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1995-03-12
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@BEGIN_FILE_ID.DIZ
________________ ____________________
:_/ ____/ __ / \/ \_____ \ \___ \::
_\____ \ \_/ l \ l \ ____/ \ | \:
\ l \ \ | \ | \ \_ / | \
:\ ______/___/_______/_____/___/___/______ /
+-\/zACk---------------------------------\/+
| sTOOPId bRINGs yOu tODAy: |
| |
| sHINING fORCE 2 wALKTHRU |
| |
+------------------------------------------+
@END_FILE_ID.DIZ
**********************
**********************
** SHINING FORCE II **
** WALKTHRU **
**********************
**********************
(NOTE: This walkthru is based upon the NORMAL difficulty level. There
may or may not be minor differences at higher difficulty levels).
To begin Shining Force II, turn your Genesis on and do not press the start
button. Watch the opening sequence which shows Slade the thief stealing
the Jewels of Light and Evil from the Ancient Tower and unsealing Zeon, the
king of the devils. A powerful storm over Grans Island signals the people
of Grans of the trouble, but they do not know what caused the storm.
Your first action is to name your character. If you choose not to do
so, it will default to Bowie. I named the character Fandral, and I will use
this name hereforth for the sake of uniformity when referring to the main
character.
The game begins as you awaken after a good night's sleep. Go downstairs and
talk to your mother. She tells you about the storm and then sends you
off to school.
Walk around town to learn its layout. Then head over to school in the upper
right corner. Talk to your classmates Sarah and Chester. Sarah says that
Sir Astral is downstairs. Go down and talk to Astral and he'll say that he
will be up momentarily. Go upstairs and sit next to Chester. Astral will
come upstairs, grumble about Jaha being late, and begin class.
Suddenly a castle soldier comes in and asks Astral to come to the castle
and examine the king, who's suffering from some strange illness. Astral
will tell you to wait here and then he will go with the soldier.
Sarah says she wants to go into the castle and meet the princess. She
says she has a plan to get you into the castle. When she asks if you are
coming, say Yes and then Chester will say he is coming too.
Go to the castle gates. Sarah will trick the guards by saying she has a
package for Sir Astral. The guards will agree to let you in.
From the guards that roam the castle, you will learn that a country called
Galam lies to the north, and they and Granseal are allies.
When you find the throne room, the minister will say that the king is
usually down and in the public room by this time. In the kitchen, you'll
hear that the king was brought his breakfast an hour ago. If you go in
the right direction, you'll meet a messenger from Galam waiting for the
king. Go upstairs from this room to the king's bedroom. The princess and
an adviser are with Sir Astral, trying to determine what's wrong with
the king. Suddenly, Astral and the adviser will see you watching them.
After telling the adviser who you are, Astral says that there must be a
connection between the Ancient Tower door (which is usually sealed but is
now open), and the king's illness. He will then say he called you here to
help him investigate the tower.
Follow Astral back to the waiting room and he'll say that this would be
a good opportunity to learn how to serve your king. Follow him to the
Ancient Tower.
Astral will tell you to stay near the entrance while he looks around. He
will step onto a strange symbol that he says he recognizes. Suddenly, a
flash of light will fill the chamber and Sarah says she sees something
appearing inside the symbol. Astral
will recognize it as a Gizmo, a devil that possesses people. Astral will
realize that the Gizmo is probably here to possess the king, and he will
move to stop the Gizmo from advancing any further. Suddenly, the Gizmo will
flash, and six more Gizmos appear. Astral will call on you to defeat the
Gizmos.
Note that in the first Shining Force, the main character was always the
preferred target ot the enemy, and they would always attack him instead
of any other character if he was in reach. In Shining Force II, this is
no longer so. In fact, a monster that had been battling Fandral may turn to
attack a different character. I'm not sure about this, but the preferred
targets of enemy forces are now those with lower defense strengths or a
character that has already taken some damage from enemy forces.
Anyway, defeat the six Gizmos, and the original one will teleport to the
doorway of the tower. Astral hurries you out of the tower.
Back at the castle, you will be told that the king has begun acting like a
madman. Astral is upstairs with the king. He says that he must use a very
powerful spell to exorcise the Gizmo from the king. The spell works, and
Astral will ask the king for soldiers to find and kill the Gizmo before it
finds another victim to possess. Then Astral will faint, exhausted from the
power of the spell he used.
Sometime around this time, if you talk to the right person, you will be
told that the Ancient Tower used to be known as Ground Seal.
Anyway- you find yourself in the king's public room, where a group of
soldiers has gathered. The minister will explain their job to them, and
they will leave to carry out their task. The king will enter the room,
and say that Astral is exhausted but otherwise okay.
The king says that the history of Granseal island must be studied. He
asks you to visit Mr. Hawel, a noted historian who lives northwest of the
village of Yeel.
Before leaving, search the left wing of the castle and you will find three
treasure chests. Take what you find inside them.
As you prepare to leave Granseal, you will come across Jaha. He knows you
are headed to Yeel and he wants to join you. Jaha is a strong fighter
and it will be good to have him along.
Outside Granseal, you will encounter four Oozes and two Huge Rats. The two
rats can kill Fandral if they get a two-attack round, so keep him away
from them unless you are sending him in to deliver a killing blow.
One of the rats and one of the oozes will stay in the northwest part of
the battlefield, but will attack you when you get close enough. Take them out and you can enter Yeel.
In Yeel, you will be told a little more about Hawel, and that some Galam
soldiers were in town asking about him.
Next, find Kazin who is standing next to the church. Talk to him and he'll
tell you that he will take you to Hawel. Go up past the church.
En route to Hawel, you will encounter three Oozes, two Huge Rats, and one
Huge Bat. The bat is as strong as the rats, but it moves a little quicker
and its attack can put you to sleep. Take care around the bat. Keep Sarah
and Fandral together so she can heal him if he gets injured.
When you reach Hawel's house, Kazin will open the door for you and you
will find two soldiers standing over Hawel. When they see you, they will
flee. Hawel will call Kazin to him and tell him that the soldiers came
to steal his notes on Ground Seal. When Kazin says that the tower doors
are open, Hawel will say that the tower is the seal that contains a
terrible evil. He will also tell you something about finding two jewels to
reseal the tower. Then he will die.
Kazin says he wants to do as Hawel said, and since his mission and yours
are related, he will join you. Now you can use him in battle. Open the
two chests you find in Hawel's house. Then leave.
You will meet more Galam soldiers. Their leader will instruct them to
capture you alive. Then he will leave the battlefield. You will be faced
with three Huge Bats, three Galam Soldiers, and two Galam Archers. The
two archers can hit from two spaces away or from a diagonal so close the
distance with them quickly. The bats and soldiers will try to hold you at
bay for the archers. Maneuver around them if you have to. Do not let them
tie you up for the archers.
When you finish the battle, the Galam leader appears with more soldiers. He
will knock out Fandral and have you all dragged off to prison.
Listen to the dialogue among your comrades about Ground Seal. When you
wake up, sit next to Jaha and there will be more dialogue. Sarah says
that Galam is invading Granseal while you sit in prison.
The occupant of the bed in Sarah's cell will wake up. He is Slade, a
ratman thief. He remembers being caught by Galam soldiers and put into
prison after stealing the jewels from the tower. Slade will pick the lock
to his cell and then yours. Listen to more dialogue between Sarah and Slade
as she realizes that Slade is the one responsible for all the trouble that
is going on. She will shove him around a little and hurl some verbal
abuse at him; he will try to explain that he didn't mean to start up any
trouble. As you prepare to leave, Slade will stop you and say that you
will be captured if you go that way. He will pull up some tiles and reveal
a secret passage to the kitchen. As you prepare to go through the secret
passage, Slade will ask if he can go with you. Fandral will agree.
