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The Witch and The Warrior

Eridani Games Strategy Guide and Walkthrough

Contents Introduction Starting Options Controls Using the Menu Characters and skills Familiars Items Shops Fighting States General Tips 3 4 4 5 8 15 16 17 18 19 20

Main Quest Walkthrough 21 Side Quest List Monster List Trouble Shooting Credits 49 50 54 54

Introduction Life's not always a fairytale when you are a witch, especially in a world that is still coming to peace with its past. An uncomfortable truce is only just forming between the magic and non-magic folk after years of war. At the head of the peace efforts is Queen Clarise, determined that all can come to appreciate each other and work as one. The message is getting through in some places, but slowly - and to Ember, a teenage witch on the island of Vester, every day is a struggle to deal with the insults and prejudice that come with just being her. Ember dreams of leaving her little island and going to Marnethia a college town founded by the Queen and dedicated to the specialist education of all young people in magic and fighting or whatever their skill may be. A place where she could mix with so many types of people and learn new skills along the way.

Places at Marnethia don't come cheap though and Ember's family struggle to get by so can there really be any hope? Join in the tale of this young witch as she makes choices that are both good and bad, selfish and not as she discovers a whole new side to the world she grew up on. With friends to meet and many adventures to be had, an unlikely friendship is about to become of huge importance.

Starting Options At the start of the game you need to select the mode you will play for the game. Normal mode is as the game was designed to be played. Easy mode will offer you gold to start plus boosted characters to let you beat monsters with less fighting but don't be fooled they can still harm you and you will have to buy equipment to counter them! Hard mode weakens your characters and so will make the fights tougher to win, especially as the game progresses. You also have the option to play through a short tutorial if you wish which will cover the basics of how to play.

Controls You can play through The Witch and The Warrior either by using your mouse or the arrow keys and by pressing escape or clicking. You can point and click where you want your character to go and right click (or press escape) to navigate to the menu. At a couple of points in the game you need to input letters via a screen that will appear. For these just click or use your arrow and enter to select a letter and use escape or right click if you need to delete. If you make a wrong selection at any point, for example if in battle you select to fight and you meant to use a skill then as long as your turn hasn't passed you can press escape or right click to cancel and choose again. If you want to alter the screen to either full screen or windowed mode then you can press Alt and Enter at the same time. You also have options available from the start up screen which allow you to set the default window mode and turn off the music.

Menu Menu access is very important to the game. From the menu screen you can save, change your party members, change equipment, use items and more.

Items: This screen tells you what you are carrying with you and, if you click/scroll down to an item, a little description will appear at the top. If the text and item are dull it means they are not available to use. Maybe it is something that you need later or maybe it is only available at certain times. A bit more detail on items comes later in this document. Skill: Skill refers to the abilities your character has, so for example if you select Ember and look at her skills you will see she has a couple to start. One is a healing spell which will restore 50 HP, another is one against an enemy. Each skill has a cost and your character must have enough MP to be able to perform it. Your characters learn more skills as they go up levels and you might even find some other spells along the way. Some skills will work better against some enemies than others, for example fighting a fire monster with fire spells is unlikely to help you. As you gather more characters into your party you can view this detail for each of them. You can find a list of character skills in this guide. Equip: If you wish to see or change what equipment and weapon your character has then you need to use this screen. You will see some numbers at the side which basically tell you whether changing to a new piece will make you character better or worse in terms of attack and defence. An explanation of the abbreviations follows shortly in this guide. It is worth noting that sometimes an item may appear to be not as good but because of special qualities does enhance you in certain situations. For example you may get a ring that says it defends against water and whilst it may not show much in terms of defence statistics it will significantly reduce the damage your character takes from and water based spells. 5

You select which character you want to view on the initial menu screen and then on the equip screen you can move down the categories (weapon, shield, helmet etc) to see what choices you have. Not all characters can equip all things. Status: Your status screen shows you a lot of information on your characters statistics.

Starting from the top you have your level which will increase as you fight monsters. You can see how close you are to gaining a new level by looking at the experience figures which show both what you currently have and what you need to increase a level. So in this case Ember needs another 85 experience to move to the next level. It also shows any conditions your character has just under the level. In this case it is [Easy] as easy mode was selected at the start. HP and MP are the values for your health and magic. If your HP falls to zero then your character is exhausted, they will need reviving by giving them a revive item, casting a revive spell when you have one or by sleeping in an inn. If your MP is not high enough you will not be able to cast spells or use your players skills. You can top up your HP and MP by using some items, through healing spells and by sleeping. As you level up your HP and MP will also increase. The next set of numbers give you details on your character: ATK = this is their attack power PDEF = this is their defence against physical attacks MDEF = this is defence against magical attacks STR = this is their strength DEX = their dexterity value AGI = their agility INT = their intelligence 6

Party:

You will not need this option at first but at some point in the game you will find you have more than 4 characters to choose from and can then select who you want to be in your team. Select one of the three slots under Ember on the left hand side, then go to the right panel and select who you want to fill it. Ember has to be in the team but she can be swapped from being first if you feel like it. Journal: When Ember and her friends pick up tasks to do they will be recorded in here until you have completed them as a reminder. The next step in the main story will also be displayed here so if you are stuck this may remind you of what you were doing! Save: You have a choice of seven spaces in which you can store your progress. It is highly recommended that you save regularly and in separate slots. This means that if you get stuck or realise you have forgotten something you can go back to an older save and redo or that if a monster proves more difficult than you anticipated and you get a game over that you don't have a lot of replay to do. End Game: Self explanatory! Just pick whether you want to exit completely or return to the title screen.

The Characters Ember A young witch who wants her own life. Ember mightn't always get it right but she's got a good heart. She has a bit of a temper, especially when she feels unfairly judged just for who she is.

Strengths: She's a nature witch so good against earth based spells and she has some healing skills too. Weaknesses: Ember can be silenced easily which will result in her loosing her ability to cast spells until cleared. She is not physically strong. Weapon of choice: Magic Staff Ember's Skills: Level 1 Frightening Stare 5MP May scare an enemy Witches Charm 8MP Restores 50HP and clears bewitchment Level 5 Forest Curse 15MP A nature based attack against one enemy Level 7 Cackle Time 8MP A witches cackle that may scare all enemies instead of just one Level 11 Blossom Wind 20MP A wind based attack that is directed at all enemies Level 14 Cauldron Cure 35MP Will restore 120HP to each companion Level 18 Nature's Wrath 25MP An earth based attack on all enemies

Giselle This is Ember's little sister. She's a highly intelligent young witch and has some great light magic... though she does tend to like to add pink and sparkles too.

