Cthulhu Saves the World

Cthulhu Saves the World

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Cthulhu Saves the World Walkthrough
By Mezada
A walkthrough and guide for Cthulhu Saves the World.
(Please help this guide out and rate!)
(Also if you notice any errors or mistakes please let me know and I'll do my best to fix them!)
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Introduction
____ __ __ ___ __ /\ _`\ /\ \__/\ \ /\_ \ /\ \ \ \ \/\_\\ \ ,_\ \ \___ __ __\//\ \ \ \ \___ __ __ \ \ \/_/_\ \ \/\ \ _ `\/\ \/\ \ \ \ \ \ \ _ `\/\ \/\ \ \ \ \/\ \\ \ \_\ \ \ \ \ \ \_\ \ \_\ \_\ \ \ \ \ \ \_\ \ \ \____/ \ \__\\ \_\ \_\ \____/ /\____\\ \_\ \_\ \____/ \/___/ \/__/ \/_/\/_/\/___/ \/____/ \/_/\/_/\/___/ ____ __ __ /\ _`\ /\ \__/\ \ \ \,\/\_\ __ __ __ __ ____ \ \ ,_\ \ \___ __ \/_\__ \ /'__`\ /\ \/\ \ /'__`\ /',__\ \ \ \/\ \ _ `\ /'__`\ /\ \/\ \/\ \/\.\_\ \ \_/ |\ __//\__, `\ \ \ \_\ \ \ \ \/\ __/ \ `\____\ \__/.\_\\ \___/\ \____\/\____/ \ \__\\ \_\ \_\ \____\ \/_____/\/__/\/_/ \/__/ \/____/\/___/ \/__/ \/_/\/_/\/____/ __ __ ___ __ __ /\ \ __/\ \ /\_ \ /\ \ /\ \ \ \ \/\ \ \ \ ___ _ __\//\ \ \_\ \ \ \ \ \ \ \ \ \ \ \ / __`\/\`'__\\ \ \ /'_` \ \ \ \ \ \ \_/ \_\ \\ \/\ \ \ \/ \_\ \_/\ \/\ \ \ \_\ \ `\___-___/ \____/\ \_\ /\____\ \___,_\ \/\_\ '\/__//__/ \/___/ \/_/ \/____/\/__,_ / \/_/ ____________________________________________________________________________ /| | || Cthulhu Saves the World (PC / Steam) | || FAQ / Walkthrough | || | || By: Mezada (John Carr) Mezada01@gmail.com | || Version 1.03 | || Last Updated: June 15, 2014 | ||___________________________________________________________________________| |/___________________________________________________________________________/


Introduction
<INT>


Cthulhu Saves the World is a RPG game involving the lord of insanity, Cthulhu. The style of the game is set in 16-Bit Retro Graphics, so you feel like you are playing an old SNES style RPG game.

This is my first Walkthrough/FAQ and I have tried my best at making this guide very useful and easy for everyone to use. Although I have spent many hours making this FAQ, I am sure there will be mistakes. Please feel free to send me an email with any questions, corrections, tips, or comments you may have. They would greatly be appreciated.

I gathered all the information for creating this guide playing the game through the Steam version. However I am sure that both the Xbox and Steam games are the same.
Table of Contents
Table of Contents
<TOC>


In order to make this FAQ/Walkthrough easier and faster to navigate, I have included a search option. To use this option, simply press ctrl+f to bring up the search menu. Next enter the values found in the <> to the right of the section you wish to find. Be sure to include the <> in the search menu for better accuracy.

Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <INT>
Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . .<TOC>
Updates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<UPD>
Game Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<GMB>
Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<CTR>
Stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <STA>
Level Progression . . . . . . . . . . . . . . . . . . . . . . . . . <XPL>
Non-Character Items . . . . . . . . . . . . . . . . . . . . . . . . <NCI>
Random Encounters . . . . . . . . . . . . . . . . . . . . . . . . . <RDE>
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<CMT>
Walkthrough . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<WLK>
Beach Cliffs . . . . . . . . . . . . . . . . . . . . . . . . . . . .<BHC>
Miskatonia . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<MIS>
Ninja Burial Ground . . . . . . . . . . . . . . . . . . . . . . . . <NBG>
Shrine of Heroes . . . . . . . . . . . . . . . . . . . . . . . . . .<SOH>
Dunwich . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <DWH>
Swamp of Despair . . . . . . . . . . . . . . . . . . . . . . . . . .<SOD>
Ghost Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . .<GFT>
Providence . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<PRO>
Space Ship . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<SSP>
Graveyard of Memories . . . . . . . . . . . . . . . . . . . . . . . <GOM>
Kingsport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <KNG>
Water Shrine . . . . . . . . . . . . . . . . . . . . . . . . . . . .<WTS>
Alhazrad . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<ALH>
Ice Cave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<ICE>
Volcano . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <VOL>
Astral Cave . . . . . . . . . . . . . . . . . . . . . . . . . . . . <AST>
Innsmouth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <INN>
Marsh Foundry . . . . . . . . . . . . . . . . . . . . . . . . . . . <MAF>
Cave of Destiny . . . . . . . . . . . . . . . . . . . . . . . . . . <COD>
Soulcaster Cave . . . . . . . . . . . . . . . . . . . . . . . . . . <SCC>
R'lyeh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<RYH>
Beyond Angeled Space . . . . . . . . . . . . . . . . . . . . . . . .<BAS>
Characters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <CHR>
Cthulhu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <CTH>
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .<CWP>
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<CAR>
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . .<CAB>
Unites . . . . . . . . . . . . . . . . . . . . . . . . . . . . <CUN>
Umi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <UMI>
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .<UWP>
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<UAR>
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . .<UAB>
Unites . . . . . . . . . . . . . . . . . . . . . . . . . . . . <UUN>
Sharpe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<SRP>
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .<SWP>
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<SAR>
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . .<SAB>
Unites . . . . . . . . . . . . . . . . . . . . . . . . . . . . <SUN>
October . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <OCT>
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .<OWP>
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<OAR>
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . .<OAB>
Unites . . . . . . . . . . . . . . . . . . . . . . . . . . . . <OUN>
Paws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<PAW>
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .<PWP>
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<PAR>
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . .<PAB>
Unites . . . . . . . . . . . . . . . . . . . . . . . . . . . . <PUN>
Dacre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <DAC>
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .<DWP>
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<DAR>
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . .<DAB>
Unites . . . . . . . . . . . . . . . . . . . . . . . . . . . . <DUN>
Ember . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <EMB>
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .<EWP>
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<EAR>
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . .<EAB>
Unites . . . . . . . . . . . . . . . . . . . . . . . . . . . . <EUN>
Dem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . <DEM>
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . .<MWP>
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<MAR>
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . .<MAB>
Unites . . . . . . . . . . . . . . . . . . . . . . . . . . . . <MUN>
Shops . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<SHP>
Enemies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<ENE>
Chat Logs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<CHL>
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .<CRD>
Updates
Updates
<UPD>


Version 1.03: -- 06/15/2014
  • Added the Starting Abilities to each of the Character's Sections.
  • Added Starting and Basic Informtion to the Character Sections.
  • Finished reformatting the guide to Steam's format.


Version 1.02: -- 01/25/2014
  • Added the Soulcaster Cave to the FAQ / Walkthrough


Version 1.01: -- 07/01/2012
  • Added the Astral Cave to the FAQ / Walkthrough


Version 1.0: -- 05/20/2012
  • This was the original release of the FAQ / Walkthrough
Game Basics
Game Basics
<GMB>



Controls
<CTR>

The controls listed are the default keyboard controls for the Steam version of the game. The controls could vary depending on how you set them up, or by using a controller.

Up: Up, W, NumPad8
Down: Down, S, NumPad2
Left: Left, A, NumPad4
Right: Right, D, NumPad6
Run Toggle: CapsLock
Confirm: Z, Enter
Cancel/Run X, Shift, Backspace, NumPad0
Menu: Tab, Space, Plus
Fly: Ctrl, NumPad1
Quit: ESC


Stats
<STA>

Like in most RPGs every character has Stats or Statistics that represent some attribute. For Cthulhu Saves the World, every character has 7 basic Stats. These are Strength, Magic, Agility, Vitality, Will, Hit Points, and Magic Points. These stats are explained in more detail below.

Strength (Str) - Strength determines how powerful your physical attacks are. The higher your strength the more damage your basic attacks will deal, as well as any physical skills e.g. Deathblow.

