Michael2002
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TIPS ON AP DISTRIBUTION
Passive Stats:
There are six levels:
UP: 10 AP (+2 stat)
Training: 40 AP (+4 stat)
Acolyte: 80 AP (+6 stat)
Master: 120 AP (+8 stat)
Maximus: 200 AP (+10 stat)
Insignia: 300 AP (+15 stat)
"Power"- This stat is invaluable. When you get the chance to buy the Metal Rod, do it. The tradeoff in "Mind" is worth it because...
"Mind"- Despite what the game tells you, EVERY attack spell you have is based on "Power," not this stat. Don't believe me? Buy and equip the Metal Rod (600 Gold) from the Dark Elf Tribe and see how much more damage you do with your Flaming Feathers spell compared to, say, the Lantern (500 Gold). Even if in the description states that your fire attack is increased, the spell doesn't make a dent in a Goo Girl unless your "Power" is high enough. In my experience, this stat is pretty much a red herring...
"Resistance"- I would upgrade this at your first opportunity. If you get this high enough (say three or four levels), you'll be pretty much a tank for most enemies (not the Sirens, they'll still maul you). Even better, buy and equip the Wooden Shield at the Dark Elf Tribe (230 Gold, Resistance +6, Will +2). If this stat is high enough, the so-called weakness to fire is laughable considering that fire-based attacks end up being physical (at least in my experience), hence nullified.
"Will"- Honestly, looking through the damage I would receive from magic attacks, this stat is just as useless as Mind. Heck, later enemies use spells to increase their Will stat and there's no damage difference. That said, I wouldn't bother looking at this stat when it comes to purchasing equipment.
"Agility" and "Luck"- If your Resistance is high enough, evading attacks isn't really a priority. If your Power is high enough, you won't need as many critical hits (although they are welcome).
The only reason to upgrade "Agility" is when you're up against bosses that will attack first if the stat isn't high enough. Usually two or three levels is all that is needed, but I suggest not increasing it until the second half of the game.
Magic:
"Frozen Poke," "Electro Vellication," and "Water Massage"- Believe it or not, further in the game there will be enemies that are immune to your "Flaming Feathers" and "Tickle Wave." Any one of these three spells are actually decent as backup. Just remember that enemies do have elemental weaknesses...some of the time. For instance, your "Frozen Poke" or "Water Massage" won't do any damage to Goo Girls and "Electro Vellication" won't do any damage on Merchants.
"Roots & Thorns"- Your paralysis spell. Like all status spells, accuracy tends to be low on those who are resistant to Nature, like...bosses. Not really recommended since paralysis only lasts from one to three turns.
"Laughters Curse"- Your torment spell. This has a chance to cause the Torment status, draining a specific percentage of HP every turn. The other effect this spell has is that it can cause Tickled status on your opponent too, but since that usually lasts until the next turn, it's useless. These effects don't always happen at the same time and more likely than not, it won't work at all. So unless you like throwing 50 MP for a chance to "poison" your enemy for up to four turns, I'd keep learning this spell a low priority.
"Heal"- Can't be used outside of battle. Although I haven't actually needed it, the description of "it may tickles Claire" sounds like that you might lose a turn on a probability chance.
Affinities:
First Level: Element Damage Reduced
Second Level (Max): Element Damage Greatly Reduced
Fire:
Immolation Shield: 100 AP
Immolation Protection: 200 AP
Ex. Hot Sword
Ice:
Frozen Mentality: 100 AP
Frozen Aurea: 200 AP
Ex. Fast Cut, Whip
Nature:
Mother Nature: 100 AP
Photosynthesis: 200 AP
Wind:
Aelous Legacy: 100 AP
Tornado Immunity: 200 AP
Water:
Apnea: 100 AP
Little Mermaid: 200 AP
Dark:
Twilight Emblem: 100 AP
Dusk Hour: 200 AP
Just as was mentioned above, if your Resistance is high enough, you won't need any of these upgrades...at least until very late game after you've upgraded the stats that matter. You'd be better off hoarding your AP for other useful stats.
In summary:
Resistance and Power should be the main stats you should focus on upgrading. Spells are secondary. Affinities aren't necessary (until the last half of the game) if your Resistance is high enough.
* * *
WALKTHROUGH
Everything is pretty much self-explanatory in the beginning. I suggest going into the Systems menu and turn on your Auto-Dash and set Instant Text to "Instant."
When you wake up, feel free to look around Claire's bedroom, but it's mainly RPG explorer fodder. Talk to Astrid to receive 50 Gold and then head out.
Talk to the little boy near the tree if you'd like to know what kind of panties Claire wears. 😉
There's not really much you can do since this is the intro stage, so head toward the academy.
Inside, Margot's barring your path, so you get your lunch money stolen. Continue through some cutscenes and receive your first quest...
*BLACK FOREST*
Head south down the path to the Black Forest. Feel free to explore, but there's really nothing interesting except a chest to the east containing a Tonic.
As soon as you're ready, get the Dark Spore. Hard to miss it since the big exclamation point is practically begging you to grab it.
You'll be thrown into a tutorial fight and learn the basics of how battles work.
Afterwards, I suggest going into the menu and putting that AP into Power or Resistance. It doesn't really matter which at the moment.
Now try to leave the forest...
BOSS: Althea (Fairy Princess):
Since this is a "Boss" fight, you'll get some alternate music in fighting her. That said, you really don't need a strategy to defeat her.
Loot: 20 AP, 30 Gold, Tonic.
Once defeated, you have a choice whether to tickle her some more or spare her. Obviously different rewards appear depending on your actions, plus they determine whether you get the Light or Nocturnal ending. If you choose to indulge, you'll receive 2 Tonics. However, if you spare her, you'll receive...gratitude.
Return back to the academy and deliver the Dark Spore. Hmm...she seems...disappointed? But we got what she asked for, right?
Nothing more you can do here, so head home and rest.
*THE NEXT MORNING (SUNDAY)*
After receiving 100 Gold from Astrid, head into Veritas (the town).
Oh, and with that AP, I suggest putting it into the Power or Resistance stat that you didn't upgrade.
With your Gold, buy an Apprentice Mantle and a Bronze Wand. You can do whatever you want with the rest of your Gold.
Now you've got a few quests to start before Astrid will appear in the Pub. It doesn't matter what order you do them in, but they're necessary to start before you can continue.
- Old Coin Subquest
Talk to the Native in middle of town. He'll give you an Old Coin and tell you to collect eight more. The next available one is back in the Black Forest in the furthest bottom right of the map.
[*]Visit the Opera House and talk to the Director.
Even if it may not seem like it, it's absolutely necessary to go inside the Veritas Opera House and talk to the Director. This is to set up when you finally have to fight Morrigan later.
[*]Mayor and the Thief
Inside Town Hall, you'll meet with the Mayor of Veritas, who wants you to go get back his chest from a thief. Left with no choice (seriously, you must complete this to continue the game), you'll find her in the Black Forest.
Despite her...ahem...fierce exterior, she's child's play if you've been paying attention to your Power and Resistance.
Loot: 15 AP, 30 Gold, Panacea
Make sure you return the Chest.
Reward: 100 Gold
- Old Man Wong's Granddaughter (Optional)
You'll find him by the river in the second southern section of town. After you talk to him, you'll activate this subquest, but won't be able to do anything about it for now, so just keep it in mind.
[*]The Farmer and the Imp (Optional)
Talk to the Farmer and he'll point out that an imp is destroying his crops. When you're ready, talk to the imp (whose name is Lilim). If you've followed my advice and equipped the Bronze Wand, Apprentice Mantle and increased both your Power and Resistance at least once each, you should easily defeat her with a couple of Flaming Feathers.
Loot: 10 AP, Ether.
Don't forget to talk to the Farmer again.
Reward: Essence
When you're all done, head back home where Headmaster Fatima awaits. Together with Astrid, she'll send you on your main quest: Stop the Rebellious Witches. There are five total: Carmilla, Morrigan, Scarlet, Elos and Rosetta.
*THE MAIN MISSION*
As soon as you're ready, head across the East Bridge. Before you can reach the other side, you'll encounter the Thief once again. You have the option of giving her your Gold or refusing to give into her demands. Either way, she's out for revenge and she'll fight you again.
Loot: 15 AP, 30 Gold, Panacea
Now it's time for the main map. You pretty much have free reign and if you need to heal via regeneration, the path is virtually enemy-free. Now where to first?
*THE OPEN WORLD OF ADRASTE*
- Thieves Den
Head east down the path until you reach the wooden cart. Head north off the path until you reach the Thieves Den. Inside, check the bottom right corner for another Old Coin. Afterwards, get ready for a Boss Fight!
BOSS: Charlotte (Boss of Thieves)
She won't go down as easily as the nameless Thief, but at your current level, she should still be more or less easy if you've been keeping up your Resistance.
Loot: 20 AP, 100 Gold, Panacea
Since she's a boss, you're given a choice again. Should you tickle the both of them or forgive them? Giving into the dark side will unleash Claire's Tickle Wave although you'll be scolded by Lady Wisp.
Nocturnal Reward: Mega Ether
Sparing them has the thieves promise Claire not to bother her again for fear of being tickled again. Lady Wisp will also praise Claire for doing the right thing.
Light Reward: 300 Gold
This is one of those clear indicators whether you're going toward the Light or Nocturnal endings, but it won't always be this clear-cut.
- Madame Sophie's Mansion (Brothel)
Further down the path, you'll encounter this big building. Inside is what you'd expect from a brothel. Talk to Madame Sophie to start this subquest. She'll ask you for a wild rose called the "Rozen Maiden." She'll mention that it grows in dark places, but doesn't exactly point out where.
Before you start tearing your hair out looking for the damn rose, it's actually a lot closer than you may think. Go back toward the East Bridge. Instead of getting onto the bridge, begin following the shoreline south. You'll eventually find a Mysterious Cave in the middle of a field of grass.
Inside, check the bottom left corner for another Old Coin (bringing the total up to 4 if you got the one in the Thieves Den). The upper left corner contains a chest with a Potion inside it. Now go to the southern-east corner of the cave and you'll see the rose bush you're seeking. Before picking it, save your game and get ready for another boss fight!