Strengths: Giselle is very intelligent so has great spell casting ability. She has some defence against light based magic. Weaknesses: She can be scared easily, though she'll quickly recover. She is weaker against dark and thunder based spells. Weapon of Choice: Wand Skills: Level 1 Witches Charm 8MP Restores 50HP and clears bewitchment Level 6 Sparkle Zap 15MP A light based attack on one enemy Level 10 Pink Power 25MP Smother all enemies in this pink mass of magic! Level 15 Rose Mist 15MP A confusing cloud around one enemy Level 18 Nature Surge 25MP An earth attack against all enemies Level 22 Blossom Wrath 25MP A bewitching blossom blast against one enemy

Anda Confident and kind, Anda is a fighting student with some great skills if you use her MP carefully!

Strengths: Anda has great physical skills, especially given the right weapon. She is strong against fire based magic having been brought up on a very hot island. Weaknesses: Her MP level is low so she needs to watch her skills carefully and not overdo it! She is not good when put into cold situations unless protected properly. Weapon of Choice: Sword Skills: Level 1: Warrior Blow 5MP A blunt blow that may stun an enemy Preparation 5MP Energises Anda ready for battle Level 7 Warrior Charge 10 MP A forceful attack on one enemy Level 11 Stealth Blow 12MP May stun one enemy while inflicting injury too Level 15 Blade Swirl 20MP An attack on all enemies Level 18 Strike Swarm 24MP Attack all with the chance of inflicting bleeding

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Quinn He's a little wacky at times but don't underestimate him, Quinn has a lot to offer.

Strengths: Quinn is strong against wind and unlikely to be silenced. Weaknesses: He's not too good against water based spells and his mind is weak to enchantment and yo being bewitched. Weapon of Choice: His cloaks are enough for him but he'll use general weapons too. Skills: Level 1 Sneak Shock 10MP May scare an enemy Level 7 Swirl Strike 20 MP A whirlwind attack against all enemies Level 9 Mad Charge 18MP A unique Quinn style charge at one enemy with arms waving Level 11 Mind Whirl 8MP May entrance one enemy Level 15 Befuddled Blow 15MP A hit that may confuse an enemy Level 20 Nonsense Wind 20MP An air based attack that may affect all enemies Level 22 Clocked Rage 18MP A strong attack on one enemy

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Brynn Calm and focussed, Brynn likes order and appreciates everything about the world around him.

Strengths: He is strong against water and air spells plus he has good physical strength and speed too. Weaknesses: He doesn't have many but can be easily bewitched and entranced. Weapon of Choice: Fighting Staffs Skills: Level 1 Gale Fist 12MP A wind and physical attack on one enemy Level 7 Mind Wall 10MP Raises intelligence for all of the party Level 11 Water Slice 20MP A sharp water attack on all enemies Level 15 River Blast 25MP A water attack on all enemies that may also stun Level 18 Tornado Spin 18MP A strong wind attack on one enemy that may also stun

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Marli She's used to getting what she wants and not having to wait! Marli is half human, half demon and wants her beautiful side to shine!

Strengths: She is used to fire so heat won't bother her too much and she has some defence against dark spells too. Her skills are fairly consistent with damage against many types of monsters. Weaknesses: She isn't keen on the cold at all and will suffer against ice spells. She also is not physically strong. Weapon of Choice: She believes her songs are all she needs but can be equipped with common weapons as well. Skills: Level 1 Piercing Note 10MP A piercing note directed at one enemy Level 2 Discordant Tune 16MP A horrible song that may shock an enemy Level 6 Swoop Attack 18 A wing attack on all enemies Level 9 Cleansing Note - 10MP Cures an ally of most bad status effects Level 14 Crescendo Wave 22MP A boiling water attack on all enemies Level 20 Dark Melody 15MP A dark song directed at one enemy

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Aline Not one for exerting effort when she doesn't have to, Aline is happiest when having a nap.

Strengths: Aline is resistant to cold and ice attacks and has good defence against dark attacks. Weaknesses: She's very susceptible to sleep spells and isn't good when faced with heat and fire. Weapon of Choice: She has no special weapon and will use general items. Skills Level 1: Cold Hold 10MP May freeze one enemy Level 6: Freezing Wail 20MP An attack on one enemy full of ice power Level 10: Soul Drain 10MP A dark attack that may slow an enemy Level 17: Surge of Despair 28MP A demoralising, dark attack on all enemies

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Familiars As well as the characters described above you also get to pick a pet in this game once Ember has obtained a license for a familiar. You are able to pick from a cat, a bat, a frog or a mouse and you'll get to choose the name you want to give it. Your pet will fight in your team, will have a healing and protection spell and will be able to hunt down hidden items for you. Strengths and Weaknesses: The cat is strong against earth attacks but weak against water and ice. The bat doesn't handle light based attacks well but is great against dark attacks. The frog is obviously good with water but it doesn't like fire. The mouse handles earth attacks well but isn't as good with fire. Hidden Items: As will be explained to you in the game each animal is able to search certain places for hidden items. If you choose the cat you will be able to search up trees. If you have the bat you can search small caves that you can't fit into. With the frog you can splash down into water to see if there is anything underneath. With the mouse you can find tiny cracks to squeeze into and search. When you are near a hiding place and have your pet with you you will see an orb of light indicating there is a place to search.

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Items Items are there to help you, they may heal you, be needed for a quest or enhance the statistics for your players.

You can view your items from the menu screen as mentioned above. If an item is dimmed out then it is not available at this point, if it is bright then you can use it. You can view what an item does my moving the white box over it so for example in this case we can see that Disperse Drops cure poison. You may find as you progress that you have picked up more items than you need, for example some monsters drop items when they are killed or maybe you've replaced a weapon with a much better one. If this is the case then you can sell excess pieces to shop keepers but make sure it's nothing you are going to miss!

