Artifact Adventure

Artifact Adventure

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[SPOILERS!] Rewards Guide and Sorta-Walkthrough: Loot, Artifacts, and Goblins [Endarire]
By Endarire
This guide shows you what items, artifacts, and goblins are lootable/obtainable from each area as well as rewards (items and Quest EXP) for quests. Loot from chests, pots, and cabinets is the highest priority here.
   
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-= * * * Intro * * * =-
>> VERSION HISTORY
1.3 (AUG 31, 2018)
-Added definitive info on the 55 Jar Goblin prizes, the Angel Bow and Armor of the Elements. (PS: Take the armor!)

-Fixed minor bugs and added minor clarifications.

1.2 (SEP 17, 2016)
-Added the Ice Tower section. It was done for 1.0 but not included for some reason. Enjoy!

-Fixed minor bugs.

1.1 (SEP 14, 2016)
-Updated status effects so Dizzy and Confusion are removed by taking physical damage.

-Poison Berry Forest now tells what happens when a non-gauntleted party member touches the poison berry tree.

-Added sell values for Bullseye and Lightsinger.

1.0 (SEP 12, 2016)
-Initial release.
>> GUIDE NOTES
Greetings, all, from Endarire! This guide shows you what items, artifacts, and goblins are lootable/obtainable from each area as well as Quest EXP given per quest. Loot from chests, pots, and cabinets are the highest priority here.

And THIS GUIDE IS FULL OF SPOILERS! Notable spoilers start in the Towns & Castles section! I still kept many things vague, but expect SPOILERS!

Finally, this guide was compiled through lots of playing and experimenting primarily over the course of 5 weeks, but the idea of it came about early in my first playthrough. This guide has been in the works in some fashion for about 2 months (July - September, 2016). Gathering data for my other Artifact Adventure guides worked interdependently with this guide.
>> HELPFUL LINKS
Artifact Adventure Guides Section on Steam - Find other game guides here!

Artifact Adventure Discussion Board on Steam - Talk with other people here!
-= * * * Game Mechanics * * * =-
>> EQUIPPABILITY NOTES
ITEM SLOTS
=Everyone gets 5 item slots:
-Weapon
-Shield
-Body
-Head
-Accessory

=A 2-handed (2H) weapon uses both the weapon and shield slot.

=A bow or gun uses 2 hands: The weapon hand is to hold the bow or gun while the shield hand is used to hold that weapon's ammo. For example, a rifle uses the weapon slot to hold the rifle and the shield slot to hold bullets. Ensure you equip ammo -before- entering combat!

=Ensure your Monks have NO weapons equipped for best damage (in most cases).

=The equippability of classes below does not account for items that all characters can equip (like a Shield of Dragons).

=Staffs in this game are 1-handed. Thus, a Shaman could equip a Blizzard Staff and a Shield of Dragons.

=Everyone can equip all accessories in this game!

Dreamer
+Can equip all equippable items!

Explorer
+Can equip light armor, some robes, some helms, daggers, guns, and some swords.

-Can't equip shields, heavy armor, staffs, bows, nor any other weapon.

Monk
+Can equip daggers (but you generally do more damage with NO weapons equipped), some helms, and light armor.

-Can't equip robes, heavy armor, and other weapons.

Hermit
+Can equip light armor, heavy armor, shields, bows, daggers, and some swords.

-Can't equip guns, staffs, nor robes.

Shaman
+Can equip robes, some helms, daggers, and staffs.

-Can't equip shields, light armor, heavy armor, bows, guns, swords, nor any other weapon.

Warrior
+Can equip all armor, all shields, all headgear, and all melee weapons (except staffs).

-Can't equip staffs, guns, or bows (not that it matters much anyway).
>> USABLE EQUIPPABLES
NOTE
-These items have a special effect when used from the ITEM screen in battle. (They can't be used in the field.) A character must have this item equipped before using it.

-Effects from items do not consume MP.

-Effects that rely on INT (such as Wild Blizzard from the Blizzard Staff) seemingly consider the user's INT.

WEAPONS
-Angel Staff (Staff [Dreamer/Shaman], +18 ATK, +23 INT, sells for 4000G, casts Knight's Shield on self on use)

-Blizzard Staff (Staff [Dreamer/Shaman], +38 ATK, +65 INT, sells for 25,000G, casts Wild Blizzard on use - best offensive staff in the game!)

-Bloodstained Blade (Sword [Anyone can equip!], +15 SPD, sells for 1G, attacks the same target twice and can crit on each hit, on use steals a small amount of HP from all foes AND all other party members!)

-Burning Axe (2H [Dreamer/Warrior], +60 ATK, deals extra fire damage on hit, sells for 7500G, on use deals fire damage to 1 random foe)

-Healing Staff (Staff [Dreamer/Shaman], +3 ATK, +8 INT, sells for 12,500G, heals all living party members for 20-35 HP each)

-Icefyre (Sword [Dreamer/Explorer/Shaman/Warrior] +65 ATK, +45 INT, +30 max MP, sells for 11,500G, deals extra fire and ice damage on hit, on use it hits all foes with fire and ice damage)

-Solar Staff (Staff [Dreamer/Shaman], +8 ATK, +60 INT, sells for 15,000G, casts Paradox Clocks on all foes on use)

-Sword-Cane (Staff [Dreamer/Shaman], +23 ATK, +30 INT, sells for 12,500G, hits a randomly-chosen foe with slashing [untyped magical?] damage)

-The Sword (Sword [Anyone can equip!], +70 ATK, unsellable, use it as an item to attack all foes with slashing [untyped magical?] damage)

-WEST CHEST: Wind Buster (2H Axe [Dreamer/Warrior], +65 ATK, deals wind [untyped magical?] damage to all foes, sells for 12,500G)

-Whirlwind Staff (Staff [Dreamer/Shaman], +5 ATK, +18 INT, sells for 12,500G, deals wind [untyped magical] damage to all foes)

SHIELDS
-Earth Shield (Shield, +30 DEF, restores a notable amount of HP to user - about 150 HP at level 50)
>> ELIXIRS
Elixirs are 1-use consumables that permanently boost the target party member of your choice. They can't be bought or sold for money. Each elixir type has multiples in the game. All elixirs are found in the same areas between games. Enemies never drop elixirs.

-ELIXIR OF FORTITUDE: +1 DEF

-ELIXIR OF GUILE: +1 SPD

-ELIXIR OF LIFE: +10 max HP

-ELIXIR OF MAGIC: +5 max MP

-ELIXIR OF STRENGTH: +1 ATK

-ELIXIR OF WISDOM: +1 INT
>> DAMAGE TYPES, ENEMY TYPES, WEAKNESSES, AND STATUS EFFECTS
DAMAGE TYPES
Artifact Adventure has these HP damage types:

-Physical. Not magical in any way. Too many sources to list.
-Electricity. NO foe is strong to this, but some are weak. Shocking?
-Exorcism. Only hurts Undead, but hits them hard.
-Explosion. Many mid- and late-game enemies are outright immune. Boo(m)!
-Fire. The opposite of ice.
-Light. Nothing is strong nor weak to it. Effectively as powerful as untyped magical.
-Ice. The opposite of fire.
-Untyped magical. This is rare.

WEAKNESSES
If attacking an enemy type (Aquatic, Bug, Demon, etc.) with a weapon that does bonus damage against that type, you do about 1.5x damage (or 50% more damage). This is usually only worth it if your current best weapon is within 5 points of ATK of the weakness weapon. Otherwise, the returns are negligible.

If attacking an enemy with an energy/elemental weakness, you instead deal double (2x) damage!

Let's put this in perspective. For example, attacking a crab with an electricity-based attack would deal double electricity damage. If you instead hit it with an Aquatic Slasher weapon (bane of arthropods and aquatic creatures), you would only deal about 1.5x physical damage.

STATUS EFFECTS
NOTE: Status effects are generally far more useful when used against the party compared to being used against enemies. Also, all bosses that I know of are outright immune to all status effects except death by HP depletion.

All status effects can be removed by a character's death then resurrection and all (except poison and death) will end if you wait enough turns in battle. Notes below on how to remove them focus on the specific counters to these conditions.

-CONFUSION: Subject can't control itself and my harm its team. Removed by taking physical (and magical?) damage.

-DIZZY: Subject loses its action about 25% of the time. Removed by taking physical damage.

-FATAL: Subject is instantly dead. Remove by casting Heavenly Gates or Gates of Hell or by revival via a witch doctor.

-INJURY: Subject is dead. Remove by casting Heavenly Gates or Gates of Hell or by revival via a witch doctor.

-PARALYSIS: Subject can't act. Remove this specifically by the Needle of Mobility spell.

-POISON: Subject takes damage each turn in combat and damage each step out of combat. Remove via the Cleansing Tonic item or by any of these spells: Light of Rebirth or Purifying Light.

-SILENCE: Subject can't cast spells, but can still use items, defend, flee, and attack. NO unique way to remove.

-SLEEP: Subject can't act. Remove this specifically by having the subject be damaged or by the Waking Bell spell.
-= * * * Towns & Castles * * * =-
NOTE: These areas have NO random encounters nor bosses. Shops and NPCs are optional. I advise if you start with the airship you loot these places early!

SPOILER NOTE: BELOW HERE IS FULL OF SPOILERS! I still kept many things vague, but expect SPOILERS!
>> LOUTENRECK CASTLE/NEWB CASTLE
1F
PILLAR NW OF STAIRS UP TO THRONE ROOM (FACE PILLAR & PUSH ENTER): Key to Loutenreck (Key Item, opens Loutenreck 2F treasury)

2F (Not Throne Room)
MID-SW CABINET: Elixir of Life (Consumable, +10 max HP permanently)
GOBLINS: Running around, middle SE cabinet
ARTIFACT: King's Return (0MP, warps party to outside Loutenreck Town)

2F (Treasure Room)
NOTE: To enter this room, descend the stairs from the throne room then walk 1 tile west or north. Face the northwest pillar of the 4, push accept, and get the key. Enjoy!