Magic (Mag) - Magic determines how powerful your spells are. The higher your magic the more damage your attack spells will do. Higher magic will also cause your heals spells to heal for more.

Agility (Agi) - Agility determines the order that actions are resolved in a battle. The higher the agility the sooner that character will act.

Vitality (Vit) - Vitality determines your natural physical toughness. The higher your vitality the less damage you will take from physical attacks.

Will (Will) - Will determines your natural magical resistance. The higher your will the less damage you will take from magical attacks.

Hit Points (HP) - Hit points are the amount of life the character has. When a character is damaged by an attack they will lose hit points equal to the damage taken. Once the character has 0 hit points the character dies.

Magic Points (MP) - Magic points are used for casting spells or using techniques. Different spells and techniques require different amounts of magic points. If the character does not have enough magic points they will not be able to cast the spell or use the technique.


Level Progression
<XPL>

Like in most RPGs you will gain experience (XP) at the end of a battle. After a character has received enough XP they will level, it will take more XP to gain a level the higher level you are. Once you have gained a character they will gain XP whether they are fighting in the battle or simply sitting in your roster. Once a character has leveled up they will gain more hit points and magic points. Also they will be given the choice to select from two different leveling up abilities. Some of these will just increase the character's stats and others will give them new techniques, spells, or passive abilities. The choices made at certain levels will affect the choices given at later levels. There is a complete list of abilities for each character listed in each character's section under abilities in this FAQ. Below you will find a table that list the XP leveling rate.

Level
Xp needed to Level
03
2
04
22 (*)
05
37
06
61
07
110
08
176
09
281
10
449 (**)
11
673
12
998 (***)
13
1,398
14
1,957
15
2,544
16
3,561
17
4,629
18
6,017 (****)
19
7,822
20
10,168
21
12,201
22
14,641
23
17,569
24
21,082 (*****)
25
24,244
26
27,638
27
31,230
28
34,977
29
38,824
30
43,094
31
47,835
32
53,096
33
58,937 (******)
34
65,420
35
72,616
36
80,604
37
88,665
38
95,018
39+
99,999

* - Umi only needs 2 XP to level at level 4
** - Sharpe only needs 2 XP to level at level 10
*** - October only needs 200 XP to level at level 12
**** - Paws only needs 500 XP to level at level 18
***** - Dacre only needs 1000 XP to level at level 24
****** - Ember only needs 2000 XP to level at level 33


Non-Character Items
<NCI>

Potions - Potions are items used during combat that will heal, cure, and revive your characters. You can use only one potion at a time and it can only affect one character. You will find potions in some chest located in dungeons and towns. You cannot buy them in a store, so use them carefully as you have a limited supply in the game.

1-Ups - 1-Ups are just what they sound like, a free life. They can be used after you have been defeated in a battle. If used they will start the battle over again, and you will be able to try again. These can help if you have forget to save and accidentally die. Just like potions, 1-Ups are found in chests located in dungeons and towns. You cannot buy them in a store, so use them carefully as you have a limited supply in the game.

Stat+ items - In some chests located throughout the game in dungeons and towns, you will sometimes find items that will increase your stats. These items are used immediately upon opening the chest which contains them. Some of these affect only Cthulhu and others affect all the characters. Note: Characters you have not yet acquired before opening the chest will not receive these benefits.
Game Basics (continued)
Random Encounters
<RDE>

Like in most other RPG's, Cthulhu saves the world has random encounters when you are walking around in dungeons and on the World Map. However unlike most other RPG's, this game assigns a max number of random encounters per area. So if an area has a max encounter value of 20, then after 20 encounters you will no longer have random encounters in that area. However if you still wish to have encounters, you can select the fight option from the menu and you will instantly have an encounter. The max encounters will change for each dungeon, however for the world map there is a total of 200 random encounters.


Combat
<CMT>

Combat in Cthulhu saves the World is a turn based system. Meaning your characters and the enemies each attack once for each round of combat, the order the attacks are resolved are determined by each character or enemy's agility. So the higher your agility the sooner you will act in a round of combat. At the beginning of a round you are allowed to select from a few choices. These choices are: Attack, Magic, Technique, Potion, Unite, and Protect or dodge.

Attack - This is the basic attack and will use your currently equipped weapon to attack your enemy. Damage is based on your strength and your enemy's vitality. Simply select attack and then choose the target you wish to attack.

