Rune Worth Full Walkthrough

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By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 06:56

OK, so! Welcome to my VERY LONG AND OVERLY VERBOSE walkthrough proper for the MSX2 version of "Rune Worth: The Young Noble in Black."

The purpose of this walkthrough is largely just to help people who can't read Japanese play through Rune Worth, from beginning to end, while still enjoying not just the gameplay but also the basic story context of everything that occurs. This is a pretty tall order, however, as this game is EXTREMELY lore-heavy, and has ridiculously lengthy and detailed story scenes during its first few hours especially (but beyond that, too, scattered throughout the game). Much of my summarizing of this story is based solely on my own memory, and I do NOT have a very good memory (I'm kind of a goldfish at times!), so while I'm ATTEMPTING to be as thorough as possible, I'll tell you right now: I'm leaving out some pretty major details, and probably getting a few others wrong. The basic gist should be correct, and the order of events should be (more or less) correct, but the nitty-gritty WILL be lacking to some extent -- to truly enjoy Rune Worth to its fullest, you really need to know Japanese, and also own the game complete-in-box (as there's a large amount of lore contained in/on the included velvet-bound book, instruction manual, and world map, some of which the game specifically expects you to look up at certain times).

Also, I'm translating/transliterating all names from Japanese into English, but doing so more or less based on my first instincts -- I'm not researching the origins of any of these names, and while I've tried to check most of them against the books and map, I may even have a few "official" English spellings wrong here. If nothing else, though, I intend to be consistent throughout this document, so if I *did* get any names wrong, you can at least count on me using the SAME wrong names for the entire duration of this walkthrough. Wink

I'm including corrected info from my previous Rune Worth topic on this forum, then posting the walkthrough proper immediately afterward. In order to avoid having this be one crazy-long post that's impossible to search through, though, I'm going to break it up into sections at logical transition points, and label each post according to what information is contained within it. Hopefully, by doing so, I'm not violating any ToS rules of this forum or anything, but please do let me know if I am and I can try to link this from off-site or something (as it is, I figured I'd post it here first, get feedback from you guys, and then maybe reorganize it into a proper FAQ/walkthrough for GameFAQs or something over time).

And finally, before we begin, I've also uploaded the game's soundtrack to YouTube for your listening enjoyment, recorded directly from my Panasonic FS-A1WX MSX2+ machine using... a pretty crappy capture device, honestly, which is why the video and audio quality is a bit lacking. But still! If you plan on just reading through this or something, it might make for good aural accompaniment to help get you in the mood. Wink

https://www.youtube.com/watch?v=J0ZyzAi6seM

So... let me know what you guys think, and if any of you attempt to play the game and have any questions along the way, feel free to ask them here and I'll do my best to answer!

-Tom

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By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 06:56

*** GETTING STARTED / GENERAL INFO ***

The game itself is split onto three disks: the Start Disk, Disk A, and Disk B. (And a Music Disk as well, if you were lucky enough to get a copy of the game that came packaged with one!) You'll also need a blank pre-formatted disk to save your game onto, which Rune Worth will refer to as your User Disk.

Insert the Start Disk and turn on your MSX, and you can watch the game's intro. This basically talks about how in the world of Rune Worth, just shy of two decades ago, there was a hostile takeover of the Saris Kingdom by the Bachmane Empire (who believe Bachmane to be the "land of the gods"). Saris was basically wiped off the map, and every single person connected with the Saris royal family was summarily executed by order of the ruthless Queen Olmam Bach. Saris was a peaceful kingdom, and the reason for this takeover is unknown, but the Holy Saia Kingdom and the Dukedom of Weidenitz were Saris' allies, and both are now thrust into constant fear that they may be Bachmane's next targets.

Our game opens in a mountain fort that straddles the border between allies Saia and Weidenitz, however, with a young boy who's not a noble (allegedly!) and not in black -- he is, very clearly, wearing white and blue. (I have a theory or two as to why the game is subtitled "The Young Noble in Black," but it's honestly a rather ill-fitting subtitle for this game; if anyone else has any theories, please do let me know!)

Cue main theme song (which is actually really catchy!), followed by the title screen. If you let the game sit on the title screen for too long, the intro will repeat, so press the space bar or trigger 1 and you'll be prompted to insert Disk A.

Do so, and you'll see a menu appear with three options:

START GAME
CREATE CHARACTER
ERASE CHARACTER

You're going to want to pick the second option here to create a character. Doing so will prompt you to insert your User Disk, then choose either "OK" (left option) or "Cancel" (right option).

Select OK and you'll be prompted to enter your character's last name, and then to enter your character's first name. Remember, as this is a Japanese game, your name will always be referenced in-game with the last name first, and all text spoken by your character will be labeled with your character's first name only, so bear this in mind when selecting a name. I entered WYRD as my last name and WAD as my first name so that anytime my character introduces himself, he introduces himself as WYRDWAD -- but the side effect of this is that all text boxes in which my character speaks are just labeled WAD.

Once you've entered a name for yourself... well, you've created your character! That's as detailed as character creation gets in Rune Worth. Wink Your character file will be saved to the User Disk, and you'll be returned to the main menu.

Select the first option, START GAME, and once again you'll be prompted to insert your User Disk -- but since it's already in, just press the space bar or trigger 1 again, and select the name you entered during character creation. You'll be shown your character's stats (he is, unsurprisingly, level 1) and asked to confirm that this is the data you want to load -- answer yes (the first option), and the game will prompt you to insert Disk A.

Do so, and you will begin your game of Rune Worth!

During gameplay, button 1 is your attack button (when you're in dungeons) and button 2 opens the menu. Button 1 does nothing in towns, since you only need to walk into NPCs to talk to them (and if you've already heard what they have to say, they won't talk to you at all anymore until there's a time or location change, which is a nice touch).

The button 2 menu consists of the following five options:

MAGIC
EQUIP
ITEM
STATUS
SYSTEM

I'd recommend anyone starting out go into the SYSTEM menu first and foremost, and select the third option, which is MESSAGE SPEED. Adjust the message speed to your desired setting (left = faster, right = slower), then press button 1 to confirm. If you can read Japanese, I recommend moving the slider all the way to the left, because then you get near instantaneous message displays and -- crucially -- a prompt to press a button after each window of text, rather than just having the window keep on scrolling automatically until it reaches the end of the conversation. (Though this does occasionally screw up and cause it to scroll one line too far at the end of a conversation, but that's very rare.)

If you can't read Japanese, I recommend moving the slider to the second position from the left, which will have the text scroll at its fastest possible rate without stopping until it reaches the end of the conversation. The advantage of this is that you can press and hold buttons 1 and 2 together during any conversation to make the text write to the screen at ultra-high speed -- it's basically the text-skip option. But this only works if your text speed is set to something other than the fastest option, which is why the second-fastest may be preferable for non-Japanese-speakers.

The majority of the game (at least, at first) takes place in towns, with travel between towns being signified by a map screen. There is no overworld to speak of, but there are random battles... sort of. If you travel from one town to another at night, you might be ambushed by bandits and told to hand over all your money. When this happens, the first option is "Hand over all your money," so... don't ever select the first option. Select the second, and you'll get to battle the bandits, who are relatively difficult to defeat early on but become an absolute piece of cake once you gain the ability to shoot projectiles from your sword (which I believe happens at weapon level 3).

So until then, I recommend just always traveling during the day -- don't leave town at night, and you shouldn't ever get ambushed by bandits.

Leveling and experience works a bit differently in this game than in most, as there IS no experience -- you get nothing at all for defeating enemies, and are usually better off running past them unless they're in your way or a boss. Instead, you level-up by finding and using certain items. There are four different level-up items:

ラオニック - Laonic
Increases your level by 1 and your max HP by a small amount.

ミ・セイル - Mi Seil
Increases your level by 1 and your max MP by a small amount.

カインのしるし - Holy Symbol of Cain
Increases your level by 1 and your weapon level by 1 (which usually means adding the ability to fire one more projectile at a time).

ナイヤルのせきばん - Naiyal Tablet
Increases your level by 1 and teaches you a new magic spell.

As soon as you get one of these four items, USE IT -- there's no sense hanging on to it, as far as I know, as its power doesn't grow greater with time or anything, so you might as well just reap its benefits immediately.

Additional items will be listed in a subsequent post, but for now, here are some general tips on game progression:

  • Whenever you visit a town for the first time, always seek out its church (during the day) and select the third option from the list of services. This is "Undergo an ordeal" or something along those lines, and will basically have you play a game of Simon for anywhere from 8 to 20 rounds. If you make it all the way through, your max MP will be increased.
  • Additionally, you should always make a point of visiting churches whenever you can during the game (again, during the day, as churches are closed at night, with one exception) and selecting the second option, "Pray," before you leave. This may not seem to do anything, but if you go too long without praying, you'll be told your faith in your god has wavered too far, and I think this makes all your magic unusable? I don't actually know what it does, because I immediately reset when it happened, reloaded, and went to a church to pray!
  • It bears mentioning that the first option in the church is "Make an offering," and is the only way I'm aware of to restore your MP. It also restores your HP, making it a pretty sweet deal for only 5 Cz! (Cz is the game's currency, BTW.)
  • The usual way you'll restore your HP, however, is by sleeping at an inn, which is also how you save your game. Additionally, if it's nighttime, sleeping at an inn will change it to daytime.
  • While most shops are open only during the day, and inns are open both day and night, there is one type of shop that's only open at night: the bar. Whenever you visit a new town, if you happen to be around at nighttime, it's worth seeking out the town's bar (just about every town has one) and spending the 12 Cz to drink there, as this is often how crucial story scenes are triggered. After selecting to drink at any given bar, you'll be asked which table you want to sit at; as far as I'm aware, this has no bearing on the plot (plot-relevant bar encounters will happen no matter which table you pick), and only determines which of several pithy hints you get if there are no plot-relevant events cued up.
  • The other type of institution you'll find in most towns is a battle arena. These are only open during the day, and you can only participate in the battle arena once every few days, so if you've been in a town's battle arena recently, you'll probably have to leave, do other stuff, and come back before you can try it again. Battle arena fights are bare-knuckle, and extremely difficult -- you'll get absolutely walloped if you're not careful. But when you inevitably die, you're not actually dead; you'll be healed back up afterward, and given 100 Cz for every opponent you defeated. Money is never a problem in this game, but even so, it's probably best to fight in the arena whenever you happen by one, as it can't hurt to get a little extra spending cash.
  • During play, your status is displayed on the bottom-right corner of the screen at all times, and you should always keep an eye on it in dungeons. Usually, it's listed as "OK!", but if you get poisoned or something, this is where that will be displayed. Additionally, if your HP drops below half of your max HP, your status will change to the Japanese for "lightly wounded" -- this, as far as I'm aware, doesn't affect anything. When you're getting close to death, though, this will change to read the Japanese equivalent of "bleeding out," which will cause you to rapidly lose HP until you fall over -- at which point, your status will change to ひんし, which I'm translating in this walkthrough as "dying." If you remain in "dying" status for a few seconds, it's Game Over -- but you CAN open the game menu as you lay dying, and while you're unable to cast any spells, you can use healing items to recover HP. During boss battles, this will be a pretty common strategy: just attack like mad until you fall over dying, then quickly open the menu before you get a Game Over and use a "Zan Riksche +4" or something to heal up. No problem!
  • You have limited inventory slots, so if you ever happen to open a treasure chest and get an item that puts you over that limit (or receive an item as part of the story that puts you over that limit), the menu will automatically open with a red warning message telling you to either use or discard an item. When this happens, you'll need to do as it says before you can continue: open your inventory, select an item, and choose either the left option to use it, or the right option to discard it.

By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 06:57

*** ITEM AND MAGIC LIST ***

Aside from the four level-up items detailed previously, there are only a handful of items you'll be using in this game -- most, honestly, just take up space in your inventory and can really just be sold at shops (second option).

The most useful ones, though, that you should consider always keeping on-hand are:

ザン・リクシュ (+1, +2, +3, +4) - Zan Riksche (+1, +2, +3, +4)
The standard healing item. There are five varieties, with the +4 obviously being the best. When possible, you should definitely replace all your Zan Riksches with Zan Riksche +4s, as they're relatively cheap (compared to the amount of money you earn in this game, anyway), and absolutely vital to have on-hand, since you won't always have time to cast magic for healing (and won't be able to if you're in "dying" status, making healing items like this the only thing that'll save you from a Game Over!).

ラニュール - Ranyule
Poison recovery. You won't encounter poison all that much in the game, but you should make sure to stock up on this before entering the forest dungeon, since you will be crossing several poison swamps in there and will probably run out of MP if you rely on magic to cure you every time.

