~Shining Force II

Solution for the Sega Megadrive version of this game.  Obtained 
via the Sound & Vision BBS.


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** SHINING FORCE II **
**     WALKTHRU     **
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(NOTE: This walkthru is based upon the NORMAL difficulty level. 
There may or may not be minor differences at higher difficulty 
levels). 

To begin Shining Force II, turn your Genesis on and do not press 
the start button. Watch the opening sequence which shows Slade 
the thief stealing the Jewels of Light and Evil from the Ancient 
Tower and unsealing Zeon, the king of the devils. A powerful 
storm over Grans Island signals the people of Grans of the 
trouble, but they do not know what caused the storm. 

Your first action is to name your character. If you choose not 
to do so, it will default to Bowie. I named the character 
Fandral, and I will use this name hereforth for the sake of 
uniformity when referring to the main character. 

The game begins as you awaken after a good night's sleep. Go 
downstairs and talk to your mother. She tells you about the 
storm and then sends you off to school. 

Walk around town to learn its layout. Then head over to school 
in the upper right corner. Talk to your classmates Sarah and 
Chester. Sarah says that Sir Astral is downstairs. Go down and 
talk to Astral and he'll say that he will be up momentarily. Go 
upstairs and sit next to Chester. Astral will come upstairs, 
grumble about Jaha being late, and begin class. 

Suddenly a castle soldier comes in and asks Astral to come to 
the castle and examine the king, who's suffering from some 
strange illness. Astral will tell you to wait here and then he 
will go with the soldier. 

Sarah says she wants to go into the castle and meet the 
princess. She says she has a plan to get you into the castle. 
When she asks if you are coming, say Yes and then Chester will 
say he is coming too. 

Go to the castle gates. Sarah will trick the guards by saying 
she has a package for Sir Astral. The guards will agree to let 
you in. 

From the guards that roam the castle, you will learn that a 
country called Galam lies to the north, and they and Granseal 
are allies. 

When you find the throne room, the minister will say that the 
king is usually down and in the public room by this time. In the 
kitchen, you'll hear that the king was brought his breakfast an 
hour ago. If you go in the right direction, you'll meet a 
messenger from Galam waiting for the king. Go upstairs from this 
room to the king's bedroom. The princess and an adviser are with 
Sir Astral, trying to determine what's wrong with the king. 
Suddenly, Astral and the adviser will see you watching them. 

After telling the adviser who you are, Astral says that there 
must be a connection between the Ancient Tower door (which is 
usually sealed but is now open), and the king's illness. He will 
then say he called you here to help him investigate the tower. 

Follow Astral back to the waiting room and he'll say that this 
would be a good opportunity to learn how to serve your king. 
Follow him to the Ancient Tower. 

Astral will tell you to stay near the entrance while he looks 
around. He will step onto a strange symbol that he says he 
recognizes. Suddenly, a flash of light will fill the chamber and 
Sarah says she sees something appearing inside the symbol. 
Astral will recognize it as a Gizmo, a devil that possesses 
people. Astral will realize that the Gizmo is probably here to 
possess the king, and he will move to stop the Gizmo from 
advancing any further. Suddenly, the Gizmo will flash, and six 
more Gizmos appear. Astral will call on you to defeat the 
Gizmos. 

Note that in the first Shining Force, the main character was 
always the preferred target ot the enemy, and they would always 
attack him instead of any other character if he was in reach. In 
Shining Force II, this is no longer so. In fact, a monster that 
had been battling Fandral may turn to attack a different 
character. I'm not sure about this, but the preferred targets of 
enemy forces are now those with lower defense strengths or a 
character that has already taken some damage from enemy forces. 

Anyway, defeat the six Gizmos, and the original one will 
teleport to the doorway of the tower. Astral hurries you out of 
the tower. 

Back at the castle, you will be told that the king has begun 
acting like a madman. Astral is upstairs with the king. He says 
that he must use a very powerful spell to exorcise the Gizmo 
from the king. The spell works, and Astral will ask the king for 
soldiers to find and kill the Gizmo before it finds another 
victim to possess. Then Astral will faint, exhausted from the 
power of the spell he used. 

Sometime around this time, if you talk to the right person, you 
will be told that the Ancient Tower used to be known as Ground 
Seal. 

Anyway- you find yourself in the king's public room, where a 
group of soldiers has gathered. The minister will explain their 
job to them, and they will leave to carry out their task. The 
king will enter the room, and say that Astral is exhausted but 
otherwise okay. 

The king says that the history of Granseal island must be 
studied. He asks you to visit Mr. Hawel, a noted historian who 
lives northwest of the village of Yeel. 

Before leaving, search the left wing of the castle and you will 
find three treasure chests. Take what you find inside them. 

As you prepare to leave Granseal, you will come across Jaha. He 
knows you are headed to Yeel and he wants to join you. Jaha is a 
strong fighter and it will be good to have him along. 

Outside Granseal, you will encounter four Oozes and two Huge 
Rats. The two rats can kill Fandral if they get a two-attack 
round, so keep him away from them unless you are sending him in 
to deliver a killing blow. 

One of the rats and one of the oozes will stay in the northwest 
part of the battlefield, but will attack you when you get close 
enough. Take them out and you can enter Yeel. 

In Yeel, you will be told a little more about Hawel, and that 
some Galam soldiers were in town asking about him. 

Next, find Kazin who is standing next to the church. Talk to him 
and he'll tell you that he will take you to Hawel. Go up past 
the church. 

En route to Hawel, you will encounter three Oozes, two Huge 
Rats, and one Huge Bat. The bat is as strong as the rats, but it 
moves a little quicker and its attack can put you to sleep. Take 
care around the bat. Keep Sarah and Fandral together so she can 
heal him if he gets injured. 

When you reach Hawel's house, Kazin will open the door for you 
and you will find two soldiers standing over Hawel. When they 
see you, they will flee. Hawel will call Kazin to him and tell 
him that the soldiers came to steal his notes on Ground Seal. 
When Kazin says that the tower doors are open, Hawel will say 
that the tower is the seal that contains a terrible evil. He 
will also tell you something about finding two jewels to reseal 
the tower. Then he will die. 

Kazin says he wants to do as Hawel said, and since his mission 
and yours are related, he will join you. Now you can use him in 
battle. Open the two chests you find in Hawel's house. Then 
leave. 

You will meet more Galam soldiers. Their leader will instruct 
them to capture you alive. Then he will leave the battlefield. 
You will be faced with three Huge Bats, three Galam Soldiers, 
and two Galam Archers. The two archers can hit from two spaces 
away or from a diagonal so close the distance with them quickly. 
The bats and soldiers will try to hold you at bay for the 
archers. Maneuver around them if you have to. Do not let them 
tie you up for the archers. 

When you finish the battle, the Galam leader appears with more 
soldiers. He will knock out Fandral and have you all dragged off 
to prison. 

Listen to the dialogue among your comrades about Ground Seal. 
When you wake up, sit next to Jaha and there will be more 
dialogue. Sarah says that Galam is invading Granseal while you 
sit in prison. 

The occupant of the bed in Sarah's cell will wake up. He is 
Slade, a ratman thief. He remembers being caught by Galam 
soldiers and put into prison after stealing the jewels from the 
tower. Slade will pick the lock to his cell and then yours. 
Listen to more dialogue between Sarah and Slade as she realizes 
that Slade is the one responsible for all the trouble that is 
going on. She will shove him around a little and hurl some 
verbal abuse at him; he will try to explain that he didn't mean 
to start up any trouble. As you prepare to leave, Slade will 
stop you and say that you will be captured if you go that way. 
He will pull up some tiles and reveal a secret passage to the 
kitchen. As you prepare to go through the secret passage, Slade 
will ask if he can go with you. Fandral will agree. 

When you arrive in the kitchen, if you talk to everyone, you 
will be told that King Galam and Lemon (the Galam soldier 
leader) are arguing. Go upstairs and go right to find a priest 
who'll save the game for you. Then head down the passage and you 
will hear King Galam talking with a group of soldiers. He will 
say that his messenger to Granseal was found dead. He thinks 
that Granseal is to blame, and so he is sending his army to 
invade Granseal as a retaliation. Lemon will lead them off into 
battle. Slade will tell you that you cannot stop the war, and if 
you try, he will leave you once you are outside the gates of 
Galam. 