Magic - This will give you the option to select from the various spells your character has learned. Some characters may not have any spells until later in the game. A spell's power for doing damage or healing is based on the character's Magic and the enemy's Will. Casting a spell will require the use of Magic Points. Different spells require different amounts of MP to use. You will need enough MP to meet the requirements of the spell before you are able to cast it.

Technique - This will give you the option to select from various techniques your character has learned. Some characters may not have any techniques until later in the game. A technique's power is based on various things. Some require STR, others use MAG, others use a combination of STR and MAG, and some might use AGI. Using a technique will require the use of Magic Points. Different techniques require different amounts of MP. You will need enough MP to meet the requirements of the technique before you are able to use it.

Potion - This option just allows the character to use a potion on themselves or another party member.

Unite - Unite is a special type of option which is only available with more than one character in your group. Unties use two characters in your group to perform a special type of action. A list of unite available to each character is listed below in the character's unite section of this FAQ. The character to use the unite will be determined by the party layout. Only the first character of the unite may use it. For example if your party is Cthulhu, Umi, Sharpe, and October; then for a Umi / Sharpe unite Umi will have to use the unite since she is before Sharpe in the group order. This will also not allow the other character to act this turn as they are also uniting. Unites will require the use of Magic Points for both characters. Different Unites require different amounts of MP. Both characters will need enough MP to cast the unite.

Protect or Dodge. - The Protect option will have the character boost their vitality for one round. It will also make that character more likely to be attacked by the enemy. Dodge will boost the character's vitality for one round. It will also make that character less likely to be attacked by the enemy that turn. Some characters will have protect and other will have dodge. Cthulhu, Sharpe, and Ember will have protect. While Umi, October, Paws, Dacre, and Dem will have the dodge option.

After you have won the combat by killing all of the enemy units, your active party will be healed to full life and gain back a few MP. The number of MP you will receive back is determined by the number of rounds there were in the combat. Below is a small chart showing the round a combat is completed and how many MP the characters will receive back.

  • Round 1 - 7 MP will be gained
  • Round 2 - 5 MP will be gained
  • Round 3 - 4 MP will be gained
  • Round 4 - 3 MP will be gained
  • Round 5 - 2 MP will be gained
  • Round 6+ - 1 MP will be gained
Walkthrough
Walkthrough
<WLK>

The game begins with Cthulhu awakening from centuries of sleep and rising from his underwater city of R'lyeh. However just as the world would seem doomed by the return of Cthulhu, a mysterious stranger appears and seals Cthulhu's power.

Sometime later Cthulhu washes up on to the shore disgruntled that his powers have been taken away. He will then ponder out loud how to get his powers back. The narrator will then explain to the player that Cthulhu must become a true hero in order to break the curse and have his powers return. Luckily Cthulhu was listening to the narrator's explanation and now knows how to regain his powers. Of course though, Cthulhu only vows to become a true hero so that he can regain his powers and then use them to destroy the world.
Walkthrough (Beach Cliffs)
Beach Cliffs
<BHC>

Treasures: 1-Up x 3, Fleece Tunic, Potion x 5, 75 gold, Iron Sword, 150 gold

Enemies: Gooez, Crab, Dolphin, Giant Rat, Gull, Sea Horse, Snailey, Uzumaki,
Mawfish, Goblin,

Encounter Count: 25


Once the game play begins you will find a chest right near your starting location. Walk over to the chest and pick it up for {1-UP x 3}. After picking up the chest, head west until you see a girl surrounded by two green monsters. Cthulhu will decide to rescue the girl thus becoming a true hero and regain his powers. The narrator however lets him know that he will have to do many heroic deeds in order to become a true hero. The fight is very easy and can be won simply by attacking the monsters. After defeating the monsters, the girl becomes infatuated with Cthulhu. She will then introduce herself as Umi and join your party.

After Umi joins your party, random encounters will be turned on. At this point you can do a few random encounters to get a level or two, however I find this easier just up ahead. Once you are ready to leave, take the path north from where you found Umi, and go under the bridge and into the cave. Umi will let you know that there is a town, Miskatonia, on the other side of the cave were you might find some heroic deeds.