カルハニムスのカギ - Karhanimth's Key
Used to unlock locked treasure chests. You should always carry 3 or 4 with you, because these items are the only way to unlock some treasure chests in the game -- there's a spell for unlocking treasure chests too, but it only works on those that have been sealed up with "magic locks," which are separate from those that have been sealed up with physical locks. And it sucks if you're deep in a dungeon and find that there's a treasure you can't get because you don't have enough keys on hand -- and in one case in particular, if that happens, you're screwed out of the treasure altogether, because you can't return to the dungeon once you leave it.

ウィル・ポーのすなどけい - Will Poe's Hourglass
Will Poe is the name of the god of time in game lore, so unsurprisingly, this item is used to change day to night or night to day. You don't technically need these, since you can change night to day by sleeping at an inn, or day to night by just entering and leaving shops enough times, but there are times it'll be convenient to have one of these, and it's usually quicker during the day to just go into a shop, buy one, and use it than to walk in and out of a shop over and over again until night falls. (Note that you'll eventually learn a magic spell that does the same thing, making this item mostly obsolete.)

ホーキンがい - Hawkin Shell
Used to transport to any town you've visited thus far, with the exception of Contrabal and Rifania. Note that this only works from within another town (again, with the exception of Contrabal and Rifania) -- if you try to use it in a dungeon or battle scene, it won't do anything. (Note that you'll eventually learn a magic spell that does the same thing, making this item mostly obsolete.)

ハイフォンのふだ - Haiphon Ticket
I'm not listing most story items here (you can't accidentally sell story items or anything, since they don't show up on your list in shops), but this one is pretty notable, as it allows you to freely move between the two southernmost towns (Contrabal and Rifania) and the rest of the game world. Without a Haiphon Ticket, you need to find some other way to get to Contrabal and Rifania. Fortunately, you only need one, ever -- it's never used up.

(anything)・カマン - (anything) Kaman
If you ever see an item name ending in ・カマン, it's a piece of armor, so make sure to go into your equip screen and try it on. It's unlikely you'll ever find a piece of armor that's worse than what you already have, so it's usually a good rule of thumb to just equip whatever the last item is you received.

  • Note that the final piece of armor is called オードリオ・ラダン ("Oldorio Radan"), which doesn't match this naming scheme. When you obtain this, be sure to take note of it and equip it, as it's significantly more powerful than the second-best armor.

スイレンのすず - Suiren's Bell
Used to gather info about your surroundings, including the number of treasure chests in the dungeon, and more crucially, the number of treasure chests that still have items in them! This might be useful to you for a very short amount of time, but you quickly learn a magic spell to replace it (it's one of the first spells you learn in the entire game, assuming you explore thoroughly enough), and the spell uses up so little MP that this item becomes obsolete almost immediately. More details will be listed under the spell description -- the spell is called Sepethmyda.

カンカールのしずく - Kankarl's Drop
To be honest, I'm not 100% sure what this does, but the description implies it might be useful if you lose faith in your god (i.e. if you go for too long without praying at a church), so maybe it's the remedy that gets you your magic back in that case? Hard to say without testing. But I figured I'd at least mention it!

ブロドゥイン - Brodwin
Also figured I'd mention this one, though I've never had any need to use it. It claims to cure drunkenness and other similar ailments, but I've actually never gotten drunk in the game -- I assume you need to go into the bar several times before that happens, but I always only visit the bar in each town once or twice. And I've never been able to find another use for this item (it doesn't cure confusion in battle), so I don't ever really find myself using these. You might, though, which is why I'm mentioning it!

* * *

And useful spells! Note that magic takes time to cast, and you are COMPLETELY vulnerable while doing so, so you should never cast a spell when there are enemies nearby or you might take some serious damage.

アウントゥム - Auntum
Teleports you to the entrance of the current dungeon, for easy escape. Not learned until near the end of the game, but SUPER useful once you know it, and works in every dungeon without exception (even dungeons in teleport-proof areas like Contrabal).

セペスマイダ - Sepethmyda
Same effect as Suiren's Bell; used to check your surroundings. Use this in dungeons to determine if there are any treasure chests you haven't collected yet: if you see one number displayed, it's the number of treasure chests in the dungeon, and if you see a second number displayed, it's the number of treasure chests with items still inside them. Your secondary goal in every dungeon is to use this spell and try to get it to display only one number -- if it displays two, then you've missed a treasure somewhere. Sometimes, this will be unavoidable -- there are some treasures you can't get without the ability to warp, which you don't learn until near the end of the game -- but it's still good to know. Note that this spell also gives you other information, but nothing else is as useful as the number of unopened treasure chests. The full set of information provided inside dungeons is:

  • Name of dungeon
  • Number of treasure chests in dungeon
  • (Number of unopened treasure chests in dungeon)
  • (There are traps in this dungeon)
  • The dungeon does/does not have an exit (if the dungeon has no exit, that means you need to defeat a boss in order to leave)

チェンバス - Chenbath
Status recovery. This works on poison, but also on other status effects as well, so it's much more useful than the Ranyule item. But like all spells, it requires some casting time to use it, and if you're taking damage or something, you'll continue to take damage during the casting process -- whereas if you use a Ranyule instead, the effect is instantaneous. Also, note that the low-health status ailment which sees your HP slowly dropping can NOT be cured by Chenbath -- you need to heal in order to cure that, as that status ailment is basically "bleeding out," and just automatically triggers when your HP is very low.

カルハニムス - Karhanimth
Unlocks all nearby treasure chests, as long as those chests were locked magically and not physically. If you try to open a treasure chest but it doesn't work, and you have at least one Karhanimth's Key in your inventory (which would be automatically used if that's what was needed), then that probably means you need to cast Karhanimth, then try opening the chest again.

レンテポナン - Renteponan
Healing. This works differently than the Zan Riksche items, in that it will basically heal you to max, but use a set amount of MP for every 1 HP it restores (which is why the MP it uses in the menu is listed as ??). If you don't have enough MP to heal to full, it'll just heal as much as it can. This should be used as an absolute last resort only, since it'll eat through your magic in no time compared to just using items.

フェ・リクシュ - Fe Riksche
Surprisingly useful, though it doesn't last very long; freezes all enemies in place temporarily. This includes bosses, but since most bosses are only vulnerable while attacking, and freezing a boss in mid-attack is unlikely to happen, you probably won't use this spell all thaaaaat much.

フェ・ニルエン - Fe Niluen
Changes day to night or night to day. The magic equivalent of Will Poe's Hourglass.

フェ・ペクトム - Fe Pectom
Transport from one town to another. Doesn't work in Contrabal or Rifania, and won't actually teleport you to Contrabal or Rifania either (even though both towns appear on the menu). The magic equivalent of a Hawkin Shell. Uses a pretty good chunk of MP, though, so if you're not teleporting to a town with a church where you can easily recover your MP for 5 Cz, you might be better off teleporting to a neighboring town and walking the rest of the way.

ペトゥムヌゥ - Petumnu
Boosts defense temporarily. I don't know how effective this actually is, as there's no indication anywhere that your defense has been raised, so it could wear off really quickly or it could last a long time; it's hard to say.

イェンダリュ - Yendaryu
Boosts attack temporarily. Again, not sure how effective this actually is, but it bore mentioning.

フェ・ラエノート - Fe Raenote
Teleports you at random to another spot in the dungeon. This can include spots that are not accessible through normal means, allowing you to grab treasure chests you couldn't previously. This spell is very annoying, but necessary to 100% the game.

The other spells I've learned so far are all used to affect nearby enemies in various ways, but they never seem to work very well, so you're better off saving your MP for better spells.

By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 07:27

*** MAP LOCATIONS ***

These are mostly towns, and the majority of towns in the game have multiple exits, with each exit leading to another town or dungeon. There are also some dungeons that exist inside towns, usually hidden.

Note that in addition to the town's name, I'm going to give a nickname for it, which is how I identify each of them. This isn't official -- it just helps me separate them in my mind!

Anyway, in the order you're likely to explore them, here are all the game's map locations.

* * *

ザノバとりで - Zanoba Fortress
"STARTING LOCATION"
No dungeon, but you can speak with your surrogate father/trainer at the top of the hill, who will identify items for you (and advance the story, at one point).
Exits:

  • Southeast: Seltore (CHURCH TOWN)

セルトレ - Seltore
"CHURCH TOWN"
Dungeon: Enter the church at night. (First dungeon of the game.)
Exits:

  • Northeast: Zanoba Fortress (STARTING LOCATION)
  • Northwest: Saia (CAPITAL CITY)
  • Southeast: Garciano (CITY OF EXCESS)
  • Southwest: Tenerbe (TRADING OUTPOST)

サイア - Saia
"CAPITAL CITY"
No dungeon, but there is a castle here that you can enter, in which you'll find the king as well as two treasure rooms that he unlocks for you after certain story events have occurred.
Exits:

  • Southeast: Seltore (CHURCH TOWN)
  • Southwest: Tenerbe (TRADING OUTPOST)
  • Northwest: Weltoria (PIRATE TOWN)
  • Northeast: Miranta (PORT TOWN)

ウェルトリア - Weltoria
"PIRATE TOWN"
No dungeon, but after certain events have taken place, you will find yourself fighting some pirates in a separate battleground here.
Exits:

  • North: Saia (CAPITAL CITY)
  • Talk to Manoi at the docks: After a certain point in the game, talking to Manoi here will let you sail to Contrabal (IMPERIAL CITY)

ガルシアノ - Garciano
"CITY OF EXCESS"
No dungeon, but there is a palace in the middle of town where certain story events will take place.
NOTE: There is no church in this town.
Exits:

  • North: Seltore (CHURCH TOWN)
  • South: Eliselem (LAKE TOWN)

エリースレム - Eliselem
"LAKE TOWN"
Dungeon: Walk to the edge of the dock during the day to enter the Fairy Village.
NOTE: There is no church in this town.
Exits:

  • North: Garciano (CITY OF EXCESS)
  • Walk to edge of dock at night: After a certain point in the story, the spirit of Elise will appear and offer to send you to Rifania (RUINED CAPITAL)

テネーベ - Tenerbe
"TRADING OUTPOST"
Dungeon: Walk into the trees on the left side of the fountain at night to enter the "bizarro Tenerbe" dungeon.
Exits:

  • Northwest: Saia (CAPITAL CITY)
  • Northeast: Seltore (CHURCH TOWN)
  • Southwest (if you have a Haiphon Ticket): Contrabal (IMPERIAL CITY)
  • Southeast (if you have a Haiphon Ticket): Rifania (RUINED CAPITAL)

ミランタ - Miranta
"PORT TOWN"
No dungeon.
Exits:

  • Southwest: Saia (CAPITAL CITY)
  • Southeast: Mt. Weidelm (MOUNTAIN DUNGEON)
  • Talk to guy at the docks: After a certain point in the story, he'll take you to Ramaskael (ISLAND PARADISE) for 100 Cz.

ウェーデル - Mt. Weidelm
"MOUNTAIN DUNGEON"
Not a town at all; just a dungeon. AFAIK, this is the only standalone dungeon in the game.
Exits:

  • South: Miranta (PORT TOWN)

コントラバル - Contrabal
"IMPERIAL CITY"
Dungeon: Enter the temple in town after a certain point in the story to access the Contrabal Labyrinth dungeon.
Dungeon2: Enter the house just southeast of the temple in town after a certain point in the story to access the Unholy Tower dungeon.
NOTE: There is no church in this town.
ALSO NOTE: You should not leave this town until you've acquired a Haiphon Ticket by talking to all the NPCs, then entering the item shop during the day, then entering it again at night.
Exits:

  • Northwest: Tenerbe (TRADING OUTPOST)
  • Northeast: Rifania (RUINED CAPITAL)

リファニア - Rifania
"RUINED CAPITAL"
Dungeon: Enter the ruins of Saris Castle. Explore them thoroughly (you can't enter this dungeon again after beating its boss), then fight the boss (who only shows up at night) in order to basically burn the castle down and fall into the dungeon beneath the Bachmane Empire. Be sure to get every treasure in this dungeon as well before leaving, because you can't enter the dungeon again afterward.
NOTE: There is no church in this town.
Exits:

  • South: Contrabal (IMPERIAL CITY)
  • North: Tenerbe (TRADING OUTPOST)

ラマスカエル - Ramaskael
"ISLAND PARADISE"
Dungeon: Walk into the patch of forest on the northwest part of town at just the right angle to enter the forest maze dungeon.
NOTE: There is no church in this town.
ALSO NOTE: The house in the northwest part of town houses a plot-crucial NPC. When you enter here, be prepared for a long cutscene, followed by two boss battles and five quiz questions.
Exits:

  • Speak to the boatman during the day: Miranta (PORT TOWN)

By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 06:58

*** WALKTHROUGH PART ONE: THE QUEST FOR THE SWORD ***

Immediately upon starting the game, you'll be bombarded with text -- this is pretty much just a basic explanation of where and who you are, much of which I've already covered up above. You're an ordinary boy who tends "quons" (this world's equivalent of horses) in a mountain fortress that straddles the border between two friendly nations: a kingdom called Saia, and a dukedom called Weidenitz. This place is known as Zanoba Fortress, and exists as something of a halfway house for mountain travelers, offering them a place to rest and recuperate on their way up or down the Weidelm Mountains. You live here with your father, Garan, who serves as the leader of the mountainfolk that tend this fortress -- a tribe, of sorts, called "Detour's Fang." Which may sound like an odd name, but in the world of Rune Worth, just as horses are called quons, dragons are called detours. So your tribe is basically "Dragon's Fang."