If you find your way into the king's room, you will find a woman 
there. Talk to her and she'll tell you that the king changed 
when he found out about the messenger- his face was not human. 
Sounds like King Galam is the new victim of that Gizmo the 
Granseal soldiers are hunting. 

When you find the stairs down to the main floor of the castle, 
you will be spotted by a soldier. A battle scene will begin. You 
are faced with three Galam Soldiers, three Galam Archers, two 
Galam Mages and one Galam Knight. The mages can cast a level 1 
Blaze spell- it can only hit one target, so staying together is 
still the way to go. The knight is armed with a short spear and 
can attack from two spaces away or a diagonal. The knight is the 
leader of the enemies and if you take him out, the battle ends. 

Slade will search the knight and find the Jewel of Light. The 
knight will tell you that King Galam took the other jewel into 
battle. Slade will give Fandral the Jewel of Light, and it will 
fuse to his neck. Saying he has an obligation to find the Jewel 
of Evil, Slade will join the Shining Force. Now you can use him 
in battle. Slade is only of median strength at first, but once 
promoted and able to use swords and magic, he will become 
increasingly powerful. 

Talk to everyone in Galam town for more information. Then leave 
via the south gate. You will meet more Galam soldiers, and Slade 
will try to trick his way past them by saying he is bringing the 
Jewel of Light to King Galam. But one of the soldiers will 
recognize you, and another battle scene will begin. You are 
faced with three Galam Soldiers, a Galam Archer, one Galam 
Knight, two Galam Mages, and one Dark Cleric. The cleric can 
both fight and heal, so taking him out is a high priority. 

When you defeat your foes, you will be able to re-enter 
Granseal. You'll find the pathway guard killed. Some of the 
townspeople say that the Galam army entered the castle. 

In one of the houses, you will find a strange animal. You will 
be asked if you want to give him a name. If you choose to take 
him along but do not name him, it will default to Kiwi. I named 
the animal Yoda, and I'll use this name for uniformity's sake 
when referring to him in the future. 

Inside the castle, you will happen upon more dead soldiers, and 
then you will find Astral and Lemon arguing. Lemon is trying to 
stop Astral from proceeding up the stairs, and Astral is trying 
to convince Lemon that King Galam is possessed by a devil. 
You'll hear the princess scream for help, and Astral will 
finally convince Lemon to let him pass by suggesting that Lemon 
go with him. They'll rush together toward the tower. Follow them 
and you will find Lemon at the entrance. He'll tell you that 
Astral was right about King Galam, and to go and save the 
princess. 

In the tower, you'll find King Galam and Astral in a magical 
battle. The battle will immobilize both of them. The princess 
will try to flee to safety but King Galam will summon a group of 
devils who will block her. A battle scene will begin. You're 
faced with three Galam Knights, three Galam Archers, two Dark 
Smokes, one Galam Mage and one Dark Cleric. The smokes stay on 
the symbol and won't attack until you get close. 

When you finish off the enemies, King Galam will grab the 
princess and use her as a hostage to keep you at bay. King Galam 
tells you that he plans to break the seal on the tower, and he 
will open a portal to make good his escape. Astral, remembering 
that Fandral has some acrobatic ability, will have two Granseal 
soldiers throw Fandral at King Galam. Fandral will manage to 
grab the Jewel of Evil from the king and it will fuse to his 
neck and merge with the Jewel of Light. Fandral will not be able 
to get the princess from King Galam's grasp, and both Galam and 
the princess will fall through the portal. 

A massive earthquake will rock the whole island. Tremors will 
continue as you flee the tower and rush back through the castle. 
As you leave the castle, a large chasm will open up in front of 
you. Go through the hole in the school wall to reach the dock. 
Hurry aboard the ship with everyone else. Talk to the man in the 
bottom left corner of the ship. Astral will ask if you're ready 
to leave. Say Yes and the ship will sail off toward the 
continent of Parmecia. A giant chasm will swallow all of 
Granseal. 

The ship will settle on a small beach on Parmecia. The people 
will begin to dismantle the ship so they will have wood to build 
a new town. You will be asked to take a plank upstairs to the 
main deck of the ship. On the deck, you will be told that some 
of the men went to the North Cliff to mine some granite, but one 
of them did not get back. The sailors will make you go to North 
Cliff to find out what happened. 

At North Cliff, you will find more enemies. You are faced with 
two Green Oozes, two Witches, four Goblins and three Hunter 
Goblins (archers). The witches cast level 1 Freeze spells; these 
spells can only hit one person at a time but it does more damage 
to the target than Blaze. Never let Yoda near spellcasters. Yoda 
has a very high defense strength and is almost impossible to 
injure in hand-to-hand combat, but he will be killed if hit by a 
spell as he has very few hit points. 

Defeat the enemies, and you will find the missing miner. He'll 
say that a rock fell on him and knocked him out. He will also 
point out a tunnel that has been blocked by a rockslide. Take 
him back to the ship, and you will clear a site to build New 
Granseal. 

One year passes.

The game begins anew in the castle of New Granseal. Listen to 
the dialogue, then go outside. 

Just inside the entrance, a crowd is gathered around a strange 
bird. Stand between two townsmen on the right side and watch 
several children reach out to touch the bird. The bird will 
evade the children and, to everyone's astonishment, begin to 
speak. The bird will express annoyance at how he is being 
treated. The minister will appear and invite the bird into the 
castle for an audience with the king. 

Follow them into the castle. The bird will say that his name is 
Peter and he lives in Mt. Volcano, where he is a servant to god 
Volcanon. The king will ask you to escort Peter home and along 
the way, find some towns for New Granseal to trade with. 

Go to Tactical Base in the castle and search the plaque on the 
wall to find the Warrior Pride. Give it to Jaha. When he is 
eligible for promotion, he can be promoted to Baron instead of 
Gladiator. 

Exit New Granseal and head east. You will have another encounter 
near a town. You are faced with two Green Oozes, three Goblins, 
two Witches, two Hunter Goblins and two Vampire Bats. The bats 
can cast level 2 Blaze spells which hits multiple opponents, so 
starting with this battle, stack your characters like checkers 
(place them one square diagonally from each other) to keep more 
than one character from being hit. 

Although not officially joined, Peter will fight for you, but 
he's computer controlled. Your Genesis will choose where to 
place him and what enemies he will attack. 

Defeat the enemy and you can enter the town of Ribble. A young 
boy near the entrance will think you are spies and run to summon 
the mayor. Talk to the mayor and Peter will convince him that 
you are friends, not enemies. Now you can walk around town and 
talk to the townspeople. 

Two historians, Keseran and Paseran, live in Ribble. Keseran, 
who lives in the northeast corner of town, will say that he and 
Paseran are students of a man named Dr. Rohde. He will also tell 
you that there are ancient ruins under the town, but nobody has 
found the door yet, though he feels that the town tree has 
something to do with it (a man standing behind the tree is 
convinced that the tree is the door, and if you stand in front 
of the tree and press button C, you will find a hollow to put 
something into). 

Search the bookshelf and you will find Keseran's diary. It says 
that he is looking for a machine called the Caravan, and he 
needs the Achilles Sword fo defeat the giant Taros in the 
shrine. 

Paseran is not in town. His wife says he is off working 
somewhere. 

You will find a young female centaur wandering around town. Talk 
to her and she'll tell you her name is May, and she is seeking 
adventure. Once she knows what you are doing, she will join you. 

Leave Ribble and head directly south until you find a cave at a 
branch in the river. Enter the cave and you'll find Paseran 
studying the ancient petroglyphs. He says he knows there is a 
family that has an ancient tomb in Parmecia; their house is 
nearby, or maybe to the east. 

