By The_Darklord
Shroud / Cade Mistral Character Bio: Born to a family inherently skilled in wind magic, Cade Mistral is a passionate and highly principled person. After years of wandering alone, he treasures his friends and his job as an armor merchant in Port Arianna. When the town is in danger, he grabs his spear and readies his wind magic, becoming the crime fighter known as Shroud.
Role in the Party : Shroud will be the party's main healer for most of the game, at least until Laurel joins in Arc III; but even then he'll be the only person who can heal everyone's HP, and status at once. When he's not healing, Shroud can do decent damage with his magic and spear.
Skills:
Stoic / Bones Character Bio: Though he goes by the name "Bones" in Port Arianna, Stoic the skeleton has lived through about one thousand years of history. He is a deeply private individual, but shares Cade's quest to keep those around him safe from harm. He also has quite a temper, and enemies tend to fear him a bit more than Shroud.
Role in the Party: Stoic will be the main damage dealer in the party, and not much else. Stoic can use Intensify and Call to Arms to raise attack power, and most of his other skills will be aimed at dealing status effects as well as damage.
Skills:
Enemy Encounters:
Ghost
HP: 16
Skills: Boo! (Weak)
Comment: Slow and harmless, Bludgeon or Gust Strike will easily take a ghost out before they get a chance to do anything.
Rotting Corpse
HP: 64
Skills: Noxious Gas (Poison)
Comment: Corpses can get very annoying, they can poison, and do damage. Take out any ghosts, and then focus on the Corpses.
After the opening cutscene with Shroud, Stoic, and Andau, walk up to the front door of Fort Drake. Since it's locked, head to the right and enter through the side door. In the small room, rest and save your game at the bed, and then go grab the potion at the cooking area.

Next, enter the main area of the fort; you'll see a bunch of cracks in the floor. In the basement, there are four chests which you can reach by falling down a hole. Below is a diagram of all the holes you want to drop down.

Note that the hole in the lower right has to be reached by dropping down from the other floor. Go to the third floor, and press the action key to swing on the rope to the first platform. From there, swing to the left upper platform and pull the switch. From there, swing back to the first platform, down the middle one, and then use the ropes to get to the switch on the right side of the lower left platform. Pull the switch, and head back to the first platform. Go right and follow the ropes until you get to the lower right platform. Pull this switch, and then go to the platform in the middle of the room. Go left, until you reach the strange looking switch. Pull it, and a hole will open in the middle platform. Drop down it, and you'll get the roof key. From there, head down to the lower left corner of the second floor, drop down to the first floor, and then drop down to the basement to get the ?? Key.
Now, head back up to the third floor, and you can decide to get the chest in the second floor. Just land in the areas marked with a blue circle in the above diagram. After that's done with, use the ropes to get to the roof. On the roof, go to the first door, open it with the ?? Key, and check the statue for a Miracle Drop (an awesome item which restores all HP and SP.) Then grab the chest before entering the door where Andau waits.
Warning: Don't bother healing with a Pocket Shelter; you won't be fighting Andau.
After the scene at Torto's shop, look around town for some chests. After your finished exploring the port, head to Gino's workshop, it can be reached by leaving town through the lower right exit. Immediately equip the new armor and weapons before leaving town via the southern exit.
Enemy Encounters:
Gallian Lancer
HP: 182
Skills: Arc Sweep (Attacks all enemies), Demoralize (Weak)
Comment: Lancers aren't that difficult; just have Shroud heal while Stoic attacks them.
Gallian Axe-Master
HP: 140
Skills: Intensify (Enrage)
Comment: Just keep attacking Axe-Masters and they'll go down. Always attack swordsmen before Axe-Masters since Axe-Masters will defend often.
Gallian Swordsman
HP: 137
Skills: Mind Bop (Enfeeble), Holy Blade (Holy Damage)
Comment: Kill swordsmen as fast as you can, they don't defend, their Holy Blade can do some damage to Stoic, and Enfeeble makes Shroud's Squall much less effective.