(Incidentally, this immediate text dump is a pretty common occurrence -- every time you enter a town for the first time, you'll get a similar text dump that tells you a little bit about its history, sort of getting you "up to speed" on background info your character is expected to know from having grown up in this world. I'll be noting any particularly relevant info in this walkthrough as it comes up, but won't be going into any great detail on any of the pure "flavor text" stuff; sorry!)

Once you gain control of your character, the VERY FIRST thing you should do (IMHO) is open the menu by pressing button 2 on the controller, and select the last option, SYSTEM. From the System menu, select the third option (MESSAGE SPEED), and change the message speed of the game. I went into more detail about this in an above post, so I'll spare you the repetition here, but I felt it was worth reiterating since message speed can drastically affect the pacing of the game (especially in these first few text-heavy hours!).

So, getting into the actual meat of the game, you can now walk around and talk to NPCs. Most of this serves to develop your character more than anything else, since the dialogues aren't one-sided like in many other RPGs; your character actually talks back and holds legitimate conversations with these people, revealng a lot about his personality... which, you quickly learn, is kind of dickish! He's a sarcastic teen who loves nothing more than to slack off and give people lip. He doesn't exactly have a job, but unofficially, he tends to the quons and helps out around the fortress a bit. He also has two notable friends, whose genders I can't quite figure out: Tarenion, and Perles. Tarenion is basically his partner in crime, often taking the fall for him when things go wrong; and Perles is... either his best friend, or his love interest? I can't tell which, since I can't determine the character's gender, but the sprite LOOKS like it's supposed to female, so I'm guessing love interest? Can't have female friends in an '80s/early '90s RPG, after all -- if you're a dude and you've got a female friend, she's totally a love interest!

Perles is, ironically, revealed to be somewhat "peerless" (I don't think this was an intentional pun, but I like it!), being the strongest warrior in town, skilled both in swordfighting and magic. She's offered to teach you wave-magic, basically saying to come back and see her again after the day's work for your first lesson.

And what is the day's work? Well, you'll find out soon enough: try entering each of the doors on the bottom level of the fortress, and there's one you'll be able to go inside. Do so, and you'll see your father (Garan) and a bunch of other people hosting a huge banquet... in your honor! See, today is your 17th birthday, and although you apparently did something reeeeeally naughty earlier (I forget what, honestly, but that's not important), and were worried Garan would scold you for it, he's instead all smiles and invites you in to celebrate your big day with the other Detour's Fang members.

While eating, drinking, and making merry, Garan says that it's about time to give you some work... which you, of course, would prefer not to do! But he convinces you to do one little job for him: the town at the bottom of the mountain path upon which Zanoba Fortress is situated (across a rocky valley known as "Auntum's Corridor") is called Seltore, and is renowned for its old church. The front door to this church, however, has a broken lock -- and while it's constantly under the watchful eye of its priest during the day, it's totally abandoned at night. Your job is to sneak into the church after dark and find the door leading down into its basement. Therein, you'll be able to gain access to some very old caves that run under the town, and within those caves rests a sword. Get that sword, and bring it back to Zanoba Fortress.

Because this job is being treated kind of as a "rite of passage" for you, you're asked to go on foot -- no riding a quon down the mountain! -- and you're also asked to go alone.

But before you go, Garan suggests speaking with Colino (your grandfather) in the house at the top of the stairs, as he can outfit you with the necessities you'll need for your journey.

Go through the door at the top of the stairs, and Colino will bid you good luck, offering you a modest dagger and an old piece of armor. Being the dickish protagonist you are, you'll complain pretty loudly about receiving ONLY a dagger (a nice sword would be much better!), and the best you're able to say about the armor is that "it'll do"... but, as you put it, "Ehh, if you're gonna just give 'em to me, I guess I might as well take 'em." How gracious of you!

After talking with Colino, be sure to open the menu with button 2 and select the second option, EQUIP, to equip the items you were just given. Just select the last item on each menu and press button 1 to equip it.

(It's worth noting here that Colino has not been filled in on what your task is -- only that you've been sent on a quest down the mountain. It's actually somewhat important that he doesn't know the nature of your quest, as you'll be finding out soon.)

If you talk to NPCs again before you go, they'll remark that it's really odd how you're being tasked with breaking into a church after dark to more or less steal a sword -- the Detour's Fang is sometimes thought of by people as a gang, but they've never been a gang of thieves, always operating lawfully and honorably. Something must be up for Garan to task you with this... but what?

To find out, you'll have to go to Seltore! Now that you have an official quest, the guy guarding the gate in the southeast part of the fortress will let you leave, and you'll see the map screen for the first time. This screen is basically just a formality -- rather than letting you select your destination, the map basically exists just for you to confirm it. Where you're headed is determined by which exit you take from a given town, and once you see the name of that location on the map screen, you can either press button 1 to confirm that yes, that's where you want to go, or button 2 to turn around and go right back to where you came from.

(And again to reiterate, if you should ever choose to leave a town at night, there's a possibility you'll get into a random battle with bandits before reaching your destination. If this happens, you'll receive a choice before the fight: either give them all your money so they'll spare your life, or fight them. You will pretty much ALWAYS want to choose the latter option, for obvious reasons!)

Upon entering Seltore, you'll receive the standard wall of text describing the town to you -- which is mostly just flavor text, as per usual, but does note that despite Seltore itself straddling the border between Saia and Weidenitz, giving it the ideal position for tourism, it's generally overshadowed by the larger cities on all sides of it (Saia to the northwest, Tenerbe to the southwest, and Garciano to the east), which basically means that tourists tend to completely ignore this town... making Seltore kind of a dump.

Despite this, the townsfolk do take some pride in their sleepy little burg, if only because of its uniquely constructed, historically old church, which the locals have named "Haqual Chapel." Haqual Chapel is definitely the standout building in town, and is pretty much impossible to miss -- and it is, of course, your goal (though it's rather amusing when you ask one of the NPCs where the church is; he's like, "You mean Haqual Chapel?", to which you respond, "I don't know what it's called! I just know it's a church, dammit!"... to which he more or less responds with something like, "Well, there's an obvious church right there. You figure it out!" -- though not quite in those exact words).

Note that all the NPCs who mention the church will tell you to be careful around it, as there are rumors of monsters dwelling beneath it, their cries echoing forth from deep underground each night.

Although it's daytime now, you're going to want to go into the church anyway and talk to the priest. Choose either the second option ("Pray") or the third ("Undergo an ordeal"), and the priest will tell you that you can't worship at this church without first accepting a "rath." He believes you're well-suited to "Rath Femryu," which is the worship of a wind god, and teaches you the prayer that invokes Femryu's spirit to dwell within you.

From this point on, you're going to want to stop in at churches during the day fairly regularly (basically, whenever you happen by one) to pray, because if you go for too long without praying, you'll lose your connection to Femryu and subsequently lose your ability to cast magic... I think? As mentioned in one of my previous posts, I'm not sure what actually happens when you lose your connection to Femryu, since as soon as that happened to me, I reset my MSX, re-loaded my save data, and prayed like a madman. Wink

Anyway, now that your spirit is one with the god of wind, you're definitely going to want to select "Undergo an ordeal" (which is, again, the third option from the church menu). I won't be calling this out in my walkthrough each time, but basically, whenever you visit a new town with a church you haven't been to yet, you're going to want to make certain you undergo its ordeal, since that alone will account for expanding your max MP more than anything else in the game.

What is the ordeal, you ask? Well, it's the same thing every time: Simon. Like, literally, you play a game of Simon, imitating the lights and tones with directions on the D-pad (or arrow keys). Each Simon ordeal starts out with a pattern of 4 notes, then progressively adds one more until you either fail or have completed your ordeal to the priest's satisfaction. This can occur after as few as 8 notes, or as many as 20, so you might want to bust out a pen and paper and do a little cheating as you get farther into the game!

The other options on the church menu are "Make an offering" (first option), which is what you'd do if you needed to refill your MP meter (and it also refills your HP, as a bonus!), and "Leave" (fourth option), which is the same as hitting button 2, and just takes you back to town.

After you've accepted Femryu as your lord and savior (err), prayed to him, then played Simon for a little bit, you'll want to leave the church and check out some of the other services Seltore has to offer. Like the well near the church! Drink from its water, and you'll... start to basically have a seizure or something. You'd think this would be important, but nope! It's solely there to add character to the game, I guess, and is... really just kind of baffling. You never have to drink from this well, but drinking from it doesn't hurt you in any way either -- it just forces you into a short animation loop.

For more SERIOUS services on offer, there is a shop in town (which you can identify by the bald-headed man smiling at you goofily after you step inside, since it's the same bald dude tending every shop in the world!), wherein you can buy a few essential items -- I'd recommend buying a healthy number of Zan Riksches (healing items), as well as at least one Will Poe's Hourglass (an item that lets you instantly turn day to night or night to day).

And there's also an inn in town, which is 100% essential in every conceivable way. Inns can be told apart from shops by the kindly-looking old man who ISN'T bald, and if you pay him a very small amount of money, you can stay the night... which not only heals you, but also prompts you to insert the User Disk, because that's how you save your progress!

After saving, you'll be prompted to re-insert Disk A, and you'll then continue the game -- but yeah, definitely make sure to stay at inns fairly regularly as you play through this game, since it is the ONLY way to save your progress.

Once you're back in town, use that Will Poe's Hourglass you bought (open the menu with button 2, then select the third option -- ITEM -- and find the item called ウィル・ポーのすなどけい) to change the game over to nighttime. You can always tell nighttime from daytime not only by the change in palette, but also because every house in every town will light up all their front doors with torches once the sun goes down.

You can now head over to the church for the game's first dungeon if you're so inclined, but before you do so, there is one other service offered in this town that's pretty commonplace throughout Rune Worth, and might be worth checking out real quick: the bar! Bars can only be entered at night, and have a flat door charge of 12 Cz. If you elect to go in, you can then choose which table to sit at (1 through 5), and you'll down a few beers before looking around to see if anything cool's happening. A lot of story events are triggered in bars, but if there's no story event cued up (which there isn't in Seltore), you'll instead be given some sort of gameplay hint or "flavor lore" from a random NPC at this point. Which hint or piece of lore it is is determined by the table you chose to sit at -- though if you can't read Japanese, these bits of dialogue will all be useless to you anyway, so I'm only going to note from here on out when it's necessary to drink at a bar in order to advance the story.

So... you've now exhausted everything else there is to do in Seltore, which means it's time to enter your first dungeon! Go to the church, and you'll note that yes, the lock is indeed broken. You'll enter the church and get a little bit of story text (plus a cool-looking art still) describing how you felt around a bit in the dark until you found the door to the basement, then carefully busted its lock too and headed inside, emerging in a cave system that reeks of mold and dust. Dungeon one is go!

Here are a few points to keep in mind when exploring your first dungeon (some new, some old, but all worth mentioning):

  • There is no experience in this game, so you don't actually HAVE to kill enemies at all. Especially in this dungeon, since there's no boss.
  • You'll encounter one locked treasure chest. Right now, there's nothing you can do to open this; you need a consumable item called "Karhanimth's Key" to open physically locked treasure chests, or a spell just called "Karhanimth" to open magically locked treasure chests (and I forget which type of lock this particular treasure chest uses, sadly!). Seltore doesn't sell Karhanimth's Keys, though, and you haven't learned the Karhanimth spell yet, so just leave this treasure chest be for now -- but do be sure to remember it for later!
  • This isn't going to come up right now, but it's worth reiterating for later that you do have limited inventory slots, so if you ever happen to open a treasure chest and get an item that puts you over that limit (or receive an item as part of the story that puts you over that limit), the menu will automatically open with a red warning message telling you to either use or discard an item. When this happens, you'll need to do as it says before you can continue: open your inventory, select an item, and choose either the left option to use it, or the right option to discard it.
  • You'll receive numerous level-up items from treasure chests in this dungeon, including one Naiyal Tablet. This particular Naiyal Tablet will teach you the "Sepethmyda" spell when used, which is one of the most useful in the game. It works the same as the "Suiren's Bell" item, and gives you info about your current environment, including how many treasure chests there are (the first number, if there are two), and how many of those still have treasures inside of them (the second number). Before leaving this dungeon, I recommend casting Sepethmyda and confirming that there are only 2 unopened treasure chests left -- this will mean you've explored the dungeon thoroughly for now, since one of those two is locked, and the other can only be obtained near the end of the game. Note that when casting spells, you're actually animated chanting the spell's words, and you're completely vulnerable to enemy attacks during this time, so make sure you've killed any nearby enemies BEFORE casting any spells -- always!