TREASURE ROOM CHESTS: 500G, 500G, 500G, 500G, 500G, 500G, 500G
HUNGRY, HUNGRY POT: It (He?) eats all your current money. You can break the pot immediately thereafter to get your money back plus about 10% interest. (Alleluia!) Usable once only.

However, the longer you wait (in terms of game time, levels gained, or battles won - the exact mechanics are to be determined), the more money you can accumulate!

2F (Throne Room)
GOBLIN: Running around - only after you have put 54 goblins back in the jar!
ARTIFACT: Authority of Kings (0MP, opens door to downstairs, lets you choose starting gift of Airship, Artifacts, or Key of Time)

2F (Goblin Pot)
NOTE: Talk to the guy wearing grey to initially spawn goblins in the world, to give him your collected goblins, and to leave the area. Once you have turned in/redeemed a minimum number of goblins, you get access to prizes in the south. Some prizes (like the 55 goblin Angel's Bow or Armor of the Elements) are mutually exclusive. Finally, prizes are cumulative, meaning if you redeem 35 goblins, you can also access the prizes requiring fewer goblins. Got that? Good!

JAR GOBLIN KEEPER: [Gave him all 55 Jar Goblins and talked to him twice] 25,000 quest EXP. Good personal feelings.

5 GOBLINS: Artifact - Sun and Moon (0MP, change between night and day when used on the overworld)

10 GOBLINS: Artifact - Thrill of Victory (0MP, trigger a random encounter if used in an area where random encounters can occur)

15 GOBLINS: Plated Headband (Head [Dreamer/Monk], sells for 3000G, +10 ATK, +6 DEF)

25 GOBLINS: Angel Staff (Staff [Dreamer/Shaman], +18 ATK, +23 INT, sells for 4000G, casts Knight's Shield [+DEF] on self on use)

35 GOBLINS (WEST OPTION): Soldier's Garments (Body [Dreamer/Monk], +15 ATK, +65 DEF, sells for 15,000G)

35 GOBLINS (EAST OPTION): Robe of the Barbarians (Body [Dreamer/Hermit], +70 DEF, +10 SPD, sells for 20,000G)

45 GOBLINS: Wanderer's Hat (Head [Dreamer/Explorer/Hermit/Monk/Warrior], +5 ATK, +20 DEF, +5 SPD, sells for 20,000G]

55 GOBLINS (WEST OPTION): Angel's Bow (2H Bow [Dreamer/Hermit], +85 ATK, sells for 1G)

55 GOBLINS (EAST OPTION): Armor of the Elements (Body [Dreamer/Warrior], +100 DEF, reduces damage from fire, electricity, ice, and blast (most likely explosion - DOES NOT make wearer immune to poison, sells for 30,000G)

B1 WEST (Artifact Room)
ARTIFACTS:
-Literature (All MP, does untyped damage to all foes equal to MP*5, passive +10 INT)
-Reflex (0MP, passive +10 SPD, reduced chance of random encounters)
-Swordsmanship (0MP, passive +10 ATK, +critical hit chance)
-Worship (0MP, passive +30 max MP, passive prevention of critical hits)

B1 EAST (Key of Time Room)
CHEST: Key of Time
>> LOUTENRECK TOWN/NEWB TOWN
WEST SIDE OF TOWN'S BANDIT
ARTIFACT: [800G] Blue Tear (3MP, rank 1 ice damage to 1 foe)

EAST SIDE OF TOWN'S BANDIT
BANDIT: [Give him the Raw Ore] (lose the Raw Ore)

SW OUTSIDE - NIGHT ONLY
GOBLIN: Running around

SE HOUSE WITH 2 PINK BEDS
CHILD: [Get the Bloodstained Blade item or the Guile of the Bandit Artifact and say YES to him] Glass Orb (Accessory, +5 INT, +25 max MP, sells for 1G), +250 Quest EXP

FATHER: [Get the Bloodstained Blade item or the Guile of the Bandit Artifact, say NO to the child, then talk to the father] 10,000G, +250 Quest EXP

SE HOUSE WITH PINK BED
CABINET: Elixir of Life (Consumable, +10 max HP permanently)

SE HOUSE WITH BLUE BED
GOBLIN: Cabinet

WELL
GOBLIN: Running around
>> LOUTENRECK PORT/PORT OF SURRENDER
INSIDE
MIDDLE CABINET: Elixir of Magic (Consumable, +5 max MP permanently)

NOTE
You need the airship to reach the south side of the port and talk to the ship. Land on the grey bridge and talk to the ship.

SHIP: Ship's Anchor (2H [Dreamer/Warrior), +35 ATK, sells for 1G)
>> GREENVALE
BLUE BED HOUSE WITH GIRL
GOBLIN: Cabinet

WELL
CABINET: Elixir of Life (Consumable, +10 max HP permanently)
GOBLIN: Running around

GUARD: [Say NO then YES to him assuming the artifact is still there and you haven't agreed to the Greenvale bandits] Shimmering Shield (Shield [Anyone can equip!], +5 DEF) & 20 Quest EXP (lose access to the Fairy Dust artifact and the Greenvale Bandits' offer!)

ARTIFACT: [If you didn't already accept the inn bandits' offer to steal it] Fairy Dust (3MP, heals 1 ally for about 35 HP) & 20 Quest EXP (lose access to the Greenvale Bandits' offer and the Greenvale Healing Water vendor!)

INN
EAST BANDIT: [If you haven't told the well's artifact guard you'll take or leave the artifact] 5000G (lose access to the Fairy Dust artifact, Shimmering Shield and the Greenvale Healing Water vendor)

NORTHEAST HOUSE
WHITE-HAIRED MAN: [Bring him the Traveler's Sword and say NO] Lose the Traveler's Sword and get 70 Quest EXP AND access to the Artifact Thunder Mouse (Rank 1 electrical damage to 1 enemy group)

WHITE-HAIRED MAN: [Bring him the Traveler's Sword and say NO] Keep the Traveler's Sword and get 70 Quest EXP

TOWN SQUARE
PURPLE SUSPENDERS CHILD: Greenvale Warper
GOBLIN: Running around

WITCH DOCTOR AREA
WITCH DOCTOR: [Return his Big Cauldron to him] 2000G & 250 Quest EXP
>> FORTRESS
1F
SOUTHEAST GUARD: Fortress Warper
NORTH GUARD IN SW AREA: [Return the Fortress Key to him] 5000G & 250 Quest EXP

MERCHANT & INN AREA
RED GUARD IN INN: [Return the Fortress Key to him] Soldier's Ring (Accessory, +25 DEF, sells for 2500G) & 250 Quest EXP

WHITE & GREEN MAN ON WEST SIDE OF TABLE: [Kill the blue bird boss in Blue Bird Forest] 10,000G & 700 Quest EXP

WHITE & GREEN MAN ON WEST SIDE OF TABLE: [Give him a fake blue bird feather]: 100G & 700 Quest EXP

BLUE SHIRT MAN: [Give him the Golden Staff] 150,000G, 5000 Quest EXP

BARRACKS & INNER ROOMS
NORTHWEST REACHABLE CABINET: Elixir of Strength (Consumable, +1 ATK permanently)
GOBLIN: Running around

NORTH SECTION BY WITCH DOCTOR
GOBLIN: Running around

B1
GOBLIN: Running around
>> FORREN
1F
GOBLIN: Running around in north part of town at night

HOUSING COMPLEX
GOBLIN: Middle Room's Cabinet
WEST ROOM'S CABINET: Elixir of Guile (Consumable, +1 SPD permanently)

WEST WEAPONSMITH
WEAPONSMITH: [If you haven't been given the Grey Sword but agree to it] Grey Sword (Key Item)
WEAPONSMITH: [If you return the Grey Sword] (lose the Grey Sword)
WEAPONSMITH: [If you give him the Red Sword] Flameblade (Sword [Dreamer/Explorer/Hermit/Warrior], +35 ATK, +5 INT, sells for 3000G, deals extra fire damage on hit), +1250 Quest EXP

WEST BASEMENT (Has a Bandit)
GOBLIN: Running around
CHEST: Forren Warper
MID WEST CABINET: Elixir of Fortitude (Consumable, +1 DEF permanently)
E CABINET: Elixir of Magic (Consumable, +5 max MP permanently)

BANDIT: [Give the Raw Ore to the eastern bandit in Loutenreck] 1500G, Seal of the Bandits (Key Item), +1250 Quest EXP, prevents you from getting Explosion Mole
BANDIT: [Visit this bandit without having delivered the Raw Ore to the east bandit in Loutenreck, tell this bandit you figured it out, then beat him] +1250 Quest EXP, prevents you from getting Seal of the Bandits

ARTIFACT: Explosion Mole (5MP, does Explosion damage to all foes)
>> CUOMO/KUOMO
1F
GOBLINS: Running around in north part of town, inn cabinet
NE STRUCTURE'S CABINET: Elixir of Guile (Consumable, +1 SPD permanently)

INN
BLUE MAN: [Destroy the Magician's Mansion's sleep artifact] Dispel Scroll (Key Item)
>> WANGUN
NE HOUSE (With Pink Bed)
CABINET: Elixir of Wisdom (Consumable, +1 INT permanently)
WOMAN: [If you tell her the truth about her son after saying NO to the kidnapper boss] 30G, 3250 Quest EXP

WOMAN: [If you give her a replacement child purchased from the kidnapper boss] 20,000G, 3250 Quest EXP

SE HOUSE (Bandit-Guarded House)
GUARD: [If you agreed to help the jailed bandit in the kidnappers' hideout then told this guard YES, YES, then NO then beat him in combat] Pendant (Key Item - In the Cabinet)

GUARD: [If you agreed to help the jailed bandit in the kidnappers' hideout then told this guard YES, YES, then YES] Pendant (Key Item), 5500G

CABINET: [If you snuck in at night] Pendant (Key Item)

SW HOUSE (With 2 Pink Beds)
CABINET: Elixir of Strength (Consumable, +1 ATK permanently)

SW HOUSE (Old Man's House/Inventor's House/Drill House)
MAN: [Give him Glowstone from Glowstone Mines] Drill (sells for 25,000G - quest item)