Exit the cave and follow the river eastward until you encounter 
more enemies. You are faced now with three Goblins, two Hunter 
Goblins, one Dark Dwarf, two Witches and two Vampire Bats. Peter 
is still controlled by the game computer. 

After defeating the enemies, keep heading east until you find a 
bridge. Do not cross it; instead, head north until you find a 
second bridge near some rocks in the river. Cross this bridge 
and head west until you come to a cave. 

When you enter this cave, Peter will say he has heard stories 
that the cave is home to a hobgoblin. A voice from somewhere in 
the cave will tell you that it is. The voice is none other than 
the hobgoblin. 

You are faced with two Dark Dwarves, two Hunter Goblins, three 
Vampire Bats, two Witches and the Hobgoblin. The hobgoblin looks 
and fights like a regular goblin, but it has more hit points and 
carries not a Short Axe, but a Middle Axe (so it hits harder). 

When you defeat the enemy, search the cave for the Silver Tank. 
Now find the exit to the cave and head to the west until you 
find Polca village. 

Polca is a village of beastmen. Talk to them for information. 
Save the game before heading to the house in the northeast 
corner. When you enter this house, the man inside (the mayor of 
the village) will say tell you that god Volcanon is in an 
irritated mood. Just then, you will hear Mt. Volcano erupt, and 
the mayor will say it is an evil omen. Leave the house and start 
to head east. You will hear another rumble, and a boy will 
appear and collapse. The beastman standing near you will summon 
the mayor, who will say that the boy's eyes have been damaged 
(perhaps by the eruption of Mt. Volcano?), and take him into his 
house. Talk to the mayor and the beastman, then save the game 
and head east from the mayor's house. 

You will find a group of monsters on the side of the mountain. 
They are searching for something; presumably the injured boy. 
They will see marks of a battle, and some rocks that only 
Volcanon could have created. Then the monsters will see you and 
attack. 

You are faced with five Hobgoblins, two Witches, three Death 
Monks, one Death Archer, and one Evil Cloud. The monks can cast 
level two Heal spells. Peter is still computer controlled. 

Defeat the enemy and you will arrive at the town of Bedoe. Two 
birdmen are guarding the entrance; they will tell you that Bedoe 
is strictly for birdmen. But then they will see Peter and 
welcome him back, and tell him that Volcanon has been waiting 
for him. They will also say that a devil army attacked and broke 
Volcanon's sacred barrier. Wanting to make sure that all the 
devils were beaten, they will fly to Polca to patrol. Just 
before leaving, they will tell Peter to see King Bedoe. 

Talk to all the birdpeople in Bedoe for information. One 
important thing you will hear is that Creed was the last greater 
devil to survive a great war, and he is now retired and living 
in Devil's Tail. 

When you find the top floor, you will see King Bedoe talking 
with a group of birdmen soldiers. He will say that the greater 
devil who led the recent attack against Bedoe was very strong, 
but Volcanon swept all the devils away. The greater devil fled, 
and he wants to capture him before he gets his strength back. He 
will be asked if the devils came from Grans island. The king 
will say he thinks they did, and the soldiers will then 
disperse. 

Luke, one of the birdmen remaining in the throne room, will see 
Peter and welcome him. Peter will introduce you to King Bedoe, 
who will say that the people of Grans caused a very serious 
problem, by unsealing Zeon, who may now destroy the world. When 
Peter asks if Zeon is that strong, the king will say that Zeon 
is king of all the devils. Luke will urge Peter to talk to 
Volcanon. Peter will agree and take you with him. Go up the 
stairway on the right and walk north into Volcanon's Shrine. 

Watch as Peter begins to talk with Volcanon. When Peter says 
you're from Granseal, Volcanon will become angry. He will say 
that Grans people awoke the legendary devil king Zeon, and 
Volcanon has been protecting all the ground-dwelling people. 
Volcanon will say that he holds all ground-dwelling people 
responsible for the act, and he cannot forgive it. He will state 
that the people of the world must solve the problem themselves. 
As of now, he is ceasing his protection of the ground-dwelling 
people, saying it is okay if they are all annihilated- it's 
their destiny. He wants them to show him courage. When Peter 
asks him to give Fandral some advice, Volcanon will say to 
believe in the power of the jewels- they belong to both the 
light and the darkness and their true power is shown when the 
light and the darkness are as one. Volcanon will then send you 
off, saying he doesn't want to see anybody until Zeon is 
defeated. 

Peter will say that it is up to you to defeat Zeon. He wants to 
help, and he will officially join you. This means (hooray!) that 
you finally have full control of him in battle. 

Return to King Bedoe. Talk to Luke and the two birdmen near King 
Bedoe. They'll tell you that goddess Mitula lives on the north 
side of Tristan, through the mountains. The people of Tristan 
are kind but not strong. They will also say that a strange cloud 
was spotted over North Parmecia. King Bedoe himself will advise 
you to see Creed; he may give you information. You must travel 
along the river to reach Creed's mansion; the king will tell 
Luke to have the Polca mayor prepare a raft for you. 

Just as you leave Bedoe, walk around the bushes on the left side 
until a bird drops on you. The bird's mother will collect the 
bird (bird's name is Skreech) and fly off with him. Enter Bedoe 
once more and find the baby bird sitting on an outside ledge. 
Watch as it flies down, then back up. Once the bird says it can 
fly, leave Bedoe. 

Return to Polca village and you will find Luke and two birdmen 
parleying with enemy soldiers. Luke's birdmen comrades will be 
struck down by the enemies, who will tell Luke that he is now 
their captive, and if he wants to live, he must turn the injured 
boy over to them. A beastman will tell you not to listen to 
them, and he'll help you fight. Luke will say that the Polca 
folk are being controlled by the devils. The beastman, named 
Gerhalt, will join with the Shining Force. The enemies will 
render Luke unconscious and tell you that you'll die. 

You are faced with five Zombies that can poison you, two Evil 
Clouds, four Death Archers, three Hobgoblins, one Black Monk 
(like the Death Monks but a little bit more powerful), and one 
Master Mage. The mage can cast level two Blaze spells. He also 
seems to be the leader of the enemy forces; I'm not positive 
about this, but if you kill him, the battle should end. 

Peter will awaken Luke, who will say that he's here to get a 
raft for you. Talk to the mayor four times and he will finally 
have a raft made ready for you. Just before you leave Polca, the 
boy, whose name is Oddler, will say he wants to accompany you. 
Even if you say no, you will end up taking him with you. Note, 
however, he is non-combatant. 

Outside Polca, you should see the raft in the river. Just before 
you board it, Luke will join you. Climb into the raft and head 
south. You'll pass through a tunnel. When a branch in the river 
appears, head east and follow the river until you see some 
mountains to the southeast. At this point, get off the raft and 
head southeast. 

You'll find more enemies near a cave. You are faced with two 
Evil Clouds, two Death Archers, four Zombies, four Golems, two 
Black Monks and a Master Mage. Once the enemy is defeated, enter 
the cave. You'll find some men inside. The old man will tell you 
that his grandson, Petro, took the family treasure, the Sky Orb, 
and went to Grans to operate an ancient vehicle whose last known 
location was Grans Island. The old man says he'll take you to 
the tunnel to Grans. 

Remember the cave south of Ribble, where Paseran was studying 
the old petroglyphs? You can now open up the door and go into 
the ruins. There are monsters there. You are faced with four 
Gargoyles, two Master Mages, two Black Monks, two Arrow 
Launchers and five Golems. The launchers have Steel arrows and 
can hit from two spaces away, so take them out when they get 
near you. Don't let the monks heal them. 

When you finish off the enemy, the old man will try to open the 
door to the tunnel, only to find that Petro has locked it from 
the other side. The old man will return home. Search the ruins 
for chests and you'll find a Wooden Panel. Take this to the Tree 
at Ribble. Use it by pushing button A (not button C) and 
selecting Item, then Use. When the panel is put into the tree, a 
door to the underground ruins will open. Enter them and open the 
chest to get the Achilles Sword. Buy everyone two Medical Herbs 
before leaving Ribble. 