BOSS: Aranea (Spider Girl)
Be careful. She's an enemy that causes the status effect of Paralysis. Her weakness is to your Flaming Feathers, so don't stop casting it! She's resistant to your Tickle Wave, so make sure you're able to keep your MP above 30! If you haven't been grinding (or getting better equipment), then you're going to be taking around 30 damage to her attacks. Make sure you have some HP healing items on you to counter this.
If you don't have the Sexy Swimsuit yet (Windaria Pass quest), your Agility won't be high enough, making the Spider Girl attack first. This can get frustrating due to you not being able to heal enough to counter the damage you'll be receiving.
Of course, if your Resistance is high enough via armor and stat upgrades, Agility won't matter because her attacks won't do any damage.
If you lose, Claire will get stuck in Aranea's web, lose her boots and...well, you know what happens after that. 😉
Loot: 20 AP, 250 Gold, Mega Potion
Since she's a boss, you'll have the choice whether to tickle her some more (just running a finger up her spine) or spare her. Either way, she yields nothing else, so after Claire mutters that she's a tsundere, head back to the brothel.
Reward: Free use of ONE of the available girls.
Yeah, you heard right. You get to choose either between the girl on the far left or the far right. Be warned, once you choose one, you won't be able to do either of them again. In other words, this is a one-shot reward, so save before choosing!
The one on the right is Suzu, the dominatrix. The one on the left is Aika, the submissive.
Or, you know, save them for later. There's no sense in rushing after all. 😉
- Old Man Wong's Grandaughter
From the East bridge, start heading north along the shoreline. Try to avoid going into the sandy dune, because Land Sirens hang out there and you're no match for them! You'll see a a couple of girls along the beach. Hopefully you can get to them without any serious incident. Make sure you've saved in case you get hit with the random encounter.
You'll meet Missy and Yasko, a couple who are obviously together. Missy made up the kidnapping because she found Wong to be annoying. Before you can stop them, they take their leave.
Head back to Wong back in Veritas to tell him the news. Stubbornness must run in the family because he'll demand Claire to go back after her.
Go back across the East Bridge until you reach Madame Sophie's Mansion. Head south off the path. Keep going and you'll eventually find a house with the couple inside. If you go to this house earlier, it'll be empty, so make sure you talk to Old Man Wong first.
Missy still refuses to leave, but tells Claire that she may be able to convince her to give Wong another chance if she can obtain the finest lingerie ever. You're not going to be able to get it just yet, so keep in mind the location of the house and head outside and back to the path.
*WINDARIA PASS*
Go east along the path until you hit a crossroads, one going to the east and the other going south.
Going east will take you to Windaria Pass.
There are a few interesting points of interest here.
- Kormak the Blacksmith
You'll find him in the furthest west of Windaria Pass. Unfortunately, you won't be able to get anything out of him until near endgame, but keep him in mind. He's necessary if you want to get the ultimate armor, Gaelstrom or the ultimate weapon, Maelstrom.
- Storage Area
You'll find a chest with 50 Gold and Lena. Lena is important for the Alice subquest. Who's Alice? If you've been playing Screamer's other games, you'll know. 😉
- Public Baths
Time to start the Sexy Swimsuit subquest! And yes, this is absolutely necessary if you want to unlock the shops over at the Dark Elf Tribe.
This is a pretty simple subquest. Talk to Janeira and you'll learn that she needs help with getting a swimsuit. Naturally, she needs her measurements taken, but can't bear to be touched due to her ticklishness, so it's up to Claire to help her out.
Head all the way back to Veritas and into The Iron Wool (armor shop). You can either choose to intimidate her by tying her up or comfort her. Obviously this is one of those Light/Nocturnal choices, so choose whichever. Either way, as soon as you're done here, head back to Windaria Pass' Public Baths and talk to Janeira.
She'll reward you with a kiss on the lips and...
Reward: Sexy Swimsuit (Protection): Agility +10, Luck +7
- Elven Throne
You're not going to be able to talk with Nanael, the Elven Queen until you help out Janeira first.
Apparently, communication travels quickly within the Elven Tribe and the Queen has a quest for you. She wants Claire to infiltrate the Dark Elf tribe. To get there, you're going to have to travel through Westernya Town.
Fun Fact: If you take the Caravan here to return to Veritas, the world will end up in eternal sunset. To correct this, go back to Windaria Pass and exit the normal way. 😉
*WESTERNYA TOWN*
There are two points of interest here.
- Sheriff's Office
When you talk to the Sheriff, you'll find out that there's another witch around causing trouble. Must be one of the Rebellious Witches!
To get her to come out, you'll have to talk with everyone (excluding shopkeepers) in three places:
- The Westernya Saloon (Pub)
- The Inn
- Alchemy Spot
BUT! If you've been following this walkthrough, then you are seriously outmatched and won't be able to survive her onslaught. So whatever you do, DON'T talk to everyone yet! Just keep the mission in mind for now.
- Old Man Wong's Granddaughter
If you've been up to date with this quest, you'll find the tailor you need in Cowgirls Paradise. At first, the price will be 1,000,000 Gold. Obviously no item in the game is worth that much so the tailor will ask you to get a special needle used by a powerful monster, a Shaman Elf of the woods.
Before you ask, no, the Shaman is not in the Black Forest. But she IS close by. However, I suggest you put this off for now until you're better equipped.
*LITTLE ISLAND*
Heading down the path south of Westernya Town, you'll end up at a crossroads. Head east. After a bit, you'll end up at another crossroads. Traveling south will take you to Little Island, the ONLY place in the game that you can actually SELL items!
There's a chest with a Mind Mix, that is a consumable to increase your Mind by 2. You could use it if you want, but considering how useless the Mind stat is, you'd be better off selling it off for 5000 Gold.
Marius' stock is one of the most expensive in the game. He not only sells you Mix potions that permanently increase your Power/Mind/Resistance/Will by 2, he also carries the Nova Bow, a 999,999 Accessory that negates all status effects! The price of that item should tip you off that you'll eventually get a better status protecting item somewhere else in the game. Unfortunately, that won't happen until right before the final boss, so keep the location of this shop in mind and head back to the crossroads and east toward the Dark Elf Tribe.
*DARK ELF TRIBE*
It's a bit quiet...and empty. Go inside the white tent.
Gee, her back's toward us. This wouldn't happen to be a tra-of course, it is.
Now, you got the choice of either betraying Nanael or taking the foot tickle torture.
Either way, Claire spills the beans. Siggy, the Dark Elf queen tells Claire that Nanael lied and they aren't enemies at all! In fact, Nanael's got a sister complex and sent Claire to see if Siggy was "cheating" on her. The Dark Elf queen gives Claire a message to send back to Nanael.
Before you do that, though, take advantage of the shops here.
Buy yourself a Metal Rod and a Wooden Shield. These two equipment pieces are the best you can have with you at this point in the game. The Metal Rod, is invaluable, and you'll have a hard time finding a better weapon in the entire game.
While you're at it, go ahead and purchase a Torture Feather. You can't really go wrong with an increase in your Power.
On your way out, talk to the Dark Elf Guard near the entrance. She'll give you Handcuffs, a present from the queen. These are necessary for the Alice subquest.
Head back to Windaria Pass.
*BETTER EQUIPMENT (OPTIONAL)*
Did you sell off that Mind Mix for 5000 Gold? Then you should have enough to get better equipment! Since this is an open world, it's easy to move further ahead than you're supposed to as long as you stay on the path.
That said, after you buy the Metal Rod and Wooden Shield from the Dark Elf Tribe, head back toward Westernya Town. As soon as you reach the south entrance, turn around and begin heading south. Pass the Little Island intersection and head toward Adraste Hills.
Take the next fork east then south across the bridge. Ignore the next intersection and pass the Port of Jenova sign. At the next intersection between east and south, go south toward the Royal Mansion. Afterwards, at the fork between the Royal Mansion and Sandust, go west towards Sandust.
Once you reach the town, ignore the Barracks (the first building you see). We'll cover that later. Right now, head straight to "The Cloack" armor shop and purchase the Bronze Celata and the Winter Cloack. The Bronze Celata is the best Head equipment you can get (has the highest Resistance) and the Winter Cloack has the highest Resistance in comparison to any other Protection you could purchase.
Afterwards, head ALL THE WAY BACK to Windaria Pass if you'd like or finish off Old Man Wong's subquest.
- Old Man Wong's Granddaughter
Now that you're better equipped, head back to Westernya Town. As soon as you reach the southern entrance, instead of going into town, walk along the southern edge of the perimeter to the right. Then start going straight east. You'll find a character who's aimlessly wandering about.
That's your target, the Shaman Elf.
She has three attacks. Either she's going to poison you, drain your MP or attack you physically. If you're lucky, you'll be able to take her down with your Flaming Feathers spell and your Tickle Wave when your MP is low.
Loot: 25 AP, 300 Gold, Mega Potion
After receiving the Shaman Needle, head back to the tailor in Cowgirls Paradise and give it to the tailor. Turns out that she already sent the lingerie to the couple, so head back to their house for your reward.
Reward: Neglige (Protection): Resistance & Will +3
*RETURN TO WINDARIA PASS*
Go back to Nanael. Give her the "message."
Reward: 1000 Gold
*ALICE SUBQUEST (OPTIONAL)*
From Windaria Pass. Go down the path until you reach the leftmost side of the body of water you're passing then get off the path and head south. Encounter rate is extremely high here and you'll be encountering Tiny Ogres and Harpies. They're both weak to your Tickle Wave. To save time, fight Harpies until you receive 5 feathers. Any more will be easily given up as excess when you deliver them. When you hit the next body of water, you should see a dock on the other side of it. Go around from the left and you'll see a couple of buildings. Enter the only open building to meet Screamer's harem. 😉
Confused? Well, if you've been addicted to tickling RPGs, you'll probably remember playing Tickle Mansion, Lala's Ordeal I & II and Kusuguru Project. These girls were the protagonists from each of those games.
