Zenodeus' (Zenodeus@hotmail.com) Unofficial =Grandia= Strategy Guide for the Sony PlayStation Version 1.7 January 28, 2000 ============ =What's New= ============ Version 1.7 (01/28/00): most sections updated/expanded, walkthrough up to the Rainbow Mountain, Special Thanks added Version 1.6 (01/25/00): most sections updated/expanded, walkthrough up to the Zil Desert, one Secret Dungeon added Version 1.5 (01/20/00): most sections updated/expanded, character profiles added, walkthrough of Disc 1 complete Version 1.4 (01/15/00): most sections updated/expanded, walkthrough up to the Twin Towers Version 1.3 (01/10/00): most sections updated/expanded, "The History of Grandia" section added, walkthrough up to after the great wall Version 1.2 (01/05/00): most sections updated/expanded, walkthrough up to the Misty Forest Version 1.1 (12/30/99): most sections updated/expanded, walkthrough up to the post-wedding of Feena Version 1.0 (12/27/99): main sections began, walkthrough up to searching for Java =================== =Table of Contents= =================== I. Introduction II. Walkthrough Disc One Truth or Dare Preparing for the Trip Follow the Marna Sand Road A Sea of Sult PASSing Time Mine O' Mines To the New World We Go Men of the Sea I Ain't Afraid of No Ghosts I Claim This Land For Spain A Road Named Merrill The House That Feena Built In Sickness and in Health Nature Hike The Lost Continent of Atlantis Back in the Clubhouse Area 51 ...On This Crazy Train Lukin' Got Nectar? Thick as Pea Soup It's the End of the World as We Know It... Little Shop of Horrors Raining Cats and Dogs They All Have Cooties Joe vs. the Volcano Horny Toads and Damsels in Distress Orberrific The Beginning of the End or the End of the Beginning? Disc Two The Lost World You're Not in Kansas Anymore, Dorothy Bring Your Canteens Chicken Huntin' That's Not the Only Thing That's Freezing A Reason Not to Take Drugs Everybody Hurts... Sometimes Yet More Ruins Death Star, Part Two Disc Two Secret Dungeons Soldier's Graveyard III. Frequently Asked Questions IV. Tips for Success V. Character Profiles VI. The History of Grandia VII. Magic/Skills Lists Elemental spells Justin Sue Feena Gadwin Rapp Milda Guido VIII. Equipment Lists Weapons Body Armor Shields Helmets Shoes Jewelry IX. Item List X. Special Thanks XI. Disclaimer ============== =Introduction= ============== Hello all, and welcome to my Grandia strategy guide. I've written a few guides in the past, but never one as in-depth as this project. I plan to have not just a complete walkthrough, but in-depth equipment lists and game strategies as well. The only thing I decided not to include was a beastiary, for the simple reason that whenever you go into a battle, you can tell their HP and know what stuff they use afterwards. Besides, I don't know many people who'd read that section anyway. I'm going to be working feverishly to complete this game (and guide) by February so that I can play SaGa Frontier 2 and beat some of the other RPG's I've yet to finish. One other thing, if you have any questions/comments, don't hesitate to e-mail me at Zenodeus@hotmail.com or just post something for me on the GameFAQs message board. And please read the Frequently Asked Questions section before you want to ask me anything. Thanks again, now on with the guide! ============= =Walkthrough= ============= DISC ONE Recommended Level: 2 Items: 100 GP, Poison Antidote, First Aid Kit After the CG/anime intro and the voice acted conversations, talk to Gantz (the center boy) to get your mission: to find the remaining three pieces of the Legendary Armor. You can talk to him to get clues where they are. First up, the Shield of Light. Go to the port and look behind a warehouse to find a "Pot Lid". Next, get the Warrior's Helmet by going down a set of steps beside the river in the town. The "Battered Pot" is by the wall on the other side. Take them back to Gantz. He smugly says the Spirit Sword is in a locked chest in his house. Head there (it's in the center of town) and talk to his mother who says his little brother Tentz has the key. Talk to Tentz in the village. The little bugger lost the key by the Cafe. Simply go there (should be right behind him). You'll know if you're in the right place if Justin and Sue start crawling. Look right by the water and the key will be yours. Go back to the house and open the chest to get your reward. Go back to Gantz to brag. Uh-oh, they're in trouble and you don't want to be. Walk around the boys and get caught. Inside the Seagull Tavern, talk to Lilly twice and have dinner. Talk to Lilly during the eating a few times to hear a cool pirate story. When you're through, select Justin. Recommended Level: 2 Items: none You can talk to Lilly the next morning to save your game. Search Justin's room for some good items and money. Leave the Tavern and stock up as well as you can at the General Store. Go inside the Museum and talk to the curator in the Exhibit Hall. Investigate the statue and break it. Go in the curator's office and choose the second choice when prompted (no matter what, you'll have to admit fault). Proceed to leave town. Recommended Level: 2 Items: 3 Gold Pouches, Baton A simple straightforward dungeon awaits you. This is a perfect chance to get become a pro at the battle system since the enemies are weak and a recover point is at the entrance. When you want to leave, either follow the road or follow the compass north. Recommended Level: 3 Items: 5 Gold Pouches, Shin Shoe, Rune Ring, Rock Ax Enter and talk to the guard at the gate. The letter is shown and he lets you in. Walk around a little bit, listen to some of the bad things about Baal's army, and go to the north tunnel (looks like an open mouth) to continue your "investigation". The three witches stop you. Choose the third option to show them the letter. Save and go inside. Room B1 Head north to hear the troops being given orders and see others that are spying. When you come to a split path, east is the way to go. Listen to the witches then two groups of guards to the south. Head east, north and use the save/recover point. Go north yet again. Room B2 Follow the compass around and go around the boulders. The path is easy to see and shouldn't need an explanation. Go in the ruins. Ancient Passageway Flip the switches on either side of the hallways until a door appears that you can walk through. Go into the north door. Room of Illusions Walk north to the center of the room. When you hear the spooky voice go north yet again. Liete appears and gives an in-depth explanation about the past of the world of Grandia. A new quest is revealed: head for Alent to find the answers. Come back out of the room. Uh-oh! Mullen catches you trying to escape. Pick any answers you want to give him about what you were doing in the ruins. After he's trapped, head out of the ruins. A statue has mysteriously come to life and has its beak ready for a Justin and Sue sandwich. Time for the first boss fight. Prepare! ----- BOSS: ROCKBIRD HP: ??? (I forgot to check but it's around 300 I think) STRATEGY: Use the almighty Critical attack to knock this feathered fiend back on the IP gauge. If timed right, he won't even be able to attack. ----- With that turkey out of the way, you're automatically placed at the beginning of the tunnel. Leave the military camp and go back to Parm. Recommended Level: 4 Items: none First, head to the General Store and buy some new armor if you didn't before. You might not need new weapons, but buy them if you have a lot of extra gold. Time to visit your mother, as Sue gives you a not-so- subtle hint when you enter Parm. Do just that and have some dinner. Talk to Lilly and Sue like normal until you're told to head for the Port to get your answers. Go there afterwards and talk to the men until you find out about Java the adventurer who should have a pass to the New World. His whereabouts are rumored to be the Cafe, so that's your next stop. Talk to the lady standing in front. Time to find the key to the place. Go back to the Port and talk to more of the men to get the key. Back to the Cafe. Talk to the girl again to give it to her. Watch the little cut-scene with Baal and Mullen. That guy reminds me of Lotor from Voltron for some reason. Anyways, go inside the Cafe at night. Talk to the man in back to find out where Java's at, then the Cafe owner to get Java's wallet, the bait to get him to talk to you. Head back to the Seagull Tavern and have some grub with Lilly. It's daytime after the conversation. Head to Parm Station (located in the southernmost part of town) and talk to the man in front of the gate. He'll let you by. Go up the stairs and hop aboard the train. Recommended Level: 4 Items: 12 Money Pouches, 2 Grenade, Workcloth, Herbs, Def Seed, Wound Sal, Ok Shield, Mi Hammer, Hand Ax When the train lets you off in the field, go to the southwest part of the area to find Java's shack. Enter it and get caught "stealing". After a conversation about adventurers, Java offers the Steamer Pass in exchange for the clearing out of a dungeon in his backyard, the Leck Mines. Go to the west part of the area to find the mine entrance which is now open. Talk to Java if you want to rest or save. Enter the mines. Room 1 Follow the left train track all the way until you reach the next room. Room 2 Follow the right train track. When you get to a bridge, you can fall off of it to get a Hand Ax below. If you want to climb up (you'll have to if you want to move on in the game), press the X button by the wire hanging down and up on the D-pad to climb up. Cross the bridge and continue following that track. When that ends, take the one next to it, and so on until you see the save point. Go into the next room. Deepest Depths Get all the money scattered around and go up onto the pedestal with the orcs. Boss fight! ----- BOSS: ORC KING, 2 ORCS HP: 385, 70, 70 STRATEGY: Kill the two orcs first with combos: you don't need them knocking you back on the IP gauge and doing damage. When you're left alone with the king, use Sue's Pufy Kick attack and Justin's V-slash. Finish the bruiser up with Criticals. ----- The roof starts collapsing. Come out of the room and watch the cart scene with Java. After all that, he gives you the Steamer Pass and fills you in that adventurers have to be alone (no Sue). Recommended Level: 5 Items: none Get off the train, leave the station. Justin tells Sue he has to go alone and she runs off, coming back to kick him in the shin. Go to the Seagull Tavern and talk to Lilly. End the dinner after