Toronto
You begin in the Toronto. You pilot a shuttle to the world where the game takes place. Click on items to see what is useful. If the menu includes "Manipulate" there is something there to do or use. Check your initial room for items.
Talk to everyone you can. Your friend Joe Bernard lives in the northeast of the building. He will give you the code 1042 to enter the service level. The entrance is in the northeastern most corner of the ship. The only critical item here is a pistol and some ammo.
In the service level (3D/first person): walk toward the door when you see "Floor plate lights up." In the next room, activate all four floor structures to open the door. The following room has two switches on the walls — activate both. After passing through rooms opened by a robot, find the cabinet on the north wall (remember it for later).
Enter the code Joe gave you at the keypad. Search the COM room carefully for the gun. Deposit it in the cabinet on the service level, then leave via the security guards (they search you). Go back for the gun through the service level entrance. Search every room you can, including Snoopy's room for more ammo.
Narikidaani
Explore the House of the South Wind Clan. There is a mini-dungeon here, but wait until you have your next party member before exploring it.
Leave the clanhouse and explore. Find the stores — to sell items, go into buy mode but click on your inventory (do NOT use the "offer item" conversation option in stores).
After two game days, you are automatically taken to see the local ruler and receive a quest and a new party member called Drirr. You can now tackle the mini-dungeon. When trapped by a cave-in, find a pickaxe — use it on walls when stuck. Save your pistol ammo but don't be too stingy.
Check treasure piles — one has more ammo. Pick up the clock and click on it to make it permanently visible. Give Drirr better equipment: the Iskai armor (steal it by walking up to the bar and right-clicking just before reaching it) and a good sword.
Before entering the dungeon, buy torches and a Music Crystal from the general store to give to an entity near the Iskai Dagger.
The dungeon has big mouths in the floor that close temporarily when fed chunks of meat from Krondirs. Guardian plants can be put to sleep by turning the lights out — use Drirr as party leader (he sees better in the dark).
The entity will tell you how to increase your attributes after you promise the music crystal. This boost is critically important. You get three attributes up one at a time — for the third, pickaxe a wall. Make a path of light by walking from one glowing rainbow toadstool to another in the room where your footprints glow.
To finish the quest, see Frill in the council house, then go to Bradir in the Former Guild (northwest of town). After solving the problem, return to Bradir to receive 100 gold and the Iskai Dagger (give it to Sira for her tail).
Before leaving the island (the trip is one-way until late game), ensure: Sira is level 12 with Frost Avalanche at maximum; Sira and Rainer's Long Range attacks at maximum; Tom and Drirr's Close Range attacks at maximum; Drirr has Iskai Armor and Iskai Lance; Sira and Drirr each have the Iskai Metal Helmet; Sira has 200+ seeds (find them outdoors or buy from the Mages Guild southwest).
Gratogel
Talk to the king of the village first — he needs an amulet. Go east to the next village, then north following the path.
If you saved the Music Crystal from Narikidaani, go a little further north and give it to the man guarding the oak tree for a very good weapon.
When you get Mellthas (a Druid), train his Small Fireball spell to full power. Then visit the pass south of the Druid village (Vanello) — it has bandits for experience and leads to a trainer and store.
Buy the Music Crystal at the shop if you didn't save the previous one. The Dreamshield is excellent — it's the only powerful shield Sira can wear.
Arjano Dungeon
Bring a rope before entering. Use a bucket of water to extinguish fires blocking your path.
For the nine grey pressure plates: walk over them to form a + sign (don't walk over all plates — they can be reset).
In the first 3D section, find the secret button on the right hand side near the start. In the big room with three flames, step on all pressure plates to open a door in the southwest.
On the second level, step on the plate that releases moving flames three times first to access a button in the east wall, then keep stepping until the road is clear. At the pit with two locked doors, fall through the pit. Open gates, kill Warniaks, get treasure. A lever behind one door opens a wall with a chest (guarded by a Fear 1 demon) containing the key to the locked doors.
On the third level, only walk over green pressure plates in the large room — otherwise powerful beasts escape. On the next level, find staffs to remove force fields — save them for the six in a row at the end of the level.