Talk to the girls, but to begin the subquest, you have to talk to Neige twice (once to introduce Claire, the next to trigger the subquest. After Neige coerces Claire to help, talk to Alice. She'll tell you to meet her in the shack next door.
The first step is to collect 5 feathers from Harpies. If you followed the advice from earlier, you should already have them. Tell her you have them (twice, for some reason she doesn't notice you have the five the first time) and she'll take them off your hands, even your excess ones.
After you deliver the feathers, you'll need an "engine." Go back to Windaria Pass and into the "Storage" area. To get the part, you need to defeat Lena.
If you're managing to defeat Harpies and Tiny Ogres with no problem, then this fight should be a breeze. Her attacks won't even cause a dent if your Resistance is high enough.
Loot: 5 AP, 30 Gold, Grand Tonic
After wounding the umpteenth female ticklee's pride, go back and deliver the engine to find out your final piece has to be "Restraints."
If you already did the Dark Elf subquest (and talked to the elf on your way out like you should have), you should already have the "Handcuffs."
After giving them to her, you'll find you need to test out this contraption. How about a volunteer? Say...Nene?
Talk to the unsuspecting victim and head back to the shack to watch the show. Afterwards, tell Neige about the failure and she'll teleport in a huff. With this quest finished you'll receive...
Reward: Neige's Bed as a free recovery spot.
*CARMILLA: THE PUPPET MASTER WITCH*
Around this time, your Power and Resistance should be around the Acolyte (third) level at this point. Although you can go for any witch of your choosing, you probably want to go against the one that has a weakness to your Tickle Wave.
That said, from Windaria Pass, travel back west along the road until you reach the only tall, skinny fir tree along the path. Get off the path and head north until you reach what looks to be an abandoned house.
You can't open the visible hatch right now, so go inside.
Creepy, huh? Well, for even more chills, read the scattered pile of papers. It's not necessary, though. Check the upper right corner to find a Pearl. Now examine the not-so-subtle angel statue on your left. Insert the Pearl and you'll unlock the hatch outside.
Exit the building and get ready to go into the cellar. Once inside, Claire and Lady Wisp will sense dark magic. Yeah, definitely a Rebellious Witch.
Fight the Pale Puppet that's barring your path. Fortunately, she's weak against your Flaming Feathers, so it shouldn't be a big deal.
The chest to your left contains...NOTHING!
But don't worry. There's a better treasure here. Check the southern most broken barrel to find an Old Coin! That should bring your total up to 5.
The culprit you're looking for is on the other side of the gate. To open it up, you need to find the "switch." In other words, defeat all the puppets to open the gate.
Save before you pass through the gate.
BOSS: Carmilla (Puppet Master Witch)
She can cast Marionette Curse, which drains your MP and poisons you. Your Flaming Feathers aren't that effective here, so use Tickle Wave the entire battle!
She can also cast Body Illness, which supposedly breaks your armor, but you're much more resilient than that!
Loot: 80 AP, 700 Gold, Final Essence
Time for another decision to tickle or forgive your opponent!
If you decide to tickle Carmilla, Claire will tear off her boots and tickle her feet in the futile attempt to get her to crack a smile. Claire'll be called a perv for eyeing Carmilla's bear panties.
Nocturnal Reward: Mind +2, Luck -1
If you decide not to tickle her, Claire will receive a new weapon instead.
Light Reward: Marionette Thread (Main Hand): Mind +5, Luck -3.
Either way, Claire won't be getting any answers because Carmilla decides to teleport away.
Congratulations for defeating one of the Rebellious Witches!
Now there are two witches that you should know the locations of by now. Rosetta, the Gunslinger Witch is located in Westernya Town while Morrigan, the Symphony Witch is located back in the Opera House in Veritas. It doesn't matter which you go after first, but my preference is Rosetta, so I'm continuing the guide at Westernya Town.
*ROSETTA: THE GUNSLINGER WITCH*
In Westernya Town, save before searching for Rosetta. There are three places you need to go and talk to everyone (excluding shopkeepers) to trigger her appearance:
- The Westernya Saloon (Pub)
- The Inn
- Alchemy Spot
After talking to everyone, stepping outside the building you're in triggers Rosetta's appearance.
BOSS: Rosetta (Gunslinger Witch)
She has three attacks. Her Shotgun does heavy damage to Claire while her Bullets Dance and Revolver do small, multiple chip damage.
If you've been building up your Resistance as recommended, you should be immune to her multi-hit attacks. Her Shotgun will still do damage, but no real reason to panic.
If you lose here, Claire will be forced to raise her arms and become tormented by her captor.
Loot: 50 AP, 500 Gold, Elixir
Another Light or Nocturnal choice here.
If you decide to indulge, you'll be treated to Claire tickling Rosetta's belly.
Nocturnal Reward: Power & Mind +1
However, if you go the diplomacy route, you'll be given a nice accessory that you should equip as soon as you get the chance.
Light Reward: Gunslinger Belt (Accessory): Power +5, Luck +1
I personally would spare her just for the Accessory as it's the only accessory that will give you a nice Power boost. But it depends if you're trying to go for the Nocturnal ending or not.
Another witch down!
*MORRIGAN: THE SYMPHONY WITCH*
Return to Veritas and enter the Opera House.
Looks like the entire audience is under a witch's spell. Guess it's up to Claire to snap them out of it. Save and make sure you have MP replenishing potions before walking up the stairs.
BOSS: Morrigan (Symphony Witch)
This fight is different from any of the other battles as you have a turn limit in which to defeat her. Morrigan will begin casting her "Concerto Eterno" and at the beginning of every other turn you will be hit with a status effect and an MP drain. If you don't manage to finish her off within seven of her castings, you'll automatically lose.
Her status effects are as follows:
First turn: Poison
Second turn: Blind
Third turn: Magic Seal
Fourth turn: Blind
Fifth turn: Weapon negated
Losing here will cause Claire to succumb to Morrigan's spell and forced to raise and lock her arms above her head, giving Morrigan a new instrument to play, a symphony of Claire's laughter.
Your best bet is to attack with your Elemental spell(s) since your Tickle Wave won't be strong enough to defeat her within the turn limit. Since she'll always attack first as soon as she begins casting, be sure to keep your MP above 30 or else you'll end up wasting a turn due to insufficient MP. During the Magic Seal turn, use that opportunity to heal your MP since the effect will be gone next turn.
Loot: 120 AP, 500 Gold, Elixir
Time to decide your ticklee's fate again.
If you decide to tickle her, Claire will decide to use Morrigan's body as a tickle instrument. Oh, and her wallet falls out of her bra.
Nocturnal Reward: 2000 Gold
If you don't tickle her, Claire will compliment Morrigan's music, but the Symphony Witch won't hear any of it. She then throws Claire her music sheets.
Light Reward: Music Paper (Book): Power +2, Mind +5
Either way, Morrigan unleashes her full power in a rage, causing the Opera House to be closed for repairs. Who knows if the rest of the people she had under her spell escaped, but who cares? You defeated another Rebellious Witch!
*ADRASTE HILLS*
After the defeat of three Rebellious Witches, there's really no other subquests in the northern region to do, so it's time to head south toward the Adraste Hills!
Basically follow the path south of Westernya Town. Taking the western path will bring you across the Schwarzen Bridge and close to the Schwarzen Jungle where you can find Elos, the Techno Witch. Taking the eastern path will get you closer to everything else.
*JENOVA PORT*
It's pretty easy to find the road to the Port of Jenova from either bridge. Just don't go west. You'll end up on the right track. 🙂
From the Schwarzen Jungle/Jenova-Royal Mansion crossroads, begin heading south on the path. Pass the Royal Mansion crossroad and keep heading east.
Interesting note, there are no enemy encounters in the huge patches of flower fields. 😉
Other than the equipment shops, the only other place of interest is the Sailin' Pub where only women are allowed. Good thing Claire's a girl then.
After being greeted by Beatrice, talk to Erika, the maid behind the counter. Turns out that one of the customers, Levy, is acting suspicious.
Being the helpful witch that she is, Claire offers to spy for Erika. Talk to Beatrice for a table near the bikini girl and get ready for some plot. Levy wants to infiltrate the Royal Mansion where a Princess Scarlet resides. For more info, Lady Wisp reveals her deus ex machina power of giving Claire the temporary ability to read minds.
Ransom. Of course. Well, we can't stop her just by reading her mind, but we can get to the mansion before she does by getting her detained!
You either have the choice to tickle Levy or the maid. It doesn't matter which. After successfully slowing Levy down, you'll find that the next assignment is to head for the Royal Mansion.
But you probably want to complete more subquests, wouldn't you?
*UFO ABDUCTION* (OPTIONAL)
Instead of going east to Jenova Port, head south toward the Royal Mansion instead. Keep going south until you're next to the big fir tree near the ocean. You'll see another path nearby heading east along the water's shore.
Travel along this path near the water until you reach a dark green strip of grass. Go north and stay on the left edge of this dark green strip. The spot you're looking for is a few steps north of the big oak tree in your way.
Once you find the spot, Claire will get abducted by a UFO. She'll lose contact with Lady Wisp and wake up tied up. Fortunately, the alien, Lufia, means no harm to Claire. Turns out that the alien's looking for the secret to never-ending happiness and has been observing Claire.
Lufia has never heard of tickling due to their race being forbidden from physical contact so as not to infect each other with diseases.
Claire suggests using a feather, but neither of them have one on them. Claire promises to bring back one, and so begins your next subquest.
To your right is a chest with an Elixir inside it. To your left is...an Old Coin!
As soon as you're ready, teleport back to the surface.
Claire will mention that a normal feather won't do. You'll need a "big" feather.
Time to backtrack! Head back to Westernya Town. Now if you look around the west edge of the fence, you'll see a path in the middle of the dark green grass. Go outside the town and walk around the perimeter (the fields of wheat are safe zones) and get to that path and start heading west. Following the road will take you in front of a building called the Feather Museum.
If you tried going any other time, this door was locked. Now that you have a purpose, you can enter.