Once inside the cave, head north and you will find the save point to refresh your mana and save. If you didn't level before outside the cave I would suggest you do so now. Once you feel ready to move on follow the path until you come across an underground lake. From this point take the path that goes along the west and south part of the lake. Follow the only path on around until you reach another crossroads. At this point you can either go north or west. Take the west path on around and across a bridge to lead up to a chest {Fleece Tunic}. Now head back towards the crossroads and take the northern path. The path will split off to either a west direction heading towards water or east that then heads up north. Take the west path towards the water. Follow the path on around under the bridge you crossed before to get the chest, and you will cross over another bridge and finally come across two red torches on the ground. The one of the left has some game development information if you click on it. Basically these torches just let you know you are heading in the right direction. Head on up north to find the stairs to the next level.

Once on the second floor of the caves head east and south from the stairs, until you reach a fork. Take the east path around and over a bridge to reach a chest {Potions x 5}. Now head back up to the fork and take the western path. Follow this path on and around until you reach a cave opening. Once outside the cave, head south and then west across a bridge, and follow the path on around until you come across a ladder. Once you start to go up the ladder, you will be confronted by the "Three Heroes of Goodly Justice". They wish to stop Cthulhu because he is evil and they are good. Even though Cthulhu will not receive hero points from dealing with the annoying zealous band of heroes he still decides to fight them.

Boss Fight: Cleric, Hero, Thief
  • HP - (Cleric) 90, (Hero) 160, (Thief) 110
  • XP - 26
  • Gold - 36

Boss Strategy Coming Soon!

After the battle Umi hopes that the heroes are ok. Cthulhu suspects they have just re-spawned at the last inn they stayed at, and that they haven't seen the last of them. Continue to climb up the ladder and follow the path up and down a series of ladders to a cave entrance.

Inside the cave head north and follow the path. You will go under a bridge and by another underground lake. Just past the lake you will come to a fork. Take the north path next to the lake and on around until you come to a chest {75 gold}. Head back to the fork and take the path west of the lake, and you will immediately come to another fork. Take the north path and up and around until you come across another fork with red torches on the northern path.Take the path with the torches and head down the stairs to the next level. After going down the stairs head west and south across a few bridges leading to a cave opening. Once outside again, head up the ladder and you will see a cave entrance and a path to the west. Take the west path away from the cave entrance. This will lead up and around to a chest {Iron Sword}. Have Cthulhu equip the Iron Sword, and head back to the cave entrance.

Once inside head north and follow the path on around and pass the lake on the north side. Head up to the mid level section on the other side of the lake, and follow the path south. This will take you back around to the bridge you had crossed under just before getting to the lake. Continue along on the path till you come to a fork in the path. Take the west path to find a chest {150 gold}. Head back up to the fork and take the east path. You will see two red ground torches and come to the stairs leading up to the next level.

After coming up the stairs to the next level, head south to find a save point. If you haven't exhausted all your random encounters, I would suggest doing so before continuing on. Once you are ready, restore your mana, save your game, and head on out the cave opening.

Once outside head west and follow the path. You will go up a ladder and across a bridge. At about halfway across the bridge a cut scene will trigger with a Star Terror attacking your group.

Boss Fight: Star Terror
  • HP - 950
  • XP - 66
  • Gold - 85

Boss Strategy Coming Soon!

After defeating the Star Terror, continue on across the bridge and out of the area. Once in the overwolrd map head east towards the town of Miskatonia.
Walkthrough (Miskatonia)
Miskatonia
<MIS>

Treasures: 1-Up x 2

Enemies: None!

Encounter Count: 00

Once you enter the town head south towards the weapon shop. You'll see a small boy standing outside. Talk to him to learn that his dog (Shane) was lost when he was exploring the cave to the northwest of town. When they were attacked by monsters the boy was able to escape but his dog is still trapped there. Umi suggest that they go and find the boys lost dog. Cthulhu agrees that rescuing is something a hero should do. You will gain the quest "Find Shane the dog!" Next head up into the weapon shop and buy some equipment. Depending on your random encounters you should buy new items for Umi and Cthulhu. Buy a Cute Dress and Sharp Trident for Umi, and a Warrior Tunic for Cthulhu if you can afford it. Don't forget to equip your new items. Next head towards the northeast part of the town to find the INN, you will see a black dog named Cthulhu. Cross over the wooden bridge and enter the INN. Head up the stairs on the east side of the inn to the second floor. Once on the second floor head over to the west side of the INN and find a chest {1-Ups x 2} next to the drawers. Feel free to talk to everyone in the town. Once you are ready head on out of the town. Once you are back on the World Map head west and north along the mountain area. Follow the mountain path west till you reach a cave.
Walkthrough (Ninja Burial Ground)
Ninja Burial Ground
<NBG>

Treasures: None!