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Shops Not all shops sell the same things so it's worth checking them. In particular you can maybe pick up items that will help you with the conditions youre likely to face in that place.

When looking at shop items you can again see what the item does by hovering over it and also how many of that item you currently have plus the cost in gold for purchasing one. If you scroll down there may be more items available.

If buying armour you will also see values beside each of your characters showing whether the piece gives more or less protection than what they currently wear. Remember though that in a cold place a weaker item but with cold protection may do better than a normal yet stronger one. 17

Fighting Whichever mode you pick you will have to do some fighting. When you go into battle make sure you have equipped your characters appropriately.

You have four options when fighting. Attack This is basic physical attack which does not require MP, it can vary depending on which weapon and equipment your character has. Skill This will open a list of spells or special skills for your character. You character will earn more skills as they increase in level or they can maybe be taught some along the way. Defend This cuts the amount of damage a character receives but will not harm the enemy. Item By choosing this you can select an item from your inventory, usually to heal or recover MP.

If you find you cannot defeat a monster don't worry! Try out different equipment and spells against it, swap around your party members to see if that helps or go away and fight weaker monsters to level up and then try again. You cannot escape from fights in this game but you can bypass most monsters until you feel ready to tackle them. Do not try to avoiding fighting altogether though as you'll find your characters will be too weak to progress later in the game. See later in the guide for specific details on monsters. Each character has their own strengths and weaknesses which make them vary in terms of which monsters can hurt them most. Ember for example is a nature witch and earth attacks will not bother her as much as they might another member of the team. 18

States States are different conditions you character can inflict or have inflicted on them. Some are positive and will help your character, others are harmful and will hurt or weaken them. You will see them mostly during battle. In your menu you will notice that your player has an ongoing status of easy, normal or hard depending on which mode you choose at the beginning but here are the most common other ones: Positive States Energised This results in an increase of your character's strength, attack and agility. Protected Significantly increases defence against physical and magical attacks. Psyched Brings about raised intelligence meaning your character's magical attack will be more powerful. Sparkling Brings about raised agility and intelligence.

Negative States Exhausted Your player has HP of 0, cure by going to sleep somewhere or by using a revive item or spell. If all the characters in your party are exhausted then it is game over. Poisoned You will need to sleep, use Disperse Drops or a cleansing spell to get rid of this one. Be careful as it continues after battle as well and you will lose HP with each step you take. During battle for each turn your player takes while poisoned they will lose 10% of their maximum HP. It is possible to find a weapon in the game that can inflict poisoned status on the enemies. Silenced If your characters have this they won't be able to cast any magic spells though they may be able to use physical special skills still. Cure with a Banter Brew or maybe you'll be lucky enough to have a Vocal Ring to protect against the condition. Clumsy If your player gets this they will lose some agility and dexterity during the fight. You can cure with Dexterity Drops. Sleepy Your character or the enemy can't do anything at all if this is inflicted. Cure with some Energy Drops to wake them up. Aline is particularly susceptible to this state. Bewitched If your character is bewitched their intelligence and strength will decrease. The Witches Charm spell can lift it for an ally as does Clarity Brew. 19

Stunned A stunned character cannot evade and also is weaker when fighting. Boost Brew will lift this condition. Tangled A tangled character will lose agility and dexterity, your character is quite likely to be released from this state after one turn. Shocked A shocked character will experience a loss in agility and intelligence. Courage Drops will clear the condition. Confused A confused player will inflict harm on an ally instead of an enemy and you can't control them. Disperse potion or Marli's Cleansing Note spell will clear the condition and wearing a Sanity Ring will protect your player against getting this state. Frozen A frozen player cannot move. A Warming Brew will get them back to normal and equipping your character with an Ice Ring will counter the condition. Burnt A burnt player will lose 10% of their maximum HP each turn so it is important to cure it quickly with a Soothing Brew or by wearing a Bright Ring. Slowed This state obviously affects your characters agility and dexterity. Energy Drops will cure this condition. Scared A scared player will lose attack power and intelligence. Help your player by giving them Courage Drops. Haunted A haunted player will not be able to get to their maximum HP and MP and will be weaker. Soul Brew will return your player to normal. Controlled This is a serious status that is hard to cure and will make your character always attack an ally. Fortunately only one enemy is able to inflict this status. Surprised A surprised character will be greatly weakened with other values decreased as well but fortunately it only lasts one turn before your players recover. Bleeding If bleeding your character will lose 10% of their maximum HP each turn. You can counter this with Binding Brew.

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General tips This game is about exploring and interacting. Talk to everyone, pick up things you see, look after your players health and keep an eye out for treasure chests and gold that may be there to be picked up. If you struggle at any point check your journal, try selecting different characters or equipment or even go back and fight lesser monsters to build up experience and levels. Things may not seem important at first but if you can get it it probably has a use at some point! This is particularly important for pumpkins which you may find lying around or be given as a reward. If you come across something you don't understand check out the troubleshooting section further down in this guide. You do get different endings depending on how you did so everything counts! Be sure to save often and in different slots so as not to get stuck or have to backtrack too much.

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Main Quest Walkthrough This section will talk you through how to progress throughout the main story. Remember though that there are side quests also available and you should explore each section and talk to people to get the most out of this game. In addition to what is here there will be treasure chests to find, pumpkins to pick, houses to explore and more but by following the story as described below you will be able to complete the game.

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Vester On joining Ember in school you must first go and talk to Hilde, the teacher. After that it is time to head home. Exit the school and then leave the town by the south gate. You will stop and talk to Marlon on the way. Continue south and then at the sign head east then north to reach Ember's house.

On entering the house you should talk to Ember's mother, Brigitte. She will tell you to go and look for Ember's little sister, Giselle. You need to head back to the town but this time head through to the north and you will see Giselle up ahead of you by the pond. After you talk to her she will tell you she is out looking for herbs for mum and will join you as you look for three Sky Blossoms before heading home. The first sky blossom is to the north of where you meet Giselle, a blue flower on the ground near the cave entrance. To find the second head back out of the town to the south and then head west, to the beach. The third Sky Blossom is to the far east of the wood. Once you have all three you can go home and give them to Brigitte who will then tell you it is time to sleep until tomorrow. In the morning you will be woken and it's time to head to the school in Vester. You will be met outside by Marlon who passes on a message that Evan is back on the island and wants to see you. After class you can head down, this time further south, to go to Evan's house. You will find him waiting outside. On talking to him you will then need to find the Marnethian Official, he is inside the inn at this point. After speaking to him you leave the inn to be transported back to the house and it's time to head to the beach. Make sure you've done anything else you want before you head off as once you meet and talk to the official he will transport you to Nethina. 23

Marnethia Island You are now on Marnethia Island but in the smaller town of Nethina.

