_________________ / /__________/ /| /________________/ | | ############## |]| | ## -------- ## | | The | ##| |## |)| Green | ##| |## | | Screen | ##|________|## | | Scene | ############# | | 'Zine | | | | ## () | | | ##**## () A | | | ## B | | | /> /> \\\\| / Vol.1 | > > > > > > > > > > ^ * * * * * * * ^ * * * * * * * * * * * * * * * * * * * A * * C * * E * * * * * * * * * Enter > * * * * * * * * * B * * D * * F * * * * * * * * * * * * * * * * * * * * * * * * * * * A: Ability upgrades B: Weapons, armor, spells C: House of Life D: Inn E: Guild F: Miscellaneous stuff G: Boards R Us If you come here before getting the Rom from Akiba, you will not be able to get a Board. Get the Rom first! Once you've received the appropriate Board, you can leave. However, this is an excellent opportunity to power-up your HMs, since you can purchase HP600 at Shop A. The next task in this world is fraught with danger, so boosting you HMs' abilities is a good idea; it's an expensive idea, too, but, luckily, there is a cash source nearby. Leave Ameyoko and enter T10; if you wander around this platform enough, you will eventually be attacked. Depending on the type of attacker, you will be able to make between 1600 and 3200 GP per battle; if you run low on weaponry or HP, you can simply leave the tunnel and enter Ameyoko again. When you've acquired enough GP to make you happy, leave the tunnel, enter Ameyoko, and shop 'til you drop. Here's a weird thing to note about Ameyoko: if you enter Ameyoko and walk all the way to the E end without buying anything and then turn around and walk back to the W entrance, the cashier in Shop A will be "out to lunch." Not to worry, though. If you leave the town and then re-enter, he will be back. 7. Subway Tunnels: T10- . . . -T3 Just follow the tunnels back to Southwest Town, unless you actually enjoy fleeing from Su-Zaku. 8. Southwest Town Head directly to the Pub and talk to So-Cho. The next morning, you will try to sneak out to search for the plutonium on your own, but So-Cho and Sayaka will not let you risk your life alone. How quaint. 9. Secret Tunnel You will then find yourself standing to the W of the entrance to the Secret Tunnel leading into the Atomic Power Plant. Hop on your bike and enter the tunnel, then follow the other bike. Whenever the lead bike stops, exit your bike and talk to So-Cho. When you reach the Sewer, So-Cho and the others will wait at the entrance while you continue on your own. 10. Sewer After talking to So-Cho, head E, S, E, S, then W until you reach the stairway into the Atomic Power Plant. 11. Atomic Power Plant When you exit the stairs, you will be outside the Power Plant. Travel counterclockwise along the perimeter of the building; stay on the gray areas and hug the side of the building; if you step onto the black area, you will end up in the Sewer again! Enter the stairway at the S of the building. Once again, travel counterclockwise when you exit the stairs. You must leave the bike for a brief battle with an Evil Eye; after defeating it, you can get back on the bike and continue onward to the SW stairway. At this point, travel clockwise after exiting the stairs. So-Cho will arrive and sacrifice his life so that you can travel further into the Plant. Be sure to have an open slot on your Item menu because he will give you a Band Helm just before he dies; if you don't have an open slot and don't have an item you wish to trash, make sure to unequip a Helm before you talk to him. Through the door So-Cho has made accessible you will find the reactor core. Head N and pick up the Plutonium ion the center of the room. You will then assemble Erase 99. Take note of this little trick: ordinarily, you would need a slot in you Item menu for the Plutonium; however, you can actually pick up the Plutonium with a full Item menu if you make sure to keep the Rom and Board in your Item menu rather than equipping a character with them (which is pointless, anyway); when you try to pick up the Plutonium, the screen will tell you that you are overloaded and ask you to drop an item; you can now drop either the Rom or the Board and still complete Erase 99! 12. Southwest Town After completing Erase 99, you will find yourself back at the Southwest Town in the wke of an attack by Su-Zaku. The town is now littered with corpses, and all shops except for the Inn will be shut down. Enter the Pub and talk to Zoku; he will tell you that Sayaka is in the Skyscraper, your next destination. If you need to power-up or buy more weaponry, you will have to travel NE to Ameyoko. You can now travel the surface without being attacked by Su-Zaku, but many other monsters will be roaming about outside the tunnels. Although you can walk, take the bike outside of the Pub for rapid travel. 13. Skyscraper Exit the Southwest Town and travel N until you reach a patch of crater- covered land. Travel W along the S edge of the patch and position your bike below the 3rd crater from the W corner. Exit the bike and walk N and you will reach the Skyscraper. Make sure you're prepared, because this is a dangerous and complex section of the game--dangerous because of the monsters and complex because of the maze-like interior of the Skyscraper. Enter the Skyscraper and travel clockwise to the door in the NW corner. When you pass through it, you will be standing in a sort of "transporter room." Step to the E off of the platform and you will be transported to another one. Head N into the next area of the building. Head S a bit and position yourself in the small niche in the E wall. The niche is equal to what I will refer to in as the followinf directions as one "block" of space. Note that the next few areas can be very frustrating to travel through because the paths are hidden; you must "feel" your way through the walls and be prepared to backtrack a lot if you don't map carefully. Head E beyond the niche for 4 blocks;head N until you enter the W-E hall. Move E along the S wall for 5 blocks and head S through the wall for 5 blocks. Move E until you enter the N-S hall; head S as far as you can go. Head