeva. An evil spirit who casts painful spells to sate its yearning
for human life.
61) Water Elemental (Phantom)
Lesser water spirits. Do not approach them without first preparing a
suitable defence.
62) Marid (Phantom)
Water daeva. Sunk Lea Monde into the waters 25 years ago with the aid of
Dao, the earth daeva.
63) Dark Elemental (Phantom)
Lesser spirits of darkness. More powerful than other elemental spirits in
Lea Monde
64) Nightmare (Phantom)
Dark daeva. It is filled with an insatiable craving to see the living
suffer.
65) Wyvern (Dragon)
Lesser wyrm with deadly breath attacks.
66) Wyvern Knight (Dragon)
A ferocious subspecies of dragon. They rarely appear above ground.
67) Wyvern Queen (Dragon)
Queen of dragons. Her rule is total and her spawn would readily give their
lives for her.
68) Dragon (Dragon)
These legendry creatures possess a cruel and cunning intellect.
69) Sky Dragon (Dragon)
Large dragons inhabiting clouds, they are also known as Thunder Dragons.
70) Flame Dragon (Dragon)
Large dragons who draw energy from Magma.
71) Earth Dragon (Dragon)
Also known as Land Dragons, their tough hides are nigh impossible to pierce.
72) Snow Dragon (Dragon)
Because of their freezing breath attack, these dragons are often called
'Wyrms of Ice'
73) Arch Dragon (Dragon)
The most intelligent of all dragons, but at the same time, one of the most
evil.
74) Dark Dragon (Dragon)
Dragons of the Underworld who feast on human flesh and souls.
75) Dragon Zombie (Undead)
Powerful zombies who crave souls tainted by the Dark.
76) Kali (Human)
Statue of the goddess of destruction the Dark instilled with unholy life.
77) Ravana (Human)
A mechanical statues of a deity engineered in the era of Mullenkamp.
78) Asura (Human)
A deity that lay imprisoned in the depths of Lea Monde for centuries.
*** 14.0. Other Areas Of The Game (i.e. secrets, extras, etc...) ***
Hidden in Vagrant Story are lots of secrets, hidden extras, and other bits which
make the game fun that don't go under any other topic. That is why we have this
section. This section is going to tell you all about those topics. First up is
the "Evolve Or Die" Game.....
-= 14.1. Evolve OR Die =-
During Vagrant Story you will have to solve the standard block puzzles. In the
options menu there is an option called Puzzle. Turn puzzle off and next time
you enter the room the puzzle will have been solved for you. Leave it on and
you might be thrown into a game of Evolve or Die. This has nothing much to do
with the game, there is no prize, no nothing. It is just a bit of fun.
The idea is that you are to work your way up the food chain. To do this you
need to solve the puzzle in that room as quickly as possible. You will then be
given a rank based on how quickly you solved the puzzle. Your rank could be
anything as high up the chain of evolution as Little Green Man or as low as
.... Game Designer which is at the bottom of the evolutionary chain...
-= 14.2. The Wines =-
In the intro cut-scene just before Ashley disappears into the Wine Cellar he
says he will bring back any wine he finds for Merlose. Against what anyone
might say, you can collect wines and NOT use them in the game at all, and all
that will happen is that you lose those wines for ever, and nothing happens.
In other words use them as soon as you get them. Instead of getting drunk they
will improve Ashley's stats like HP, MP and AGL. (awww i'd rather get drunk!
- Richard)
-= 14.3. Training Dummies =-
You know when you are in a room with a training dummy when you hear a rattle as
soon as you enter the door. Luckily the rooms with the dummies in do not have
enemies.
When attacking the dummies you will only cause a small amount of damage (around
6 or 7 HP worth of damage per hit), but they are extremely handy when you are
wanting to raise the class affinity of a weapon. But the affinity changing
only happens on the first slash, so if your wanting to raise the affinity of
your weapon - don't chain.
If you manage to kill off a training dummy you will get yourself some Elixirs
and Cure and Mana goodies.