Once you enter the cemetery, go to the fountain and save your game. Since the main entrance to the church is shut, you'll have to go through the tomb. Make your way down to the second basement, where you'll find a door with a barrier. After you hear the knocking, head upstairs to the northern second room. Open the coffin to awaken the spirits of the tomb. In order to move on, you'll need to kill five gallian lancers, their locations are:
After you've defeated all of the lancers, head to the northeastern part of the cemetery and talk to the elf. After listening to her story, you'll see a message telling you to go to the bottom of the tomb. Go to the bottom floor and fight the three lancers.
Suggested Level: 5

Gren
HP: 142
Skills: Spear Dance (Does damage to all enemies)
Comment: Gren's pretty harmless, his attack does good damage, but his Spear Dance does very little damage.
Sloger
HP: 190
Skills: None
Comment: Sloger defends every now and then, so he should be taken out last.
Sophie
HP: 112
Skills: Lightning Thrust (Does damage and can Dizzy one enemy)
Comment: Take Sophie out first, her Lightning thrust can cause dizzy, which makes it very hard to deal damage.
Strategy:
Use intensify on Stoic immediately, and have Shroud use Squall on Sophie. Keep having Stoic attack Sophie, and have Shroud keep healing. When you get the chance, have Shroud use Squall on the same target Stoic attacks. When Sophie dies, attack Gren using the same strategy. After Gren dies, finish off Slogger to win the battle.
Rewards: Lancer Boots, High Potion, High Ether
After the fight is over and the barrier is gone, head north through the hallway, in to the room with stairs. Before you go up the stairs, look left of the stairs to find a hidden room, complete with chests and a fountain. Save and rest, equip the Lancer Boots, and then head up the stairs into the church.
Enemy Encounters:
Blood Sucker
HP: 45
Skills: None
Comment: Harmless, easily taken out. Also weak to wind spells.
Maniac Moppet:
HP: 125
Skills: Immolate (Fire damage to one enemy), Cremation (Fire damage to all enemies), Motivate (Haste to all allies)
Comment: Probably the most dangerous enemy of all the church enemies. Take out all the weaker enemies, then finish off the moppet.
Squid Billy:
HP: 110
Skills: Blink (Uses Blink on an ally), Spell Lock (Silences one enemy), Tentacle Torture (Paralyzes on enemy)
Comment: Squid Billies can be very annoying, kill them after any Blood Suckers.
When you emerge from the tomb, first head down the stairs, to the lower right corner. Go through either entrance, it doesn't matter which one, since both will have the chest on the side you aren't in. To get the chest, you'll need to head to the bottom of the room, and then walk to the side with the chest. The chest contains a high ether.

After that's done with, head to the southern exit of the room. When you exit in to the room, go down the stairs on the left side of the room. From there, go down one more flight of stair until you end up in the room with all of the bats. The objective of this minigame is to hit all of the switches before time runs out. Just take your time and avoid the bats, and when you're done you'll get the Imbued Cloth, a cape which increase the wearer's magic defense. Equip it, and then return to the room with the pillars. The objective of this dungeon is to pull four switches, raising the water level so you can get to the boss room and fight Andau. Let's tackle the lower left switch first, so go through the door on the left.
The room is dark, and it will be basically impossible to navigate without lighting the torch. Move directly up, and press the action key to light up the room. Go to the right and get History #2. Head north, and fight the bats, they're pretty easy to kill, and they give decent exp. Eventually, you'll reach the room with all of the torches. The objective of this puzzle is to get all of the torches to be lit at once. Just mess with them until it they're all lit, this is pretty straightforward. Enter the northern room, pull the switch, grab the chest, and then go back to the torch room. Before heading back to the main room, look at the right side. You should notice a strange line. Go to the bottom wall, so that you can't move down anymore, then move right, going through the strange line. Go in to the bat room through the new entrance, and get the chest containing a miracle drop. Backtrack back to the room with the pillars.