W until you are blocked, S into the W-E hall, then E until a door appears. Go through the door into another transporter; step E to travel to the next platform, then N to exit the transporter. Head E to the seconN corridor; travel N to the 4-way intersection and turn E. Go E until you reach the wall, then head N toenter a long W-E corridor. Travel E to the end of the corridor, then S through the door. The spiked floors of this room will damage you, so your best bet is to travel directly to the pair of doors you will see when you enter the room. Enter the W door to the next transporter room and step W to transport. Here's how to get through this "lights out" room: Head S to the wall, then turn E and move 5 blocks. Head N until you are blocked, then W until you are blocked. Move 3 blocks N, then turn and travel W until you are below the NW door. Now head N and through the door to the next transporter; step W to transport. Head E to the wall and follow the wall S for 4 more blocks; turn E and step through the wall to gain access to the door in the N wall. In this room, you will find an Elixir, just in case you need it. Exit the room and head W back through the wall. Travel S through the short corridor, then turn E and enter the first door to go directly to the next transporter; step W. Head E to the perimeter of the building and travel clockwise to the W-E corridor in the center of the W side of the building. Head E down the corridor and you will find a stairway which takes you to the subway platform where Su-Zaku awaits you. Head S, W, then N to the subway train. Head E until you reach the open door which allows you to enter the train. You will encounter two passengers as you work your way E through the subway cars. The man is safe to talk to, but the seated woman is actually an Evil Eye. At the end of the train, you will find the kinapped Sayaka. A Guard will take her away, but you will follow . . . directly into a battle with Su-Zaku! The first thing you must do is use the Erase 99; after that, it's up to you. I'd suggest avoiding spells; a Rune Sword for each of the HMs with a Light Saber and a Vampic Sword for the MFs will do the job. After defeating Su-Zaku, you will spend a sad moment with Sayaka at So-Cho's grave. However, she gives you the next Sphere. Head down the stairs in the SE corner and you'll appear in front of the Tower. You can leave Ruins now, but you might want to head back to Southwest Town first. With Su-Zaku defeated, the shops are open again--one last chance to increase your stats and upgrade your equipment before heading off to face even greater enemies than the four Fiends. If you need cash, you can wander the surface of Ruins in search of monsters to defeat; you can still use a bike, but note that the subway tunnels are now sealed. Also, trash the Erase 99; it is useless and cannot be sold. When you're all refreshed and equipped, head back to the Tower. 14. The Tower With the destruction of Su-Zaku, you have now defeated the four fiends and can continue further up the Tower in search of Ashura, the mysterious arch- fiend you have been told about have not yet seen. If you think you're ready to confront him, travel clockwise after entering the Tower until you reach the S area of 16F. Here you will find the next sealed door, but you must travel some damaging spikes to get to it; use the Red Sphere to open it. Intermediary Floors: 17-22 Stair 16: No item. 17F: Head E to the second stairway; climb the stairs along the E edge of the Tower to reach the next door. Stair 17: The chest contains a Door. This is a very important item! Make sure to pick it up and use it SPARINGLY, since you only get three uses. The Door allows you to teleport to any of the floors you have visited. 18F: Head counterclockwise to the door in the SW area of this floor. Talk to the "busy worker," then head down the E escalator and talk to the folks you meet at the bottom. To get back up, take the W escalator. The Healing Pool in the spiked area is fake, so to avoid damage, head clockwise around the floor to the SE door. Stair 18: The chest contains a Magnum. 19F: Head N, then follow the hallway W to a "two-way" escalator. Go down the E side, then take a quick detour E and N to find a working Healing Pool. Now head back to the bottom of the escalator and continue W, then N to a door. Beyond the door you will find a grim, tragic scene; head down the stairs in the SE corner to find the explanation. Note that the Creator seems to have not done a very good job of "looking after the children." Use the W side of the escalator, then head back E; this time, use the door to the N at the top of the short stair. Stair 19: The chest contains the Aezis Shield. Note: When I tried to pick up this item, I was informed that I was "overloaded" when I knew that I still had an open item slot--or, rather, I knew I had more than one open slot before I picked up the Magnum. When I checked my Item menu, I found I had also reveived a Nuclear Bomb; however, I don't know when I received it! It may have been added to my Item menu when I searched 19F, but I was not informed of it by the game. If anyone can verify where it came from, please contact me (I'll find out next time I play the game, but I don't want to wait that long ;) ). 20F: Head W, then S past the Healing Pool (another fake). Enter the door to the W and you will find a small library. Carefully search each shelf for a "teaser" about Ashura. The 7th shelf to the E is a secret door through which you will find the powerful spell, Flare. Travel back to the E door to continue up the Tower. Stair 20: No item. 21F: Travel counterclockwise to find a working Healing Pool. Now head back to the door and follow the corridor to the N. Before entering the door, make sure you have a slot open in your item menu! Dump something marginally useful if you must, since you are about to receive a very powerful item. Once through the door, head W to vertical "path" without flowers; head S to the 11th row of flowers, then turn W and enter the hut. After re- entering the Tower, head S, W, and N to the door. Stair 21: The chest contains the Glass Sword. Each time you use this sword, you will be told that it has been destroyed. Not really. 