Chapter 5

The Orb of Fire

I. Circle of Sages

Circle of wisdom and elderliness...

II. Gurgu Volcano

Man, it's hot down there...

III. The Fiend of Fire

Two down, two to go...

Recommended Levels:

Gurgu Volcano: Level 14-16


Maps

World Map

Crescent Lake

Gurgu Volcano L1

Gurgu Volcano L2

Gurgu Volcano L3A

Gurgu Volcano L3B

Gurgu Volcano L4A

Gurgu Volcano L4B

Gurgu Volcano L5

Bestiary
Optimal Equipment by the End of This Chapter :
Ice Sword, Flame Armor, Silver Helmet, Flame Shield, Silver Gauntlet Coral Sword, Silver Bracelet, Cap, Buckler, Gloves
Silver Hammer, Silver Bracelet, Cap, Gloves Silver Dagger, Silver Bracelet, Cap, Gloves
Chapter V: Summary
   For defeating Lich the Earth Fiend, the Circle of Sages in Crescent Lake will give you the Canoe, and some very useful information about the Fiends and the Orbs. They'll also tell you about the Fire Fiend, who lives in Gurgu Volcano. Canoe to the Volcano and defeat her to light the second Orb.
 
I. The Circle of Sages

Maps:

World Map

Crescent Lake

Bestiary
   Crescent Lake is all the way on the other side of the world. The quickest way to get there is to sail off the left side of the map and onto the right (the world is round, after all).

The port near Crescent Lake isn't really NEAR Crescent Lake. You'll need to walk a short distance to the town. There are some nice strong monsters in the area around Crescent Lake, good for EXP (they're not that difficult).

   Crescent Lake is named, oddly enough, for the huge, crescent-shaped lake that surrounds is. In Crescent Lake, you'll find the Level 6 spells, a weapon and armor shop, and Inn, etc. But the really important thing in this town is the Circle of Sages.

The Circle of Sages is a group of old, wise men, who seem to know a lot about what's going on in the world. To get there, go through the break in the hedges at the very upper-right corner of the town. Lukhan, the guy whom you've heard so much about, is here. He and the other Sages have much to tell you about the Fiends and the Orbs.

   The most important guy to talk to, however, is this guy. He likes the job you did in the Earth Cave, so he gives you a Canoe! (I wonder where he was keeping it...). With it, you can now travel up rivers. You can also dock your Ship at the mouth of any river (very useful).

Now that you have the Canoe, you actually have three options available to you. If you follow the plot, you should go to Gurgu Volcano and take on the next Fiend. However there's nothing stopping you from going to the Ice Cave at this point, or from going to the Castle of Ordeals. You shouldn't even know that either of those places exists yet though (except that I just told you). If you want to go to the Ice Cave look at Chapter 6, and if you want to go to the Castle of Ordeals look at Chapter 7. It's actually pretty darn useful to go to those two places first, if you can survive them, because you'll get some darn good equipment. But oh well, on to the Volcano we go.

   Anyways, the Sages confirm what you probably already figured out. The Fiends are behind the world's problems.

To light an Orb, put it on the altar in the Fiend's lair. You already knew this already, though. Remember the altar in Lich's room? Maybe you could teach the sages a few things yourself.

   This is kind of important. After you light an Orb, come back here, and the Sages will have more to say.

Many of the Sages don't have anything important to say at all. This guy, for example. If you check back later though, after you complete a bit more of the game, they'll have some more things to reveal to you.

This guy has the info you need. The Fiend of Fire is in Gurgu Volcano.

   Now that you know where to find the Fiend, you may as welll head to the Volcano. But, as always, make sure you're well stocked up on Heal, Pure, and Soft Potions. You're definitely going to need as many Heal Potions as you can carry in the Volcano.

Interesting... the Fiend of Wind is apparently the oldest. That probably means he's the strongest, too. Eh, we'll cross that bridge when we come to it.