Enemies: Bat, Cobra, Punk, Spider, Swordsman

Encounter Count: 10

This cave is the Ninja Burial Grounds and is where we will find the lost dog Shane. It is a very small cave but with lots of paths that loop around it can be very easy to get lost. The easiest way to go is to just follow the east wall all the way around until you find the dog. When you talk to the dog and try to take him home, you are stopped by a Ninja Spirit. The Ninja is angry that the dog has been digging for bones in the sacred burial ground and wishes to kill it. Umi however decides that they will protect the dog.

Boss Fight: Ninja Spirit
  • HP - 800
  • XP - 110
  • Gold - 150

Boss Strategy Coming Soon!

When the battle is over the dog will be gone, Cthulhu assumes the dog must have ran off home. Follow the east wall back down and out of the Ninja Burial Ground. Be sure to finish all your random encounters for the dungeon before leaving. Once you are out head back through the mountains to Miskatonia.

Once back in Miskatonia head towards the boy next to the weapon shop and you will see that the dog indeed did return home. Talk to the boy to receive a Trance Sword. This is a very good sword if you are going for a more magic using Cthulhu build, otherwise it's not very good. Head over to the cafe on the east side of the town, and go inside. Once inside speak to the man in purple robes on the right side of the room. He speaks of a Shrine of Heroes to the east, and states that if you can pass the tests within you may become a hero. Now it's time to see if we can pass these trials.

Leave the town and head east taking the northern route around the lake. You will see the Hero shrine on an island in the center of the lake. Cross over the bridge and enter the Shrine of Heroes.
Walkthrough (Shrine of Heroes)
Shrine of Heroes
<SOH>

Treasures: 250 gold, Potions x 3, Hero Badge, Steel Sword, Aqua Trident

Enemies: Beltman, Gargoyle, Ghost Knight, Lion Statue, Necro Guard, Orc,
Soar Heart, Will o' Wisp, Wizard

Encounter Count: 25

Once you are inside the shrine head north until you come to two statues and the carpet goes off in three directions. Continue to go north following the path all the way around, under a bridge, and finally to a chest {250 gold}. Now head back to the area where the path split off and take the west path. Follow the carpet until it comes to a dead end, then head north across two bridges. After crossing the two bridges you will come to carpet again and three statues. From here head west to pick up a quick chest {Potions x 3}, head back east and take the second south path (this will be the south path after the path you came from). Head south and take the west path, going under the bridge you crossed earlier. Simply follow this path on around until you reach the stairs to the second level.

Once on the second level head south, Cthulhu will note that there is a big barred gate on the other side of the wall in which you will have to open to continue your climb. Continue going south taking the east path when the path splits. Follow the path east and then south taking the first west path across a bridge for a chest {Hero Badge +10 STR all}. After picking up the chest head back to where you left the path and continue south. This path will then turn west crossing a bridge. Follow this path on around passing a tomb and column. Heading north from the tomb continues you on the path. Once you reach a fork (one heading north, the other south down some stairs), take the south path down the stairs. Continue going south when the path splits again, and follow this path under one bridge and on around under two more. Finally you will come to some stairs leading you to part of the third floor.

After climbing the stairs head south and follow the path on around. After crossing over a bridge you will come to a fork, take the north path for a chest {Steel Sword}. Head back to the fork and now take the west path. Follow this path on around passing by a few tombs until you reach a set of stairs leading back down the second floor. Once on the second floor again, simply walk over to the switch to open the barred gate. You must now back track to where you found the stairs to the third floor.

After flipping the switch, go back up the stairs heading to the third floor. Follow the path on around taking the south path at the fork, which will lead you to the stairs back down to the second floor.

Now that you are back on the second floor, head south and follow the path back around. When the path splits, take the east-north path (the one without the stairs). Follow this path along under a bridge and take the path north with the stairs at the junction. This path will lead you on and around the stairs to the rest of the third floor.