Before you can leave the town you need to find someone to travel with. South of where you arrive you will find some wooden docks and Anda is waiting there. On talking she will join you and you can now leave on your journey but it is recommended that you check out the houses and also check out the shop before you go. Some of the monsters in the next area cast poisonous spells so buying a few disperse drops may help. You need to just head north with Anda, fighting monsters on the way. Eventually you will reach the entrance to the city where Anda will leave you. The first thing you need to do is talk to the Official inside the information centre. This is the first building with the blue roof just inside the gate. The official will give you a pass for Witching College which allows you access to that building. You can now head to the far north east section of town and enter the college.

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You will talk first to Zoraida at her desk. You then have the option to explore some more or to head up the stairs to the west and into the far door which is your dormitory. Once you select to sleep at Ember's bed it will take you to Monday morning.

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Monday Week 1 Head downstairs and talk to Zoraida who will give you a key to the lesson door. This is a gold door right at the back of the ground floor. You need to head there now but on the way it is worth heading down to the kitchen and picking up a morning tonic from the witch there. The tonic will be added to your items and you can either use it for Ember or save it up for one of your companions later. Once at the gold lesson door Ember will transfer to her first lesson. The official, Fay, will explain to Ember that she needs to hunt down gems with the help of a familiar. You have a time limit but don't worry as you get through the lesson whether you find them all or not so use each animal to hunt in their specialist places. If you want one of the witches in the clearing will offer to help you cheat it's up to you but it may have consequences! Cats like exploring up trees, frogs in the water, mice in small cracks and bats in small caves. To explore just stand in front of a place with the animal in your party and either click or press enter. Once your time is up you'll be sent back to the college and have the rest of the day to spend. Your first task is to get yourself a familiar of your own. The shop is right beside the Witching College so go outside and enter the shop to the right of the stairs. You can pick which you want and name it too! To delete letters as you input the name either press escape or right click. Once you have your pet it's time to find Anda. Head out the shop and to the west of town. Then go south until you see the market area and Anda wandering about. On talking to her she will give you a pass to the Warrior School and tell you she has a task for you to try in there. She will also suggest at some point you could send a letter from the post office home and whilst this isn't essential it's a good idea! There's also a good side quest to be picked up in the post office.

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The Warrior School is in the north west corner of Marnethia. Enter it with Anda and she will tell you about the student hideouts. Each college has a secret room and Anda wants you to find the one in her college. You will have to explore carefully, check everything in order to discover them. In this case you need to head up the stairs and then down to where a throne is click or examine this and you will find the hideout.

You can talk to the people in it now to pick up a side quest or leave it it's up to you! After you have done this the rest of the day is to spend how you wish. You can continue to explore or you can head to bed in your dormitory at the Witching College.

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Tuesday Week 1 On waking it's lesson time again. Remember to pick up your morning tonic from the kitchen then head to the lesson door. You will be transported to a place north of the city where an official and Anda will be waiting. You will also be joined by a new character, Quinn. Once the official has explained your task you need to start through the area looking for lamps. You need to find five flames before you can complete the task.

One flame is through the cave guarded by a monster at the clearing (A on map). Another is to the south (via B). For the others head west along path C.

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One (D) is just to the south when you follow path C, another is further along path E. The final one you need to get (the characters will only collect this one last) is through the cave marked F. In the process of collecting this final one Quinn will leave and you will be joined by a new character, Brynn. On the way back through the cave you will find you have disturbed a monster and will have to defeat this to progress. After this head back to the clearing to talk to the official who will congratulate you and you can head south to the town again. On entering the town Brynn will leave for now but he will give you a pass for his college. It's now up to you whether to explore or sleep but it's always worth a look around and maybe spot where Quinn got to!

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Wednesday - Week 1 It's morning tonic time and lesson time once more. Ember's excited about this one as it is flying time. You will find a witch standing in the way of the door but she is going to help you get a broom so talk to her and receive a key for the store cupboards. The left locked door at the back of the ground floor contains a broom you can use for this lesson. Pick it up and head to the lesson door. For the flying lesson you need to pick up as many ribbons as possible within the time limit. Also keep an eye out for a green dragonfly which, if you fight and defeat it, will transport you to a new place.

Ribbons are worth different point scores. Pink are worth one point, blue are two, yellow are three, green are five and purple are ten. Once time is up you need to talk to Fay, the official at the start. After finding out how you did you'll be transported to the headteachers office where a disappointed mother awaits! There are two possibilities after this talk. Either you will not be allowed out of the college and should just go to sleep or you will find yourself outside with Anda and Brynn. If outside this is your time to explore, it may be worth checking out the clearings in Marnethia. When ready you can sleep in your dormitory.

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Thursday Week 1 Lesson time and the door will transport you to the centre of Marnethia. The Night School students need help. With Anda and Quinn you enter the college and head down the stairs. First you need to find Marli who will join you on this lesson. Then head through the college to where a purple screen stand at the back of the college. This is the entrance to the hideout. In the hideout there is a small door which you can go through into the tunnels behind. Remember that if you need it there is both a place to sleep and a shop within this college for the duration of this task. You enter from the tunnel into a room with four switches. These switches control locked gates further up the left and right hand sides. You can only turn on one switch at a time as they will turn the others off when activated.

First activate switch number 4. Head the left hand side and enter the open gate. Walk up to the panel on the wall and read it. You now realise you need a magical way of lighting the flames and will need to go above ground so head back out of the college and into Marnethia. Once there head to the clearing near the Elemental and Witching colleges, you will find someone who needs your help. Defeat the bandits and you will gain a pass to the Elemental School. Enter it now and find the fire section. Talk to the teacher there. Once you have the Fire Rod you are ready to return to the underground tunnels. The switch you activated will still be on so go back to the room you were in previously and light each lamp in there. Marli must have the Fire Rod equipped for it to work. Now return to the room with the switches. This time activate switch 3 and head up the right hand side. Through the open gate, keep heading up and when you reach two arches go to the right. You will see a blue orb on the ground. Pick it up and return to the switches.

