PHANTASY STAR II PROLOGUE Somewhere deep within the Andromeda Galaxy lies the Algo Star System. The parent star, Algo, has three planets orbiting about it. First is Palm, the home of the government. Governors, treasurers, and great thinkers dwell here in great ivory towers, away from the hubbub of everyday life. Next is Mota, the shining jewel. Once a dry desert planet infested with ant lions, Mota has been transformed into a blue and green tropical paradise. Domed farms grow crops, and the water is regulated into dammed rivers. Life on Mota is sweet, peaceful and easy. The people have everything they want, and do not need to work. Farthest out is Dezo, the ice planet. Little is known about this mysterious and dark planet. One thousand years have passed since Alis and her friends liberated Algo from the evil Lassic. Algo has since prospered under the care of a giant computer called the Mother Brain. The Mother Brain regulates the Climatrol Tower, Bio-Systems Lab, and all other things that provide whatever the Mota people need. You are haunted by nightmares every night. A young girl is doing battle with a giant demon. You are close by but cannot help; you can only watch, until the girl is fighting for her life and you awaken. You are filled with sadness and fear when you awaken, but you have no time to worry about nightmares. It will be time for work soon. You are an agent in Paseo, the capital of Mota. Almost two years have passed since you began working for the Commander of Mota. He is responsible for smoothly promoting the plans of Mother Brain. He always has felt that Mother Brain could not make mistakes, but the recent plague of monsters over Mota are too much. They have made it hazardous to leave the towns. The Commander has decided that he must find out by himself how the monsters were created, and how to eliminate them. He is sending you on a mission to go to the Bio-Systems Lab and bring back the Recorder. The Commander is certain that an analysis of the Recorder data will determine the origin of the Bio-Monsters. You return home and begin preparing for the mission. Your best friend, Nei, is worried. Nei is a product of a Bio-experiment combining human and Bio-animal cells; an outcast from the rest of society. Seven months ago, you took her into your home, and you have been like a big brother to her ever since. Nei begs you to bring her with you, and stands in the doorway to try and keep you from leaving her behind. Finally you bring her along. Thus begins PHANTASY STAR II. PSII is a 6MB Genesis sequel to the Sega Master System's smash hit cartridge, PHANTASY STAR. While lacking some of its predecessor's finest game play features such as first-person dungeon movement, PSII is still a great game. Note that five of the six companions you pick up during the story can be renamed. For the sake of uniformity, I will use the names they default to if you choose not to rename them. You can give your main character any four-letter name you wish; if you do not choose to do so, it will default to ROLF. Nei cannot be renamed. PHASE I: The Bio-Monsters ========================== PASEO You and Nei are just outside of your home in Paseo. First, walk around the town to learn its layout. Paseo has a Tool Shop, Weapon Shop, Armor Shop, Teleport Station, Hospital, Clone Lab and two places found only in Paseo: your Home and the Central Tower. There are people walking around town; go over to them one at a time to say "Hi." Some of them will only give you personal opinions, but some of them will tell you valuable information, such as: a man named Darum is robbing and killing people over on the North Bridge; the Bio-Systems Lab is on the other side of the lake; you can have your body cloned at the Clone Lab if you have enough cash; many people are goofing off every day, feeling they can live without working; no rain has fallen in a long time, which caused the lake to dry up; you should return home after getting to a strange town, since someone might show up; and that the Bio Lab made Mota flourish. Pay attention to the woman who tells you that she likes Paseo because it's peaceful, and she is glad she moved to Paseo from Arima. Jot it down and then go to the Central Tower to visit the Library. Read the library files on the Mother Brain, Bio-Systems Lab, and History of Mota. Note how the file says that nobody knows who created Mother Brain or where it is located. Also note the accident that happened two years ago in the Bio-Systems Lab. Now go over to the Weapons Shop. Buy two Steel Bars for Nei. Nei will be able to attack twice each round when she equips both Bars. PHANTASY STAR II combat has a special "continuous battle" feature. When the first round of battle ends, the next round will begin automatically, with each character using the same actions as in the previous round. If you want to change any character's actions for the next round, you have to press one of the buttons on the control pad before the current round ends. ARIMA Time to head out! Use the Ground Map of Mota included with the game as a guide to help move around. Find your way to the town of Arima. Arima has been devastated. A band of scoundrels attacked the town and blew up everybody's houses with dynamite. Many men were killed and many women were kidnaped or killed. Only a few people are left. Talk to them and you will learn the following things about the scoundrels: They always come from the east and have a hideout at Shure; they keep their valuables in locked containers; and worst, they have two more dynamite sticks. If these aren't taken from them, another town will be destroyed. But most important of all: Darum is not a bad man, but he became violent because his daughter Teim was kidnaped by the scoundrels. Walk back to Paseo and get healed at the Hospital if you need to. There is no "rest house" in PHANTASY STAR II; the Hospital is the only place to get healed. Fortunately, the Paseo doctor charges a flat rate of 8 meseta per character; in each new town you find, the rates are increasingly higher. Go back home. A visitor will show up, looking for you, and ask to join your quest. He is Rudo, the soldier turned Bio-Monster hunter. Rudo is unable to use any Techniques, but his strength and weapons expertise enables him to handle and use heavy guns and cannon that nobody else can use. Rudo begins the quest with a Fibercoat, Headgear, Bow Gun and Boots. Decide whether or not to rename Rudo, then Reorganize to take him into the group. Use the Order feature to put him in the front of the party. Rudo's Hit Points and Defense Power are both higher than Rolf's, so Rudo can take more punishment. Venture out again, and begin hunting Bio-Monsters for experience and cash. The monsters near Paseo are not very strong, but neither are you at this point. Stay close to town until you can afford to carry medical supplies. When you can spare the mesetas, buy a second Knife for Rolf in the Weapon Shop so he can hit twice per round. When everyone is at least 5th level, you should be ready to go to Shure. SHURE The monsters in Shure get stronger as you progress through the dungeon, so you will need to carry ample Monomate and Dimate. Also buy an Escapipe and, if you can afford it, a Telepipe. Buy Rudo a Shotgun in Arima as soon as you can afford it, but make sure you are never unable to afford healing at the nearest hospital. Use the Mota Ground Map to guide you to the Shure building. PHANTASY STAR II dungeons are extremely difficult to map because of their layout; there is no "first-person" movement, and an overlay of pipes doesn't help much in knowing where you are either, though it does provide a nice 3-D effect. It is really best to use the maps given in the Hints Manual included with the game; the Manual, unfortunately, also tells you almost all you need to know to finish the game (kinda like this walkthru [g]). The trick in navigating PHANTASY STAR II dungeons is proper use of the up and down Chutes. In Shure, you need to reach its 4th level. On the way to this level, you'll pick up some cash, an extra Dimate, and a Headgear for Rolf from unlocked containers. On the 4th level is a container that has a Silver Ribbon for Nei. Bodies of the scoundrels, apparently killed by the Bio-Monsters, are also here. One of the bodies, in the southwest part of the level, has a Letter and a Small Key. The Letter is a copy of a ransom note sent to Darum, demanding payment of 50,000 meseta for the return of Teim, who is held in Nido Tower. It is now clear that Darum turned to robbery to raise the ransom, even killing those who would not pay him to discourage resistance. The Key will let you open the four locked containers found on level 1. You will get some money, an extra Monomate and the two Dynamite sticks. Despite what the Hints Manual says, there is no Shotgun in Shure. Use the Escapipe to leave Shure and then the Telepipe to return to Paseo (the Telepipe will let you conserve Rolf's Technique points so he doesn't need to rely on the Ryuka technique). Put the Small Key in the Baggage Room in the Central Tower; you won't need it again for the rest of the game. NIDO TOWER Go out and begin hunting again. Work everyone up to at least level 8 or 9 before going into the Tower of Nido. During this time you should be able to buy the following items for Rolf: a Sword (in Arima) for 1200 meseta, and a Fibercoat (in Paseo) for 300 meseta. Make sure to get the Shotgun for Rudo; he will need it badly. You will need to use one of the two Dynamite sticks to gain entry to Nido Tower. The tower is far from town, so bring extra Dimate, a Telepipe, and an Escapipe. Beware of the Waspy and Buzzer monsters in Nido Tower. In Nido Tower you will find a Dimate, a Trimate, and some money. Proceed on the third level with extreme caution! If you are ambushed (the monsters get a free attack before melee when they ambush) by two Blasters, they almost surely will destroy the entire party. If you meet a Blaster and two Vortex, attack only the Blaster before taking on the Vortex monsters. Fortunately, you only meet Blasters on the third level. They are extremely deadly. You must move repeatedly between the levels to find the center of level 3, where Teim is. When you find her, you show her the Letter. Horrified, Teim will ask you to take her to see Darum at North Bridge. But Darum is hated by many and his daughter would be an easy target of vengeance, so you will put a veil over her face to hide it. Immediately use the Escapipe and then the Telepipe after rescuing Teim. Go to the Hospital for treatment; then go to the North Bridge. If you want a real laugh, try to sell Teim at the Paseo tool shop. When you enter the bridge, a tragedy will occur: Teim will hurry forward to meet her father, but she'll forget to take off her veil. Darum will not recognize Teim and so will