Septerra Core: Legacy of the Creator Walkthrough/FAQ v. 1.3 Compiled by Fred Delles Email: dellesfy@clarkson.edu Visit my website, "The Cool Nut Archives" at the following URL: http://coolnut.cjb.net The latest edition of this FAQ is under this URL, under the "Septerra Core Webpage". Best viewed under Wordpad under Windows 95/98 This is my first-ever FAQ, so if I get something wrong, don't flame me about it. This FAQ is also unofficial, so, obviously, do not harass Valkyrie Studios, TopWare, or Monolith if I blow something. E-mail me at the above address if you have any questions or corrections, or any name origins or weird facts for the "Did You Know?" section. --------+ Contents| --------+ - Updates - Before we Begin (IMPORTANT!) - Walkthrough (currently unfinished) - Oasis - Wind City - Ankara and Jinam - The World Bazaar - The Mold Forest - The Characters of the World of Septerra Core - The Fate Cards of Septerra Core - Spells and Spell Combinations - Weapons, Armor, and Items - Character Skills/Skill Items - Unanswered Questions - The Game's Secrets - Did you Know? - Copyright Information -------+ Updates| -------+ V. 1.3 (June 11, 2000): You hate to be in my shoes. For the summer, I'm not only working full-time for data entry/programming at a local computer com- pany, but also am working at a grocery store as a cashier part-time on Sun- days and weekends. Yeech. Added "The Mold Forest" section, plus a couple more secrets in "The Game's Secrets" section. And, I got a MASSIVE revision of the Weapons, Armor, Items, and The Game's Secrets (plus many others) straight from Pete Karsanow (karsanow@twrol.com). So, give him a big hand, everyone. All I really need to do is to finish the friggin' walkthrough... I'm working on this side-by-side with my "Legend of Mana" walkthrough, so, still, bear with me. The reason I didn't answer many e-mails I got was that I assumed that I could answer 99% of 'em by merely finishing this walkthrough. (But...when? Only Marduk knows...) V. 1.2 (March 2, 2000): If you mailed me a question, and I forgot to reply, I probably accidentially skipped it and left it unread. It's "Real Life Syn- drome", you know? I apologize if I ignored you like that. A little more, including the section on the World Bazaar and finding Araym. Plus, a bug found when stealing (see "The Game's Secrets") And Version 1.1 was on February 12, 2000, not February 12, 1999. B-) V. 1.1 (February 12, 2000): I was on vacation in Florida all winter break, and could not get much done there. In addition, college and signups for summer internships all January really hampered my time. Sorry for the delay. Added a little more on the Walkthrough, including the Ankara and Jinam section. Plus the "Character Skills/Skill Items" and "The Game's Secrets" sections, including the ten birds, and a CHEAT MODE! V. 1.0 (December 22, 1999): The first edition of the FAQ! Mostly the walk- through (unfinished), items, weapons, armor, and characters, along with the locations and powers of the Fate Cards. I've already beat the game; I just have to play it again to get through the walkthrough, using only one saved game to get through the first time. -------------------+ Before we begin... | -------------------+ First of all, I received numerous e-mails about the numerous delays in the FAQ. Unfortunately, I have a very severe case of RLS (Real Life Syndrome), and could get little done due to that very problem. With several tests, an upcoming state swim meet, an attempt for a summer internship (meaning numerous cover letters and a resume that kept getting revised and edited almost every day), and a web page design contest in the Association of Computer Machinery, and my personal interests, I just got hampered with stuff to do. So, bear with me when I work on this slowly but surely. If you want to e-mail me, do so at dellesfy@clarkson.edu. Note that it might take a while to get a reply, so just be patient. But by Marduk, I WILL finish the walkthrough! That's a promise... 8-) -----------+ Walkthrough| -----------+ -------------------------+ The First Chapter - Oasis| -------------------------+ After the Chosen Doskias's mad rush to begin the Prophecy, he sends out his Chosen ships across the Shells to begin his operation. They pass through Shell Two, where Maya, Grubb, and Runner were doing their daily business - scavenging junk. Knowing that this was going to be trouble again - there was a war with the Chosen ten years ago, in which many people, including Maya's parents, died - Maya and Grubb ride on Runner back to the Oasis, the ruined city in which Maya lives in with the kindly Uncle, who took care of the young orphans whose parents died in the war. Unfortunately, Tori, one of the orphans, keeps getting out of line time and time again. After a brief argument with the P.O.'ed Mayor (who was searching everywhere in Oasis for any suspected weapon smugglers) and Uncle, Maya and Tori will end up going to Azziz's temple for their daily class. Here, you will gain control of Maya. Go to the east room, and raid the fridge there for some Bread. The west room contains a bed, which is free healing. If your HP or Core power is low, go there to rest. You can also talk to Uncle for a bit on the war and the Chosen. Outside, you can chat with the locals, including the Workbots and Mayor, in case you want a bit of comic relief. Talk with other locals, including the ones in the "Old Junkers" bar, for more information on the world of Septerra. The "Stock Pile" contains weapons you can purchase. Buy the Engine for your gun - it increases your firepower and accuracy, and will help quite a bit when you go outside. Alternately, you can stock up on some Bread at the Item Shop - it raises your HP when you get injured in battle. Leave the city by going to the southeastern corner of the city (not to far from Mayor and the Workbots). NOTE: Any time the icon is a gate and not an arrow, you can exit the place by clicking. Outside, you can go south to Grubb's Workshop and chat, but you still must get to class. Head west to the Badlands. You must take this treacherous path to reach Azziz's Temple. At the Badlands, there are treacherous enemies. There are Wulves on the path; The light-colored ones are weak, standard fighters. The darker-colored ones are far more dangerous; Not only are they physically stronger, they can speed up their fellow Wulves, or they can summon other Wulves to join the fight to rip you to shreds. With those ideas in mind, head northwest. You will encounter more of the lighter-colored Wulves. Use the RifleShot skill (allow the bar to reach the first level) for about three rounds to take out each of the enemy Wulves you will encounter. Heal with Bread when your HP falls below 10 HP. Head west as far as you can until the mouse icon changes into a gate, and you can leave. NOTE: Any time you feel you're lost in any location, stop your character and hit the TAB key for a map of the location. Yellow areas are locations in which your party can leave the place. Another note: Save the game often. Remember, you can hit F5 for a quick save. You can also enter the Main Menu (click on the blue CD under the characters' stats sheet), and save a game there. Right now, save the game after you exit the Badlands - if you get in too much trouble, you can load and go back. You can't save during a full-motion video sequence or during a battle. After exiting the Badlands, enter Azziz's Temple. Walk northeast once inside, and you'll see the elderly Azziz finishing off a lesson with the other kids of Oasis. Apparently, Tori played hookey and skipped class for that day. Have Maya step up to Azziz and talk to him. Talk to him about various subjects, and learn more about the world of Septerra and its legends. You'll also learn about Core Power and Fate Cards. After the day's lesson, you will gain the Water Fate Card. Head back east through the Badlands, making sure to fight off any Wulves you might encounter. Go back through Oasis, and back to Uncle's place. You'll find that Tori skipped class for that day, and will run off before he gets in lots of trouble with Uncle. Talk to Uncle. Maya will be a rat and turn Tori in. Uncle will tell Maya to bring Tori back from the Pumping Station. After exiting (and stocking up on Bread at the Item Shop - you'll need it!), go to the Pumping Station just past the city of Oasis. When you arrive, you find that Tori was the smuggler that Mayor was looking for! You also find that three Holy Guards from Shell Three will surround you, thinking that YOU are the smuggler! Tori makes like a total wuss and runs away. This is your first major fight. The enemies are weak, but so are you. Pound on the weaker Holy Guards (they have only 20 HP) with RifleShot and RifleVulcan attacks, taking out each of them one at a time. Heal with Bread when your HP falls below 10 HP. This shouldn't be too difficult - the two underling Guards will deal only 1-2 HP of damage per attack, and the sergeant isn't that much stronger. Watch out for his healing and fire spells, though. After defeating the guards, you will steal a Heal Fate Card from the sergeant, and run off, heading back to Oasis. The Holy Guards, only knocked down from Maya's attack, will get back up and chase you. Back in Oasis, news spread that Maya was the smuggler. The Mayor used Grubb's Workbots to capture Maya if she enters the city. However, the Workbots are too damned pacifist, and will not really to anything in means of force. Talk to them, and the Workbots will hilariously go on strike after Maya reminds them of Mayor's poor treatment towards them. Go back to Uncle. He will have Maya find Tori and set things straight. Unfortunately, that's in Outlaw Canyon, and Maya never traveled such a distance. So, she must persuade Grubb to help her. Exit Oasis (LOL at the little skit with the Mayor and striking Workbots) and hoof it to Grubb's Workshop. Talk to Grubb about the problems, and he and Runner will join. Go to the Badlands and fight the enemies there for some experience and a level or two - you'll need it for the trek. Remember to take the Power Generator from the floor near Grubb's bed before you leave. NOTE: Grubb is a weak, but speedy fighter, and Runner is a slow, but powerful fighter. If Runner gets in too much trouble, use Grubb's Repair skill on him - ordinary healing items aren't as effective on the mechanical pooch. If you need to cast a spell (i.e. Kyra's Heal), use Grubb to do so. Note that while a spell can be cast as early as 1/3 of the bar being filled, a spell is more effective if the bar is 2/3 full, or maxed out. Return to Oasis. Neither Mayor nor the Workbots will not bother you as you enter the city. Get Engines for your party members, and Bread with the rest of the money. If you're broke, either fight off more enemies in the Badlands, or sell off items you don't need (Skins, etc.) Rest up at Uncle's house. Exit Oasis, and go to the Pumping Station. Go around the ramp and search the sand for the Conduit Wires. After picking them up, climb the series of ramps until you reach a control box and a large fan. Look at the control box, and select Grubb. He will open the box. Then, select the Conduit Wires and use