NW DOJO (Captain of the Guard)
CAPTAIN: [Talk to him at night after fighting him enough times during the day and he offers to sell you Master's Proof for 200,000G] Master's Proof (Accessory, +15% dodge chance vs. physical attacks, always count as level 55 for battle calculations [ATK and DEF mostly], sells for 5000G)

OUTDOOR AREA
GOBLINS: Running around at night (3) - NW corner, weapon shop, town square
>> ELUTA
1F
NW HOUSE CABINET: Elixir of Fortitude (Consumable, +1 DEF permanently)

GOBLINS: Running around, SE house's cabinet

INN CHEF: [Give him the Kara or Hari Crab Meat] 10,000G per crab meat given

INN CHEF: [Give him Kara AND Hari Crab Meat] Katana (Sword [Dreamer/?Explorer?/Hermit/?Monk?/Warrior], +40 ATK, +10 SPD), 13,000 Quest EXP

WELL
NORTH CHEST: Eluta Warper

SOUTH CHEST: Elixir of Magic (Consumable, +5 max MP permanently)

GOBLIN: Running around near center of teleport maze

NW HOUSE - HAS A PINK BED
WOMAN: [Talk to her with the Pendant (Key Item)] 20,000G and 8000 Quest EXP

MAN: [Talk to him with the Pendant (Key Item) after telling the Wangun guard YES, YES, then YES] 8000 Quest EXP

MAN: [Talk to him with the Pendant (Key Item) after getting the Pendant from the cabinet at night] Power Wrist (Accessory, +15 ATK, sells for 25,000G), 12,000 Quest EXP
>> FROSTIVEN
LIBRARY/CHEMIST'S HOUSE
SW POT: Elixir of Magic (Consumable, +5 max MP permanently)

CHEMIST: [Give him the Peculiar Flower Key Item and tell him YES] Wonder Herb (Consumable, sells for 5000G, +50 max MP), 20,000 Quest EXP

SW HOUSE/WEAPONSMITH'S HOUSE
SW POT: Elixir of Life (Consumable, +10 max HP permanently)

WEAPONSMITH: [If you let him have the Frost Spirit artifact and buy the weapon for 30,000G] Frostblade (Sword [Dreamer/?Explorer?/?Hermit?/Warrior], +45 ATK, +15 INT, sells for 7000G, deals extra cold damage on hit), +10,000 Quest EXP

WEAPONSMITH: [If you have Flameblade and Frostblade in inventory and pay him 50,000G, he combines them] Icefyre (Sword [Dreamer/Explorer/Shaman/Warrior] +65 ATK, +45 INT, +30 max MP, sells for 11,500G, deals extra fire and ice damage on hit, on use it hits all foes with fire and ice damage)

NW HOUSE
CHEST: [Bring the Crystals of Life to the white- and green-clad man then say NO] Crystals of Life (Accessory, +150 max HP)
WHITE-HAIRED MAN: [Bring the Crystals of Life AND the Melt Berry to the white- and green-clad man, tell the white-haired man YES, then talk to the white-haired man twice] Blizzard Staff (Staff [Dreamer/Shaman], +38 ATK, +65 INT, sells for 25,000G, casts Wild Blizzard on use - best offensive staff in the game!)

In either case, you get 12,000 Quest EXP for quest completion.

INN
RED GUARD: [Tell him NO then YES in Watchtower 3F, light the dynamite, then talk to him in Frostiven]: Falcon's Eye (Accessory, +10 ATK, sells for 25,000G), 20,000 Quest EXP

WANDERING GREY GUARD: [Tell the Red Guard on Watchtower 3F YES or YES then NO] Soldier's Bangle (Accessory, +50 DEF, sells for 25,000G), 15,000 Quest EXP
-= * * * Other Civilizations * * * =-
NOTE: These areas have NO random encounters. Shops and NPCs are optional. I advise if you start with the airship you loot these places early!
>> BEAST CAMP
CHESTS - WEST TO EAST: Elixir of Guile (Consumable, +1 SPD permanently), 1000G, 1000G, 1000G
BEAST GUARD: Gauntlets (Accessory, +5 ATK, +5 DEF, unsellable, Poison Immunity, Must be equipped on lead character to pick poison berry in Poison Berry Forest!)

AFTER GETTING POISON BERRY FROM POISON BERRY FOREST
ACTIVIST: [If you had the Poison Berry and told the blue-shirted him NO] Sign of Charity (Accessory, +5 DEF, +50 max HP, sells for 12,500G), 10,000 Quest EXP
BEAST GUARD: [If you told the blue-shirted activist YES] 25,000G, 10,000 Quest EXP
>> CRAB SCHOLAR'S HOUSE
1F
MAN: [3000G] Crab Speak 101 (Key Item)
POT: Elixir of Wisdom (Consumable, +1 INT permanently)
>> FISH VILLAGE/FISHING VILLAGE
OPEN AIR AREA
GOBLIN: Running around at night

INN
POT: [Sleep at Fish Village's inn first] (Basement Key - key item)

NORTH LIBRARY
NOTE: Get the key from the blue guy in the basement to enter here.

ARTIFACT: Spirit of Redemption (6MP, rank 2 exorcism damage to 1 foe group, only hurts undead)

SW HOUSE WITH 2 BLUE BEDS
CABINET: Elixir of Magic (Consumable, +5 max MP permanently)

GRAVEYARD
MIDDLE GRAVESTONE: [If you said NO then YES to the blue-shirted man in the basement] Pentagram Stone (Key Item)
>> POISON TOWN/BARRIER VILLAGE
1F
CHEST: Elixir of Strength (Consumable, +1 STR permanently)

ARTIFACT: Poison Barrier (5MP, prevents your party from taking damage from poisoned floor tiles for a certain number of steps)

B1 (Stand where Poison Barrier Artifact was then push Enter/Accept to reveal stairs)
CHESTS: 1000G, 1000G, 1000G, 1000G, 1000G

B1 - WEST ROOM
NOTE: There is a jar here called the Pot of Fate. Feed it money (in a gambling fashion) to increase your EXP multiplier from battles. I've had about a 33% success rate in boosting my EXP. You can get a theoretically infinite EXP multiplier this way, but if you ever fail (and success seems totally random!), your EXP multiplier falls back to x1 and you need to pay everything from the beginning. You can't boost your EXP multiplier when you already have an EXP multiplier active.

The EXP boost will wear off after awhile. (It lasted 10 fights for me.) The game does -not- tell you when! Track EXP gains from fights! Use the boost wisely!

The EXP Boost formula is thus:
x2: 5000G
x4: 10,000G more
x8: 20,000G more
x16: 40,000G more
>> SAN CLAN FORTRESS
NW ROOM
SE POT: Elixir of Fortitude (Consumable, +1 DEF permanently)
CABINET, 3RD FROM LEFT: Elixir of Strength (Consumable, +1 ATK permanently)
GOBLIN: 5th Cabinet from left

MAIN HALL
GOBLIN: Running around
EASTMOST SOLDIER: [Tell him about the crack in the Sera Fortress] Solar Staff (Staff [Dreamer/Shaman], +8 ATK, +60 INT, sells for 15,000G, casts Paradox Clocks on use)
>> FOREST CLEARING - E
NOTE
There are various grass tiles on the overworld in the forest west and southwest of Loutenreck/Newb Town where you can't land an airship. I refer to these as 'clearings' due to the Labeled World Map's name scheme.

CHEST: Aquatic Slasher (Sword [Dreamer/Explorer/Warrior], +29 ATK, extra damage to Water-type creatures)
>> FOREST CLEARING - NW
GOBLIN: Running around at night
>> FOREST CLEARING - N
Nothing I noticed.
>> FOREST CLEARING - SE
CHEST: Elixir of Life (Consumable, +10 max HP permanently)
>> FOREST CLEARING - W
NOTE
To ensure this quest activates, talk to the woman in the Forren housing complex who tells you about the door to another world.

PHANTOM WORLD
This area has puzzles. (Check the Quest Guide for the solution.) There are NO fights, but all your party takes 30 damage per wrong answer which can kill characters.

PHANTOM WORLD - AFTER THIRD PUZZLE
1000 Quest EXP

PHANTOM WORLD - FINAL SCREEN
ARTIFACT: Warped Mirror (8MP, sets Confuse status on 1 foe, must take this artifact to leave Phantom World)
-= * * * Key of Time Shrines * * * =-
NOTE: The shrine numbers correspond to the numbers on the World Map.

NOTE 2: You need not visit these shrines in numerical order.

NOTE 3: Yes, you need the Key of Time (Key Item) to enter these shrines.
>> KEY OF TIME SHRINES 1 - 8
SHRINE 1
WEST CHEST: 1000G
EAST CHEST: Traveller's Hat (Head [Dreamer/Explorer/Hermit/Warrior], +10 DEF)

SHRINE 2
WEST CHEST: 2000G
EAST CHEST: Black Leathers (Body [Dreamer/Explorer/Hermit/Monk/Warrior], +30 DEF, sells for 3000G)

SHRINE 3
WEST CHEST: 3000G
EAST CHEST: Bugslayer (Sword [Dreamer/Explorer/Warrior], +29 ATK, bonus damage to Bug-type foes, sells for 900G)

SHRINE 4
WEST CHEST: 4000G
EAST CHEST: Monk's Robes (Body [Dreamer/Explorer/Monk], +5 ATK, +35 DEF, sells for 9000G)

SHRINE 5
WEST CHEST: 5000G
EAST CHEST: Healing Staff (Staff [Dreamer/Shaman], +3 ATK, +8 INT, sells for 12,500G, heals all living party members for 20-35 HP each)

SHRINE 6
WEST CHEST: 6000G
EAST CHEST: Frost Shield (Shield [Dreamer/Explorer/Hermit/Warrior], +25 DEF, reduces damage from fire)

SHRINE 7
WEST CHEST: 7000G
EAST CHEST: Magic Hood (Head [Dreamer/Explorer/Hermit/Shaman], +10 DEF, +5 INT, +25 max MP)

SHRINE 8
WEST CHEST: 8000G
EAST CHEST: Lightshield (Shield [Dreamer/Warrior], +45 DEF)

KEY OF TIME SHRINE - UNDERGROUND AREA (Enter from any Key of Time Shrine)
MIDDLE DOOR: [Talk to all 8 Key of Time Shrine Sages to unlock, go through the door, stand on the middle white tile and use the key item 'Key of Light'] The Sword (Sword [Anyone can equip!], +70 ATK, unsellable, use it as an item to attack all foes with slashing [untyped magical?] damage)
-= * * * Adventure Sites * * * =-
NOTE: These areas have random encounters or/and at least 1 boss fight. Some of these areas have NO random encounters on their first map, like the Girl's Graveyard.