When you arrive in the kitchen, if you talk to everyone, you will be
told that King Galam and Lemon (the Galam soldier leader) are arguing.
Go upstairs and go right to find a priest who'll save the game for you.
Then head down the passage and you will hear King Galam talking with a
group of soldiers. He will say that his messenger to Granseal was found
dead. He thinks that Granseal is to blame, and so he is sending his army
to invade Granseal as a retaliation. Lemon will lead them off into battle.
Slade will tell you that you cannot stop the war, and if you try, he will
leave you once you are outside the gates of Galam.
If you find your way into the king's room, you will find a woman there.
Talk to her and she'll tell you that the king changed when he found out
about the messenger- his face was not human. Sounds like King Galam is the
new victim of that Gizmo the Granseal soldiers are hunting.
When you find the stairs down to the main floor of the castle, you will be
spotted by a soldier. A battle scene will begin. You are faced with three
Galam Soldiers, three Galam Archers, two Galam Mages and one Galam Knight.
The mages can cast a level 1 Blaze spell- it can only hit one target, so
staying together is still the way to go. The knight is armed with a short
spear and can attack from two spaces away or a diagonal. The knight is the
leader of the enemies and if you take him out, the battle ends.
Slade will search the knight and find the Jewel of Light. The knight will
tell you that King Galam took the other jewel into battle. Slade will
give Fandral the Jewel of Light, and it will fuse to his neck. Saying he
has an obligation to find the Jewel of Evil, Slade will join the Shining
Force. Now you can use him in battle. Slade is only of median strength at
first, but once promoted and able to use swords and magic, he will become
increasingly powerful.
Talk to everyone in Galam town for more information. Then leave via the
south gate. You will meet more Galam soldiers, and Slade will try to trick
his way past them by saying he is bringing the Jewel of Light to King
Galam. But one of the soldiers will recognize you, and another battle
scene will begin. You are faced with three Galam Soldiers, a Galam Archer,
one Galam Knight, two Galam Mages, and one Dark Cleric. The cleric can
both fight and heal, so taking him out is a high priority.
When you defeat your foes, you will be able to re-enter Granseal. You'll
find the pathway guard killed. Some of the townspeople say that the Galam
army entered the castle.
In one of the houses, you will find a strange animal. You will be asked if
you want to give him a name. If you choose to take him along but do not
name him, it will default to Kiwi. I named the animal Yoda, and I'll use
this name for uniformity's sake when referring to him in the future.
Inside the castle, you will happen upon more dead soldiers, and then you
will find Astral and Lemon arguing. Lemon is trying to stop Astral from
proceeding up the stairs, and Astral is trying to convince Lemon that King
Galam is possessed by a devil. You'll hear the princess scream for help,
and Astral will finally convince Lemon to let him pass by suggesting
that Lemon go with him. They'll rush together toward the tower. Follow
them and you will find Lemon at the entrance. He'll tell you that Astral
was right about King Galam, and to go and save the princess.
In the tower, you'll find King Galam and Astral in a magical battle. The
battle will immobilize both of them. The princess will try to flee to
safety but King Galam will summon a group of devils who will block her. A
battle scene will begin. You're faced with three Galam Knights, three Galam
Archers, two Dark Smokes, one Galam Mage and one Dark Cleric. The smokes
stay on the symbol and won't attack until you get close.
When you finish off the enemies, King Galam will grab the princess and use
her as a hostage to keep you at bay. King Galam tells you that he plans
to break the seal on the tower, and he will open a portal to make good
his escape. Astral, remembering that Fandral has some acrobatic ability,
will have two Granseal soldiers throw Fandral at King Galam. Fandral will
manage to grab the Jewel of Evil from the king and it will fuse to his neck
and merge with the Jewel of Light. Fandral will not be able to get the
princess from King Galam's grasp, and both Galam and the princess will fall
through the portal.
A massive earthquake will rock the whole island. Tremors will continue
as you flee the tower and rush back through the castle. As you leave the castle, a large chasm will open up in
front of you. Go through the hole in the school wall to reach the dock.
Hurry aboard the ship with everyone else. Talk to the man in the bottom
left corner of the ship. Astral will ask if you're ready to leave. Say Yes
and the ship will sail off toward the continent of Parmecia. A giant chasm
will swallow all of Granseal.
The ship will settle on a small beach on Parmecia. The people will begin to
dismantle the ship so they will have wood to build a new town. You will be
asked to take a plank upstairs to the main deck of the ship. On the deck,
you will be told that some of the men went to the North Cliff to mine some
granite, but one of them did not get back. The sailors will make you go
to North Cliff to find out what happened.
At North Cliff, you will find more enemies. You are faced with two Green
Oozes, two Witches, four Goblins and three Hunter Goblins (archers). The
witches cast level 1 Freeze spells; these spells can only hit one person
at a time but it does more damage to the target than Blaze. Never let Yoda
near spellcasters. Yoda has a very high defense strength and is almost
impossible to injure in hand-to-hand combat, but he will be killed if hit
by a spell as he has very few hit points.
Defeat the enemies, and you will find the missing miner. He'll say that a
rock fell on him and knocked him out. He will also point out a tunnel that
has been blocked by a rockslide. Take him back to the ship, and you will
clear a site to build New Granseal.
One year passes.
The game begins anew in the castle of New Granseal. Listen to the dialogue,
then go outside.
Just inside the entrance, a crowd is gathered around a strange bird. Stand
between two townsmen on the right side and watch several children reach
out to touch the bird. The bird will evade the children and, to everyone's
astonishment, begin to speak. The bird will express annoyance at how he
is being treated. The minister will appear and invite the bird into the
castle for an audience with the king.
Follow them into the castle. The bird will say that his name is Peter and
he lives in Mt. Volcano, where he is a servant to god Volcanon. The king
will ask you to escort Peter home and along the way, find some towns for
New Granseal to trade with.
Go to Tactical Base in the castle and search the plaque on the wall to find
the Warrior Pride. Give it to Jaha. When he is eligible for promotion, he
can be promoted to Baron instead of Gladiator.
Exit New Granseal and head east. You will have another encounter near a
town. You are faced with two Green Oozes, three Goblins, two Witches,
two Hunter Goblins and two Vampire Bats. The bats can cast level 2 Blaze
spells which hits multiple opponents, so starting with this battle, stack
your characters like checkers (place them one square diagonally from each
other) to keep more than one character from being hit.
Although not officially joined, Peter will fight for you, but he's computer
controlled. Your Genesis will choose where to place him and what enemies
he will attack.
Defeat the enemy and you can enter the town of Ribble. A young boy near
the entrance will think you are spies and run to summon the mayor. Talk to
the mayor and Peter will convince him that you are friends, not enemies.
Now you can walk around town and talk to the townspeople.
Two historians, Keseran and Paseran, live in Ribble. Keseran, who lives in
the northeast corner of town, will say that he and Paseran are students
of a man named Dr. Rohde. He will also tell you that there are ancient
ruins under the town, but nobody has found the door yet, though he feels
that the town tree has something to do with it (a man standing behind the
tree is convinced that the tree is the door, and if you stand in front
of the tree and press button C, you will find a hollow to put something
into).
Search the bookshelf and you will find Keseran's diary. It says that he
is looking for a machine called the Caravan, and he needs the Achilles
Sword fo defeat the giant Taros in the shrine.
Paseran is not in town. His wife says he is off working somewhere.
You will find a young female centaur wandering around town. Talk to her
and she'll tell you her name is May, and she is seeking adventure. Once
she knows what you are doing, she will join you.