talking to her at the table a few times. The next morning, go downstairs and watch as Justin vows to become a better adventurer than any of his relatives. Go to the port and talk to the guard that always blocked your way before. With reluctance, he lets you by and you're free to mingle with the travelers and sailors. When you're ready to leave, walk on the pier and talk to the ticket-taker right in front of the ship's entrance. Justin reads the mystery letter and goes inside. Recommended Level: 6 Items: none Go below deck by entering the door right beside the bridge. Take the right entrance and you'll be in Steamer Passageway 2. Explore the rooms within and talk to a few people. Go back to Steamer Passageway 1 and something that looks awfully similar to Pooey will run away from the room. Follow it. Up on deck, you'll find the mystery stowaway. Talk to her twice and to the captain twice choosing the second choice. After being "freed" the friends get a job they didn't want. When they wake up, talk to the first man you see to get a Cabin Key. He'll let you save the game as well. Go upstairs and talk to the first sailor. Choose the first responses and receive a Beef Jerky for your trouble. Go to Steamer Passageway 1 then into the second 1st Class room. Talk to the lady and press X to clean the bathtub. A pitiful reward is yours, but it was worth it for the experience of being a janitor, eh? Head to the lounge and talk to the gambler for a game of chance. I picked tails and got a 100G reward but it might be a random guess. Up to the deck for your real work duties. Talk to the man and find out your "mission": to scrub the deck. I don't think there's a way to perform to his standards, but if you really want to know how, listen to his instructions. Go back to the sailor's quarters and speak to the man to rest. The next day, scrub again and rest. Then back to the deck yet again. Walk to the front of the ship and watch the sequence introducing Feena. Listen to all three choices about Feena's life. The sky becomes overcast. Go inside the bridge and talk to Feena. Leave it and return to the front of the ship. Talk to Feena after her speech and pick the third choice. This would be a great time to go to the 2nd Class area and stock up on accesories. Recommended Level: 6 Items: 9 Gold Pouches, Mana Egg (from the boss), 2 Wound Sals, Adm Sword, Pirate Hat, Resu. Potion, Smarna Get up on the crane (press X by the rope) and walk across to the Pirate Ship. Go down the hole on the right. Use the save point as needed and enter the west opening. Go in the opening in the floor on the west side. Go up the rope by the wall and into the door across the platform. Take the right door. Go down the crane rope onto the box. Follow the wood around to the doorway, go in. Use the save point here and then enter the Captain's room. Examine the diary on the desk and prepare to fight the third boss of the game. ----- BOSS: SQUID KING, RIGHT TENTACLE, LEFT TENTACLE HP: 592, 356, 438 STRATEGY: Kill the right arm first since it heals the others with normal combo attacks. Have Feena use Burn! centered on the main body so that it hits everything each turn. Take out the left arm next, then use V-slash and Puffy Kick on the body. An easy boss if you know what to do. ----- Come out of the room after the quaking. Examine the door ahead to have Feena pick the lock. Go to the resting quarters after your timely escape and sleep. When you wake, you'll be in New Parm! Recommended Level: 6 Items: none Leave the port and go into the city. Take note of the shop and inn on the left and right. You can trade in the Mana Egg you just got for your first spell. I'd suggest giving Sue Water, so she can heal the stronger attackers Justin and Feena. Anyway, head inside the Adventurer's Society building in the center of New Parm. Talk to the secretary until you get the password. Go in front of the office and pick the second choice. Enter and talk to Pakon over and over until Justin decides he doesn't want go through the bull to become a member. Leave the town and choose Merrill Road as your next destination. Recommended Level: 6 Items: 5 Gold Pouches, Mana Egg, Earrings One thing to keep in mind here is to watch out for the spiders perching on the cliffs above who'll gladly ambush you in a moment's notice. Keep your eyes open. Go down the grassy path inbetween the rock cliffs. When the path branches off, go north for a bunch of items. When the path splits yet again, go east then west for a Mana Egg. When you arrive at the viewpoint, go north then west at the junctions. At the next viewpoint, go north and exit the area. Recommended Level: 7 Items: none Go northeast and enter the cabin. Surprise, she's not there! Examine her pretty panties on the clothesline and she catches Justin in the act of perversion. After she leaves, go outside to see what's up. Palom won't get over his obsession. After Justin tries to save her, Palom's stooge Master Chang knocks the stuffing out of you. Recommended Level: 7 Items: 4 Gold Pouches, Shell Shield, Iron Mace, Mana Egg Go back to the city of New Parm and to the church in the western part. It seems the door's locked, so what to do? Check the back shed. Inside it is an opening to underground which you should enter. Go around the straightforward path. Turn the wheel you come across to lower the water level and go north around the path. Turn the next wheel and go back north. Cross the newly uncovered path on the water. Turn the next wheel. Head south into the tunnel. Turn the wheel and go back to the stairs. Enter the northeast side passage down them. Get the Mana Egg and return to the stairs. Now go northwest into another passage. Follow it up the stairs and into another set of stairs which leads into a shaft. Examine the action icon by the left wall. Enter the room and use the save point. Get up on the boxes and follow them to the door above. Go inside. You're almost late! Run across the wood planks to the end. Just when you think you've got her back, the stooge ambushes you. ----- BOSS: MASTER CHANG HP: 738 STRATEGY: The big thing to notice about this boss is his exceptional speed. If you don't think you'll be able to pull of a skill or spell in time, don't select it. Stick to mostly combos since they're fast and have the person with the biggest gap on the IP gauge ahead of Chang do the healing (which should be done if HP falls below 35). Good thing his defense is pretty weak. ---- And victory is yours. The gang leaves with Feena's new independence from the Society. Come out of Feena's house the next morning to find her taking in the breeze. Watch the cut-scene with Baal and Mullen. Seems they have something sneaky going on at the Dom Ruins which will be your next stop after the little mini-dungeon next. Recommended Level: 8 Items: 7 Gold Pouches, Y Medal, 2 Mana Eggs, Move Seed, Pow Fruit, Ginseng Going through the Rangle Mountains is fairly straightforward and now is a time you should take to buff up your magic skills. Look at what the requirements are for certain skills and spells and try to get a few before leaving. Go straight north and follow the edge around where a Mana Egg is ripe for the taking. Continue around and exit the area. Go up the cliffs. Feena makes the party take a rest. The next morning, feel free to use the save point. Now head south. If you go farther, there will be birds resting on the rock. Watch out so they won't ambush you. Go around the rock ledge where the save point was, down the ledge. Follow it completely around and slide down another ledge. Another Mana Egg is secluded here. Keep following the rock and it'll take you out of the forest. Stock up on weapons, armor, and whatever else in New Parm, then continue your journey in the Dom Ruins. Recommended Level: 10 Items: 13 Gold Pouches, Miracle, Speed Seed, 2 Blue Pills, Holy Mace, Dynamite, Herbs, Strength Seed, Jade, Resu. Potion, Mana Egg This is quite a long dungeon, so make sure you take care of bathroom and drink breaks beforehand. When you enter, you'll see weird creatures scurrying around. Make sure Justin's equipped with the Ax before you decide to take any of them on, since it seems that's the only thing that will deal any real damage. To get out of this interesting maze, go straight east and go around the trees to a clearing in the southeast. Follow that around and you'll see another clearing. Go southeast again through the pathway. At yet another clearing, go straight south. Follow the wall to get to the next area. Go east within the fence then step out as soon as you see an opening. Go east again. At the end of the fence, go inside the opening and save. Head back out and into the ruins "tunnel". You'll fight some orcs that'll give you a Holy Mace (the only thing that hurts ghosts) Go south at the split path and inside the internal section of the ruins. Follow the path and keep to the middle to the pillars don't hit you. Open the door and go in. Get on the vine and climb up (press X). Hop off and into the opening. Continue into the rotunda room with a lever. Press it and enter the southwest door. At the path break take the southern route then southern again at the next one. Follow it to the cliff outside. If you walk on the bridge, it will collapse. Go in the door below and use the save point if you wish. Next, take the west path (the other is a dropoff to the first room) then east on the next one. Step on the button on the cliff then press the lever in the room before. Go in the door and press the lever at the end. Head back into the room, out, and east. Go directly across at the path break then northeast. You'll see a vine at the end. Climb up it and into the next room. On the left will be a Mana Egg. At the next fork, pick southeast and press the lever in the next rotunda room. Use the save point and item stash place as necessary. Walk ahead and fight a pretty easy boss (should be if you have your magics around level 4 or so). ----- BOSS: GANYMEDE (front and back) HP: 1500/1500 STRATEGY: Basically, just wail on the monster with attack magics. Ones with ranges are the ones you should choose. Earth ones should only be used for raising/lowering defense since it seems resistant to others. ----- Go ahead on the path that is now cleared into the magic room. After a short conversation with Liete, Justin learns that his quest for Alent and the lost Angelou civilization is far from over. Come back out the way you came. Go across the rotunda room, down the slide, and out of the room. Return across the intersecting