them on the box. After soing so, select the Power Generator and use that on the control box. Grubb will then short out the fan, and you can proceed. After exiting, you will enter the World Map. Head southeast, traveling on the pipes. You will then enter a large series of Desert Pipes. Once you enter the Desert Pipes, head southeast, and continue southeast, fighting off Unicorn Beetles and Arachnids. Take out the Arachnids first; they have the potential of badly injuring a character with one shot. However, these battles aren't too tough if you heal with Bread (or Repair on Runner) after each fight. Once you reach the cliff edge, go southwest, until you reach a massive crab blocking a stairway up the pipes. Fight the crab. Don't worry if you're only dealing 1 HP of damage per attack - just pound him with a bunch of Level 1 attacks, and he'll go down after 11 HP of damage. Climb the stairway-like ramp. You will encounter a junction in which you can go right or left. Head right, and continue along the path to a chest with a Healing Potion, SmellSalts, and a HeartStone. Head back to the same junction, and continue left. The pipe will turn northwest. Continue along the path until you reach another ramp that will take you back to the sand. Head southeast, past thelong pipe sticking out in the sand. Then, turn east and go between the two large elbow pipes. You'll see another ramp. Climb it, and after reaching the top, head southeast. You should be on the World Map. Enter the town. DO NOT enter Outlaw Canyon yet, especially if you are low on Bread and need healing. Also, remember to save the game. Galdon is almost like a town straight out of a Western movie. After entering, search the saddlebags of the three Helgaks (the floating horse-like animals tied to various posts) for a couple of Roots. Enter the saloon - the locals will treat you like the junk your people collect and deal with. Talk to the three dudes messing around near the automated bronco Helgak. Have Maya and Grubb pick on them, and your cliched bar brawl will occur. Fight the three dudes (they have about 45-50 HP). Remember to heal when necessary, and fight them one at a time. Watch out for their Barrier and Poison spells. After defeating the three, talk to the bartender about Tori. You can also buy supplies and rest for the night. If you have the money, buy the Grenade for Maya, and more powerful armor and boots for the team. Use the rest of the money for Bread and the Inn fee. Exit the saloon, exit Galdon, and enter the World Map - we've off to Outlaw Canyon. Right when you enter Outlaw Canyon, the outlaws will demand your money for safe passage. However, Maya becomes quite pugilistic on them, and a battle will occur. After defeating them, head northwest, and then northeast. Climb the nearby ramp. (It's pretty hard to find, but take a close look at the cliffs, and you'll find something that looks like a ramp.) Once on the upper level, head over the bridge. After crossing it, head northwest, and then take the bridge northeast. NOTE: Any time you encounter a group of enemies, take them out one at a time. An injured enemy deals just as much damage as a healthy one. You will then find Tori's camp. At the same time, a Holy Guard will appear, accusing Maya and Tori of smuggling weapons to the warriors allied with the Chosen. Unfortunately for him, a couple of minions enter the scene and fry the Holy Guard. Angry at the destruction that occurred the last time the Chosen messed around with Oasis, she commands Tori to go back home and warn the people of Oasis about the possible danger. Maya will then try to figure out what just happened, and will also try to find out why Wind City is involved. Search the dead Guard for a couple of useful supplies. Then, snag Tori's Helgak mounts. The game will then go auto-pilot as the group chases the Chosen ship. However, the three get blown up the Chosen ship's nostril and right inside. No, it isn't THAT gross. 8-) The three will overhear Doskias and Dugan's plan to dissolve the Holy Guard as part of Doskias's still-enigmatic master plans. Maya vows revenge against Doskias, but must warn the Holy Guard first. ------------------------------+ The Second Chapter - Wind City| ------------------------------+ After disembarking from the Chosen ship, you'll find yourself on the grass- lands of Shell Three. Note the tower in the north and the woods in the south. Don't bother with either - the tower serves nothing at the moment and the woods contains ultra-powerful enemies that'll really boot your rear. Enter the pentagon-shaped village of Southfarm. After chatting with the locals (and a couple of drunks at the bar), enter the northernmost building, and purchase one Acid Vial. (Plus supplies, if you need 'em.) Talk to some of the people, especailly with Grubb. One of them should give you bird seed. Return to the World Map, and head on over to the Graveyard. Once in the Graveyard, head on north. You will see a mist on the ground; examine it and you will then fight one of the Living Dead. He should be easy; just wail on him with as many hits as possible. After defeating the Living Dead, you will see a pool of zombie blood. Use the Acid Vial on the blood, and you will have some acidic solution. You'll also notice a headless statue at the western end of the area. Leave the Graveyard. Enter Wind City, and its main section of the city. (The Resivoir is closed off for now.) Talk with the various locals, and have Grubb fix some of the peoples' items for free stuff. You'll pass by an array of shops - they have awnings over the doorways and green-colored marble floors. Shop if you want, and then enter the Capitol building. Once inside, head northeast to the Library. The Library contains a broken model of Septerra (Grubb can't fix it), plus lots of books. Look at some of the books for some facts on the world of Septerra, its demi-gods, and its legends. You'll run into a bunch of monks who haven't got much to say. However, you'll eventually run into a talkative monk. He provides lots of information on Marduk, Bowman, the monks, and the weird statue in the Graveyard. Head back east past the Septerra model, and you'll find another set of shelves... and a head. It's bolted by an iron collar to the table. Remember the headless statue you found at the Graveyard? Use the Acid Vial on the head, and add the head to your inventory. Return to the Graveyard, and go back to the headless statue. REMEMBER TO SAVE YOUR GAME! The upcoming fight is a damn tough one. Select the head, and toss it on the statue. The statue of Draxx will then rumble, shake, and will start to fight your party. Draxx has about 150 or so HP, but can deal lots of damage on your party. NOTE: Try to use healing spells (using Fate Cards, not items!) on the undead. It will damage them significantly. Use your firepower on Draxx, firing off your most powerful attacks. Have Runner and Grubb attack Draxx, and Maya zap the Living Dead. Zap the closest ones to minimize the damage to your party. Heal if a character is low on health, and watch out if a character is poisoned (loses HP each turn) or cursed (all stats decrease). Once Draxx is defeated, you then can pass through his altar and enter the Catacombs. The Catacombs have lots of Living Dead. Just pound on the closest ones (if they are in a line near Runner, zap 'em with his Beam attacks), and they should go down quickly. Go northwest. After passing theough a stone arch, go northeast. Cross the green river of goo and flip the switch at the end. Walk over the green goo and head northwest. Enter the door, and head northeast, following the wall. At the end, head southeast until you reach the end of the narrow corridor. At the end of the corridor, climb the stone steps, and follow the brick path to an illuminated stairway. Climb the stairway, and enter the Cathedral. You will find the Holy Guard there. Maya will tell the group about Dugan's plans to dissolve the Holy Guard. Bowman doesn't believe them at first, but once Dugan's forces show up, they must react. Runner scampers off with Layla and the rest of the Holy Guard (much to the chagrin of Grubb), and Corgan comes with Maya and Grubb; this group is your new party as you will make your escape. Bowman will stall off Dugan as the two groups escape - only to die. Head southeast across the bridge over green goo. Once you reach the arch, head southeast. Dugan will send his thugs, Duke and Araym, to attack your group. An encounter ensues. Attack Duke first - his attacks are stronger. Then take out Araym. After fighting, you will leave the Catacombs and enter the northern part of the cemetary. Inside the Graveyard, take the northwest route. You'll reach an intersection. Head southeast until you reach another junction. Head northeast from that junction until it turns. Take the turn. Go around the church and head southwest. You'll find a switch. Click on the switch and it will open another exit in the Graveyard. Follow the path back to the intersection and head northwest. Turn northeast through the gate. You'll run into - you guessed it - Duke and Araym. Like before, take out Duke first, then Araym. Heal when necessary. You'll meet with Layla again. Corgan will tell her about Bowman's death, and Doskias's plan to control Wind City, using it as a supply station as he ventures to the Core of Septerra. The group must go to the Shell Five to get help from the armies of Ankara and Jinam, but must travel to Armstrong to collect supplies. If you want, you can rest up in one of the tents for free. Go north past Layla, then turn east. This one-way path is simple... except for the enemies. The Wulves and Cats should be easy if you pepper them with Level One attacks. Once you re-enter the World Map, head west to Armstrong. Sadly, Armstrong was practically nuked, flash-broiled, and given the works at the hands of the Chosen. The group angrily confronts Selina, and must fight her and two Chosen guards. The battle is a little tough. Take out the two guards first, then perform full-power attacks on Selina. You will win a Barrier Fate Card after the battle. After the battle, head northeast. Once you reach an intersection, head north- west. Once you reach another intersection, head northeast until you reach a chest containing the supplies. Backtrack to the entrance, get back on the World Map, and head back through the Mountain Pass, and trek through the long trail of the Mountain Pass until you reach Layla again. Ain't "fetch quests" wonderful? ;-) Give Layla the supplies. Corgan will also tell about the destruction of Armstrong, and they find that Ankara and Jinam, the countries that can stand against the Chosen, are warring with one another yet again. They must get to Shell Five ASAP! You must go to the Helgak Port to travel there, but must go through the graveyard. Make sure Corgan is in your party. NOTE: There will be a "cut scene" where Selina will talk with her lover Doskias aboard his Chosen ship. He commands Selina to stay in Wind City and cut off all the supply lines to the small villages. After Selina leaves, three Magi arrive. (Remember them toasting the Holy Guard in Outlaw Canyon?) Doskias will announce that he is going to dump