Leave Ribble and head directly south until you find a cave at a branch in
the river. Enter the cave and you'll find Paseran studying the ancient
petroglyphs. He says he knows there is a family that has an ancient tomb
in Parmecia; their house is nearby, or maybe to the east.
Exit the cave and follow the river eastward until you encounter more
enemies. You are faced now with three Goblins, two Hunter Goblins, one Dark
Dwarf, two Witches and two Vampire Bats. Peter is still controlled by
the game computer.
After defeating the enemies, keep heading east until you find a bridge.
Do not cross it; instead, head north until you find a second bridge near
some rocks in the river. Cross this bridge and head west until you come
to a cave.
When you enter this cave, Peter will say he has heard stories that the
cave is home to a hobgoblin. A voice
from somewhere in the cave will tell you that it is. The voice is none
other than the hobgoblin.
You are faced with two Dark Dwarves, two Hunter Goblins, three Vampire
Bats, two Witches and the Hobgoblin. The hobgoblin looks and fights like a
regular goblin, but it has more hit points and carries not a Short Axe,
but a Middle Axe (so it hits harder).
When you defeat the enemy, search the cave for the Silver Tank. Now find
the exit to the cave and head to the west until you find Polca village.
Polca is a village of beastmen. Talk to them for information. Save the
game before heading to the house in the northeast corner. When you enter
this house, the man inside (the mayor of the village) will say tell you
that god Volcanon is in an irritated mood. Just then, you will hear Mt.
Volcano erupt, and the mayor will say it is an evil omen. Leave the house
and start to head east. You will hear another rumble, and a boy will appear
and collapse. The beastman standing near you will summon the mayor, who
will say that the boy's eyes have been damaged (perhaps by the eruption
of Mt. Volcano?), and take him into his house. Talk to the mayor and the
beastman, then save the game and head east from the mayor's house.
You will find a group of monsters on the side of the mountain. They are
searching for something; presumably the injured boy. They will see marks
of a battle, and some rocks that only Volcanon could have created. Then the
monsters will see you and attack.
You are faced with five Hobgoblins, two Witches, three Death Monks, one
Death Archer, and one Evil Cloud. The monks can cast level two Heal spells.
Peter is still computer controlled.
Defeat the enemy and you will arrive at the town of Bedoe. Two birdmen
are guarding the entrance; they will tell you that Bedoe is strictly for
birdmen. But then they will see Peter and welcome him back, and tell him
that Volcanon has been waiting for him. They will also say that a devil
army attacked and broke Volcanon's sacred barrier. Wanting to make sure
that all the devils were beaten, they will fly to Polca to patrol. Just
before leaving, they will tell Peter to see King Bedoe.
Talk to all the birdpeople in Bedoe for information. One important thing
you will hear is that Creed was the last greater devil to survive a great
war, and he is now retired and living in Devil's Tail.
When you find the top floor, you will see King Bedoe talking with a group
of birdmen soldiers. He will say that the greater devil who led the recent
attack against Bedoe was very strong, but Volcanon swept all the devils
away. The greater devil fled, and he wants to capture him before he gets
his strength back. He will be asked if the devils came from Grans island.
The king will say he thinks they did, and the soldiers will then disperse.
Luke, one of the birdmen remaining in the throne room, will see Peter and
welcome him. Peter will introduce you to King Bedoe, who will say that the
people of Grans caused a very serious problem, by unsealing Zeon, who may
now destroy the world. When Peter asks if Zeon is that strong, the king
will say that Zeon is king of all the devils. Luke will urge Peter to talk
to Volcanon. Peter will agree and take you with him. Go up the stairway
on the right and walk north into Volcanon's Shrine.
Watch as Peter begins to talk with Volcanon. When Peter says you're from
Granseal, Volcanon will become angry. He will say that Grans people awoke
the legendary devil king Zeon, and Volcanon has been protecting all the
ground-dwelling people. Volcanon will say that he holds all ground-dwelling
people responsible for the act, and he cannot forgive it. He will state
that the people of the world must solve the problem themselves. As of
now, he is ceasing his protection of the ground-dwelling people, saying it
is okay if they are all annihilated- it's their destiny. He wants them to
show him courage. When Peter asks him to give Fandral some advice, Volcanon
will say to believe in the power of the jewels- they belong to both the
light and the darkness and their true power is shown when the light and the
darkness are as one. Volcanon will then send you off, saying he doesn't
want to see anybody until Zeon is defeated.
Peter will say that it is up to you to defeat Zeon. He wants to help, and
he will officially join you. This means (hooray!) that you finally have
full control of him in battle.
Return to King Bedoe. Talk to Luke and the two birdmen near King Bedoe.
They'll tell you that goddess Mitula lives on the north side of Tristan,
through the mountains. The people of Tristan are kind but not strong. They
will also say that a strange cloud was spotted over North Parmecia. King
Bedoe himself will advise you to see Creed; he may give you information.
You must travel along the river to reach Creed's mansion; the king will
tell Luke to have the Polca mayor prepare a raft for you.
Just as you leave Bedoe, walk around the bushes on the left side until a
bird drops on you. The bird's mother will collect the bird (bird's name is
Skreech) and fly off with him. Enter Bedoe once more and find the baby
bird sitting on an outside ledge. Watch as it flies down, then back up.
Once the bird says it can fly, leave Bedoe.
Return to Polca village and you will find Luke and two birdmen parleying
with enemy soldiers. Luke's birdmen comrades will be struck down by the
enemies, who will tell Luke that he is now their captive, and if he wants
to live, he must turn the injured boy over to them. A beastman will tell
you not to listen to them, and he'll help you fight. Luke will say that
the Polca folk are being controlled by the devils. The beastman, named
Gerhalt, will join with the Shining Force. The enemies will render Luke
unconscious and tell you that you'll die.
You are faced with five Zombies that can poison you, two Evil Clouds, four
Death Archers, three Hobgoblins, one Black Monk (like the Death Monks but
a little bit more powerful), and one Master Mage. The mage can cast level
two Blaze spells. He also seems to be the leader of the enemy forces; I'm
not positive about this, but if you kill him, the battle should end.
Peter will awaken Luke, who will say that he's here to get a raft for you.
Talk to the mayor four times and he will finally have a raft made ready
for you. Just before you leave Polca, the boy, whose name is Oddler, will
say he wants to accompany you. Even if you say no, you will end up taking
him with you. Note, however, he is non-combatant.
Outside Polca, you should see the raft in the river. Just before you
board it, Luke will join you. Climb into the raft and head south. You'll
pass through a tunnel. When a branch in the river appears, head east and
follow the river until you see some mountains to the southeast. At this
point, get off the raft and head southeast.
You'll find more enemies near a cave. You are faced with two Evil Clouds,
two Death Archers, four Zombies, four Golems, two Black Monks and a Master
Mage. Once the enemy is defeated, enter the cave. You'll find some men
inside. The old man will tell you that his grandson, Petro, took the
family treasure, the Sky Orb, and went to Grans to operate an ancient
vehicle whose last known location was Grans Island. The old man says he'll
take you to the tunnel to Grans.
Remember the cave south of Ribble, where Paseran was studying the old
petroglyphs? You can now open up the door and go into the ruins. There are
monsters there. You are faced with four Gargoyles, two Master Mages, two
Black Monks, two Arrow Launchers and five Golems. The launchers have Steel
arrows and can hit from two spaces away, so take them out when they get
near you. Don't let the monks heal them.
When you finish off the enemy, the old man will try to open the door to
the tunnel, only to find that Petro has locked it from the other side.