Inside you'll meet Featherine, the curator of the museum. Talk to her for the opportunity to find the feather you're looking for. Featherine suggests the Imperial Feather would be adequate.
Of course, there's a catch. Claire will have to walk through a field of feathers to claim her prize. Every step in the feather zone will sap 1 HP. You can obviously have fun listening to Claire tickled with each step, but if you really want the feather, check the leftmost drawer in the third set to your right. In other words, number 10.
By the way, the barriers are just there for decoration. You can easily pass right over them.
With the Imperial Feather in your inventory, head back to the UFO.
Claire hastily gives it to Lufia, but it turns out that the alien entity has no idea what to do with it. You have the option of either tickling Lufia with it or have Claire get tickled instead.
Either way, you've saved Lufia's planet from eternal sadness and allows you to use the bed as a resting spot.
Oh, and you receive...
Reward: Space Collar (Accessory): Resistance +1, Critical Hit rate increased
*NECRAH: WARLOCK NECROMANCER (OPTIONAL)*
From Jenova Port, head west until you reach the first intersection that has the signpost "Royal Mansion." Make your way south until you reach another crossroads. Head ALL THE WAY west.
Of course, if you did the optional route and upgraded your equipment earlier, you should already know the way here.
Remember the Barracks I recommended you skip over earlier? Enter it now.
Huh, the Royal Army of Adraste led by this guy named General Mathias. Interesting...
Wait, did Claire just call him Daddy?
Yeah, remember back in the first part of the game there was that mental note that Claire and Astrid's father was still alive? Congrats, you found him!
Turns out that he's about to lead this army against a witch of necromancy, but Claire pleads with him that she'll go after her instead since physical force against magic is useless.
Mathias agrees and Claire sets off for the necromancer, although Lady Wisp does seem to be a bit distracted with the old man for some reason...
Exit Sandust and travel back down east until you find a seemingly broken path that leads north. If you've made it this far in the game, it should come to no surprise that these broken roads point out places you may need to travel to.
Eventually you'll find yourself in a swamp with a house sitting in the middle of it. Enter and save.
Before talking to the occupant, make sure your Agility is up to Training (level 2).
BOSS: Necrah (Warlock Necromancer)
She inflicts status spells, physically attacks you, drains your MP and can defeat you within a few turns if you're careless.
Necrah resists your Elemental spells, but guess what? Just like Carmilla, she uses "Dark" magic, meaning that she's REALLY weak against your Light-based Tickle Wave!
Of course, if you're unlucky, the combination of Paralysis and Poison can defeat you since you can't fight back.
Lose here and Necrah will summon Skeletal Hellish Hands to torment Claire.
Loot: 20 AP, 1500 Gold, Elixir
Decision time!
Tickling her again will have Claire torment Necrah through her ripped dress.
Nocturnal Reward: Elixir
Sparing her, however, will net you a new Protection gear.
Light Reward: Dark Cape (Protection): Resistance +2, Will +4, Halves Dark Damage
Either way, Claire will find out that Necrah is just an apprentice just like her. The only reason the army was ready to fight was because Necrah herself started the rumors of being more powerful than she really was.
Side note, why does Necrah seem surprised that there's an army going after her if she was expecting them before the fight?
Anyway, report back to Mathias. After some tender moments between father and daughter, you'll receive your reward for taking care of the threat.
Reward: 2000 Gold
*SCARLET: THE NOBLE WITCH*
At the Sandust/Royal Mansion signpost, head south toward the Royal Mansion. It's really hard to miss considering it's the giant building the path leads to it.
Talk to Tia, the maid blocking the entrance. In typical plot fashion, she obviously doesn't believe Claire. Guess it's up to us to stop Levy.
Head back east down the path, and wouldn't you know it, Levy is standing right beyond the borders of the mansion. Save and get ready for another fight.
BOSS: Levy (Self-proclaimed Adraste criminal)
Take in the sight of this bikini babe, because her body is just screaming "TICKLE ME!"
No joke, you should be more than powerful enough to take her on. If you've been building up your Resistance, you're pretty much a tank to her.
The only attack you need to worry about (and I say "worry" loosely) is that she can inflict Poison.
Surprisingly, she's weak to your Tickle Wave, but your elemental spells can KO her in about two shots. Stick with the elemental spells.
Loot: 15 AP, 250 Gold, Final Essence
Another decision. Tickle her or ignore her ramblings.
Tickling her will cause Claire to tease the criminal's belly button a bit.
Nocturnal Reward: Mind +2
If you spare her, Levy will swear not to kidnap Rosetta. She'll also give you her loot from her last robbery.
Light Reward: 500 Gold
Yes, there is foreshadowing. This isn't the last time you'll see of her...if you can find her.
Go back to Tia, who finally believes your story. Looks like word travels fast and Claire is requested to see Princess Scarlet.
When you're ready, enter the mansion.
Princess Scarlet's room is up the right staircase, but Kaoru stops Claire from entering. Despite protests, Kaoru forces a reluctant Claire to become a maid helper.
There are two maids you need to "help:"
- Servants Room (Left staircase)
The maid in the bath would like a shoulder massage. Claire does her best, but slips and...marshmallows. 😉
- Kitchen (Lower right room)
A maid-in-training has her back getting all itchy. Claire scratches, but her mind wanders...and so does her hands.
Nobody seems to be here. But help yourself to the chest with 200 Gold.
The only other thing you can interact with here is the open book, so do so to trigger Scarlet's appearance.
Turns out that not only is Princess Scarlet one of the Rebellious Witches, she instigated the whole plot of kidnapping her in the first place! Yes, Levy was a spy for Scarlet!
Scarlet challenges Claire to a duel and will wait for you in the Royal Garden (Lower left room). When you think you're ready, talk to her.
BOSS: Scarlet (Noble Witch)
Her Fast Cut and Fleuret both do physical damage, but if your Resistance is high enough, you'll take bare minimal damage. Noble Emblem increases her Resistance and Will, but that shouldn't be any problem for your elemental spells. Lotus Sword drains your MP and causes either Blind or Magic Seal status.
Don't even bother with Tickle Wave. You're better off using your elementals.
Loot: 80 AP, 2000 Gold, Mega Ether
Tickle chance!
Unlike your other victims, Scarlet doesn't seem to mind being tickled, but it's still up to you. Choosing to tickle her will have Scarlet offer herself to Claire, which Claire tickles her legs and admires her lingerie and nylons. As her fingers begin trailing up to Scarlet's weak spot (her inner thighs), Lady Wisp scolds Claire not to harass the noble.
Nocturnal Reward: Mind & Power +2
If you spare her, Scarlet will be touched by Claire's humbleness and give you a new weapon.
Light Reward: Fleuret (Main Hand): Power & Mind +2, Agility & Luck +1
Either way, Scarlet will bid Claire farewell before teleporting to other...business.
That's another Rebellious Witch down!
*TRAINING FACILITY (OPTIONAL)*
Haven't had enough of Levy?
From Sandust, head east until you reach the path that breaks off south. Head down the southern path and as soon as you reach the end of the path, head east. You'll see a building out here that's unmarked. Enter to find it's Levy's Mysterious Hideout.
Lady Wisp finds this to be a perfect opportunity to train a bit. Of course, Levy makes all of the obstacles tickle-based as revenge for Claire defeating her.
By the way, the bed is interactive ("I can't sleep here!!")
When you're ready, enter the basement hatch that has just opened up in the bottom-left part of the house.
Save before passing through the gate, as you won't be able to exit once training begins.
This is a nice tickling playground, wouldn't you say? Examine both the mannequins on the left and the right. The left ones will alter your Agility while the one on the right will alter your Resistance. Yeah, alter, not increase. This is basically one of those "Choose correctly or negative status will happen to you" type puzzles.
For your Agility training (on the left):
- Cover your sides
- Crouch
- Duck and Cover
- Move on the right
For your Resistance training (on the right):
- Try to resist
- Swing left and right
- Swing left and right
- Try to resist
Doing both will unlock the gate.
Next up is a training Dummy. Of course, this fight's almost as easy as Levy herself. Her attacks won't hurt you at all. Just attack with whatever you feel like.
Loot: 2 AP.
Uh oh. Looks like Claire broke it. Guess she was too powerful.
Anyway, loot all the chests. The far right one is the key necessary to get out of here.
Make sure you've opened all the chests, because the basement will close up as soon as you leave.
Reward: 5 Tonic, Shaman Staff (Power +2, Mind +3), Peace Emblem (Will +5), Training Key
*ELOS: THE TECHNO WITCH*
Make your way back to the Schwarzen Jungle/Jenova-Royal Mansion crossroads back at the Adraste Hills Bridge. This time, head west toward the Schwarzen Jungle. You'll know you're in the right area when you see the Caravan right outside the entrance.
Technically, you could've come here earlier, but this is the only Rebellious Witch where you have to watch out for random encounters to slow your progress.
It's highly recommended that you purchase either the Electro Vellication or Water Massage spells. You'll see why soon.
As you enter, you're greeted by the sight of a terrorized man who's raving about a monster. Before Claire can ask to clarify, the man runs away. It's your job to find that man, but be prepared because there is no path to save you from the various Savages and Rangers.
The good news is that if your Resistance is high enough (it should be around Master (level 4) at this point), none of their attacks will hurt you. Also, these battles should net you around 12 AP per fight depending on how many enemies there are.
From the entrance, walk west until you see the lighter green grass shaped like a staircase. Move a bit north and you should see your target near the river next to a log.
Talk to him and you'll find out that it's a SHE that he's running from. Claire is convinced it's a Rebellious Witch. The man disappears from sight and Lady Wisp suggests that the predator is hiding in the jungle looking for prey.
You'll need to find some clues before you can smoke her out, so let's get started. Follow the edge of the water south and west. Eventually you'll make it to a bridge. When you begin to cross it, Lady Wisp states that she saw something north of your position.
Before doing that, head south on the left side of the river. As soon as you see the edge of the jungle, head west. You'll eventually stumble upon a shiny object next to a rock in the middle of a light green patch of grass. It's another Old Coin! This should bring your coins up to 7.