Selina. Dugan is also brought in. Seeing no further use for him, Doskias plans to have Dugan executed. Dugan turns around and flees. Once in the graveyard, follow the dirt path. When you reach the intersection, head southwest all the way through the gate. Once through the gate, head southeast toward the exit. Once on the World Map, go west across the bridge, and you'll find the Helgak Port. Enter it. You'll see a couple of Chosen Guards talk with the desk clerk, but they'll leave before you arrive. Talk to the clerk, especially about passports. You'll need passports to ride to Shell Five. With Wind City closed off, head to Southfarm. Once inside, you'll notice two guards at the gate. Unless you think you can boot their rears, just zip your lips and pass by them quietly. Enter the Weapons Shop to the southeast. Talk to the people there, especially with Corgan. Corgan will recognize Maxon, who's actually a monk helping to get people out of Wind City with a secret passage before the Chosen nuke the place. He will then open the grate, allowing you to enter Wind City's library. Once inside, talk to Abbot. Ask about passports and he'll give you some fakes to exit Shell Three. Chat with him a little, then exit the place using the secret passage. Exit Southfarm. Go back to the Helgak Port and give the pass- ports to the desk clerk. You then can leave the Shell. Once inside the airship to Shell Five, you'll run straight into a battle between the Ankaran and Jinam forces. The airship is destroyed, and crashes onto a Shell Five continent... ---------------------------------+ The Third Part - Ankara and Jinam| ---------------------------------+ Maya will wake up in an unknown bed. Once you get up, talk to the kindly couple and ask about the other characters. You'll find that you're gonna need to do some searching. Search the house for a couple of supplies. Heal if you need to - you're in the middle of a war! The people will be afraid of you if you talk to 'em. Head southeast a bit, then head northwest, past the weapons shop (King Pin's Botique). Talk to the dark- skinned villager there about Corgan. He'll give you Corgan's sword. Head southwest, past the Jinam Soldiers. You'll find Corgan. Give the sword to him, then Maya will pick another fight with the two Jinam cyborgs. After fighting them, Corgan will reunite with you. Head southwest and exit to the World Map. Enter the Mesa Canyons. Head north once inside. After the first fight, head northeast, running under the bridge. Turn southwest once you pass the bridge. Then head northeast and climb the ramp to the upper level. Turn northwest, walk over the bridge, then head west, following the ledge. Fight the enemies, then head southwest, up a small ramp. Cross the bridge to the southeast and down the ramp. Go east, past the tumbleweeds, and then you're on the Mesa Bridge. Once on the massive bridge, head southeast. You'll find a massive hole on the bridge; head west, following the trail southwest. Head southeast after a battle with some Thunder Cats, walking past patches of dead grass. Continue northeast, then southeast once you are on the bridge. Head northeast, then east to exit the area. You'll enter another area of mesas. After the initial battle with a couple soldiers and a combat hound, head northeast, then turn southeast and head down the small ramp. Go north. You'll run into a couple of Ankaran and Jinam soldiers. Just let them fight each other until one side dies, then finish the other side off 8-). Climb up the ramp, then go southeast to follow the path. Go west, then continue northwest and go down the ramp. Go southeast along the path to exit to the World Map. Once outside, head north to the downed Jinam battleship. Once the screen loads and you are outside, ust go east and enter the greenish hole to enter the ship. Once inside, head northeast. After a couple of battles, head southwest into another room. Click on the switch on the northern corner of the room. Backtrack to the larger room, then head northeast. You'll pass a bunch of fried cyborgs. Continue northeast, passing a couple of Jinam troops, and then activate the switch in the northwest wall of the room. Another door will open. Walk back to the large room again and enter the just-opened doors. After a fight, head southwest. You'll find Grubb there, fixing some machinery (natch). Grubb will re-join and give you a holo message. Leave the ship, and return to the World Map. Head south, straight to the Ankaran Base. At the Ankaran Base, Grubb will find Runner. Unfortunately, a pixie-like young woman with a three-and-a-half foot tall wrench apparently "adopted" Runner, and is calling him "Punkin". The girl, as you probably know, is Led Campbell, the daughter of Ankara's General Campbell. She allows Runner to join the party. Notice the large Ankaran computer to the northeast? Ue the holo message on it, and it will tell that the war was, sadly enough, caused by that Chosen bastard Doskias. They must warn Led's father immediately! To reach the Ankaran Capitol, Led will need an AE-35 Power Converter to complete her custom-built ship. Talk to the Ankaran soldier with Led, named Dave. He will give you some Jinam Dog Tags that he took off a toasted enemy soldier. Just past Dave is a chest with the Air Fate Card. Leave the base, onto the World Map, then go north to the Jinam Ship. Enter the ship, and go northwest. Then go northeast as soon as possible, and go to the locked door. Use the Jinam Dog Tags from Dave on the control panel of the door to open it. Enter and walk along the corridor. Pass the large room and continue northeast. Skip the first opening southeast, and enter the SECOND one. You should be in the back area of the ship. Continue southeast and follow the path to another switch. Hit it, and a door will open to the west. Head back to the hall and backtrack southwest, and enter the door you just opened. Go northwest, and turn southeast. Enter the door the two Jinam soldiers are guarding. Head northwest, through a thin corridor, and you should enter another repair lab. After the fight, search the northwest section of the room. You will find the AE-35 Power Converter. Pick it up. Retrace your steps back out of the ship, and enter the World Map. Head south, back to the Ankaran base. Once in the base, go northwest. You should be inside Led's workshop. Give her the AE-35 Power Converter, and she should be able to fix the ship. Look at the ship. Your party will then reconfigure as Maya, Led, and Runner. Corgan and Grubb will stay behind. (Apparently, Led has a crush with Grubb...) The ship will fly along... only to crash right in front of the Ankaran Head- quarters. (For those of you who played Breath of Fire 3, notice the connection between Ryu, Nina, and Momo's one-flight rocket crash and Led's ship crash? Kinda makes me think that the Septerra Core part was inspired by that little tidbit. But that's just me.) 8-) Walk to the Ankaran guard and have Led talk to him. You will be able to enter the Headquarters. Inside the headquarters, you will learn that General Campbell was sent to get the Doomsday Device, a weapon that will completely obliterate Jinam by altering its gravitational pull. Maya will show the holo message about Doskias's evil plan to pit Ankara and Jinam against one another, and the three will then go on a mission to warn General Campbell before it is too late. Also, Doskias will plan to use the stolen twin keys (from the Emperor) to begin the Conjunction... only to realize that it will take 50 more years for the Conjunction to actually begin. Instead of waiting for that time, they will make their OWN Conjuction... The subway-like area is just an easy straight southwest walk... except for the enemies. Take out the maggots last - they are very slow-moving. Once you reach the polished white floor of the station, go southeast. After a couple of fights, you'll reach an old highway. Once you do, just head northeast. Watch out for the enemies, though. You'll reach the Research Station and confront General Campbell. He won't lis- ten to any of your evidence, or his daughter, and runs off. Selina enters, and you also find that the Chosen isn't just one tribe, but merely many warring nations. The group enters Selina's ship and flies off to Campbell's ship. Once on Campbell's ship, head northeast. You'll run into four Ankaran soldiers who have orders to stop you cold. Battle the four. Runner's laser might be useful here, as it can hit multiple enemies in a line. Take one soldier out at a time - an injured soldier does as much damage as a healthy one. Once you take 'em out, continue on. You'll probably have to do another battle after this one, so keep your Hit Points up. You'll reach the bridge and encounter General Campbell. He doesn't seem too pleased to see Led. He tells her that he has fired the Doomsday Device at the Jinam continent, and shot the entire region into an upper continent, devasta- ting the entire country. Led plays the holo message and the General learned that he was totally tricked by Doskias. The Chosen begin an attack at the General's ship, and Selina helps the party escape. General Campbell, however, stays with his ship, awaiting his fate... -----------------------------------+ The Fourth Part - The World Bazaar | -----------------------------------+ You will arrive in Shell Four with the rest of the party, in a house of ill repute. Selina is now officially part of your party. She's a damn good fighter WITH powerful magic, and is easily one of the best characters in your party. Okay, after a bit of talk, you'll have to find the bounty hunter Araym, who will help you go to Shell Seven, where Doskias is mining Corite to create the artifical Conjunction. Well, select your party. Go northwest up the ramp. You'll meet a couple of prostitutes and a seedy-looking dude. (If you want a bit of humor, put Grubb in your active party and have him talk to the prostitutes. B-) ) Anywho, talk to the dude. His name is Loch, and he apparently is a bounty hunter. You can try fighting him if you want, but he's too powerful, yet too chicken (he runs away after the first hit). But once he runs away, check the chains that were above him (you are outside the brothel). Hanging on the chain is a crate of mega-power dynamite. Have Led (or Grubb) examine the chains. That character will release them and drop the crate to the ground. Go back inside and back to Loch. Have Maya pick on Loch once again. You'll initiate another battle. This time, have Maya shoot the crate of dynamite be- hind Loch. The crate will explode and kill him instantly. You'll receive his keys allowing you to enter the Bounty Hunter's Hideout. After taking out Loch, head northwest, eventually climbing two flights of stairs. Go northwest once up the sets of steps, and you'll find a weapons shop. Buy all the equipment you need. Down the steps to the southwest is an item shop. Buy as many healing items as you can afford. Further southwest is an armor shop. Buy what you need there (I think one of these stores sells ear- plugs; if they do, grab three pairs of 'em.) After passing the armor shop, go down the stairs southeast and then head north- west to reach the World Map. Click