Main Walkthrough
- This first of many sub scenarios is available shortly after first entering Ancheim. After listening to the king's speech and speaking to him in his palace, head to the east side of town and enter the building you find. Speak to Profiteur, the owner of the building.
- This first of many sub scenarios is available shortly after first entering Ancheim. After listening to the king's speech and speaking to him in his palace, head to the east side of town and enter the building you find. Speak to Profiteur, the owner of the building.
- He's a jerk, by the by. You might have noticed.
- Afterward, check the water fountain to the left of the Merchantry building. You'll be told to check out the Oasis outside town.
- Leave Ancheim and head west to the Oasis. You'll see a cut scene regarding bandits and a poor man. The bandits will flee to the west.
- Follow the bandits northwest to a small cave set into the mountain range. Dungeon time!
Harena Ruins
- Upon entering the Ruins you'll hit a small intersection. East of here is a dead end, so go west and north.
- Another intersection sits ahead. Go east. In the far north is a set of stairs. Down you go.
- Basement. Northeast of the stairs is a chest containing a Star Pendant, and if you approach it too closely you'll be hit by a trap which will blind your party. A Party Chat in the aftermath will explain the situation. If you move south of the obvious trap before it goes off you can sometimes avoid the blindness.
- Return to the ground floor and wander back to the intersection. Go west this time to find another trap, this one blocking a chest containing 1 pg. Sigh. Obvious bait is obvious. Continue past it and north to find more stairs.
- Basement. There's another trap directly south; skirt the left wall to avoid it. Head west at this first turn to find a chest containing Echo Herbs.
- Head south, again avoiding the trap. The path splits in two; go right and carry on south. At the end of the right path is a chest containing a Clothespin.
- Head back north and wander east. There's a chest sitting directly in the path of a trap - but it's worth setting off, as it contains 1,500 pg.
- Head to the southwest corner of the area to find a path leading to stairs. Down ya go.
- Second basement. Run southeast a ways, through the next larger corridor, to find a small branch leading to a chest. Inside is an Ether. If you go west of here you'll find a small dead end that is seemingly useless - but if you hit the wall you'll go through. Wander west a ways to find a hidden chest containing a Thief's Knife.
- Return to the main path and go south. (Note the blue chest in the northwest of this south-bound corridor.) At the end of this longish corridor you'll see lines of traps to your left and right.
- Go left first, running non-stop to get past the traps. At the end of the line the path splits to the north and south; at the end of these small paths are Thief Gloves and an Iron Bow, respectively. Note that the Thief Gloves are protected by another trap that you cannot avoid. Sorry!
- Run east through the traps again, and beyond through more traps. At the end of this line you'll find a robed save dude...
- ... and beyond him, an opulent room filled with treasure. Approach the guy on his makeshift throne to spark a conversation - and a battle. What a bitter man.
Khint, The Jackal
Not that bad a battle, really. The major danger here is Khint, as he can and will hit your characters for a reasonable amount of damage multiple times in a single turn. He's also capable of silencing your characters, which can put a real damper on the efforts of your mages. The Jackal isn't nearly so dangerous - he'll either attack normally, for less damage than Khint, or Steal Potions from you (and occasionally use them to heal himself). Khint will take off in the middle of the fight if you do enough damage to him or to The Jackal, in which case you might as well focus all of your firepower on The Jackal and ignore Khint altogether.
Having trouble? Try returning to this fight after completing the Temple of Winds. You'll be more than powerful enough to wipe this duo out.
- Beating this pair will earn you the Thief asterisk. You'll also learn the secret behind The Jackal's plot, which leads conveniently into the next part of this devious water fixing scheme - and straight to another job! Sounds like a good thing indeed.
Main Walkthrough
Main Walkthrough