From there, move clockwise around the body of water. You should see a chest containing a Mega Ether.
Now head back across the bridge and then travel counter-clockwise along the river's edge. You'll eventually find a campfire in the middle of a circle of palm trees. Investigate and Lady Wisp will tell you to head south.
Head back the way you came, clockwise along the river's edge. Don't go across the bridge, but continue south. You'll eventually find a waterfall and a mysterious glowing orb in front of it.
Before you interact with it, save your game, because it's going to trigger your next (and if you've been following this guide, final) Rebellious Witch!
BOSS: Elos (Techno Witch)
This boss will defeat you pretty quickly and easily if you haven't been keeping up to date on your Resistance. Hopefully you also remembered to purchase those Electro Vellication and/or Water Massage spells, because she's weak against both (being part machine after all)!
After taking on the other four Rebellious Witches, you should be able to take her down before she does any considerable damage to you.
Loot: 100 AP, 1500 Gold, Elixir.
Elos is paralyzed! Time to either tickle her or help her immediately.
Choosing to tickle her will have Claire pick up a feather from the ground and tickling Elos' neck with it.
Nocturnal Reward: Power +3, Will -1
If you resist temptation, Claire will help her former opponent up, but still won't get any answers.
Light Reward: Chronos (Main Hand): Power & Mind +3
Whether you defeated Scarlet before this or not, Claire will state that she's defeated four Witches so far and decides to make camp for the night.
During the night, Claire will wonder about Astrid and talk to Lady Wisp about her mom.
When she wakes up the next morning, head either north or south to find the path again. Turns out you ended up back in northern Adraste and are close to Windaria Pass in the north and Westernya Town in the south.
*MARGOT: THE FROZEN WITCH*
No matter what order you finished off the Rebellious Witches, as soon as you return to the overworld map, Claire will state that she should report back with Headmaster Fatima.
Make your way back to Veritas (use a Caravan for 200 Gold if you're especially lazy).
Enter the Academy and you'll find your way blocked once again by Margot.
Before you talk with her, make sure you save.
She's a bit impressed with Claire's feats, but denies ever being asked by Fatima to help with the mission.
Since Margot now recognizes Claire as a witch, she immediately challenges her to a duel. Hopefully you saved because you won't get a chance to prepare.
BOSS: Margot (Frozen Witch)
Hah. She's an Ice user. You know what that means, right?
Flaming Feathers is your friend! She's obviously immune to Frozen Poke and Resists your Tickle Wave, Electro Vellication and Water Massage.
At this point, your Resistance (and the fact you should be wearing the Winter Cloack right now) should be high enough to keep most of her attacks from even touching your HP.
Loot: 90 AP, 50 Gold, Mega Ether
Unfortunately, you don't get the chance to tickle or forgive her. However, she does give Claire her lunch money back (50 Gold). Shut up, she's being sincere.
You're informed the Headmaster isn't in right now, so Claire decides to head home.
As soon as you walk inside, Claire and Lady Wisp hear voices coming from the basement. Yeah, the basement you've been denied entrance to since the beginning of the game.
When you're ready for the truth, go downstairs.
*ASTRID: THE LOVE WITCH*
What the?! Astrid's hanging out with the Rebellious Witches?! What trickery is this?
Before talking to Astrid, open the chest for a Final Essence.
WARNING: Do NOT talk to Astrid from the right side. Doing so will freeze your game!
Turns out Astrid's been holding out on Claire. She's known as the Love Witch, also known as the mastermind behind the Rebellious Cuties, I mean, Witches! She's kept her power hidden on orders from Elizabeth, Claire and Astrid's mother. Apparently, there was a "seal" put on Claire to keep her from tapping into her magic because she was in the way.
Headmaster Elizabeth was murdered (and not sick as Claire originally believed) and Astrid sensed foul play. She quit the Academy to keep from suffering the same fate as this culprit wanted nothing more than the headmaster position. With Astrid out of the Academy and Claire being unable to use magic, that meant the murderer was the only person who would gain anything from trying to off the Kusuhara household.
Yup. Turns out when Claire broke the seal on herself and tapped her magic potential, she was sent after the Rebellious Witches in hopes to kill Claire.
Astrid and the others decide to think of a plan since a full-frontal assault would be suicide. Astrid also tells Claire to stay out of this because she doesn't want her to get hurt.
Not able to do anything else, exit to upstairs. Claire bursts into tears, believing that despite everything she's been through, she's still useless. Lady Wisp tells Claire that if she really wants to prove that she's strong enough, she should defeat the leader herself.
That's right. Time to take on Astrid! Go back downstairs and get ready to see Astrid's true power!
BOSS: Astrid (Love Witch)
With Astrid's Love Dress equipped, none of your attacks will work on her. Regardless, either attack, use your Magic Shield or skip your turn by pressing right.
After three turns, Astrid will taunt you. Another three turns and Astrid will tell you that Love magic is the ultimate defense. Two more turns in and Astrid will plead for Claire to stop. You have the choice of choosing the Game Over option or...
Claire goes into Super Saiyan mode and acquires her final non-elemental spell, Tickling Oblivion! This burns through 100 MP, but it's necessary if you want to defeat Astrid. You should also note that despite its fierce MP cost, there are enemies out there that are actually IMMUNE to this spell! Bosses aren't one of them, though.
Loot: 40 AP, Mega Ether
Congratulations, Claire is now one of the Rebellious Witches!
Talk to the other Rebellious Witches before talking with Astrid again.
Side note: Elos is asking for a passcode and this is your only chance to decipher it. The only way to figure it out is explained HERE
If you're able to figure it out, you'll receive a new weapon:
Reward: Fairy Tale (Main Hand): Power & Mind +8, Luck +2
Of all people, Margot shows up. Turns out she was an insider this whole time. Go figure.
The culprit's about to activate something called the Catalyst. All the magic in Adraste flows through it and can be absorbed for unimaginable power.
Astrid decides to forget about any sneaky plans and go for a full-frontal assault.
*THE FORGOTTEN GROTTO* (OPTIONAL)
This place is due south of Sandust. Go down the same way you did to get to Levy's Mysterious Hideout, but instead of going east, keep going south until you reach the water's edge. You should see another broken path to the west of you. Get on that path and keep walking until you reach a cave. Don't worry, there's no monsters in the sand to worry about. The grass is a different story, though...
Once you enter, you'll notice five chests and a silver engraving on the wall. That silver engraving is actually a door, but you can't open it yet.
The only way to unlock it is by opening all five chests. However, four out of the five are Mimics! Fortunately, you should be powerful enough at this point to take them out quite easily.
The upper right chest contains a Will Mix. The other four are the Mimics.
Unlike other monsters, they give you 15 AP and 800 Gold a piece!
After opening all the chests, go back to the silver engraving and examine it. The door opens and you can go inside.
In here is the inner shrine of Shirohime. You can choose to examine the statue, but she won't react until you've made your final choice.
By the way, the bottom right shiny thing? Another Old Coin. Collect it to bring your total up to 8. Just one more!
With that out of the way, that should finish up all of the possible subquests before the final dungeon!
*THE ACADEMY GAUNTLET*
Hope you're ready, because this is the final dungeon of the game. I strongly suggest that you learn Frozen Poke, Electro Vellication and Water Massage if you haven't already. They'll make the final boss battles much easier. When you're prepared, head to the Academy and instead of entering through the front like you usually would, go around east to find Margot waiting. Talk to her to enter the tower.
Rosetta greets you inside and informs Claire that Astrid is already on the last floor despite the others telling her to wait.
Going up the tower won't be that straightforward as via final dungeon style, there are random encounters of enemies you won't find anywhere else...except this is the only floor where they appear.
Pass Morrigan (who must be out of shape to not able to climb all these stairs) and head for the next floor.
Elos is waiting for you and informs you that Scarlet, Astrid, and Carmilla have already gone up ahead, but now a Lamia is blocking the path. If you don't feel like wasting any potions to recover, walk around this room for a bit before facing the next boss.
BOSS: Lamia (Snake Lady)
Her claws shouldn't be able to damage you if your Resistance is up to level 5. Her Coils can Paralyze you, and she also has a Bite attack that can Poison and Drain HP at the same time, but those are all you really need to worry about.
She's weak to Frozen Poke, so spam it!
Loot: 40 AP, 500 Gold
Choose the Lamia's fate!
If you tickle her, Claire will climb over the Lamia and start teasing her back.
Nocturnal Reward: Power +4
If you decide to let her go, the Lamia will thank you and Lady Wisp will state that "Forgive your enemy, save your soul."
Light Reward: Night Dress (Protection): Resistance +4, Agility +1, Reduces Dark Damage
When you're ready, head to the next room.
Carmilla seems to be out of commission, so Claire will have to deal with this Guardian. The chest to your left contains a Panacea. When you're ready, talk to the next Guardian.
BOSS: Bride (Demonic Succubus)
To change things up a bit, this boss is more of a talker than an actual fighter. Here, you have to flatter her to be given the opportunity to attack. Make one wrong choice and she'll lash out with a one-hit KO!
Your first answer to if you'll marry her should obviously be "Ehm...Ok!"
At 75% she'll ask you what you like of her. Answer "Ehm...your...BODY?"
When she's at 50 %, she'll state that you like tickling because you like seeing someone suffer, right? Answer "YES!"
Her last question comes when she's down to 25% HP. The Bride will ask if you have another woman set in your heart. Be...um...faithful and say "NOT a chance!"
She's immune to your Tickle Wave, so attack with anything but that!
Loot: 30 AP, 1000 Gold
This is your final choice of the game of whether to tickle the boss or not.
Choosing to tickle her will have Claire taunt the Bride by tickling her exposed legs. Claire begins to get all vengeful as she tortures in memory of Carmilla, threatening to rip off her nylons and tickle her feet. Lady Wisp scolds Claire that even though the Bride is a demon, this is too much even for her.
Nocturnal Reward: Mind +4
If you spare her, the Bride seems disappointed, but nonetheless states that she'll always remain faithful to Claire.