on the Bounty Hunter District to enter. Once inside, head southwest, past the steps, and go down the ramp. Go southwest and follow the catwalk northwest, then northeast. You'll see a large sewer with a locked valve and lotsa bounty hunter graffiti. Use the key to stole from Loch on the valve, and Maya will be able to open the door into the sewers. Enter from the northeast. The sewers is quite simple... except for the enemies. Along the twisted one-way path, you'll run into maggots and big crab dudes. Hammer 'em with full-power attacks, and heal when necessary. You will eventually reach a nasty-looking pipe at the end of the path. Enter there to enter the Bounty Hunter's Hideout. Once inside, head to the northwest, then go southwest. The path will turn northwest again. Continue northwest and head up the ramp. Then cross the bridge to the southeast and click on the switch. A door will open to the southwest. Head back down the ramp and go southwest, passing an arched entryway into the prison area. You'll eventually reach a set of prison cells. Talk to the pri- soner. You'll recognize him as Araym. After busting him out, retrace your steps back to the Sewers. As soon as you enter the Sewers, the alarms will sound, and all the bounty hunters will really be at your heels. Just run along the one-way path to the exit on the other side. None of the enemies should be a threat if you heal after each battle. Once you escape, you'll be at the World Map. Head back to the Red Light District, back to the "Ill Repute" brothel. Araym will be waiting there. The group will chat a bit. Araym will mention that he has actually "held back" when he hunted you down earlier. He also tells about his arms, which were blown away during the wars of Ankara and Jinam, and the fact that they were replaced by cybernetic implements. He finally mentions that he knows a captain in this every shell who can transport the group to Shell 7. But Selina gets a bit impatient with your group's constant bickering, and leaves your party... You'll need to re-form another party with Maya, Araym, and a third member. I took Led as the third member, if you're confused on who to take. Head out of the brothel, and head northeast up the steps. Continue up the stairs, and then head northwest, then southwest. You'll pass an Item Shop. If you didn't get three sets of earplugs yet, GET THEM NOW! Grab a couple healing items, too. Continue southwest, then go southeast and then northwest to exit to the World Map. Go to the Shipping Transport area. Go southwest, then go northwest to follow the path. Go down the stairs to the southeast and then and continue down a second flight of stairs. Head southwest across the docks until you reach a captain standing around at a dock near a fruit stand. Talk to the captain. Talk to him with Araym. The captain will allow you to go to Shell 7. Click on the Transport Ship icon to depart. Click on World Shell 7 to reach, well, World Shell 7. As you pass the crates to reach the ship, though... you'll run into Duke. D'OH! He and Araym have a score to settle. Just fight 'em - they're not too tough. Heal when necessary. You'll then enter the ship and go to World 7. ---------------------------------+ The Fifth Part - The Mold Forest | ---------------------------------+ You will arrive in Shell 7. This place is easily the strangest Shell of 'em all, with lots of weird mushrooms and the Underlost beings. Go southwest to exit the landing site. Once on the World Map, cut north around the landing site, and enter the Bone Circle Village (the location with the Underlost). Apparently, you can't do much here at the moment. Go back to the World Map, and continue to the west. Head north, and go west to enter the Western Mountain Caverns. The encounters here are random. Once in the Caverns, head south. Remember those large, high-defense crab dudes? They're here again. Remember to pelt them with a barrage of level one attacks to defeat them more easily. Head south and go down the stone ramp. Then go northwest, across the stone bridge. Head down the ramp to the southwest, turn east, and then go northwest and go under a stone bridge. Head northwest, but stay south of the ramp and continue west. Go southeast and head down another stone ramp. Go south, then southwest to exit the first Cavern map. Once in the second Cavern map, head southwest down the ramp. Then go northwest, then west until you enter an open area (possibly with another battle). Go southwest, then down the ramp. Before continuing, equip with the Earplugs (you DID remember to buy three of 'em at the World Bazaar like I told you, right?). Equip all three of your characters with this accessory, then continue southeast to exit to the second Caverns map. You'll reach a land of dripping lava. REMEMBER TO SAVE YOUR GAME! The Sonic Lava Boss you're gonna face will be the toughest boss yet. The trick here is to damage the enemy's legs in a way so you can smash 'em all down at once (the legs have 100 HP each). Why? Well, they regenerate if one leg is dead for too long. Try to strike them with Water/Summon combos, then Level 1 attacks so they each reach roughly 90-95 damage. Wait a bit, then strike them with Level 3 attacks or Water spells. This should defeat the enemy. Once you defeat the Sonic Lava Boss, head west to leave the infernal place. Head to the Mining Ruins northeast, and enter. You'll meet a lone hermit in the ruins. Many years ago, this place was used by the Ankara and Jinam forces in mining Corite, but it is today just mere ruins and a dilapidated environment. Talk to the hermit there to learn more about the mining ruins' history. Northeast of the entrance is a Bioium Lantern; it is found in a treasure chest. West of the hermit is a cylindrical container with some explosives. Take them. Leave the area. Note: There is a possible bug(?) where you could take the explosives from the chest there, go to Shell 3's Mourn Graveyard, and "waste" them on a wall there (you blow it up with identical explosives late in the game). The result is getting yourself locked in the game with no way out. Does anyone have any info on this possible, but major mishap? Once on the World Map, go to the Dark Lake toward the west. Enter it. Go to the poisoned green gooey lake in the north. Look at it with Araym, and he'll suggest bombing it with some explosives, killing many of the underwater Helgaks and making "bridges" with them. Take this suggestion, and use the explosives you got from the hermit on the lake. Surprisingly (or not surprisingly) enough, the lake will be chock full of carcasses on the surface, allowing you to con- tinue on. Cross the westernmost bridge of Helgak carcasses. Then head north and cross the Helgak bridge to the northeast. Go north across another bridge, then go northwest to the bone (not carcass) bridge. Cross it to enter the World Map. Go to the Helgak Graveyard. (Geez, lots of Helgak-bashing nowadays, hmm?) Head southwest on the bridge in the Helgak Graveyard, then go southeast. You'll find a small piece of Helgak bone on the ground. (It's easy to miss, and it's not the shell in the east part of the screen; you'll get that later.) Yes, you went all this way JUST to get a tiny piece of bone. D'OH! Backtrack and go back to the World Map. Backtrack through Dark Lake, going back south quite a ways, then east. You'll be back at the World Map. Then, go through the Caverns (Don't you hate trudging through all this?), and go southeast. Head southwest, under the bridge, then turn northwest and climb the stone ramp. Head up another stone ramp and then go north, exiting to the World Map. Using the World Map, head back to the Landing Area, and talk to the captain. Ask to go to Shell Three. At Shell Three, you'll be back at the Helgak Port. Exit the port, and go east to SouthFarm. In Suthfarm, go northeast to go to the Items Shop. Talk to Carver (NOT the shopkeeper), and he'll tell you about his skill in carving Helgak bone into flutes and whatnot. Give the Helgak Bone (a Key Item), and he'll make a flute for you. This flute will emulate the mating calls of Helgaks. Still on Shell Three? Good. Go to the Mourn Graveyard, and enter the Catacombs. Search the chest next to Bowman's grave, and you'll get a Resurrect Fate Card! Yeah, it's grave robbing, but I won't tell if you won't tell. B-) Go west to the Helgak Port. Talk to the Shipping Clerk and you'll be able to go to the World Bazaar once again. YOu'll be outside the Captain's ship. Ask him to go to Shell 7. You'll be at the landing port. Go back to the Caverns, and get through the north/west path, going back to the World Map. Head to the Mold Forest, which is southwest of the Caverns exit. The Mold Forest is a huge maze, enough to drive any gamer insane. From the en- trance, head northeast. You can walk under the incredibly tall plants. Keep taking the east and northeast paths until you reach a large sandy rock for- mation. Go straight east at that point. Keep going until you reach path of spindly mushrooms, then go southeast. Go east as far as you can. Then, go south a bit. Go east to leave the place and enter ANOTHER section of the Mold Forest. In the second section, immediately head east. Then go south once you see a green-glowing mushroom, and go east as soon as you can. Then head north. Cut east and you'll run into a strange, red mushroom-like thingy in the middle of the ground. Examine it with Maya and Araym. Use the Helgak Flute on it, and you'll open it up, revealing a bright green goo inside. Use the Bioium Lantern on it to scarf some of that goo. Head all the way out (going westward). Use the Tab key (while standing) to show the map of the place, in case you get lost. Go back to the World Map. Once on the World Map, head all the way back to the Underlost Village (you have to get through the Caverns once again). Once you enter the village, you run into some of the Underlost tribe. You can't pass; both you and the Underlost have extremely prohibitive communication barriers, and you have to do some kind of physical ways of communicating. So... use the Bioium Lantern (you DID fill it with goo, did you?) on the two totem poles. Keep trying until you get it. IMPORTANT NOTE: There is a possible bug in the game at this point. I frequently received many e-mails about this, and how Maya might not be able to reach the totem poles because of a message that "the sound is scrambling her brain". I think it might be a big, or that you didn't do certain steps correctly. See below for more details. The folloing criteria must be met: 1. The Bioium Lantern MUST be filled with the goo from the Mold Forest Plant. 2. The Sonic Lava Boss must be defeated. 