pedestals and pass the save point. Climb up the vine. At the next intersection, pick north then east out of the room. Press the next lever. Enter the southeast door. Climb up the vine and out, then go straight south to leave the entrance. When the gang thinks everything's going great, a humanoid youth is found collapsed and hurt. The Garlyles were in wait the whole time, it seems. Recommended Level: 11 Items: 2 Herbs, Antidote, 3 White Sulfa, Smelling Salts, Life Seed, Weeds Come out of Feena's house and examine the fence to the side. Go into the Herb Mountains. There are a ton of paths you can use to find the Red Sulfa and it would take a few pages to write, so I'll give a simple yet effective strategy for finding it: work your way from the outside in towards the center. If you reach a dead end, back up and find another route in. Eventually, you'll come to a point where you can see it off a cliff side. Slide down and pick it up, then go back to the house. The next morning, leave the house to look for the kid. He's playing his flute and having a good old time, so talk to him and see what's up. Ambush by the Garlyle Forces! Recommended Level: 11 Items: 4 Gold Pouches, Resu. Potion, Ult Drink, Soldier Uniform, Officer Uniform, Arm Saber, Army Boots, Army Dart When you're left to roam free, examine the pipe that's glowing. After the guard is put down for the count, leave the room and talk to Feena, then go into the next room. Enter the door and grab the key from the guard. Leave the room and proceed to get your butt handed to you by soldiers. Pick up the key that Leen dropped, go to the next room and rescue Sue and Feena. Leave that room. Go up the barrels into the air ducts and crawl around for a while. You can go up to "windows" and overhear what guards are saying or fight with a few. Eventually you'll reach a room with a lock and eight combinations. Unless you're unbelievably lucky, you won't get the right code so go in the next series of ducts. Listen to Nana, Saki, and Mio give you more-than-subtle clues about it then go back to the lock and enter the following: Right, Right, Left, Left, Down, Up, Down, Up. Go in the door, head downstairs, use the save point, enter the room. Talk to the humanoid then examine the crank. Voila, it opens the cage. Leave the room with Ren (now the Babel syndrome is over). In the next room, Saki and some goons show up to make sure the creature doesn't leave the premises. ----- BOSS: SAKI, 3 PRIVATES HP: 1000/110/110/110 STRATEGY: Take the privates out first with attacks that hit range or all enemies. Try to fit Saki in a few of those. When they're gone, wail on her with tons of magic and skills. ----- Enter the south door after you get the Master Key from her. Now you can unlock any doors you want and get some goodies. Follow the path and then Nana comes down the stairs to stop you. ----- BOSS: NANA, 3 PRIVATES HP: 900/110/110/110 STRATEGY: Use the same one as for Saki. ----- Enter the "warehouse" place and follow the compass to the base exit. Make sure to save before this though. At the end, Mio wants to give out an early execution. ----- BOSS: MIO, 3 PRIVATES HP: 700/110/110/110 STRATEGY: Get rid of the grunts, then just attack Mio with normal attacks. This girl moves as fast as Master Chang and has a nasty habit of casting spells that cause status effects. Luckily, she doesn't have a lot of HP. ----- Head into the room now after saving at the point. Go downstairs and into the train door. <...On This Crazy Train> Recommended Level: 12 Items: 2 Gold Pouches, Crimson Potion, OFC Badge Go in the next room after pulling the brake and the sequence with the gang. Stormtroopers (or something similar) raid the train and you'll have to put up with a series of fights. In the first car after going down the rope, fight the two Private groups and move to the next. Fight the next group and move ahead. In the next room, kill the two Sergeant groups and examine the brakes. Watch the sequence with the girls being left out to dry and arrival into the Misty Forest. Save at the point north. Recommended Level: 12 Items: 7 Gold Pouches, Bao Fruit, Weak Weed From the save point, follow the path keeping a northern bearing. At the first clearing, follow the trees north and then west. At the next break, go east and across the stepping stone on the stream. Then go east and the entrance to Luc Village will be seen. Enter. Talk to Ren at the gate and gain two goals: find the Village Chief and talk to him, then meet Ren at his house. Take some time to explore the village a little, checking out the weapon shop, guard towers (to get a view of the whole town), the item stash place in Ren's house, or the save point. When you're done having fun, go talk to the Chief in his home located in the east section of Luc. He says to stay in the village, you must find... a shrubbery! Okay, so it's really just a small bottle of nectar at the foot of a statue on the God of Light's mountain. Proceed there (it's the gate by the save point). Recommended Level: 12 Items: 10 Gold Pouches, Para Charm, Life Seed, Resu. Potion, Mist Whip, Light Am Inside the dungeon, continue on the path until the first split. Go west until you come to another one. Pick the western one, then follow the path under the wooden supports. Pick west yet again at the next break and you'll come to a pass marker. Go north after reaching it and enter the peak area. This path is really easy and only diverts for locations with treasures. Grab the jar at the statues feet and run back down the mountain. No, you won't have to face a boss. After the peak, go due south and follow the tree and rock edges back to town. Go show the Chief the shrubbery, err, nectar. Talk to him a total of four times. I'd suggest going back in the mountain to level up your magic to about 6 or so. Recommended Level: 13 Items: 16 Gold Pouches, Crimson Potion, 2 Cholla, Resu. Potion, 2 Bao Fruits, Panacea, Oracle Staff, Smarna, Ginseng, Speed Seed Enter Ren's house and spend the night by talking to his mother. Leave the house after the loud noise is heard and after receiving your top secret mission from the Chief, go back to the Mountain. Fight Sergeants along the way and use the same route as before to get to the peak. After the statue breaks and the ensuing guilt trip ends, leave the mountain. Back in Luc, take the east exit into the Misty Forest. A few steps into it, the nut is used to clear up things a little. Use the save point if you need it, then take these directions at the next few path breaks: east, north, east. You'll pass a marker. Go east at the next break and enter the second area. Follow the path directly around and over the stream stone. Take the northeast path and south across the rock over the lake. In the third area, take the east path. Unfortunately, I couldn't find my way back to the entrance to be able to write a walkthrough of this one, but keep a generally northern track and follow the compass, and everything should be allright. Then you finally reach the End of the World! Recommended Level: 14 Items: 6 Gold Pouches, Speed Seed, Agility Fruit, Gust Knife, Trust This dungeon was pretty fun since it's totally straightforward unlike the Misty Forest. Push the block on the path then run away as it falls. Cross over it and continue. Go in the insert with the blocks overhead. Press the left action icon. In the next area, go up the left stairs and onto the platform. Take the left stairs again and another platform. Pick the right path and examine the action icon at the end. Camp in area 3 and use the save and stash points as needed. Continue. Push the button and get on the platform. Push the next button and move onto the next platform. In the next area, wait for the monster to go under the trembling block and watch as it falls down and goes boom. Two more platforms later, examine the bird statue. It comes alive and flies away (sound familiar?). Press the exposed button and fight the easy sucker. Hit the next action button and go to area 5. Run fast through this place so you don't get crushed. Go up the risen staircase. Go up, press the button. Press the next action icon. Camp and stash/save. Pick the platform to the left, push the button and run. One more platform and an action icon later, and you're in area 7. Pick the right platform and smack the next two buttons. Head back down and up the other staircase. Run so you don't get hurt. Press the action icon and go up even more. Walk straight through and press the icon. Area 9 time. These three birds aren't even tough enough to be called bosses. Whack them with some great range attack skills. Hit the button. Go left and camp. Trudge on, and behold the End of the World. Or is it? Check out the machines and get a fun little ride to the bottom. Recommended Level: 14 Items: 13 Gold Pouches, Resu. Potion, Cholla, Antidote, Bamo Fruit, Vaccine, Magic Fruit, Fire Charm, Power Seed, 2 Mana Eggs Come off the rock platform via the hidden ramp onto the grass. Begin the trek northward. Follow the path around, stopping at occasional sidesteps to get items. When you reach the location marker select the path just to the north. In the next area, run so the monster plan doesn't gobble you up. What's this... Sue's shoes? Has she fallen victim to the denizens of the land of mutants? Cross the fern and find another clue: Puffy! Follow the leader. Some buff knight dude (there's one in every RPG) accepts your request to have a manly duel. Don't bother wasting any MP/SP since you'll get your butt handed to you on a silver platter with all the toppings. Let go of the grudge and have a campfire with marshmallows. The next day, save in Gadwin's house (the big fish, you can't miss it). Examine the action icon beside some rocks. Take note that in fights against Rock Men coming up, knife weapons have no effect. Anytime you come to a low group of rocks, press X to break them. When a plant sprouts up, use it as a staircase. Pass the leaf and enter area 4. An action icon later and make the gang run to avoid one plant. At the break with the trees, take a left for a Mana Egg. Don't step on the big plant unless you get weird pleasure out of taking damage. One left and you're ready to enter Dight Village. Recommended Level: 15 Items: 13 Gold Pouches, Mushroom Shield, Move Shroom, 2 Mana Eggs, Demon Amulet, 2 Healthweeds, Mage Seed, Disease Charm, Confusion Charm, Sickle, Hail Bow, Pirate Helmet Do the normal weapons shop thing and chat with the local folks, then enter the inn for a well-deserved rest. Jar-Jar