The old man will return home. Search the ruins for chests and you'll find
a Wooden Panel. Take this to the Tree at Ribble. Use it by pushing button
A (not button C) and selecting Item, then Use. When the panel is put into
the tree, a door to the underground ruins will open. Enter them and open
the chest to get the Achilles Sword. Buy everyone two Medical Herbs before
leaving Ribble.
Save the game, then go back into the raft and sail south. When a branch to
the west appears, the raft will stop at the intersection. A huge monster
will rise out of the river- the Kraken.
The Kraken has eight legs, two arms, and one head. The head stays well to
the northeast while the legs and arms carefully move in to attack. Keep everyone away from the edges of the
raft until the legs come within range and then attack them. After you kill
about four or five legs, the arms will move in. The arms can hit from
two spaces away so even if you aren't at the edges, they can attack you.
Don't have the characters fighting the legs and arms use medical herbs
on themselves- have other characters do it, then have those characters
fight while the others use medical herbs to heal them.
When the arms are both defeated, the head will begin to move toward the
raft. The head can attack from three spaces away, so have everybody move
to the left side of the raft until the head reaches the raft's edge. At
this point, move Sarah and one other character into the Kraken's striking
range. The Kraken will attack one of them with aqua-breath. Note that once
the head chooses a target, it will attack only that target until it or
the target is slain. Note that the head can attack twice per round so
use Sarah's healing spells to heal the target often. Once the head has
chosen a target, attack the head with Fandral (he can be equipped with the
Achilles Sword even if he hasn't been promoted), Peter, and Luke. Chester
(if armed with a spear weapon) and May can also attack from diagonals.
When the Kraken Head is defeated, you can move south again. You will find a
port town named Hassan.
About this time, some characters may become eligible for promotion. You
may promote Sarah to Vicar if she can be promoted, and if Jaha is eligible
for promotion, he can be promoted to Baron with the Warrior Pride, but do
not promote Kazin or Chester yet. You will find out why later.
Talk to everyone in Hassan. When you find Dr. Rohde, he will dismiss you
at first, but just before you leave, he will smell the Achilles Sword and
recognize it for what it is. He will ask if he can take you to the Ancient
Shrine and get the Caravan Mobile. Fandral will agree to the offer.
Save the game in Hassan, then head west. You'll have another encounter.
You are faced with two Golems, two Arrow Launchers, four Gargoyles, two
Black Monks, two Master Mages, and two Soulsowers. Defeat the enemy and
continue west to the Shrine.
When you enter the Shrine, a gigantic statue will order you to stop. Rohde
will identify it as Taros, the giant guardian of the Shrine. Taros will
repeat his order, and Rohde will tell you that you must get the Caravan.
The statue will say time is up; 'now we battle.'
You are faced with three Gargoyles, two Arrow Launchers, three Golems,
two Master Mages, two Soulsowers, one Black Monk and Taros. Taros does not
move. He's armed with his own special weapon, the Taros Sword. He does not
drop this weapon when he's defeated.
Once you have defeated the monsters, park everyone about five spaces away
from Taros. Fandral must battle Taros alone, because Taros can't be damaged
by anything other than the Achilles Sword. Taros can either strike with
his sword, or use it to discharge a level two Bolt spell. Taros can hit
twice per round, so after he attacks Fandral, move him back out of Taros's
range and have Sarah heal him. Then move Fandral back to striking range
and hit Taros again. This hit and run strategy will eventually result in
the defeat of Taros.
Once Taros is beaten, Rohde will get into the Caravan and learn how to
operate it. Return to Hassan. You'll meet a centaur knight named Rick who
will join with you. You will also find a second weapons dealer. Invest
in a few weapon upgrades and then save the game.
Venture into the battlefield between Hassan and the Shrine. Head north and
look for the break in the mountains. You can get onto the rocky river (the
Caravan, but not the raft, can travel along the rocky river). Travel west
until you see the cave. Go into the cave and talk to the people inside.
The people are dwarves. They came to the cave to mine Mithril. Now one of
them is sick and they need the fairy to heal him. They can dig no further
until their friend is healed.
Cross the rocky river onto a small area of forest directly south of the
cave. Go west and south until you see a small patch of rocky river on your
west side. Cross it, and you will notice a slight discoloration in the
patch of trees to your northwest. Go up until you are standing directly
to the right of the discoloration. Now turn and walk into it. You will
find the hidden Elven Village.
On the northwest corner of the elven village, a chest is hidden among the
foliage. It contains a Vigor Ball. I'll explain what to do with it later
on. In one of the buildings, on a bookshelf, you'll find a Secret Book.
Use this book to promote Kazin to Sorcerer. Kazin will lose all of his
spells, and begin anew with the first Sorcerer's spell, Dao. A little bit
of patience will pay off; he will quickly gain the spells Apollo and
Neptune, which are stronger.
In the elven village, you will learn that the fairy has gone to see Creed,
and she hasn't returned yet. Only the fairy knows how to reach Creed; or
maybe her good friend Elric knows. Unfortunately, Elric is not around
either.
Exit the village and head west. You will have another encounter. You are
faced with four Soulsowers, two Arrow Launchers, two High Priests that have
level three Heal spells and level two Blast spells, three Gargoyles, and
one Dark Madam with level two Freeze spells. This enemy force is a little
tough to defeat but you can do it.
When you defeat the enemies, head as far west as you can. When you get
close to a pond in a clearing, Oddler will say he hears a cry for help
coming from that direction. Follow him to the pond and you will find an
elf struggling in the water. Then a voice will say that its dinner is
escaping. The monster who said that (you will turn around and see him)
will say that the pond catches his food, and anything that falls in is
his dinner. Guess what? Another battle scene.
You are faced with five Harpies, one Arrow Launcher, two Orcs, two Dark
Madams, and two High Priests. The harpies are particularly strong and
tough in battle. If you can defeat the enemy, you will pull the elf out
of the pond and save him. His name is Elric; he is an Archer. In gratitude
for your saving his life, he will join the Shining Force.
As soon as you leave the pond area, have Elric join the battle crew and
put Yoda in the Caravan. His hit points and attack strength are both
simply too low to be useful anymore. Even if he is promoted, he is simply
no longer strong enough to make an effective fighter. Park him in the
Caravan; he is now retired.
Go to the portion of mountain just above the pond. Elric will open up a
secret passage leading to Creed's Mansion.
When you emerge on the other side of the passage, you will have another
encounter. You are faced wtih three Orcs, one Arrow Launcher, two High
Priests, two Dark Madams, two Harpies and two Skeletons. The skeletons are
particularly tough but if you can kill them both, the battle ends.
When you arrive at Creed's mansion, his servant, Goliath, will try to bar
you from entering. Peter and Oddler will whisper a plan to dodge Goliath
and enter through a door on the left. Goliath will try to warn you against
going there when he realizes what you are doing, but it will be too late.
You will open the door and- oops! You become small. Very small. Tiny, in
fact. Goliath will pick you up, put you on Creed's desk, and explain that
the door is a trap. Anyone who isn't protected by Creed is miniaturized
when they pass through the door. You are now part of his 'Desktop Kingdom'
collection.
Talk to a girl near a book. She will tell you to talk to King Ponpei, who
is a good man. When you find him, he will say that a tunnel in Floor World
leads to Creed. He will help you get there if you win a game against his
chess army.
Go to the chessboard and talk to the chess pieces. Then go to the bottom
center of the board to start the game. Note that the chess pieces do
not move like real chess pieces; for example, the bishops do not move only
diagonally or the pawns moving only one square at a time.