3. You must run into the Underlost and look at them a bit. 4. If all else fails, equip Earplugs after doing the first three steps. Leave, and return to the Underlost Village. If all this is done, you SHOULD be able to use the lantern on the two totem poles. If not... the game might have to be patched, especially if it is only Version 1.00. Go to http://www.lith.com for the Septerra Core patch. After the totem poles are lit from the phosphorous (or whatever) from the goo, the Underlost will be pleased. Enter the village to the northwest. Talk to the village chief. Apparently, he can speak your language, and will explain his story about the Chosen and how the Underlost were used as slaves by them in the mining operations. He will have Badu join you (You MUST replace a party member with Badu, or you can't go on). Try a group of Maya, Araym, and Badu, or Maya, Selina, and Badu. You will also get a Cure Fate Card. Leave the village and go to the Caverns yet another time. Go through 'em (you should know the path by now), and go to the World Map. Go to the Mold Forest again. Once inside, head northeast to the weird rock formation. Go to the northeast side of the formation, and you will come at a strange door. Have Badu look at it, and it will open. Go through the door and go west. Go north after a battle, and then cut east as soon as you can. Continue east all the way. Go southeast a bit, then go east until you reach a clearing. G. north to leave. You have found the Chosen mining operations. They are currently mining Corite to create the lens for Doskias's insane plan. Once here, head southeast, along the walkway. Go northwest and walk across a small bridge. Cross the second bridge to the southwest and continuse southwest, going across a third bridge. Head down a ramp to the southeast and go northwest, walking under a bridge. You'll see an enemy walk along. After a fight, go along the path where the enemy had emerged, and enter the main part of the mine. Once there, you'll help free three of the Underlost. They'll go back to the village. Go northwest. Follow the path by going northeast, northwest, and northeast again. Walk up a ramp near the pipe. Go northeast once you walked along the ramp. Then head southeast and cut northeast. Cross the northeastern bridge to leave this area. You'll run into Kaleb, the Chosen in charge of the mining of this area. He merely tells that the lens are ALREADY complete. Rats. He summons the Mining Helgak to fight you and flees the place, running back to his ship. The Mining Helgak, well, ain't easy. Immediately in combat, throw a few Barrier/Earth combos on the members of your party. Then start peppering the Mining Helgak's Head with Level 1 attacks, until it opens. Then hit it AS SOON AS POSSIBLE with a power attack. If you don't, it will unleash a wicked attack that will cause substantial damage to your entire party. An easy way to win is to have Maya and the second pary member hit it with Level 1 attacks. Then, have Badu smack it with a Core Knife (Level 1). Repeat until it's dead (600-650 HP of damage). Heal when necessary, usually using Roots or Potions. Once you win, you'll head to a Chosen shuttle and fly to the Chosen Command Ship. This walkthrough will be continued... --------------------------------------------+ The Characters of the World of Septerra Core| --------------------------------------------+ Grading of the characters: -------------------------- All the ratings you see here are based on when I played the game, and does not necessarily reflect the opinions of other players. Attack: Attack power and accuracy Defense: Ability to absorb or avoid damage Speed: Rate in which the character can do actions Magic: Power of that character using Fate Cards and absorbing magical damage Skills: Usefulness of the character's skills throughout the game Fighting (normal): Overall fighting power against regular enemies Fighting (boss): Overall fighting power against boss enemies Overall: Overall usefulness of the character throughout the game, compared to others Maya: A young woman from Shell Two, who scavenges useful items from the junk piles. As a girl, her village was destroyed and her parents killed when the Chosen, the inhabitants of the topmost Shell, decided to bring their airborne conflicts to her peaceful home town. She is the main character of the Septerra Core story; hoerver, she will encounter eight other characters who will help her save the world from destruction. Being a permanent member of your party, Maya has lots of useful skills and almost no weaknesses. Her skills, though must be store-bought, are pretty useful (Heat Seekers, etc.) for taking out multiple enemies, or groups of enemies. Her only real weakness is the lack of extremeties, i.e. she does not fully excel in any stat. However, she also has no real lack of anything. Attack: B Defense: B+ Speed: C Magic: B- Skills: A- Fighting (normal/boss): B+/B Overall (not an average): B+ Grubb: A reclusive mechanical wizard who can turn the junk of the second Shell into almost anything he can think of. He created machines like the Workbots and Runner. Grubb, well, is your stereotypical mentally strong/physically weak mage. He has a total lack of fighting offense or defense, and his Core spells will really whup your enemies. Unfortunately, he just doesn't have the usefulness of many of the other characters - Selina or Led could emulate him, and then some with their improved offense and defense. But don't ditch the skinny mohawked dude - he's quite useful when teamed with Led (after getting his LedCombo and Led's GrubbCombo), and just rips enemy robots to shreds with his Repair ability, or heals allied robots with ease. Attack: F Defense: F Speed: B+ Magic: A Skills: B- Fighting (normal/boss): D/C Overall (not an average): D (against or allied with no robots, or without Led), B- (fighting or allied with robots, or with Led) Runner: Runner is Grubb's mechanical companion, an enormous and affable robot that can walk on two or four legs. While Runner seems like a massive overgrown puppy- dog at times, he's a ferocious ally in combat. Runner, plain and simple, sucks. He has lots of power in each of his attacks, but he's just too damn slow and is a total hinderance to your Core energy total. He also can't cast spells well, and does not heal well with healing- based items. Ditch him to the scrap heap. Attack: A Defense: A Speed: F Magic: F Skills: D- Fighting (normal/boss): F/D+ Overall (not an average): F Corgan: A member of the courageous and dedicated Holy Guard, the protectors of Shell Three and Marduk, Corgan is a skilled defensive swordsman with a knack for diplomacy. His one true love is Layla. Corgan is just mediocre in almost everything. He's slightly better at fighting than Maya or Selina, but a bit slower. His magic skill kinda blows, and he has a lot of useful skills (Core Force and Protect), but the others are pretty sucky (Charge). It's up to you if you want to take him. Attack: B+ Defense: B+ Speed: C+ Magic: D- Skills: C+ Fighting (normal/boss): C+/C+ Overall (not an average): C Led: The daughter of General Campbell of Ankara, Led is a skilled mechanic with her weapon as a giant wrench. Her robotic legs were the result of an accident during military training. Ever since, her father refused to let her fight for her country, and threw her to a remote Ankaran base to prevent her from getting into trouble. Led rocks! Sure, she has pretty crappy physical prowess, but she has very powerful magic, and her skills are quite powerful. She has the best skills; not one of them is completely worthless. Repair is like Grubb's, only faster (but weaker), and the GrubbCombo is one of the game's best skills. Her Core power is second only to Grubb. Team Led with Grubb, Araym, or Selina. Just watch her defense - it's pretty low. Attack: D+ Defense: D Speed: B Magic: A- Skills: A Fighting (normal/boss): A-/C Overall (not an average): B (teamed without Grubb) A (teamed with Grubb) Selina: One of Doskias's generals, and his lover, Selina is a dark, mysterious, and powerful warrior with a knack for mystical Core spells. She allied herself with Maya to save the world, but her loyalty toward Maya is complicated with her love for Doskias. Selina is easily up there with the best. Her fighting power is quite high, and her magic prowess is only behind Led and Grubb. She's also quite speedy, and has fair defense. Her skills are fairly useful, with the potent (but expensive) Curse Strike and the cheap and quick Core Force. If you're confused on what to pick as a third party member, pick her. Attack: B+ Defense: B Speed: B Magic: A- Skills: B- Fighting (normal/boss): B+/B+ Overall (not an average): A- Araym: A thief, bounty hunter, and former demolitions expert, Araym ended up helping out after being rescued from Duke. His detachable, spider-like arms were the result of a mining explosion. In terms of overall fighting, Araym is argubly the best character in Septerra Core. He's very speedy, has high attack power (and can hit multiple enemies for free), and both his magic and Core power make the cut. Steal and Mug are useful abilities almost anytime, and while Taser and Venom aren't THAT useful, his speed might make up for the expensive Core cost. A must-have for almost any party. Attack: A- Defense: C Speed: A+ Magic: B- Skills: A Fighting (normal/boss): A+/C Overall (not an average): A Badu: A part of the Underlost, Badu is quite an enigma, with a mysterious language, and his former home in the Mold Forest. The Chosen imprisoned his tribe for slave labor, working to extract corite from the mines of Shell Seven. Badu is an okay character, with obvious strengths and weaknesses. While slow, he can deal tremendous damage very quickly with Core Knife, and is a big help against bosses. Unfortunately, I never really cared for him that much - he's too slow to be highly useful, his skills just aren't what I want, and his magic isn't too hot. If you know you're going to fight a very powerful enemy, take him; otherwise, forget it. Attack: A Defense: A- Speed: D Magic: C- Skills: D- Fighting (normal/boss): D+/A Overall (not an average): C- Lobo: A Jinam cyborg forced to fight for his country, Lobo acquired free thought by a friendly mechanic, and became that mechanic's "son". Lobo then became a pirate, fighting against the country that created him. He also desires revenge against Conner for killing his "father". Other than his weak magic (about as bad as Runner), Lobo is about as powerful as Maya, and then some. His gun power and multi-target skills are quite useful against groups of minor enemies. He is halfway decent in almost any party, but more useful with characters like Grubb or Led. Attack: B Defense: B Speed: B Magic: D- Skills: B+ Fighting (normal/boss): B/B- Overall (not an average): B- And a note on the stats themselves, courtesy of Pete Karsanow (karsanow@twrol.com): "I collected stats for the characters from saved games, and put them in a spreadsheet to evaluate them. My formula adds HP and Armor to get a Defense value, (Strike+Power)*Speed/100 for an Attack value, and Core is the Magic value. But Magic starts out at 1/2 the importance of Attack and Defense until Core values get above 20. Anyway, rank all characters in these, and add the rankings for an overall ranking. I'm a strong believer that it takes a lot of Armor to make decreasing Speed worthwhile. So, I went through much of the game taking out monsters with a quick succession of Level 1 attacks - even though these are weaker than 1/3 of a Level 3 attack. Using my method, I believe Aryam and Selena (these happen to be the 2 names that people get wrong!) are usually the 2 best characters to go with Maya. Maya herself is often ranked rather