Save the game, then go back into the raft and sail south. When a 
branch to the west appears, the raft will stop at the 
intersection. A huge monster will rise out of the river- the 
Kraken. 

The Kraken has eight legs, two arms, and one head. The head 
stays well to the northeast while the legs and arms carefully 
move in to attack. Keep everyone away from the edges of the raft 
until the legs come within range and then attack them. After you 
kill about four or five legs, the arms will move in. The arms 
can hit from two spaces away so even if you aren't at the edges, 
they can attack you. Don't have the characters fighting the legs 
and arms use medical herbs on themselves- have other characters 
do it, then have those characters fight while the others use 
medical herbs to heal them. 

When the arms are both defeated, the head will begin to move 
toward the raft. The head can attack from three spaces away, so 
have everybody move to the left side of the raft until the head 
reaches the raft's edge. At this point, move Sarah and one other 
character into the Kraken's striking range. The Kraken will 
attack one of them with aqua-breath. Note that once the head 
chooses a target, it will attack only that target until it or 
the target is slain. Note that the head can attack twice per 
round so use Sarah's healing spells to heal the target often. 
Once the head has chosen a target, attack the head with Fandral 
(he can be equipped with the Achilles Sword even if he hasn't 
been promoted), Peter, and Luke. Chester (if armed with a spear 
weapon) and May can also attack from diagonals. 

When the Kraken Head is defeated, you can move south again. You 
will find a port town named Hassan. 

About this time, some characters may become eligible for 
promotion. You may promote Sarah to Vicar if she can be 
promoted, and if Jaha is eligible for promotion, he can be 
promoted to Baron with the Warrior Pride, but do not promote 
Kazin or Chester yet. You will find out why later. 

Talk to everyone in Hassan. When you find Dr. Rohde, he will 
dismiss you at first, but just before you leave, he will smell 
the Achilles Sword and recognize it for what it is. He will ask 
if he can take you to the Ancient Shrine and get the Caravan 
Mobile. Fandral will agree to the offer. 

Save the game in Hassan, then head west. You'll have another 
encounter. You are faced with two Golems, two Arrow Launchers, 
four Gargoyles, two Black Monks, two Master Mages, and two 
Soulsowers. Defeat the enemy and continue west to the Shrine. 

When you enter the Shrine, a gigantic statue will order you to 
stop. Rohde will identify it as Taros, the giant guardian of the 
Shrine. Taros will repeat his order, and Rohde will tell you 
that you must get the Caravan. The statue will say time is up; 
'now we battle.' 

You are faced with three Gargoyles, two Arrow Launchers, three 
Golems, two Master Mages, two Soulsowers, one Black Monk and 
Taros. Taros does not move. He's armed with his own special 
weapon, the Taros Sword. He does not drop this weapon when he's 
defeated. 

Once you have defeated the monsters, park everyone about five 
spaces away from Taros. Fandral must battle Taros alone, because 
Taros can't be damaged by anything other than the Achilles 
Sword. Taros can either strike with his sword, or use it to 
discharge a level two Bolt spell. Taros can hit twice per round, 
so after he attacks Fandral, move him back out of Taros's range 
and have Sarah heal him. Then move Fandral back to striking 
range and hit Taros again. This hit and run strategy will 
eventually result in the defeat of Taros. 

Once Taros is beaten, Rohde will get into the Caravan and learn 
how to operate it. Return to Hassan. You'll meet a centaur 
knight named Rick who will join with you. You will also find a 
second weapons dealer. Invest in a few weapon upgrades and then 
save the game. 

Venture into the battlefield between Hassan and the Shrine. Head 
north and look for the break in the mountains. You can get onto 
the rocky river (the Caravan, but not the raft, can travel along 
the rocky river). Travel west until you see the cave. Go into 
the cave and talk to the people inside. 

The people are dwarves. They came to the cave to mine Mithril. 
Now one of them is sick and they need the fairy to heal him. 
They can dig no further until their friend is healed. 

Cross the rocky river onto a small area of forest directly south 
of the cave. Go west and south until you see a small patch of 
rocky river on your west side. Cross it, and you will notice a 
slight discoloration in the patch of trees to your northwest. Go 
up until you are standing directly to the right of the 
discoloration. Now turn and walk into it. You will find the 
hidden Elven Village. 

On the northwest corner of the elven village, a chest is hidden 
among the foliage. It contains a Vigor Ball. I'll explain what 
to do with it later on. In one of the buildings, on a bookshelf, 
you'll find a Secret Book. Use this book to promote Kazin to 
Sorcerer. Kazin will lose all of his spells, and begin anew with 
the first Sorcerer's spell, Dao. A little bit of patience will 
pay off; he will quickly gain the spells Apollo and Neptune, 
which are stronger. 

In the elven village, you will learn that the fairy has gone to 
see Creed, and she hasn't returned yet. Only the fairy knows how 
to reach Creed; or maybe her good friend Elric knows. 
Unfortunately, Elric is not around either. 

Exit the village and head west. You will have another encounter. 
You are faced with four Soulsowers, two Arrow Launchers, two 
High Priests that have level three Heal spells and level two 
Blast spells, three Gargoyles, and one Dark Madam with level two 
Freeze spells. This enemy force is a little tough to defeat but 
you can do it. 

When you defeat the enemies, head as far west as you can. When 
you get close to a pond in a clearing, Oddler will say he hears 
a cry for help coming from that direction. Follow him to the 
pond and you will find an elf struggling in the water. Then a 
voice will say that its dinner is escaping. The monster who said 
that (you will turn around and see him) will say that the pond 
catches his food, and anything that falls in is his dinner. 
Guess what? Another battle scene. 

You are faced with five Harpies, one Arrow Launcher, two Orcs, 
two Dark Madams, and two High Priests. The harpies are 
particularly strong and tough in battle. If you can defeat the 
enemy, you will pull the elf out of the pond and save him. His 
name is Elric; he is an Archer. In gratitude for your saving his 
life, he will join the Shining Force. 

As soon as you leave the pond area, have Elric join the battle 
crew and put Yoda in the Caravan. His hit points and attack 
strength are both simply too low to be useful anymore. Even if 
he is promoted, he is simply no longer strong enough to make an 
effective fighter. Park him in the Caravan; he is now retired. 

Go to the portion of mountain just above the pond. Elric will 
open up a secret passage leading to Creed's Mansion. 

When you emerge on the other side of the passage, you will have 
another encounter. You are faced wtih three Orcs, one Arrow 
Launcher, two High Priests, two Dark Madams, two Harpies and two 
Skeletons. The skeletons are particularly tough but if you can 
kill them both, the battle ends. 

When you arrive at Creed's mansion, his servant, Goliath, will 
try to bar you from entering. Peter and Oddler will whisper a 
plan to dodge Goliath and enter through a door on the left. 
Goliath will try to warn you against going there when he 
realizes what you are doing, but it will be too late. You will 
open the door and- oops! You become small. Very small. Tiny, in 
fact. Goliath will pick you up, put you on Creed's desk, and 
explain that the door is a trap. Anyone who isn't protected by 
Creed is miniaturized when they pass through the door. You are 
now part of his 'Desktop Kingdom' collection. 

Talk to a girl near a book. She will tell you to talk to King 
Ponpei, who is a good man. When you find him, he will say that a 
tunnel in Floor World leads to Creed. He will help you get there 
if you win a game against his chess army. 

Go to the chessboard and talk to the chess pieces. Then go to 
the bottom center of the board to start the game. Note that the 
chess pieces do not move like real chess pieces; for example, 
the bishops do not move only diagonally or the pawns moving only 
one square at a time. 

The chess army will not advance until you reach the center of 
the board. So you might be able to sneak up on them by going up 
the side of the board (I am not sure about this since I didn't 
think of it then). Once they begin to fight, however, beware, 
because they are very powerful. Believe it or not, the pawns are 
the strongest attackers except for the king. There are six of 
them. There are also two rooks (arrow launchers armed with Robin 
Arrows, able to hit from three spaces away), two knights (armed 
with power spears that can hit from two spaces away), two 
Bishops (with level three Heal spells), three queens (with level 
two Freeze spells), and one king (with a level two Blaze spell 
and the most powerful attack of all.) The king can attack two 
times per round. Luckily for you, the king will brazenly try to 
penetrate your front line to get at the weaker defensive 
strength characters in back of them. This fact will allow you to 
surround and defeat the king, and once you do so, you win the 
game (just like in real chess). 