The chess army will not advance until you reach the center of the board. So
you might be able to sneak up on them by going up the side of the board (I
am not sure about this since I didn't think of it then). Once they begin to
fight, however, beware, because they are very powerful. Believe it or not,
the pawns are the strongest attackers except for the king. There are six of
them. There are also two rooks (arrow launchers armed with Robin Arrows,
able to hit from three spaces away),
two knights (armed with power spears that can hit from two spaces away),
two Bishops (with level three Heal spells), three queens (with level two
Freeze spells), and one king (with a level two Blaze spell and the most
powerful attack of all.) The king can attack two times per round. Luckily
for you, the king will brazenly try to penetrate your front line to get
at the weaker defensive strength characters in back of them. This fact
will allow you to surround and defeat the king, and once you do so, you win
the game (just like in real chess).
King Ponpei will reward you with a Cotton Balloon that will take you to
Floor World. To descend, go to the bottom right hand corner of Desktop
Kingdom, talk to the man standing on the ink pen, walk to the tip of the
pen and Use the Cotton Balloons. You will float down to Floor World.
Talk to all the people in Floor World for information. You will learn that
a hole in the wall leads to Creed but powerful monsters lurk there. You'll
see a man try to pick up a ring but he is just too small to do it. Make
sure you find the priest who will save the game for you.
When you've talked to everyone, look for the hole in the wall and enter
it. You will find the monsters. There are six Bubbling Oozes, five Rats,
and one rat king named Willard (how apropos). Willard gets to go twice a
round, so keep Fandral away from him. When you defeat the enemy, look for
the way out (not the way you came in). When you reach Creed's study, he
will talk to Goliath, then hear your voices and restore you back to normal
size. When you explain why you wanted to see him, he'll take you downstairs
to talk with an Evil Spirit. Creed will summon the Spirit and ask for
info on Zeon. The spirit will say that there is a barrier around Grans
Island that is too strong for him to penetrate. Fandral will display the
two jewels on his neck. Creed will try to remove one but find he cannot;
the chain is made of mithril and cannot be cut. The Spirit will begin
to concentrate on the jewels and he will see that Zeon's devil horde is
coming to Parmecia by way of the sky. Zeon has not revived to full strength
yet. Suddenly Zeon will begin to talk to you through the Evil Spirit. He'll
say that he will trade Princess Elis to you in return for the Jewel of
Evil. The Evil Spirit will explode when Zeon is finished talking.
Go back up to Creed's study. He will say that the Jewel of Evil may hold a
secret. The storytellers at Tristan may know something. Talk to the fairy
and she will go with you. Before you leave, talk to Goliath; he'll show
you four characters- Erik the Knight, Karna the Priestess, Tyrin the Mage,
and Randolf the Warrior. You will be able to select one of them (there is
a way to get all four, but not until much later). Most people I talked to
selected Karna, which I recommend you
do. Oddler will stay with Creed; Creed says you will learn why later.
Go back to the Elven village and have Karna promoted to Master Monk with
the Vigor Ball. Karna makes a better Master Monk than Sarah. Now return to
Mithril Cave. The fairy will heal the sick dwarf and the dwarves will give
you a cannon as a reward. Search the campfire to find the Dry Stone. Then
return to New Granseal.
Fandral and Peter will explain their adventures in detail to the king and
Sir Astral, and mention that Elis is alive. Astral will say that visiting
the Tristan storytellers is the next thing to do. He will also go with you
as an adviser (he will not join the Shining Force as a soldier, meaning
he does not fight). Go to the man in front of the weapon shop and he will
give you some dynamite. Go into the weapon shop and invest in some weapon
upgrades (like a Power Glove for Karna and Buster Swords for Fandral,
Slade, Luke, and Jaha [if he has been promoted to Baron; if not, get him a
Large Axe]).
As you are preparing to leave, an archer named Janet will find you and
ask if her love, Elric, is with you. When you say yes, she will ask to go
with you. If you have the Silver Tank you can promote her to Brass Gunner.
(She makes a better Brass Gunner than Elric.) Buy her an Assault Shell,
Save the game and head to North Cliff.
At North Cliff, you will have another encounter. You are faced with three
Dark Snipers, six Skeletons, five Lesser Demons (with level three Blaze
spells and level two Boost spells), and two Dark Bishops (with level one
Aura spells and level three Blast spells). Defeat the enemy and Rohde
will use the cannon and dynamite to blow up the debris blocking the mouth
of the cave. After doing so, Rohde will join with the Shining Force as a
Brass Gunner. Enter the Cave.
In the cave is yet another encounter. This time, you are faced with four
Dark Snipers, five Skeletons, three Lesser Demons, two Dark Bishops, and
one Dark Soldier. When you defeat the enemy, you can exit the cave at the
apper right hand corner. Go east and you will find the town of Ketto.
In Ketto are a lot of signs posted by the devils. These signs say things
like 'don't go out,' 'Mitula ignores you,' and 'no weapon or item sales.'
The church is closed, but the priest is standing right near it and he'll
save the game for you. If you find the weapon dealer, he'll tell you to
go to his shop, then he'll sneak back there and secretly sell you weapons
and items.
When you leave Ketto and head east a bit, you'll find a devil questioning
three centaurs. The devil goads two of the centaurs into attacking him,
whereupon they are killed by the devil's soldiers. The devil is Geshp,
an adviser to Zeon; and the centaur leader is Higins, the leader of the
Pacalon centaur army. Geshp summons a Gizmo to possess Higins, and then
Astral shouts for Geshp to stop. When Astral tells Geshp that he is from
Granseal, Geshp is astounded and does a quick retreat from the area, though
he leaves his forces behind to finish you off.
You're faced with three Dark Snipers, two Dark Bishops, four Lesser Demons,
four Dark Soldiers, one Lizardman, and one Wizard. The lizardman is the
leader of the forces and the battle ends when he is defeated.
When the enemy is finished off, walk east around a river and then head to
the northwest. Cross a bridge and go west and you will find Pacalon. Talk
to the centaur populace for info.
In Pacalon, you will learn that the town has been suffering from a severe
drought. It hasn't rained at all for a long time. Food is also getting to
be scarce because no crops can grow.
In the Pacalon castle, go onto the blue carpet on the right side, walk
to the wall and search. You should find the Pegasus Wing. At long last,
you can promote Chester. If he hasn't been promoted to Paladin, you can now
make him a Pegasus Knight (meaning he can fly). In Pacalon, you will learn
that the vicar Frayja, seeking to stop the devil armies from moving any
further into Parmecia, locked the gates to the village of Moun. Frayja
is not happy he did it; the down side of his actions means that Pacalon has
left the people of Moun to be overrun and destroyed by the devils.
Save the game and then go north from Pacalon. You will encounter another
enemy force. You are faced now with four Dark Snipers, three Lizardmen,
three Dark Soldiers, two Wyverns, three Dark Bishops, and one Wizard.
Defeat these enemies and you can go east to a bridge.
At the bridge at Pangoat Valley, you will find worms eating the bridge. A
young girl is lying on the bridge, calling for help. Her ankle is badly
twisted and she cannot run. Astral will shout for you to hurry and kill
all the monsters so the girl can be saved.
You are faced with one Lizardman, one Dark Sniper, four Lesser Demons, four
Worms, three Wyverns, one Wizard, one Dark Soldier, and one Master Monk.
The monk can cast level 4 heal spells so take it out early when it comes
into range. This time, the Wizard is the leader and taking him out will
end the battle.
Defeat the enemy, and Astral will pick up the girl and say that it is
time to go to Tristan. Suddenly, the girl will say you should not go to
Tristan- because of her. She reveals her true identity as Cameela, one of
the greater devils. She tells you to turn over the Jewel of Evil to her in
return for Sir Astral's life. Astral will challenge Cameela to combat and
hurt a fireball at her. Cameela will evade the fireball and make good her
escape, warning you to watch for Geshp and Zalbard. Astral will tell
you that all that has transpired was a trap set up by Cameela to get the
Jewel. Astral will then point out something important- the devils are
acting on their own; they are not obeying Zeon.