NOTE 2: The recommended level is an approximation of when your party can complete this entire area, bosses and all. Sometimes, because a boss is notably more difficult than the rest of the area, I'll list things like [RL 2 (GENERAL), 13 (BOSS)] to say that the boss is recommended to be taken on at level 13, but you can probably handle the rest of the area just fine starting at level 2.

How well you can handle an area varies based on gear, artifacts, party members, and tactics used. I compiled most this data with a Warrior (Tank)/Warrior (Damage)/Shaman (Offensive & Buff Spells)/Shaman (Healer) party and a Warrior (Tank)/Dreamer (Damage & Utility)/Shaman (Offensive & Buff Spells)/Shaman (Healer) party, both of which were moderately to heavily optimized.
>> [RL 1] AIRSHIP CAVE
NORTHWEST CHEST: Medical Herb (Consumable, 35HP)
GOBLIN: Running around (northwest)

SOUTHWEST CHEST: 78G

EAST CHEST: Elixir of Magic (Consumable, +5 max MP permanently)
EAST ARTIFACT: Spirit Ember (2MP, rank 1 fire damage to 1 foe)

NORTH ARTIFACT: [Open the door using the Authority of Kings] Airship Summoner (0MP, summons airship to your location outside, prevents you from taking Key of Time or Loutenreck Castle artifacts)
>> [RL 2] DRAGON FIELDS/DRAGON CASTLE/TRIAL CASTLE
1F
WEST CHEST: Medical Herb (Consumable, 35HP)
EAST CHEST: 100G
CHEST AFTER BOSS: Helm of Dragons (Head [Anyone can equip!], +10 DEF, +3 INT, sells for 1000G)

2F
WEST CHEST: 250G
EAST CHEST: Chainmail (Body [Dreamer, Explorer, Hermit, Warrior], +25 DEF, sells for 400G)
CHEST AFTER BOSS: Shield of Dragons (Shield [Anyone can equip!], +10 DEF, sells for 1000G)

3F
NORTH CHEST: 500G
SOUTHEAST CORNER CHEST: Rapier (Weapon [Dreamer, Explorer, Hermit, Warrior, +15 ATK, sells for 225G)
CHEST AFTER BOSS: Armor of Dragons (Body [Anyone can equip!], +35 DEF, +3 SPD, sells for 1000G)

4F
CHEST AFTER BOSS: Sword of Dragons (Weapon [Anyone can equip!], +25 ATK, +2 INT, +2 SPD, sells for 1000G)
>> [RL 2] GLOWSTONE MINES
1F - SECOND FORK ON MAIN PATH LEADING WEST
CHESTS WEST OF ENTRANCE: Bullet x3 (Gun Ammo), Elixir of Guile (Consumable, +1 SPD permanently)

1F - NORTHEAST SECTION
NORTH CHEST: Bronze Knife (Weapon [Dreamer/Explorer/Hermit/Shaman/Warrior], +8 ATK, sells for 150G)
SOUTH CHEST: 250G

1F - CONTINUE NORTH ALONG THE PATH
BLUE GUY: Traveler's Sword (Sword [Dreamer/Warrior, +23 ATK, +3 DEF, used in Greenvale quest)
ARTIFACT: Light of Redemption (4MP, rank 1 exorcism damage to a group of foes, only hurts undead, mistakenly called Light of Retribution when you talk to it)
>> [RL 10] GLOWSTONE MINES BASEMENT
NOTE
This is the second part of the Glowstone Mines, reached by going to the northwest corner of the mines, past the blue-shirted man, standing on the middle tile, and pushing Enter. (The tile to stand on is colored slightly differently than ones around it.) This area is notably more difficult than the previous floor.

B1 - EAST THEN SOUTH FROM STAIRS
CHESTS: 1500G, Elixir of Life (Consumable, +10 max HP permanently)

B1 - MID-EAST AREA
LAVA: Glowstone (key item - stand on the middle tile surrounded by lava, face east, then touch the lava)
ARTIFACT: Death's Path (0MP, passive, reveals shortcuts back near map entrance)

B1 - NORTHEAST AREA
GOBLIN: Running around
>> [RL 4] NORTHERN RUINS/NORTH RUINS
1F - NORTH
BOSS (SCOUNDREL): Fortress Key (upon death)
GOBLIN: Running around (north of entrance)

1F - NORTHWEST
CHESTS: Bullet x6, Elixir of Strength (Consumable, +1 ATK permanently)

1F - NORTHEAST
CHEST: 300G

B1 (Stairs appear in SE at night)
CHEST: [Give the child a Healing Water item from Greenvale or as a drop from fighting Conjurers] Big Cauldron (Key Item)

CHEST: [Tell the child NO and win the fight] 465 battle EXP, 400G, Big Cauldron (Key Item)
>> [RL 8] WIND'S GRAVEYARD/DESERT CAVE
B1 - WEST STAIRS (Brown & Green Section)
CHEST: Elixir of Guile (Consumable, +1 SPD permanently)
ARTIFACT: Wind Traveler (5MP for increased walk speed on the world map)

B1 - EAST STAIRS (Poison Section)
NOTE: This section leads to a place with 2 more staircases, west and south. Since you came down the east stairs first, I use the terms east-south and east-west to indicate your path from the entrance.

And this floor has NO treasure!

B1 - EAST-WEST STAIRS (Brown & Green Section)
NOTE: By going here, you can't get the Bloodstained Blade from the East-South stairs.

ARTIFACT: Guile of the Bandit (0MP, passive +5 SPD & increased chance to flee from fights), 250 Quest EXP

B2 - EAST-SOUTH STAIRS (Poison Section)
NOTE: By going here, you can't get the Guile of the Bandit artifact from the East-West stairs.

GOBLIN: Running around north of entrance to this floor
BOSS: [Beat him] 250 Quest EXP
CHEST: Bloodstained Blade (Sword [Anyone can equip!], +15 SPD, sells for 1G, attacks the same target twice and can crit on each hit, on use steals a small amount of HP from all foes AND all other party members!)
>> [RL 9] WEST FOREST/WESTERN FOREST/BLUE BIRD FOREST/BLUEBIRD FOREST
HOUSE NE OF ENTRANCE
WOMAN & CHEST: [If you agree not to harm the blue birds] Blue bird feather (Key Item) AND Sylvan Cloak (Accessory, +5 SPD, sells for 3000G, item in chest)

BOSS AREA
BLUE BIRD - ON DEATH: Blue Bird Feather (Key Item)

NORTH TREE AREA
MIDDLE TREE: Bottle of Sap (Key Item)

LAKE AREA
Bring the Bottle of Sap to the lake shore for 600 Quest EXP!

WEST CHEST NORTH OF LAKE: Large Axe (2H Axe [Dreamer/Warrior], +24 ATK, sells for 500G)
EAST CHEST NORTH OF LAKE: Longbow (2H Bow [Dreamer/Hermit], +20 ATK, sells for 600G)
ARTIFACT NORTH OF LAKE: Paradox Clocks (5MP, can cause the Dizzy status [loss of actions] on a group of foes for about 5 turns - probably doesn't work on bosses!)

B1 (CAVERN) - NORTHWEST AREA
WEST CHEST: Elixir of Wisdom (Consumable, +1 INT permanently)
EAST CHEST: Traveller's Hat (Head [Dreamer/Explorer/Hermit/Warrior], +10 DEF, sells for 2500G)

B1 (CAVERN) - EAST AREA
WEST CHEST: Bullet x6 (Gun Ammo)
EAST CHEST: Breastplate (Body [Dreamer/Explorer/Hermit/Warrior], +35 DEF, sells for 900G)
>> [RL10] GEM MINES
1F - SOUTH THEN EAST OF ENTRANCE
NORTH CHEST: 1000G
EAST CHEST: Fatal Bullet x6 (Gun Ammo, +10 ATK, may cause Fatal [instant death?] on hit, sells for 500G each)
SOUTH CHEST: 1000G

1F - NORTH OF ENTRANCE
GOBLIN: Running around
CHEST: Elixir of Guile (Consumable, +1 SPD permanently)

B1 (South Stairs)
ARTIFACT: Steelbreaker (5MP, reduces 1 foe's DEF for about 5 turns)
CHEST: Raw Ore (quest item, sells for 2000G)

B1 (North Stairs)
NOTE: You can walk west across the poison (preferably with the Poison Barrier spell active) to reach the SW stairs to B2 faster.

B2
CHEST: Hunter's Blade (Sword [Dreamer/Explorer/?Hermit?/Warrior], +27 ATK, extra damage against Animal-type foes)
ARTIFACT: [Bring the Grey Sword key item from Forren] Red Sword (key item - lose Grey Sword)
ARTIFACT: Flame Spirit (6MP, rank 2 fire damage to 1 foe)
>> [RL 11] DRILL CAVE/LAKE CAVE
NOTE
You need the Drill from the Wangun Inventor to exit the cave on the other side. Each side's exit (west and east) leads to a DIFFERENT QUEST with its own series of rewards! You can do a maximum of 1 of these quests, and you can't use the airship to skip ahead on these quests or do more than 1 of these quests!

If you agree to help the bandit go the west route (Golden Staff Cave) or the blue shirted man go the east route (Volcano), you get 3500 Quest EXP.