22F: Head E to the central column and follow it S to the "Guy With the Hat." He will let you know that your next confrontation will be with Ashura! Ashura At this point, you will notice that there is no door; however, the column does bear one of the winged insignias that have denoted important doors on previous floors. Stand in the center of the S end of the column and step N. You will be carried up the column and onto a series of stairways leading to Ashura. You will NOT be able to turn around and go back. At this point, the door becomes very important, since it is your only means of visiting the previous floors in order to pick up any important weapons, spells, or other items which you need but might have missed or used up (like two specific swords, for example . . . hint-hint-nudge-nudge). Before you enter this phase of the Tower, it's a good idea to use Cure or Rod on as many of your party members who need it and to make sure that one of your FMs is equipped with one of those curative items. You'll probably need it. As you head up the stairs, you will be assaulted by some of the most powerful creatures in the game. Run away whenever possible, but bear in mind that if you cannot run, your enemies will strike first! This can be very fatal when facing Wights (use Book) and Troopers (make sure someone can use the Aezis Shield). You will find Ashura blocking your path to a stairway at the end of a hall. He is, however, a bit tricky to confront. Ashura stands near the E side of the hallway and can only be approached from the E or W sides of the hall; if you head straight up the middle of the hall, you will be teleported back to the door at the base of the column. The easiest way to set yourself up for this confrontation is to hug the E side of the stairways and hallways as soon as you encounter pathways which are wider than a single block. Although he's a bit challenging to reach, Ashura is not terribly difficult to beat, provided you have the right weaponry and other items. Your HMs should be equipped with swords; Excalibur and the Glass Sword will work, but you might want to save them for later. My sword of choice is the Rune Sword; although it doesn't deal as much damage as some others, it has the valuable added ability of being able to counter and reflect spells cast by your opponent. One of your FMs should have the Aezis shield and the other should be equipped with a P-Sword or Laser Saber and a curative item like the Rod. Use the Aezis during every round of the battle to prevent as much damage as possible and have the other FM alternate between using a weapon a curative item as needed; keep battering away with the HMs, and Ashura will be toast in no time. Don't Ya' Hate When That Happens? So . . . you defeat Ashura and run up the stairs. And what happens? You fall down a hole and end up . . . (insert drumroll here) . . . back in Base Town! Things are a bit different, though. All of the friends you have made who have actually survived the adventure will be there to greet you and tell you what's new in their lives. As well, you will once again meet the "Guy With the Hat," who will tell you that a path to Paradise awaits you in the Tower. So now you get to start all over, right? Well, not quite. When you re-enter the Tower through the door in Base Town, you will find that you no longer travel within the Tower but, rather, climb a series of stairways on the outside of it. The trip to the top is, thus, much shorter, but you have the added bonus of getting to fight the four fiends again as you climb--and they're all a bit nastier, now. Luckily, you have a few oportunities to prepare for the trip. First of all, you will discover that the shops in Base Town now sell much more powerful weapons, armor, and other items. However, chances are you won't have enough GP for many of them. Luckily, you can use the Door to teleport to the inside of the Tower and travel the various floors and worlds at your leisure until you have gather as much GP and miscellaneous items as you feel you need. At this point, I recommend dumping or selling as many extraneous items as you can. Keep Excalibur and the Glass Sword, but open up as many slots as you can. Use the door to return to Ocean (5F), where you can equip your HMs with Axes and your FMs with Elec Spells. Once prepared, head back to the Undersea Castle and pummel Atom Crabs until you've amassed a hefty fortune (if you take this suggestion, make sure you recover the Red Orb from the Orb Room again, otherwise you will not be able to leave the caves beneath the sea). At this point, the floors of the Tower are all open to you; if you want to have some fun and make some cash, try climbing all the way to the top again and checking the various floors and worlds for items you may have missed; when you get to the top, you can either use the Door or hop into the pit again to return to Base Town. No matter what you choose to do, your overall goals are the same: Make money, return to Base Town, power-up as much as you can, then re-enter the Tower to solve the mystery of Paradise once and for all. Paradise by the GameBoy Light And what exactly is the secret to Paradise? Hmph . . . now, do you really expect me to ruin the ending for you? C'mon, people! You're almost there! You're less than a half-hour away from completing the game. You'll just have to make it to Paradise on your own. However . . . if you are at the end and having difficulty with the final "event," just drop me a post with your question(s); I'll try to answer them personally, but I will definitely include the most frequently-asked questions in a brief article in issue #3 of TGSSZ. As well, if you have questions on the specific use and/or capabilities of the many weapons, armor, and/or items in the game, I can answer them, as well as any questions about the nature of the special abilities of the Mutants. Good luck! ********** [End Part 2]