The sword you seek is located in the northwest corner of the cave, and is NOT in a treasure chest: it's just stuck into the ground, Excalibur-style. You're able to pull it free with ease, and make quite a production out of it, even basically saying out loud, "Dun-dada-DUUUN!" You then realize you're tired and hungry, and decide you shouldn't be wasting time messing around; you should get out of the dungeon and back to Zanoba Fortress! Before you do so, though, you should definitely open the menu and actually EQUIP the sword -- which is called "Wind Sword Sartarus," by the way. This sword controls very differently from the dagger you've been using, offering a much greater reach, but a much longer swing time. The tradeoff is worth it, though, as Sartarus is also MUCH more powerful than the dagger.

Once you've gotten everything there is to get from this dungeon, head back out into town, and drop back in at the church to make an offering and pray (exiting the dungeon changes it back to daytime, so you might as well take advantage of that fact!). I'd also recommend saving at the inn before leaving town, because all hell is about to break loose when you approach the northeast exit (the exit that leads back to Zanoba Fortress).

By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 06:58

*** WALKTHROUGH PART TWO: ENTER LESCHEL KAROS ***

As you exit town, you hear a girl's scream. Looking in her direction, you see a girl being chased by a bunch of masked men in black robes. They tell her to come with them, but she instead unsheathes the sword from her back, proclaiming that she will NEVER go willingly! Their leader then steps forward to confront her directly: he's a man dressed in robes as well, but his mask is golden in color, and his manner of speech a bit more refined. He is very clearly in charge here.

After exchanging a few insults, a glow emanates from the leader's body, and the girl simply drops her sword right then and there -- she's been frozen in place and rendered helpless. It's not looking like she has any hope of getting out of this predicament!

Even a dickish protagonist like you can't just sit idly by and let a girl get bullied by creepy cultist-looking dudes, though, so you step forward and demand that they leave her alone. You're told to mind your own business, but pfft, like THAT'S going to happen!

The girl asks who you are, and you introduce yourself... then unsheathe Sartarus as a boss battle against this group of masked magic-users commences!

...aaaaaand, you're dead. (Or "dying," anyway.) You can't even damage these guys, and they kill you almost instantly, so don't even bother using healing items here -- you'll just be wasting them. This is one of those RPG battles you're supposed to lose.

The man in the gold mask remarks how pathetic you are, jumping in to fight a battle just to save a girl when you're nowhere NEAR ready for it... and the girl screams and pleads that your life be saved; that she'll do whatever they ask, just please don't hurt this innocent bystander!

He chooses to ignore her words, however (since she's basically going to do whatever he wants either way, as far as he's concerned), and orders his men to kill you. But then, just as one of the lackeys is about to strike the final blow... something happens.

Your sword, lying next to your bleeding body, begins to glow blue... and the girl's sword, lying on the ground where she dropped it, begins to glow pink. The two glows converge, and there's a massive burst of magical energy.

When the light begins to fade, there are bodies everywhere -- all the lackeys are dead. The man in the golden mask isn't, however, and he addresses you from within a strange purple haze that's appeared all around. He says that he never expected to see this kind of power here, of all places, and that you've literally killed all his men... but that the swords you each hold aren't capable of killing him, no matter how you may try.

Nonetheless, he respects you as a worthy opponent, so as you begin to lose consciousness, he decides you've earned the right to hear his name. He is Leschel Karos, the new leader of the Bachmane Empire's "Sorcery Squad Vifo" -- a crack team of sorcerers who have apparently been expertly trained in assassination, kidnapping, etc. And while he has no men left to carry out his mission right now, he promises you'll meet him again, and he looks forward to that meeting.

You wake up at the inn in Seltore (actually, it doesn't specify where you are, so you might still be out on the field, though it makes more sense if you're at an inn), with the girl from before looking over you. She brought you here and tended to your wounds, and is very persistent in telling you to open your eyes, and to please not be dead. You finally tell her to shut up (being the smooth-talker you are!) and stop bothering you when you're clearly enjoying a comfortable nap -- and also, not to pronounce you dead you before your time, because a little fight like that wasn't about to be the end for a headstrong young man like yourself!

She's overjoyed that you're OK, but starts to cry when you get all dismissive, and you finally react with the expected "I didn't mean it!"s and such. You ask her her name, and while she's VERY hesitant to tell you at first, she finally does say it: she's Mirim Lucean. You repeat the name to yourself, as if tasting it (that's literally what the flavor text in-game says!), and reintroduce yourself to her as well.

She then says that whatever journey you're on, she's going to join you from here on out -- but she doesn't OFFER to join you, she TELLS you she'll join you. It seems you've finally met someone as headstrong as yourself!

You try to turn her down, but she's having none of that. Eventually, she says that if you're not willing to go on an adventure with a pretty young girl like her, then... well... (draws sword and points it at you) maybe your recovery isn't going quite as well as she thought! (OK, she doesn't say that last part, but she totally does draw her sword and point it at you as a threat, so she might as well have!)

You realize she means business, and tell her, fine, she can stay the night at your place for tonight, then you two can discuss things in the morning. You warn her, though, that your place is a little nonstandard, so she shouldn't be surprised when she sees where you live!

The scene then automatically shifts to you returning home to Zanoba Fortress, and... well, Mirim's not the only one surprised by what's there! Every single NPC is lying dead on the ground, in a pool of his/her own blood -- by all appearances, there's nobody left standing, and no indication who or what did this to them. It's a complete massacre!

After regaining some degree of composure, you inspect the bodies and find that one is still barely breathing: your good friend Perles. You ask her what happened, and she says that a group of powerful sorcerers came into town and virtually wiped out everyone in a single instant -- Perles didn't even have time to get off a single spell in retaliation, and despite all her training and skill, she could do nothing to protect anyone. She's on the verge of death, but before she succumbs, she gives you an heirloom she's held on to since she was a kid (it seems to be implied here that she's a refugee from the fallen Saris Kingdom): a dagger, which she tells you to take with you so the oath she swore upon it can be fulfilled. She then breathes her last.

This item is not equippable, but instead shows up in your inventory as ペルレスのたんけん -- Perles' Dagger. And... I don't actually know what it does, if anything, because I totally missed the fact that Perles was still alive when I played through the game initially, so I never got this item during my playthrough. The only reason I even know it exists is because I replayed the beginning of the game so I could check a couple story elements for this walkthrough, and found Perles' body then. Whoops! If anybody happens to know what this item does, please let me know, as I'm very curious. If it's just a story item, it might actually be better to avoid talking to Perles here, since you need all the item slots you can get later on, and having one permanently taken up by a precious family heirloom that does nothing is... well, sadly, kind of a handicap!

Anyway, there are two other people left alive in the town: your father and grandfather. Let's speak with the grandfather, Colino, first -- go up the stairs to the house at the top of the hill, and you'll find that not only is he alive, he's also completely unharmed. Apparently, he heard the commotion outside, peeked out his door to see people dying horribly, and hid himself away until the sorcerers were long gone. He tells you how ashamed he is to have done this, but he's just an old man, so he couldn't possibly have helped even one single person if he'd gone out to fight, and would've just wound up dying in vain.

He describes the attackers, and it becomes very clear that it was Sorcery Squad Vifo -- Leschel Karos must've gotten reinforcements and come looking for you, as Colino heard one of them remark, "He's not here, either" when searching the house. You swear your vengeance upon Leschel Karos for killing your friends and family, and dedicate your life to tracking him down and killing him. This is to be your new quest.

...Colino then notices your sword, and asks if that's Wind Sword Sartarus. Although as a player, you know it is (since that's the name it had when you equipped it), as a character, this is the first time you've heard that name spoken (or second, if you talked to your father first, but shhh!). Colino had no idea that's what you were being sent to find, but now that he knows that, he seems to suddenly have put the pieces together on something... though you don't know what.

Colino tells you that he plans to stay in Zanoba Fortress and tend it, as he's always done, even if he's the only one left -- because it's much too sad to just abandon it altogether. He urges you to come see him again periodically during the course of your quest, as he's bound to get lonely... and he also says that he used to be a bit of an adventurer himself, so he might be able to help you out if you're ever stuck and not sure where to go next, or if you ever find an item and want to know more about it. If you do return to Colino's house over the course of the game (and you'll have to, at one point), you'll be given a set of two options when you speak with him: "Show him an item" or "See how he's doing." The first option will pop up a list of all your inventory items and equipment, and allow you to select one to show to Colino, who will then give you some basic information about it. The second option is basically just to chat with him, and always produces the same dialogue about how he's hanging in there, and how you have to go continue your adventure, which makes him sad because he's lonely. Poor Colino...

When you're ready, head over to your house on the bottom level of the fortress, and prepare for a long cutscene. Your father, Garan, is still alive, but like Perles, he's basically knocking at death's door and won't last much longer. In his dying breath, he reveals to you that you're not actually his natural-born son. 17 years ago, on a stormy night, the spirit of a sword named Sartarus came to him with a newborn baby (and the sword itself), all glowing blue. The spirit identified you as a child with a very important destiny -- a chosen one who will one day fill the world with light. The spirit specifically sought out Garan here, and told him to raise you as his own. In the meantime, the spirit would take the sword into the caves beneath the church in Seltore, where the power of the wind god Femryu was strongest, and fall into a deep sleep to recover from its struggles. In exactly 17 years, the spirit could be awakened within the sword, but only by this child. The child was to be sent to retrieve the sword from Seltore at that time. That's why Garan sent you on this quest: to honor the promise he made to the spirit of Sartarus on the day you came into his life.

With that revealed, Garan passes away, and you either declare your vengeance upon Leschel Karos for the first time... or re-declare it with renewed vigor, if you went to see Colino first.

The quest proper can now begin!

By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 06:59

*** WALKTHROUGH PART THREE: WANDERING THE WORLD WITH MIRIM ***

You're pretty much free to explore the world of Rune Worth at your leisure at this point, with Mirim still in tow, but your next story goal is very close, so you might as well just head there now. It's the capital city of Saia Kingdom, called... erm... Saia! Exit Zanoba Fortress through its southeast exit (its only exit!), then exit Seltore through its northwest exit to get there.

Saia is one of the biggest cities in the game, for obvious reasons, and has the most to offer as far as places to visit go. Not only is there the usual inn, church, shop, and bar, but there's also a second bar (though it seems to have the same info in it), a battle arena, and the castle itself (which you can enter during the day as a monster-free mini-dungeon of sorts, though don't do that just yet!).

As you enter Saia, after the usual text dump, Mirim will also begin complaining that you should leeeeeeave... she haaaaates this city, it's shaaaaady, let's get ooooout of here! You marvel that anyone could think of Saia as "shady," with it being so big, sprawling, and full of life and beautiful architecture. You tell her that you plan on staying the night in Saia, and that's that -- and if she objects, she's free to go off adventuring by herself, as you didn't really ask to take her with you in the first place. She tells you you're mean and that she hates you (seriously), but sticks with you anyway because... well, because she's gotten attached to you, I guess!

(As a random aside, you might notice that Saia has the same BGM as Seltore. At first, when I noticed that the majority of the game's towns use only two different town themes, I thought that was kind of lazy for a game that focuses so much on little details, but I learned later while looking through the official track names on the game's soundtrack that there IS a reason for this: the town theme you've heard thus far is played in all towns that are part of the Saia Kingdom, whereas the other town theme you'll be hearing a lot is played in all towns that are part of the Dukedom of Weidenitz. Later, you'll also hear a third town theme that plays in both Contrabal and Rifania, which is the Bachmane Empire's theme, and then a fourth that plays only in Ramaskael, since Ramaskael is part of an independent federation of small island nations. Kind of a cool detail to take note of!)

There may be multiple ways to advance the story at this point, but the one I took was to drink at the bar, and it was easily one of the most amusing scenes in the game, so I'd highly recommend you take that approach as well! But first, let's go over some of what Saia has to offer.

NPCs in town talk a lot about Saia's princess being a tomboy and a really violent drunk, as well as the princess' aide, Al Laiyard, being a total hunk who wields a mystical fire blade. There are also a few NPCs who mention that the ruffians who fight at the battle arena have absolutely no concern for their own lives and are dangerous fellows, and that there have been a lot of creepy Bachmane missionaries in town recently trying to convert the locals to the Bachmane Empire's cult-like religion under cover of darkness. Here in Saia, the NPCs who mention these missionaries are all like, "When he got near me, I punched him square in the nose, and he hasn't bothered me since." But elsewhere, in other towns, you'll encounter other NPCs who've been approached by creepy missionaries and seem to have actually been intrigued by what they had to say... and you'll even encounter full-on converts, who speak the prayer of Bachmane's god or praise the might of Queen Olmam. It's very subtle, and a nice detail that really helps drive home the creepy, insidious nature of the Bachmane Empire.