   Before you go anywhere though, do some shopping. The Level 6 spells are very powerful, of course. They're also 20000G apiece. So you'll probably only be able to afford a few, if any. If you can only get one spell, get LIT3. You'll also notice that your White Mage is unable to learn the EXIT spell. It's a VERY useful spell; you'll be able to learn it after class change, so make sure you save one level 6 slot so you can learn it.

The weapons for sale here aren't all that great. The Silver Axe is a bit stronger than the Silver Sword, but it doesn't hit as often, so it's up to you whether or not to get it. The other Silver weapons, you should already have found in treasure chests. The armor isn't all that wonderful, either. Make sure to get your Thief (if you have one) a Buckler. And buy some Silver Armor for all of your Red Mages. You can also buy your Fighter some more Silver accessories if you wish.


Weapons for sale:
NAME LOCATION COST SELL DMG HIT% EQUIPABLE BY:
Silver Knife Crescent Lake 800G 400G 10 15 FI, KN, TH, NI, RM, RW, BM, BW
Silver Sword Crescent Lake 4000G 2000G 23 15 FI, KN, NI, RM, RW
Silver Axe Crescent Lake 4500G 2250G 25 10 FI, KN, NI
Silver Hammer Crescent Lake 2500G 1250G 12 5 FI, KN, NI, WM, WW

Armor for sale:
NAME LOCATIONS COST SELL ABSB EV% EQUIPABLE BY
Silver Armor Crescent Lake 7500G 3750G 18 8 FI, KN, NI, RM, RW
Silver Shield Crescent Lake 2500G 1250G 8 0 FI, KN, NI
Buckler Crescent Lake 2500G 1250G 2 0 FI, KN, TH, NI, RM, RW
Silver Helmet Crescent Lake 250G 125G 6 3 FI, KN, NI
Silver Gauntlet Crescent Lake 2500G 1250G 6 3 FI, KN, NI, RW

Magic for sale:
White Magic: LEVEL 6
  NAME COST DESCRIPTION USERS AREA OF AFFECT FOUND IN:
SOFT 20000G Cures Petrification status affect WM,WW One ally Crescent Lake
EXIT 20000G Exits from a dungeon or town (not in battle) RW,WW All allies Crescent Lake
FOG2 20000G Defense up 12, all allies RW,WM,WW All allies Crescent Lake
INV2 20000G Evade up 40, all allies RW,WM,WW All allies Crescent Lake
Black Magic: LEVEL 6
  NAME COST DESCRIPTION USERS AREA OF AFFECT FOUND IN:
LIT3 20000G Causes 60-240 LIT damage to all enemies RW,BM,BW All enemies Crescent Lake
RUB 20000G Erases and enemy (instant death) BM,BW One enemy Crescent Lake
QAKE 20000G Enemies fall down chasms (die instantly) BM,BW All enemies Crescent Lake
STUN 20000G Paralyzes an enemy BM,BW One enemy Crescent Lake

II. Gurgu Volcano

Maps:

World Map

Gurgu Volcano L1

Gurgu Volcano L2

Gurgu Volcano L3A

Gurgu Volcano L3B

Gurgu Volcano L4A

Gurgu Volcano L4B

Gurgu Volcano L5

Gurgu Volcano Treasure:

L1: none

L2: 795G, 750G, Giant Sword, 4150G, Silver Helmet, 1520G,

Silver Helmet, Silver Helmet, Heal Potion, Cabin, 1760G, 1520G,

Silver Shield, 1455G, Silver Axe, 1975G, Pure Potion, Heal Potion

L3A: none

L3B: none

L4A: none

L4B: 7340G, Pure Potion, Flame Shield, Ice Sword, 880G,

1760G, 2750G, Soft Potion, 10G, 155G,

House, 2000G, Wooden Staff, 1250G

      L5: Flame Armor
Bestiary

Gurgu Volcano is located deep within the mountains west of Crescent Lake. If you happen to have gone to get the Airship already, you can go fly right over and land next to it. Otherwise you have a very long Canoe ride to reach the Volcano (which is one of the reasons I always go to the Ice Cave first :) )

There are some pretty tough monsters in the rivers around the world. Ochos and Gators for example. If you want to fight them go ahead, but I'd run, especially from Ochos, since they're poisonous.