badly. I may be wrong about the formulae, but I certainly noticed how tough it was to play "my way" with Grubb and Led instead of Aryam and Selena, while going after the generator for Connor's electric chair in the prison." If you want the spreadsheet, email me karsanow@twrol.com --------------------------------------------+ Locations of the Fate Cards of Septerra Core| --------------------------------------------+ Water: From Azziz after the first lesson Heal: After the Holy Guard fight Rock: After fighting the Draxx statue in the Shell Three Mourn Graveyard Barrier: After the fight with Selina at Armstrong Air: In a storage cylinder in Ankaran Base Summon: Awarded by Gunnar Fire: After the fight with Lava Boss Cure: Given by the Underlost Chief in Shell Seven Resurrect: At the grave of Bowman (in Catacombs) Bless: After fight with Connor Law: After fight with first Magi Slow: After fight with second Magi Mirror: After fight with Hell God All: After fight with Balcaam Achilles' Heel: same as above Chaos: After fight with Doomsday Brain Speed: To the northeast, near fallen bridge in Chosen Temple Area 1 Cloak: In Chosen Temple Area 3-Found with Chosen Talisman Curse: In chest to the far southeast in Catacombs Area 3 Vampyre: Same as above Joker: After the fight with Alisa -----------------------------+ Spells and Spell Combinations| -----------------------------+ Here, you will find all of the spell combinations found throughout the game. Spell Combo Cost Effects ------------------------------------------------------------------------------ Heal 10 Heals one ally Heal + Mirror 30 Harms one target Cure 10 Removes poison from one target Cure + Mirror 30 Poisons one target Bless (!) 25 Raises all stats (Power, etc.) of one target by 1/4 Bless + Mirror 45 Lowers all stats of one target by 1/4 Resurrect 18 Revives an unconscious ally with about 1/2 their Hit Points Resurrect + Mirror 38 Pounds one target with mega-damage Cloak 25 Cloaks one target, increases evade % Cloak + Mirror 45 Removes cloak from one target Joker 25 Puts Berserk, Curse, Stun, Slow, and Poison on one target Slow 25 Slows one target Slow + Mirror 40 Speeds one target (Why bother when you could use Speed?) Speed 25 Speeds one target Speed + Mirror 40 Slows one target (Why bother when you could use Slow?) Air 12 Damages one target with Air damage Chaos 25 Berserks one target Chaos + Mirror 45 Dispels adverse status Chaos + Law 50 Deals chaotic damage Chaos + Law + Mirror(#) 70 Insane, substantial damage (6x regular power) Curse 25 Curses target (lowers stats by 1/4) Curse + Mirror 40 Blesses target (raises stats by 1/4) Fire 15 Fire damage, one target Earth 9 Earth damage, one target Water 6 Water damage, one target Vampyre 20 Drains HP from one target Achilles' Heel 15 View enemy's HP and stats (except bosses) Barrier 15 Halves enemy damage on one target Barrier + Mirror 35 Removes a barrier from one target Barrier + Air 27 Air barrier, also dispels air-based damage on target Barrier + Chaos 30 Barrier also dispels Berserk effects on target Barrier + Curse 35 Barrier also dispels Curse effects on target Barrier + Fire 30 Fire barrier, also dispels fire-based damage on target Barrier + Law 40 Barrier also dispels all adverse effects Barrier + Resurrect 33 Holy barrier, also dispels undead-based damage on target Barrier + Earth 24 Earth barrier, also dispels earth-based damage on target Barrier + Slow 35 Barrier also dispels Slow effects on target Barrier + Water 21 Water barrier, also dispels water-based damage on target Law 25 Dispels all adverse effects on one target Law + Mirror 45 Berserks one target Summon 20 Summons Bowman for physical damage Summon + Air 32 Summons Simurgh for air-based damage Summon + Chaos 45 Summons Gemma for tremendous damage, plus casts Berserk on target Summon + Fire 35 Summons Ouroboros for fire-based damage Summon + Heal 30 Summons Kyra to tremendously heal one target Summon + Joker 45 Random summon for mild damage, plus several status ailments Summon + Law 45 Summons Marduk for insane damage Summon + Resurrect 38 Summons Thanatos for hell-based damage Summon + Earth 29 Summons Humbaba for earth-based damage Summon + Water 26 Summons Sedna and Pilitak for water-based damage Any card combo + All(*) N+10 Spell or spell combo affects all allies or enemies (!) - Stat-boosting/lowering with Bless is not cumulative. (*) - the amount of the original spell plus 10 Core Energy. For example, if I wanted to cast Kyra's Heal on the entire party, I would spend 10 for the spell plus 10 for "All", so it would cost 20 Core Energy. I didn't put all the "All" combos up for redundancy's sake. (#) - Cannot be combined with "All" -------------------------+ Weapons, Armor, and Items| -------------------------+ Thanks to Pete Karsanow (karsanow@twrol.com) for the revision of the weapons and armor. Note: Items indented one space not seen in any game - or I didn't buy them when I had the chance. Note that there are lots of spelling and column alignment changes. Cost = "n/a" means it can't be sold, *#,###* means it can't be bought; only sold for 1/2 this amount. Engines: Used by Maya, Grubb, Runner, Araym, and Lobo Name Strike Power Cost Other ------------------------------------------------------------------------------ Small Engine 10 10 50 Turbo Engine 12 10 325 Core +2 Engine 15 15 300 MedEngine 30 30 400 ForceEngine 38 29 450 Core +3 StrngEngine 45 45 400 MightEngine 55 55 800 Core +3 PowerEngine 70 70 900 SmllBlitzer 95 95 1,500 Blitzer 135 135 5,000 WeakBlitzer 140 140 5,200 Core -5 TurboBlitzer 120 115 5,200 Core +4 PowerBlitzer 210 210 10,000 CoreSeed 150 150 n/a Core +5 ForceBlitzer 185 180 9,500 Core +5 ForceTurbine 255 260 35,000 Core +5 Turbine 275 275 40,000 WeakTurbine 280 285 35,000 Core -5 Bahamut 285 295 n/a Core +8 Swords (part 1): Used by Corgan (note swap of ShortSword and Sword, Core+ for DaemonSword) Name Strike Power Cost Other ------------------------------------------------------------------------------ ShortSword 15 15 400 Sword 30 30 600 MedSword 45 45 750 HonorBlade 60 60 1,200 Core +2 BastardSword 70 70 1,100 LongSword 95 95 1,650 BroadSword 135 135 6,000 Strike Blade 145 115 5,200 PowerBlade 170 225 11,000 SteelBlade 210 210 12,000 HonorStrike 265 245 45,000 Rune Steel 275 275 50,000 Gilgamesh 290 290 n/a Core +3 DaemonSword 295 295 n/a Core +3 Swords (part 2): Used by Selina (note swap of ShortSword and Sword, Core+ for DaemonSword, "CoreWitch" not "Power Witch") Name Strike Power Cost Other ------------------------------------------------------------------------------ ShortSword 15 15 400 Sword 30 30 600 MedSword 45 45 750 WitchBlade 60 60 1,200 Core +2 BastardSword 70 70 1,100 LongSword 95 95 1,650 BroadSword 135 135 6,000 WitchPower 115 145 5,200 SteelBlade 210 210 12,000 WitchStrike 225 170 11,000 Rune Steel 275 275 50,000 Core +2 CoreWitch 245 245 45,000 Core +7 Gilgamesh 290 290 n/a Core +3 DaemonSword 295 295 n/a Core +3 Wrenches: Used by Led (note changes to Wrench stats (assuming LghtWrench is 30/30)) Name Strike Power Cost Other ------------------------------------------------------------------------------ LghtWrench 30 30 450 Wrench 45 45 550 LargeWrench 70 70 850 Power Wrench 60 85 750 IronWrench 95 95 1,350 Gear Wrench 120 155 4,000 SteelWrench 135 135 4,500 Strike Wrench 150 115 4,200 ImpactWrench 210 210 9,000 MagWrench 190 225 8,000 CoreWrench 245 245 8,000 Core +5 ShellWrench 275 275 38,000 Glamdink 295 295 n/a Knives: Used by Badu Name Strike Power Cost Other ------------------------------------------------------------------------------ Core Knives 55 55 850 Core +5 Knives 60 60 800 PowerKnives 70 70 900 Bone Knives 95 95 1,650 Metal Knives 135 135 5,500 RelicKnives 115 120 5,000 Core +4 SpeedKnives 120 115 5,000 Speed +2 SharpKnives 210 210 11,500 StrikeKnives 225 170 11,000 BloodKnives 180 225 11,000 Slash Knives 275 275 43,000 OrionBlades 295 295 *10*! Healing Items: Name Cost Description ------------------------------------------------------------------------------ Bread 50 Heals 50 HP to an ally Root 350 Heals 250 HP to an ally Cornucopia 600 Heals 500 HP to an ally Potion 1,000 Heals entire party for 200 HP Elixir 2,500 Heals entire party for 450 HP Herb 50 Heals poison to an ally Ward 80 Neutralizes poison, stun, curse, and/or berserk Core Rune 100 Restore 25 Core Energy Core Relic 400 Restore 75 Core Energy Core Sphere 750 Restore 150 Core Energy Soul Stone 5,000 Restores HP and Core to entire party Smelling Salts 250 Resurrect an individual with about 1/3 HP Kyra's Tear 2,000 Resurrect an individual with full HP Armor: Standard - Equipped by Maya, Grubb, Corgan, Led, Selina, and Araym (Not Led if shoes/greaves/boots) Robot - Equipped by Runner and Lobo (and Led if springs/hydraulics/shocks) Primitive - Equipped by Badu Note the fixed spellings. (List is rated by increasing armor, then better Speed) Name Type Armor Speed Cost ------------------------------------------------------------------------------ Vest Standard 10 0 150 LightSheath Standard 13 0 340 LightVest Standard 15 -1 350 MedVest Standard 26 -1 500 LeatherVest Standard 33 -2 800 FlackVest Standard 43 -2 1,000 HardSheath Standard 48 -3 900 ChainVest Standard 64 -3 1,300 HeavySheath Standard 65 -4 1,200 PowerVest Standard 96 -4 4,000 LightShell Standard 96 -1 3,600 BulkyShell Standard 115 -5 3,500 KahliShell Standard 120 -4 *20,000* HeavyShell Standard 136 -5 15,000 SeraphimArmr Standard 110 -2 *8,000* Core +3 HeavyMail Standard 165 -6 15,000 LightPlate Standard 175 -4 47,000 KnightMail Standard 176 -7 45,000 HeavenPlate Standard 176 -7 n/a BulkyMail Standard 186 -7 46,000 Coat Robot 10 0 240 Thin Coat Robot 13 0 425 PlasticCoat Robot 15 -1 450 MedCoat Robot 26 -1 600 MetalCoat Robot 33 -2 1,000 HardCoat Robot 48 -3 1,100 HvyCoat Robot 43 -2 1,350 HardRobo Robot 65 -4 1,450 RoboCover Robot 64 -3 1,500 RoboVest Robot 96 -4 5,000 ThinRobo Robot 96 -1 5,000 HeavyRobo Robot 115 -5 5,000 RoboMail Robot 136 -5 16,500 BulkyRobo Robot 150 -6 16,000 LightCover Robot 175 -4 48,000 MetalCover Robot 176 -7 50,000 IronMan Robot 176 -4 n/a Heavy Cover Robot 187 -7 48,000 Skins Primitive 30 0 50 War Skins Primitive 43 -1 1,250 AncientSkins Primitive 43 0 1,300 AnimalSkins Primitive 64 -1 1,400 LeatherSkins Primitive 96 -2 4,500 RelicBone Primitive 84 0 5,000 Petrified Bone Primitive 125 -1 16,000 HeavySkins Primitive 136 -3 15,500 TiamatSkin Primitive 175 -5 n/a MediumBone Primitive 176 -5 50,000 Shoes Standard 0 0 40 LeatherShoes Standard 3 +1 100 Greaves Standard 5 0 135 Speed Shoes Standard 6 1 150 Fast Shoes Standard 9 2 300 LightShoes Standard 9 3 500 HardGreaves Standard 12 0 350 ArmorShoes Standard 12 2 450 LightBoots Standard 15 5 800 Wing Shoes Standard 16 3 600 Wind Shoes Standard 24 4 900 BootGreaves Standard 37 1 800 LightGreaves Standard 31 7 1,300 Speed Boots Standard 34 5 1,100 ArmorGreaves Standard 38 3 1,000 Wing Boots Standard 44 6 1,500 Heavy Greaves Standard 51 4 1,300 Springs Robot 0 0 100 MedSprings Robot 3 +1 135 MetalSprings Robot 5 0 150 HardSprings Robot 6 1 240 ArmorSprings Robot 9 2 450 SpeedSprings Robot 9 3 600 PlateSprings Robot 12 0 500 QuickSprings Robot 12 2 500 HvySprings Robot 16 3 650 LghtHydrlics Robot 18 5 1,100 Hydraulics