accost her and try to rob her. When Teim refuses to pay Darum, he will strike her down in a fit of rage. The dying Teim will reveal herself to her father; Darum, stricken with horror and grief, will kill himself on the spot. OPUTA After a brief second of mourning this tragedy, you will be able to proceed to the other side of the Bridge. Find your way to Oputa Town. In Oputa, you can buy Ceramic Bars for Nei for 1200 meseta each in the Weapon Shop, and Fibergear caps for Rolf and Rudo at 430 meseta in the Armor Shop. Despite the Manual's recommendation, it's NOT a good idea to try to learn the Musik Technique at this time. You will have opportunity to do this at a later time. You can ask Ustvestia to play for you, however, for free. Push the pad's D-button up or down to pick a tune, and push button C to listen to the tune. To change tunes, use the pad to pick a different tune and then button C to begin the tune. To leave, push button B. The number of tunes Ustvestia will play for you depends on how far in the game you've gotten; for example, he will not play Excite Town until you reach Dezo, since this is the tune that is played when you explore the Dezo towns. The people of Oputa will tell you the following: The Bio-Systems Lab is to the south; Mother Brain controls the Bio-Systems Lab; something important is supposed to be in the basement of the Bio-Systems Lab, but the basement can only be reached by a hole in the floor of one of the levels; the Lab made plants that grow even with small amounts of rain; and Star Mist heals wounds while Moon Dew restores your soul. Return to Paseo by Teleport Station, and go home. You will receive another visitor who wants to join you. She is Amy, a medical doctor with knowledge of healing Techniques. Amy will never become a great fighter but she learns several invaluable healing and curing Techniques very quickly. Amy begins the quest with a Carbonsuit, Scalpel, and Shoes. BIO-SYSTEMS LAB Decide whether or not to rename Amy, then go out hunting to build her up in levels. When you have enough cash, buy her a Fibercape, Fibergear, and a Silentshot in Oputa. Work her up to at least 6th level (preferably, 8th) before entering the Bio-Systems Lab. Hunt monsters in the vicinity of the Lab to rise in levels quicker. If you have the patience to work Amy up to 9th level, when she learns the useful Sar technique, you won't regret it. Keep Amy in the rear of the party to protect her. Trees and domed farms block the path from Oputa to the Bio-Systems Lab, so you must take a long way around some river tributaries. Use the Ground Map to watch where you're going. When you arrive at the Bio-Systems Lab, you'll need to use the other Dynamite stick to get through the door. The lab has three levels, plus the Basement. Many of the enemy Bio-Monsters are pretty strong, like the Pinchant, Mushroom, Stinger, Kite Dragon and Insecta. You will also meet Blasters. On the second level, you will find a Scalpel, Antidote, and Star Mist. The Star Mist will restore everyone's hit points up to full, but do not use it unless it's an emergency. You'll find another Dynamite stick on the third level. You will then need to walk all the way around the level to find the door that you break through with the Dynamite. Go through, and you'll find the hole that you fall into to reach the basement. The basement level floor is partially electrified. Every step you take on an orange square will cause everybody in the party to take one hit point of damage. By hugging the south wall of east-west passages, you can sometimes avoid the orange squares. A Trimate, Antidote and Poison Shot are found in containers. In the northeast part of the level, you'll find something that looks like a computer, almost totally surrounded by orange damage squares. Stand in front of it and push Button A; you will find the Bio-Systems Lab Recorder. As soon as you have it, use the Escapipe and then the Telepipe to return to Paseo. ANALYSIS OF RECORDER Heal in the Hospital and then go into Central Tower to bring the Recorder to the Commander. The Commander will praise your good work, and then he'll make an extremely profound statement: his realization that, ever since the Mother Brain was introduced to Mota to control its environment, most of the people have turned into weak and lethargic beings. This all-important statement will foreshadow a climactic secret at the end of the game. The Commander will direct you to see the Librarian, who will have finished analysis on the Recorder. She'll tell you that the accident in the Lab two years ago was caused by an overload of energy poured into the system all at once, causing one of the creatures there to evolve rapidly into a life form that does not fit into the cycle of nature, so it shouldn't exist. The natural cycles were all thrown out of order as a result. The Librarian has traced the energy leak to Climatrol, and directs you to go there to learn what caused it. She also gives you a Key Tube to cross the West Bridge. Hopefully, you will not have used the Star Mist. If you didn't, put it in the Baggage Room in Central Tower for now. Go home, and you will receive another visitor. He is Hugh, a biologist, who learns techniques useful in damaging, disabling, and destroying the enemy Bio-Monsters. Still, overall, Hugh is a pretty wimpy character, and you can finish the whole game without using him even once. Hugh begins the quest with a Scalpel, Carbonsuit and Shoes. Decide whether or not to rename Hugh, and whether or not you want to make use of him. If you do, work him up in strength and get him a Fibercoat, a Fibergear and a Ceramic Knife. If, by chance, you were able to pick up the Poisonshot and the Scalpel from the Bio-Systems Lab, Hugh can use them. When you get to the bridge over the West River, use the Key Tube and the doorway will automatically open. You will not need to reopen it, and the Key Tube will be used up. Zema is the first town you'll visit on the second phase of your quest: seeking out the Climatrol Tower. Be sure you've read the file on Climatrol in the Library. PHASE II: CLIMATROL =================== ZEMA Your next destination is the town of Zema. Open the bridge over the river with the Key Tube and find your way to Zema. The people will tell you the following: people used to play in the ocean on a jet scooter when they were younger, but mobile machines became obsolete after teleport stations were developed; native Mota people (little creatures in yellow robes) love the foul-smelling garbage dump of Roron, located on a peninsula to the south; and there's a tower in the middle of the lake. Use Ryuka to teleport back to Paseo, and go home. Another visitor arrives to join you. She is Anna, a guardian trained to protect townsfolk from the few hunters that have gone bad. Anna learns few Techniques of limited use, but she is perhaps the most powerful fighter in the group for most of the game. Anna begins the quest wearing a Headgear, Fibercape, and Boots, and she is armed with a Boomerang. RORON Decide whether or not to rename Anna. Take her hunting to build her up in strength. You will need to buy a lot of expensive equipment, so go hunting in Roron, making sure you always have adequate medical supplies (especially when you don't bring Amy with you). Build up enough money to acquire the following equipment in the Armor and Weapon Shops in Zema: Boots for Rolf and Amy; Titanigear for Rudo, Amy and Anna; a Titanimet and Ceramic Sword for Rolf; and two Slashers for Anna. If you use Hugh, get him Titanigear, Boots, a Laser Knife and a Fiber or Mirror Shield. In Roron, you'll find a Cannon for Rudo, along with another Ceramic Bar you can sell for cash. On the bottom level, you will meet two Mota people who will say they made a jet scooter, and invite you to watch them ride it over the ocean. Beware of the following new Biomonsters: Rot Wood, Terakite, Slug Mess and Squat. The Slug Mess can reproduce, and they hit pretty hard. The Squats can throw poison at you. Poison itself does not harm you, but you cannot be healed by any means until the poison is cured. Curing poison requires the Hospital's Doctor, the Anti Technique, or an Antidote. After you meet these Mota people, use an Escapipe or Hinas Technique to get out of Roron, and you will find a jet scooter on the beach, left behind by the Mota people. Spend a little time learning how to use it, and then get ready for the next step. KUERI Use the Ground Map to find your way to the town of Kueri. You'll meet up with several strong nasties along the way, so move with caution. The people in Kueri will tell you the following information about the ocean: an isle called Uzo is in the ocean; ancestors of the people used to work under the ocean, and would eat something before going there; the ocean and the lake connect somewhere underground; and a spot in the ocean is discolored from lake water. Someone will mention that Mother Brain disallowed further work or travel under the ocean fifty years ago, another sign that Mother Brain is not the Utopia it's made out to be. The most important place in Kueri is the Professor's home. He'll tell you about a Maruera Tree on an island in the sea. Its leave produce oxygen in large quantities, and he needs some of the leaves to make a special gum, which he feels will let you breathe underwater. Use Ryuka to teleport back to Paseo, and go home. You will receive another visitor: Kain, the wrecker. Kain also wants to help you, and while he will admit to not being much for fighting Bio-Monsters, he can bust up robots and machines real good. When fighting the Bio-Monsters, Kain is limited to whatever armor and weapons he's able to use; he'll be better than Hugh but not as good as Rudo or Anna. However, Kain comes in handy later, when he'll have acquired Techniques useful for disabling and destroying enemy robots and machines. Kain starts the quest with a Dagger, Fibercoat, and Shoes. Decide whether or not to rename Kain and park him at home for the moment. PIATA There's one more town to visit before seeking out Uzo. You must use the Jet Scooter to travel to a sector in the southeastern part of Mota. There are three islands near the headland that juts from this sector. Park your Jet Scooter on the headland and find the small footbridges across the river's tributaries. Beware of the Pug Kill, Wolfang, Reptile, Fanbite, and Head Rot monsters you meet on the way. You will arrive at the town of Piata. The townspeople in Piata will talk to you about a terrible accident which occurred ten years ago: two starships collided over Dezo, killing all the passengers. As a result, all further space travel was banned: another sign that Mother Brain isn't a Utopia. You will also learn that a spaceport used to be near Piata, when people thought that space travel was totally safe; the