Contents
Description[edit]
Jehk, Sage Joch's disciple, tells the party that Jech went to the Palace of Darkness in the Lofty Mountains. Randi and his friends head off to find him.
Walkthrough[edit]
- Having met with Jehk, the party learns they need to head back down to the cave entrance at the start of the mountain.
- Return to the cave near where you land for the Lofty Mountains.
- Just inside the cave, you will encounter a Fierce Head.
- Fighting this foe, you will realize they can summon Grave Bats.
- Head to the North into the next room to enter the Palace of Darkness proper.
- Just inside the Palace of Darkness, you will encounter a Dark Knight.
- On the elevated walkway, you can see 2 more Dark Knights.
- Head to the Northeast doorway to progress forward.
- This leads to a walkway with a Dark Ninja.
- Go forward to the North to reach the next room, a large cave.
- This cave has a number of stalagmites between the party and the Emberman.
- Equip an Axe and break through the rocks blocking the way.
- Defeat the Emberman if so inclined, head over to the Southeast exit.
- This leads to the walkway just above where you were earlier.
- Go to the West, where you will find an Imp, save this for a little later.
- Going to the South, you will encounter a Dark Ninja.
- Through this doorway you will find a floor switch through the door to the West.
- Stepping on this floor switch will reveal a door in that first area you entered.
- Head over to the Southeast and take the stairs downward and through the doorway in the Eastern portion.
- This will bring you through a long corridor.
- At the end of this corridor, you will find a Dark Knight.
- From there, you will want to head over to the West and go up the stairs there, to encounter a Fierce Head.
- Be mindful of those because of their ability to spawn a Grave Bat.
- Follow the walkway over to the West.
- The path will turn to the North to a section of walkway with a pair Dark Knights and a chest.
- Opening the chest will give the party 1000 GP.
- From there, head back to the East and down through the long corridor.
- Go up the stairs, passing nearby the floor switch you stepped on.
- Go back across the walkway fighting the Dark Ninja.
- Head to the West and through the door on the far side of the walkway you just crossed.
- You will find another floor switch to step on.
- Step on it to make Whip Pegs appear nearby.
- It is time to reach those Pegs to and press forward toward the next switch.
- Head back across the walkway and back into the large entry room.
- Go over to the East and use the stairs to reach the long corridor, making your way back to where the Chest was.
- Make your way up the stairs and across the walkway with the Dark Ninja.
- Continue to the North to reach the cave again.
- Use a Whip to cross the gap and reach another floor switch.
- Be wary of the Emberman that is guarding the floor switch.
- Step on the floor switch to reveal a door back in the middle section of the cave.
- Head back across the gap then head to the South.
- Make your way to the main room and then over to the West.
- Cross through the long corridor and then over to the East, fighting the Dark Knights and Fierce Head in the area.
- Go through the long corridor and then up the stairs at the other end.
- Go up the stairs and through the North doorway and into the next room.
- Cross the walkway, dealing with the Dark Ninja.
- Go through the door to the North and back into the cave room.
- Head to the West, smashing through the stone with the Axe.
- Go down the stairs between the stones and back into the entry room.
- Go into the newly accessible room in the entry room.
- Inside this room you will encounter 2 Fierce Heads and a chest.
- Inside this chest you will find a Glove Orb.
- Exit this room, going to the East and head North through the doorway there and across the walkway.
- This will bring you back into the Cave Room once again.
- Fight the Emberman through the stones.
- Go up to the North and through the newly revealed doorway.
- This will lead into another room with 2 Embermen and a Fierce Head.
- Continue to the North and into the next room.
- Go to the floor switch on the walkway and step on it.
- This creates an invisible walkway leading to the West.
- Head across the walkway and then turn to the North.
- At the far side of the first invisible walkway you will encounter a Imp.
- Going to the North, you will find another Dark Knight.
- Turn to the East and onto the large rectangular section of the walkway.
- 3 Dark Knights are here that you can find.
- There is another floor switch in the Southeastern corner of this platform.
- This will reveal another invisible pathway lined with flame.
- Follow this path to the North and onto the next platform.
- Fight the Imp and Dark Ninja.
- Step on the floor switch nearby you.
- This will reveal a path to the West you can cross.
- Take the path to the West and confront the Embermanthere.
- Go to the North and through the door there.
- This will bring you into the boss room for this Palace where you will encounter the Lime Slime.
Fighting the Lime Slime[edit]
- The Lime Slime fills most of the screen but cannot hurt you with physical contact.
- Begin by using Analyzer to learn the weakness, HP and MP of the Lime Slime.
- You will want to cast Flame Saber on the party.
- After that, start using the Salamando attack magic to lay down a barrage of damage on the Lime Slime.
- Use Fireball and both attack spells Blaze Wall and Fire Bouquet from Primm.
- Do pay attention to the color of the Slime, because it can shift the elemental weakness of it.
- Just keep up the barrage of spells and you will claim victory and be taken to another part of the Palace.
Synchronizing and gaining Shade[edit]
- Go forward to the North and approach the Mana Spirit there, Shade.
- Approach it to begin the conversation with Shade.
- Shade's magic will only be available to the Sprite, Popoi.
- Go up the stairs and touch the Mana Seed to seal it, adding its power to your magical ability.
- After that, use the Magic Rope to quickly exit the palace.