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Switch number 2 is next then head to the left, through the open gate and to the blue panel on the floor. As you walk over it you will place the orb and get ready to fight! Your players will be surprised on the first round of attacks so you may find they miss with their attacks for the initial turn. On winning you need to collect the green orb that is now there and it's back again to the switches. It's time to turn switch 3 again and head up to the right. Through the open gate and this time you want the arch on the left. Once again you are placing the orb. This time, after a fight, it will turn into a key which you need to pick up. Now for switch 1. Turn this and head up the right corridor and through the last gate. You need Marli with the Fire Rod equipped and will need to light the flames in each area to get the spikes to go down. Once done you can enter the door at the end thanks to the key you now have. Follow the corridor to find Hanishda who you need to defeat. After this activate the switch behind him and return to the room with the switches. You will now see the spikes blocking the doorway have gone down and you can enter. You must light each flame in order to open the cells. After this part is complete you are free once again to do as you wish until you go to sleep back at Ember's dormitory.

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Friday Week 1 Friday morning and it says on the timetable that it is test time. As usual you need to make your way to the lesson door and pick up your morning tonic from the kitchen before you leave. On transporting you will find yourself alone on Barb Island. Head up to the branch in the path and you can either go left and round to reach a chest or right to point A on the map.

Barb Island Map 1: Once you follow the path you will come across another junction as shown on the next map.

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Barb Island Map 2:

Point A is where you have come from. You cannot go west via point B yet as a mushroom is asleep on the path, this is true also if you follow up the path at point C. Instead head to the path marked D. You'll also notice a cave marked on this map, you can rest here is need to regain Ember's HP and MP. Following route D you need to keep heading northwards until you reach a tree with a chest below it. On opening the chest the Nightmare Tree will attack. Once you have defeated it you will now have Waking Powder, you can use this on the sleeping mushrooms. Go back down and take the route marked B. Fight the mushroom and continue along the path until you find a set of caves. Entering one of them you will find Lilithia, a witch who has a rather bad cold today. She will instruct you to go to another cave and talk to her sister, do this first and then you will have to head back the way you came and this time take the path marked C. Head north until you find Lilithia standing in the centre of a square with four pillars around her. Note the door in the cliff behind her as you'll need this place later. Ember may be fed up at this point but Lilithia still vanishes again so it's back to the caves and this time get ready to fight. After Lilithia is defeated you get the Witches Key and should head back to the locked door beside the circle and four pillars. Enter and walk up to the bar but you will discover on clicking there that your familiar is still not around. When you exit the caverns you will be met by some familiar faces out searching for you and transported back to Marnethia. 34

Saturday Week 1 You wake in the infirmary of the Warrior School with your familiar and Anda beside you. Anda wants you to accompany her to her island but you must find the others first. Marli can be found near the Royal Apartment. Brynn and Quinn can be found in the far south west corner of the town. Once you have everyone together head down to Nethina and you'll find an official waiting where Ember first arrived ready to transport you. You arrive in the desert just south of Anda's town. It would be advisable to try and dodge the monsters on the way into town so that you can face them correctly prepared as they have a range of fire and wind based spells that can be rough. Remember that Anda and Marli are most resistant to heat. Once in town you should talk to Anda's mum and then the other households. You will find a man who is concerned over his writer wife and he will give you a key to her retreat so that you can check on her.

Making sure you are properly prepared first head out of town to the north and continue that way, first through desert, then caves and then out into a green area. The small building in front of you is where you must go. Enter and you will find it empty but with a space in the floor you can descend into. You need to fight and defeat all the enemies in this region so that the spiked barrier will fall and you can rescue the author. Once you had done this she will rush off and you can return to Chama. Try to remember to call back into the author's house to claim a reward. After this you can explore or head to Anda's house where you can sleep for the night. 35

Sunday Week 1 On waking you will find that Anda's father, Anthony, has returned and is ready to speak to you. After this talk you can either explore or head back to where you arrived ready to be transported back. When arrived in Nethina you need to head back to Marnethia and visit the Post Witch in the post office. She will give you a key and tell you to head to the angel statue which is in the east of Marnethia town. Once there your characters will head through a tunnel and arrive at their new home.

Enter the house and you will find your friends have all headed off to their rooms. You can find and talk to them or you can head to your room and sleep. In this house sleeping doesn't recharge you, instead you and your active party are recharged whenever you enter the front door.

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Monday Week 2 Once Ember is awake head downstairs and you will find a letter telling you to head to the Assembly Room in Marnethia. Head back that way via the Angel Statue and when reaching the building, to the north of where you exit the statue in Marnethia, you will see Ailith, the Queen's bodyguard, standing outside. Talk to her and she will let you enter, you should now talk to the official to get details of today's lesson. On leaving the assembly room head to the north. Once you reach the clearing where you had your first group task keep going further north and you will find an official waiting for you. After talking to him it's time to teleport so approach the stone and off you go to Brynn and Quinn's island. You will arrive by the Memory Stone on this new island.

Now on their home island both Brynn and Quinn want to see their parents. To visit the father's house just head west from where you are and then slightly to the south. To visit the mother's house you need to go to the east and then northwards until you see the door with scarecrows and more outside! The map on the next page shows the paths.

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Inside Quinn's house for the main quest you need to head to his room and remove a fake mind stone from a chest there. Once you have this you are free to head back to the memory stone, although there are other side quests to pick up on the island if you wish. In particular you may wish to speak to the lady watching her chickens. Once you transport back and have given the fake stone to the official you have the day to explore or return to your new house to sleep ready for the next day.

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Tuesday Week 2 You awake to find Anthony in the entrance hall with bad news. The Queen has been kidnapped and his fears are being realised. After talking to him you need to head to the assembly room to be told today's lesson, but it will become obvious things are changing fast in Marnethia. After talking to the Elite head to the clearing which is beside the Shape and Martial Arts schools. You will find you need to fight three Elite students, do not worry if you can't defeat them as you continue anyway. You can heal twice at the pillar that stands in the clearing and the Elite next to it will also sell healing items. After the three fights head out the clearing and talk to the Post Witch. You now have the unlocked mind stone but need to escape Marnethia which is now guarded. Make sure you do all you want in Marnethia as you won't be back here for a while. When ready head to the lesson door in Witching College and Quinn will transport you into the North Woods. Head up to the memory stone and it will be decided to transport to Vester to check on Ember's family. From now on the game doesn't follow specific days.