EAST ROUTE
WOMAN FROM VOLCANO VILLAGE: [If you showed her how to escape her village] 35,000G, 5000 Quest EXP

B1
GOBLIN: Running around in the NW area

B1 - NE ROOM
CHEST: Elixir of Strength (Consumable, +1 STR permanently)

B1 - SE ROOM
NORTH CHEST: Lightsinger (Sword [Dreamer/Warrior], +35 ATK, sells for 3500G)
SOUTH CHEST: Bullseye (Bow [Dreamer/Hermit], +40 ATK, sells for 6000G)
>> [RL 11] GOLDEN STAFF CAVE/GOLDEN ROD CAVE
1F - EASTMOST ROOM
NORTH CHEST: Fatal Bullet x6 (Gun Ammo, +10 ATK, may cause Fatal [instant death?] on hit, sells for 500G each)
SOUTH CHEST: 5000G

1F - SOUTHMOST ROOM (NO Stairs)
EAST CHEST: Slingblade (Sword [Dreamer/Explorer/?Hermit?/Warrior]. +40 ATK, sells for 3250G, bonus damage against Plant-type foes)
SOUTH CHEST: 5000G

B1
CHEST: Golden Staff (Key Item)

BANDIT: [Tell him YES] You eventually use the chest again and activate stairs in the northernmost part of the room down to B2

BANDIT: [Tell him NO then leave via the way you entered] You keep the Golden Staff

BANDIT: [Tell him NO, use the pot, then tell him YES] 30,000G, 5000 Quest EXP

B2
CHEST: Fool's Bangle (Accessory, +10 ATK, +10 DEF, +10 INT, +10 SPD, sells for 15,000G), 5000 Quest EXP
>> [RL 1 (GENERAL), 20 (BOSS)] KIDNAPPERS' BASE/BANDIT HIDEOUT
NOTE
You need the Seal of the Bandits (Key Item) to bypass the guard at the front and to enter the east passage on 1F. You don't need it to enter the hideout via the tunnels under the hideout; however, if you lack the Seal of the Bandits and talk to the guards blocking the way, they'll force you out of the hideout.

NOTE 2
This place has no random encounters! Alleluia!

2F - EAST STAIRS (NW ROOM)
CHEST: Platemail (Body [Dreamer/Warrior], +45 DEF, sells for 7500G)

2F - EAST STAIRS (SW ROOM)
WEST CHEST: 5000G
EAST CHEST: 3000G

2F - EAST STAIRS (NE ROOM)
CHEST: Hazy Arrow x15 (Bow Ammo, sells for about 7.5G each, randomly sets Dizzy status on hit)

2F - EAST STAIRS (SW ROOM)
CHEST: 5000G

2F - EAST STAIRS (EAST ROOM)
WEST CHEST: 5000G
EAST CHEST: Black Leathers (Body [Dreamer/Explorer/Hermit/Monk/Warrior], +30 DEF, sells for 3000G)

3F - WEST STAIRS
WEST CABINET: Elixir of Fortitude (Consumable, +1 DEF permanently)

MAN AT TABLE: [Pay 5000G for a replacement child]

MAN AT TABLE: [Disagree to his terms]

GOBLIN: Running around southwest of stairs to 1F

B1 - JAIL
BANDIT MERCHANT: [Pay 150,000G!] Circlet (Head [Anyone can equip!], +15 DEF, prevents negative status effects, heals 1 HP per step taken and about 5% of max HP per turn in battle, wearer takes half damage from Electricity/Fire/Ice)

ARTIFACT: Tangle Vine (8MP, deals untyped damage to and reduces SPD of one enemy group, SPD reduction lasts about 5 rounds)

SE POT: Elixir of Guile (Consumable, +1 SPD permanently)

JAILED BANDIT (SOUTH ROW OF NORTH JAIL BLOCK): [Agree to help him] Sets a trigger for you to get a pendant in a house in SE Wangun

JAILED BANDIT (SOUTH ROW OF NORTH JAIL BLOCK): [Got the Pendant (Key Item) from telling the guard at the bandit-guarded house in Wangun YES, YES, then YES] Sets a trigger for you to visit him in Eluta for a reward

BLUE MAN - REPLACEMENT FOR JAILED BANDIT (SOUTH ROW OF NORTH JAIL BLOCK): [Bring him the Pendant] Sets a trigger to visit a woman in Eluta for a reward
>> [RL 11] TUNNELS UNDER THE KIDNAPPERS' BASE/BANDIT HIDEOUT
NOTE
The floor terminology assumes you came from the overworld cave entrance near the Poison Cave.

B1 - NORTH LADDER (Near Entrance to Hideout)
GOBLIN: Running around near the stairs to the hideout

B1 - SOUTH LADDER (East then North of Stairs)
CHEST: Enchanted Helm (Head [Dreamer/Warrior], +15 DEF, sells for 3750G)

B1 - SOUTH LADDER (South, East, South, then West of Stairs)
WEST CHEST: Toxic Blade (Sword [Dreamer/Explorer/Hermit/Shaman/Warrior], +18 ATK, sells for 750G, randomly inflicts the Dizzy status on hit)
SOUTH CHEST: 3000G
EAST CHEST: Elixir of Magic (Consumable, +5 max MP permanently)

B1 - SOUTH LADDER (North, East, North, then East of Previous Area)
ARTIFACT: [If you don't allow the soldier to turn it into a weapon] Frost Spirit (6MP, rank 2 Ice damage to a foe group)
>> [RL 12] MAGICIAN'S MANSION/MAGICIAN MANSION/MAGICKA MANSION
1F - SW ROOM
CHEST: Pentagram Key (Key Item)

1F - MID WEST ROOM
CHEST: Pentagram Key (Key Item)
LEFTMOST CABINET: Elixir of Wisdom (Consumable, +1 INT permanently)
GOBLIN: Eastmost Cabinet

1F - MID SOUTH ROOM
CABINET: Elixir of Fortitude (Consumable, +1 DEF permanently)
CHEST: Pentagram Key (Key Item)

1F - MID EAST ROOM
WEST CHEST: 3000G
EAST CHEST: Cuomo Warper

2F (Northwest Stairs) - NW ROOM
CHEST: Longsword (Sword [Dreamer/Hermit/Warrior], +30 ATK, sells for 5000G)

2F (Northwest Stairs) - SW ROOM
CHEST: Whirlwind Staff (Staff [Dreamer/Shaman], +5 ATK, +18 INT, sells for 12,500G, deals wind [untyped magical] damage to all foes)

2F (Northeast Stairs) - NE ROOM
CHEST: The Waking Scroll (Key Item)
ARTIFACT: Thunder Spirit (7MP, rank 2 electricity damage to 1 foe group)

2F (Northeast Stairs) - SE ROOM
CHEST: 2000G

B1 - CENTER ROOM
CHEST: Pentagram Key (Key Item)

B1 - TREASURE ROOM
NOTE: You need the Treasure Key to enter. Get it by accepting the Magician's bribe.

WESTMOST CHEST: 3000G
MID WEST CHEST: Platemail (Body [Dreamer/Warrior], +45 DEF, sells for 7500G)
EAST WEST CHEST: Crystal Arrow x30 (Bow Ammo [Dreamer/Hermit], +35 ATK, sells for 125G each)

WEST EAST CHEST: 5000G
MID EAST CHEST: Bugslayer (Sword [Dreamer/Explorer/Warrior], +29 ATK, bonus damage to Bug-type foes, sells for 900G)
EASTMOST CHEST: 3000G

B2 (SE Staircase)
ARTIFACT: [If you kill the Magician and keep the artifact] Call of the Nocturne (8MP, sets the Sleep status on all foes]
BLUE GUY - IF YOU KILL MAGICIAN: 3500 Quest EXP

KEY ITEM: [Say YES to the Magician's bribe] Treasure Key (Key Item), 1500 Quest EXP
>> [RL 21] MAGICIAN'S MANSION HIDDEN SECTION/NIGHTMARE WORLD/WOMAN'S DREAM
B2 (Hidden West Staircase)
NOTE: You can only reach this area in Magician's Mansion if you accept the Magician's bribe then talk to him again.

MAGICIAN: [After beating the nightmare] Moon Blade (Sword [Dreamer/?Explorer?/?Hermit?/Warrior], +40 ATK, chance to set Sleep status on hit), 12,000 Quest EXP

MAGICIAN: [After hearing the woman in the dream then returning to the Magician to convey her message] Magician's Bangle (Accessory +15 INT, sells for 10,000G), 12,000 Quest EXP
>> VOLCANO VILLAGE
NOTE
This is a town with NO encounters/bosses, but it sells nothing and transitions neatly into the Volcano adventure if you go that route; hence its location in the guide.

NW HOUSE
WHITE-HAIRED MAN: [If you haven't already released the sacrificial girl before saying NO to him]: He allows you into the Volcano.

WHITE-HAIRED MAN [If you haven't already released the sacrificial girl before saying YES then YES to him]: He allows you into the Volcano.

NE HOUSE
CHEST: [If you told the girl in the SE to leave the village, visited her in the exit tunnel, then returned to Volcano VIllage] Flame Shield (Shield [Dreamer/Explorer/Hermit/Warrior]), +25 DEF, sells for 3000G, reduces damage from ice)

SE HOUSE
GIRL: [If you haven't already given your verdict to the white-haired man in the NW house and you tell her YES then YES] She leaves the village.
>> [RL 12 (GENERAL), BOSS (15)] VOLCANO
NOTE
You can only get past the guard near the entrance if the white-haired man in the Volcano Village gave you permission.