last starship to leave Mota was headed outside of Algo; and all kinds of arms are supposed to be stashed in the dams. Pay attention to the little boy who asks why accidents happen if Mother Brain watches everyone, and an old man who thinks he remembers your name, possibly from the boarding list of the last starship.... Use Ryuka or the Teleport Station to return to Paseo. Heal at the Hospital and return home. The final member of your party will show up. She is Shir Gold, a thief who wants to come with you because she thinks it will be fun and exciting. She admits that she is not in it for peace or justice; just the thrills. Fortunately, when Shir is in your group, she will fight for you during any encounters. She makes a decent, if not powerful, combatant. Shir will not accept a new name. She starts out the quest with a Dagger, a Carbonsuit, and Shoes. Time to indulge in a treat. Take Shir into your party and go to the Weapons Store in Paseo. Keep going in and out without buying anything. Eventually, Shir will disappear. She returns when you go back home. Check her item list and you'll see she'll have stolen a weapon. Now visit the Protective Gear shop, and go in and out repeatedly. Shir will suddenly disappear. Return home and she'll show up. She'll have stolen a protective gear item. Shir steals the following items from Protective Gear Shops: Silver Crowns (as powerful as Titanigear) and Jewel Crowns (a bit stronger) for herself, Anna, and Amy; Gr Sleeves (which are pretty useless at the moment but can be sold); and Shuneboots (which raise your agility) for herself and Anna. Jewel Crowns fetch 2300 meseta at the tool shop; Shuneboots earn you 3750. In the Weapons Shop, Shir might steal only a Dagger, but she often steals a Laser Knife, a Laser Shot or a Fire Staff. Laser Knives are pretty handy weapons; have Shir equip two and sell extras for 2200 meseta each. A Laser Shot is a strong gun weapon. Give one to Rudo and one to Kain; sell extras for 3100 meseta each. Fire Staffs do not get that much money, but they are slightly stronger than Laser Knives, and throw a Foi Technique on command. Only Amy can equip a Fire Staff, but if you can get two for her, she'll be a surprisingly potent fighter (almost as strong as Nei) until you reach the next phase in the game, where you'll meet enemies with more staying power. When you sell items at the Tool Shop while Shir is in your party, sell one item, then leave; reenter, sell one more item, and leave again. Shir will occasionally steal a Hidapipe or some Trimate. If you use the Tool Shop in Paseo, she might steal Star Mist or Moon Dew. Store these safely away in the Central Tower Baggage Room. Sometimes, you must go in and out of a shop many times before Shir steals something. Try a shop in a different town if you feel that it's taking too long. Relying on sale of stolen items for cash can become long and boring, so vary it with a little Bio-Monster hunting just outside Kueri or Piata. Eventually, you'll have enough money to get each member of the party his or her optimum armament: For ROLF: Titanimet, Laser Sword, Ceramic Chest, Boots. For NEI: Jewel Ribbon, two Laser Bars, Fibervest, Knifeboots. For RUDO: Titanigear, Vulcan, Ceramic Armor, Boots. For AMY: Jewel Crown, two Fire Staffs, Ceramic Cape, Boots. For ANNA: Jewel Crown, two Laser Slashers, Ceramic Cape, Shuneboots or Long Boots. (Long Boots give a smaller Agility raise than Shuneboots, but they also give an increase in Attack strength.) For KAIN: Titanimet, Laser Shot, Ceramic Armor, Boots. For SHIR: Jewel Crown, two Laser Knives, Ceramic Cape, Shuneboots. If you use Hugh, get him Titanigear, two Acidshots, Ceramic Chest and Boots. Work toward getting optimum equipment for Rolf, Nei, Rudo, and Amy first; then Anna. You can put off getting optimum equipment for Hugh, Kain, and Shir until later unless you take them hunting near Piata. When Shir reaches 10th level, you can use her to steal a very special item called a Visiphone. This will let you save the game anywhere you want. Shir steals the Visiphone from the Central Tower's Baggage Room. UZO Nei rises in levels much faster than anyone, and should be over 20th level by the time she, Rolf, Rudo and Amy have optimum equipment. When she is, and the other three are each 13th or 14th level, you'll be ready to begin hunting in Uzo island. Take Rudo and Amy into the party. Buy a Hidapipe and a supply of Dimate and Trimate in Piata. Return to Paseo and walk to the shore near North Bridge. Play the Hidapipe as soon as you exit Paseo, and you will not be bothered by any Bio-Monsters until you board the Jet Scooter on the shore (the Jet Scooter automatically follows you and will be waiting on the nearest shore outside whichever town or dungeon you just left). Two of the three islands next to the southeastern area of Mota are larger than the third, and have mountains. One of these two mountainous islands is a bit further north than the other one; this one is the real Uzo island. When you stand next to the right side of the mountains and press button A, you should receive part of a message description. You can walk into these mountains to enter the dungeon. The map of Uzo, as shown in the Hints Manual, is somewhat complicated. You must find your way to the seven trees at the top of the island. To do this, you must climb several cliff faces by way of carved stairways. There also are six tunnels which will be of use. Only one of the trees is actually a Maruera Tree. The others are not. You must find the real tree to get one of the leaves. The third tree from the right is the real Maruera Tree. Press button A when standing next to it and you will pick one of the leaves. You will need to use two tunnels to reach the real tree. Beware these following new Biomonsters: Glowstik, Burnwolf, and Blockhed. The Catmen may give you trouble also. If you are willing to take an extra lump or two in order to dispose of the monsters quicker, use Anna in place of Amy. Anna is at her strongest when you are fighting multiple Bio-monsters of the same species, which fall to her twin Laser Slashers. Amy's twin Fire Staff attack can take out a single opponent as easily as Anna's Slashers, and Amy is an unmatched healer. This balance makes Anna and Amy interchangeable at this point in the game. When you have the Maruera Leaf, leave Uzo via Hinas or an Escapipe, and go to the Professor's House in Kueri. He will ask you to give him the leaf. Do so and he will make Maruera Gum. CLIMATROL South of the "fake" Uzo island, there is a white spot in the water. Go to this spot in the Jet Scooter and park beside it. Use the Maruera Gum. The gum will supply you with enough extra oxygen to dive into the sea and reach the underwater passage to Climatrol. The underwater passageway has orange damage squares similar to those found in the Bio-Systems Lab. Fortunately, many of the squares can be avoided by hugging the south wall of the east to west passages. This is a good thing, since you have to deal with Slug Mess and Pug Kill monsters there. Be very careful on the first level of Climatrol. The Scaly monsters can be really nasty. The second, third, and fourth levels are easy to cross, but watch for Python monsters. There is a Jewel Ribbon in the container on the third level, and a Fibervest in the container on the fourth level. The fifth level contains the gigantic water tanks used to store Mota's rain supply. The Blastoid monsters located on this level can provide you with an excellent source of experience points and money. Blastoids do not do a lot of damage, but they can reproduce. By keeping one Blastoid alive (use the Defense feature in combat to stop one or more in your party from attacking the monsters), you can have a steady supply of Blastoids to kill. This is a good way to build levels. Of course you will find other monsters here as well; particularly Head Rots, which are much stronger. On the sixth and seventh levels, you will find a Laser Bar, a Ceramic Bar, a Silver Ribbon, a pair of Knifeboots and a pair of Sandals -- all items for Nei. The strongest Bio-Monsters dwell here: Flarewolf, Catfang, Forest, and Scaly. Proper use of the up and down chutes between the sixth and seventh levels is needed to get to the items. Use Uzo and Climatrol to advance your characters in levels. When Rolf is at least 16th level, Amy 15th, and Rudo, Anna and Kain 14th, you'll be ready to finish Climatrol. Buy Rudo a Laser Cannon, but don't equip it just yet. Do carry it with you while keeping the Vulcan equipped. Take Rudo and Amy into your party and buy everyone as much Trimate as they can carry. Use a Hidapipe to clear a path from Paseo to the Jet Scooter. Navigate your way through Climatrol, and find the center of the top level -- the eighth level. When you reach it, use Nei's Res techniques to heal all party members (including herself) up to maximum. Equip Rudo with the Laser Cannon now and save the game with the Visiphone. Talk to the girl in the center. She is a perfect double of Nei! When you find the girl, she will tell you her story. She is Neifirst, a product of Bio-Systems engineering (like Nei). The scientists tried to kill her when they decided the experiment producing her was a failure. But Neifirst was able to escape and steal DNA data out of the Lab. She has taken control of Climatrol and has been producing the Bio-Monsters to wreak revenge. However, Neifirst suffers from a dual personality, and her "good" self soon separated into what is now Nei. This is how Nei was born: she is, in fact, part of Neifirst. Like Neifirst, Nei hates being half monster, but unlike Neifirst, she does not hate humanity. She does not want Neifirst to destroy mankind through the Bio-monsters. DEATH OF NEI Neifirst is confident that Nei cannot stop her, and challenges her to try. By saying yes, Nei will enter into a one-on-one duel with Neifirst. Nei is no match for her opponent, however. Neifirst fires a claw-like projectile from her left hand that is not very strong, but her right hand shoots out a bar of light that is truly deadly. Neifirst attacks once a round; which hand she uses is randomly determined. Neifirst will attack first about 95% of the time. Anytime she hits Nei for damage, Use a Trimate the next round. Since Neifirst will be able to get in a second hit before Nei can use the Trimate, Nei will be healing damage from two hits. If both hits are from Neifirst's right hand, Nei must have at least 155 total hit points and a defense strength greater than 100 to have a chance of surviving. At least 175 hit points are required to make this chance a certainty. There is a way for Nei to get 175 or more total hit points, but it really isn't worth the effort unless you know the game exceptionally well. This is because if you succeed in making Nei powerful enough to beat