Training Dummies can be found at:-
Class:- Human (Crimson Blade)
Room:- Wine Cellar: Blackmarket
Class:- Beast (Ogre)
Room:- Abandoned Mines B1: The Dark Tunnel
Class:- Undead (Skeleton Knight)
Room:- Catacombs: Hall of Sworn Revenge
Class:- Phantom (Ghost)
Room:- City Walls North: From Boy To Hero
Class:- Dragon (Lizardman)
Room:- City Walls South: The Boy's Training Room
Class:- Evil (Gremlin)
Room:- Town Centre East: Gharmes Walk
-= 14.4. Game Bugs =-
-= Disappearing Circle =-
Press PAUSE in the first room of the Snowfly Forest East (second play only) and
you will see a magic circle. Unpause and you will see it disappear.
-= Hangin' (Disc Problems) =-
From experience I have found that my PlayStation hangs on magic spells.
Especially Herakles. The reason for this is that my PlayStation is nearly two
and a half years old and has lengthy gaming sessions. Why it does this is that
the swirly sparkles that go round Ashley when he is casting a spell is a cover
for the game finding the correct track on the CD. If you have an old PS it
might take slightly longer than normal to find the track - so just hang in
there.
Another VS FAQ writer - Zy Nicholson suggests putting your PlayStation on it's
side. In my opinion this is a good idea if you have a new PlayStation and a bad
one if it is old. Why bad? I tried this on my old PS and it hanged more
often, my Tekken 3 Demo video was blocky, the FF8 intro was unbearable....In
other words your PS might like it on its side or it might not - just see. It is
also not advisable to put the new PSOne on it's side as you will find that the
screen is at a funny angle. (also, putting a PSX on it's side will imbalance the
CD, causing it skip...it's not a good idea. - techie Richard) That said Richard,
the almighty Zy Nicholson has said he has had is Japanese PSX on it's side since
he got it....and the PS2 is designed to go on it's side. Personaly, I think my
PSX is to old and used WAY to much.
*** 15.0. Frequently Asked Questions ***
When I get any you will find them here with answers.
*** AA.A. That Bit At The End ***
-= Credits / Thankyous =-
I have all the following people to thank for helping me to make this FAQ.
Squaresoft (www.vagrantstory-europe or www.squaresoft.com)
They made the game, and therefore this FAQ possible.
Zy Nicholson (spangenhelm@hotmail.com)
I downloaded his FAQ to help me play through the game. Without this FAQ I would
have been totally stuck. I liked his FAQ so much I went ahead and asked him if
I could convert into HTML for my site www.gamingdome.co.uk, but due to
unforseen circumstances (Like someone nicked his work....) he refused me doing
anything with his FAQ. Can't blame him really... But the result of that is this
FAQ. I will admit it now. I got some of the base info out of his FAQ because
I was under pressure to get this thing done, and didn't have time to get all the
data myself. If you are looking for another FAQ get his which can be found at
www.gamefaqs.com
And why is it that almost every VS FAQ has Zy in their credits?
Matt Hamand (mhamand1@yahoo.com)
I got all the info on Ultimate Weapon Combos from his FAQ.
Lilac Man and his Funkachu (lilac_man@yahoo.com)
Ye, who got stuck on the Harpy in the Undercity.....
Ye, who went and checked the FAQ over in it's infancy. And nearly punched me
because of the *brilliant* jokes. Thanx.
Richard Carruthers (f300@ntlworld.com)
Richard is the other half of the Gaming Dome team, without whose help I would
probably never have got past writing two lines on anything that I didn't NEED
to. According to him I "Write more than is humanly possible". If you look at
the site you might agree with him. When it is uploaded. Whenever that will be.
He also went through this FAQ and checked my Spulling Punctuation Grammar.
I could also kill him at the time of me finishing version one of the FAQ.
Game FAQs (www.gamefaqs.com)
Game FAQs for willing to place my FAQ on the site so that all you wonderful
people can get to it, and I can have more work to do in the evening. How nice.
"There's more life,
More Life,
More Life In A Tramps Vest" - Stereophonics
___________
-=/ Game Over \=-
*******************************************
*** That's all folks - for now. ***
*******************************************
*** PhoenixFire ***
*** phoenixfire@gamingdome.zzn.com ***
*** www.gamingdome.co.uk ***
*** "I only dream in black and white, ***
*** I only dream 'cause I am alive, ***
*** I only dream in black and white, ***
*** To save me from myself." ***
*** -- Dream Of Mirrors, Iron Maiden. ***
*******************************************