B4 - EAST PATH FROM STAIRS UP
CHEST: Fatal Bullet x6 (Gun Ammo, may cause Fatal [instant death?] on hit, sells for 500G each)

B5 - WEST STAIRS ON B5
WEST CHEST: Wiseman's Robes (Body [Dreamer/Explorer/Shaman], +40 DEF, +5 INT, sells for 5000G)

EAST CHEST: Bombproof Armor (Body [Dreamer/Explorer/Shaman], +55 DEF, sells for 8000G, halves Explosion damage taken)

NORTH CHEST: Burning Axe (2H [Dreamer/Warrior], +60 ATK, deals extra fire damage on hit, sells for 7500G, on use deals fire damage to 1 random foe)

WHITE-HAIRED MAN: [If you told him NO in Volcano Village] 7000 Quest EXP

ARTIFACT: [If you beat the boss] Dragon's Breath (12MP, rank 3 fire damage to 1 foe), 10,000 Quest EXP (from beating the boss)
>> [RL 12] FOREST TOWER/GREEN TOWER/SOUTHWEST TOWER/SW TOWER
B1 - WEST STAIRS (SW CHEST AREA)
WEST CHEST: Demon Hunter's Sword (Sword [Dreamer/Explorer/Warrior], +27 ATK, bonus damage to Demon-type enemies)

EAST CHEST: Elixir of Fortitude (Consumable, +1 DEF permanently)

B1 - WEST STAIRS (EASTMOST ROOM)
CHEST: Green Key (Key Item)

B1 - EAST STAIRS (NW CHEST AREA)
WEST CHEST: Sage's Hat (Head [Dreamer/?Explorer?/?Hermit?/Shaman], +10 DEF, +2 INT, sells for 2500G)

EAST CHEST: Elixir of Wisdom (Consumable, +1 INT permanently)
>> [RL 15] POISON BERRY FOREST/EASTERN FOREST/EAST FOREST
INITIAL PATH - EAST BRANCH
TREE IN CENTER AREA AT THE END OF THE PATH: [If the party's lead character is equipped with Gauntlets] Poison Berry (Key Item)

TREE IN CENTER AREA AT THE END OF THE PATH: [If the party's lead character is NOT equipped with Gauntlets] This character takes 30 damage and may die!

NOTE
After you get the Poison Berry but before leaving the forest, random encounters stop happening! Random encounters resume after leaving the forest!

INITIAL PATH - WEST BRANCH
CHEST: Elixir of Magic (Consumable, +5 max MP permanently)

INITIAL PATH - NORTH BRANCH
CHEST: Healing Staff (Staff [Dreamer/Shaman], +3 ATK, +8 INT, sells for 12,500G, heals all living party members for 20-35 HP each)

ARTIFACT: Gates of Hell (10MP, revives a dead ally with about 1/3 max HP)
>> [RL 18] CRAB CAVE
NOTE
The west section is the Kara and the east section is the Hari. Also, unlike many places, this cave is loaded with forced encounters at certain spots in the Hari and Kara sections but has NO random encounters there! There are still random encounters in the middle (entry) section.

NOTE 2
You need the Crab Speak 101 (Key Item) from the Crab Scholar to complete any quests here! (The Crab Scholar is in a house west of the Desert Tower.)

WEST (KARA) - SLIGHTLY NW OF MAP ENTRANCE
CHEST: 3000G

WEST (KARA) - FOLLOW THE PATH LONG ENOUGH
GOBLIN: Running around
ARTIFACT: Giant Shield (8MP, +DEF to all party members for about 5 rounds)

WEST (KARA) - SOUTH OF GOBLIN AREA
WEST CHEST: Elixir of Fortitude (Consumable, +1 DEF permanently)
EAST CHEST: Monk's Robes (Body [Dreamer/Explorer/Monk], +5 ATK, +35 DEF, sells for 9000G)

WEST (KARA) - END OF THE PATH
CHEST: [Agree to the Kara Crab Leader's plan and complete the quest] Golden Armor (Body [Dreamer/Warrior], +75 DEF, sells for 25,000G, halves electricity damage taken), 10,000 Quest EXP

KARA CRAB KING: [Kill him] Kara Crab Meat (Key Item)

EAST (HARI) - SLIGHTLY NE OF MAP ENTRANCE
CHEST: Whispering Sword (Sword, [Dreamer/?Explorer?/?Hermit?/?Monk?/Shaman/Warrior], +35 ATK, sells for 5000G, randomly sets Silence status on hit)

EAST (HARI) - FOLLOWING THE PATH LONG ENOUGH
WEST CHEST: Elixir of Wisdom (Consumable, +1 INT permanently)
EAST CHEST: 3000G
GOBLIN: Running around

EAST (HARI) - END OF THE PATH
CHEST: [Agree to the Hari Crab Leader's plan and complete the quest] Maddening Falchion (Sword [Dreamer/Warrior], +45 ATK, sells for 6500G, randomly buffs the attacker with Berserk [+ATK]), 10,000 Quest EXP

HARI CRAB KING: [Kill him] Hari Crab Meat (Key Item)
>> [RL 18] FISH VILLAGE BASEMENT/FISHING VILLAGE UNDERGROUND
B1
NOTE: When you talk to the blue man, decide whether you want the easy way out (say YES, collect your 10,000G and 3000 Quest EXP from the blue man in Eluta) or you want to complete B2 & B3, fighting random enemies and a boss along the way (say NO then YES) to get from the soldier at the fish village's entrance 40,000G and 15,000 Quest EXP.

B2
NOTE: You NEED the Pentagram Stone (Key Item) from the village graveyard to get past the guard near the start of B2. You can ONLY get the needed key items if you initially tell the blue shirt guy in B1 NO then YES then get the Pentagram Stone and try to leave the village.

NE ROOM CHEST: Crusher (2H Axe [Dreamer/Warrior], +50 ATK, sells for 5750G)
NORTH ROOM - WEST CHEST: Luminescent Garments (Robe [Dreamer/Shaman], +40 DEF, sells for 5000G)
NORTH ROOM - EAST CHEST: 3000G

B3
WEST ROOM CHEST: 2500G
EAST ROOM CHEST: Magic Hood (Head [Dreamer/Explorer/Shaman/?Hermit?], +10 DEF, +5 INT, +25 max MP, sells for 10,000G)
>> [RL 20] DESERT TOWER/QUICKSAND TOWER/SOUTHEAST TOWER/SE TOWER
1F
NOTE: This first floor is a conveyor belt/'teleport' maze despite how it initially looks. The only way back to the beginning is taking the 'exit' from the passage that leads to 2F or from a certain other passage leading south.

I assume you're following this guide as written. Otherwise, it's a lotta warping around to get to 2F. (This guide intends to get you all treasure on 1F.)

If you want to skip the treasure in the NW corner, from the entrance, instead go north (the only way you can go) then east to arrive at the Red Hood area.

NORTHWEST AREA (North, North, North from Entrance)
WEST CHEST: Flame Shield (Shield [Dreamer/Explorer/Hermit/Warrior]), +25 DEF, sells for 3000G, reduces damage from ice)
EAST CHEST: Elixir of Life (Consumable, +10 max HP permanently)

SORTA SOUTHEAST AREA (South, East from Northwest Area)
CHEST: Red Hood (Head [Dreamer/Explorer/Monk/Hermit/Shaman/Warrior], +20 DEF)

SE CORNER (South, East from Red Hood Area)
NOTE: NO treasure here, but getting here on your own is an accomplishment!

ONWARD TO 2F! (North, North, East, West from SE Corner)
NOTE: Your 'treasure' is the stairs up. Enjoy! Alleluia!

2F - SW ROOM
WEST CHEST: Windtracer (2H Bow [Dreamer/Hermit], +50 ATK, sells for 7500G)
EAST CHEST: Elixir of Guile (Consumable, +1 SPD permanently)

2F - NE TREASURE ROOM
CHEST: Fireproof Leathers (Body [Dreamer/Explorer/Hermit], +5 ATK, +35 DEF, +5 INT, +5 SPD, sells for 10,000G, reduces damage from fire - likely best armor in the game for anyone who can wear it!)

2F - SE ROOM
ARTIFACT: Blessed Wind (15MP, heals each party member's HP for 59 HP + caster's level)

3F
GOBLIN: Running around, likely toward stairs to 4F

4F
DARK ARTIFACT: [Beat the boss] Use to destroy!
>> [RL 25] HOLY LAND/SERA CAVE/ROUTE TO SERA CASTLE
NOTE
The cave area has NO random encounters, but most north indents in the walls have encounters with crabs who are weak to electricity. (One cave indent in the NE has the passage to the forest area.) You've been warned!

Also, the Conjurers in the forest area occasionally drop Healing Water on death. This is useful for one quest as well as healing the entire party for 35 HP and removing poison from the party with one item and action.

FOREST AREA - FOLLOW THE PATH
FIRST VISIBLE CHEST: Frost Armor (Body [Dreamer/Hermit/Warrior], +60 DEF, half damage from fire)

FOREST AREA - FOLLOW THE PATH EVENTUALLY SOUTH THEN EAST TO THE NE AREA
GOBLIN: Running around
CHEST: Elixir of Life (Consumable, +10 max HP permanently)
ARTIFACT: Wiseman's Archive (4MP, +INT on 1 party member for about 5 rounds)

FOREST AREA - JUST OUTSIDE THE FORTRESS
THIEF: [If you got caught but refused to tell how you got in] Speedy Ring (Accessory, +15 SPD, sells for 25,000G), 12,000 Quest EXP

THIEF: [If you didn't get caught but also promised him you wouldn't tell] Apollo's Bow (Bow [Dreamer/Hermit], +60 ATK, deals extra electricity damage on hit, sells for 25,000G), 12,000 Quest EXP

SERA CASTLE AREA
SW-MOST CABINET: Elixir of Wisdom (Consumable, +1 INT permanently)
CHEST: (Unknown Contents - Seemingly impossible to reach!)
AFTER BEATING BOSS: Nihil Barrier (14MP, halve energy damage [cold/fire/electricity] on party, stacks to a certain point with self, with Circlet and other items that reduce energy damage)

SERA CASTLE JAIL
COMMANDER: [Say YES then YES to him to tell him about the crack in his wall] 35,000G, 12,000 Quest EXP
>> [RL 26] GIRL'S GRAVEYARD/GRAVEYARD
NOTE
The first screen of this graveyard (1F) has NO random encounters!