Robot 24 4 1,000 ArmrHydrlics Robot 28 1 950 LightShocks Robot 31 7 1,500 MedShocks Robot 34 5 1,250 HvyHydrlics Robot 39 3 1,350 QuickShocks Robot 44 7 1,650 Covered Shocks Robot 51 4 1,500 Claw Ties Primitive 9 +1 450 Claw Skins Primitive 12 2 500 LightTies Primitive 9 3 450 Claw Pads Primitive 16 3 700 ClawSandals Primitive 24 4 1,000 HardTies Primitive 29 1 900 LightSandals Primitive 17 5 900 Claw Wraps Primitive 34 5 1,200 LightTreads Primitive 35 7 1,500 HardWraps Primitive 39 3 1,300 Claw Straps Primitive 44 6 1,600 Hard Bindings Primitive 51 4 1,500 Protection Items: REARRANGED TO BE IN ORDER LISTED BY GAME, NAMES FIXED Armor Rune, TouchStone, Luck Charm, SeaPrism, Disrupt, HolyWater, BreatherMask, FirePrism, AirPrism, Air Guard, StickyFingers were added to the list. PsycheCharm was also fixed. Name Use/Description Specifics ------------------------------------------------------------------------------ Aegis Protects partially from Stun (n/a) Power Aegis Protects fully from Stun (n/a) Heartstone Protects partially from Poison (n/a) Hewstone Protects fully from Poison (n/a) MindShield Protects partially from Berzerk (n/a) MindBarrier Protects fully from Berzerk (n/a) Holy Shield Protects partially from Curse (n/a) Holy Relic Protects fully from Curse (n/a) Wallet Protects partially from Steal (n/a) Lockpurse Protects fully from Steal (n/a) Red Star Protects partially from Core Drain (n/a) Blue Star Protects fully from Core Drain (n/a) Knuckles Adds to Power Pwr +10 Gloves Adds to Power Pwr +8 Gauntlet Adds to Power Pwr +12 Silver Clove Protects from Undead damage (n/a) Air Guard Protects from Air based damage (n/a) Fire Guard Protects from Fire based attacks (n/a) Aqua Guard Protects from Water based damage (n/a) Earplugs Protects from sonic based damage (n/a) (need up to 3) Spirit Guard Protects from all elemental attacks (n/a) IronHeart Adds to HP HP +8 True Sight Adds to Perception Per +15, Stk +8, Pwr +8, Core +1 BreatherMask Protects against Mold Forest Disease (n/a) (need up to 3) Restore Ring Defends from all Status Change (n/a) Metal Buckle Adds to Strength Str +15, Arm +8, Pwr +8, HP +8 Iron Buckle Adds to Strength Str +28, Arm +15, Pwr +15, HP +15 Titan Adds to Vitality Vit +14, Arm +8, Spd +1, HP +8 Titan Ring Adds to Vitality Vit +25, Arm +12, Spd +3, HP +12 Titan Charm Adds to Vitality Vit +55, Arm +24, Spd +6, HP +24 Cats Paw Adds to Agility Agy +15, Stk +8, Pwr +8, Spd +1 Snake Tail Adds to Agility Agy +25, Stk +13, Pwr +13, Spd +3 Eagle Wing Adds to Agility Agy +55, Stk +28, Pwr +28, Spd +6 PsycheKnot Adds to Psyche Psy +10, Core +2 PsycheRing Adds to Psyche Psy +15, Core +3 PsycheCharm Adds to Psyche Psy +55, Core +6 Long Sight Adds to Perception Per +25, Stk +12, Pwr +12 Sturdy Heart Adds to HP HP +15 Hero Heart Adds to HP HP +26 True Strike Adds to Strike Stk +8 Solid Strike Adds to Strike Stk +12 Even Strike Adds to Strike Stk +28 Armor Seal Adds to Armor Arm +8 Armor Rune Adds to Armor Arm +13 Armor Relic Adds to Armor Arm +18 GearMuscle Adds Power (to robots) Pwr +12 HydrMuscle Adds Power (to robots) Pwr +19 MyomrMuscle Adds Power (to robots) Pwr +24 Card Token Adds to Core Core +2 Power Token Adds to Core Core +5 Core Token Adds to Core Core +10 Quick Silver Adds to Speed Spd +1 Quick Light Adds to Speed Spd +2 Quick Gem Adds to Speed Spd +4 TouchStone Adds to Experience Earned (n/a) (Maya only) StickyFingers Adds to Steal chance (n/a) (Araym & Runner only) Luck Charm Adds to Gold Earned (n/a) (Maya only) FirePrism Protects from Fire based attacks (n/a) AirPrism Protects from Air based damage (n/a) EarthPrism Protects from Earth based damage (n/a) SeaPrism Protects from Water based damage (n/a) HolyWater Protects from Undead damage (n/a) Disrupt Protects from sonic based damage (n/a) EnkiduBell Bonus to cast Core Spells (n/a) Rock Guard Protects partially from Earth (n/a) Lightning Guard Protects partially from Air (n/a) Steel Buckle Adds to Strength Str +55, Arm +27, Pwr +27, HP +27 Deep Sight Adds to Perception Per +45, Stk +22, Pwr +22 ----------------------------+ Character Skills/Skill Items| ----------------------------+ Here are the character skills of each of the characters in the game. For redundancy's sake, I didn't add the basic skills (Maya's Rifle, RifleVulcan, etc.) These skills can only be gained via level gain, or by purchasing a weapon component. Also, the Led Combo and Grubb Combo can only be gained via a special sub-quest. Also, note that Runner and Araym's basic attacks can hit enemies in a line. Level 1: Can only be used if bar is at least 1/3 full Level 2: Can only be used if bar is at least 2/3 full Level 3: Can only be used if bar is completely full Maya ---- Level 1: Beam (3 Core) - Hits multiple targets in a line, light damage (1x) Heat Seeker (8 Core) - Hits all targets for 3/4 power Level 2: Grenade (5 Core) - Hits closely grouped targets for medium damage Shrapnel (5 Core) - Like Grenade, but hits more targets for less damage Level 3: Napalm (5 Core) - Hits closely grouped targets at the same range as Grenade; more power Sphere (20 Core) - Hits all enemies on the screen for tremendous damage Grubb ----- Level 1: Buzzsaw (10 Core) - 2X damage to one target Taser (20 Core) - Stuns one target Level 2: Repair (5 Core) - Heals mechanical allies, or damages enemy robots for massive damage (learned at level 2) Led Combo (10 Core) - Heavy damage to one target; can only be used when Led is in the party Level 3: Blades (3 Core) - Hits closely grouped targets for massive damage Arc Blast (17 Core) - Hits all enemies on the screen, but weaker than Blades Runner ------ Level 1: Charge (8 Core) - Charges Runner for next attack (learned at level 12) Heat Seeker (8 Core) - Hits all targets for 3/4 power Level 2: Napalm (5 Core) - Hits closely grouped targets at the same range as Grenade; more power Fetch (0 Core) - Steals gold from target (learned at level 3) Level 3: Rapid (20 Core) - Runner goes berserk, speed up (learned at level 19) Blast (15 Core) - Hits all enemies in a line for tremendous damage Corgan ------ Level 1: Observe (10 Core) - Views enemy's HP and endurance bar (learned at level 7) Charge (10 Core) - Charges Corgan up for next attack (learned at level 28) Level 2: Tremor (10 Core) - Hits one target with an earthquake attack (learned at level 21) Core Force (3 Core) - Hits all enemies in a line for medium damage (learned at level 14) Level 3: Protect (10 Core) - Damage dealt to allies is redirected to Corgan (learned at level 36) Demon Force (20 Core) - Hits all enemies for tremendous damage (learned at level 43) Led --- Level 1: Repair (5 Core) - Repairs mechanical allies or damages mechaical enemies for medium damage (learned at level 6) Berserker (20 Core) - Led goes berserk; increased speed and damage (learned at level 14) Level 2: Wind Strike (3 Core) - Powerful lightning attack (learned at level 10) Boomerang (3 Core) - Hits all enemies in a line for medium damage (learned at level 18) Level 3: Grubb Combo (10 Core) - Combines Led and Grubb to deal tremendous damage to one target, plus light damage to other targets; can only be used when Grubb is in the party Air Lash (20 Core) - Hits all enemies for tremendous damage (learned at level 22) Selina ------ Level 1: Curse Strike (20 Core) - Damages and curses one target (learned at level 13) Core Force (3 Core) - Hits all targets in a line for light damage (learned at level 29) Level 2: Kiss of Death (10 Core) - Deals heavy damage to one target (learned at level 20) Charge (12 Core) - Charges up for next attack (learned at level 45) Level 3: Ghost Force (12 Core) - Heavy-damaging attack (learned at level 36) Sword Rain (28 Core) - Hits all enemies for tremendous damage (learned at level 54) Araym ----- Level 1: Taser (20 Core) - Stuns one target Blade Spin (10 Core) - Hits targets in a line for medium damage Level 2: Venom (10 Core) - Poisons one target Steal (0 Core) - Steals gold from target (learned at level 14) Level 3: Mug (0 Core) - Steals gold from target, plus damages the same target (learned at level 35) Arm Whip (24 Core) - Hits all enemies for tremendous damage (learned at level 43) Badu ---- Level 1: Core Knife (10 Core) - Hits one target for heavy damage (learned at level 10) Sonic Strike (5 Core) - Hits all targets in a line (learned at level 30) Level 2: Poison Spit (10 Core) - Poisons and damages one target (learned at level 16) Sonic Stun (20 Core) - Stuns all enemies (learned at level 26) Level 3: Vampyre (15 Core) - Drains health from target, and adds same amount to Badu's HP (learned at level 20) Sonic Wave (30 Core) - Hits all enemies for tremendous damage (learned at level 33) Lobo ---- Level 1: Beam (3 Core) - Hits all targets in a line for light damage Torso Spin (16 Core) - Hits all targets for 3/4 power (learned at level 22) Level 2: Grenade (5 Core) - Hits closely grouped targets for medium damage Torso Blast (23 Core) - Hits all targets for medium damage (learned at level 30) Level 3: Napalm (5 Core) - Hits closely grouped targets at the same range as Grenade; more power Torso Burst (27 Core) - Hits all enemies tremendous damage (learned at level 43) Skill Items Name Cost Equipped by ------------------------------------------------------------------------------ Grenade 1,000 Maya, Lobo Napalm 2,350 Maya, Runner, Lobo Buzzsaw 2,150 Grubb Shrapnel 2,500 Maya Blades 2,500 Grubb, Araym Venom 3,500 Araym Heat Seeker 6,000 Maya, Runner Blast 15,000 Runner Taser 12,000 Grubb, Araym Beam 10,000 Maya, Lobo Arc Blast 15,000 Grubb Sphere 15,000 Maya -----------------------------+ Unanswered Questions (so far)| -----------------------------+ Despite playing Septerra Core quite a bit, there are some things left unanswered by either me or the contributors: (All courtesy of Pete Karsanow (karsanow@twrol.com)) Glitch seen in v1.02: Go to the Helgak Graveyard on Shell 7 with Lobo's ship and the hook. After pulling up the Large Helgak Shell, look at the area above where it was. The shell/boat will reappear! (until you leave area) In Galdon on Shell 2, why can you still search the Helgaks even after taking the Root out of each one? Why do you keep the Cell Keys from Connor's jail even after you release both groups of prisoners? You can't get back into the jail after defeating Connor and leaving the island. Has anyone tried using the first batch of explosives (that you use at the Dark Lake) on the wall in the Catacombs instead? The Hermit's two treasure boxes don't go away, even after you empty them and visit him again. Why do you have to bring Lobo into the Northern Forest to cut the cable? Runner is the one with the beam weapon! Lobo uses a rifle! If you turn on enemy hit points, you'll see that the birds on the World Map of Shell 3 have 100 HP! Some monsters are shown on the map with no HP, and most bosses have "---". Some NPC bounty hunters on Shell 4 have "strange" HP values, but you can't fight them. So where does Duke go? Is he one of the bounty hunters you kill behind the door in Outlaw Canyon on Shell 2? Where do the pirates go from Shell 5? ----------------------------------+ The Game's Secrets and Other Stuff| ----------------------------------+ Here's some info on the extra parts of the game: Here