The NPCs in Saia will change their dialogue more often than in any other town in the game, too, as the story progresses, though most of the new stuff they talk about over time is just... a growing concern about a Bachmane invasion. Or rumors about the princess.

This is the first town I've talked about so far where you have access to a battle arena, but there are a fair number of towns in the game that have these, so they're worth mentioning again as well. Battle arenas appear as giant black entrances in what look like big temples, and can only be entered during the day -- and only if you haven't fought in the battle arena in that particular town for a few days' time (if you try to enter the arena during the day too soon after fighting in it previously, it just won't let you in). Fighting in the arena is free, but you're restricted: you can't take any weapons in with you (it's bare-knuckle only!), and you can't open the menu to use healing items. You basically just fight big, burly dudes until your HP is gone, and then receive 100 Cz for every dude you defeated. This, along with selling useless items you received from treasure chests (many of which exist entirely TO be sold, like ダイヤモンド Diamonds, オリハルコン Orichalcum, and るり Lapis Lazuli), is a great way to ensure you absolutely never run out of money -- and most likely, you never will, even without ever fighting in the battle arena. Still, it's a fun diversion, and I'd recommend trying to top your best record for number of burly dudes defeated -- it's surprisingly difficult, with the best strategy being to sneak up on guys from the side or the back, hit them ONCE then immediately run away, then repeat until they're defeated. You can rush in kamikaze-style if you want, but even when your HP bar stretches across the screen, the most dudes you'll be able to take down that way is maybe 3, since their punches do a LOT of damage.

Fortunately, you're fully healed before the fight, and healed again on your way out of the battle arena, so there's no worries about dying or anything.

When you're ready to continue the story, head into one of the city's two bars at nighttime, and pay the 12 Cz cover charge. Pick any table (I usually just pick table 1), and Mirim will start to complain more and more about how much she doesn't want to be here, and how mean you were to force her to come. You'll say something like, "Well, aren't you just a little princess!", and she'll get really embarrassed and tell you never to call her that (GEE, I WONDER WHAT THIS IS FORESHADOWING). She'll then down her beer, and yours as well, and call for the bartender to bring another round... which she'll proceed to drink all of, before you even have a chance to grab one. It's pretty clear she's piss-drunk at this point, and she starts complaining even more loudly when you suggest maybe she's had enough, eventually throwing empty beer bottles at you. The bar owner comes to tell her she's disturbing the other customers and damaging bar property... and she decks him across the face, in what is probably one of the funniest art stills in the game. The local constabulary is called, and she starts throwing beer bottles at them too until eventually, both you and she are arrested and thrown in jail.

When she eventually wakes up, she asks how she got here, and when you tell her she flipped out at the bar, she says that's not possible -- somehow, you must be to blame. She's absolutely convinced of this, and gets extremely indignant.

Then, she gets a visitor. It's a man named Al, who says that he heard a young girl started a bar fight and knew it had to be Mirim, since this is very much her usual M.O. Mirim apparently ran away from home recently, and Al is very relieved to have found her... as is her father, who steps into the room from behind Al.

Her father, the king of Saia.

The two introduce themselves and reintroduce Princess Mirim to you. Al, who turns out to be the princess' aide Al Laiyard, thanks you for looking after her, and both Al and the king apologize to you profusely for the trouble they're certain she caused, which causes Mirim to get even more indignant.

(Incidentally, this is the most you're ever going to hear Al say. He's virtually omnipresent throughout the majority of the game, but barely ever says or does ANYTHING. And when he does open his mouth, it's usually to say something sexist about Princess Mirim. In my expert opinion, Al is stupid and useless, and I really enjoy making fun of him!)

You and Mirim are, of course, set free from prison, and the king takes note of your sword, asking if you'll please let him see it for a moment. When you tell him it's the Wind Sword Sartarus, with which you've sworn to get vengeance for the death of your friends and family, the king immediately recognizes the name as one of the holy swords of Saris Kingdom. Saris was a dear ally to Saia before Bachmane destroyed it, and most of its holy relics -- like Sartarus -- are believed to have been lost during the raid, so the king is really surprised to see it suddenly turn up here, under these unusual circumstances.

You suddenly get really defensive of Sartarus and tell the king, "Well, if it's that valuable, then no, you can't see it! It's mine!" Al takes a "why, I never!" stance to this (stupid Al!), but the king just laughs it off, telling you pretty much that he likes the cut of your jib.

He then has a really good idea: he says that one of the kingdom's treasures, "Elise's Necklace," handed down from Saris (making it one of those rare Saris relics he just spoke of), has been stolen -- and that's a big problem, as it's an essential tool for Mirim's rite of succession to the throne (which Mirim doesn't want to do, but kind of has to, since she's his only progeny). He asks if you'd be willing to take on a quest to get it back, and you're given the choice to accept or decline. Obviously, I chose accept, because I've played RPGs before -- not sure if it's possible to decline it permanently, so I really have no idea what happens if you say no here! But uncharacteristically, if you choose accept, you say that you'd be happy to help keep an eye out for it... as long as you could do so as a secondary objective on your quest for vengeance. The king agrees, and you have a new story quest to fulfill! (And he also says he'll have the guards unlock one of the treasure rooms for you, so you can take the treasures located within to help you prepare for this quest.)

Before the meeting is broken up, though, you ask the king how in the world such a precious artifact as Elise's Necklace could be stolen -- isn't it kept under lock and key, like crown jewels typically are? The king then tells you that the answer to that is a little embarrassing: Mirim herself took the necklace out of the treasure chamber where it was kept so she could wear it, flaunting it publicly because she thought it was so pretty and shiny. And during one of her many escapades, it was stolen from her person. Oh, Mirim, you wacky little tomboy, you!

Before leaving the castle, be sure to grab the four treasures from the treasure room on the east side of the castle (the one on the west side remains locked for the time being). You'll get some new armor and three level-up items, including a Naiyal Tablet that teaches you the "Karhanimth" spell when used -- the spell that opens magically locked treasure chests. When you're able, I recommend buying several Karhanimth's Keys from the item shop too (I don't recall if Saia's item shop specifically sells these, but you should now have access to an item shop SOMEWHERE that does), then returning to the caves beneath Seltore's church to open that locked treasure chest, leveling you up a little further still. The way locked treasure chests work is, if it's physically locked and you have a Karhanimth's Key in your inventory, you'll automatically use it and get the treasure; if it's magically locked, you'll just get a popup telling you that you can't open it. So if you have at least one Karhanimth's Key in your inventory, but encounter a treasure chest you can't open, THAT'S when you cast the Karhanimth spell and try again.

By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 06:59

*** WALKTHROUGH PART FOUR: ELISE'S NECKLACE ***

So your next goal is to find Elise's Necklace, but you're really given no direction as to where it might be. Me, I took the northwest exit from Saia to Weltoria, the pirate town, and spoke to the townsfolk, but all they say is that the town is dangerous at night -- though one NPC also warns you that the item shop owner runs with a bad crowd, and should be avoided at all costs. Obviously, this means you should enter the item shop, whereupon you'll be met with a long dialogue scene in which the item shop owner absolutely BEGS you to sell him your Wind Sword Sartarus. Naturally, you tell him no, but he persists, asking to just see it, and to touch it. You'll naturally tell him no on those counts as well, and he'll appear to give up...

...but then when you go to leave town, you'll be ambushed by pirates led by a man named Manoi Pone, who had received a tip from the item shop owner that you own a rather valuable sword worth stealing. Fight off the pirates, and Manoi will beg you to spare his life. You'll actually be given the option to either spare him or kill him, and sadly, I don't remember what order these options are displayed in -- you should definitely spare him, though, as he becomes very important later on (I'd be surprised if the game even let you kill him, though it sure did seem like that was a viable option!).

Once you spare Manoi's life, he tells you he respects your strength, and he owes you one -- and to come back and see him again sometime if you ever need anything.

You can also return to the item shop at this point to strike the fear of God into the item shop owner for having defied you -- though it has no effect on the story, as far as I can tell. It's really just kind of amusing!

Return to Saia, then head out the southwest exit to Tenerbe, the trading outpost. I don't know if you actually have to do this, but Tenerbe is a great place to get pertinent story info from NPCs -- the NPCs there are particularly well-informed, and always seem to have the most valuable intel. Several NPCs speak of Duke Susanova of Garciano, who's apparently quite a fop and is known to be something of a gourmand, sneaking out of his palace at night in order to sample the area's food and drink -- take note of this, as it will be important later. You'll also hear talk of Queen Olmam of Bachmane, who's apparently quite young and beautiful, and is always seen with a gaggle of gorgeous men at her side as aides.

If you try to exit Tenerbe through either of its south exits, you'll be stopped by a guard -- that's the border with the Bachmane Empire, and no unauthorized travelers are permitted to pass through those gates. One of the NPCs will tell you that there exists some sort of paper you can obtain that will grant you free passage into and out of Bachmane, but isn't sure where to find it.

One NPC also says that there's "another side" to Tenerbe at night, and those who see it are never heard from again. This is your only clue (as far as I can tell) to the existence of an optional dungeon in this town -- at night, walk along the left side of the fountain, into the trees, and you'll fall through a hole, popping up in a bizarro Silent Hill-esque representation of the town with ruined buildings, dead earth, and monsters everywhere. (If you've seen Stranger Things, it's kind of like the upside-down of Tenerbe.) Be sure you have a LOT of healing items before doing this, though! There's a ton of good treasure in the buildings here (for some reason, the buildings here count as treasure chests), and there are no treasures that require teleportation, so be sure to thoroughly explore the town (and use Sepethmyda or a Suiren's Bell to check for any unopened treasures) BEFORE entering its church -- the church triggers the boss battle.

Or rather, entering the church takes you to the boss arena. You have to actually TALK to this boss before the battle itself begins.

This is a pretty tough boss, and if you try to get a feel for its patterns, you're probably just going to die really quickly -- better to kamikaze him and just stand in close, hold the attack button, and use a Zan Riksche +4 whenever you reach "dying" status. You'll go through 4 or 5 Zan Riksche +4s (maybe even more) before the boss is beaten, but you can replenish those at the shop later -- and you have to beat this boss in order to leave the dungeon, so just make sure you're well-stocked before the battle and you should be fine.

When you beat the boss, you learn that it was banished here long ago, and has just been unbearably lonely all this time -- and its loneliness is what created the ruined, empty, dead version of the town. Sad!

With that behind you, take the northeast exit from Tenerbe back to Seltore (the church town), and before you leave Seltore, be sure to pray at the church -- Garciano is apparently a city of heathens, as it HAS no church, so this will potentially be your last chance to maintain your spiritual connection for a while.

After you're all prayed up, exit southeast to Garciano, the city of excess. Once nighttime rolls around, be sure to seek out the bar here, and have a seat at any table -- an obnoxious man named Ronton (who's obviously piss drunk) will basically put his arm around you and offer to buy you a drink. You bluntly tell him sure, but how about more than one? And more or less tell him he reeks of booze and is obnoxious. And he loves you for it -- apparently, this guy is a bit of a masochist, who enjoys verbal abuse from others!

As the evening rolls on, you and Ronton both get exceptionally drunk together and really form a bond with one another... and then Ronton literally vomits all over you. He sobers up a bit at this and apologizes profusely for his actions, giving you a jewel-encrusted dagger as a token of his remorse. He then leaves.

The next morning, talk to the NPCs in town and you'll learn that the lake town of Eliselem to the south is named for a girl, Elise, who supposedly threw herself into the lake long ago. You'll also learn that some people claim to have seen fairies in Eliselem. Both of these pieces of info are important (as you might expect, given that you're on the hunt for "Elise's Necklace"!), so keep them in the back of your mind.

You'll also learn that Duke Susanova of Weidenitz, who resides in the palace here in Garciano, apparently has a fake mustache -- a kid in town saw him trip and fall once, and said he swears his mustache came off and fell to the ground when it happened. Not important info, but a cute little detail nonetheless!

When you're done and have saved your game, enter the duke's palace in the center of town... and you will immediately be stopped and arrested by the guard at the door. He noticed the jewel-encrusted dagger on your hip, and recognized it as the one stolen from Duke Susanova the night before. Oops!