B1
GIRL: Holy Water (key item - use on B2 in Girl's Graveyard after beating the bosses in the west, north, and east wings)

GOBLIN: Running around at night

ARTIFACT: [Sprinkle Holy Water on all 3 B2 altars in Girl's Graveyard - west, north, and east - then say YES to the girl] Heavenly Gates (18MP, revives 1 dead ally with about 85% HP), 12,000 Quest EXP

REAPER: [After sprinkling holy water on all 3 B2 altars and choosing to break the artifact] Reaper's Scythe (2H [Dreamer/Warrior], +90 ATK, damages wielder on each attack [about 8% of damage dealt per hit]), 12,000 Quest EXP

B2 - WEST
WEST CHEST: 3500G
EAST CHEST: 3500G

B2 - EAST
WEST CHEST: CHEST: Fatal Bullet x6 (Gun Ammo, may cause Fatal [instant death?] on hit, sells for 500G each)
EAST CHEST: Tranquilizer Arrow x15 (Bow Ammo)

B2 - NORTH
WEST CHEST: Longsword (Sword [Dreamer/Hermit/Warrior], +30 ATK, sells for 5000G)
EAST CHEST: Knight's Shield (Shield [Dreamer/Warrior], +20 DEF)

B3 - NORTH STAIRS FROM B2 (Take WEST path to the end once on B3)
ARTIFACT: Light of Rebirth (13MP, full heal and poison removal on 1 ally)

B3 - NORTH STAIRS FROM B2 (Take EAST path to the end once on B3)
WEST CHEST: Flame Armor (Body [Dreamer/Hermit/Warrior], +60 DEF, halves damage from ice attacks)
MID CHEST: Frost Shield (Shield [Dreamer/Explorer/Hermit/Warrior], +25 DEF, reduces damage from fire)
EAST CHEST: Elixir of Guile (Consumable, +1 SPD permanently)
>> [RL 23 (GENERAL), 27 (BOSS)] ICE CAVE/ICE CAVERN
WEST PATH FROM ENTRANCE
TREE: Melt Berry (key item - used to get the Blizzard Staff if you give the Crystals of Life to the man in the NW house in Frostiven)

EAST PATH FROM ENTRANCE THAT SNAKES SOUTH - CHEST AREA
WEST CHEST: Sword-Cane (Staff [Dreamer/Shaman], +23 ATK, +30 INT, sells for 12,500G, hits a randomly-chosen foe with slashing [untyped magical?] damage)
EAST CHEST: Elixir of Wisdom (Consumable, +1 INT permanently)

B1 - SOUTH STAIRS
NOTE: The switch to open the north door is in the SW area in a wall indentation. Face north and push accept to use it.

B2 (From B1's South Stairs)
GOBLIN: Immediately head south then east then south. It's running around.

ARTIFACT - SOUTHEAST PASSAGE: Wild Blizzard (12MP, rank 3 ice damage to -all- foes!)

CHEST: >>The tile north of this chest is guarded by 2x Zero Troll! Guaranteed, inescapable fight!<< Earth Shield (Shield [Dreamer/Explorer/Hermit/Warrior], +30 DEF, sells for 5000G, restores a notable amount of HP to user - about 150 HP at level 50)

B4 - FLOWER SECTION (From B1's South Stairs)
NOTE: Stand on the center flower in B3 and push accept to activate this area. If you tell the woman in this area YES, you may take the artifact and use the vendors.

Also, on all of B4 (flower section or not) there are NO random encounters!

WOMAN: [Tell her NO] Peculiar Flower (Key Item)

WOMAN: [Tell her YES] 20,000 Quest EXP

ARTIFACT: [Tell the woman YES] Raijin's Scream (13MP, rank 3 electricity damage to 1 enemy group)

B1 - NORTH STAIRS
SW ROOM - WEST CHEST: Shadow Garments (Robe [Dreamer/Shaman], +40 DEF, sells for 7500G)
SW ROOM - EAST CHEST: Elixir of Fortitude (Consumable, +1 DEF permanently)

SECOND-MOST SW ROOM CHEST: Guardian's Helm (Head, [Dreamer/Warrior], +30 DEF, sells for 10,000G)

FAR SOUTH ROOM'S CHEST: Crystals of Life (Key Item)
>> [RL 30 (GENERAL), 35 (TOP FLOOR OPTIONAL BOSS)] WATCHTOWER/ICE HOUSE
NOTE
If you say to the blue guard YES then YES, you get the Armory Key (Key Item) and are allowed downstairs. If you tell him YES then NO, you are expected to fight a boss (Purple Devil) on the top floor. (If you initially say NO, you can talk to the blue guard again to decide.) You're probably better off saying YES then YES.

If you light the dynamite this way, you get 15,000 quest EXP.

1F
BLUE GUARD: [Say YES then YES] Armory Key (key item - lets you open B2 chests)

B1 - SOUTHWEST AREA
WEST CHEST: 5000G
EAST CHEST: Platemail (Body [Dreamer/Warrior], +45 DEF, sells for 7500G)

B1 - MID SOUTH AREA (Looks like a Library)
CABINET - NORTHWEST ROW, 3RD FROM LEFT: Elixir of Wisdom (Consumable, +1 INT permanently)
POT - 2ND FROM RIGHT: Elixir of Life (Consumable, +10 max HP permanently)
CHEST: Knightsword (Sword [Dreamer/Hermit/Warrior], +40 ATK, +15 DEF, sells for 9000G)

B2 - NORTHEAST ARMORY
WEST CHEST: Stargazer's Robes (Body [Dreamer/Explorer/Shaman], +55 DEF, +5 INT, sells for 10,000G)
MID CHEST: Halberd (2H [Dreamer/Warrior], +40 ATK, sells for 7500G)
EAST CHEST: Soldier's Helm (Head [Dreamer/Explorer/Hermit/Monk/Warrior], +25 DEF, +125 max HP [!], sells for 30,000G)
>> [RL 35] ICE TOWER/NORTHERN TOWER/NORTH TOWER
NOTE
Throughout this tower, you need a Chilly Flame (Key Item) to melt certain pillars. You get this by touching the dancing fire in various places. You can hold no more than 1 Chilly Flame at a time.

1F
CHILLY FLAMES NEEDED TO GET EVERYTHING: 3

B1
CHILLY FLAMES NEEDED TO GET EVERYTHING: 6
OPTIONAL ADDITIONAL CHILLY FLAMES FOR EMPTY ROOMS: 2

B1 - NE ROOM
CHEST: Purifying Armor (Body, [Dreamer/Hermit/Warrior], +65 DEF, prevents the Poison status on its wearer, sells for 15,000G)

B1 - SE ROOM
WEST CHEST: Stinger (Dagger [Dreamer/Explorer/Hermit/Shaman/Warrior], +50 ATK, sells for 10,000G, sometimes sets Paralyzed on hit)
EAST CHEST: Elixir of Magic (Consumable, +5 max MP permanently)

B1 - SW ROOM
NORTH CHEST: Black Rag (Head, [Dreamer/Hermit], +15 DEF, +8 SPD, sells for 9000G)
SOUTH CHEST: Blue Key (Key Item)

2F
CHILLY FLAMES NEEDED TO GET EVERYTHING: 6
OPTIONAL ADDITIONAL CHILLY FLAMES FOR EMPTY ROOMS: 1

2F - WEST ROOM
WEST CHEST: Wind Buster (2H Axe [Dreamer/Warrior], +65 ATK, deals wind [untyped magical?] damage to all foes, sells for 12,500G)
NORTH CHEST: Blue Key (Key Item)
EAST CHEST: Elixir of Fortitude (Consumable, +1 DEF permanently)

2F - NE ROOM
ARTIFACT: Hand of the Giant (18MP, rank 3 Explosion damage to all foes)

3F
GOBLIN: Running around, likely headed north

4F
DARK ARTIFACT: [Beat the boss] Use to destroy!
>> [RL 35] HELLBEAST'S CAVE/HELLBEAST CAVE
NOTE
This area has NO random encounters, but I found the boss difficult. Bring ice damage resistance (Flame Shields, Flame Armors, Fireproof Leathers, the Nihil Barrier spell) to win!

DOOR: [Touch door with Dispel Scroll] Door Opens

KILLING BOSS: 3250G, 10,000 combat EXP, and 16,000 quest EXP

CHEST AFTER BOSS: Collosus Rifle (2H Gun [Dreamer/Explorer], +90 ATK, sells for 150,000G)
>> [RL 35] TEMPLE OF LIGHT/TEMPLE OF POWER/TEMPLE OF ULTIMATE POWER/CAVE OF LIGHT
1F - WEST WING
CHEST: Temple Key (Key Item)

3F - WEST WING - NORTH ROOM
CHEST: 200G

3F - WEST WING - WEST ROOM
CHEST: 200G

3F - WEST WING - SOUTH ROOM
CHEST: Switch

3F - EAST WING - NORTH ROOM
CHEST: 200G
GOBLIN: Running around

3F - EAST WING - EAST ROOM
CHEST: 200G

3F - EAST WING - SOUTH ROOM
CHEST: 200G

4F - EAST WING - SOUTH ROOM
NW CHEST: Elixir of Strength (Consumable, +1 ATK permanently)

MID CHEST: 200G

5F NOTE
You may choose no more than 1 reward on this floor - the Darkblade OR the Sword of Light spell! You also must talk to the flame in the midst of this floor before picking!

5F - WEST ROOM
WEST ROOM: Darkblade (Sword [Dreamer/Hermit/Warrior], +75 ATK, +5 DEF, +5 INT, +5 SPD, each hit heals the wielder's HP [about 5% of the damage dealt], sells for 15,000G), 22,000 Quest EXP

5F - EAST ROOM
ARTIFACT: Sword of Light (25MP, rank 2 Light damage to all foes, most damaging spell in game when not targeting enemy weaknesses!), 22,000 Quest EXP
>> [RL 45] OVERWORLD MAP NEAR FROSTIVEN
KILL THE BEAST!
if you freed the Beast as part of the quest in the Poison Berry Forest and Beast Camp, there's a chance you can fight the Beast as a random encounter. The Beast is about as difficult as the Swamp King. Beware!

The Beast drops a weapon, Claws of the Beast (Weapon [Dreamer/?Explorer?/?Monk?/?Hermit?/Shaman/Warrior], +60 ATK, sells for ?, inflicts all negative status effects with a high probability)

(Source)
>> [RL 40] POISON CAVE
NOTE
This guide assumes you come in from the south cave entrance, the one closer to Wangun.