Next, we need to pull the lower right switch. A barrier protects the door, look at the pillars, and find the one group which has a misclored tile. Step on the tile, and when it turns to the right color, enter the door on the right.
With that, the barrier on the door will be gone. Enter, and use the following diagrams to help you find your way if the light goes out.
Pull the switch, and then head back to the room you came out of after you exited the tomb. In that room, look for a door to the left. Enter, grab History #1 on the table, and open the chest to get a pocket shelter. Leave and go up the left staircase. On the second floor of the church, go to the middle door with the golden border around it. Enter and talk with the save fairy inside. Heal and save your game, then go back to the second floor, through the left door, and up the stairs. On the third floor, grab History #3.
Go to the left door on the third floor. After going through the hallway, you'll be in a room with six torches. To get to the next water switch, you'll need to light all of the torches. To do so, push the big block in front of the bats so they hit the box instead of extinguishing the fire. Next, light all the torches on the side you put the box on. Then push one of the small boxes in to the lowered tile in the middle of the room. Push the other small box next to the small box in the middle, and they'll become one big box. Push that box to the other side, light the torches on that side, and pull the water switch.
Head back to the third floor and go through the middle door. Keeping going north until you enter a small room with a bookcase and a table with a book on it. Read the book for an interesting look in to Andau's past. After your done with that, open the chest near the bookcase to find an angel's tear, an awesome item which revives an ally with full health.
Next, go to the right door on the third floor. In this room, you need to move to the door without getting hit by the bats. In the history room, use the following order.
After that's done and the barrier disappears, head back to the water room, heal and save, and go through the door to fight Andau.
Warning: Make sure you have at least two ethers before you fight Andau, Shroud will be using his magic most of the battle, and Stoic needs to have at least 12 SP at all times during the fight!
Suggested Level: 7
Andau
HP: 850
Skills: Shadow Bane (Darkness damage to one enemy), Obscurity (Heavy Darkness damage to one enemy), Dark Cloud (Darkness damage to all enemies), Blinding Light (Stun to all enemies), Demon Shield (Raises Defense).
Comment: The main boss, focus all your attacks on him.
Blood Sucker
HP: 45
Skills: None
Comment: Take these bats out as fast as possible. If Andau uses Obscurity, and the bats attack the same target, the target can be easily KOed.
Strategy: For the first part of the fight, have Shroud keep himself and Stoic at full health, and when Shroud has no one to heal, have him use Squall. With Shroud healing, have Stoic uses Bull Charge on Andau until he has Armor Break. When Andau has Armor Break, have Stoic use Intensify on himself, then have Stoic keep attacking Andau. Make sure Stoic has at least 12 SP at all times. Eventually, Andau will call six bats in to the fight. Have Stoic use Rough Shod twice, and he should destroy most of the bats. Don't be afraid to use your angel's tear if the bats are alive, and someone gets KOed. After the bats are gone, use Stoic's Bull Charge/Intensify combo to destroy Andau, while Shroud uses Squall and Healing Wind.
If you're still having trouble with the fight, have Shroud level up to level 8 so he gets Chinook.
Rewards: Dark Ring
After you're done with the cutscene, leave the apartment and head to Torto's shop. Inspect the sign, and go north to find Emma, she's near the apartment building. After the cutscenes, head to Gino's place, change, grab the dynamite inside his tent, and go east to the Terr Mountains.
Warning: Consider picking up a Lionfish while you're still in town, it can come in handy for the Morias and Douglas fight.
Enemy Encounters:
Kobold Bandit
HP: 130
Skills: Spiraling Shank (Damage and can cause Clumsy), Rock Toss (Weak Earth damage), Bated Attack (Will only use if party is level 9, causes Stun)
Comment: You'll need to kill a lot of these, they drop dyanmite. Also, when Kobolds loose health, they have a 20% chance of calling Medicine Wolves.