Neifirst, you'll still get the same end result (Nei's death) after the fight is over. If you have any doubts, just say No when Neifirst issues her challenge to Nei, and you will see why. Nei and Neifirst were originally part of the same body, so when Neifirst dies, Nei must die too. When Neifirst kills Nei, Rolf and the party rushes to Nei's side. Nei will ask Rolf to insure that the people do not ever repeat the mistake they made when they made her. Then she dies. Rolf will vow to avenge her. Rolf, Rudo and Amy now must do battle with Neifirst. Neifirst has 1400 hit points, and she will have recovered most or all of the hit points lost in her battle with Nei. You can revive Nei with Moon Dew during the battle, but this is a waste of precious Moon Dew. Rudo's actions are obvious: a barrage of Laser Cannon fire. Rolf should use his Nafoi Technique until he runs out of Technique points, then attack with his Laser Sword if necessary. In the first round, Amy should use her Deban Technique; in the second round, use her Sashu Technique. Then attack with her Fire Staffs. If any party member is badly hurt, heal with Trimate. Using Anna instead of Amy might make it easier to reach Neifirst, but when you fight Neifirst herself, Amy's two Fire Staffs do just as much damage to this one opponent as Anna's two Laser Slashers, and Amy's Techniques will be valuable. Amy's healing Techniques will also help ease the difficulty of getting through the Bio-Monsters and reaching Neifirst. If Rolf, Rudo and Amy are all strong enough, and have Ceramic Armor, then you will kill Neifirst after a stiff fight. When you kill her, Climatrol will begin to shake terrifically. Now that Neifirst is slain, there is no one controlling it, nor is there any control over the pent-up energy that Neifirst had stored in the system. The following scenes will all proceed automatically: Climatrol will release all of the stored water into the lake after being damaged by a long series of explosions. Rolf and party escape to Paseo and try to have Nei restored at the Clone Lab. But Nei will not be recoverable because she is not human (this sort of contradicts the ability to clone Nei at any time in the game prior to this point, you know?). Rolf will sadly go to the Central Tower to report to the Commander. FUGITIVES The Central Tower will be in a state of chaos. The lake cannot hold all of the water released from Climatrol and is overflowing. The Commander tells you that Mota will flood, but if the Dams can be opened, Mota would avoid serious damage. Rolf will insist that he be allowed to open the dams. The Commander will warn you that the Palm government is holding you responsible for Mother Brain's malfunctions, and they have launched an all-out manhunt for you. However, he'll also let you go to open the four dams. Heal at the Hospital and sell Rudo's Vulcan. Nei is gone for good, and you must go on. Return home to take stock of everyone's strength and items, to prepare for the next phase of your quest: opening the four Dams. PHASE III: THE DAMS ==================== Rolf should be at least 16th level at this point, Amy 15th, and Rudo, Anna, and Kain at least 14th. They should all have optimum combat gear. You can bring three allies with you now since Nei is gone. Park Amy at home for the time being, and take Rudo, Anna, and Kain into your party. You will need Kain's anti-machinery Techniques in this phase. Read the file on the Dams in the Library before leaving. MUSIK Go to Oputa and visit Ustvestia. You now need to learn the Musik Technique from him. Ustvestia is a sexist: his price to teach a woman is 5000 meseta but he will charge only 2000 meseta to teach a man. Nevertheless, if you can spare the cash, it's a good idea for Anna to learn the technique. When you use it, three TP's are expended. Kain and Rolf can use every TP they have for attack and defense purposes; Anna can spare 3 TP's more easily. If you'd rather save 3000 mesetas, have Ustvestia teach Kain or Rolf. Ask him to play Mystery for you: it's one of the catchiest tunes in the game. If Amy has any Trimate left over from the Climatrol adventure, transfer it to Kain. In Piata, make sure everyone in your party gets as much Trimate as can be carried. Go through the top of Piata to get to the Control Towers on the western side. You can now enter the middle tower. THE CONTROL TOWER The Control Tower maze is loaded with chutes. You must use them repeatedly between the first and second levels. Examine the map carefully to see what chutes to use. Your goal is to reach the keyboard located in the center of the second level. Government robots chase you, and try to stop you. In the Control Tower you find Whistle, Metalman, Mazgamma, and Polezi. You might also encounter a Mechoman. Most of the robots are more powerful than any of the Bio-monsters (except Neifirst, of course). Attack mainly with your weapons; use Kain's Techniques to get you out of a jam so you can end the fight and heal with Trimate. When you reach the keyboard, you must use the Musik Technique. If you touch the keyboard without using Musik, you will be teleported out of the Tower. Using the Technique will let you play the keyboard properly, and you will hear a door open. You'll find an open door behind the wall surrounding the keyboard. Go through, and you'll find four panels. Examine these, and you will find the four color cards: Red, Yellow, Blue, and Green. No character should carry more than one card. This way, they'll have more room to carry other items, especially Trimate. You are now ready to open up the four Dams. The Manual advises you to open the Red Dam first, and the other Dams in the order Yellow, Blue, and Green, since this is the order of complexity and difficulty. The only robots you will meet up with while riding the Jet Scooter is the Whistle robots, the least powerful of all robots. So it's viable to get to the Jet Scooter from Paseo, and sail to whichever Dam you want to go to. RED DAM Ride up the south river tube to reach the Red Dam. Stand before the door, and use the Red Card to get in. The Red Dam is divided into three levels; the entry level which is divided into three sections, the top level, and a basement level. Beware of the Eyesore robots you will meet in this Dam. From the entry chute, head northwest and chute down to the basement. Then go south and northwest; chute back up to level one. Go south, chute up to level two. Grab the Fire Slasher that you'll find in a container and chute back to level one. Go west, and chute down to the basement. Go north, then east, and chute up to level one. Move west and chute up to level two. You now have a long walk to make through the whole length of level two: start by going south, then move to the east and northeast to circumnavigate a big pit. Go east and you'll see a tricky walkway around several pits. Just as you finish navigating this walkway, you'll see a container. Grab the Fire Staff inside it, then continue to the east. Maneuver around another large pit and chute down to level one. Move south and chute down to the basement. Go northwest and you'll find another container. Grab the Sword of Ango you will find inside, but don't equip it yet. The weapon is powerful, but it has no defense strength bonus, so you will lose the sizable defense bonus of the Laser Sword if Rolf equips the weapon now. After getting the Sword of Ango, head back to the chute, then move as far west as you can. Now go northeast and east, and chute up to level one. Move west and south, and chute up to level two. Take a few steps south and then go west; you'll find the Red Computer and a control panel. Put the Red Card into the control panel to open up the Red Dam. To leave the Dam, just fall into the pit behind the Red Computer. You will land right in front of the entry chute. The south river tube and its tributaries will now be filled up with water. Return to Paseo and heal at the Hospital. YELLOW DAM Ride up the west river tube to reach the Yellow Dam. Open the door via the Yellow Card. Walk past the two chutes near the entrance. Go to the chutes at the eastern end of the first level and go up the chute on top. Walk to the northwest, past one chute, then go west to another chute. Go up this chute to the third level; walk west a little and you will find some Crystal armor called a Crystanish. Give it to Rudo or Kain. Go back down to the top chute on the first level, and then go up the chute just under it. South of where you will come out on level two, you will find an Escapipe. Grab it, then go west and north around a wall. Chute back down to the center of the first level. Once you are in the center, the rest of the trip is easy, except for the robots, of course. You'll meet these new robots in the Yellow Dam: Cooley 61, Twig Man, and Firgamma. Go west to another chute up to level two. Go northwest and chute up to the third level. Directly to the south is a chute to the fourth level. Follow the spiral passage to a chute. Before entering it, walk north up a passage and you will see a container to the east; it contains an Amber Robe. This garment can only be worn by Hugh, and it is only as strong as a Titanium Chest. However, when you Use the Robe as an item, it heals you just as if you had used a Gires Technique, so it pays to carry it with you. Return to the down chute and go down; you'll find a Crystal Cape for Anna. Go back up and walk east to another down chute; you'll enter a small room on the third level with a container. The container has a Crystal Chest for Rolf. The defensive bonus this armor gives you is sizable enough for Rolf to equip the Sword of Ango without a major loss in defense strength. The Crystal Chest can also unleash a Gra Technique when Used as an item. Have Rolf put the armor on, and then he can equip the Sword of Ango. Go back up to level four, go all the way to the east wall, then go north. Proceed as far north as you can, and turn west and then south. You enter a spiral passage ending in a chute down to the center of the third level, and the Yellow Computer. Put the Yellow Card into the panel. You'll hear the sound of rushing water as the Yellow Dam opens and the west river and its tributaries fill with water. BLUE DAM Ride up the east river tube to reach the Blue Dam. Open the door with the Blue Card. Beware the Pod Head, Van, and Attmech robots. The Vans are very resistant to damage from any weapons with blades; only Rudo's Laser Cannon and Kain's Laser Shot will deal out heavy damage. The path through the Blue Dam to its computer is mostly self-guiding. Go northwest and chute up to level two. South and east, and chute up to level three. Southwest, west, and north to a chute up to level four. Before you go up this chute, however, go a bit further north and chute back down to level two. Southwest of you will be a container