1F - NE ROOM
CHEST: Elixir of Magic (Consumable, +5 max MP permanently)

B1 - KEEP FOLLOWING THE PATH
NOTE: Reach this area by keep following the path. Eventually the path splits into 5 ways to head south. Take the second path from the right (the second easternmost path) to reach the stairs down.

GOBLIN: Running around
ARTIFACT: [Beat the Boss] Sun's Blessing (40MP, fully heals party's HP!)

B2
NOTE: Reach B2 by keep following the path. Eventually the path splits into 5 ways to head south. Take the eastern path to reach the stairs down.

NE CABINET: Elixir of Strength (Consumable, +1 ATK permanently)

NW HOODED FIGURE: Save Girl
NE HOODED FIGURE: Inn (1250G per person per rest)
NORTH MIDDLE HOODED FIGURE: [If you tell her YES] Sets trigger for alternative end boss fight
>> [RL 45] SWAMP KING'S CASTLE/POISON CASTLE
2F
GOBLIN: Running around the north area by the stairs to 3F

3F - FOREST SECTION
NOTE: Reach this section by ascending to 2F then heading west.

CHEST: [Beat the Boss] Forest Key (Key Item)

3F - DESERT SECTION
NOTE: Reach this section by ascending to 2F then heading east.

CHEST: [Beat the Boss] Desert Key (Key Item)

3F - ICE SECTION
NOTE: Reach this section by ascending to 2F then heading south.

CHEST: [Beat the Boss] Ice Key (Key Item)

4F
HOODED FIGURE: [Have The Sword and talk to the northernmost Hooded Figure in the Poison Cave's inn, then tell this Hooded Figure YES] Sets trigger for alternative final boss fight

3F - POISON SECTION
NOTE: Reach this section by beating the 3 guardians, collecting their keys, heading up the north stairs on 2F (and again on 3F), then head west and south to reach the stairs down.

SOUTHWEST CHEST: Elixir of Strength (Consumable, +1 ATK permanently)
SOUTHEAST CHEST: Elixir of Fortitude (Consumable, +1 DEF permanently)
WEST CHEST: Elixir of Wisdom (Consumable, +1 INT permanently)
MID CHEST: Circlet (Head [Anyone can equip!], +15 DEF, prevents negative status effects, heals 1 HP per step taken and about 5% of max HP per turn in battle, wearer takes half damage from Electricity/Fire/Ice)
EAST CHEST: Elixir of Guile (Consumable, +1 SPD permanently)
NORTHWEST CHEST: Elixir of Life (Consumable, +10 max HP permanently)
NORTHEAST CHEST: Elixir of Magic (Consumable, +5 max MP permanently)
>> [RL 50] GOLD TEMPLE
NOTE
To reach here, fight the final boss (that is, the Winged King or the Swamp King) then lose. Visit the port south of Loutenreck (the Port of Surrender) at night and talk to the guard there. Agree to his terms. Now you're in the final dungeon! Also note that you can leave the Gold Temple via ship and return later. You need not lose to a King to reenter the Gold Temple.

1F - START AREA
WEST CHEST: Black Shard (Key Item)
MID CHEST: White Shard (Key Item)

1F - CONTINUING ALONG THE PATH
NE CHEST: Black Shard (Key Item)

2F - EAST OF ENTRANCE
FOUNTAIN: Full HP/MP heal and save point! This area is usable a certain number of times (5 times?) before you must spend a White Shard to cleanse the water if you are to reuse the fountain.

2F - WEST OF ENTRANCE
NW ARTIFACT: [5 White Shards] Watchful Spirit (0MP, passive, subject has a 50% chance at the start of each fight to gain Barrier which reduces Cold damage, Electricity damage, and Fire damage by half)

SW ARTIFACT: [5 White Shards] Fateful Opponent (0MP, passive, subject has a 50% chance at the start of each fight to gain Regeneration which regains 15% of the subject's max HP per round for about 10 rounds)

SE ARTIFACT: [3 White Shards] Feather of Rebirth (30MP, subject gains one auto-revive in this battle, subject revived with about 75% max HP)

NE ARTIFACT: [3 White Shards] Waves of Life (40MP, regenerates about 15% of subject's max HP per round for about 10 rounds)

WEST ROOM - STAIRS DOWN: [3 White Shards] Head to a room where you pay 50,000G to open 1 door, 100,000G to open 3 doors, or 150,000G to open 5 doors. Items I got from this:

-Black Shard (Key Item)

-Crystal Staff (Staff [Dreamer/?Explorer?/?Hermit?/?Monk?/Shaman/Warrior], sells for 50,000G, +100 max MP, HALVES MP costs for ALL spells!)

-Elixir of Wisdom (Consumable, +1 INT permanently)

-Life Shard (Consumable, unsellable, +5 max HP)

-Mystic Shard (Consumable, unsellable, +2 max MP)

-Purifying Mist (Consumable, sells for 1G, removes all negative statuses on party except death)

-Seal of the Believer (Accessory, sells for 50,000G, every spell you cast in battle takes effect twice on the same targets, each spell cast in battle effectively costs double MP, if you have only enough MP for one casting, you still doublecast but spend all your MP)

-Seed of Life (Consumable, sells for 1G, revives target party member with full HP)

-White Shard (Key Item)
-= * * * This is where fans can help! * * * =-
Want to contribute? This is where the guide most appreciates your help - beyond sending Endarire congratulatory and thank you messages!
>> TO DO
1: Find equippability for question marks.

2: Fix all mistakes in guide.

3: Any spiffy videos or/and screenshots of guide material is welcome! If you're serious about this, talk with me!

Finally, I'm taking suggestions!
-= * * * Closing * * * =-
>> CREDITS
JESUS[www.biblegateway.com]: YES, that Jesus as famously preached by that guy. Thank You, Abbi, for your continuous inspiration, motivation, and ability to work on this guide and others because i found a wonderfully spiffy game!

EXTRA CREDITS: They recommended Artifact Adventure in Games You Might Not Have Tried 9. Thankee!

MY FAMILY AND FRIENDS: Thank you, my family and friends, for your continuous love and support! A special thank you to my friend Amy whom I met in January of 2014 and whom is now in Heaven.

STEAM COMMUNITY FOR ARTIFACT ADVENTURE: Thank you for telling me more than I wanted to know and giving me your encouragement and advice, especially in THIS THREAD, which explains how to get to the Gold Temple! Also, thank you for helping with The Beast fight, general guidance, and party selection!

ARTIFACT ADVENTURE'S AUTHORS, TRANSLATORS, AND LOCALIZERS: THANK YOU for making such a spiffy game and helping me to play it in English! Alleluia!
14 Comments
Shankycat 19 May, 2020 @ 9:51am 
Money pot notes: I did a run where I only put about 1250 gold into it and it hit the mid 9 million gold mark around 6 and a half hours of gameplay
Shankycat 19 May, 2020 @ 9:48am 
Falcon's Eye Crest is an accessory and it sells for 50000
Shankycat 19 May, 2020 @ 9:17am 
Got a new item not on the list in the Gold Temple treasure room: Falcon's Eye Crest. Falcon's Eye crest duplicates your attack turn. Just a basic attack - using the special ability attacks of weapons like The Sword do not repeat. Doesn't effect spells. To recap: The character that has Falcon's Eye Crest equipped attacks a second time in immediate succession after an attack. The combat script is worded like it's that characters turn twice in a row, and the normal attack is auto repeated. [Makes Darkblade even more OP]
Shankycat 13 May, 2020 @ 9:17pm 
Hey that money pot in Loutenreck doesn't just give you 10% interest: IT ACCUMULATES INTEREST THE WHOLE TIME YOU LEAVE IT IN THERE. I tested it by waiting a little while and got a few gold extra SO I decided to just leave it in there forever, remembered it in the late game and got a VERY USEFUL 9999999 GOLD out of it.
Endarire  [author] 22 Nov, 2017 @ 6:47pm 
The fastest any% clear time for Artifact Adventure, excluding Gold Temple, comes in 2 main forms:

About 3 hours (no glitches): https://www.youtube.com/watch?v=MS6RroRzj40&t=10s

There was a much faster clear time (due to heavily using the airship glitch) but I couldn't find a link quickly. It was around 80 minutes.

CovertGhoul 4 Nov, 2017 @ 7:27pm 
The Gold Temple is easy with 1 warrior/dark blade/noble shield/lights rebirth, the boss did kill me once, but when i just killed the two totems, i only ended up using like 60 mana to beat him
CovertGhoul 1 Nov, 2017 @ 9:35am 
Awesome guide. What is the fastest clear time for this game? I beat it in 5 hours with just 1 warrior, the 4 artifacts at the front and the dark blade. (Also used Icefyre until I got the Darkblade)
Professor Q 14 Apr, 2017 @ 8:21am 
In the Fishing Village, if you walk behind the Tombstones (Not in the front) the last one on the right has Joe's Revolver behind it.

It's a +60 damage gun for the Explorer/Dreamer, so +10 from your regular rifle.

The advantage it has over the Colossus gun is that it can use normal ammo. The +70 total you'd get from equipping bullets puts this at the same power level as "The Sword" - but the Explorer doesn't really have the attack power to back it up.
Endarire  [author] 6 Apr, 2017 @ 4:13pm 
Fixed minor errors. The devs misspelled Collosus and, thus, that term is in this guide.

Thankee!
JacuzziAnt 5 Nov, 2016 @ 3:05pm 
Notes continued:

Speaking of bosses, I think the bandit hideout boss deserves a mention for how to deal with his teargas bombs that put your entire party to sleep. You have him at RL 13 but I got TPK'd at 12, 13, and 15. Finally beat him at level 20. -___-

Also, the Poison Cave has a boss, but no General RL and Boss RL.

A few typos:
-Collosus should be Colossus
-Weapno should be weapon
-awhile should be a while
-segway is a neat machine, but i think you want segue
-isloaded should be is loaded
-unescapable should be inescapable

Annnnnnd that's a wrap for me. Hope this helps!