are the locations of the birds (after a LONG search!) Use the birdseed on the birds, and they'll appear at the towerin World Shell Three: World Shell Two, inside Outlaw Canyon, near where you found Tori. World Shell Three, in the north part of the graveyard. World Shell Four, at the Lost City of Marduk, at the Fire Temple. (This is the final bird.) World Shell Five, in the upper right section of Gregor Town. World Shell Five, inside the Mesa Canyon. World Shell Four, World Bazaar, in the Bounty Hunter District. World Shell Six, in the northern part of Pranno Town. World Shell Six, somewhere in the East Marsh. World Shell Six, inside the Chosen Ruins, somewhere at the first right path from the ruins' entrance. World Shell Seven, along the path in the Dark Lake. The 10 birds and the Shell 3 tower are related. Give birdseed to all 10 birds, and the tower opens. Inside, you'll find an ungodly amount of treasure: (note changes) HeavenPlate (Armor for people, equal to KnightMail) TiamatSkin (Armor for Badu, but MediumBone is better) IronMan (Armor for Robots) OrionBlades (Weapon for Badu) Glamdink (Wrench for Led) Gilgamesh (Sword for Corgan or Selina) Bahamut (A Core Engine) They are among the strongest pieces of equipment in the game. When you're stronger (about after the time you get Lobo's ship) go to the Tree on Shell 3. (It's in the southeast corner of the main continent, and it's a "???" area). Go inside. There's a tree with five stones that kinda reminds me of the Blair Witch Project ;-). Click on each stone in succession to fight some monsters (some of these fights are REALLY tough!). You'll get mega-treasure after each of the battles, getting a total of 2 Soul Stones, a Quick Gem (raises Speed by 4), an EarthPrism (protects against Earth-elemental damage), and a Spirit Guard (protects against any elemental damage). To get Corgan and Selina to stop smackin' each other in fights, go to Outlaw Canyon. Check the map--there's a door near the bottom of the canyon. Selina can unlock it. Fight some thugs, and you'll get the seal of Armstrong. Go to Armstrong (where you got the supply cache) and head to the graveyard in back. You'll have to fight some boss. Just wipe it out with "all" attacks, as it summons zombies. Finally, use the seal on the altar, and Corgan and Selina will kiss and make up. Not literally. 8-) Note: You can kill this kind of undead boss easily by using healing items on it. But in this case, wait until at least the first batch of zombies is called in. Otherwise, you get 23 experience and 18 gold for just the boss. The more zombies you dispatch, the more you get; but the boss has very nasty attacks if it isn't raising zombies. To get Led to trust Lobo, go to the crashed Jinam ship. In the back (where you got Led's parts for the 3-man fighter plane), there will be a row of tubes that are big enough to hold people. Have Lobo scan them and he'll download a digital cure. Then go to Gregor (the town that you first wake up in when you crash-land on Shell 5). Talk to Malcolm (the guy who gave you Corgan's sword), and have Lobo cure everybody. Everybody will be happy, especially Led and Lobo. BTW, you can't do this quest until after Aspertine dies. To get Led and Grubb to get together (Led's got a lot of issues, eh?), put both in your party, and go to the Ankaran Capitol, where the pirates have taken over. Examine the (unguarded) locked door with either of them, and they'll work together to open it. Once inside, Maya runs off to do whatever, and Led gets attacked. Grubb has a choice of whether or not to help her out or go after pirates that have a really good (for that point in the game) core engine (the Force Blitzer). Help Led out and you get the Combo skills. In the southwest of World Shell 5 is a small floating island with a ???. Go inside and grab a Mind Barrier, which protects fully from Beserk status. Goal! In Shell 6, there's a small area south of the mountain range that you can only get to with the ship. Fly in and you'll get the Touch Stone, which gives the party more experience per battle. Only Maya can equip it. NEW! On Shell 2, west of Grubb's, there is an island with a ???. The area is on the same map screen as Shell 3's South Farm, and appears to have only a half-visible small boy who runs around and makes Maya go "...?". Go read the ghost story book in the Library - not sure if you have to do this. Make Maya walk around the inner edge of the fence, then up from the fence to the well. If you do it right, she'll stop the ghost and get a HolyWater item. On Shell 1, west of Chosen Capitol, there is a hidden area next to the small lake. Fly in and you'll get the Luck Charm, which gives the party more gold per battle. Only Maya can equip it. The Disrupt item is found in a hidden area after the two Warbots in the Junk Pile area on World Shell Two. Use the Tab key (map) to locate the yellow exit area behind the building, and search the spaceship. Use Tab again to find the way out. Disrupt is better than Earplugs when protecting against the first Magi's sonic counterattack, but only about 30% less damage. You're better off just not hitting the Magi directly. The EnkiduBell item is found in a hidden area on Shell 4, west of the World Bazaar. The box is initially inaccessible until you find a concealed switch on a wall; wave the cursor all over to find it. It should be a yellow light that's different from the others. You may have to do this more than once. The HolyWater item is found in a ??? area on Shell 2, west of Grubb's. You can read about the ghost in the Library. After Maya says "...", walk around near the fence until you get past the well, then walk around the west side of the well. If you do it right, Maya will stop the ghost, and you'll get a HolyWater item. The Restore Ring item is found in a hidden area on Shell 4, in the jungle north of the World Bazaar. Two nasty bugs and a grey cat guard it. But a few applications of Summon Marduk should take them down. The AquaGuard item is received after defeating two crabs at the ??? on Shell 3 near the Helgak Port. You have to wait until Maya and Doskias see Kyra at the Core before these crabs will appear. You will also receive the KahliShell armor ("Standard"/120/-4/10,000 if sold). You find a CoreSeed (Core Engine) in Scumm Town once the stores are deserted (after you finish the Chosen Palace but not yet go in through the Sewers). Ditto for the SeraphimArmr (armor) and Air Guard. You can also find BootGreaves, a Titan, and a WitchPower. You find a Slash Knives, a Soul Stone, and a StickyFingers item if you go to the Slums after they're raised to Shell 1. It will be a small ??? area then. The 2 DaemonSword weapons (note spelling) are for Corgan and Selina. Why they are 2 separate weapons is unknown, as they are interchangeable although they display differently for the two characters. (Found by Regent Clark (regentc@apexmail.com)): After you kill the zombie and fill the vial in Shell 2, there is a hidden trunk in a small passage directly north of the location of the zombie blood. You have to travel nothwest to get to the passage entrance, but once in there, there is some kind of Silver Clove that protects you from the undead; very handy for where the party will be travelling after the Draxx encounter. BUG! Go to any ONE store with a character that steals (Runner or Araym). Steal from that store until they catch you and raise their prices. This will also increase the selling price AS WELL AS the buying price. So, that means that whatever you sell to that store will give you even more money than another store. Add that to the amount you stole from that store, and that's a pretty fat paycheck. Note: DO NOT steal (and get caught) from more than one store. If you do, EVERY store will raise their prices, and the only way to lower 'em is to buy from them constantly. CHEAT MODE! Press [F12], type "imarealweenie", and press [F12] again to enable cheat mode. Then, press [F12], enter one of the following codes, then press [F12] again to activate any of the corresponding cheat functions, shown below: Effect Code ------------------------------------------------------------------------------- View enemy hit points enemies View line of sight sight View debug information spy Disable enemy AI makethemstopmommie Disable spoken text hidetext View frame rate fps View .BMP format map mapmaker (More to come, if I can find 'em...) -------------+ Did You Know?| -------------+ Septerra Core is an anagram of "Pro-Secret Era"! Possibly, the secret of the Creator...? 'Course, that's probably coincidence. Maya (the heroine) was named after the software development kit Maya(TM) for Windows NT. This software produces computer-generated high-polygon graphics and fluid animation. Maya FX(TM) and Maya Artisan(TM) are also two other computer-generating graphics programs. Alisa (Aspertine's daughter) was named after Alisa Kober, Valkyrie Studios' vice-president of art and animation. When Grubb talks to the WarBots in Oasis in Shell Two (later in the game, after obtaining the ship from Lobo), he tries to override the Warbots' warlike program by saying, "Master override sequence THX one-one-three-eight." Don't tell me the writer wasn't thinking of the movie "THX-1138" by the "Star Wars" creator George Lucas. NEW! One of the two Holy Guards hiding in the Northern Forest is Yrrkoon; that's the name of a character in the Elric of Melnibone stories. If you bring Lobo to the South Farm bar after Wind City is freed, the bartender calls him a "bot" and initially wants him to wait outside. It's almost a copy of the lines in "Star Wars" in the Cantina. ---------------------+ Copyright Information| ---------------------+ Copyright 1999-2000 Fred Delles. All rights reserved. This FAQ is not in any way licensed by Valkyrie Studios, TopWare CD-Service AG, or Monolith. You are allowed to publish this FAQ on any website, provided that (1) it is not altered in ANY way, (2) that I am given credit for this work, and (3) that you do not make ANY money off this FAQ in any way, shape, or form. Other than that, go nuts! 8-) Some information on weapons, items and succinst descriptions of the locations of the Fate Cards were derived from the "Official Septerra Core Official Strategies and Secrets" hint book by Paul Schuytema. This book is a better source than this FAQ, so use that if you still have further trouble and I'm unable to help. It costs money, but hey, it's official... Thanks to Shot2Hell (ouisel@worldramp.net) for the info on the sub-quests, including the secrets of the ten birds and the Shell Three "???" tree. Thanks to Regent Clark (regentc@apexmail.com) for the info on the silver clove in the Mourn Graveyard in Shell 3. And thanks to Mark Terrano (MTerrano@EnsembleStudios.com) for finding the bug that allows you to steal and increase the money you make selling stuff to that same store. And another thanks to Pete Karsanow (karsanow@twrol.com) for many, many other tidbits, from the revision of the weapon and armor lists to several tips on finding certain other items. SEPTERRA CORE: LEGACY OF THE CREATOR Copyright 1999 Valkyrie Studios, Inc., all rights reserved. Septerra Core is a trademark of TopWare CD-Service AG.