containing Crescegear. This helmet is as strong as Titanigear and can heal you like a Gires Technique (similar to the Amber Robe) when Used as an item. Only Rudo may equip this item; have him do so. The Crescegear lets you conserve Trimate, since Rudo won't need to use as much anymore. Now go back to the chute up to level four. Go up, and a short walk to the east, you'll chute up to level five. Southeast is a container with a Storm Gear helmet. This gear is strong as a Titanimet, and when Used as an item, it will throw a Gizan Technique. Only Kain may equip it; have him do so. Just to the south you will chute down to level four. To the east you will find five pitfalls in a checkerboard pattern, and a container. Inside the container is a Colorscarf, which will throw a Saner Technique on command. Anna may wear the Colorscarf; it's as strong as a Jewel Crown. Jump into the southeastern-most pit to get back to the third level. You will find a container just in front of you with a Snow Crown in it. This Crown is perhaps the most valuable item in the game, since it throws up a Deban shield on command. Have Anna carry it (she can't wear it; only Amy can wear it), since she is very quick and can activate the Deban shield early in an encounter. Beware, however, of robots that are fast enough to attack before Anna is able to act. South of the container, you'll chute back to level two. Go west and chute down to level one. You have a series of long hikes ahead now. Go north and around a corner, then south, and then southeast. Chute up to level two. You will find two chutes to level three; one to the northeast and one to the northwest. Use the northeast chute to find a container with a Wind Scarf, which throws a Zan Technique when it is Used as an item. Go back down and over to the northwest chute. Walk all the way up to the northern end of the Dam and chute up to level four. Now, go south and you will see a wide pit. Go east, avoiding the pit, and chute down to level three. Southwest, and chute back up to level four, on the other side of the pit. The pit is large and square; there is a platform in the middle (making the pit into a kind of open-air "moat"), with the Blue Computer. Go southwest and pick up an extra Trimate from the container. Now go all the way east, and then to the north. Chute back up to level five. Go south and west, and chute down to level four. Directly to the south is a chute to a room with a Star Mist container. Pick up the Star Mist, then go back up and to the west where you'll chute back up to level five. Walk northeast until you find a pit shaped like an L. Jump into the pit from its inside and you will land on the platform with the Blue Dam's Computer. Put the Blue Card into the panel and the Dam will lock open. Use an Escapipe or Hinas to leave the Blue Dam. The east river tube and its tributaries will now be all filled up with water. Return to Paseo; heal at the Hospital. Sell Rudo's Titanigear, Kain's Titanimet, and Anna's Jewel Crown. Store the Star Mist safely in the Central Tower's Baggage Room. The Wind Scarf is not very useful as an item, but it is as strong as a Jewel Crown when worn as a headgear. Only Shir may wear the Wind Scarf; put it on her and sell her Jewel Crown. GREEN DAM Ride up the north river tube to enter the Green Dam. This Dam has only two levels, but it is still the largest, most complicated, and most difficult of the Dams. Beware of the following new robots in this Dam: Heavysolid, Twigtall, Monstar and Kilgamma. From the entry, go south and chute up to level two. There are seven chutes back to level one accessible from the area; use the closer of the two west by northwest chutes. You should come out in an area with a single chute to to the west. Chute up to level two; you should find a container. Open it, and you will find Truth Sleeves. This item will also heal you like a Gires Technique when Used as an item. You will find two chutes to the northwest of the container; use the north one. Go west; chute back up to level two. To the west you will find a chute and an exterior passage along the outside of the Dam. South of the chute is an opening to an area where you can take a chute back to level one and find a Telepipe. You don't really need this item now; pick it up if you feel like it. Use the exterior passage. Be careful not to step off the edge or you will be taken out of the Dam and will have to restart at the entrance (if your energy is depleted and you run low on Trimate, this is a neat way to escape the Dam and get back to town). When you reenter the Dam at the far end of the passage, go east and chute down to level one; go east a bit and then south, and you will come across a container with an Aegis shield. The Aegis is only as strong as a Mirror Shield, but it heals you like a Gires Technique. The Amber Robe, Crescegear, Aegis and Truth Sleeves all heal you; I like to call these items "Gires Items." Make sure each character carries one. Rudo should have the Crescegear because he can equip it. Distribute the Sleeves, Aegis and Robe among Anna, Rolf, and Kain; I like to give Rolf the Aegis, Anna the Sleeves and Kain the Robe. You are now ready to employ a special battle technique: whenever any party member loses 50 or more hit points, Use his or her Gires Item. The party member will be healed, and can resume fighting next round. This trick lets you travel further and longer without having to restock on Trimate. When you have the Aegis, go back over to the end of the exterior passage, and go west and south. You will find two chutes right next to each other. East and north of these two chutes is a container with Gr Sleeves. You do not need them so ignore them for now. Go down the chute that is slightly to the northeast of the other. It leads to a container with Star Mist. Grab it and return to the second level. Go down the other chute; go north a bit and then west, and chute back up to level two. West and north, you find the Green Computer. Insert the Green Card in the control panel to open up the Green Dam. With all four Dams now open, Mota is saved from flooding. GAILA Three Army Eyes suddenly confront you after you open the last Dam. The Army Eyes will shoot it out with you for three rounds, firing huge lasers that do surprisingly little damage to you. But after fighting with you for this time, one of the Army Eye robots will immobilize you with special rings of energy called Plasma Rings. There is no way to avoid the attack; you will be captured and rendered powerless. The only way to avoid being captured, therefore, would be to destroy all of the Army Eyes before the third round of battle. Unfortunately, this is not possible. The Army Eyes are powerful enough to take whatever you throw at them, even if you work Rolf and Kain up to high enough levels where they can throw their strongest Techniques (Megid and Nasag), the Army Eyes will not go down. Like it or not, you are going to be captured. The party is held in Gaila, a prison satellite in space, orbiting between Mota and Palm. All of your Technique points have been drained; all of your items confiscated. You have only the Prison Clothes on your backs, and you are still bound with the Plasma Rings the Army Eyes captured you with. You wander through the satellite with the hopes of finding a way to escape. Tracer and Poleziss robots will make attempts to stop you. There is no way to fight, because you have no weapons or Technique points; fortunately for you, these robots cannot block you when you flee from them. A tremendous explosion will rock the satellite suddenly, and it begins to move. You know you must reach Gaila's control computer to fix the orbit. When you reach the control computer, and examine the console, you discover to your horror that the satellite is on racing straight toward the planet Palm! There doesn't seem to be enough time to turn or stop the satellite! Gaila rocks violently, and everything goes black. After having the dream in the beginning of the game again, you awaken in a spaceship. A man watches over you. He is Tyler, a space pirate who left Palm long ago, since he did not like life under the Mother Brain. Tyler gives you horrible news: he had just enough time to get you to safety before the Gaila satellite crashed full force into Palm, destroying the entire planet. Tyler gives you information about the planet Dezo; he has heard that there is a man there with secret knowledge about Mother Brain. He takes you back to Paseo, with all of your belongings intact. All hit points and Technique points are restored. You go to Central Tower and speak to the Commander. When you tell him that you plan to go to Dezo, he acquiesces and gives you access to the roof of the tower, where there is a starship. Take stock of your items, and overall inventory, as you prepare to journey to the ice planet Dezo. PHASE IV: DEZO =============== Check everyone's level and strength. Rolf, Rudo, Anna and Kain should all be about level 20 or a little higher. Since you didn't use Amy in the Dams phase, she should still be level 15; if you used her in Whistle hunting, she might be 16th or 17th. Work Amy up to 18th or 19th level by hunting more Whistle Robots. Use the jet scooter to hunt them in the sea. If Rolf, Rudo, Anna and/or Kain rise a level or two as well, so much the better. Time to go to Dezo. Take Rudo, Anna, and Amy or Kain into the party. Amy's defense and healing Techniques will be a tremendous help to you, but Kain is usable because of the robots you find in Dezo. If you use Amy, switch Kain's "Gires item" to her so she can use it. SKURE Go into Central Tower and walk up to the roof. The starship is automatic, so you can fly it even without being a trained pilot. When you land at the Skure spaceport in Dezo, mark off the area on the map in the Hints Manual. If Amy is not with you, take a couple of Antidotes as well as Trimate. The Skure spaceport is in the middle of a huge mine in Dezo; tunnels lead from it to all destinations. If you stray far from the Spaceport, a Ryuka Technique or a Telepipe will whisk you back there in a flash, *if* you have not saved the game anywhere on Dezo. Once back at the Spaceport, just touch the square in the middle -- where the starship is -- to return to Paseo, heal at the Hospital, and pick up more medical supplies. You will find new opponents in Dezo, the likes of which you have not seen before. All of these enemies can hold their own against you. You will meet new creatures like Orangah, Orangoo, Rabbit, and Dezo Owl, and three kinds of new robots: Gun Bust, Largeminer, and worst of all, Tracerbase. The Dezo people's language is not one you can understand. You cannot speak with them unless you have a special item. Here's how to get it: From the Skure spaceport, go all the way north and when the tunnel forks to the left and