Fortunately, before your sentencing, you're brought before the duke himself... who turns out to be Ronton, the guy who threw up all over you at the bar. As NPCs in Tenerbe mentioned, Duke Susanova sneaks out of his palace every night to eat and drink at the local bar, and it just so happens he uses the name Ronton when he does so. And though he doesn't recall giving you his dagger, he DOES recognize you as his drinking companion, and he's forced to believe your story on account of the fact that he doesn't want his aides knowing he's Ronton.

He takes the jewel-encrusted dagger back, but feels bad doing so, all things considered. So as an alternate token of his remorse, he gives you... Elise's Necklace! Fortunately for you, Duke Susanova has expensive tastes, and he purchased the necklace from what he believed to be a traveling salesman just a few nights prior, not realizing it was stolen property.

With the necklace in hand, you can now return to Saia... but before that, you might as well head south into the lake town of Eliselem for a moment, since you're already so close.

Eliselem is a pretty sparse town -- there's basically just an inn, and nothing else to speak of. But if you head out to the edge of the dock during the day, you'll slip and fall into the lake... and when you come to, you'll find yourself on a seemingly endless field of crystal. This is the Fairy Village dungeon, and like the bizarro Tenerbe dungeon, all of its treasures are inside tiny huts rather than treasure chests. You'll get some good level-up items here, so be sure to explore it thoroughly -- though note that there are two treasure chests you will NOT be able to get yet, as both require the use of teleportation to obtain, so you're effectively done when the Sepethmyda spell tells you there are 2 unopened treasure chests left.

Once you've looted the Fairy Village, enter the large double-doored building in its center (the one with the spikes on its roof) to fight the boss and subsequently exit back to Eliselem. This boss is considerably easier than the one in bizarro Tenerbe -- you can only hurt it when it's charging up to fire, but there's enough time each time it does so to get in 3-4 solid hits, then clear out of the path of its fireballs. You'll eventually need to walk back to the north side of the room in order to lure it back in that direction so you have room to fight, but you should be able to win this fight with only 1 or 2 healing items.

Now, to actually advance the story, head north to Garciano, north again to Seltore, then northwest to Saia -- or just use a Hawkin Shell and warp back to Saia. Enter the castle during the day, and speak with the king to return Elise's Necklace.

At this point, Mirim will want to join you once again, but will be told that she must prepare for her rite of succession now that the necklace is back where it belongs, so you'll have to remain on your own for a bit. You're asked if you'll come back in a few days to witness the rite of succession, and I don't actually know if your answer here matters at all, but I answered yes, because she clearly REALLY wanted me to be there!

You'll be thanked for your troubles, and left on your own again for a bit. Back to the search for Leschel Karos...

By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 07:00

*** WALKTHROUGH PART FIVE: INFILTRATING BACHMANE ***

I'm not 100% sure what the exact trigger is for the next story scene, but I know what all I did, so I'm just going to chronicle my next few steps!

Proceed out the northeast exit of Saia to the one accessible town you haven't yet visited at all (assuming you've been following this walkthrough thus far): the port town of Miranta. Here, you'll learn from NPCs that there haven't been any boats setting sail from here for a while now, and probably won't for a good six months yet on account of rough waters -- rough waters caused by someone angering the god of the sea. The god of the sea evidently used to have a harp that he loved, and the people of Miranta would often hear its melodies drifting up from the waters. But some time ago, a nobleman who happened to be passing by saw the harp floating just under the water, and plucked it right out, sailing away with it -- and without his harp, the god of the sea is PISSED.

This is a shame, as virtually every NPC in the whole damned game won't shut up about how beautiful the island town of Ramaskael is -- it's like paradise on earth! But with these rough waters, it's completely inaccessible, and Miranta as a whole is in big trouble since seafaring is pretty much their way of life.

Noting all of this info, you might as well head out the southeast exit to Mt. Weidelm, the mountain dungeon. You'll be returning here later as part of the story, but for now, this is just a treasure run -- all but 2 of the dungeon's treasures are easily accessible, and there are a few level-up items included among them, so it's worth grabbing them now while you're here. The remaining 2, as with most of the other dungeons so far, require teleportation to access.

In the back of Mt. Weidelm, you'll find a big stone door, with a sleeping dragon behind it. When you attempt to wake the dragon, he asks who DARES disturb his slumber. You try to act tough, but the dragon basically just tells you to go away. Right now, that's the best you're going to get -- he won't actually talk to you for a good long while.

Leave Mt. Weidelm, and back in Miranta, talk to the NPCs again. One of the NPCs will recall you telling her you come from the south, and will ask if you've heard the rumor yet -- that Princess Mirim was kidnapped. THIS IS NEWS TO YOU. You quickly excuse yourself from the conversation, since the princess being kidnapped is... kind of serious!

Return through the southwest exit back to Saia, the capital city, and the NPCs in town will confirm that yes, Mirim was kidnapped -- by Vifo, Bachmane's sorcery squad. The squad led by your archnemesis, Leschel Karos.

Talk to the king in his castle during the day, and he'll task you with finding and rescuing her (you can accept or decline this, I believe, but you're obviously going to want to accept) -- though the only assistance he can provide is to give you Elise's Necklace, which he believes may help you find her... and also, to send her royal aide, Al Laiyard, to accompany you.

As mentioned previously, Al is useless and stupid. But no matter! He's with you, so you get to see his portrait whenever you open the menu now. Yay?

I'm not sure how much investigating you need to do in order to progress the plot, but in my game, I questioned NPCs specifically in Tenerbe (the trading outpost), Garciano (the city of excess), and Eliselem (the lake town), and got all the information I needed by doing so. It may be necessary to speak with these NPCs to trigger some flags, so I'd recommend you do so as well, even if you can't read their text.

Through your investigation, you learn that it's not just Mirim who's been kidnapped -- beautiful young girls all across the land are being kidnapped, with another notable one being an old man's granddaughter in Eliselem. You ask him for details, and he tells you that witnesses saw the Vifo sorcery squad carry her away over the lake, literally walking on the water toward the easternmost town in Bachmane: Rifania.

Other accounts point toward Rifania as well, and Rifania is a pretty notable location, being the former seat of Saris Castle and its castle-town before the castle was sacked and the town burned to the ground during Bachmane's invasion around 17 or so years ago. Since then, there have been rumors of cult-like rituals being performed in the booby-trapped ruins of Saris Castle. No doubt, that's where Mirim and the other kidnap victims have been taken!

The question is, how will you get there? No one is allowed past the gates in Tenerbe without valid paperwork, so you'll need to get creative.

(Incidentally, you'll also start to hear some rumors from NPCs at this point about a noble getting mugged by bandits -- possibly pirates -- who stole a harp from him and took it to the northwest. Take note of this for later.)

Anyway, there are actually two different ways you can get into Bachmane:

  • Walk to the edge of the dock in the lake town of Eliselem at night, where you'll encounter the spirit of Elise -- a girl who threw herself into the lake over unrequited love, and more or less became the guardian of the lake in the process. Since you possess her necklace, she offers to walk you over the water into Rifania... though she can only do it once, and the necklace will shatter in the process. You can accept or decline this offer.
  • Alternately, if you return aaaaaaaall the way to the northwest pirate town of Weltoria and speak with your old pirate friend Manoi by the docks at night, you can call in that favor he owes you, and have him take you by boat to the Bachmane imperial city of Contrabal. He really, REALLY doesn't want to do this, because the risks are enormous -- but as main characters go, you're kind of delightfully dickish (in case you hadn't noticed as such by now!), so you easily manage to guilt him into it. Wink

If you take Elise up on her offer, you're actually going to want to head through Rifania's south exit into Contrabal first and foremost -- and if you take Manoi up on his offer, you'll be there already, so... great!

One thing I'm going to note here, since I'm not sure where else to note it: you're not able to warp to or from either town in Bachmane (Contrabal and Rifania) with either a Hawkin Shell OR the Fe Pectom spell, for the entirety of the game. If you try, you'll be told there's a magical barrier over all of Bachmane preventing it. So from here on out, whenever you want to enter Bachmane, you'll have to warp to Tenerbe and walk into either Contrabal or Rifania on foot.

Contrabal is the most interesting town in the game IMHO, as it just feels very... oppressive. And it's HUGE. And the NPCs are all brainwashed cultists who praise the name of Queen Olmam, or try to sell you on the theology she essentially created here. It's really creepy!

There's one NPC in particular, however, whom you need to talk to during the day. He's somewhere in the southern part of the city, and he'll identify you as an outsider... because he, too, is an outsider who managed to sneak into Bachmane with a fake ID! He tells you that the item shop owner here will sell you one too, if you want.

Enter the item shop, and you'll immediately trigger a cutscene where you ask the item shop owner to make you a fake ID. He tells you to quiet down (and swears to have some words with the NPC who told you about his side business), and to come back at night.

Use a Will Poe's Hourglass, or just enter and leave the inn until nightfall, and then go back into the item shop. The owner will try to sell you a fake ID for an absolutely exorbitant amount of money, but you'll basically laugh in his face. He then tells you you're out of luck -- pay, or you get no ID. You tell him, OK, you'll go outside and ask to borrow the money you need from a town guard. He tells you that this would get him arrested, and you'd be arrested as well, and you're just like, "That's fine. It'd be worth it." Did I mention how delightfully dickish you are in this game?

After a bit more back and forth, the item shop owner decides he doesn't want to take the chance that you might not be bluffing, and reluctantly just GIVES you a fake ID (a "Haiphon Ticket") for free, making you swear you'll never bother him again and you'll never tell another soul about this. After this point, the item shop here will be forever closed to you.

But that doesn't matter, because you are now able to enter and leave Contrabal and Rifania at will! Yaaaay!

Before leaving, one thing worth noting is that you can attempt to enter the building that looks like a church on the north side of town (it has two entrances, both with stairs leading up to them), but if you do so, the attendant will tell you that it's Bachmane's holy temple, and no mere peasants are allowed inside. You'll then be kicked out. How rude! You'll have to remember this for later.

Anyway, now that you're able to enter and leave these towns at will... well, I'd suggest taking the northwest exit from Contrabal back to Tenerbe so you can pray at the church (since neither Contrabal nor Rifania have churches), then taking the southeast exit from Tenerbe to Rifania, since Rifania is where you need to be.

Rifania is a mostly ruined town, with lots of totally destroyed buildings and townsfolk who all resent Bachmane and claim that they will never recognize this town as Rifania -- it will always be Saris to them. A couple townsfolk also speak of pretty young women in town going missing, and one or two mention strange, ritualistic goings-on in the ruins of Saris Castle at night.

Meanwhile, all the guards in town sing the praises of Queen Olmam and the mighty Bachmane kingdom. It is, again, pretty creepy stuff, and very effective at setting a mood (which the music that plays here and in Contrabal also helps set).

Anyway, your goal is the castle on the north side of town, which is eerily devoid of monsters (but does have traps for the first time in the game, with spikes rhythmically rising from and retracting back into the floor at certain spots -- be sure you don't get caught on them, as they'll eat away your health!). If you enter the castle during the day, you'll find it's COMPLETELY empty, whereas if you enter it at night, you'll find a group of cultists near the altar. DO NOT APPROACH THESE CULTISTS YET -- doing so will trigger a cutscene and a boss battle, after which point you'll be locked out of the Saris Castle ruins forever, cutting you off from any treasure you might have missed. Take the time to thoroughly explore the castle, and use a Suiren's Bell or cast Sepethmyda when you're done to ensure you haven't missed any treasure BEFORE continuing with the story.

Note that in the southeastern-most room, all the way in the back, you'll find a "mysterious sword" on the ground (I believe the Japanese was なぞのツルギ, though it might have been なぞのつるぎ written entirely in hiragana). It's invisible, but when you step on the right spot, you'll automatically bend down and pick it up, commenting that maybe you can sell it at a weapon shop for a decent sum of money. This is not an equippable weapon, and I've genuinely never been able to figure out what it does -- using it does nothing, and while I did try to speak with some item shop owners about it, nobody would acknowledge that I had it... and then, all of a sudden, I *didn't* have it anymore. Like, it just vanished from my inventory after a time, and I'm not sure when, nor what happened to it -- I definitely never sold it to anyone, because I couldn't! It's all very strange, as it seemed to be an optional secret item of some kind, and if anyone else happens to know what its purpose is, I'd love to hear about it.

Secret items aside, make sure you're well stocked with Zan Riksche +4s (like, buy a full inventory's worth, because you're not going to be able to visit a shop again for quite some time), and then when you're ready, approach the cultists by the altar (remember, they'll only show up at night!), and you'll note that at the head of the pack is your arch-nemesis, Leschel Karos... and on the altar, asleep through some foul magic, is Princess Mirim!

You'll demand that Leschel wake her up, and Leschel will tell you that she can't be woken up due to the strength of the magic used to knock her out, to which you'll respond by calling Leschel a pervert. He'll brush this aside, and basically reveal that he planned on infusing himself with her royal blood to make himself stronger... or something? I forget his exact motivations, but they were pretty typical villain things. After he monologues a bit, you'll basically tell him that he's a dead man, and he'll tell you that no, he's not -- because he's not going to be your opponent. Instead, the rest of Sorcery Squad Vifo will be your opponents!