Light Reward: Bouquet (Book): Will +3, Luck +1
Alright! Head into the next area!
Looks like Scarlet and Astrid were unsuccessful. Despite Astrid's original misgivings, Claire defiantly tells her sister that she'll finish the job.
When control returns back to you, open the chest for an Elixir.
Now grab that sparkly object in the lower right corner for the final Old Coin! You've collected all 9!
Stepping through the teleporting circle will send you straight to the final boss, so I suggest going back down the tower and collecting your reward first!
- Old Coin Subquest
Head back to the Native in Veritas. Although he still thinks Claire is dumb, he'll give you the best Accessory in the game!
Reward: Ancient Relic (Accessory): Power/Resistance/Will/Agility/Luck +2
Aren't you glad you didn't try to grind for that 999,999 Nova Bow? 😛
- Hidden Bosses (Shirohime/Kurohime)
These bosses will only show themselves depending on whether you've been making good or bad choices throughout the game. After you've made your final choices, either Shirohime will show up at the Forgotten Grotto if you've been tickling most of your opponents or Kurohime will show up at the Cemetery if you've been sparing your opponents.
Do NOT underestimate either boss. Even with maxed out stat upgrades, you're not going to be able to defeat them quite so easily. It's highly recommended that you at least finished the Old Coin subquest first to protect you from their status effects. Even so, stock up on as many high-healing potions as possible. Also, Shirohime tends to use Wind and Ice based attacks while Kurohime uses Dark and Fire based attacks, so you might want to invest in those elemental Affinities at this point. Regardless, they occasionally manage to luck out and critical hit you, so luck (not the stat) will play a factor in here too.
Don't rely on Tickling Oblivion. It may sound powerful with its 100 MP cost, but it's not going to be as powerful as your other Elemental spells. They're fans of draining your MP or hitting you with a 99 HP attack, so make sure if you have any Elixirs, burn through them when your HP and MP both get low at the same time. Other than that, use Mega Potions, Mega Ethers and Final Essences to keep your HP and MP maxed out.
Loot: 200 AP, 10000 Gold and an Elixir.
You'll also receive Adamantite from Shirohime or Darkmantite from Kurohime. Take this to Kormak the blacksmith over in Windaria Pass.
For the Adamantite, you'll receive the ultimate weapon while the Darkmantite will net you the ultimate armor.
Light Reward: Gaelstrom (Ultimate Armor): Resistance & Will +15, Agility +5. It also doubles the chance of item drops.
Nocturnal Reward: Maelstrom (Ultimate Weapon): Power +15, Mind +20. It also gives you first attack regardless of Agility.
*FINAL BOSS:
FATIMA: THE INQUISITION WITCH
Before you take her on, make sure your Resistance and Power are at their maximum levels (Insignia). Highly recommended you went back and turned in those Old Coins for the Ancient Relic Accessory.
When you enter, she'll blame Claire for being in her way and will kill her if only to have total power over Adraste.
If you were able to defeat Shirohime/Kurohime, then this battle will seem like a step down. Regardless, don't underestimate her. She'll cast spells that will damage you around 50 HP or more. Keep your HP up and you should be fine.
When you get her to half HP, she'll go into her final form: Chains of Inquisition. This will restore her HP back to almost full strength, but using this form makes her vulnerable to the rest of your spells!
Careful, her Chains of Inquisition spell will deal you at least 60 HP.
My personal opinion is not to go too fancy in your spells. Spamming Flaming Feathers should be more than enough.
*ENDING (SPOILERS)*
Now that Claire's finished off the final boss, one of two endings will happen depending on if you either mostly tickled or spared your opponents.
Nocturnal Ending:
Since you've made Claire into a ruthless being, the darkness will consume her and she'll kill both Fatima and Lady Wisp. Astrid arrives too late to save Claire when she absorbs the power of the Catalyst into herself, transforming her into Dark Claire. Congratulations, you've just screwed Adraste.
Light Ending:
Claire's tickling magic goes out of control and Fatima suffers ticklish agony. Astrid manages to get there in time before Fatima catches her second wind. Before Fatima can do anything, Lady Wisp shows off her true form. She was Elizabeth, Claire and Astrid's mother all along! She strips Fatima of her magic and says a tearful farewell to her daughters. Much later, Claire's been appointed new Headmaster with Margot as her assistant. Today is Astrid's birthday and the other Rebellious Witches have a surprise for her. Using Scarlet's position to do what she wishes with prisoners, they give Astrid a helplessly tied up and topless Fatima. This ending concludes with Astrid punishing Fatima, Claire-style. Aren't you glad you spared your opponents?
Congratulations for finishing A Witch's Laugh! 😀
* * *
INNS, CARAVANS & SAFE AREAS
Certain towns hold Inns. For 20 Gold, you can refresh your HP and MP. However, since you have the ability of regeneration by walking, you'll most likely not use this often. The only time you'd most likely use it is if you're impatient to heal back up to maximum strength and would rather just heal completely within a few seconds instead of minutes.
Caravans tend to hang out not always in towns, but places that would probably have an important plot point. Unfortunately, for some odd reason, they all only head to Veritas. Even worse, they carry a hefty price of 200 Gold which is a major dent to your wallet in the early game. If you're impatient and don't want to trek all the way back, then go ahead and shell out the 200 Gold, but you're better off saving up your money for more important things.
If you need to regenerate via walking, there are a few places that are virtually enemy-free. The path is the most obvious one, but you're also allowed to walk in the giant patches of flowers and crop fields. No enemies will attack you while you're in these areas, so feel free to walk around in circles until you're back to full strength!
* * *
SUBQUESTS:
The Farmer and the Imp
Talk to the Farmer and he'll point out that an imp is destroying his crops. When you're ready, talk to the imp (whose name is Lilim). If you've followed my advice and equipped the Bronze Wand, Apprentice Mantle and increased both your Power and Resistance at least once each, you should easily defeat her with a couple of Flaming Feathers.
Don't forget to talk to the Farmer again to receive an Essence.
Loot: 10 AP, Ether.
Don't forget to talk to the Farmer again.
Reward: Essence
Thieves Den
Wondered what happened to the Thief that took the Chest and tried mugging you at the East Bridge? She headed for the Thieves Den to report to her boss, Charlotte. From the East Bridge, head east until you reach the wooden cart. Head north off the path and you'll see it.
For the Boss of Thieves, Charlotte can easily be defeated if you've been keeping your Power and Resistance up.
Loot: 20 AP, 100 Gold, Panacea
Madame Sophie's Mansion (Brothel)
Further down the path, you'll encounter this big building. Inside is what you'd expect from a brothel. Talk to Madame Sophie to start this subquest. She'll ask you for a wild rose called the "Rozen Maiden." She'll mention that it grows in dark places, but doesn't exactly point out where.
Before you start tearing your hair out looking for the damn rose, it's actually a lot closer than you may think. Go back toward the East Bridge. Instead of getting onto the bridge, begin following the shoreline south. You'll eventually find a Mysterious Cave in the middle of a field of grass.
Inside, check the bottom left corner for another Old Coin (bringing the total up to 4 if you got the one in the Thieves Den). The upper left corner contains a chest with a Potion inside it. Now go to the southern-east corner of the cave and you'll see the rose bush you're seeking. Before picking it, save your game and get ready for another boss fight!
BOSS: Aranea (Spider Girl)
Be careful. She's an enemy that causes the status effect of Paralysis. Her weakness is to your Flaming Feathers, so don't stop casting it! She's resistant to your Tickle Wave, so make sure you're able to keep your MP above 30! If you haven't been grinding (or getting better equipment), then you're going to be taking around 30 damage to her attacks. Make sure you have some HP healing items on you to counter this.
If you don't have the Sexy Swimsuit yet (Windaria Pass quest), your Agility won't be high enough, making the Spider Girl attack first. This can get frustrating due to you not being able to heal enough to counter the damage you'll be receiving.
Of course, if your Resistance is high enough via armor and stat upgrades, Agility won't matter because her attacks won't do any damage.
If you lose, Claire will get stuck in Aranea's web, lose her boots and...well, you know what happens after that. 😉
Loot: 20 AP, 250 Gold, Mega Potion
Since she's a boss, you'll have the choice whether to tickle her some more (just running a finger up her spine) or spare her. Either way, she yields nothing else, so after Claire mutters that she's a tsundere, head back to the brothel.
Reward: Free use of ONE of the available girls.
Yeah, you heard right. You get to choose either between the girl on the far left or the far right. Be warned, once you choose one, you won't be able to do either of them again. In other words, this is a one-shot reward, so save before choosing!
The one on the right is Suzu, the dominatrix. The one on the left is Aika, the submissive.
Or, you know, save them for later. There's no sense in rushing after all. 😉
Old Man Wong's Granddaughter
After starting the subquest by talking to Wong in the southern area of Veritas, cross the East Bridge and immediately follow the northern shoreline.
Being careful to avoid the Land Sirens, you'll find Missy (the granddaughter) and Yasko. After they leave, head back to Old Man Wong and tell him the news. Not one to give up, he forces Claire to go back after Missy.
Head toward Madame Sophie's Mansion and then start heading south off the path. You'll eventually reach the house they're staying in.
Missy will reconsider giving Wong another chance if you can get the best lingerie you can find. Head toward Westernya Town and into Cowgirls Paradise. There, the tailor will ask you to find a Shaman Elf for her needle.
Exit the southern entrance and hug the southern perimeter of the town and go straight east. You should see a character wandering aimlessly. That's the Shaman Elf you're looking for.
The Shaman Elf has three attacks. She'll either poison you, drain your MP or attack you physically. If you've kept up to date with your equipment and stats, you should have no trouble taking her down.
Give the Shaman Needle to the tailor who informs you the order had already been sent while you were away.
Head back to Missy and Yasko's house to receive your reward.
Reward: Neglige (Protection): Resistance & Will +3
UFO Abduction
At the Jenova Port/Royal Mansion crossroad, head south until you're next to the big fir tree near the ocean. You'll see another path nearby heading east along the water's shore.