King Ponpei will reward you with a Cotton Balloon that will take 
you to Floor World. To descend, go to the bottom right hand 
corner of Desktop Kingdom, talk to the man standing on the ink 
pen, walk to the tip of the pen and Use the Cotton Balloons. You 
will float down to Floor World. 

Talk to all the people in Floor World for information. You will 
learn that a hole in the wall leads to Creed but powerful 
monsters lurk there. You'll see a man try to pick up a ring but 
he is just too small to do it. Make sure you find the priest who 
will save the game for you. 

When you've talked to everyone, look for the hole in the wall 
and enter it. You will find the monsters. There are six Bubbling 
Oozes, five Rats, and one rat king named Willard (how apropos). 
Willard gets to go twice a round, so keep Fandral away from him. 
When you defeat the enemy, look for the way out (not the way you 
came in). When you reach Creed's study, he will talk to Goliath, 
then hear your voices and restore you back to normal size. When 
you explain why you wanted to see him, he'll take you downstairs 
to talk with an Evil Spirit. Creed will summon the Spirit and 
ask for info on Zeon. The spirit will say that there is a 
barrier around Grans Island that is too strong for him to 
penetrate. Fandral will display the two jewels on his neck. 
Creed will try to remove one but find he cannot; the chain is 
made of mithril and cannot be cut. The Spirit will begin to 
concentrate on the jewels and he will see that Zeon's devil 
horde is coming to Parmecia by way of the sky. Zeon has not 
revived to full strength yet. Suddenly Zeon will begin to talk 
to you through the Evil Spirit. He'll say that he will trade 
Princess Elis to you in return for the Jewel of Evil. The Evil 
Spirit will explode when Zeon is finished talking. 

Go back up to Creed's study. He will say that the Jewel of Evil 
may hold a secret. The storytellers at Tristan may know 
something. Talk to the fairy and she will go with you. Before 
you leave, talk to Goliath; he'll show you four characters- Erik 
the Knight, Karna the Priestess, Tyrin the Mage, and Randolf the 
Warrior. You will be able to select one of them (there is a way 
to get all four, but not until much later). Most people I talked 
to selected Karna, which I recommend you do. Oddler will stay 
with Creed; Creed says you will learn why later. 

Go back to the Elven village and have Karna promoted to Master 
Monk with the Vigor Ball. Karna makes a better Master Monk than 
Sarah. Now return to Mithril Cave. The fairy will heal the sick 
dwarf and the dwarves will give you a cannon as a reward. Search 
the campfire to find the Dry Stone. Then return to New Granseal. 

Fandral and Peter will explain their adventures in detail to the 
king and Sir Astral, and mention that Elis is alive. Astral will 
say that visiting the Tristan storytellers is the next thing to 
do. He will also go with you as an adviser (he will not join the 
Shining Force as a soldier, meaning he does not fight). Go to 
the man in front of the weapon shop and he will give you some 
dynamite. Go into the weapon shop and invest in some weapon 
upgrades (like a Power Glove for Karna and Buster Swords for 
Fandral, Slade, Luke, and Jaha [if he has been promoted to 
Baron; if not, get him a Large Axe]). 

As you are preparing to leave, an archer named Janet will find 
you and ask if her love, Elric, is with you. When you say yes, 
she will ask to go with you. If you have the Silver Tank you can 
promote her to Brass Gunner. (She makes a better Brass Gunner 
than Elric.) Buy her an Assault Shell, Save the game and head to 
North Cliff. 

At North Cliff, you will have another encounter. You are faced 
with three Dark Snipers, six Skeletons, five Lesser Demons (with 
level three Blaze spells and level two Boost spells), and two 
Dark Bishops (with level one Aura spells and level three Blast 
spells). Defeat the enemy and Rohde will use the cannon and 
dynamite to blow up the debris blocking the mouth of the cave. 
After doing so, Rohde will join with the Shining Force as a 
Brass Gunner. Enter the Cave. 

In the cave is yet another encounter. This time, you are faced 
with four Dark Snipers, five Skeletons, three Lesser Demons, two 
Dark Bishops, and one Dark Soldier. When you defeat the enemy, 
you can exit the cave at the apper right hand corner. Go east 
and you will find the town of Ketto. 

In Ketto are a lot of signs posted by the devils. These signs 
say things like 'don't go out,' 'Mitula ignores you,' and 'no 
weapon or item sales.' The church is closed, but the priest is 
standing right near it and he'll save the game for you. If you 
find the weapon dealer, he'll tell you to go to his shop, then 
he'll sneak back there and secretly sell you weapons and items. 

When you leave Ketto and head east a bit, you'll find a devil 
questioning three centaurs. The devil goads two of the centaurs 
into attacking him, whereupon they are killed by the devil's 
soldiers. The devil is Geshp, an adviser to Zeon; and the 
centaur leader is Higins, the leader of the Pacalon centaur 
army. Geshp summons a Gizmo to possess Higins, and then Astral 
shouts for Geshp to stop. When Astral tells Geshp that he is 
from Granseal, Geshp is astounded and does a quick retreat from 
the area, though he leaves his forces behind to finish you off. 

You're faced with three Dark Snipers, two Dark Bishops, four 
Lesser Demons, four Dark Soldiers, one Lizardman, and one 
Wizard. The lizardman is the leader of the forces and the battle 
ends when he is defeated. 

When the enemy is finished off, walk east around a river and 
then head to the northwest. Cross a bridge and go west and you 
will find Pacalon. Talk to the centaur populace for info. 

In Pacalon, you will learn that the town has been suffering from 
a severe drought. It hasn't rained at all for a long time. Food 
is also getting to be scarce because no crops can grow. 

In the Pacalon castle, go onto the blue carpet on the right 
side, walk to the wall and search. You should find the Pegasus 
Wing. At long last, you can promote Chester. If he hasn't been 
promoted to Paladin, you can now make him a Pegasus Knight 
(meaning he can fly). In Pacalon, you will learn that the vicar 
Frayja, seeking to stop the devil armies from moving any further 
into Parmecia, locked the gates to the village of Moun. Frayja 
is not happy he did it; the down side of his actions means that 
Pacalon has left the people of Moun to be overrun and destroyed 
by the devils. 

Save the game and then go north from Pacalon. You will encounter 
another enemy force. You are faced now with four Dark Snipers, 
three Lizardmen, three Dark Soldiers, two Wyverns, three Dark 
Bishops, and one Wizard. Defeat these enemies and you can go 
east to a bridge. 

At the bridge at Pangoat Valley, you will find worms eating the 
bridge. A young girl is lying on the bridge, calling for help. 
Her ankle is badly twisted and she cannot run. Astral will shout 
for you to hurry and kill all the monsters so the girl can be 
saved. 

You are faced with one Lizardman, one Dark Sniper, four Lesser 
Demons, four Worms, three Wyverns, one Wizard, one Dark Soldier, 
and one Master Monk. The monk can cast level 4 heal spells so 
take it out early when it comes into range. This time, the 
Wizard is the leader and taking him out will end the battle. 

Defeat the enemy, and Astral will pick up the girl and say that 
it is time to go to Tristan. Suddenly, the girl will say you 
should not go to Tristan- because of her. She reveals her true 
identity as Cameela, one of the greater devils. She tells you to 
turn over the Jewel of Evil to her in return for Sir Astral's 
life. Astral will challenge Cameela to combat and hurt a 
fireball at her. Cameela will evade the fireball and make good 
her escape, warning you to watch for Geshp and Zalbard. Astral 
will tell you that all that has transpired was a trap set up by 
Cameela to get the Jewel. Astral will then point out something 
important- the devils are acting on their own; they are not 
obeying Zeon. 