Thus begins a rather easy boss battle -- you start out totally surrounded, and can try to break away, but you're probably better off just holding the attack button and facing your enemy, then healing with a Zan Riksche +4 when you reach "dying" status. In no time at all, every member of Vifo will be dead, and you can turn your attention to Leschel himself... who can be killed pretty much the same exact way: just approach him and hold the attack button, healing whenever you need to. Between him and his cronies, you'll only go through maybe 4 or 5 Zan Riksche +4s before winning the fight.

This triggers a story scene whereupon you shatter Leschel's mask, revealing his face. You more or less ask if he has any last words, and he laughs, telling you that as long as he has his magical armor, your pathetic Wind Sword Sartarus can't touch him -- only the fabled Void Sword Seilreet can pierce that unpierceable plate, which he feels confident revealing to you because Seilreet is apparently hidden away so thoroughly that you have no hope of ever finding it, so your vengeance can never truly be fulfilled! (Typical villain scheming: give away crucial info as a taunt, under the assumption the hero will never be able to use it. When will villains ever learn?)

After taunting you with this info, Leschel teleports away... in a ball of fire. Which ignites the entire castle and causes it to start crumbling around you. You quickly grab the still-unconscious Mirim and throw her over your shoulder (I guess?) -- note that Al, who is presumably by your side during this encounter, says and does NOTHING WHATSOEVER this entire time (stupid Al!) -- and your goal is to high-tail it out of there to safety!

(Incidentally, where are all the rest of the kidnapped women? When you return to Eliselem later on, the old man's granddaughter seems to have been returned to him safe and sound, so you presumably rescued ALL the kidnap victims... but the only one you ever see is Mirim! Seems kind of odd.)

You'll barely walk two steps before falling through a hole in the ground -- it may be possible to successfully leave the castle, but it seems like no matter what you do, the floor will give way beneath your feet eventually before you're ever able to find a viable exit.

After a quick load, you'll land in a set of underground catacombs, which is easily the largest and most complex dungeon yet, full of traps (floor spikes, as well as metal shutters that open and close) and teleporters (which you should completely ignore, since they never take you anywhere you can't get to through normal exploration, and warping elsewhere will just get you completely turned around). This is the first dungeon I actually broke out paper and drew a map of, as I quickly realized I could never re-enter it once I left.

...And yeah: you only have one shot to get all the treasure in this dungeon, because the second you find the stairs leading out and climb up them, you'll be back in Contrabal, emerging from the battle arena entrance for some reason (?!), and any attempt you make to re-enter (from either Contrabal OR Rifania) will be met with failure (or, rather, with a typical battle arena clerk).

Fortunately, you don't need to use the teleportation spell to find all the treasure in here like you do in most other dungeons -- it's all accessible from the get-go, so just cast Sepethmyda every now and again and try to get that unopened treasure chest count down to 0, then find the stairs and get out.

Once you've recuperated a bit, head back to Saia (northwest exit from Contrabal, then northwest exit from Tenerbe) and enter the castle during the day to return Mirim safely home. The king will thank you, as will Mirim (who woke up at some unspecified point) and Al (stupid, useless Al!). Mirim will then beg to join you on your quest, and you have the option to either tell her she'd be better off remaining in the castle and training to take over the crown, or telling her you'd be happy to have her accompany you. I forget which order these two options are presented in, but I don't think it actually matters if she joins you or not, since she barely ever says another word the whole time -- and worse still, if she joins you, Al joins you too as her bodyguard, and he says even less! The only time the two of them ever speak is when you stop by to visit the king (at which point Al makes fun of Mirim for being such a tomboy, saying they should call her "Prince Mirim" instead of "Princess Mirim," which goes over about as well as you'd expect!), or if you try to enter the church dungeon in Seltore again (at which point Mirim tells you it's wrong to break into a church at night, you tell her you've done it before, she agrees to join you after some cajoling, Al admonishes her for that, and you learn that she wields one of the four elemental swords, Neiphel, just like your Sartarus and Al's... whatever-the-hell-it's-called fire sword).

Whew! Anyway, your next goal is to find the whereabouts of the Void Sword Seilreet, since you'll need that in order to defeat Leschel Karos once and for all.

By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 07:00

*** WALKTHROUGH PART SIX: VOID SWORD SEILREET ***

It took me FOREVER to figure out where I was supposed to go at this point, as nobody seemed to change up their dialogue all that much -- if you go to Garciano, Duke Susanova will mention the sword, but he doesn't really give you any clues as to its whereabouts.

No, believe it or not, the place you have to go next is... Zanoba Fortress! Remember that place? Where the game began? Where all your friends and family were murdered?! Damn, game, sending me back here... that's cold, yo!

You need to consult with Colino in the house at the top of the stairs, who will tell you that there are five elemental swords, with the Void Sword Seilreet considered to be the "leader" among them -- the strongest of the five by far, but also the most elusive. He goes on to say that when he was a young boy, he used to frolic with the Detour (which means dragon, as you may recall) of Mt. Weidelm, and that particular Detour was always very wise, teaching him many things. He believes that if anyone would know the location of Seilreet, it would be the Detour of Weidelm.

So, remember Mt. Weidelm? It's that mountain dungeon in the northeast. To get to it from Zanoba Fortress, you need to take the south exit to Seltore, the northwest exit to Saia, the northeast exit to Miranta, then the southeast exit from there -- or just use a trusty ol' Hawkin Shell and warp right on over!

Proceed all the way to the dragon in the back of the cave, and this time, he'll awaken from his slumber long enough to decide whether or not you're worth his time. You introduce yourself, and basically get kind of cheeky with him, demanding that he hear your request, showing absolutely none of the reverence humans are supposed to show when speaking with an ancient dragon -- once again, being the lovable dick!

He finds this fascinating, and decides that you might just be worth his time after all... but only if you prove you're wise in matters of spirituality. He'll then ask you three questions, each of which is multiple-choice with five possible answers. Only when you've answered all three will he either further the conversation (if you got all three correct) or tell you you still have a lot to learn and fall back asleep (if you got ANY of the three wrong), forcing you to leave the dungeon and come back before you can try talking to him again.

This is where non-Japanese speakers, as well as those who don't own Rune Worth complete-in-box, would ordinarily be kind of screwed, as the answers to these three questions can ONLY be found in the extensive lore sections of the fuzzy velvet-bound book that came with the game. Fortunately, Detour always asks the same three questions in the same order, and the five possible answers to each are always presented in the same order as well, so... well, the long and the short of it is, here's what you're being asked, and what answers you need to give in order to continue the game:

FIRST QUESTION: OK, so this is a pretty heady one to start with, but the One True God of Rune Worth is known as Eatils, and Eatils created all of the gods of Rune Worth from a single beam of light. He declared the direction that beam of light originated from to be the "east," then... well, pretty much spun in a circle and created eight gods, one in each cardinal direction (plus northeast, northwest, southwest, and southeast). Got all that? Good! So, the question is, of these eight gods, which one did Eatils create when facing south?

FIRST ANSWER:
An easy one to look up, since there's actually a chart in the book listing all the gods created by Eatils, including the directions these gods were created in. The correct response is:

  • Chenbath (answer #4)

SECOND QUESTION: There was once a time when the Detours shared their noble blood with humans, and they had a special name for the humans who received this noble blood. What is that name?

SECOND ANSWER:
The hardest one to look up, as the answer is buried in a subsection of the book. You really need to read pretty much all the lore presented to you very carefully in order to get this one right -- or, you know, cheat and just respond with:

  • Dimur (answer #2)

THIRD QUESTION: The land of the gods is virtually overflowing with one supreme, holy chemical element. What is the name of this element?

THIRD ANSWER:
Not as hard an answer to find as the second question's, and a worthy final question lore-wise, since this element is extremely important to the plot, and is the only one of these three answers that's ever directly mentioned in-game -- it's basically the source of energy you draw upon as MP when casting spells, and also the reason for the level-up item that increases your max MP being called "Mi Seil" (not to mention a little sword called "Seilreet"!). Which means the correct response is:

  • Seil (answer #5)

You can see these questions being answered in-game via the following YouTube video link (not my video): https://youtu.be/VExeM0ajelk?t=2m58s

You'll know you answered the three questions correctly if you immediately see an art still depicting the Detour -- otherwise, the Detour will simply fold his wings back up and ignore you, and you'll have to leave the dungeon altogether before you can talk to him and try answering the questions again.

Once he acknowledges you as a worthy conversation partner, he'll inform you that the sword Seilreet was entrusted to a good friend of his -- a human warrior named Shin Han. The Detour tells you that he and Shin Han parted ways a while back because they have such different preferences in climate, to which you begin busting on the Detour for living in an icy mountain cave and ask him to pleeeeease tell you Shin Han doesn't live in an even colder place like a glacier or something, because you do NOT want to have to traverse a glacier to find the sword needed to exact your revenge upon Leschel Karos!

Fortunately, the Detour meant the exact opposite of that: Shin Han prefers warmer, more tropical climates, so while the two remain good friends (and the Detour greatly respects Shin Han's power and wisdom alike), they haven't seen one another in a very long time. He advises you to search warm areas for him, though, as finding Shin Han is the key to finding Seilreet.

You say your thank-yous and goodbyes to the Detour, then proceed upon a new quest: to find this elusive warrior.

Where do you look for a man who prefers warm climates, though? Well, where haven't you been yet? The answer: Ramaskael, the tropical paradise island across the sea from Miranta. Seems like a good spot for someone who enjoys warmth and sun to settle down, no?

The question is, how do you get there? The northern seas are still too rough to traverse, on account of the sea god losing his beloved harp. You received a tip much earlier, when searching for the kidnapped princess, that a noble had basically been robbed of his harp by a group of bandits -- possibly pirates -- who brought it northwest to the pirate town of Weltoria. And despite the fact that you've known about this for a really long time at this point, it never occurred to you to ask Manoi about it until right this minute, because... well, Rune Worth is admittedly kinda bad at managing story flags!

If, like me, you've been going back to Weltoria periodically over the last few hours of gameplay in the HOPES of getting Manoi to acknowledge the damned harp... well, you're in luck, because if you head back to talk to Manoi now, he totally will!

Either use a Hawkin Shell (or cast Fe Pectom, if you know it) to warp to Weltoria, or exit Mt. Weidelm to the south, then take the southwest exit from Miranta and the northwest exit from Saia to get to Weltoria. If it's not nighttime, use a Will Poe's Hourglass (or cast the Fe Niluen spell, if you know it) to make it nighttime, or enter and exit houses until night falls, then talk to Manoi, who's standing in his usual spot by the docks on the south side of town. He'll ask how you've been doing, as it's been a while since you last came to see him, and he'll tell you that if you ever need anything, you should just ask. You take him up on this, asking if he happened to find a harp in any of his recent pirate raids, and he tells you to hold on a sec as he searches his ship's cargo hold. Sure enough, there's a magical harp in there -- it was taken as a spoil during a raid several weeks back, but since there's not a whole lot of need for harps when you're a scallywag, and harps don't exactly fetch a lot of money in this world, Manoi was planning to just toss it at some point. Because of this, he's all too happy to give it to you gratis, and you thank him for it (and also express your gratitude to him for not tossing it in the meantime!).

You can use the harp from your inventory to hear a pleasant little melody, though this doesn't actually do anything.

With harp in hand, proceed back the way you came to Miranta (north exit from Weltoria, then northeast exit from Saia, or use a Hawkin Shell/Fe Pectom -- you know the drill by now!). Don't talk to anyone, as their dialogue won't be any different from before just yet (and if you talk to the guy standing by the docks, he won't talk to you again after the event you're about to trigger unless you sleep at an inn or leave town to reset him) -- instead, just walk across one of the docks up to the oceanside. This will trigger a cutscene in which you apparently THROW THE HARP INTO THE WATER, which actually made me laugh when I first read it. I mean, it does make sense contextually, since you're returning it to the sea god... but I guess my expectation was that you were going to play it, not chuck it overboard! All I could think at the time was, what must the townsfolk think, seeing this weird out-of-towner lug a harp up to the edge of a dock and hurl it into the angry waves of the ocean? They probably all just turned around and walked the other way, thinking, "Man, this dude's crazy" -- or maybe, "Hey! What the hell, man?! That was a nice harp!" ;)

The game actually does sort of acknowledge this, as for an awkward moment, nothing happens, and you begin to doubt your actions. Then, the text describes a giant waterspout that materializes out of nowhere and turns into a massive column of water, linking the heavens with the oceans in an awesome display of power, spray swirling all around... and at its center, the harp can be seen lifting out of the water, toward the sky. Suddenly, its melody can be heard on the breeze, and the column breaks apart, splashing down into the ocean with tremendous force.