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Return to Vester You arrive at the stone in the woods and should head to Ember's house. On entering though you will find only a guard who you need to fight. After defeating him Ember will suggest going through the caves at the north of Marnethia to an old hut in case her mother and sister have escaped there. You can now rest in Ember's room if you need to heal. Go through the town and exit to the north, keep going to the cave entrance and enter. You need to head north through the caves and in the second clearing you come to there will be a small hut. Enter to find Ember's family. It will be decided that Giselle should join you once again. On your way back it might be an idea to call back into Ember's house and open the chests upstairs. With Giselle head back to the memory stone and Quinn will transport you all to the house island once more. There is a letter waiting for you to read.

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The friendly ghost From now you have a lot more freedom in where you want to go with full use of the memory stone. You can use the memory stone to get to several places so you can explore first if you wish. To move on with the main quest though you need to go to Anda's island and enter her house. You will find you have disturbed someone called Abrax who turns out to be the Prince's bodyguard. After this you need to retrieve the book Anda is interested in. It is beside the gold and red chest in the south east corner of the house. Head over and you will take a book from under a tile. With it Anda thinks you need to head to the Shadow Glade so you first need to go north, to where the writer's retreat was but this time continue north until you come to a paved square on the ground. Walk onto this and the book will activate, transporting you to some ghostly caves. Head up and cross the bridge. Du'an will speak to you and tell you to go into the temple. Enter and walk up until you see four columns with different colours on.

You need to do the next stage in the correct order otherwise you'll find yourself back outside the temple again. The coloured columns show the order you must complete the task in. First go down the west corridor and collect the red stone from the grave there. Take this and take it to the grave marked 1 on the above picture. When you take the gem red ghosts will appear. If one of these touches you it will inflict a status or harm on your player. But the black stone marked A on the picture will heal you if you can get to it. Continue the same process in order so taking the blue stone from the east corridor next and putting it into grave 2 etc. Each time more ghosts will appear. Once all four gems are in place head south and you will find a treasure chest has appeared. Open it and then talk to Du'an outside the temple.

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Finding your Ghost Agent In order to find Agent Aline you are first going to have to talk to Aunt Mitsy. Head to her island via the memory stone and once on Amak Island head south via path B. You will enter the village and see a house with lights on the outside, head inside here.

Aunt Mitsy will offer to make you a Super-broom but first needs three silver branches. You can obtain one on this island by heading out the village then taking path C to the east and then north until you reach the top of the hill and see a silver tree. A second tree can be found on Brynn and Quinn's island. From arriving at the memory stone head east. The last one is back in the North Woods of Marnethia so on arriving head south to the clearing then west, then go into the caves where you fought the forest troll. From here go north and exit into the left clearing where the third tree waits. Return to Aunt Mitsy and she will make you the broom you can now fly! To take off you need to find a circle of light on the ground, on this particular island you can get to one by heading out of the village and then west on path A. All you need do is walk onto it and Ember will ask if it's time to fly. If you choose yes then off you go! Your first time up in the air you will see there are lots of new places to visit. You can visit many now or continue with the main story.

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You need to locate an Island called Ixone which is to the north of the large Marnethia island. Land here and enter the building. Approach the grave and upon moving it you will be able to descent then enter Aline's house. You need to talk to Aline but on trying it appears though that she is rather sleepy and will not wake up. You now need to find a way of making her stir. Head outside and fly once more. This time you want to head to a small island called Captains Isle to the east of the south edge of Marnethia Island. Land here and enter the top cabin. First talk to the man inside and then you will know you need to find him a ship mate for the other cabin. There are plenty of people you could ask but it is Freddy is his house in North Woods that will agree. Head there now to talk to him (remembering you cannot go through Marnethia itself) then return to the ship. You will receive the Ghost Bell so take this back to Aline's house and wake her with it.

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The Resolution Guides You now can get back on the broom and fly off to Ammon Island. On landing head up the slope and the characters will discover there is a secret entrance.

Walk through the cliffs and then progress northwards through the cave. Eventually you will find yourself in a clearing with Hilde waiting and bad news about Anda's father. Head into the building and downstairs to talk to Brigitte. You now know you need to find a unicorn horn, however you will not be able to achieve this until you finish a task for someone else. Head upstairs and talk to Klaus who is staring by the stairs. He needs you to track down three ghost agents for him to find out if they will return. Du'an is the ghost you talked to outside the temple with the coloured columns and he is still there so you can reach him via Anda's island. Of the other two, one can be found on Barb Island, at a grave beside the three caves where you fought Lilithia the witch when Ember was alone. The last can be found on Dusa Island. Once you have seen all three return to Klaus and you will receive some Breaker Gloves for Brynn to use. Head off on your broom and head down to a snowy island called Olwin.

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Olwin Isle Make sure Brynn is wearing the gloves and then demolish the blue rock blocking the path. There are barriers up so you can't progress south, head into the house instead and talk to the warden. She has a job for you to do, make sure your players are equipped to combat cold attacks then sleep there as she offers. It will turn to night and you can head out the building and south into the sanctuary. There are two things you need to accomplish here, you need to find the feeding stations and also a unicorn horn. It does not matter which order you do it but you must do both before you can go.

The feeding stations are not hidden and by wandering along each path in turn you will find them. There is one to the west via path E, one to the south by path D, one to the south east taking path C and one to the north east via path B. It is path B that will also take you the route you need to go for the horn. Head as far north as you can and you will see some little footsteps on the ground in front of some trees. Walk up the trees here and you will discover a path through them you have found the fairy village! In the village head east and find a unicorn without a horn, you need to approach it so that your characters discuss it and now talk to the fairies. One of them will tell you the horn is actually in the village. Once you know this you can search for it. Check out the snowmen! Once you have the horn and the unicorns are fed go back and sleep at the house. Once it is day you are free to leave. Anda is keen to get back to Ammon and give the unicorn horn over. Having done this head back upstairs in the guide headquarters and Hilde will need a word.