Anyways, the river is kind of maze-like, so follow these directions fairly closely and/or use the World Map

. Here's where you enter the river. Head west at the first fork, not south.
   This is the next fork in the road river you'll come to. Go up.
   Go this way (right).
   And this way (up).
   Go left here and you're done; there's only one way to go from this point.
   And here you are. As always, make sure you save before you go in there. You don't want to have to canoe back here again.

The Volcano is, as you may have guessed, filled with Fire monsters. That means that ICE and ICE2 are your best weapons. AFIR is also a necessity, to protect from the strong fire attacks that many monsters will use against you.

   There are also a couple other monsters to watch out for, namely the Coctrices (yup, they're back again), and the Perilisks. Perilisks use a SQUINT attack that erases, ie. kills, a character. If you already have the Airship you might already have gotten your characters ProRings, in which case Perilisks are nothing to worry about, but run if you don't have ProRings. Coctrices are always a danger, but with the SOFT spell and a few Soft Potions, you should be able to handle them.
   Almost the entire Volcano is covered with lava-floor that damages your party with every step they take. The only remedy for this is to walk on solid ground whenever possible, and to heal yourself when it's impossible to avoid. The Heal Staff is extremely useful in the Volcano; have whoever is carrying the Staff use it in every battle you get into, to cut down on Heal Potion use. However, the Staff doesn't heal many HP, so you're still going to need to use a lot of Heal Potions.
   Now for the good news. There is A LOT of treasure in Gurgu Volcano. So much, in fact, that you will probably not be able to carry it all at once. In other words, be prepared to walk out of the Volcano and make a trip back to Crescent Lake to sell excess weapons and armor. Either that, or just drop it, if you don't want to spend the time, and don't need the G. Either way. There is plenty of G to make up for not selling all the treasure you don't want. If you're careful, you can probably get away with making no more than one trip to Crescent Lake to sell junk, and just get what you missed on the way to the Fire Fiend.
   Anyways, here is where you'll enter the Volcano. There is no treasure on this floor, so just head across the damage-floor to the stairs.
   Those are the stairs to the next floor.
   This floor is loaded with treasure. Enter the first door you see, and start traversing the maze-like corridors to find all the chests scattered throughout this level.
   Be careful, though, because many chests here are guarded by one or two Fires. Fires are fairly strong opponents, but you should be able to handle them easily enough. Use ICE2 if you have to, or just chop them up with physical attacks.
   There are a lot of Silver Helmets and Shields on this floor, which you'll want to either sell or throw away. If you don't feel like getting ALL the treasure here, and just want the good stuff, make sure you get this chest; it contains the Giant Sword. It's not too good to equip, but you can sell it for quite a bit of cash.
   The other place to make sure you visit is here. It's kind of obvious why. This place is the mother lode. There is a lot of G here, but other than that, there isn't any armor or weapons that are really worth keeping.
   The stairs to the next floor are easy to find.
   There is no treasure on this floor, but there is a big mess of lava-floor that you have to walk across. Head to the right, that's where the stairs are. Make sure you keep an eye on your HP, too.
   Oh boy! More lava! Head down and to the right, and make sure you heal up so that a random monster doesn't wipe you out.
   Here are the stairs. Let's hope that the next floor has more than just lava on it...
   ...sorry. Nothing but lava here, too. Take the hallway leading down.
   At the next intersection, head down again, and to the left.
   It's a long walk to the left across even more damage floor to get to the stairs.
   The stairs, at last. Don't worry, the next floor has some treasure on it.
   Yup, plenty of treasure on this floor. And plenty of lava, too. Get the treasure in the first room, then head left (the only way you can go).
   Get the treasure from the next room, too, then head up and to the left.
   Finally, some good treasure! There is an Ice Sword here, which is GOOD; give it to your Fighter. You'll also find the Flame Shield; also equip it. After you're done here, head back the way you came.
   At the intersection, take the path down this time. It's all straightforward from here, there's only one way to go. Get all the treasure along the way.
   Here are the stairs. One more floor to go! If you're running low on Heal Potions, don't worry, there isn't much lava on this next floor, and you're almost done. I hope you have some CURE spells left.
   This is where you'll appear on the next floor. There are eight ways to go! Well, they all lead to dead-ends or empty treasure chests, except for two paths. One leads to Kary, and the other one leads to some nice treasure. So, first, go straight left, to pick up the Flame Armor.