Binks, err, Guido, is pleased to make your acquaintance. Choose to rest and get woken up by Gadwin. It's... raining! What terror! It apparently is for the citizens of Dight. Leave the inn and go to the beach where everyone is gathered. To end this insanity, head with Gadwin to the Typhoon Tower and retrieve the Spear of Heroes. All in a day's work. In here, let the enemies come to you. They move fast and the last thing you want is to be ambushed. You can cross mushrooms and rocks over the acid rivers. Go north and up the hill. Cross the east rock and go north again. There's a Mana Egg ripe for picking. Go back down the hill and to the west. Take the mushrooms to the top. Go north and cross the mushrooms at the river. North, and yet more fungi. Go northeast and into the peak area. Cross the mushrooms in the northwest. Follow the path uphill. Use the compass to find the structure in the center and enter it when you've finished talking to the friendly insectoid inhabitants of the area. Use the save point. From there, go northwest to find another Mana Egg. Press the green button on the floor. Go up the new staircase then take the northernmost staircase. Slide down the rope at the end and press the button. Get onto the staircase and press the switch that rotates the platform. Head back the way you came to the first room. Downstairs, pass the save point and go in the other direction. Take the red stairs. Pick the northern one and head across and find the save point. I think you know what's coming up! One staircase later and you're forced to fight the insect king. ----- BOSS: SERPENT (MEAN HEAD, NICE HEAD, HOT HEAD, BAD HEAD, BODY) HP: 486/800/516/600/1071 STRATEGY: This guy is really easy and probably won't get many attacks off. Simply wail on this creature with range skill and spell attacks. No problem at all. ----- Step on the button behind the throne. Walk up the newly formed staircase. Read the stone tablet at the top. Oh darn, Gadwin can't fit in the crack so guess who's going instead? Read the tablet again and enter the left mirror (Stars). Go up the staircase and take the weapon. In typical ancient ruins fashion, the place collapses. Keep a southerly track and find the exit by following the walls. Back in Dight, talk to the Chief on the beach. Go up on the nest and press X to deposit the Spear of Heroes. Head back down and talk to Gadwin to get your next goal: enter the Twin Towers. Take the scenic route and pass through the Lama Mountains. Recommended Level: 18 Items: 13 Gold Pouches, Yellow Pill, Sil Orb, Healthweed, Dragon Killer, Eye Stone Head southwest up the hill, cross the green bridge and onto the west path. In the next area, camp and watch the cutscene with Mullen and Leen. They're always up to no good. Follow the path and onto the cart. Take the eastern most cart next, then the south one and ride the others to the exit. In Gumbo Village, go to the Chief's house in the western part. It seems there's a lot of paranoid people here. Choose the first choice when talking to him. Leave the Greeting Tent, talk to a few lovers, and then back to the Chief. Choose to rest. Leave the inn and head back to the Greeting Tent. Talk to the Chief yet again. For the perfect festival finale, Justin and Feena have to... be sacrificed??? They aren't too thrilled about it either. A catapult ride later and the two get stuck on the volcano and must kill a dragon to survive. Recommended Level: 18 Items: 14 Gold Pouches, 2 Healthweeds, Blue Potion, Mana Egg, Dragon Scales, Def Seed, Gem Chain From where they land, take the south path and get a Mana Egg. Come back and now take the path north and west of the save point. See the marker and continue past it to reach the next area. Go up, use the action icon on the boulder and follow that sucker down to the bottom. Sue and Gadwin hook up with the guys again. At the next marker, take the northwest path and then the northern branch. Head northeast and cross the log bridge. Go north up the path. To dodge the steam gun, run past it after it fires twice in a row. Into the Crater. Continue on the path upward, use the save point, and take the south path. Uh-oh, the camera position switches. This can only mean one thing. Here it is! ----- BOSS: MADRAGON HP: 2150 STRATEGY: This guy's even easier than the Serpent. Simply use critical skill attacks on the part of the body that is higher on the IP gauge. When you're out of SP, wail on him with ice magic. Make sure not to use fire though. ----- Head back down the erupting mountain. Back in the village, enter the gate. Choose to leave the tent. Go to the pier. That thing's taken up, so then go to the little islet over the bridge in the west. So... romantic *sniff*. Now onto the serious stuff: the Twin Towers. Recommended Level: 20 Items: 15 Gold Pouches, Speed Seed, Vacuum Scroll, Spell Break, Magic Block Charm, Revival, Death Charm, Forest Charm, Power Seed, Move Break, Angel's Darts. One quick note: this dungeon was simply gargantuan in size and I know I probably missed a few items. I am aware of this and apologize for anything important I didn't find. Now that the regret is over let's get to the meat of the situation. Go to the pier the next day, talk to Danda and choose to leave once your preparations are allright. At the beach, follow the compass to Twin Towers South. Go west and follow the rock wall around until you come to an open doorway. Against the Medusas in here, eliminate the ones preparing to use Magic Block first. If you do run out of luck and get blocked, run back to the recover point on the beach. Go in the southern maze entry then west at the break. Get on the button and press X. Go into the next opening. Run past the clamps and onto the east path. Take the northwest path at the next break, then south. Press X on the next button. Go in the south opening. Run past the chompers and pick the second choice when you reach the guards. Go inside the "facility", hobnob with a few lazy guards and try to enter the center building. Note the "try" part. The three bit--err, women come out snobbish as usual. Dart inside when they leave and examine the lens in the middle. Try to leave again. Uh-oh, the badguy Mullen and his sidekick Leen show up. Pick any choices you want, you'll still be in for a butt-whipping. After the friendly get-together scene with Mullen and Feena, take control of Justin and move west. Save if necessary. Go up the stairs and follow the path around. Kill the horde of frogs if you really need experience, otherwise don't bother and run around them. Save Leen (Shouldn't she be able to kill those things easily? She is a Garlyle soldier after all.). Go up the stairs and up the elevator. One more elevator later and watch another cut-scene with the other guys. Move to the light in the final room and take the south path back after the sequence. It's... Feena! Head out of the room with a different impression of the Garlyle elites and hook up with Gadwin and Sue again. All the doors should now be open and free to explore if you want more items and/or experience. Leave the Twin Towers the way you came in then head back to Gumbo. Recommended Level: 22 Items: 7 Gold Pouches, Life Seed, Healthweed, Wind Charm From Gumbo Village, go back to Dight to learn about how to cross the Mermaid Sea from the Elder. Go in the geezer's house and get the info you need. After the little fainting spell from Sue, head for the Mysterious Vanishing Hill. Whoa, what a title. Go west on the path and use the save point. Press the buttons to lower the block paths. Keep in mind that only swords can hurt the crab enemies around here. Pick the east path and get the silver key in the box. Oh boy, a whole slew of enemies have a craving for adventurer stew. Fight them if you wish, then back to the save point. Open the huge gate in the middle. The camera switches, which could only mean one thing: ----- BOSS: MASSACRE MACHINE HP: 1800 STRATEGY: Use your strongest attacks on this jabronie and you should be more than fine. It didn't do a single point of damage to any of my characters. ----- Watch the cut scene with Sue. Take the platform up then east. Take the next one down. Push the button and go up the new set of stairs. Press the other button and head back down for the gold key. Walk back up the hill, go near the edge and fall down. Enter the doorway and back to the save point. This time go west and open the door at the end. Take the platform up and run across the bridge before it disappears and you have to fight a few extra baddies. One platform later and the camera changes yet again. ----- BOSS: MASSACRE MACHINE HP: 2000 STRATEGY: The same as the other one, except this one's a little tougher. ----- Continue on and push the buttons. You have to do them in a certain order to make the stairs rise up in order. To reset and try again, push the south one. Grab the orb and head back to Dight, more specifically, Dr. Alma's. After a tearful announcement, go back to the Mysterious Vanishing Hill. Head south into the cave area and examine the device in the back. Watch the sequence and grab some Kleenex. Return to the Dight Inn to talk to your other party member. He just loves to make things difficult, so go to his house in the Valley of the Flying Dragon. Talk to him and prove you're a REAL man. ----- BOSS: GADWIN HP: 1525 STRATEGY: Use any spells, moves, or combos you think necessary. He does 0 damage no matter what. ----- Return to Dight. Recommended Level: 23 Items: 6 Gold Pouches, Rain Weed Now that you can use Gadwin's ship, head to the Dight dock and talk to Dr. Alma. Choose to get on the boat when you're ready. When it's night time, come out of the boat (save if you want) and see Feena glowing in the moonlight. I smell "Lady and the Tramp" coming on for some reason. Just when things get hot and heavy, a girl shows up out of nowhere to break up the fun. Keep in mind that Justin is a teenager with raging hormones, so he takes the bait. When you're ready to find the pirates, save then follow the compass around to the base. The path was very confusing to map out (not to mention an INSANE amount of enemies) so with a little exploration, you'll find it. Most enemies you can avoid though. At the top with the girls, go inside the room with the last girl. Oops, she's really part of a monster! Reminds me of that Princess Snake episode of Dragon Ball Z. Anyways, here's yet another boss fight. ----- BOSS: GRINWHALE, LURE HP: 1985/1733 STRATEGY: Range attacks work really well especially Justin's new Dragon Cut if you have it. Heal