Proceed into Tristan. You will learn that Mitula gets her energy from an
object called Ground Orb. Because Mitula lives here, there is no king.
You will also be told about devils that steal people's spirits, turning
them into immortal vampires. Vampires can be made mortal again by purging
the devil from the body.
When you reach the garden lying just outside Mitula's Shrine, you will be
told by a priest that you must not enter. When you refuse to listen to
him, he will turn into a devil and summon allies to defeat you. You are
faced with four Worms, three Wyverns, three Master Monks, two Orc Lords,
two Wizards, and one Dark Knight. The Dark Knight is the enemy leader; if
you take him out, the battle ends. Note, however, that the knight will
stay in the back of the formation, meaning he is often the last of your
enemies to get into attacking range.
When you defeat your enemies, you'll hear a voice from inside the shrine.
The voice will identify itself as Zalbard, one of the greater devils.
He will also identify the greater devil that fought with Volcanon as
'Sir Odd Eye.' When Astral mentions that Odd Eye lost the battle, Zalbard
will be astounded; Odd Eye is the strongest of the greater devils. He
will open the shrine door and invite you inside. When Astral sees Zalbard;
he will call him ugly; Zalbard will become enraged and tell you that you
will die for the insult.
Note that, starting with this fight, the enemy suddenly becomes much more
powerful than what you were facing before. You are faced now with two
Wizards, five Dark Knights, two Orc Lords, one Wyvern, 2 Harpy Queens,
one Gargoyle, one Master Monk and, of course, Zalbard. Zalbard has a very
high attack strength and he can cast level two Bolt spells (which he won't
hesitate to do). Try to separate the Master Monk and Zalbard or the monk
will heal him whenever possible. This will be one stiff fight and it takes
a well-coordinated effort on your part to win the battle.
When you defeat Zalbard, he will say that he doesn't know where Mitula is.
Then he will drop Mitula's Ground Orb and the light emanating from it will
kill him. Mitula will appear from the statue. She will place the Ground Orb
in the statue's hands and begin to talk to you. She will tell you that
if Zeon regains full power, even she and Volcanon will have little chance
of stopping him. His armies hunt you because his power is sealed in the
Jewel of Evil. When Peter suggests simply keeping the Jewel well away
from Zeon, Mitula will say that Zeon can also regain his power simply by
staying at Arc Valley long enough. She will advise you to listen to the
storytellers, and give you a piece of information: you can't kill Zeon,
but if you weaken him enough, she and Volcanon will both help you.
Go through the door on the right and listen to the storytellers. They will
tell you how Zeon overcame two other devil kings to become king of all the
devils. The other kings sealed his power in the Jewel of Evil. When Zeon
lost his powers, he fell to Earth and created a huge crater where he hit.
His moan destroyed a mountain and the crater was buried under debris. Evil
Arc Valley was sealed underneath the Ancient Tower. If Zeon were to awaken
once more, the power of Light would choose a hero and give him a holy
sword. With this sword, attack the devil at the mouth.
Open the left door in the shrine and you will find Taya turned to stone.
Free her and she will join with you, saying that you should go to Nazca.
On your way out of Tristan, you will meet up with Skreech from Bedoe. He
has somehow grown up and learned how to fight in a very short time. He has
sought you out in hopes of joining you, which he does.
Return to Pacalon. Rain has refilled the rivers around Pacalon, and the
drought there is now over. Go into the castle and talk to Frayja. He'll
ask you to accompany him to Moun and see if there are any survivors. Since
you must pass through Moun to reach Nazca, you will agree to take Frayja
along with you.
No sooner do you leave the castle than you meet up with Geshp again. He
will say that he has been waiting for Frayja to leave the castle, and now
he is ready to make Frayja open the gate to Moun. Geshp will then summon
Cameela and tell her to get the key for him. At this point you will learn
a shocker. Cameela tells Geshp that she hates him and will not help him.
Cameela will disappear and Geshp will have a short tantrum. Then he will
remember the business at hand and he will summon a group of devils to kill
you. Geshp himself will not soil his hands on you; he says he is good at
using his brains, not his strength.
You're faced with three Dark Knights, four Harpy Queens, three Orc Lords,
two Master Monks, one Dark Bishop, one Necromancer and a Devil Soldier.
The Devil Soldier is the leader of this force; defeat him and the battle
will end.
When you defeat the enemy, head north out of Pacalon and you'll encounter
more monsters. You are faced with three Cerberus, 3 Devil Soldiers, two
Master Monks, four Pegasus Knights, two Necromancers, one Bow Master and
one Jaro (a pegasus knight).
During this fight, Jaro will suddenly announce hat he cannot fight for the
devils any longer and he will begin attacking them. Though he's computer
controlled, he will be fighting on your side now. The Bow Master is the
leader of this force; defeat him and the battle will end.
After the battle is won, Jaro will officially join you (meaning you can
now control him in battle). Head to the northwest to reach Moun. Frayja
will open the gate and you will find devils inside Moun. Thinking he has
come too late to find any survivors, Frayja will ask to fight with you. He
will join the Shining Force; Taya will automatically be put into the
Caravan to make room in the battle party for Frayja.
You are faced with three Cerberus, three Devil Soldiers, 2 Mud Men, two
Pegasus Knights, two Necromancers, three Bow Masters and one Shaman with
Level two Aura spells and Level three Blast spells. Here the Shaman is the
enemy leader; he also stays near the back of the formation, meaning you'll
probably have to chop through the entire force to get at the Shaman.
Remember, you are strong, but so are the enemies.
If you defeat the enemy, you'll begin looking for survivors. A robot named
Zynk will peek out from under a large rock and tell you the survivors are
hiding in an underground room.
Follow Zynk into the underground room beneath Moun. Talk to everybody for
information. When you tell Gyan the Gladiator about your mission, he will
join you.
On your way back upstairs, Zynk will say he heard you are going to Grans
Island via Nazca. He will ask if he can accompany you, and you'll agree.
If you search the northwest corner of Moun, an Arm of Golem should appear.
Pick it up and hold on to it.
Buy two pairs of Iron Knuckles in the Weapon Shop. Karna can only equip one
of them, but you'll soon see why I recommend buying two.
Save the game, then head out of Moun via the west exit. Walk west until
you see the shape of a bird on the sand.
Cameela is waiting for you, and she invites you to fight with her. Geshp
will appear and tell Cameela that she needs his war plan. Cameela will get
mad and attack Geshp. Geshp will make a quick getaway, with a few parting
words about how she cannot survive without his brains.
You are faced with four Dragonewts, three Mud Men, two Cerberus, two Bow
Masters, three Pegasus Knights, one Necromancer, one Shaman and Cameela.
Cameela wields a spiked iron ball on a long chain that can hit for plenty
of damage. The whole fight is hard to win but you should be strong enough
to defeat Cameela.
Cameela will give you the Sky Orb and explain its use to you. She will then
caution you that Geshp has Prism Flowers and... Cameela never gets to
finish the sentence because Geshp appears and executes her. Geshp will
fade out as quickly as he faded in and the party is left wondering what
Prism Flowers are.
Enter the Nazca Ship through the eye. Zynk will tell you to put the Sky Orb
into the cockpit in order to activate the ship. The Nazca ship will float
into the air and begin flying toward Grans Island.
The scene shifts to a conversation between Geshp and Zeon. Geshp says he
has a plan to shoot down the Nazca ship over the cape before they land
there. Zeon agrees with the idea. Geshp will ask if he may borrow Odd
Eye; Zeon will say that he is still hurt from his battle with Volcanon,
and to take Red Baron instead. After Geshp leaves, a very familiar looking
boy will complain that Geshp is a bit too ambitious and he feels that even
Geshp cannot stop Fandral. Zeon is content to wait and see.