Proceed into Tristan. You will learn that Mitula gets her energy 
from an object called Ground Orb. Because Mitula lives here, 
there is no king. You will also be told about devils that steal 
people's spirits, turning them into immortal vampires. Vampires 
can be made mortal again by purging the devil from the body. 

When you reach the garden lying just outside Mitula's Shrine, 
you will be told by a priest that you must not enter. When you 
refuse to listen to him, he will turn into a devil and summon 
allies to defeat you. You are faced with four Worms, three 
Wyverns, three Master Monks, two Orc Lords, two Wizards, and one 
Dark Knight. The Dark Knight is the enemy leader; if you take 
him out, the battle ends. Note, however, that the knight will 
stay in the back of the formation, meaning he is often the last 
of your enemies to get into attacking range. 

When you defeat your enemies, you'll hear a voice from inside 
the shrine. The voice will identify itself as Zalbard, one of 
the greater devils. He will also identify the greater devil that 
fought with Volcanon as 'Sir Odd Eye.' When Astral mentions that 
Odd Eye lost the battle, Zalbard will be astounded; Odd Eye is 
the strongest of the greater devils. He will open the shrine 
door and invite you inside. When Astral sees Zalbard; he will 
call him ugly; Zalbard will become enraged and tell you that you 
will die for the insult. 

Note that, starting with this fight, the enemy suddenly becomes 
much more powerful than what you were facing before. You are 
faced now with two Wizards, five Dark Knights, two Orc Lords, 
one Wyvern, 2 Harpy Queens, one Gargoyle, one Master Monk and, 
of course, Zalbard. Zalbard has a very high attack strength and 
he can cast level two Bolt spells (which he won't hesitate to 
do). Try to separate the Master Monk and Zalbard or the monk 
will heal him whenever possible. This will be one stiff fight 
and it takes a well-coordinated effort on your part to win the 
battle. 

When you defeat Zalbard, he will say that he doesn't know where 
Mitula is. Then he will drop Mitula's Ground Orb and the light 
emanating from it will kill him. Mitula will appear from the 
statue. She will place the Ground Orb in the statue's hands and 
begin to talk to you. She will tell you that if Zeon regains 
full power, even she and Volcanon will have little chance of 
stopping him. His armies hunt you because his power is sealed in 
the Jewel of Evil. When Peter suggests simply keeping the Jewel 
well away from Zeon, Mitula will say that Zeon can also regain 
his power simply by staying at Arc Valley long enough. She will 
advise you to listen to the storytellers, and give you a piece 
of information: you can't kill Zeon, but if you weaken him 
enough, she and Volcanon will both help you. 

Go through the door on the right and listen to the storytellers. 
They will tell you how Zeon overcame two other devil kings to 
become king of all the devils. The other kings sealed his power 
in the Jewel of Evil. When Zeon lost his powers, he fell to 
Earth and created a huge crater where he hit. His moan destroyed 
a mountain and the crater was buried under debris. Evil Arc 
Valley was sealed underneath the Ancient Tower. If Zeon were to 
awaken once more, the power of Light would choose a hero and 
give him a holy sword. With this sword, attack the devil at the 
mouth. 

Open the left door in the shrine and you will find Taya turned 
to stone. Free her and she will join with you, saying that you 
should go to Nazca. 

On your way out of Tristan, you will meet up with Skreech from 
Bedoe. He has somehow grown up and learned how to fight in a 
very short time. He has sought you out in hopes of joining you, 
which he does. 

Return to Pacalon. Rain has refilled the rivers around Pacalon, 
and the drought there is now over. Go into the castle and talk 
to Frayja. He'll ask you to accompany him to Moun and see if 
there are any survivors. Since you must pass through Moun to 
reach Nazca, you will agree to take Frayja along with you. 

No sooner do you leave the castle than you meet up with Geshp 
again. He will say that he has been waiting for Frayja to leave 
the castle, and now he is ready to make Frayja open the gate to 
Moun. Geshp will then summon Cameela and tell her to get the key 
for him. At this point you will learn a shocker. Cameela tells 
Geshp that she hates him and will not help him. Cameela will 
disappear and Geshp will have a short tantrum. Then he will 
remember the business at hand and he will summon a group of 
devils to kill you. Geshp himself will not soil his hands on 
you; he says he is good at using his brains, not his strength. 

You're faced with three Dark Knights, four Harpy Queens, three 
Orc Lords, two Master Monks, one Dark Bishop, one Necromancer 
and a Devil Soldier. The Devil Soldier is the leader of this 
force; defeat him and the battle will end. 

When you defeat the enemy, head north out of Pacalon and you'll 
encounter more monsters. You are faced with three Cerberus, 3 
Devil Soldiers, two Master Monks, four Pegasus Knights, two 
Necromancers, one Bow Master and one Jaro (a pegasus knight). 

During this fight, Jaro will suddenly announce hat he cannot 
fight for the devils any longer and he will begin attacking 
them. Though he's computer controlled, he will be fighting on 
your side now. The Bow Master is the leader of this force; 
defeat him and the battle will end. 

After the battle is won, Jaro will officially join you (meaning 
you can now control him in battle). Head to the northwest to 
reach Moun. Frayja will open the gate and you will find devils 
inside Moun. Thinking he has come too late to find any 
survivors, Frayja will ask to fight with you. He will join the 
Shining Force; Taya will automatically be put into the Caravan 
to make room in the battle party for Frayja. 

You are faced with three Cerberus, three Devil Soldiers, 2 Mud 
Men, two Pegasus Knights, two Necromancers, three Bow Masters 
and one Shaman with Level two Aura spells and Level three Blast 
spells. Here the Shaman is the enemy leader; he also stays near 
the back of the formation, meaning you'll probably have to chop 
through the entire force to get at the Shaman. Remember, you are 
strong, but so are the enemies. 

If you defeat the enemy, you'll begin looking for survivors. A 
robot named Zynk will peek out from under a large rock and tell 
you the survivors are hiding in an underground room. 

Follow Zynk into the underground room beneath Moun. Talk to 
everybody for information. When you tell Gyan the Gladiator 
about your mission, he will join you. 

On your way back upstairs, Zynk will say he heard you are going 
to Grans Island via Nazca. He will ask if he can accompany you, 
and you'll agree. 

If you search the northwest corner of Moun, an Arm of Golem 
should appear. Pick it up and hold on to it. 

Buy two pairs of Iron Knuckles in the Weapon Shop. Karna can 
only equip one of them, but you'll soon see why I recommend 
buying two. 

Save the game, then head out of Moun via the west exit. Walk 
west until you see the shape of a bird on the sand. 

Cameela is waiting for you, and she invites you to fight with 
her. Geshp will appear and tell Cameela that she needs his war 
plan. Cameela will get mad and attack Geshp. Geshp will make a 
quick getaway, with a few parting words about how she cannot 
survive without his brains. 

You are faced with four Dragonewts, three Mud Men, two Cerberus, 
two Bow Masters, three Pegasus Knights, one Necromancer, one 
Shaman and Cameela. Cameela wields a spiked iron ball on a long 
chain that can hit for plenty of damage. The whole fight is hard 
to win but you should be strong enough to defeat Cameela. 

Cameela will give you the Sky Orb and explain its use to you. 
She will then caution you that Geshp has Prism Flowers and... 
Cameela never gets to finish the sentence because Geshp appears 
and executes her. Geshp will fade out as quickly as he faded in 
and the party is left wondering what Prism Flowers are. 

Enter the Nazca Ship through the eye. Zynk will tell you to put 
the Sky Orb into the cockpit in order to activate the ship. The 
Nazca ship will float into the air and begin flying toward Grans 
Island. 

The scene shifts to a conversation between Geshp and Zeon. Geshp 
says he has a plan to shoot down the Nazca ship over the cape 
before they land there. Zeon agrees with the idea. Geshp will 
ask if he may borrow Odd Eye; Zeon will say that he is still 
hurt from his battle with Volcanon, and to take Red Baron 
instead. After Geshp leaves, a very familiar looking boy will 
complain that Geshp is a bit too ambitious and he feels that 
even Geshp cannot stop Fandral. Zeon is content to wait and see. 