when HP reaches about 70 or so and you shouldn't have a problem. ----- The island begins quaking in typical Grandia fashion. Make your daring escape, watch the closing sequence, and save. Why closing? Because you've just finished Disc 1 baby!!!!! DISC TWO Recommended Level: 24 Items: 18 Gold Pouches, Slouch Weed, Thor's Fury, Whistle, Healthweed, Water Charm, Run Seed, Resu. Potion, Golden Potion, Mage Seed Upon arriving on yet another new land area, take this time to level up your magics. Battles will be harder now and magics will boost your stats. Run into the helicopter plants to get hurt (and thus increase your water experience by healing). From the boat, go south a little ways and take the first east path. Take the northern branch. The big flowers you'll see are cannons that will shoot you to various parts of the forest. Take the northeast path when you reach them and follow the path around. Go south at the next break. You'll know if you're in the right area if you see another helicopter plant. Who's up here but Guido! The strange Mogay salesman puts the guys up for a night (for a small fee of course). Use him to rest if you need it in the future. Continue on the path going east at the first break. Examine the action icon to cross the lilly pads. Follow the path around to another water area. Use the second action icon to cross some more pads. One more action icon and head northeast then east. Some little demihuman kid runs away from you. Continue and fall hook, line, and sinker into the hole-in-the-ground trap. After the little introductory sequence of Rapp, go south of the rock and use the save point. Continue ahead and fight the obligatory boss. ----- BOSS: TREANT (BODY, ARM, FLOWER) HP: 2249/1366/1385 STRATEGY: Use Justin's Dragon Cut and other skills and spells that are range or hit all enemies. Keep in mind the creature is weak against fire. ----- Now that Rapp has admitted he had the wrong opinion of you, continue on your journey to leave the forest. Look out for animals that will try to sneak up on you. Turn around and they'll run back into the bushes. Go south then east and look out for monsters dropping out of the tall flowers. Go north and at the marker, east and out of the area. Recommended Level: 25 Items: 28 Gold Pouches, Def Seed, Para Charm, Life Seed, Mana Egg, Magic Seed, Cookies, Rescue Set, 2 Run Seeds, Home Run Hammer, Plug Suit Enter Cafu from the world map. Go to the elder's house and get your next goal: to investigate the Tower of Doom that caused the people to turn into stone. Enter the Petrified Forest after getting the necessary equipment. Follow the path normally and find Rapp's parents. Poor guy. Head east and on the southeast path for a Mana Egg. Come back and take the north path. In area 2, take the northwest path then southwest to the marker. One more northwestern direction and go up the rock ledge to see the tower in all its glory. In the actual Tower of Doom area, go northeast and fight a charming southern belle in Milda. ----- BOSS: MILDA HP: 2800 STRATEGY: Wail on this broad with either your skills or combo attacks. She'll go down in a heartbeat if you're strong enough. ----- After waking up in the warehouse you get her as a team member whether you like it or not. Come out of the warehouse after saving and go north around the fence and sheds. Enter the building. Take the east door and into the only door in the hallway. Press the action icon by the wall. Three doors later and head up the stairs. Begin on the east path then use the northern branch. Head through a door and downstairs. After two doors, avoid the lasers and enter yet another door. Break the control panel to get rid of those things (and some of the locks). Head back to level 2. This time take the south path but dart into the side door first. Enter the west door, examine the action icon, then back to the main room of level 2. Take the north path, use the stairs and save. Take the south door, go around the other side and out. Turn the switches by the wall off to open some doors with monsters and items in them. Keep them on when you want to proceed. Go upstairs when you're ready and watch the sequence with the being known as Gaia. To leave the tower after the not-so-peaceful event, take a direct south path. Go back to Cafu. After talking to the elder, go in the inn and eat. Later, go outside to look for Feena. She's at the end of the northwest path to the plaza. Head back to the village to protect it from the Garlyles. Enter the gate in the top part of the village and watch the sequence. I think Cupid has a new rival. Talk to the elder in the center of the village and return to the inn. Rapp volunteers himself to continue with the gang on their quest to reach Alent and Milda suggests heading to her hometown to speak with her darlin'. Get all your stuff situated and head for the Zil Desert. Recommended Level: 27 Items: 10 Gold Pouches, Energy Ring, Cactus Thorns, 2 Resu. Potions, Cactus Armor, Def Seed, Anklet Head due south to get to the second area. That's it! Use the save point and go east up the ledge. Follow the path around and go in the southeast entrance. Follow the west wall to the exit. Next stop: Zil Padon, the merchant city. Go into the Alqada Inn, choose to stay, and eat. Do the usual shop/gossip then leave for the Savanna Wilderness. Recommended Level: 29 Items: 13 Gold Pouches, Move Seed, Blue Potion, 2 Mana Eggs Head immediately southeast to get a Mana Egg and follow that border until you get to a bridge. Cross the bridge and then the next one just around the other side. Head south to the exit after Milda speaks. The other Mana Egg is on the East Savannah. Continue the trek into the Brinan Plateau. Recommended Level: 30 Items: 5 Gold Pouches, Restraint Walnut, Power Seed, Crampons, Silence Sword, Life Seed, Explosion Charm Use the save point then go up the ramp beside it. Choose any path you want; they'll all lead to a big ice shelf. Watch out for apes ambushing from the rocks above. Take the southeast path and you should see a marker. Press X to break the ice blocks and take the west path. Enter the opening. In the next area, take the west path and then straight south. You'll see another marker. Take these next few path choices: east, north, west. Go east and you'll see an action icon by a snowball. Examine it and create a new path. Return to the marker. This time take the northwest path and cross the new path you just made. At the next intersection go east then south to exit. Laine Village at last! Do the normal inn/shop thing and enter the front gate. It seems that Darlin is a.... giant hamster with horns??? That's my impression of him at least. After the little intro and sequence at his house, go to Derlin's which is two doors to the west (they make sure to point that out at least twice). Seems the guy doesn't know much about Alent either, so now go to Dorlin's (the big tower on the lake, can't miss it). Yet another complication as this guy is talking nonsense without his horn. Guess what? Another dungeon is coming up for you to enter to retrieve it. Leave Laine and go to the abandoned Laine Village that is quite different from the first. Recommended Level: 30 Items: 13 Gold Pouches, Iron Clog, Salmon, 2 Primeribs, Power Seed, Defense Fruit, Mana Egg, Warp Staff, Wolf Boots No, you're not hallucinating. This place looks like something from the Twilight Zone but you have to brave it anyway. Save and go through the south boxes. Take two west directions and go in the warp machine. Go north to the next warp and then the door. Head north, east, then southwest. You'll see some stairs. Pass by them to get a Mana Egg and return. At the end there will be a box warp. Follow the compass in the next room to the correct door to enter. Don't touch the tails in this weird basement room unless you want to buff up water magic by healing. Go northwest past the first one and you'll see a marker. Head north and east past another tail. Continue on the path and save. Enter the core and move straight ahead. Boss time. ----- BOSS: GAIA BATTLER (BODY, R. HAND, L. HAND) HP: 3567/2528/2573 STRATEGY: Justin's Heaven and Earth Cut (if you have it) works wonders. Just stick to range attacks and others that hit all enemies and you'll be fine. ----- Go to the north side and open the treasure chest with the horn inside. Return to Laine and then to Dorlin's tower. One party member departs and the gang's off to Zil Padon to check out what the Mogay know about the entrance to Alent. Head to the fountain in the city and meet Gina. Now your "mission" is to enter the Elder's house. It's in the center of the Mogay section of town hidden behind a wall. Talk to some of the people if you can't find it. When you finally do, it's none other than Jar-Jar Binks! (and no, I won't drop that line) Pick the second choice when he asks why you want to go to Alent. The little bugger decides to tag along so make a sidetrip to the general store to get him equipped. Save at the inn and try again to go in the fountain. Recommended Level: 31 Items: 22 Gold Pouches, Pretty Jewel, Thunder Arrow, Resu. Potion, 2 Run Seeds, Warp Shoe, Mage Seed, 2 Power Seeds, Miracle, All-Around Seed, Lightning Charm, Def Seed, Main Gauche, Counter Ring, Mana Egg After the little sequence, save at the save point (I'd suggest making it on a different file). Follow the wall around to the northeast. Cross the rocky path and go north. You should see a marker; head northeast at it. In the second area, continue on the road. Be careful of a drop-down section. At the end of the road, go south and step on the red button below. Press X to activate it and go through the tunnel it opened. Cross the floating platforms. If you mess up and fall off, use the west stairs. Keep a generally western track on the platforms with a few exceptions of dead ends. Use the save point and continue around the path. Enter the shrine and notice the familiar camera angle change. Yep, keep walking around. ----- BOSS: RUIN GUARD (BODY, AX, BOOMERANG) HP: 4500/2350/2350 STRATEGY: Use range attacks then ones that hit all enemies. This guy didn't get a single turn! ----- Go upstairs now that the dud is gone and then up the colorful waterfall. Take the Medal of Knowledge and try to leave... ain't gonna happen because you get interrupted by the friendly neighborhood Garlyle Army. Watch the little sequence between the father and son then return to the ledge in the next area. The gang jumps down. Go in the door and follow the path. Take a northwest direction at the