The scene shifts again. Geshp and his devils are positioning Prism Flowers
near the cape of Grans Island. The Nazca ship is rapidly approaching the
island. Geshp sees the ship, and he commands the prism flowers to open
fire. Lasers will streak from the Prism Flowers and strike the Nazca
Ship. Astral will realize it's part of Geshp's trap. Zynk manages to land
safely but roughly. As everyone gets out of the Nazca ship, they realize
to their sorrow that the ship is now ruined, perhaps permanently.
Head south and then southwest. You'll come across a monastery. Find a path
in the trees that leads to the back of the monastery and you'll meet a
girl bathing in the river. She will recoginize Astral and then identify
herself as Sheela, a pupil of his who was training to be a priest. Sheela
will say that she has come to kill Red Baron, who killed her fiance. She
will ask if Red Baron is a one of the devils you are hunting and Astral
says he could be. Sheela will ask to join you. Astral is a bit reluctant
to admit her but when Sheela says she has risen above priesthood and has
become a master monk, Astral is glad to take her along. Now you know why I
told you to get two pairs of Iron Knuckles in Moun- you can now give
one pair to Sheela.
Find the Brave Apple in one of the vases and then save the game in the
monastery (the master monk will act as a priest). Then head north and
southwest and you will run into more enemy forces. You're faced with three
Purple Worms, two Mist Demons, two Dragonewts, two Griffins, one Shaman,
one Bowrider, one Chaos Wizard with level 4 Blaze spells and five Mud
Men, who appear out of the mud just as you think you are winning the
fight. The mist demons have attack strengths higher than 100 and they
can cast level 2 Muddle spells so be sure to take them out early.
After defeating the enemies, head to the southwest to the village of Roft.
Talk to all the townsfolk for info. You will hear a bit about Mithril and
Dwarven Blacksmiths.
In the northwest corner of Roft is a man in bed with two children crying
over him. When the man dies, Zynk becomes angry. He will override his
restrictions on fighting and join the Shining Force. Now you can use him in
battle.
Go south from Roft and then west. You will cross a series of bridges and
end up at a cave. Go in and down the stairs. Step on the plaque and you'll
travel through some sort of tunnel.
You will emerge in a nexus between lands. Look around and you should
find a golem. Use the Arm of Golem on it and it will be able to function
again. The golem's name is Claude, and in gratitude, he joins with you,
pledging to protect you.
Step on all the plaques until you find one that activates a bridge. Go
across and up the stairs. You will be in the ancient ruins that Petro went
through. Exit and you will emerge in
south Parmecia near the branch in the river.
Go back to Creed's mansion. You may now collect the other three party
members that you didn't choose. But be aware that they won't be strong
enough to fight in upcoming battles.
If you talk to Goliath, he will tell you that Oddler regained his memory
and suddenly went berserk. He had a fearful face, but Creed seemed to
understand everything. He fell into the sea to try and stop Oddler, and
Goliath does not know whether or not Creed is still alive.
Return to Roft and save the game. Now go northwest and then south into the
next battle scene.
This battle scene is tricky to win. You are faced with four Bow Riders,
one Dragonewt, one Purple Worm, one Griffin, two Mist Demons, one Chaos
Wizard, one Executioner and a Shaman. There are also eight non-mobile Prism
Flowers strategically placed around the battlefield. The flowers don't do
anything for a round or two but then, if you are in their line of fire,
they will begin firing lasers. You can be all the way on the other end
of the battlefield- the lasers can still reach you and hit for about 15
to 20 damage. The enemy monsters will all try to stay out of the line of
fire, though at times they may wander into it in order to attack you. If
this happens, they get hurt by the lasers as well. The Executioner, who
stays in the back of the formation, is the leader of the enemy forces; if
you manage to reach him and defeat him, the battle ends.
Geshp will appear and tell you that you will pay for what you have done
at the hands of Red Baron. Go south and Geshp will introduce you to him.
He will point out that Red Baron's armor is red with the blood of those
he has killed. After a few parting words, Geshp will disappear.
You are faced with two Mist Demons, one Executioner, four Bow Riders,
four Hell Hounds, two Minotaurs, two Chaos Wizards, two Evil Bishops, and
Red Baron. Red Baron wields the Dark Sword and he has 150 hit points. He
is a tough opponent.
When you defeat Red Baron, Peter will notice that he is crying. Astral will
say that he thinks he recognizes Red Baron's fighting style, and he'll
remove Red Baron's mask, revealing the face of- Lemon, the leader of the
Galam Army. Lemon will sit up, look around, and say that he had an awful
nightmare that he was controlled by a devil and forced to kill many people.
Astral will tell Lemon that he was not dreaming it. Lemon will become
horror and grief-stricken; he will suddenly announce that he must die to
atone for his sins, and he rushes off. Peter will ask Astral if he will
let Lemon kill himself; Astral says that Lemon is now an immortal vampire
and cannot die so easily.
After winning this battle, go to the river. You should notice a slight
discoloration in a patch of forest just to the west of the river. Use
the Dry Stone at that point in the river and it will create a bridge.
Cross the stream and enter the area of discoloration and you will find the hidden Dwarf Village.
Learn your way around the village by using the various stairways. There
are two chests to be opened on the surface; one holds a White Ring; the
other holds Healing Water. The White Ring gives a defensive bonus to its
wearer and can unleash a level two Aura spell on command. Only Fandral,
Sarah, and Frayja may equip it. Have Fandral equip it because he needs the
defense strength most.
Before talking to the Blacksmith, find the priest and save the game.
When you find the dwarven blacksmith, he will offer to make weapons out of
your mithrils. Each mithril you have can be made into one weapon. Each
mithril weapon will cost 5000 gold pieces. The weapon he makes depends
on who the weapon is for. Say you want to make a weapon for Gyan. There
are four mithril axes the blacksmith will make: a Heat Axe, an Atlas Axe,
a Ground Axe or a Rune Axe. The smith will choose one of these weapons at
random. He is most likely to make a Heat Axe because it is the weakest of
the four. Do not settle for less than the best!! The Rune Axe is the most
powerful of the four axes. If the smith makes a weaker axe, reset the
game, and keep resetting it every time until you get what you want. It
can become a long, boring and tedious process, but the results are worth
it. Do not settle for a Buster Shot because a Grand Cannon is stronger.
Only order ONE weapon at a time. If you order a weapon for Rohde and a
weapon for Slade, and the smith makes a Grand Cannon and a Critical Sword,
you are forcing yourself to either accept a weaker weapon (the Ninja
Katana is much more powerful than the Critical Sword) or refuse the Grand
Cannon which you wanted. By ordering only one weapon at a time, you are
assuring yourself that each weapon is the best in its class.
The one annoying thing about getting Mithril weapons made is that once the
order is placed, you must leave the village and then re-enter. Bite your
lip and force yourself to endure it- you will be rewarded with powerful Mithril weapons.
When your have finished your business in the Dwarven Village, head south
until you reach the kingdom of Galam. Talk to the people for information.
Important things you will learn; King Galam never returned from the attack
on Granseal, and Lemon made a hole near a castle wall by jumping from
the roof, but he didn't die.
When you start to cross the southern gate, the scene will shift to another
conversation between Zeon and Geshp. Geshp is telling Zeon that you beat
Red Baron. Zeon becomes angry, and tells Geshp that he is getting only
one more chance. He must personally kill Fandral, or be killed himself.