The scene shifts again. Geshp and his devils are positioning 
Prism Flowers near the cape of Grans Island. The Nazca ship is 
rapidly approaching the island. Geshp sees the ship, and he 
commands the prism flowers to open fire. Lasers will streak from 
the Prism Flowers and strike the Nazca Ship. Astral will realize 
it's part of Geshp's trap. Zynk manages to land safely but 
roughly. As everyone gets out of the Nazca ship, they realize to 
their sorrow that the ship is now ruined, perhaps permanently. 

Head south and then southwest. You'll come across a monastery. 
Find a path in the trees that leads to the back of the monastery 
and you'll meet a girl bathing in the river. She will recoginize 
Astral and then identify herself as Sheela, a pupil of his who 
was training to be a priest. Sheela will say that she has come 
to kill Red Baron, who killed her fiance. She will ask if Red 
Baron is a one of the devils you are hunting and Astral says he 
could be. Sheela will ask to join you. Astral is a bit reluctant 
to admit her but when Sheela says she has risen above priesthood 
and has become a master monk, Astral is glad to take her along. 
Now you know why I told you to get two pairs of Iron Knuckles in 
Moun- you can now give one pair to Sheela. 

Find the Brave Apple in one of the vases and then save the game 
in the monastery (the master monk will act as a priest). Then 
head north and southwest and you will run into more enemy 
forces. You're faced with three Purple Worms, two Mist Demons, 
two Dragonewts, two Griffins, one Shaman, one Bowrider, one 
Chaos Wizard with level 4 Blaze spells and five Mud Men, who 
appear out of the mud just as you think you are winning the 
fight. The mist demons have attack strengths higher than 100 and 
they can cast level 2 Muddle spells so be sure to take them out 
early. 

After defeating the enemies, head to the southwest to the 
village of Roft. Talk to all the townsfolk for info. You will 
hear a bit about Mithril and Dwarven Blacksmiths. 

In the northwest corner of Roft is a man in bed with two 
children crying over him. When the man dies, Zynk becomes angry. 
He will override his restrictions on fighting and join the 
Shining Force. Now you can use him in battle. 

Go south from Roft and then west. You will cross a series of 
bridges and end up at a cave. Go in and down the stairs. Step on 
the plaque and you'll travel through some sort of tunnel. 

You will emerge in a nexus between lands. Look around and you 
should find a golem. Use the Arm of Golem on it and it will be 
able to function again. The golem's name is Claude, and in 
gratitude, he joins with you, pledging to protect you. 

Step on all the plaques until you find one that activates a 
bridge. Go across and up the stairs. You will be in the ancient 
ruins that Petro went through. Exit and you will emerge in south 
Parmecia near the branch in the river. 

Go back to Creed's mansion. You may now collect the other three 
party members that you didn't choose. But be aware that they 
won't be strong enough to fight in upcoming battles. 

If you talk to Goliath, he will tell you that Oddler regained 
his memory and suddenly went berserk. He had a fearful face, but 
Creed seemed to understand everything. He fell into the sea to 
try and stop Oddler, and Goliath does not know whether or not 
Creed is still alive. 

Return to Roft and save the game. Now go northwest and then 
south into the next battle scene. 

This battle scene is tricky to win. You are faced with four Bow 
Riders, one Dragonewt, one Purple Worm, one Griffin, two Mist 
Demons, one Chaos Wizard, one Executioner and a Shaman. There 
are also eight non-mobile Prism Flowers strategically placed 
around the battlefield. The flowers don't do anything for a 
round or two but then, if you are in their line of fire, they 
will begin firing lasers. You can be all the way on the other 
end of the battlefield- the lasers can still reach you and hit 
for about 15 to 20 damage. The enemy monsters will all try to 
stay out of the line of fire, though at times they may wander 
into it in order to attack you. If this happens, they get hurt 
by the lasers as well. The Executioner, who stays in the back of 
the formation, is the leader of the enemy forces; if you manage 
to reach him and defeat him, the battle ends. 

Geshp will appear and tell you that you will pay for what you 
have done at the hands of Red Baron. Go south and Geshp will 
introduce you to him. He will point out that Red Baron's armor 
is red with the blood of those he has killed. After a few 
parting words, Geshp will disappear. 

You are faced with two Mist Demons, one Executioner, four Bow 
Riders, four Hell Hounds, two Minotaurs, two Chaos Wizards, two 
Evil Bishops, and Red Baron. Red Baron wields the Dark Sword and 
he has 150 hit points. He is a tough opponent. 

When you defeat Red Baron, Peter will notice that he is crying. 
Astral will say that he thinks he recognizes Red Baron's 
fighting style, and he'll remove Red Baron's mask, revealing the 
face of- Lemon, the leader of the Galam Army. Lemon will sit up, 
look around, and say that he had an awful nightmare that he was 
controlled by a devil and forced to kill many people. Astral 
will tell Lemon that he was not dreaming it. Lemon will become 
horror and grief-stricken; he will suddenly announce that he 
must die to atone for his sins, and he rushes off. Peter will 
ask Astral if he will let Lemon kill himself; Astral says that 
Lemon is now an immortal vampire and cannot die so easily. 

After winning this battle, go to the river. You should notice a 
slight discoloration in a patch of forest just to the west of 
the river. Use the Dry Stone at that point in the river and it 
will create a bridge. Cross the stream and enter the area of 
discoloration and you will find the hidden Dwarf Village. 

Learn your way around the village by using the various 
stairways. There are two chests to be opened on the surface; one 
holds a White Ring; the other holds Healing Water. The White 
Ring gives a defensive bonus to its wearer and can unleash a 
level two Aura spell on command. Only Fandral, Sarah, and Frayja 
may equip it. Have Fandral equip it because he needs the defense 
strength most. 

Before talking to the Blacksmith, find the priest and save the 
game. 

When you find the dwarven blacksmith, he will offer to make 
weapons out of your mithrils. Each mithril you have can be made 
into one weapon. Each mithril weapon will cost 5000 gold pieces. 
The weapon he makes depends on who the weapon is for. Say you 
want to make a weapon for Gyan. There are four mithril axes the 
blacksmith will make: a Heat Axe, an Atlas Axe, a Ground Axe or 
a Rune Axe. The smith will choose one of these weapons at 
random. He is most likely to make a Heat Axe because it is the 
weakest of the four. Do not settle for less than the best!! The 
Rune Axe is the most powerful of the four axes. If the smith 
makes a weaker axe, reset the game, and keep resetting it every 
time until you get what you want. It can become a long, boring 
and tedious process, but the results are worth it. Do not settle 
for a Buster Shot because a Grand Cannon is stronger. 

Only order ONE weapon at a time. If you order a weapon for Rohde 
and a weapon for Slade, and the smith makes a Grand Cannon and a 
Critical Sword, you are forcing yourself to either accept a 
weaker weapon (the Ninja Katana is much more powerful than the 
Critical Sword) or refuse the Grand Cannon which you wanted. By 
ordering only one weapon at a time, you are assuring yourself 
that each weapon is the best in its class. 

The one annoying thing about getting Mithril weapons made is 
that once the order is placed, you must leave the village and 
then re-enter. Bite your lip and force yourself to endure it- 
you will be rewarded with powerful Mithril weapons. 

When your have finished your business in the Dwarven Village, 
head south until you reach the kingdom of Galam. Talk to the 
people for information. Important things you will learn; King 
Galam never returned from the attack on Granseal, and Lemon made 
a hole near a castle wall by jumping from the roof, but he 
didn't die. 

When you start to cross the southern gate, the scene will shift 
to another conversation between Zeon and Geshp. Geshp is telling 
Zeon that you beat Red Baron. Zeon becomes angry, and tells 
Geshp that he is getting only one more chance. He must 
personally kill Fandral, or be killed himself. A now frightened 
Geshp will stake his life on the battle. Geshp will take his 
leave, and the familiar-looking boy will appear before Zeon. 
Zeon will address him as Odd Eye (he's the greater devil that 
fought Volcanon), and tell him that he was right about Geshp. 
Zeon can no longer trust him, and if he fails, Odd Eye will have 
to battle Fandral. Odd Eye, though aware that Fandral has become 
very strong, will agree to do so. 