There are two monsters guarding this chest. One, the Agama, is easily slain (you've probably fought a couple Agamas on the way up through the Volcano).

   The other, however, is the mighty Red D.
  NAME HP DAMAGE EXP GP WEAKNESS SPECIAL ATTACKS INEFFECTIVE
reddragon Red D 248 75-150 2904 4000 ICE, BANE, BRAK BLAZE QAKE, FIRE

The Red D is pretty strong. It uses a super-strong Fire attack that can easily kill a weakened character, so make sure you keep everyone's HP up. Make sure you cast AFIR as soon as possible, to cut down the damage from BLAZE. Use ICE spells to cause a lot of damage, or try your luck with BANE, which can kill the Dragon in one hit (although it doesn't always work). (see my Bosses

page for more information) Once the Dragon is out of the way, the Flame Armor is yours! Equip it or, or keep it to sell for big bucks later on.
III. The Fiend of Fire
   The Fiend's room is in the bottom left corner of this level. It's not a long walk through the lava, and that's the last of the lava in the Volcano. If you have any Heal Potions left, good job, use them.
   Here is the Fiend's orb. Do NOT examine it until you are fully healed, of course. If you have a couple FAST, AFIR, and CUR3 spells left, and you're at near-full HP, you should be able to take the Fiend down easily.
   Examine the Orb. Kary is a bit ticked off about how you whooped her pal, Lich. So she decides to teach you a lesson. It's boss battle time.
  NAME HP DAMAGE EXP GP WEAKNESS SPECIAL ATTACKS INEFFECTIVE
KARY KARY 600 40-80 2475 3000 STUN, SLEP, DARK FIR2, DARK, HOLD LIT, ICE, FIRE, BANE, BRAK

Kary uses a lot of FIRE spells against your party, so make sure you cast AFIR first thing. She also has a very strong physical attack (she'll often land 5 or 6 hits at once), so keep yourself healed. Use FAST on your best fighting character, and have someone use INV2 if you like, to beef up your defenses a bit. Surprisingly, Kary is not weak against ICE spells, or any other spells, really. So use FIR3 or LIT3 (if you have it) to cause some nice damage. Kary should fall in no time. (see my Bosses

page for more info)
   Once Kary's out of the way, hop onto the altar, and watch the big grey beam of fire energy shoot into the air. Then touch the orb in the back of the room, and you'll be teleported out of the Volcano.
   Well, that's two Fiends down, and two to go! Check your menu screen, and you'll see that two of the Orbs are now shining. The next Fiend on the list is the Fiend of Water. Onward to Onrac, and Gaia!
On to Chapter VI!

Monsters:
World Map:
  NAME HP DAMAGE EXP GP WEAKNESS SPECIAL ATTACKS INEFFECTIVE
arachnid ARACHNID 64 5-10

po

141 50 ----- ----- -----
asp ASP 56 6-12

po

123 50 ----- ----- -----
bull BULL 164 22-44 489 489 ----- ----- -----
cobra COBRA 80 22-44 165 50 ----- ----- -----
geist GEIST 56 8-16