right, go left. Stop at the first down stairway and mark it E1. Check the map to determine the destination; mark it X1. Go all the way west, past two branches to the south. Take the down stairway to a container that has 7800 meseta. Return to X1. From X1, go to the first branch to the south, and mark the down stairway E2. Then, go down and mark where you come out X2. Go north; you should find a large area with six containers and a cat. In three of the containers, you will find 5600 meseta, a Magic Cap, and a Mogic Cap. The Caps let you speak to the cats and the Dezo people. Here's the catch: the cats detest the Mogic Cap and will be openly hostile when you speak to them while wearing it. The hostility ranges from calling you names to threatening to bite you. The Magic Cap will let you talk to them and hear what they have to say (which is not very useful, unfortunately). On the flip side, you must put on the Mogic Cap to talk to the Dezo people in the towns. With the Magic Cap, all you will get from them is baloney and dumb opinions, and they will charge you double the normal prices when you buy items from the shops. (Note: if you put the Magic Cap on to talk to the cats in Skure, be sure to reequip Rolf's Titanimet as soon as you finish talking to them. The Magic Cap is poor protection indeed.) Explore the entire network of tunnels thoroughly. You will find a Laconian Chest for Rolf, Gardaboots for Rudo, and a total of 60,000 meseta in other containers. Four stairways lead out of the tunnels; check the surface map to see where you emerge. Three of the exits will put you on pathways to the three Dezo towns: Zosa, Ryuon, and Aukba. DEZO TOWNS Put the Mogic Cap on when you arrive in Zosa. The Dezo people have little useful information, but what you want to do is buy items. In the Armor Shop you can get a Laconiamet for Rudo and a Laconcape for Anna. If Amy is with you, buy her a Laconian Emel. Switch Anna's Crystal Cape over to Amy, and sell Amy's Ceramic Cape. When you've done this, go to the Weapon Shop and buy a Pulse Vulcan for Rudo. Then buy Anna a Laconian ('AC') Slasher. Sell her Laser Slasher and switch the Fire Slasher to Anna's left hand. If Kain is with you, buy a Laconian Mace for him. Sell items no longer needed. Be sure not to sell "Gires items!" Return to the spaceport via a Ryuka Technique or the Teleport Station in Zosa. Fly back to Paseo and get treatment over at the Hospital. Get more Trimate in Kueri or Piata. Get the Gr Sleeves and Telepipe from the Green Dam now, and the Antidote in the Blue Dam (to get the Antidote, go to the chute just to the south of the entrance, around a wall). Put the Sleeves in the Central Tower Baggage Room. The Antidote and Telepipe can be used. Now find your way to Ryuon. Buy Rolf a Laconian Sword in the Weapon Shop. If Kain is with you, and if you have the money, buy him a Laconian Shield. Hunt monsters in Skure, and use Shir to steal a few items, if you need to raise money. Don't take Shir to Dezo! If you do, and she steals from a Dezo shop, you will have to fly back to Paseo, and pick her up at your home. The only item worth getting in Aukba is a pair of Hirzaboots for Amy. Shir can also wear Hirzaboots, but despite their higher price, they do not give as good an agility add as Shuneboots. Save the game in Aukba. Aukba will be the central point of your adventures in Dezo from now on. CREVICE Go around now, talking to all of the Dezo people in Aukba, then teleport to Zosa and Ryuon and speak to those Dezo people. From them, and the cats if you spoke to them, you will learn the history of Dezo: the Palm people came to Dezo to mine Laconia, but the mine contained poison gas that forced them to abandon the planet. The pets they kept, and the robots they used for mining and security purposes were all left behind. The gas made most of the animals mutate into the monsters you have to fight. Most of the Dezoan people are pleased that they have the planet to themselves again. Note how none of the Dezo towns have any control towers. The Dezo people will tell you they hate computers and do not trust Mother Brain. In fact, one of them will say something quite profound, if people keep depending on Mother Brain, they will just come to an end. In Aukba, you will be told about the Crevice, and how a beautiful man with strange powers fled from Palm to the far side of the Crevice. Pick up Trimate in Ryuon, and if Amy is not with you, get some Antidotes in Paseo. Teleport back to Aukba and head all the way west and then south. Check the ground map if you need to. Look for wave rings in the Crevice. That is the entry point. The Crevice is a three level dungeon, though you must proceed through the first level and second level twice. On the first level, go as far west as you can, and then north. On the second level, use the second up stairway, and the rest of the way is easy. Watch out for the Eletusk and Owltalon monsters and the Specter and Aerotank robots. ESPAR MANSION When you emerge on the other side of the crevice, go west and you will see the Espar Mansion. Make sure Rolf is alive when you get to the mansion or the Espar guards will not admit you. If you made sure Rolf was not killed, the guards will tell you they've been expecting you, and let you through. How do the Espars know who Rolf is? Go inside and you'll find out. Six Espars stand before a throne in the mansion. They will tell you about their master, who fled here from Palm after Mother Brain came to power. He is in cryogenic sleep, and awakens to watch Algo for a while once every ten years. He is due to awaken again when you arrive. Go downstairs. Two Espars stand guard over a cryogenic bunker. Talk to one of the guards, and after he welcomes you, he will say he would rather let his master sleep, but.... He will stop in mid-sentence as the bunker opens, and a man emerges. The man is Lutz, the last telemental in Algo. He explains how he, and the other Espars, know you: they have met you before. Lutz saved you from death "after an accident on a space trip with your parents when you were ten." That is how the man in Piata knew of your name: you are the sole survivor of the starship collision ten years ago. Lutz was awakened when he heard Alis scream; so it is that you, Rolf, are the last descendant of Alis. Lutz also explains your dream, the battle in which Alis overcame the Dark Force that tried to destroy Algo 1000 years ago (any PHANTASY STAR veteran will recognize the dream when they see it at the beginning of the game). Now, there is a new force of evil seeking to destroy Algo, and Lutz needs you to arm yourselves for battle and stop it. He gives you the Aeroprism, which lets you see something that cannot be seen, and tells you to arm yourself with "Nei's weapons." No, there is no explanation as to why the legendary arms are named after Nei.... Remove the Prism from the container, and use Ryuka to return to Aukba. Use the teleport station to get back to Skure and fly back to Paseo. Heal at the Hospital; check everybody's strength and inventory. Rough trip ahead. Around this point in the game, you'll notice that Anna's defense strength is lower than any other party member of comparable level. As a result, she takes more damage from enemy hits and you might have to frequently heal her with her "Gires item" or Trimate when in battle; effectively clipping her attack power in half or more. You can remedy this in one of two ways: place Anna in the rear of the party (which can backfire sometimes, particularly when you face opponents that can hit all four members of the party at the same time), or halve her attack power voluntarily, by equipping Anna with the Gr Sleeves. The Sleeves are just a slight bit less protective than a Laconian Emel. Although Kain's machinery Techniques work on the monsters in the dungeons on Dezo, Amy's healing Techniques are helpful enough to make her a feasible alternative. Switch Kain's Storm Gear to Amy (she cannot wear it; she can only carry it) and she can hold her own. Take Rudo and Anna into the party and decide whether to take Amy or Kain as the fourth member. Fly back to Skure and return to Aukba with a Telepipe. MENOBE West of Aukba you will find a dungeon called Menobe. Most of the monsters (Mystcape, Illusionist, Wrestler, and Sakoff) aren't very tough, but beware of the Sakoffs' poison. On the fourth level you will find Shadow, Mxdragon, Glosword and Imagiomg, which are much stronger. Statues in Menobe are set very close together to restrict movement and, at times, form "walls." On the top level of the dungeon, trees form the walls. You must move between the four levels several times, including at least one long trip through level four, to get the items here. You'll find an extra Colorscarf and Storm Gear in Menobe, and two of Nei's items, Neicrown and Neimet. If Amy is with you, equip her with the Neicrown (only she may wear it) and Rolf with the Neimet. If Kain is with you instead, have him put the Neimet on. Use Hinas or an Escapipe to leave the dungeon and get medical treatment in Aukba's Hospital if you need it. Return as often as necessary to get the two Nei items. GUARON After you get the items from Menobe, teleport to Ryuon. Buy more Trimate there and head out. Go west a little and then all the way north to Guaron. Watch out for the Firefall, Kinglava, Vorcano and Frdragon monsters. Many monsters you will meet on the second level and above are very resistant to bladed weapons, so Anna will be less effective against them. This makes it a good idea to protect Anna with the Gr Sleeves above the first level. What makes Guaron hard at the start is learning the layout of the bottom level. The building circumference is part of the dungeon, including a maze of trees in the northwest area. Grab the Laconian armor called Laconinish from the first level. If Kain is with you, have him put it on; otherwise, have Rudo put it on. Navigate the maze of trees and go to the room with a single up stairway at the center. This is a 16-level spire which forms the heart of Guaron. Walk up the spire to the top level and get the Neiarmor from the container. Put it on Rudo. Walk down the spire until you get to level eight, which has two statues at the southwest corner. When you reach this level, go between the statues and down the passage. At the left-right fork, go left and you will find the Neicape. Either Amy or Shir may wear it; if Amy is with you, put it on her right away. Once you have both Nei items, use the Hinas Technique or an Escapipe to get out of Guaron. Go back in to grab the extra Amber Robe from the container on the first level. There is an extra Crystal Chest and Cape in Guaron, but don't knock yourself out to get them yet. Leave Guaron and get fixed up at a Hospital. If Amy is with you, fly back to Paseo and give the Laconinish to