Travel along this path near the water until you reach a dark green strip of grass. Go north and stay on the left edge of this dark green strip. The spot you're looking for is a few steps north of the big oak tree in your way.
Once you find the spot, Claire will get abducted by a UFO. She'll lose contact with Lady Wisp and wake up tied up. Fortunately, the alien, Lufia, means no harm to Claire. Turns out that the alien's looking for the secret to never-ending happiness and has been observing Claire.
Lufia has never heard of tickling due to their race being forbidden from physical contact so as not to infect each other with diseases.
Claire suggests using a feather, but neither of them have one on them. Claire promises to bring back one, and so begins your next subquest.
To your right is a chest with an Elixir inside it. To your left is...an Old Coin!
As soon as you're ready, teleport back to the surface.
Claire will mention that a normal feather won't do. You'll need a "big" feather.
Time to backtrack! Head back to Westernya Town. Now if you look around the west edge of the fence, you'll see a path in the middle of the dark green grass. Go outside the town and walk around the perimeter (the fields of wheat are safe zones) and get to that path and start heading west. Following the road will take you in front of a building called the Feather Museum.
If you tried going any other time, this door was locked. Now that you have a purpose, you can enter.
Inside you'll meet Featherine, the curator of the museum. Talk to her for the opportunity to find the feather you're looking for. Featherine suggests the Imperial Feather would be adequate.
Of course, there's a catch. Claire will have to walk through a field of feathers to claim her prize. Every step in the feather zone will sap 1 HP. You can obviously have fun listening to Claire tickled with each step, but if you really want the feather, check the leftmost drawer in the third set to your right. In other words, number 10.
By the way, the barriers are just there for decoration. You can easily pass right over them.
With the Imperial Feather in your inventory, head back to the UFO.
Claire hastily gives it to Lufia, but it turns out that the alien entity has no idea what to do with it. You have the option of either tickling Lufia with it or have Claire get tickled instead.
Either way, you've saved Lufia's planet from eternal sadness and allows you to use the bed as a resting spot.
Oh, and you receive...
Reward: Space Collar (Accessory): Resistance +1, Critical Hit rate increased
Sandust
From Jenova Port, head west until you reach the first intersection that has the signpost "Royal Mansion." Make your way south until you reach another crossroads. Head ALL THE WAY west.
Enter the first building you see, the Barracks. Talk to General Mathias about a Necromancer that he has assembled his army to fight against. Claire offers to go in his place.
Exit Sandust and travel back down east until you find a seemingly broken path that leads north. Eventually you'll find yourself in a swamp with a house sitting in the middle of it. Enter and save.
Before talking to the occupant, make sure your Agility is up to Training (level 2).
BOSS: Necrah (Warlock Necromancer)
She inflicts status spells, physically attacks you, drains your MP and can defeat you within a few turns if you're careless.
Necrah resists your Elemental spells, but guess what? Just like Carmilla, she uses "Dark" magic, meaning that she's REALLY weak against your Light-based Tickle Wave!
Of course, if you're unlucky, the combination of Paralysis and Poison can defeat you since you can't fight back.
Lose here and Necrah will summon Skeletal Hellish Hands to torment Claire.
Loot: 20 AP, 1500 Gold, Elixir
After her defeat you have the choice of tickling or sparing her.
Tickling her again will have Claire torment Necrah through her ripped dress.
Nocturnal Reward: Elixir
Sparing her, however, will net you a new Protection gear.
Light Reward: Dark Cape (Protection): Resistance +2, Will +4, Halves Dark Damage
Afterwards, report back to Mathias.
Reward: 2000 Gold
Training Facility
From Sandust, head east until you reach the path that breaks off south. Head down the southern path and as soon as you reach the end of the path, head east. You'll see a building out here that's unmarked. Enter to find it's Levy's Mysterious Hideout.
When you're ready, enter the basement hatch that has just opened up in the bottom-left part of the house.
Save before passing through the gate, as you won't be able to exit once training begins.
Examine both the mannequins on the left and the right. The left ones will alter your Agility while the one on the right will alter your Resistance. Yeah, alter, not increase. This is basically one of those "Choose correctly or negative status will happen to you" type puzzles.
For your Agility training (on the left):
- Cover your sides
- Crouch
- Duck and Cover
- Move on the right
For your Resistance training (on the right):
- Try to resist
- Swing left and right
- Swing left and right
- Try to resist
Doing both will unlock the gate.
Next up is a training Dummy. Of course, this fight's almost as easy as Levy herself. Her attacks won't hurt you at all. Just attack with whatever you feel like.
Loot: 2 AP.
Loot all the chests. The far right one is the key necessary to get out of here.
Make sure you've opened all the chests, because the basement will close up as soon as you leave.
Reward: 5 Tonic, Shaman Staff (Power +2, Mind +3), Peace Emblem (Will +5), Training Key
Old Coins
You start this quest by talking to the Native in the first town. There are nine coins total, but you won't be able to receive the reward until around the endgame.
- The native starts you off with one.
- The Black Forest (Bottom right of the map, won't appear until you activate the quest).
- The Thieves Den (After you cross the East Bridge, walk right until you're next to the wooden cart. Head north and you'll find the Thieves Den)
- Mysterious Cave (Instead of going north to the Thieves Den, head south instead.
- Cellar (In a barrel right before you face the Puppet Witch)
- UFO spaceship
- Forgotten Grotto (Inner Shrine)
- Jungle (Cross the bridge and in the bottom left corner)
- Before the final boss
Reward: Ancient Relic (Accessory): Power, Resistance, Will, Luck, Agility +2, Protects from Negative Status (Screw you, 999,999 Gold Nova Bow!)
Screamer's Harem
Start from Windaria Pass. Go down the path until you reach the leftmost side of the body of water you're passing then get off the path and head south. Encounter rate is extremely high here and you'll be encountering Tiny Ogres and Harpies. They're both weak to your Tickle Wave. To save time, fight Harpies until you receive 5 feathers. Any more will be easily given up as excess when you deliver them. When you hit the next body of water, you should see a dock on the other side of it. Go around from the left and you'll see a couple of buildings. Enter the only open building to meet Screamer's harem. 😉
After you deliver the feathers, you'll need an "engine." Go back to Windaria Pass and into the "Storage" area. To get the part, you need to defeat Lena. Not too hard depending on when you do this sidequest. After wounding the umpteenth female ticklee's pride, go back and deliver the engine to find out your final piece has to be "Restraints."
If you already did the Dark Elf subquest (and talked to the elf on your way out), you should already have the "Handcuffs."
Reward: Neige's bed to recover in.
Hidden Bosses (Shirohime/Kurohime)
These bosses will only show themselves depending on whether you've been making good or bad choices throughout the game. After you've made your final choices, either Shirohime will show up at the Forgotten Grotto if you've been tickling most of your opponents or Kurohime will show up at the Cemetery if you've been sparing your opponents.
Do NOT underestimate either boss. Even with maxed out stat upgrades, you're not going to be able to defeat them quite so easily. It's highly recommended that you at least finished the Old Coin subquest first to protect you from their status effects. Even so, stock up on as many high-healing potions as possible. Also, Shirohime tends to use Wind and Ice based attacks while Kurohime uses Dark and Fire based attacks, so you might want to invest in those elemental Affinities at this point. Regardless, they occasionally manage to luck out and critical hit you, so luck (not the stat) will play a factor in here too.
Don't rely on Tickling Oblivion. It may sound powerful with its 100 MP cost, but it's not going to be as powerful as your other Elemental spells. They're fans of draining your MP or hitting you with a 99 HP attack, so make sure if you have any Elixirs, burn through them when your HP and MP both get low at the same time. Other than that, use Mega Potions, Mega Ethers and Final Essences to keep your HP and MP maxed out.
Loot: 200 AP, 10000 Gold and an Elixir.
You'll also receive Adamantite from Shirohime or Darkmantite from Kurohime. Take this to Kormak the blacksmith over in Windaria Pass.
For the Adamantite, you'll receive the ultimate weapon while the Darkmantite will net you the ultimate armor.
Light Reward: Gaelstrom (Ultimate Armor): Resistance & Will +15, Agility +5. It also doubles the chance of item drops.
Nocturnal Reward: Maelstrom (Ultimate Weapon): Power +15, Mind +20. It also gives you first attack regardless of Agility.
* * *
ENEMY LIST:
- Pixie: 1 AP, 5 Gold
- Goo Girl: Weak to Fire, Resists Light, Ice, Immune to Water, Wind. 2 AP, 2 Gold.