sn

117 117 FIRE, HARM ----- QAKE, ICE, RUB, BANE, STUN, SLEP, DARK
grogre GREEN OGRE 132 23-46 282 300 ----- ----- -----
grwolf GrWolf 72 14-28 93 22 ----- ----- -----
ogre OGRE 100 18-36 195 195 ----- ----- -----
pede PEDE 222 39-78

po

1194 300 ----- ----- -----
scorpion SCORPION 84 22-44

po

225 70 ----- ----- -----
troll TROLL 184 24-48 621 621 FIRE ----- -----
WrWOLF WrWOLF 68 14-28

po

135 67 ----- ----- -----
wolf WOLF 20 8-16 24 6 ----- ----- -----

Gurgu Volcano:
  NAME HP DAMAGE EXP GP WEAKNESS SPECIAL ATTACKS INEFFECTIVE
agama AGAMA 296 31-62 2472 1200 ICE HEAT FIRE
bull BULL 164 22-44 489 489 ----- ----- -----
cerebus CEREBUS 192 30-60 1182 600 ICE SCORCH FIRE
fire FIRE 276 50-100 1620 800 ICE ----- QAKE, FIRE, RUB, BANE, BRAK, STUN, SLEP, DARK
giant GIANT 240 38-76 879 879 ----- ----- -----
grogre GREEN OGRE 132 23-46 282 300 ----- ----- -----
grworm Grey W 280 50-100 1671 400 ICE ----- QAKE, FIRE
hyena HYENA 120 22-44 288 72 ----- ----- -----
iguana IGUANA 92 18-36 153 50 ----- ----- -----
KARY KARY 600 40-80 2475 3000 STUN, SLEP, DARK FIR2, DARK, HOLD LIT, ICE, FIRE, BANE, BRAK
muck MUCK 76 30-60 255 70 LIT ----- QAKE, ICE, FIRE, RUB, BANE, BRAK, STUN, SLEP, DARK
pede PEDE 222 39-78

po

1194 300 ----- ----- -----
perilisk PERILISK 44 20-40 423 500 ICE SQUINT QAKE, FIRE
reddragon Red D 248 75-150 2904 4000 ICE, BANE, BRAK BLAZE QAKE, FIRE
rgargoyle R.GOYLE 94 10-20 387 387 ----- FIR2, FIRE, HOLD QAKE, ICE, FIRE
rgiant R.GIANT 300 73-146 1506 1506 ICE ----- FIRE
rhydra R.HYDRA 182 20-40 1215 400 ICE CREMATE FIRE
scorpion SCORPION 84 22-44

po

225 70 ----- ----- -----
sphinx SPHINX 228 23-46 1160 1160 ----- ----- QAKE
wzogre WIZARD OGRE 144 23-46 723 723 ----- RUSE, DARK, SLEP, HOLD, ICE2 QAKE

Sea:
  NAME HP DAMAGE EXP GP WEAKNESS SPECIAL ATTACKS INEFFECTIVE
kyzoku KYZOKU 50 14-28 60 120 ----- ----- QAKE
OddEYE OddEYE 10 4-8 42 10 LIT GAZE QAKE, FIRE
rsahag R.SAHAG 64 15-30 105 105 LIT ----- QAKE, FIRE
sahag SAHAG 28 10-20 30 30 LIT ----- QAKE, FIRE
shark SHARK 120 22-44 267 66 LIT ----- QAKE, FIRE

River:
  NAME HP DAMAGE EXP GP WEAKNESS SPECIAL ATTACKS INEFFECTIVE
caribe CARIBE 92 22-44 240 20 LIT ----- QAKE, FIRE
frgator FrGATOR 288 56-112 1890 2000 LIT ----- QAKE, FIRE
gator GATOR 184 42-84 816 900 LIT ----- QAKE, FIRE
hydra HYDRA 212 30-60 915 150 ----- ----- -----
naocho NAOCHO 344 35-70

po

3189 500 ----- ----- -----
ocho OCHO 208 20-40

po

1224 102 LIT ----- QAKE, FIRE
rcaribe R.CARIBE 172 37-74 546 46 ----- ----- -----