Exit Galam through the southern gate and start to walk south. 
Geshp will appear and tell you that at the risk of his life, you 
will not proceed any further. Astral will say that Geshp is 
serious; he finally considers you a worthy opponent. He will 
also warn you not to underrate Geshp's power. Geshp will say 
that he knows Zeon no longer trusts him, and that he must win 
the battle and recover the Jewel of Evil to get back into Zeon's 
good graces. He will summon his devil forces and the battle will 
begin. 

You are faced with one hell hound, one Minotaur, two Dark 
Gunners, two White Dragons, one Mist Demon, two Chaos Wizards, 
eight 'Burst Rocks,' one Evil Bishop, one Cyclops, and Geshp. 
Geshp has 180 hit points and can cast level four Freeze spells. 

The Burst Rocks do not attack, but they try to position 
themselves right next to the Shining Force characters so that 
when they explode, you take damage. 

If you defeat Geshp, he will lose his powers and beg for mercy. 
Astral will grant it to him, and Geshp will start to walk away. 
He won't get far before Zeon kills him. Proceed south. 

You will meet another group of devils who have just learned that 
Geshp was defeated, and they believe that if they can retrieve 
the jewel, they'll be promoted to greater devils. You are faced 
now with two minotaurs, two Cyclops, three White Dragons, three 
Dark Gunners, one Hell Hound, one Evil Bishop, one Chaos Wizard 
and one Hydra. The hydra is the leader of the enemy forces and 
once he is defeated, the battle ends. 

Enter Yeel and look around. You will notice that it is now a 
ghost town. 

You will see Lemon jump off a cliff, but he will not die.

Look for the building with the piano in it. Play the piano and 
you will hear something opening somewhere. 

Now go to the church. You will find the priest standing near a 
stairway down. Because the stairway is now open, the priest 
thinks you're devils and tries to drive you off with a holy 
symbol. Then a man will appear behind the priest and say that if 
the holy symbol failed, then you are not devils. When asked who 
he is, the man says he is Chaz, a son of Hawel. After a minute, 
Astral will remember him. The priest will invite you to come to 
the secret room downstairs. 

Downstairs, Astral and Chaz will talk about Zeon and a Holy 
Sword Astral has heard about. Chaz will find a book about it, 
but see that the most important part is missing- it must have 
been stolen by someone. Then he and Astral will remember the 
Jewel of Light on Fandral's neck and say that the jewel may lead 
you to the Holy Sword. Talk to Chaz one more time and he will 
join you. The priest will now save the game for you. 

On your way out, Lemon will jump out of the hole he made and ask 
if he can join your force. As you know, he wants to die, and he 
thinks that the most honorable way to die is to die in battle 
against the devils. Astral will agree that Lemon will be a big 
help. Lemon will join you. However, note that Lemon, as a 
Shining Force member, has only a bit more than half the hit 
points he had as Red Baron, and he can no longer wield the Dark 
Sword. Give him the Battle Sword you received in the Prism 
Flower Battle. 

Go to the Chasm where Granseal once stood and head south. You 
should find a cave. Enter it and you will enter some ancient 
ruins. Go left and down the stairs. The Jewel of Light will 
begin to glow and draw you to where the two jewels were when 
Slade stole them. As you approach the face of the wall, an 
opening will be made by the jewel. Go through and you will find 
a sword sunk into a stone. Press button A (not button C) and use 
the SEARCH command to draw the Holy Sword (it's called a Force 
Sword) out of the rock it was sunk into. 

Walk around the chasm to its right side and go down. You should 
find a small clearing among the trees. Go into it. 

You'll find a huge statue of a devil head. USE the Force Sword 
in front of the mouth and it will open. Walk through and proceed 
forward. 

You are now in the tower Labyrinth. Navigate your way through it 
to find the door with a skull head on top of it. Open the door 
and go through. 

You will find yourself on a ledge. Far away, on the end of 
another ledge is Oddler. When he calls out to you, Peter is 
stunned to realize that this frail-looking boy is really Odd 
Eye, the greater devil who led the attack on Bedoe and fought 
with Volcanon. Odd Eye will give you an ultimatum: give him the 
Jewel of Evil and leave your weapons there, or die. Peter is at 
a loss over what to do but Astral knows that you must fight. Odd 
Eye will create a battlefield of glass tiles and say that it is 
his duty to kill you. 

You're faced now with two Demons with level two Bolt spells, 
three Cyclops, two Evil Bishops, two Chaos Wizards, two White 
Dragons, two Hydras, four Chaos Warriors, two Dark Gunners, one 
Demon Master with level four Freeze spells, and Odd Eye. Odd Eye 
is armed with a Counter Sword and has 200 hit points. He may 
strike with his sword or shoot a laser beam from his eyes. One 
of the Bishops stands right near Odd Eye, but Odd Eye is likely 
to run out of the bishop's range in order to fight one of your 
characters. 

If you defeat Odd Eye, listen to his dying words, which make it 
seem as if there is a little good in him after all. Proceed 
forward. 

You will enter the bottom floor of the Ancient Tower. Go up the 
stairway and talk to Mr. Creed. He will act as a priest, meaning 
he will raise dead, cure poisoned or stunned characters, and 
save the game for you. Go past him to enter the Multi-level 
battle. 

In this battle you're faced with four Demons, two Chaos Dragons, 
four Chaos Warriors, five Hydras, three Demon Masters, a Blue 
Shaman that can cast level three Aura spells and level four 
Blast spells, and one Reaper. The Reaper is the leader of the 
enemy forces; he is at the top level with the Blue Shaman. This 
battle is a bit tricky to win because several of the Hydras and 
Chaos Warriors are hiding behind pillars. 

Defeat the enemy and you will go to the top of the tower. Follow 
the path to the sealed doors which are now open. 

You'll find King Galam here. Princess Elis is also here, laying 
unconscious near him. Galam will tell you that Zeon has not 
fully recovered all his strength yet but has sent Galam to 
welcome you for him. Elis is to be a sacrifice to Zeon. King 
Galam will say that you will not get a chance to see Zeon, 
because he is going to kill you himself. 

You are faced with two Horsemen, four Reapers, two Chaos 
Warriors, a Chaos Dragon, two Demon Masters, three Evil Beasts, 
two Devil Griffins, one Blue Shaman and King Galam. The beasts 
can stun you when they hit. King Galam is armed with a Demon 
Rod, or he can use Demon Breath spells. Galam has 240 hit 
points. This is a tough battle to win; use level two Boosts from 
Karna and/or Sheela to raise everyone's defense strengths. If 
Sarah is with you, try using her Slow spells. 

If you win this battle, a portal will break open in the wall and 
Zeon will appear. He will tell you that you've slain all his 
minions but you cannot defeat him. 

It is time for the final battle. You are faced with five 
Pyrohydras, two Arch Demons with level three Bolt spells, three 
Demon Masters, two Zeon Guards, a Horseman, a Devil Griffin, one 
Blue Shaman and Zeon himself. Zeon has 500 hit points. 

The two Zeon Guards are a bit similar to Prism flowers except 
that their lasers are stronger and they have 145 hit points. 
Take them out before you begin to fight with Zeon. 

The Blue Shaman stands near Zeon but it is easy to lure him away 
to engage one of your characters in combat. The Blue Shaman will 
drop a Healing Rain when he is slain. Using this will act like a 
level four Aura spell. 

I'm not going to say how to battle Zeon because I feel this is 
something you should be able to work out by yourself. If you get 
stumped, leave me Email. My user id is 73500,47. 

And what about the ending? Oh, if you can beat Zeon, you can see 
it. I do not want to ruin the surprise. 

Hope you enjoyed the game!


SHINING FORCE II is produced by Sega of America.

This walkthru is copyright (c) December 1994, by Voltron. All rights
reserved, etc.