Kain. Pick up more Trimate in Kueri or Piata and then return to Paseo. Buy six or more Escapipes before flying to Skure. IKUTO The next dungeon is Ikuto. To get to it, go to Zosa. From there, go south, west, north and then west through the narrow passage among the mountains. Now go north and you'll find Ikuto. Ikuto is the hardest dungeon of all. The Wizard and Capeone monsters there can attack everyone at once, but the most lethal opposition will come from an encounter with three Gloswords. If you have this encounter, use the Snow Crown to throw up a Deban shield. Use Anna to carry the Snow Crown; she is much faster than Amy and can act much earlier. What really makes Ikuto hard is that you must use pitfalls to traverse the levels. Many of the pits are aligned so that if you jump into a pit that's lined up with others below it, you'll fall all the way to the bottom level. From there, you must use an Escapipe, the Hinas Technique, or the single up stairway on the level to get back up to the top level. The Neishot and Neislasher are found on the fifth level. Finding the right pits to fall into to reach these two weapons is not easy. The Neishot is a lethal energy cannon that only Rudo can handle; conversely, only Anna can wield the Neislasher. A Pulse Cannon, Laconian Dagger, Laconian Mace, and Fire Staff can be found here as well, but don't knock yourself out trying to find these. Get the Nei items and save the rest for later. The extra Escapipes you took to Ikuto could have been used if you took any wrong turns. If you have any of them left over, you can use them later. NAVAL There is one last dungeon left: it is called Naval. You cannot reach Naval from any town. Restock on Trimate in Ryuon and sell any items (except the Nei items) taken from Ikuto. Then fly back to Skure. The fourth stairway out of the mine -- the one that doesn't lead to any of the towns -- is the one that leads to Naval. The Naval structure is simple. There are two staircases, north and south. You walk around the outer passages of Naval, up to the top level. You then walk up a strip of walkway extending into the central pitfall. You'll jump down to the second level (where the containers are) from the walkways. Take the north stairs and walk up to the top level. Beware the Archdragon and Fiend monsters: they are the most powerful monsters on Dezo. On the top level, go up the south walkway to its midpoint; jump off on the west edge. Repeat this twice and you'll find the container on the second level. If you have kept Anna in her "double attack" mode (Neislasher in one hand, AC Slasher in the other), chances are she will have been getting a lot of lumps. But in this container, you'll find relief: the Nei Emel, the single most powerful protective gear item in the game. Fall down to the bottom level after you get the Nei Emel. The north stairway is used to get to the east walkway; jump off its south edge to reach the three containers on level two. You'll get a Laconian Emel and a Mirror Emel, as well as another Gr Sleeves. Use the south stairway to get to the north and west walkways. Fall off the north walkway's eastern edge to the container; you'll get the Neishield. Fall off the north edge of the west walkway to get the Trimate and Truth Sleeves from the containers on the second level. If you need to, use up enough Trimates for healing, to make sure you can carry all seven objects out of Naval. THE NEISWORD When done, use Ryuka or a Telepipe to get back to Aukba. Get healed at the Hospital and hurry to see Lutz at the Espar Mansion. If you left any of the eight Nei items back in Paseo, you'll have to go back and get them, because you must be carrying all eight items on your characters to show Lutz that you have them. Lutz will congratulate you and make a speech about Algo's history after the battles of Alis. He will explain how the peace that Algo obtained began to decay after Mother Brain arrived and began pampering the people with all its creations. Lutz feels that Mother Brain itself is a devil's trap, which is weakening the peoples' minds and slowing leading Algo to its doom. He will then give you a mighty weapon, a magic Neisword. Pick it up and talk to Lutz again. He will ask if you are brave enough to battle the forces of evil. You might be brave enough, but you are not quite ready, so tell Lutz No. He will send you off, along with his prayers, and heal everyone. Hurry back to Paseo to begin preparing for the final leg of your journey. PHASE V: THE FINAL BATTLEFIELD ============================== GETTING READY After getting the Neisword from Lutz and returning to Paseo, check all the items you got from the dungeons. Sell used items and distribute what still can be used among your characters. It is time to prepare yourself. Take various characters hunting, to build up everybody's levels. Build up Shir as well, and if you use Hugh, be sure to raise his strength. Make sure that all characters have optimum armament: ROLF: Titanimet, Neisword, Laconian Chest, Gardaboots. RUDO: Laconiamet, Neishot, Neiarmor, Gardaboots. AMY: Neicrown, two Fire Staffs or one Fire Staff and a Laconian Emel, Neicape, Hirzaboots. ANNA: Colorscarf, Neislasher, AC Slasher or Nei Emel, Laconian Cape, Long Boots or Shuneboots. KAIN: Neimet, Laconian Mace, Neishield, Laconinish, Gardaboots. SHIR: Wind Scarf, Laser Knife, Truth Sleeves, Crystal Cape, Shuneboots. If you use Hugh, his optimum gear is Laconiamet, Laconian Mace, Laconian Shield, Ceramic Chest, Gardaboots. The main reason you want to build up Shir in levels is that you need her to steal Star Mist and Moon Dew from Paseo's Tool Shop. You will need lots of it on the final battlefield. Some of the Nei items can be used by several characters. For example, when Shir is in your party but Amy is not, Shir can wear the Neicape. If Shir is in the party but Anna isn't, Shir can wear the Nei Emel. Here's a breakdown of who can use what: NEIMET: Kain or Rolf. NEICROWN: Amy only. NEIARMOR: Rudo or Kain. NEICAPE: Amy or Shir. NEIEMEL: Anna or Shir. NEISHIELD: Kain or Hugh. NEISHOT: Rudo only. NEISLASHER: Anna only. NEISWORD: Rolf only. When more than one character can use a specific Nei item, the item should always be equipped by the underlined character when he or she is in your party (i.e. only have Kain put on the Neiarmor when Rudo is not with you). You can now try to grab the items you left behind in Guaron and Ikuto, as part of the hunting to build up your strength. Your goal is to build your characters up to the high 20's to low 30's in level. It is best to try and get Rolf to around level 35, Rudo and Anna to level 33 or 34, Kain to level 32 or so, and Amy to level 30 or 31. Amy learns the potent Nasar Technique at level 30, and Rolf learns the most deadly Megid Technique at level 35. Beware of using Megid, however: it is almost certain to destroy all enemies in an encounter, but it drains all of your companions (except Rolf) of half their hit points. During this time, if you get everyone up high enough, Rolf's hit points and defense strength will overtake Rudo's and eventually Rolf will be stronger. When this happens, put Rolf in front of Rudo to lead the party. When everyone is built up in strength and Shir has stolen lots of Star Mist (no fewer than six, preferably eight to ten) and Moon Dew (no fewer than two, preferably four or five), you're ready to fight the final battle. Take Rudo and Anna into the party, as well as either Amy or Kain. In addition to their "optimum gear," each character should also carry the following: ROLF: Mogic Cap, "Gires item," Visiphone, Star Mist, Moon Dew. RUDO: Prism, "Gires item," Star Mist, Moon Dew. ANNA: "Gires item," Snow Crown, Star Mist, Moon Dew. KAIN or AMY: "Gires item," Storm Gear, Star Mist, Moon Dew. If you use Amy, have Rolf wear the Neimet and store his Titanimet in the Central Tower Baggage Room; if you're using Kain, have him wear the Neimet. Distribute the Star Mist and Moon Dew among the party members rather than having one character carry them all. Then get as much Trimate as everyone can carry; if you use Kain instead of Amy, carry a few Antidotes in place of three or four Trimates, to protect against being poisoned by Sakoffs. NOAH Go to the Espar Mansion and see Lutz. Tell him No when he asks if you wish to battle the forces of evil. Then, after Lutz heals you all, turn around and speak to him again, and say Yes. Lutz will wish you good luck and tell you to "Use" the Neisword if you run out of power. Then he'll send you to those who watch you from outside of Algo. You will be teleported to Noah, which is your final battlefield. Noah is a huge ship in outer space. Most of the monsters you met in the Dezo dungeons (including the Archdragon and Fiend monsters) are encountered here. The structure of Noah is simple. Just go to the right from the point where you start, and the rest of the way is mostly self-guiding. Whenever you have an encounter, throw up a Deban Shield with the Snow Crown at the start. Don't use Techniques to fight the monsters, and heal damage with the "Gires items." Heal often to keep everyone's strength at maximum. Don't use Trimate or Star Mist; only if you meet Sakoffs and are poisoned should you use Amy's Anti Technique or an Antidote to cure the poison. Near the back of the first level, you will find a container. Do not open it unless everyone is at maximum power. If you need to, pace back and forth in front of the container until you have an encounter, then box with your opponent(s), healing immediately with "Gires items" while wearing down the enemy little by little by attacking only with characters who are at full hit points. If Amy is with you, then you can use a Sar Technique or two to restore hit points, as an alternative to the hunting tactic. Save the game with the Visiphone just in front of the container, so you can replay the final fights right away in case your whole party is killed. Turn around then, and open the container. DARK FORCE Everything will go black, as you feel the tremendous strength of darkness and evil radiate from the box. Wicked laughter will boom from somewhere and tell you that you've opened Pandora's Box, which contains all that is evil; all that is the Dark Force. The Dark Force will manifest itself in a frightening physical embodiment, which looks a little like Darkfalz of the original PHANTASY STAR. This Dark Force is much stronger, however. The graphics are razor sharp and snazzy. Anna's first action should be to use the Snow Crown to throw up Deban. She should then use her Colorscarf, which boosts everyone's agility; next, use her Shift Technique. Finally, attack with the Neislasher. It is most vital that Anna is wearing the Nei Emel in this fight; she simply can't stand up to Dark Force if she stays in "double attack" mode (the Neislasher and AC Slasher) because