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