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The Gold Disc Not wanting to do nothing except hide the team will choose to search down the other half of the gold disc Hilde has given you rather than do as she asked. You will need to head to an island called Wilda. Once you head up the first stairs you need the path to the north east. There will be guards waiting for you to fight and then you'll find their base. Enter and fight your way up gaining keys from the fights or chests until you get to the top floor. Open the chest and you now have a full gold disc. For it to be of use you need to find Solitude Isle and insert it in the statue there.

You find your party transported to a new island, you are right next to an entrance but will be able to get the pillar inside to work. Head out and then head west then north until you see a lighthouse in front of you. Enter and go up to the top floor where a woman is standing. Talk to her and she will tell you how to get the column working if you talk to her again she will also offer to let you rest if you need to heal. Go back to the room with the column in and this time you will get it activated so head into the temple. Progress down until you find the bottom level with a fight waiting for you. Once you have defeated the enemy and talked you will return to Ammon Island.

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Return to Marnethia Ember and the others may not be satisfied but it seems everyone else feels things have returned to normal. You are now free to return to Marnethia where the Elites are free from mind control and trying to come to terms with everything. In the centre, near Night School you will find Evan and you'll receive an Elite College pass from him. Enter the building and go through the doors at the back you now need to locate the student hideout which is to the east of this floor.

After their discovery when you leave the building the group will decide to return to the house and get some rest.

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An invitation When Ember wakes head downstairs, it seems Aline has found an invitation from the Queen and you are to go to her castle. Head off on the broom to Sovereign Isle and talk to Ailith at the door. You will find the Queen up the stairs gazing out of her widow and she will be puzzled by the letter. You now need to see if the Prince knew about it so head downstairs to the kitchens where he is talking with the cook. After speaking to the Prince the Queen is heard screaming, head back to where she was and prepare for a fight! The shocked Queen will then talk to you and your characters will decide they must free Aline's mind and also warn the Guides. Head to Ammon but you will discover you can't get in and that Ember's mother has already left. You can now head to Aunt Mitsy's hut again and get the potion from Brigitte. With Aline's mind free of control it's time to go through the portal at the Elite College hideout. You will find yourself in the ghost domain but you can return to Marnethia anytime the way you came. Heading off to the north east and north west you will find in turn four graves. You need to defeat the ghosts within for each to progress. Once all are done head to the large building, a key has appeared and you will be able to enter and face your final battle. If you need tips on beating the final battles see the section further in the guide.

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Side Quests There are many optional side quests available in this game. Since they are not essential we do not give a detailed walkthrough but here is a list so you can see what you've found. "Find Godslayer Sword" "Find 3 Crystal Balls for Prophecy School." "Get a sculpture." "Find the missing skull." Need Carrot Cake." "Need Enchanted Mushroom Powder" "Find a new student." "Find Dave the bird." "Find Lilly's lost dog." "Find the stolen harp Guillard." "Deliver letter to Sasha." "Sasha needs a new dress to wear." "Find a special book." "Find a secret in the storage room." "Find a cure for the chickens." "Find the rare serpent." "Find someone to take this bird." Find the author. "Find Johnny for his mother in Nethina." "Deliver the letters." "Get the goat back." "Get 3 branches." "Admire all the snow angels" "Locksmith needed." "Give back the hat and gold." "Find the cat." "Find a Four Leaf Clover." "Find a cure for hiccups." "Deliver a parcel." "Find a new customer." "Find some sparkle!" "Find someone to care for the Firefly." "Find the fairy child." "Unstick the warrior" "Help Marli's father." "Find the lost chests." "Find the lost hat."

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Monster Help The lesser monsters can usually be defeated with a range of skills and weapons but there are much harder ones too depending on the mode you picked. In general if you are struggling look at the types of spells the creature is casting, the names and animations will give you a clue as to whether they are dark attacks, water based etc and you should then try and select your players based on that. Here are some of the main enemies you will face. Vesterfly and Forest Spider Just normal attack should work, you will pick up Giselle early on in the game so you can always dodge until you have her for extra attack power. Sourfly These are strong than the Vester variety and also poisonous so make sure you have some Disperse Drops to hand. Ugasquabs (Juvenile and Adult) The adults are obviously strong and have more skills but both the juvenile and adult varieties don't like fire and ice. It may be that you don't have these skills when you first come across them so just physical attacks will do and use protection spells if you come across a group. Malicefly These creatures are fast but susceptible to physical attacks. Wind spells are unlikely to bother them. Stonerat Slow moving but well protected these creatures use earth magic so whilst Ember will have some natural protection anyway it may be worth equipping other members with items that protect against earth attacks. Groundleech These are protected against earth magic and dark attacks but physical attacks should penetrate. Forest Goblin Earth and wind are unlikely to harm this goblin much so use protection spells and physical attack against it. Again having your characters protected against earth magic will help. Ribbons, Butterflies and Emerald Fly These enchanted ribbons and the flies are not tough but as you fight them time is of the essence so blasting them with Embers Forest Curse may get rid of them in the quickest way. Dark Goat These creatures do not like ice, water or light attacks. You aren't going to get far with dark magic against them though. Angry Bats You may be able to inflict states on these creatures and Marli's wings can work well plus physical attacks.