A now frightened Geshp will stake his life on the battle. Geshp will take
his leave, and the familiar-looking boy will appear before Zeon. Zeon
will address him as Odd Eye (he's the greater devil that fought Volcanon),
and tell him that he was right about Geshp. Zeon can no longer trust him,
and if he fails, Odd Eye will have to battle Fandral. Odd Eye, though aware
that Fandral has become very strong, will agree to do so.
Exit Galam through the southern gate and start to walk south. Geshp will
appear and tell you that at the risk of his life, you will not proceed any
further. Astral will say that Geshp is serious; he finally considers you
a worthy opponent. He will also warn you not to underrate Geshp's power.
Geshp will say that he knows Zeon no longer trusts him, and that he must
win the battle and recover the Jewel of Evil to get back into Zeon's good
graces. He will summon his devil forces and the battle will begin.
You are faced with one hell hound, one Minotaur, two Dark Gunners, two
White Dragons, one Mist Demon, two Chaos Wizards, eight 'Burst Rocks,'
one Evil Bishop, one Cyclops, and Geshp. Geshp has 180 hit points and
can cast level four Freeze spells.
The Burst Rocks do not attack, but they try to position themselves right
next to the Shining Force characters so that when they explode, you take
damage.
If you defeat Geshp, he will lose his powers and beg for mercy. Astral will
grant it to him, and Geshp will start to walk away. He won't get far before
Zeon kills him. Proceed south.
You will meet another group of devils who have just learned that Geshp was
defeated, and they believe that if they can retrieve the jewel, they'll
be promoted to greater devils. You are faced now with two minotaurs, two
Cyclops, three White Dragons, three Dark Gunners, one Hell Hound, one
Evil Bishop, one Chaos Wizard and one Hydra. The hydra is the leader of the
enemy forces and once he is defeated, the battle ends.
Enter Yeel and look around. You will notice that it is now a ghost town.
You will see Lemon jump off a cliff, but he will not die.
Look for the building with the piano in it. Play the piano and you will
hear something opening somewhere.
Now go to the church. You will find the priest standing near a stairway
down. Because the stairway is now open, the priest thinks you're devils
and tries to drive you off with a holy symbol. Then a man will appear
behind the priest and say that if the holy symbol failed, then you are not
devils. When asked who he is, the man says he is Chaz, a son of Hawel.
After a minute, Astral will remember him. The priest will invite you to
come to the secret room downstairs.
Downstairs, Astral and Chaz will talk about Zeon and a Holy Sword Astral
has heard about. Chaz will find a book about it, but see that the most
important part is missing- it must have been stolen by someone. Then he
and Astral will remember the Jewel of Light on Fandral's neck and say that
the jewel may lead you to the Holy Sword. Talk to Chaz one more time and
he will join you. The priest will now save the game for you.
On your way out, Lemon will jump out of the hole he made and ask if he can
join your force. As you know, he wants to die, and he thinks that the
most honorable way to die is to die in battle against the devils. Astral
will agree that Lemon will be a big help. Lemon will join you. However,
note that Lemon, as a Shining Force member, has only a bit more than half
the hit points he had as Red Baron, and he can no longer wield the Dark
Sword. Give him the Battle Sword you received in the Prism Flower Battle.
Go to the Chasm where Granseal once stood and head south. You should find
a cave. Enter it and you will enter some ancient ruins. Go left and down
the stairs. The Jewel of Light will begin to glow and draw you to where
the two jewels were when Slade stole them. As you approach the face of the
wall, an opening will be made by the jewel. Go through and you will find a
sword sunk into a stone. Press button A (not button C) and use the SEARCH
command to draw the Holy Sword (it's called a Force Sword) out of the rock
it was sunk into.
Walk around the chasm to its right side and go down. You should find a
small clearing among the trees. Go into it.
You'll find a huge statue of a devil head. USE the Force Sword in front of
the mouth and it will open. Walk through and proceed forward.
You are now in the tower Labyrinth. Navigate your way through it to find
the door with a skull head on top of it. Open the door and go through.
You will find yourself on a ledge. Far away, on the end of another ledge
is Oddler. When he calls out to you, Peter is stunned to realize that this
frail-looking boy is really Odd Eye, the greater devil who led the attack
on Bedoe and fought with Volcanon. Odd Eye will give you an ultimatum:
give him the Jewel of Evil and leave your weapons there, or die. Peter is
at a loss over what to do but Astral knows that you must fight. Odd Eye
will create a battlefield of glass tiles and say that it is his duty to
kill you.
You're faced now with two Demons with level two Bolt spells, three Cyclops, two Evil Bishops, two Chaos Wizards,
two White Dragons, two Hydras, four Chaos Warriors, two Dark Gunners, one
Demon Master with level four Freeze spells, and Odd Eye. Odd Eye is armed
with a Counter Sword and has 200 hit points. He may strike with his sword
or shoot a laser beam from his eyes. One of the Bishops stands right near
Odd Eye, but Odd Eye is likely to run out of the bishop's range in order to
fight one of your characters.
If you defeat Odd Eye, listen to his dying words, which make it seem as if
there is a little good in him after all. Proceed forward.
You will enter the bottom floor of the Ancient Tower. Go up the stairway
and talk to Mr. Creed. He will act as a priest, meaning he will raise dead,
cure poisoned or stunned characters, and save the game for you. Go past
him to enter the Multi-level battle.
In this battle you're faced with four Demons, two Chaos Dragons, four Chaos
Warriors, five Hydras, three Demon Masters, a Blue Shaman that can cast
level three Aura spells and level four Blast spells, and one Reaper.
The Reaper is the leader of the enemy forces; he is at the top level with
the Blue Shaman. This battle is a bit tricky to win because several of the
Hydras and Chaos Warriors are hiding behind pillars.
Defeat the enemy and you will go to the top of the tower. Follow the path
to the sealed doors which are now open.
You'll find King Galam here. Princess Elis is also here, laying unconscious
near him. Galam will tell you that Zeon has not fully recovered all his
strength yet but has sent Galam to welcome you for him. Elis is to be a
sacrifice to Zeon. King Galam will say that you will not get a chance to
see Zeon, because he is going to kill you himself.
You are faced with two Horsemen, four Reapers, two Chaos Warriors, a Chaos
Dragon, two Demon Masters, three Evil Beasts, two Devil Griffins, one Blue
Shaman and King Galam. The beasts can stun you when they hit. King Galam is
armed with a Demon Rod, or he can use Demon Breath spells. Galam has 240
hit points. This is a tough battle to win; use level two Boosts from Karna
and/or Sheela to raise everyone's defense strengths. If Sarah is with
you, try using her Slow spells.
If you win this battle, a portal will break open in the wall and Zeon will
appear. He will tell you that you've slain all his minions but you cannot
defeat him.
It is time for the final battle. You are faced with five Pyrohydras, two
Arch Demons with level three Bolt spells, three Demon Masters, two Zeon
Guards, a Horseman, a Devil Griffin, one Blue Shaman and Zeon himself.
Zeon has 500 hit points.
The two Zeon Guards are a bit similar to Prism flowers except that their
lasers are stronger and they have 145 hit points. Take them out before you
begin to fight with Zeon.
The Blue Shaman stands near Zeon but it is easy to lure him away to engage
one of your characters in combat. The Blue Shaman will drop a Healing Rain
when he is slain. Using this will act like a level four Aura spell.
I'm not going to say how to battle Zeon because I feel this is something
you should be able to work out by yourself. If you get stumped, leave me Email. My user id is 73500,47.
And what about the ending? Oh, if you can beat Zeon, you can see it. I do
not want to ruin the surprise.
Hope you enjoyed the game!
SHINING FORCE II is produced by Sega of America.
This walkthru is copyright (c) December 1994, by Voltron. All rights reserved, etc.