Tuskan Commander
HP: 155
Sklls: Grave Digger, Terranigma (Earth damage for all enemies), Tremor Cut
Comment: Kill a lot of these, they drop Tuskan Bracers, a great accesory for Stoic.
Medicine Wolf
HP: 47
Skills: Bite (Can cause bleeding, and does more damage to Stoic) , Heal (Heals one ally's HP)
Comment: Very easy to kill, kill them before they have a chance to heal any allies.
After you talk with Morias, head south. You can blow up piles of rocks as long as you have a stick of dynamite on you. The small elevation to the south of the entrance from Gino's tent contains an Alarm Hat for Shroud, but you'll need to blow up the entrance to get it. As you move east, fighting enemies for dynamite and blowing up piles of rocks (make sure to check the staff on the wall of one hole, you'll get an angel tear from it), you'll eventually see a small hole near the path. Use the action key to drop down, and talk to the injured man to get rope, which you'll need to scale Terr Mountain. When you get to the water, use the action key to jump and get to the eastern side. You can try to walk up the stairs, but alas, it's not that easy, Morias booby trapped them. On the eastern side of the water, there's a small shop where you can buy Sonic Sneakers for 200 gold. Buy a pair for Shroud, the extra speed will help him. Blow up the pile of rocks to the north of the shop to open all the chests behind the counter.
Head back over to the western side of the river, blow up the entrance, and go in to the cave. Grab the dynamite in the chest, and then emerge at a higher elevation. Don't jump on the logs, they lead you to a dead end; instead, use to rope to make a ladder. Go across the eastern bridge, clear the rocks with dynamite, and go through the cave to get a high ether. Backtrack, and go up the stair, clear the rocks, and jump down to a lower platform. Blow up the rocks, enter, grab the chest, and get ready for a minigame. The easiest way to win is to stay around the middle of the room. Heal and save your game, then head north. Eventually you'll reach the upper area of the Terr Mountains. Set up a rope ladder on the left side, go down, blow your way in, get the high potion, then head back up. Go all the way to the right side of the cliff, and clear the rocks to get the Rock Helm for Stoic. As you head left, look for a hole concealed by a tree, go through and get an angle's tear. Afterwards, go left and find a more obvious hole.
Keeping heading south and you'll see rocks blocking a bridge. Clear the rocks, open the red chest to get the big bang, the item you'll need to clear the path to Morias and Douglas. Head back north, and you'll find some kobolds throwing rocks down. Get pass that easy trial, and you'll find they've prepared a much harder one for you. Finish that, get back to the top of the mountain, and use the big bang to clear the path to Morias and Douglas. Use the fairy to heal and save, then head across the bridges.
Suggested Level: 9
Morias
HP: 800
Skills: Snooze Shot (Can cause sleep), Focused Attack (Does bad damage), Rapid Fire (Does damage to all enemies), Explosive Trap (Deals high damage to one enemy), Frost Trap (Delays all enemies)
Comment: Take out Morias after you've disposed of Douglas.
Douglas
HP: 600
Skills: Bite (Can bleed and does more damage to Stoic), Ferocious Roar (Can stun), Stealth (Inflicts Blink on the user)
Comment: Tackle Douglas first, he has less HP.
Strategy: Use Stoic's Bull Charge on Douglas until he has Armor Break, then have Stoic uses Intensify on himself. Keep having Stoic attack Douglas, while Shroud uses Healing Wind, and Squall when he gets a chance. Also, use any Dynamite you may have if anyone runs low on SP. When Douglas is about to die, Morias will give Douglas a fish that enrages him. Use Squall and Bone Cleave to take Douglas out quickly, then finish off Morias.
Rewards: Town's Money, Douglas' Fang
Watch the ending cutscene, then go on to Arc II!