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Thieves The thieves don't have any particular strengths or weaknesses but they do have some strong skills which can wipe out a character in one move. Make sure you've got armour and equipment with good defence statistics and keep some revive items too. Hanishda Hanishda uses dark magic so equip your characters with items to counter that, Marli has some natural resistance anyway as will your bat if you chose that creature. He is weaker to wind based magic and Marli's songs should help too. Nightmare Tree Fighting the tree is partly down to luck in whether it manages to catch you with a sleeping spell or not. The Forest Curse spell will cause damage to it and use the healing spell and items to make sure Ember's HP doesn't fall too far down. There is also a strength brew on this island so go hunting for that if you are stuck. Vexshroom The Vexshroom is poisonous so try and have disperse drops, if you arrived on Barb Island without any don't worry there is a chest with some in so go searching! They do have some defence against nature attacks but Ember's spells still should do some damage. Desert Scorpions and Lizardillos For these make sure your characters are equipped to counter fire spells and the burning status. There's a shop on Chama that sells useful items and remember that Marli and Anda have some natural resistance. Water based spells may be effective against them. Sandscrapers These can be tough to beat but defending against their wind spell is a good start. You can buy an item in the village that will help. Quinn has natural resistance to some wind attacks. Elite Students Remember for these fights it is not game over if you lose, so if you can't beat them don't worry too much! The magic student does not like dark spells, Evan is also susceptible to water. The nature student has lower physical defence that the others but is strong against water, fire, earth and wind. Wildcat These cats are resistant to nature spells but don't like water, thunder or ice. They are also susceptible to the burnt state. If possible have some Binding Brew at the ready in case they inflict bleeding. If they appear in a group with other creatures it may be bets to try and take these out first. Savage Boar Earth magic is not likely to harm this creature much but its physical defence is lower. Its attacks are mainly physical too so be well equipped with armour. Guards The guards do not like fire much but are resistant to water. Have Anda equipped with a good weapon and if they are in a group use skills rather than basic attacks to damage them. They have strong sword skills so have revive potions at the ready. Vester Leech These creatures do not like the light but are resistant to dark and nature spells. Physical attacks may harm them and be prepared for poisonous attacks. 51

Ice Wolf and Crystalfly Obviously in cold places it is essential to equip your characters to combat the cold and ice attacks. Ice rings will protect against frozen status. Anda and Marli do not like the cold but equipped correctly they can certainly manage. These creatures do not like fire attacks. Water and wind are not going to be as effective as they could be. Giselle is susceptible to being scared so may not be of as much use against the Ice Wolf. Glade Yak Water and earth spells may cause damage to these animals but they have some protection against fire. They are not easy to scare of shock so focus on causing damage. Humid Spider Make sure you have Disperse Drops to counter poison. These creatures also use water attacks and are unlikely to be harmed as greatly by water themselves. Beach Serpent These are water based creatures so use water attacks, Brynn will have some natural defence against them. Other than that most skills should have decent impact on them. Botha Snake Be prepared to counter poison once more. Being cave dwelling they are again susceptible to light so Giselle may have good spells to use here and Marli's songs as usual can be helpful. Cave Hog Although they can cause big damage with some skills they are not that well defended considering their appearance. In particular ice and wind based magic can cause them harm. Du'an Light and fire magic are going to do well here so use Giselle is you can. Many of his spells are dark based so use equipment that counters that and remember Marli has some natural resistance and decent songs that may penetrate. Trying to scare or entrance him is unlikely to work but most other conditions have an average chance of succeeding. Wynne Wynne does not like light magic or fire. Giselle's spells may be helpful though she is susceptible to dark attacks. He does cast a sleeping spell that Aline is going to be very susceptible to. Protect your characters from dark magic if you are struggling. Fire Pixie Anda and Marli have natural defence and equip the others to counter fire attacks and burnt status. Ice and water spells will work well. These pixies have a fairly low physical defence. Ice Spirit Obviously protect against the cold and frozen state. Aline has resistance to this element and whilst water and wind attacks will not do much good, physical and fire magic can. Wind Spirit Brynn has some defence against this element and you can also equip a pendant with the power to diffuse wind attacks. Attacks meant to inflict frozen or bleeding status are unlikely to work but there is a fair chance with other ones.

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Porcubear Make sure you have good physical defence with strong armour! Whilst these creatures do have some protection against nature and fire attacks they may still be of use. Its magical defence is lower than its physical defence and it has average susceptibility to most states except bewitchment and entrancement which probably will not succeed. Venomed Lizardillo Much like those of the normal variety except these ones have the ability to poison too. Water and ice spells will be useful but fire will not. Elite Magic Master and Elite Combat Master With fighting the two types at once you are going to need a well rounded party. Be well prepared with strong armour and also ready to counter dark attacks. Using Anda to target the magic master may work while using magic against the combat master. The magic master does have susceptibility though to fire, wind and light. Inflicting bleeding status with a skill or weapon if you have one at this point could be very useful. You may find it easier targeting one of the masters at a time rather than trying to take both out. The combat master is unlikely to be shocked, scared or poisoned. Ailith Ailith is very strong but luckily for you will underestimate your abilities! Inflicting bleeding state will help a great deal, try doing this first as it may also help get rid of the other ghosts. Her magical defence is much lower than her physical defence , poisoned and scared are not as likely to work but other states might and equip your players with any items they find within the castle plus the best armour. If you arrived here not fully rested then remember you can sleep downstairs to recharge before heading up to the fight. Grave Ghosts The ghosts from the grave are typically the same as their live equivalent that you have tackled before but this time they may be strong. Remember that you can get back to Marnethia in between to recover, build up level, buy items or whatever you need. Ailith and Abrax You are going to have to be ready to face magic and sword skills at the same time. Abrax is the stronger of the two and has a particularly nasty spell which can control your players if he manages to cast it successfully. Aline is unlikely to be affected by this but is also not going to be much good at countering his attacks. He will be susceptible to Giselle's light magic and Marli's songs may help plus she is guarded slightly against dark attacks. If you can get Anda to inflict bleeding onto Ailith this may help greatly and it may be best to target Ailith first and then after she is gone then turn attention to Abrax. Abrax does have some weakness to wind and fire spells.

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Trouble Shooting Not all my players are showing in my team but they are active Check whether the ones who aren't showing are exhausted. If they are you will need to revive them with an item or by sleeping. The screen keeps flashing red as I move One or more characters is probably poisoned. Use disperse drops or sleep to cure this. Until you do they will lose HP with each step they take. I can't use the item I want from the menu/during battle Some items can only be used either within battle or from the menu and are disabled at other times. I can't sell an item Some items cannot be told as they are essential for the game and cannot be replaced. I did a quest but it's still in my journal Have you gone back and talked to the person who gave you the request? It may be the journal will update after you talk to them again. I am carrying too many pumpkins and lose the ones I collect You can store pumpkins in the cellar of the house on the secret island and collect them again when you want. Remember you can only carry 99 at a time.

Credits The Witch and The Warrior is Produced by Eridani Games If you require any extra help or information please come to our website: www.eridanigames.com Thank you and enjoy the game!

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