junction. Watch the sweet CG movies of the Golems coming to life and continue on the path to escape. Go west and south and you'll pass another Golem. Go down the stairs if you want some items. There's a Mana Egg in a chest there. Watch another sequence as Feena reveals she's not the only sister with a hidden power... Recommended Level: 32 Items: 8? Gold Pouches, Revival, Mag Fruit, Demon Eye Stone, Power Seed, 2 Speed Seeds This one is short and sweet. Try to avoid the enemies since they give little experience and are basically just a waste of time. First go southeast to the save point and a door. Go southwest, southeast, and upstairs. Follow the path. At the triple-path scenario, pick the northwest one. Go southeast at the next intersection then one more southeast for good measure. Up the stairs and onto another path. Justin runs into good ol' Mullen and is helped for some reason. When you can control him again, examine the centerpiece to raise the elevator. Enter the door and continue ahead. Watch the sweet cut scene after this and get ready for a fight aboard the Grandeur. Recommended Level: 32 Items: 8? Gold Pouches, Move Fruit, Warrior's Mail Enter the door and use the save point. Go downstairs and northwest. Turn southwest and use X to raise the bar. Go downstairs again, northwest, and around on the path. In the next room go east and in the door. Continue and face the witch sisters all at once! ----- BOSS: NANA, SAKI, MIO HP: 4000/5000/3000 STRATEGY: Use Justin's Heaven and Earth Cut, then have Guido use Mogay Hypo to restores Justin's SP, and do it again. After that use criticals to get rid of the girls. Range attacks might not work since they move around a lot. ----- Follow the compass to leave the room and watch the sequence. Continue after the ship breaks and confront Baal. After Justin makes his decision and is tricked, leave the pit. Baal's had enough and decides to destroy the youthful adventurer once and for all. ----- BOSS: GENERAL BAAL HP: 2783 STRATEGY: Use W-Breaks. That's it. He'll fall in no time and probably won't even get an attack off. ----- Go check on the hurt Feena and watch the falling sequence. When the gang's all back together, return to Laine and talk to Darlin. He doesn't know anything as usual so talk to Dorlin. There's only one barrier between you and Alent: the Rainbow Mountain. DISC TWO SECRET DUNGEONS Location: the western side of the Zil Desert (area 1) Recommended Level: 30 Items: 8 Gold Pouches, Sonic Walnut, Heavy Shield, Fireproof Cape, Expensive Jewel, Diana's Amulet, 2 All-Around Seeds, Ice Blade, Y Medal, Satisfaction Gem, 4 Soldier's Souls, Godspeed Knife, Energy Charm This dungeon is fairly easy if you're at the right level. Enter it via the entrance at the western edge of the first area of the Zil Desert. Use the save point and begin by going west. Take the first northwest path and you should see a marker. Take the north path from there and then the west one. One south path later and you'll enter B2 through a hole in the rock wall. Take the north path then north and jump off the spring board or just fall down. Pick the southeast path farther down and then west. Head north into the wall and sub-dungeon and down the stairs at the end. Go through the northeast hall. Take the northwest path and fall down the ledge where a spring board is. Go in the east room. Move in the direction the bird statue and you'll find a hidden room. Enter it and get the key then return to the big door you saw on your way there. Press X to unlock it. In the next room, the camera angle changes so you know a boss is coming up. If you spent a lot of time searching for items, it would be wise to go back to the very first area and save since the boss is VERY hard. ----- BOSS: KUNG FU MASTER HP: 4776 STRATEGY: The biggest thing to remember is keep on hitting him because he heals for around 250 HP each turn. Use the group's weaker skills (that take less SP to use) because you want to hit him for a lot each turn for a lot of turns. Make sure one character has the Alhealer spell and use combos when no MP/SP are left. Ice seems to work good against him as well. ----- Walk around to the east and west to find hidden Soldier's Souls in the walls. Go past where the boss was standing to find the rest (a total of 4) and you'll be able to get the Energy Charm from the chest on the slope. Be careful because each time you take a Soldier's Soul, enemies will appear in the tunnel from whence you came. Leave when you're done wasting time. ============================ =Frequently Asked Questions= ============================ Q. How the heck do you pronounce the title? A. I say it "Grahn-dee-uh." I have no idea if this is official or not. Q. Is GameFAQs the only place I can find this guide? A. No sirree, it's also located at my website, Gaming Fortress (http://www.gf3d.com), at my friend Hiei's Grandia shrine (http://www.rpgclassics.com/grandia), and at About.com Videogame Strategies (http://vgstrategies.about.com). Q. Why did you put all the lists after the walkthrough? A. Because I know it's a pain to go through the junk to get to the gold and decided to reverse the situation. Q. How often will you update? A. I'll do another version of the guide every seven hours of the game or so. Since I'm gonna be starting a new college semester in January, updates might not come as often as I'd like. Expect around one per week. Q. I'm stuck at this one part on Disc Two... A. Well, I feel sorry for you because I'm not even close to there yet! The information in this guide will be the highest point to where I'm at in the game. Q. Why don't you tell me where the items are? A. It's my belief that the best part of any RPG dungeon is the exploration and as such, have a little fun and find them yourself! I will tell where important ones are though. Q. Your guide seems pretty dull. Couldn't you spice it up a bit? A. I'm doing my best to write this thing as spoiler-free as possible and sacrifices have to be made. Plus, I bet you have much better things to do than read my FAQ like a novel. Q. I found something you missed. Can I send it in? A. I appreciate the offer, but I won't put anything you send me in the guide, simply because I can't verify it. The only exceptions will be battle strategies or general tips and you'll get credit for it. ================== =Tips for Success= ================== -Talk to everybody more than once. You'll get funny bits and useful information. -Search everywhere and everything. Items are hidden in the most unusual spots in the game. -Remember in battle, the IP gauge is your friend. Know when's the right time to attack, defend, and cast spells. -Try your hardest not to be ambushed before a battle. The enemies may get two or more attacks off before you can do a thing. -Keep an eye on the compass and where your characters are so you don't get lost. -A good strategy for getting tougher is using a ton of magic spells in battles (to increase magic exp) then run real quick to a save/recover point. -Switch weapon types occasionally to keep a good balance in necessary ones. -Boss strategies: using Critical attacks will knock the bruisers back on the IP gauge and may not even let them attack. I beat the first boss using this method and didn't get hit ONCE. These tips are from Doomsayer13 (Doomsayer13@hotmail.com): -Raising magic is hard, especially the early stages of water magic so what I did was always use "Heal" in my menu to heal my party and then replenish my MP at a save point. -You get more magic experience by hitting groups rather than single enemies. You also increase your maximum SP and MP by increasing the star ratings on your specials (the max is five stars). These tips are from Bryan (bcs@thenewbreed.com): -Also when talking to people, you can get special items if you answer their questions correctly. -Enemies drop useful items and weapons, so fight all different types to get different results. -Change the camera view to find hidden items and enemies. -When it's a character's turn to choose a command in battle and an enemy is about to attack you, select defend and then evasive so the enemy will miss you. -Examine odd looking pictures on the walls of dungeons. They could be a secret door that leads to a secret passage with useful items. -Combat is your friend, not your enemy. Spend a couple of hours every once in a while to raise magic and weapon levels. Since your stats boost at those levels go up, you won't regret it. These tips are from Nam Do (odman01@hotmail.com): -To get more SP easier, try using the moves that attack groups, ie. Justin's Dragon Cut (Gadwin's), Feena's Fire Whip, and Rapp's Neo Demon Ball. For Justin and Feena, you'll also get lots of magic points, which is useful to raise Feena's Lv 2 MP for using World End. Equip the appropriate weapon to raise your stats, too. -Try not to use magic spells that always attack all, like Zap All because the points you get aren't as high as a normal spell like Burn, Howl, or Quake. -Give Liete a telescope because she's not good at close range. She's more useful for her magics, using items, and her critical move. -The sleep spell is useful for raising your water level later in the game. If a particular character doesn't have sleep, they may have Freeze, which you can use instead. Diggin' works the same. -Using a MAXed move also raises other moves' stars. -You get maximum experience points from the enemies that appear near your next location. For instance, if you're supposed to go the Savannah, you'll get more exp. points for your level and your weapon's level than from defeating baddies in the Zil Desert. -Against bosses, equip most of your characters with a +1 combo/critical attack accessory. While three of your characters are hitting the same enemy, use the other to add a critical attack. Works well on single bosses with no different parts. -Equip slow-moving characters with a warp capable accessory. -If the enemy is at the act point and you can't reach it in time, try using a MAXed magic spell (Burn) to slow them down, just in time for your other characters to get in. -Don't give WIT-raising items to Feena, since her whip does it automatically and its her main weapon. -A good, fair way to raise levels is to kill all the baddies in an area before proceeding to the next. -At the volcano near Gumbo, killing enemies sometimes gives you a fire weapon. Keep collecting them, then sell them because they give you a lot of money early in the game. ==================== =Character Profiles= ==================== Justin