Maini
Find your next party member in Beloveno, the big city. You can choose either Khunag (a mage with good offensive spells, recommended by most) or Siobhan (a warrior). Khunag helps through parts of the Kenget Kamulos dungeon later.
Explore the countryside and talk to people in each town. In the inn in Beloveno, Aurino offers a map that leads to minor treasure at the waterfall in the northeast of Maini, east of the Iskai village.
When trying to talk to Kontos (leader of mountain village Kounos), steer the conversation with guard Nodd carefully to avoid fighting.
Kounos Dungeon
On the first level, find a chest with a Power Amulet. When you seem stuck, look for an illusionary wall nearby. At the three pressure plates in front of three doors, run over them as fast as possible to make it through.
On the second level, explore everything, especially directly south from the exit — you'll find something needed to complete the game. In the big center room, find an opening behind one of the blue walls. To the east is a small room with a switch on the western wall. Pull it to make a fireball appear that pushes a red wall piece forward. Repeat until the wall is in front of the opening behind the blue wall. Then use the switch on the west side of the big room — its fireball reflects off the red wall and destroys the blue wall.
Every morning between 8:00 and 9:00 AM, a trainer at the leader's house teaches Critical Hit (950 gold per point). Very useful for Drirr and Tom; Sira already has 5/5.
Cave
The cave entry is from the plateau lower than the village, to the east. Bring a rope or you cannot get out. It contains some of the best items in the game, including the best sword (though it is cursed).
Talk to lots of people on this continent repeatedly. Important NPCs: council members in Beloveno, the barkeeper in the Iskai village (gives you the second piece of a vital item after a while), and Kariah the prostitute on the market square. Collect seeds and move on.
After solving the problem, visit the Iskai shrine and defeat Kontos for his goodies.
Dji Cantos
This section mostly progresses automatically. You get a new party member, Harriet (an Enlightened One). In the southwest of the building, a woman sells spell scrolls — if you have Khunag, buy all spells he doesn't know (no other way to learn them).
No hurry to go to the Toronto despite Harriet's urging. First, find the Flowers of the Goddess. Stand on them for about 15 seconds to increase the party leader's attribute by 3 points (which attribute depends on the flower). There are eight flowers total, each usable about 15 times with a 36+ hour cooldown. Save before using and choose which party member benefits most.
Collect the two party members who took a vacation when you left the last continent.
Umajo Kenta (First Visit)
There's a prison north of the city. You can free the prisoner (wait for the guard at 11:00 PM) but it has no known use.
Buy preservative from the Equipment Makers Guild to survive the desert (get several). Check the Jeweler's Guild behind a closed door in the south of the city.
Talk to Coskon long enough and he'll tell you about a lockpicking trainer (15.5 gold per point).
To reach the Toronto, talk to people in the bar and Miners Guild. Bring a jewel. The guide shows you a cave entrance — the southern exit leads to the Toronto.
Toronto (Second Visit)
Search everywhere for pieces of paper with numbers. The door code is 1001. In the 3D section, have Joe wake up the robot to open doors.
In the long corridor, stand as far from the switch as possible while still able to manipulate it, then run to the other end and flip the second switch. Free all robots further on to make doors open faster.
Match the floor pattern on the west side to the one on the east side (go east first). Turn all switches quickly. The next door code is 4312.
Umajo Kenta (Second Visit)
Go to the building in the northeast (guards now let you through). You need to find a man in the cellars under the Equipment Makers Guild, but you need a key and a secret password.
For the password: go to the Miner's Guild, into the big room. Enter the only accessible mine shaft, stand in the niches to hide from guards. Get to the second niche on the right and overhear the ceremony — this gives you the password.
Find Zebanno and fool him to get the key.
Equipment Makers Guild Cellars
Follow the knives on the ground through the halls until you reach a big room with a hammer. Go back and follow the knives to a room full of them with a chest. Use the switch and hammer to knock down the knives to reach the chest containing a key.
Return to the entrance, manipulate the switch you couldn't use earlier. Manipulate switches in the correct positions to clear the knives. Follow the corridor to the big room with a chest (can't open yet). Near it is a room with an anvil that turns swords into two-handers (limited uses).