Then... all is quiet. Including the sea. The waves have completely calmed, and no doubt the route to Ramaskael is now smooth sailing. You've done it: you've appeased the sea god by returning his precious harp to him.

You can now speak with the man standing at the docks, day or night, to set sail for Ramaskael (though be sure to pray at the church first, since Ramaskael is notably lite on religion!). Your first voyage is free, as thanks for appeasing the sea god, but if you ever decide to go back again, it'll cost you 100 Cz each time. Fortunately, you'll have it on your list of Hawkin Shell/Fe Pectom-accessible towns after visiting it once, so you'll never really NEED to sail there again unless you're already in Miranta and feeling lazy.

By wyrdwad

Paladin (866)

wyrdwad's picture

12-02-2017, 07:01

*** WALKTHROUGH PART SEVEN: SHIN HAN'S WILD RIDE ***

Ramaskael is a cool little town that definitely feels like an island paradise, and is also the only town in the game (aside from Zanoba Fortress, if you even count that) to have its own unique music. It's pretty good music, too, with some nice FM synth equivalents of steel drums.

The people of Ramaskael all speak in very simple sentences written entirely in katakana, which is roughly the equivalent of caveman speech in English -- so they say things like, "You no go into woods at edge of town. Woods cursed. They dangerous. People who go no come back." (Which is actually one of the things the villagers here will warn you about.) There are even a few villagers here who speak complete gibberish that I guess is supposed to be island speech. Except that your boatman friend claims otherwise: he's waiting for you by the docks during the day, and if you talk to him, he'll take you back to Miranta for free, but during the boat ride, you'll mention how you can't understand a word the people of Ramaskael said to you... and the boatman will inform you that the people of Ramaskael speak the same language as everyone else in Rune Worth, so they were probably just trying to mess with you.

I kind of suspect it's the boatman who's trying to mess with you, but I also like the idea of Ramaskael being a town full of trolls playing an elaborate group prank on all the tourists who happen by!

Anyway, surprisingly, though there IS a dungeon out in the forest on the northwest part of town, that's not where you'll find Shin Han. Instead, he's just... living in a house in town! You'll find him in the isolated house on the northwest corner of town, near the forest entrance but notably not within it.

Once you enter his house, you'll begin a VERY LONG story scene, so make sure you're saved and healed, you've prayed at the church in Miranta, etc. BEFORE you enter the house in the northwest corner of town. You can even check out the forest dungeon beforehand if you want, though as it's a completely optional dungeon that remains forever accessible to you, it's up to you when you want to tackle it (or even if you want to tackle it at all, though I would definitely recommend doing so if only for the treasures found within it). The only real advantage to waiting until after you speak with Shin Han is that you'll have a new sword to test out inside the dungeon if you wait (SPOILERS!).

Since it is optional, I'm going to go over the dungeon info now, so as not to disrupt the flow of the story after the whole Shin Han event takes place.

Entering the Ramaskael Woods involves walking into them just so: you need to first walk west into the wooded corner of town, then once you can't walk any farther west, walk north and you'll enter the dungeon. It might take a few tries to find just the right path.

Once inside, the dungeon is fairly modestly sized and easy to navigate compared to most of the other dungeons you've encountered so far. There are also no hidden treasure chests, so you can use the Sepethmyda spell or a Suiren's Bell to check and see how many treasure chests there are, and how many remain unopened, and when you see the line vanish that tells you there are unopened treasure chests, that means you've gotten them all.

The first treasure chest you should get is the one closest to the entrance: after you enter the dungeon, turn left and follow the path, and you'll score a new piece of armor right away, which is of course extremely helpful. There are lots of other good treasures in this dungeon too, though, including several level-ups.

In order to fully navigate the forest, however, you'll need to have some Ranyules on hand and/or lots of MP to spend on the Chenbath spell, as this dungeon has poison swamp sections that not only cause you to move more slowly, but also poison you as soon as you touch them. Poison in this game depletes your HP *very, very quickly*, so as soon as you set foot out of the swamp area, use a Ranyule or cast Chenbath to cure yourself -- and note that if you cast Chenbath, you'll continue to take poison damage as you're chanting the spell, so it's probably better to just buy a lot of Ranyules prior to exploring this dungeon (since those take effect instantaneously).

Another reason to make sure you have lots of Ranyules on hand is that some of the enemies here are capable of inflicting the "dementia" status ailment on you... which is basically this game's equivalent of "mute," preventing you from casting magic at all. And as far as I can tell, no items cure this status effect, so your only hope if you're struck by it is to go back to town and either visit a church or sleep at an inn.

There IS a boss in the forest, but... as far as I can tell, you don't get anything for beating it. It's almost like a trap boss: once you enter the boss' room, you can't leave until you've defeated it, but that's literally your ONLY reward. And if it's meant to be a trap, it's not a very good one, as the forest boss is without a doubt the single easiest boss in the entire game -- you're very likely to take no damage whatsoever during the fight, even on your first try. I went back to fight it again a few times, thinking MAYBE there'd be some change, but... nope! It's always there, every time you enter the boss room, but defeating it never seems to accomplish anything. Weird!

Anyway, with the Ramaskael Woods fully explored, it's back to the village, and specifically to Shin Han's house. Enter when ready...

Shin Han will immediately know who you are, and tell you he's been expecting you -- it seems the Detour sent him a message to let him know you were coming. You get right down to business, asking him to please let you have the Void Sword Seilreet... but Shin Han reports that he doesn't have it anymore. He does know where it is, though, and you beg him to give you that information.

He says you should know that you aren't the only one seeking the Void Sword -- there is another, and he's listening in on this conversation right now from outside the window. Shin Han tells the eavesdropper to come in, and through the door emerges none other than your archenemy Leschel Karos himself!

You immediately take up an offensive stance, but Shin Han tells you to stay your blade, as both you and Leschel are his guests, and he must insist that all guests be welcomed within his house. Leschel seems a bit less friendly, immediately making a move to kill Shin Han so he can't tell you the location of Seilreet -- but Shin Han effortlessly freezes him in his tracks.

It's not just Leschel Karos who's been frozen, however, but you as well. You're both completely paralyzed, and Shin Han says that it's not up to him who may claim Seilreet, but up to the gods, for they are the ones who currently possess it. He says he will send both you and Leschel Karos to the land of the gods to speak with them directly and plead your cases, and before you can object, you fall unconscious.

You reawaken to find yourself in the presence of Eatils, Garlasoon, and Will Poe -- basically, God, the devil, and the time lord. (That certainly escalated quickly!) Your visit was... seemingly unannounced? As they're all a bit surprised (and perhaps a little annoyed) to have a human being suddenly pop into their divine living room (or whatever the heck this place happens to be). There's also no sign of Leschel Karos or Shin Han, and it's never really specified where either of them went (you will encounter Leschel Karos later on, but that's the last you'll see of Shin Han for the entire game; if you try to visit his house again later, it'll just say that he's not home).

Although initially a bit daunted to be in the presence of not one, but three divine figures, you still manage to plead your case, stating that your entire life's mission now centers around obtaining the Void Sword Seilreet and taking your vengeance upon Leschel Karos with it. The gods tell you that Seilreet is a powerful sword that reflects the heart of its wielder, and only those with the right temperament can call it their own. They agree to give it to you, but only if you can overcome three ordeals.

The first ordeal is presented to you by Garlasoon (the devil), and is designed to test your physical strength and determination. It's basically just a straightforward boss battle, and it's... really, really easy. You'll take damage, but even without the upgraded armor from the Ramaskael Woods, you'll take SO LITTLE damage that you probably won't even need to use a single healing item the entire time.

The second ordeal is presented to you by Eatils (God), and is designed to test your compassion and selflessness. It's another boss battle, but your opponent is... Princess Mirim! She'll come at you with her water sword and try to hack you to pieces, and if you land even a single hit on her, Eatils will fail you and tell you to try again. The only way to pass this ordeal is to just... let Mirim kill you. Don't fight back, and don't heal. Eatils will revive you after the fight, and tell you that you showed a noble spirit of sacrifice, willing to die rather than to hurt someone you love. (How you managed to fall in love with Mirim this quickly, I'll never know, but you don't argue with Eatils on this point, so I guess it must be true!)

The third ordeal is presented to you by Will Poe (the time lord), and is... five more multiple-choice quiz questions about game lore, a la the three you were asked earlier by the Detour of Weidelm. These are much harder questions that require digging even deeper into the velvet-bound book included with the game (and one even requires looking something up on the map that came with it), so once again, if you can't read Japanese or didn't pick up this game complete-in-box, you're theoretically screwed... except that I've got the answers for you right here!

FIRST QUESTION: What was the tool used by Eatils to create the heavens and the earth?

FIRST ANSWER:
This is part of the game's creation myth, where the book describes Eatils taking a giant piece of holy cloth and draping it over the land, folding it and tucking it in in spots to create the shapes of the mountains and the rivers and such. This makes the correct response:

  • Holy Cloth of Andius (answer #4)

SECOND QUESTION: What are the highest-level masters of god-magic called?

SECOND ANSWER:
This one's kind of a trick question that actually fooled me the first time around. Basically, there are many different types of magic in the game's mythos, with god-magic being just one of them... and there are two different names for masters of god-magic: Rune Patam and Rune Calpa. I answered Rune Patam my first time around, but the key is the "highest-level" part of the question, as the book talks fairly extensively about Rune Patams, but then later talks about Rune Calpas being even more proficient. So the correct response is actually:

  • Rune Calpa (answer #5)

THIRD QUESTION: In wave-magic, a special breathing/meditation technique is used to focus the wave energy within one's body, and there are seven locations on the body where that wave energy resonates. What are these seven locations called?

THIRD ANSWER:
This is a very specific mouthful of a question, but that does mean the answer's fairly clear... once you actually find it in the book. (Incidentally, though the book identifies these by the name you're required to give in response to this question, it also notes that they're alternately called "chakras," and identifies wave-magic as another name for the real-life practice of Kundalini Yoga!)

  • Seats of Ohm (answer #5)

FOURTH QUESTION: What is the name of the island in the land of Rune Worth upon which a large volcano sits?

FOURTH ANSWER:
Easy one! Just look at the map that came with the game, and check all the islands. Find the one that has a volcano drawn on it, and boom, there's your answer. There's even an official English spelling for this one! And it's kind of a funny one -- but, I guess when you're cursed, you need SOMEONE to lean on, right? The correct response, therefore, is:

  • Cursepal Island (answer #2)

FIFTH QUESTION: Although all the gods were born of the One True God Eatils, only one of the gods was born specifically from his bosom. What is the name of that specific god?

FIFTH ANSWER:
A nice, easy one to go out on!

  • Genpadal (answer #1)

And again, you can see these questions being answered in-game via the following YouTube video link (not my video): https://youtu.be/MwpndLSa-00?t=26s

Answer all five correctly and you'll be presented with the Void Sword Seilreet. Answer any of them incorrectly, and you'll be asked all five of them again -- so if you don't have access to this guide, the book, or the internet, you might as well just reset your MSX, since it's unlikely you'll ever progress past this point!

If you do answer all five correctly, though, Seilreet is yours, but the gods issue you a warning before handing it over to you: with the mighty Void Sword in your possession, a new fate awaits. There are multidimensional wills that threaten all of Rune Worth -- beings that the gods themselves sealed away long ago, but which have escaped and now seek to undo the very fabric of the world. These evil wills have manifested in Bachmane, as evidenced by portents such as the wanton destruction of Saris Kingdom -- and the wills have perhaps even taken the form of major players within the Bachmane ruling class, such as Queen Olmam Bach herself. Seilreet is a mirror of the one who bears it, so it can be used for great evil just as easily as for great good, making it a dangerous weapon indeed. And as they say... with great power comes great responsibility!

In other words, you only wanted this sword to get your revenge, but your ultimate destiny may be something far nobler...

With that in mind, you're sent back to Shin Han's house, which is now empty (and will remain empty for the rest of the game). Seilreet is officially in your inventory as a new weapon, so be sure to equip it right away -- it's significantly more powerful than the Wind Sword Sartarus, and fires multiple projectiles at once in a spread pattern rather than simply firing projectiles straight out in front of you. In other words... it rules, and there's preeeeeetty much no reason to ever touch Sartarus again (except during the final battle, but we'll cross that bridge when we come to it!).

Also note that any Holy Symbols of Cain you've used to increase your weapon level apply to Seilreet just as much as they apply to Sartarus -- your weapon level is part of your character, not the weapon you had equipped at the time. So when you first equip Seilreet, you'll be equipping something like a level 4 or level 5 Seilreet, assuming you've been keeping up with dungeon exploration.

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