The main character in the game who's lifelong dream is to become an adventurer. He's a bit of a klutz and usually acts before thinking. He grows intellectually though during the adventure and learns to care for other people. Sue Justin's best friend who accompanies him on his adventuring quest. She always bails him out of trouble but still, he's really the only person she can count on since her parents died. The thing she hates most is when people call her a kid. Feena The famous Adventurer Society member that joins Justin and Sue in their adventures. She has a strong will yet can be vulnerable at times. She has a twin sister in the Garlyle Army and wishes things were different. She grows emotionally close with one member of the party later in the game. Gadwin A Dragon Knight from the town of Dight. He is a proud and strong man with an apparent attraction to Dr. Alma. Unlike most other buff RPG heroes, Gadwin isn't conceited in the least and has no remorse for being defeated later in the game. Sue becomes like a daughter to him. Guido A travelling Mogay merchant with a voice that sounds too close to Jar Jar Binks for his own good. He knows a lot of information about the party for some reason. His true motives will be revealed at a later time. Rapp A young bandit from the town of Cafu that loves getting into trouble, be it with potential allies like Milda or the elders of his village. He is very quick in battle though. Milda A warrior-woman similar to Xena with an interesting country accent and a soft side that people rarely see. She is married to a person in her home village that she calls "Darlin'" and is quite a valuable ally. General Baal The supreme commander of the Garlyle Army. His goal is to bring Gaia back to life so that he can harness its power for total world control. Little does he know of the dissidence within his army and how strong Justin and his friends actually are. Colonel Mullen The second-in-command of the Garlyle Army. He seems somewhat vain at first but later is revealed to have a hidden past and a reason for the emptiness he feels. Is it true or just a sham to lure the adventurers off guard? Leen Mullen's favorite soldier who has a weak persona. She feels the army is the only place she can call home and she admires Mullen tremendously. Her true love is not in the military though. Nana, Saki, and Mio Three witchy commanders that are so in love with Mullen it is sickening. They constantly bicker with each other in a comical way, somewhat like the three Vile Tribe sisters in Lunar. ======================== =The History of Grandia= ======================== I thought it might be interesting to enlighten a few of you readers about what a hard struggle this wonderful game went through to get in your good ol' PlayStation. Back in 1996, the PlayStation and Saturn were going head to head in the "next-generation" console wars. There weren't really any blockbuster games out for either one. The Nintendo 64 had just been announced a few months earlier and hype was building to a fever pitch for the expected killer system. Developers were less than happy about the N's decision to stick with cartridge format. With the introduction of FMV and polygon animations taking up a lot of space, the CD systems were beginning to look intriguing. One company in particular was very quiet about its future plans: Square Co., Ltd. They had released a tech demo for the Nintendo 64/Project Reality that familiarized their software developers with the basics of 3D engines. It showed some characters from Final Fantasy VI in a battle scene. The gaming press jumped all over this as a sign that the Final Fantasy series would indeed continue on Nintendo systems. A short time later, Square made the shocking decision that no, Final Fantasy VII would be for the Sony PlayStation. A collective "are you nuts???" was felt by the crowd and the company explained that cartridges just couldn't handle what they had in mind: CG backgrounds interspersed with CG full-motion video, a grand epic. The announcement was disappointing but made sense. Then the next question popped up: but why the PlayStation? That answer was a little less clear. Sony had sold more systems and Sega's rushed platform was lacking in developmental ease. Saturn owners were very disappointed that Square had "turned" on them. All was not a loss though. A low-profile company named Game Arts announced they would beat Square at their own game of creating spectacular RPG's with one certain release in the next year: Grandia. Game Arts was known for making RPG's with an emphasis on character and emotion over graphics and huge budgets. They had released a few games for the Sega CD, the most notable ones being the Lunar games (The Silver Star and Eternal Blue) and one for the Saturn which was less than impressive (Magic School). Saturn owners rejoiced and threw it back in the faces of loyal Sony buyers. 1997 came and both Final Fantasy VII and Grandia were released. The difference in sales figures was huge: Final Fantasy VII racked up over 3 million in Japan that year while Grandia couldn't even top 1 million. The winner of that competition was clear as far as sales went, but Saturn owners weren't broken-hearted at all. What they had was arguably the best RPG to date and no 3-disc quest could come close to the feeling they had when playing Grandia. A year and a half went by, and just as Square was announcing Final Fantasy VIII, Game Arts had another surprise: Grandia would be ported to the PlayStation. The Sega Saturn was losing a lot of steam at that time and Game Arts was hoping the port would achieve the sales figures expectations they had when they originally announced the game. June of 1999 came and the game was a success but by no means a blockbuster. Meanwhile, importers in America fell in love with the game's deep magic and combat systems and all eyes were on Working Designs to translate the game on the Saturn. They had done such a wonderful job on other Game Arts games, so why not? Working Designs wouldn't comment for a long time on their plans to or to not bring the game over. When the game was announced for PlayStation release it seemed more likely than ever that now it would come to the US at last. The company ended their relationship with Sega on less-than-amicable terms after the E3 of '98. The pleading was rejected by WD though, claiming that they'd love to do it but the amount of text in the game would make sure it would not see publication in the US for about two years. That's actually an accurate statement considering Lunar: Silver Star Story Complete was delayed for a year. Fans were in depression again. Then at E3 of 1999, for some reason, Sony Computer Entertainment America was showing movies of... you guessed it, Grandia! That was their formal announcement to translate the title for US release with an expected release date of August. Work on the title was coming along slower than expected so the new date was set for October 27th. The game shipped on time and we now have it in our hands. It's a shame it won't get the attention it deserved due to the release of other heavy-hitters in the fourth quarter as Final Fantasy VIII and the apparent lack of interest of hyping the game through television advertisement. Heck, it was in December issues of magazines that even magazine ads began running. The true definition of a "sleeper hit". =================== =Magic/Skills List= =================== *notes: not all members may be able to master all the spells of a certain element, Et=Earth, Wr=Water, Fr=Fire, Wd=Wind Elemental Magics Fire Burn! MP 1 Fire 1 level 1 range attack Burnflame MP 4 Fire 4 level 2 range attack Brnstrike MP 5 Fire 18 level 2 attacks one enemy Burnflare MP 7 Fire 9 level 3 attacks all enemies Water Heal MP 1 Water 1 level 1 restores small amt. of HP Snooze MP 2 Water 3 level 1 puts all enemies to sleep All Heal MP 4 Water 5 level 2 restores HP to entire party Allhealer MP 8 Water 12 level 2 restores a lot of HP to party Healer MP 3 Water 8 level 2 restores a lot of HP Resurrect MP 6 Water 16 level 3 revives one ally Wind Howl MP 2 Wind 1 level 1 range attack Runner MP 1 Wind 2 level 1 range spell, raises movement Howlslash MP 6 Wind 6 level 2 attacks all enemies Shhh! MP 3 Wind 12 level 2 blocks magic of one enemy Earth Diggin' MP 1 Earth 1 level 1 raises defense of entire party Def Loss MP 3 Earth 6 level 1 lowers defense of all enemies Tremor MP 3 Earth 3 level 2 range attack Mix Boom! MP 7 Et 7/Fr 6 level 1 range attack Crackle MP 2 Wd 3/Wr 2 level 1 attacks one enemy Cure MP 1 Wr 3/Et 2 level 1 cure poison Freeze! MP 3 Wd 6/Wr 5 level 1 freezes action of all enemies Wow! MP 3 Et 5/Fr 5 level 1 raises attack power Zap! MP 11 Fr 5/Wd 4 level 1 range attack Boom-Pow! MP 10 Et10/Fr10 level 2 attacks all enemies Cold MP 3 Wd 10/Wr 8 level 2 reduces wit of an enemy Crackling MP 14 Wd10/Wr12 level 2 attacks all enemies Refresh MP 3 Wr12/Et10 level 2 unblocks moves of an ally Zap All MP 13 Fr 10/Wd 9 level 2 attacks all enemies Fiora MP 2 Wd 8/Wr 10 level 3 blocks moves of one enemy Speedy MP 4 Wr13/Et13 level 3 raises wit of one ally Justin Dragon Cut SP 45 Sw16/Et 7/Fr 6 attacks all enemies Hvn/Erth Cut SP 90 Sw32/Mc29/Ax30 attacks all enemies Ice Slash SP 36 Ax16/Wd10/Wr10 attacks one enemy Immortl Aura SP 45 Sw20/Mc25/Ax22 temporarily defends all attacks Mid Air Cut SP 32 Mace 10/Ax 12 attacks one enemy Lotus Cut SP 32 Swrd 12/Fr 8 attacks one enemy Shockwave SP 30 Mace 7/ Ax 5 range attack Thor Cut SP 40 Sw23/Fr17/Wd17 attacks one enemy V-Slash SP 14 Sword 1 attacks one enemy W-Break SP 20 Swrd 6/Mace 4 attacks one enemy Sue "Fight!" SP 16 Mace8/Et2/Fr3 raises attack power of all allies Fire Away SP 28 Bow 10 attacks all enemies Puffy Fire SP 36 Bow 12/Fire 2 range attack Puffy Kick SP 8 Bow 1 attacks one enemy "Rah-Rah" SP 18 Bow 1/Mace 1 restores some HP for everyone Whacker SP 30 Mace 7 range attack Yawn SP 5 Mace 10/Wr 3 range attack, puts enemies to sleep Feena Fire Whip SP 32 Whip 14/Fr 12 range attack Knifehurl SP 10 Knife 3 attacks one enemy Para Whip SP 15 Whip 4 attacks and paralyzes one enemy Random Hurl SP 28 Knife 10 attacks all enemies Zap! Whip SP 38 Wp24/Fr15/Wd15 attacks one enemy Gadwin Dragon Cut SP 45 Sw16/Et 7/Fr 6 attacks all enemies Erupt Cut SP 24 Sw 8/Et 3/Fr 3 attacks one enemy Fly Cut SP 14 Sword 4 range attack Rapp Demonball SP 40 Kn20/Sw18/Bw23 attacks one enemy Deathsword SP 25 Knife6/Sword14 sudden death to one enemy Discutter SP 30 Kn10/Sw7/Bw15 range attack