Go west and search the chest for a key to open the big room's chest. Find the room with extinguished torches and a fire — splash water if you have a full bucket (not essential).
Further on, find and activate a switch that's only visible at certain times to enter the mine shaft. In 3D, go west then south to find Kosotto.
Optional Deep Exploration
In Kosotto's room is a health regeneration item. Go southwest to a pit, fall through to a room with a spinner. In the next room, use the Crystal Staff to change flame colors — all flames must be blue to open the door.
Push the button west of the door to create a pit. Go west and push all switches until you hear a sound. Return to the flame room, go back down the pit WITH A ROPE, and through the spinner room. Manipulate switches and explore east of the flame room. Repeat until the door west of the spinner room opens. Get the Stone of Visions from the chests.
Training tip: The blue pressure plate spawns 16 Animals 3 each time — the quickest way to gain levels in the game.
At the Jeweler's Guild, use the Stone of Visions on the big stone on the floor to heal each party member.
Kenget Kamulos
Do not enter until each party member is at least level 30. Bring lots of potions.
Talk to the local leader, then search thoroughly. If you have Khunag, he will lead you to the secret passage. Search the closet in that room (wait for the novice to leave around 8:00 AM). Manipulate the torch to find the hidden switch.
The ensuing fight is endless — surrender when ready.
First Area
Go east, then north for a key, then all the way south and west to the exit. Search the northeast section thoroughly for a very good sword hidden in a box.
3D Sections
Find the exit by going north then west. In the first room, when the flame activates, run to the pressure plate at the far end. The flame extinguishes and opens the door.
On the next level, the left door leads to a room with buttons hidden behind curtains on the northern walls — push both to open a door with chests.
The right exit leads to a big room with three small rooms inside and three northern passages. Push buttons on the back wall of each small room. Stand on pressure plates to release colored flames, then guide each flame to the matching colored pressure plate in the northern passages. Pull switches in each room. Repeat for all nine flames (three groups of three).
Find the chest in the middle-north small room. The exit is to the west.
Beastmaster Level
No puzzles — just find and kill the Beastmaster (southwest room). The Beastmaster reflects Frost Avalanche, so freeze the other mages and use Thorn Snare on him.
Fire Level
Go southeast and north first to find rooms with buttons. Then visit rooms with blue pressure plates, waiting for fireballs to reveal safe paths. Once the east passage trap is gone, head to the T-section. Go south first (clear flames, pull switches), then north.
Find the hidden button in the northwest on the western wall. Back in the corridor, push the button just north of the lava room passage to reveal the exit.
Pattern Level
Walk on glass pressure plates in the east to see the flame pattern. Go south and match the pattern. The correct pattern is:
0x00 0xx0 x00x xxxx
(0 = off, x = lit). Push the switch to open walls.
In the fireball room, use the western pressure plates to move a statue back and forth, clearing fireballs. Then stand on the middle plates (until grey) to open the door.
Final Level
Lots of enemies. Quickest path: go southwest to a door on the southern wall, then west to a door on the northern side, follow the path. In the 2D area, follow the path north to the three highest Kenget Kamulos. Use Thorn Snare for the final battle.
Toronto (Third Visit)
Take a screwdriver. In the 3D section, go west to the laser barrier. Open the nearby wall panel with the screwdriver and have Joe manipulate the wires to disable the lasers. Continue and manipulate another panel to clear northern lasers.
Note the colored light patterns on walls — you'll need them. At the big room with a locked south door, have Joe fix the broken wires to the right. Go west first to manipulate another panel clearing more lasers.
For the laser timing section, give Sira all luck items and navigate through carefully. Have Sira heal Harriet and cast Lifebringer for the next fight.
Find the 4x4 pressure plate grid. Match each row to the light patterns from the walls:
0x00 0xx0 x00x xxxx
Push the switch when correct. Fight through the Ned AI bodies (move fast to avoid most fights). At the reactor core, steer the conversation with the security leader carefully to avoid fighting.
Go north to the AI housing. You don't have to kill it — when it kills a party member, plant the seed. Congratulations!
