The only guide Karn needs to read
Welcome to the very first draft of the very first, ocmpletely incomplete, completely unnofficial Adventurers! FAQ.
Annoying though it may sound, always do what Karn says. Even when it's totally stupid. Occasionally the game is just trying to waste your time, but more often than not, he's right.
Talk to everyone. At least twice (until they stop saying new things). Examine every object - twice. With the exception of plant pots which should only ever be examined ONCE.
Once you have the 'steal' ability - use it in every fight.
Once you have the ability 'white lion' - don't worry about using up all of your techniques in every fight. The only exceptions to this are the 'multiple boss fights' - where white lion won't work and you'll need your techniques for the next fight. These rare occasions will be marked in the walkthrough.
I won't bother reproducing the elemental diagrams here, the manual is quite self explanatory. You only have 5 oriental, 142 scientific and 15 'sponsorship' elements anyway - and each only impact on at most thirty of the others.
Have fun :)
The big meaty hero, your main character through most of the game. The only real reason to take him out of the active party is to level up some of your other party members.
He uses swords, has high defence and no magical
defences.
Ultimate weapon: Kiplings. (He makes
exceedingly long swords)
The blue mage, the sarcasitic foil to Karns overexuberant stupidity. Karn will be in your party much of the time. Ardrams damage output varies quite wildly throughout the game, elemental summons usually do vast amounts of damage - although some of the better ones are fairly annoying to get (and involve having to use the less good ones)
He uses staves, has low defence and high magical
defences.
Ultimate weapon: (summon) Summon Chookee.
The theif. A fairly minor role in the early stages of the main plot, he has his own 'love affair' sidequest and becomes more interesting later on. Of coure, none of that is important, as he will be in your party whenever possible for the 'steal' ability.
Uses knives, low attack, low defence, high agility.
Ultimate weapon: Prog.
The bard. Level him up whenever you can, because he is critical to the main plot. There is a hidden easter egg that lets you beat up the person who decided that would be the case. Utterly pathetic in all ways, apart from his plot-songs.
Uses harps - but starts with the 'plot harp of
doom' (musicalibur) so you'll probably never equip
him. Lowest attack, lowest magic, negative
defence.
Ultimate weapon: Musicalibur-II
The ninja. Karashi is in all ways nifty, and you'll probably have her in your party quite often. Has a few side quests to keep your interest. Can be used as an alternative to drecker, but is most fun when you have both in your party.
Uses 'ninja stuff' - throwing stars, katana, that sort of stuff. High defence and agility, moderate attack, low magic.
There is no justification for this things existence. Even Karn will consult this strategy guide for a way around his essential plot element. However, look forward to 99 levels of levelling him up mindlessly if you want to be able to fight the final optional boss.
Uses his fists. Surprisingly high attack and
magic, low defences and agility.
Ultimate weapon: Gloves of chook
The evil spy robot of doom. (tm) Stupid though it may sound to allow this guy into your party, follow Karns lead on this one. Sadly, he's not actually that great in your main party - but you really have to get him to fight one of each (non-boss) monster before the end of the game (to open up his evil- sidequest) - and some of those are only found in dungeons that you can never return to. These will be indicated. You will have to do multiple play- throughs to see everything...
Uses his built in weaponry, which can be upgraded.
High defences, no magic.
Ultimate weapon: Brr-beep-beep-destroy
The hunter. Fast and strong, her subquest comes a long time after she first joins the party, so don't forget to level her up a bit when you can afford to have her.
Uses guns. Lots of guns. Big shiny guns. Get
many many guns, or she will leave the party. Get
enough guns for the 'gun of the month club'
special.
Ultimate weapon: Alucard
The hero of the 'Nate wars' mini-game, played on the visual-controller-system (not available in PC version)
Uses maths, sometimes english. Idiotic and
annoying, stong in 'garlic bread' weak in 'heroism'
Ultimate weapon: Pizza
Well, the game starts up simply enough - watch the
intro sequence and then play through the tutorial.
(warning, the intro may be slightly unstable on the
PC version)
Many people do not recognise the tutorial for what it is, but it teaches you two important lessons. Namely:
Now, the townspeople will point you towards 'the ancient cave'. It is to the north. You'll find that almost every cave in the game is to the north. However - to the west is a large desert. Sadly, entering this desert at this stage of the game is suicide - still, if you save first, you can go look at the pretty desert monsters.
Once you have gone into the ancient cave, there are a few puzzles to worry about. You are collecting crystals (or, as the translation calls them 'shiny rocks' You can get by with none, but you will have a harder fight at the end.
Anyway, push the two barrels together to expose the crack in the wall - play with the levers, and climb the rickety ladder to get the remaining three rocks. Then go downstairs to the second level.
Here you will find the 'sword in the stone'. Use the save point before attempting to pull this puppy out. At this stage in the game, you will get the stretched version of the sword, which although a useful upgrade will wreck your chances of getting the 'kipling' So one you've enjoyed the fun - reload your save.
Now, in this dungeon you will encounter your first 'absorb' monsters. They are pretty wimpy, but remember, the navy blue spectre absorbs physical damage.
The next major problem in this level of the cave is the small earthquake, you have to reach the exit before the cave crumbles. Enjoy the fmv of the collapsing cave (or... not) and then solve the puzzle of using the airplane, the dynamite and the small rock to open the crack in the wall. As Karn says, it's obvious - you use the airplane. You just have to find the right spot (at the far end of the coridoor)
Ok, ancient cave tunnel. No monster here, just a couple of boss fights. At this stage in the game, you will lose them. But don't worry, the ant-robot will mess up his ambush, and Karn will escape the 'giant squid' to go looking for timmy in the well.
Watch as Khrima is introduced, and explains his first evil plan to destroy the world to ardram. Then Karn will return and challenge Khrima...
To BOGGLE! Now, I won't spoil the ending for you, but the word you are looking for starts with 'g' and ends with 'orilla'.
Ok, having averted the plan to avoid the world, you have to escape the tower before the blast of magic destroys it. No problem, just steal khrimas airship. Sadly, this first airship will be autopiloted for you (by karn) - setting a precedent. You can only control an airship if Karn is switched out of the active party. Otherwise you will get a quick tour of the world.
Land next to the overturned town, apologise profusely for your landing site - and if you manage to apologise to EVERY townsperson (including timmy, hiding in the well) then MAYBE some of the shopkeepers will sell you some stuff.
Sadly, all of your stuff will be stolen, and you will have to find the theif. I suggest trying the guy with the bag. Then everyone else in town (yes, even timmy) - now, when you ask timmy again, you will get your first chance to play the "Game dot H" subgame. Anyway, once everyone is asked, go back to the inn and watch as drecker joins your party.