- Spider: 2 AP, 8 Gold
- Wasp: Weak to Fire, Can inflict Poison, 2 AP, 8 Gold
- Terrain Siren: Weak to Wind, 5 AP
- Gothic Witch: Weak to Light, Can Drain MP, 4 AP, 28 Gold
- Combat Maid: 5 AP, 35 Gold
- Centorea: 4 AP, 30 Gold
- Whipper: Weak to Ice, Resists Wind, 4 AP, 25 Gold, Drops Grand Tonic
- Lost Kitty: Resistant to Fire, 3 AP, 10 Gold
- Tiny Ogre: Weak to Light, Resists Fire, Can inflict Poison, 3 AP, 20 Gold, Drops Mega Potion
- Harpy: Weak to Light and Fire, 2 AP, 10 Gold, Drops Feather
- Knight: Resists Light, 6 AP, 50 Gold
- Ninja: Weak to Wind, Resists Water, 5 AP, 55 Gold, Drops Grand Tonic
- Vanguard: Resists Fire, 7 AP, 60 Gold, Drops Mega Ether
- Lancer: 5 AP, 45 Gold
- Pale Puppet: Weak to Fire, 4 AP, Drops Ether
- Little Puppet: Weak to Fire, 5 AP, Drops Essence
- Dummy: 2 AP
- Savage: Resistant to all Elementals, 7 AP, 55 Gold
- Ranger: Resistant to all Elementals, 6 AP, 50 gold
- Assassin: 8 AP, 80 Gold
- Shinigami: Weak to Light, 10 AP, 90 Gold
- Noble Woman: Weak to Light, & Personal Bodyguard: 15 AP, 160 Gold
- Summoner: Resists all Elementals, Can cast Silence, Drain MP, 7 AP, 80 Gold
- Psi: Resists Fire, Wind, Ice, Water, Immune to Light, 6 AP, 65 Gold
- Fighter: 8 AP, 90 Gold
- Lost Girl: Weak to Light, Resists Water, 5 AP, 60 Gold
- Sniper: Weak to Light, Can One-Hit KO, 4 AP, 55 Gold
- Slaver: Resists Ice, Wind, Water, Can inflict Paralyze, 5 AP, 70 Gold, Drops Mega Ether
- Miner: 5 AP, 40 Gold
- Astronomer: Can Drain MP, 5 AP, 38 Gold
- Pirate: Resists Ice, Water, Wind, 6 AP, 70 Gold
- Alraune: Weak to Fire, Resists Wind and Ice, Immune to Water, 5 AP, 40 Gold
- Priestess: Resists all Elementals, 5 AP, 60 Gold
- Dancer: Weak to Light, Can inflict Sleep, 3 AP, 40 Gold
- Dark Cleric: Resists Light, Immune to Fire, 4 AP, 45 Gold
- Dark Guard: Resists Light, Immune to Fire, 4 AP, 40 Gold
- Dark Thief: Resists Light, Immune to Fire, 4 AP, 40 Gold
- Gipsy: Can inflict Poison, 4 AP, 20 Gold
- Merchant: Resists all Elementals, 2 AP, 40 Gold
- Bodyguard: 6 AP, 45 Gold, Drops Final Essence
- Dwarf: Weak to Fire, Resists Light, Ice, Water, Wind, 6 AP, 50 Gold
- Mummy: Weak to Fire, Resists Ice, Immune to ELec, 6 AP, 60 gold
- Mimic: Resists all Elementals, 15 AP, 800 Gold
- Ghost: Immune to Light, 4 AP, 20 Gold
- Succubus: Weak to Light, Resists Fire, Ice, Wind, 5 AP, 50 Gold
* * *
Boss Rewards:
Althea (Tutorial):
Indulge (Sides): Tonic X2
Spare: Nothing
Charlotte (Boss of Thieves):
Indulge (Tickle Wave): Mega Ether
Spare: 300 Gold
Aranea (Spider Girl):
Indulge (Back): Nothing
Spare: Nothing
Carmilla (Weak to Light):
Indulge (Feet): Mind +2, Luck -1.
Spare: Marionette Thread (Main Hand): Mind +5, Luck -3.
Morrigan (Causes status effects, defeat within 7 turns or instant KO):
Indulge (Belly): 2000 Gold
Spare: Music Paper (Book): Power +2, Mind +5.
Rosetta (Upgrading Resistance makes a difference):
Indulge (Belly): Power +1, Mind +1
Spare: Gunslinger Belt (Accessory): Power +5, Luck +1.
Levy: (She's in a bikini. Makes your attacks stronger):
Indulge (Belly): Mind +2
Spare: 500 Gold
Scarlet (Upgrading Resistance makes a difference):
Indulge (Inner Thighs): Mind +2, Power +2
Spare: Fleuret (Main Hand): Power +2, Mind +2, Agility +1, Luck +1.
Necrah (Weak to light, drains MP and causes status effects):
Indulge (Sides): Elixir x1
Spare: Dark Cape (Protection): Resistance +2, Mind +1, Will +4
Elos (Weak to Electricity):
Indulge (Neck): Power +3, Will -1
Spare: Chronos (Main Hand): Power +3, Mind +3.
Lamia:
Indulge: Power +4
Spare: Night Dress (Protection): Resistance +4, Agility +1
Bride (Answers are: "Em...yes?," "Em...your BODY?," "YES!!," "Not a chance!"):
Indulge (Legs): Mind +4
Spare: Bouquet: Will +3, Luck +1
* * *
Shops:
*Keep in mind that you can't sell anything back until you reach Little Island.*
Veritas:
-A Pixie Dust:
- Bronze Wand (Main Hand): 60 Gold, Power +2
- Short Staff (Main Hand): 80 Gold, Power & Mind +1
- Codex (Book): 90 Gold, Mind +2
- Long Mantle (Protection): 50 Gold, Resistance +1, Agility -1
- Apprentice Mantle (Protection): 70 Gold, Resistance & Will +1, Agility -1
- Witch Hat (Head): 40 Gold, Mind & Will +1
- Bronze Ring (Accessory): 30 Gold, Resistance +1
- Necklace (Accessory): 60 Gold, Will +2
- Earrings (Accessory): 20 Gold, Luck +1
- Tonic (30 HP): 50 Gold
- Ether (30 MP): 40 Gold
- Panacea (Status Restorer): 60 Gold
Westernya Town:
-Cowgirls Paradise:
- Cowgirl Hat (Head): 60 Gold, Resistance +2, Will +1
- Poncho (Protection): 100 Gold, Resistance +2, Fire Damage slightly reduced
- Indian Feather (Accessory): 80 Gold, Luck +3
- Guns & Roses (Book): 120 Gold, Power +1, Mind +3
- Silver Ring (Accessory): 70 Gold, Mind +1, Will +2
- Black Earrings (Accessory): 40 Gold, Will +1, Dark Damage slightly reduced
- Peace Emblem (Accessory): 80 Gold, Will +5
-Alchemy Spot:
- Tonic (30 HP): 50 Gold
- Ether (30 MP): 40 Gold
- Panacea (Status Restorer): 60 Gold
- Potion (50% HP): 120 Gold
- Essence (50% MP): 100 Gold
Little Island:
*ONLY STORE THAT YOU CAN SELL ITEMS*
- Nova Bow (Accessory): 999,999 Gold, Protects from all status effects
- Power Mix (Consumable): 10,000 Gold, Power +2
- Mind Mix (Consumable): 10,000 Gold, Mind +2
- Resistance Mix (Consumable): 10,000 Gold, Resistance +2
- Will Mix (Consumable): 10,000 Gold, Will +2
Dark Elf Tribe:
-Weapons
- Shaman Staff (Main Hand): 400 Gold, Power +2, Mind +3, Tickle Wave damage slightly increased
- Root Branch (Main Hand): 420 Gold, Power +1, Mind +4, Electro Vellication damage slightly increased
- Metal Rod (Main Hand): 600 Gold, Power + 15, Mind -20
- Lantern (Main Hand): 500 Gold, Mind +4, Luck +1, Flaming Feathers damage slightly increased
-Armors & Protections
- Elven Cape (Protection): 600 Gold, Resistance +3, Will +1, Nature Damage slightly reduced
- Skin-tight Armor (Protection): 500 Gold, Resistance +2, Agility +2, Luck +1
- Hunter Cap (Head): 200 Gold, Power +1, Resistance +1, Agility +1, Luck +2
- Wooden Shield (Book): 230 Gold, Resistance +6, Will +2, Fire Damage weakness slightly increased
- Torture Feather (Accessory): 150 Gold, Power +2, Will +2
-Hand-Made Potions
- Tonic (30 HP): 50 Gold
- Potion (50% HP): 120 Gold
- Grand Tonic (60 HP: 170 Gold
- Ether (30 MP): 40 Gold
- Essence (50% MP): 100 Gold
- Mega Ether (60 MP): 150 Gold
Jenova Port:
-The Witch Refuge
- Iron Staff (Main Hand): 150 Gold, Power +2, Mind +1
- Long Staff (Main Hand): 170 Gold, Mind +3
- Diary (Book): 180 Gold, Mind +2, Will +2, Luck +2
- War Tales (Book): 175 Gold, Power +3, Resistance & Will +1, Luck +2
-Gears of Magic
- Leather Jacket (Protection): 300 Gold, Resistance +3, Will +1
- Vest (Protection): 250 Gold, Resistance +1, Will +2
- Feather Mantle (Protection): 500 Gold, Resistance & Will +3, Agility +1
- Fedora (Head): 90 Gold, Resistance & Agility +1
- Stars Hairpin (Head): 85 Gold, Mind/Will/Luck +1, Resistance -1
- Bunny Headgear (Head): 70 Gold, Agility +3, Will +1
-Golden Jewel
- Fire Earrings (Accessory): 100 Gold, Resistance +1, Fire Damage slightly reduced
- Wind Earrings (Accessory): 100 Gold, Resistance +1, Wind Damage slightly reduced
- Ice Earrings (Accessory): 100 Gold, Resistance +1, Ice Damage slightly reduced
- Water Earrings (Accessory): 100 Gold, Resistance +1, Water Damage slightly reduced
- Jewel (Accessory): 130 Gold, Will +2, Luck +1
-Martha's Potions
- Tonic (30 HP): 50 Gold
- Ether (30 MP): 40 Gold
- Panacea (Status Restorer): 60 Gold
- Potion (50% HP): 120 Gold
- Essence (50% MP): 100 Gold
Sandust:
-A Little Bit of Magic
- Clerical Staff (Main Hand): 2000 Gold, Power +4, Mind +5
- Trident (Main Hand): 1800 Gold, Power +5, Mind +3
- Holy Wand (Main Hand): 2100 Gold, Mind +6
- Cross (Main Hand): 2100 Gold, Mind +6
-The Cloack
- Winter Cloack (Protection): 1500 Gold, Resistance +5, Will +4, Ice Damage slightly reduced
- Frilly Dress (Protection): 1200 Gold, Resistance +3, Will +6
- Bronze Celata (Head): 2000 Gold, Resistance +10, Will +3, Agility -5
- White Mask (Head): 900 Gold, Mind +3, Will +4, Agility +1, Luck +2
-Forgotten Ring
- Eternal Chain (Accessory): 10000 Gold, Luck +3, Prevents Rear Attacks
- Lone Ring (Accessory): 30000 Gold, Halves Enemy Encounter Rate
- Witch Agenda (Accessory): 50000 Gold, Power +10, Mind +20
- Sacred Earring (Accessory): 20000 Gold, Power & Mind +6, Will +3, Agility/Luck +1
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