her defense strength is too low. You _can_ use the double Slasher attack to fight your way to the container, but as soon as you get to it, have Anna slip on the Nei Emel before opening the container. Rolf should blast away with his Nathu Technique a few times, until his TP's fall between 60 and 70. Then switch to Nafoi until you expend all of your TP's altogether. Finally, if you need to, attack with the Neisword. If Kain is with you, use Nagaj until Kain's TP's are expended. Then strike with the Laconian Mace or use Kain's Storm Gear. If Amy is with you, she should cast a Sashu Technique, then attack with her Fire Staff or use Storm Gear. Amy can use two Fire Staffs before you reach Dark Force, but should be wearing her Laconian Emel before you engage Dark Force itself. If Amy is 30th level, you have a wide range of healing Techniques at your command; if you have enough Moon Dew, don't underestimate the power of her Nasak Technique (you need Moon Dew to use this Technique, because Amy dies when she uses it; a party member has to use the Moon Dew to revive her). Rudo's actions are obvious: open fire with the Neishot; keep shooting until you are victorious. Dark Force can attack all four party members at once with the energy blast it shoots from its mouth, so you will often need to heal with a Star Mist, instead of Trimate. But what really makes Dark Force so dangerous is its hypnosis attack. Dark Force possesses the ability to hypnotize your party, one by one, turning the target member evil. The effects of the hypnosis can be any of these six possibilities: "Turns doubtful:" the character will fight less furiously; he or she will do less damage and have less chance of hitting. "Loses confidence:" the character can no longer use any Techniques at all. "Gets lazy:" the character slows down noticeably; the Colorscarf or a Ner or Saner Technique can fix this. "Crushed by despair:" the character can no longer fight, or pretty much do anything but stand there in a state of despair. "Turns greedy:" the character becomes inactive, being too busy trying to grab items from his or her companions to do anything else. "Turns traitor:" the character cannot act, being too busy trying to flee, but never successfully escaping. The first three hypnosis effects hurt your performance but you can continue to fight. Rudo and Anna are virtually unaffected by the "loses confidence" effect, since Rudo uses no Techniques and Anna will cast only one. However, the latter three effects are much more serious; the party member is, for all intents and purposes, out of the fight. Theoretically, it is very possible for Dark Force to zap everyone in the party with the "turns traitor" effect one by one, and then leisurely savage the whole party to death while they try to flee. This is why Lutz gave Rolf the magic Neisword. This weapon has the power to emit a bright light, which dispels the evil completely and liberates the party members from whatever effects were suffered. Unfortunately, there's no way to "make" the Neisword dispel the evil; it just does it at random. Dark Force can also re-hypnotize the party continuously, as many times as the Neisword dispels it. The hypnosis effects, along with the unreliability of the Neisword, is why you have to be so powerful to defeat Dark Force. Amy's Techniques can let you use less Star Mist and Moon Dew, but Kain's Nagaj Techniques will mete out much more damage than any attack made by Amy. It's not a good idea to leave Anna home and take Rudo, Kain, and Amy as Rolf's companions, because Dark Force is very quick, and you'll need Anna's agility, enabling her to perform certain actions before Dark Force attacks. After you defeat Dark Force, use the Neisword to return to Espar Mansion. Have Lutz heal you by talking to him and saying No when he asks if you're ready to do battle with the forces of evil. Then say Yes to return to Noah. If by chance, Shir stole particularly large amounts of Star Mist and Moon Dew, you have the option of leaving a couple of them in the Central Tower Baggage Room; then, after destroying Dark Force, hurry back to Paseo and retrieve them, and go back to Lutz to be teleported back to Noah. Fight your way to where the container was in the same manner you used to reach it before. You can now go past the area. Turn to the right, and the rest of the trip to the back of level two is easy. MOTHER BRAIN You will go up a walkway that divides a huge area of computer machinery in two sections. When you reach a large section of wall with a gorgon's head on it, the eyes will flash and emit a hologram of Mother Brain. You will be overcome by the presence of Mother Brain, but all Algo depends on you. Will you have to fight to pry Algo from Mother Brain's control? If you say No, Mother Brain will mock you, and reveal the truth: she's like a mother leading her child, and will take her child, Algo, by the hand and lead it down the path of destruction. Mother Brain itself is a suffocating force of evil, and must be stopped. When you say Yes, Mother Brain will smile in amusement and call you fools for challenging her; then warn you of the consequences of damaging her. Do you remember what the Commander told you when you brought him the Recorder of the Bio-Systems Lab? The secret foreshadowed by that statement is now revealed by Mother Brain: the people of Algo have become so soft, and used to comfort and pampering, that if she is put out of commission, they will become helpless and die cursing their fate. If that is your will, try and disable her; if not, return now. Because of a programming error, you must actually say NO in order to say YES -- the Yes and No functions of this choice were accidentally reversed by the programmers. When you tell Mother Brain that you are taking Algo back at all costs, the final battle will begin. The Mother Brain provides one of the most dazzling, breathtaking graphics displays you've ever seen. She isn't drawn with quite as much razor-edged sharpness as Dark Force, but Mother Brain pulses and scintillates, with shifting hues of blue, yellow, green, orange, red and violet. The shifting background of stars and the corona of blue-white flames stretching across the bottom completes this spectacular masterpiece. Compared to Dark Force, Mother Brain is, fortunately, relatively easy. She is still formidable, however, since she has tremendous staying power. Use the same combat tactics on her that you used on Dark Force. If Kain is in your party, use his Nagaj and Gigaj Techniques and Rolf's Nathu and Nafoi Techniques to make short work of the Mother Brain. If Kain is with you, transfer most of your remaining Star Mist to Anna; if Amy is with you instead, transfer it to her. Mother Brain cannot hypnotize like Dark Force, so it's best to have most of the healing done by whichever party member does the least amount of damage on average. Mother Brain fires energy blasts from her eyes that will sometimes hit only one party member, but usually strike all four at once. Use the Snow Crown and Colorscarf, and if Amy is with you, use her Sashu Technique. Finally, Anna can use her 'double slasher' attack when fighting your way to Mother Brain, but put on the Nei Emel to play it safe when you make it there. The same goes for Amy; she should wear her Laconian Emel in the fight. Mother Brain isn't as hard as Dark Force, but she is still formidable. When you defeat the Mother Brain, the wall section with the Gorgon's head will have been destroyed, and all of the machinery around you is dark and defunct. Everyone will stand there in amazement. Algo is released from the Mother Brain's control; the Climatrol and Bio-Systems controls are useless. You know that life without the Mother Brain will be hard and difficult, but you can feel a sense of hope. You're all eager to get back to Mota. This is only the beginning! THE CREATORS Or is it? You are only able to take a few steps before Lutz's voice fills everyone's heart, warning you that he senses another presence in the ship. You return to the wall plate, which is now gone, and see several hundred people standing in a huge room behind it. When you walk up to their leader, he will greet you, and after a few words are exchanged; he will ask you if you think they are enemies. If you tell him Yes, he'll acquiesce that you are correct; "of course we hate you for destroying the Mother Brain." The leader says he and his people are not of Algo; they come from a place called Earth. Their planet was green and lovely, with a highly advanced civilization. But their planet has now been destroyed, and they are the last of their race. You have at least two more Yes or No choices during the parley, so I will just sum the story up: the Earthlings were once a weaker people, who knew about their evil nature, but did not suppress it; rather, they took joy in controlling nature, and they did not realize they were sealing their doom until it was too late. When they did realize their planet was dying, they built a spaceship to wander the stars in search of a new home. Then, they found Algo; the people living on the three planets in simple happiness. The Earth people decided they wanted the planets for themselves, and built Mother Brain to gradually take over, and ultimately destroy, the people. You have destroyed Mother Brain, but they know they can build another; the only ones against them are you. They have only to eliminate you, and their plans can proceed. The leader is sure that you cannot stand up to them, the people who destroyed Palm. When the Earth leader tells you that you are about to die, the remaining three members of your party (the ones you didn't take with you) will appear suddenly at your side, transported to you by Lutz' power. The Earth leader will shrug it off and say that it is only a delay until Algo is destroyed. In the next instant, you will all be attacked. The rest of the game will all proceed automatically. Your party is shown in battle, one by one, each shouting his or her own defiance and anger. Next, you get a close-up of Rolf; finally, a view of Mota from outer space, and then the message, "I wonder what the people will see in the final days?" The biggest problem with this is that it doesn't state for certain who wins this battle. The musical tune that is played with the closing credits is called "Never Dream." It's a pleasant tune, if it is a little solemn, perhaps hinting that Rolf and party were all slain in the battle with the creators. PHANTASY STAR II has its faults, but it lives up to the reputations built by its predecessor, PHANTASY STAR. It is one of the best RPG games out for the Sega Genesis. PHANTASY STAR II is published and distributed by Sega of America. This walkthru copyright (c) 1991 by Voltron. All rights reserved. 73500,47 on Compuserve caribou@cnct.com on Internet