Doppelganger SP 27 Knf 12/Swd 9 attacks one enemy Fireball SP 36 Bow 12/Fire 10 range attack Missile SP 14 Bow 7 attacks one enemy Mist Hide SP 5 Knife 5 "warps self in the blink of an eye" Neo Demnball SP 85 Kn24/Sw25/Bw32 attacks all enemies Side Throw SP 40 Bow 22 attacks all enemies Milda Milda Kick SP 16 Ax 10 attacks one enemy Milda Hit SP 75 Sw20/Mc21/Ax24 attacks one enemy Splitter SP 40 Sword13/Mace15 attacks all enemies Guido Mogay Bomb SP 38 Bow 12 range attack, slows enemy IP to minimum Mogay Hypo SP 45 Knife15/Sword6 restores SP of an ally Mogay Pick SP 10 Kn12/Sw8/Bow15 steals items from an enemy Mogay Shot SP 14 Bow 5 attacks one enemy Power-Up SP 20 Knife19/Swrd10 raises all abilities of an ally ================= =Equipment Lists= ================= Adm Sword +14 attack Angel's Darts +28 attack, restores HP during attack Arm Saber +22 attack Army Dart +18 attack As Dagger +50 attack Azure Knife +25 attack, water property Baton +7 attack Boomerang +33 attack Buster Ax +52 attack, -25 movement Cactus Thorns +38 attack Cafu Shuriken +26 attack Catfish Whip +43 attack, water property Discus +53 attack, good against insects Dragon Ax +38 attack, -10 movement Dragon Killer +26 attack, good against dragons Exorcise Bow +45 attack Fire Dart +41 attack, fire property Fire Rod +25 attack, fire property Fire Sword +38 attack, fire property Fish Bow +25 attack Fish Sword +29 attack Flint Bow +20 attack Flint Knife +20 attack Frog Ax +28 attack Gale Whip +27 attack, wind property Gil Sword +38 attack, aims for rare items Godspeed Knife +60 attack, +30 action, Runner ability Great Sword +16 attack Gust Knife +24 attack, wind property Hail Bow +20 attack, blizzard property Hand Ax +10 attack, -3 movement Hatchet +18 attack Himmler +24 attack Holy Mace +20 attack Home Run Hammer +36 attack Hunting Bow +16 attack Hunting Knife +18 attack Ice Blade +40 attack, blizzard property Ice Pick +38 attack Iron Mace +19 attack, -10 action La Hammer +50 attack Leather Whip +9 attack Lorenzo +49 attack Main Gauche +44 attack, +10 defense Metal Bat +10 attack Mi Hammer +11 attack Mist Whip +20 attack, good against "nebulous monsters" Morningstar +40 attack, -15 movement Oracle Staff +22 attack, cures confusion Paring Knife +9 attack Poisoned Knife +35 attack, poison ability Rainstaff +26 attack, water property, Snooze ability Rock Ax +8 attack Shadow Sword +34 attack, -15 movement Shocking Knife +33 attack, paralysis attack Sickle +25 attack Silence Sword +40 attack, magic block effect Snake Whip +33 attack Split Ax +41 attack, causes sudden death Thorn Whip +15 attack Toy Bow +5 attack Tree Root +33 attack, unblocks magic Warhammer +43 attack, -10 movement Warp Staff +38 attack, warps in combat Wood Ax +23 attack Wooden Sword +7 attack Wood Pole +5 attack Wrecking Ax +35 attack, explosion property Adventure +2 defense Apron +1 defense Ara Armor +35 defense Battle Bikini +10 defense, +4 attack BMB Armor +6 defense Breastplate +6 defense Cactus Armor +21 defense, +3 move block resistance Chain Mail +19 defense CHM Armor +18 defense Dragon Vest +14 defense, +2 fire resistance Fairy Robe +10 defense, +2 resistance confusion/sleep Fish Armor +12 defense Frog Shirt +10 defense, +1 water resistance Mink Coat +25 defense, +5 blizzard resistance Mogay Clothes +30 defense Plug Suit +21 defense, +15 action Shell Armor +8 defense Skull Armor +15 defense Sports Wear +4 defense Spy Clothes +10 defense Sun Best +4 defense Thick Armor +12 defense Warrior's Mail +32 defense, +3 move block resistance Workcloth +3 defense Alligator Gntlt +12 defense Cut Board +1 defense Dragon Gauntlet +5 defense Es Shield +7 defense Heavy Shield +23 defense, -20 movement La Shield +19 defense, +1 magic power level Le Shield +12 defense, +2 poison resistance Lt Gloves +2 defense Magic Mirror +13 defense Mittens +1 defense Mn Shield +21 defense, +2 blizzard resistance Mushroom Shield +9 defense, +1 plague resistance Ok Shield +3 defense Pot Lid +1 defense Power Shield +10 defense, +7 attack Sea Shield +8 defense Shell Shield +5 defense Barrette +3 defense Battered Pot +1 defense Cactus Helm +13 defense, +3 magic block resistance Climb Hat +5 defense Cowboy Hat +4 defense Fl Ribbon +2 defense Goggles +2 defense Headgear +7 defense Iron Bandana +8 defense Myst Mask +17 defense, slows IP loss Ogre Helm +20 defense, -10 movement Pearl Helmet +7 defense Pirate Hat +4 defense Pirate's Helm +12 defense Ribbon +1 defense Stonehead +9 defense Swallowtail Hat +12 defense, +3 confusion resistance Turban +13 defense Anklet +30 movement Army Boots +2 defense, +15 movement A Sneaker +48 movement Beach Sandals +15 movement Crampons +8 defense, +10 movement Dragon Boots +4 defense, +5 movement Dress Shoes +30 action Heavy Boots +10 defense Hunting Boots +1 defense, +30 movement Iron Clog +13 defense, -20 movement Leather Greaves +1 defense, +17 movement Mach Boot +5 defense, +30 movement Ninja Sandals +5 defense, +20 action Odd Clogs +3 defense Ogre Boot +8 defense, +20 movement Queenheel blocks killer moves during attacks Rabbit Shoes +5 defense, +30 action Shin Shoe +35 movement Sneakers +35 movement Warp Shoe warps during attacks Wing Boot +7 defense, +35 movement Wolf Boots +10 defense, +40 movement Ancestor Amulet +4 plague resistance Black Belt +2 movement Block Charm resist magic block C Earring +10 attack, +3 move block resistance Confusion Charm +3 confusion resistance Counter Ring may return normal attacks Death Charm resist sudden death Demon Amulet +5 defense, +1 magic resistance to all Demon's Eye speeds casting of spells Diana's Amulet prevents move/magic block Dise Charm +3 plague resistance Dragon Scales prevents all damage below 10 Earrings +1 defense, +3 poison resistance Energy Charm halves SP usage Energy Ring restores a lot of SP during attacks Explosion Charm +2 explosion resistance Eye Stone speeds up spell casting Fire Charm +4 fire resistance Fireproof Cape +2 fire resistance Forest Charm +2 forest magic resistance (water and earth) Gem Chain +1 combo attack chance Hero Badge +2 action Ice Pick +38 attack Irid Amulet +10 defense Jade Charm +2 attack Jade Ring +2 sleep and confusion resistance Light Am +1 magic resistance Lightning Charm +2 lightning resistance Mag Blk Charm resist magic block Mama Am +2 defense Metalfrog +3 magic/movement block resistance Move Unblock resist move block OFC Badge +15 action Para Charm raises resistance agains paralysis Phantom Silk +4 blizzard resistance Raincoat prevents sleep Rune Ring +1 defense, slows IP loss Satisfactn Gem +1 critical attack chance Scarab +4 poison, plague, paralysis resistance Spectacle +2 critical resistance Talisman prevents all status abnormalities Titan's Ring +5 attack Tree Am reduces SP needed for skills Water Charm +4 water defense Wind Charm +4 wind defense Y Medal restores SP during attacks =========== =Item List= =========== Agility Fruit +3 Agility All-Around Seed +1 Strength, Vitality, Wit, Agility Antidote cures poison status Bamboo Sh restores 20 HP Bamo Fruit restores 4 level 2 MP Banana restores 12 HP Bandage restores 50 HP Bao Fruit restores 10 SP Beef Jerky restores 60 HP Blizzard Scroll 280 HP blizzard attack to all enemies Blue Pill restores 20 MP (all levels) to party Blue Potion restores 20 MP (all levels) Cholla restores 3 Level 1 MP to party Coconut restores 80 HP Confuse Root confuses one enemy Cookies restores 80 HP Crimson Potn. restores 150 HP to all party members Def Fruit +3 Vitality Def Seed +1 Vitality Dry Fish restores 40 HP Dynamite 70 HP range attack Expensive Jewel has no effects Firewood 80 HP range attack, good against plants First Aid restores 60 HP to all party members Gale Scroll 120 HP wind attack Ginseng restores 40 HP Golden Potion restores 30 SP to all allies Grenade 30 HP fire range attack Health Weed restores 80 HP Herbs restores 15 HP Holy Fire 30 HP range attack, good against ghosts Honey restores 100 HP Howler Scroll 50 HP wind range attack Launch Firwrks 120 HP fire range attack Life Fruit +10 maximum HP Life Seed +3 maximum HP Lightning 150 HP lightning attack to all enemies Lynch Fire 120 HP fire range attack Mage Seed +1 maximum MP levels 1-3 Magic Lamp restores 2 MP for all levels Mana Egg used to buy magic in shops Mikeroma restores 50 HP to party Miracle restores 5 MP (all levels) to party Move Break unblocks moves Move Fruit +5 maximum SP Move Seed +2 maximum SP Move Shroom +3 action, affects range of allies Over Nut +2 attack in battle Panacea cures all status effects Para. Ointment cures paralysis Power Fruit +2 maximum HP Power Seed +1 Strength Power Shroom +3 attack power Pretty Jewel no abilities Prime Rib restores 150 HP Rain Weed restores 100 HP Red Medicine restores 200 HP Rescue Set restores 120 HP to all allies Rest Nut +2 defense in battle Restrnt Walnut +2 defense in battle Resu. Potion revives one ally Revival revives character from death Roach Bomb 60 HP damage range attack, good against insects Run Nut +2 action for all allies in battle Run Seed +1 Agility Salmon restores 75 HP Sil Orb blocks magic Slouch Weed -2 action to an enemy Smarna -1 defense on all enemies Smelling Salts cures confusion Snooze Scroll puts all enemies to sleep Sonic Walnut +2 action in battle Speed Seed +1 Wit Spell Break unblocks magic Squid Gut restores 20 SP Strength Seed +1 Strength Sweets restores 10 HP Thor's Fury 120 HP lightning range attack Tremor Scroll 70 HP earth range attack Trud Weed -3 action on all enemies Truffle confuse an enemy Trust speeds up IP, permanent Vaccine cures plague Vacuum Scroll 100 HP wind attack on all enemies Weak Weed -2 attack on one enemy Weeds restores 1 HP Whistle wakes entire party from sleep White Sulfa restores 35 HP Wound Sal restores 40 HP Yellow Pill restores 30 SP Zap! Book 180 HP lightning range attack ================ =Special Thanks= ================ Thanks for this massive project go out first to Sony Computer Entertainment America. Most of my friends (off and on-line) know I hate everything Sony stands for but they at least earn an ounce of respect in my book by bringing this game to the States. Second, I'd like to thank all the FAQ writers out there who gave me the inspiration to write a guide for a game I love. Third, to all the Grandia players who understood that because a game doesn't have a multimillion-dollar marketing budget, it doesn't mean it's not good. ============ =Disclaimer= ============ This strategy guide is copyright (C)2000 Zenodeus. Any use of this guide for profit and plagiarism is against the law. Grandia is copyright (C)2000 Game Arts.