Once on the third floor, head south and follow the path until you reach a fork. Take the west path and then immediately take the south path. This will lead you under a bridge and finally to a chest {Aqua Trident}]. Now head back to the first fork and take the east path. This will bring you to a save point and a set of stairs heading to the fourth and final level of the shrine. If you haven't finished the all your encounters in this dungeon I would suggest doing so before heading up. Also be sure to refresh your MP and save before heading up.

Once on the final level head north until you reach a sword sheathed in stone. Click on the sword you have Cthulhu retrieve this grand sword letting everyone know that he is indeed a hero.... however the sword seems to be alive. He belivies Cthulhu is evil and will attack the party.

Boss Fight: Sharpe
  • HP - 1,500
  • XP - 660
  • Gold - 100

Boss Strategy Coming Soon!

After defeating Sharpe in battle, Umi and Cthulhu convince him that Cthulhu is trying to be a hero. Sharpe apologizes and offers to join the party. From this point you can head back down through the shrine, or open your menu and select the teleport option. I suggest using the teleport as it is much faster. Teleport back to Miskatonia.

Once back in Miskatonia head over to the café on the east part of town. Umi will tell Sharpe that weapons are not allowed into the Café. It sound's legit, but really she just wants Cthulhu all to herself. While Umi is trying to learn more about Cthulhu, a man busts into the café with an emergency. He state that his town Dunwich is under attack by Zombies! Cthulhu immediately decides to go and help the town. You then learn that this man was able to repair the bridge to the south that leads to Dunwich. Before heading out of Miskatonia, stay at the inn to regain your mana from your fight with Sharpe.

Head south once you leave Miskatonia. Cross the bridge over the river and continue heading south. You will zig zag around some mountains, but will eventually come to another bridge. Cross this bridge and head south until you reach the town of Dunwich.
Walkthrough (Dunwich)
Dunwich
<DWH>

Treasures: Zombie Tunic, Sharp Blade, Potions x 3, 1-Ups x 2,
Alchemist Dress, Bane Sword, 1,200 gold

Enemies: Dead Dog, Deathleader, Fat Zombie, Ghoul, Necromancer, Sea Ghoul,
Skeleagle, Zombie, Zombie Cop

Encounter Count: 30

After entering the town, the party can see that it is indeed overrun but zombies. Umi and Sharpe are ready to jump in and kick some zombie butt! However Cthulhu will not allow the needless harming of noble creature such as the zombie. Therefore the party will only be allowed to attack and kill the zombie that attacks them. What this means basically is that all the dancing zombie's in the town are just a fancy looking wall, and you have to navigate your way around them.

Head west and enter the first house to the north just before the car road block. Inside you will find a save point and a man sitting at the table. Refresh your mana and save your game. When you talk to the man at the table he tell you that the zombie trouble was all started by an very chaotic creature (Cthulhu will know this as Nyarlathotep). If you go out the hole in the east wall, you will exit the building. Continue to head east through the forest area until you come to the graveyard. Navigate your way around the holes and tombstones towards the north eastern part of the graveyard for a chest {Zombie Tunic}. Now head back to the bottom west exit of the graveyard and enter this building through the hole in the side. Once inside the church, head south to exit through the main doors. Now head east away from the zombies and then south around the building. Make your way west and enter this house, and head out the west side hole for a chest {Sharp Blade}. Have Sharpe Equip the blade, and then backtrack all the way the main church door.

Once back to the church head west until you come to the main road, then head south to the broken wooden bridge. Next you will need to head west and enter the house to your north. Once inside head up the stairs to the second level, and work your way around back down to the first floor through the stairs on the west side of the second floor. Now head south out of the building, and continue heading south across the bridge once outside. Before going too far, go east and pass the house on the north side to find a chest {Potions x 3}. Head back to the bridge and head south and enter the house you find to the east. Inside this house you will find a weapon store. Buy new armor for everyone and a new trident for Umi. Be sure to equip your new items before heading out the door.

After leaving the weapon store head east and enter the big hole in the side of the building you come to. Continue heading east just passing through this building. Once outside again head north to the river, and then east to enter the next area of the town.

When you reach the east side of town you will see a black haired girl with a whip. Upon approaching her you will see her take down a group of zombies. After easily defeating the zombies, she will tell the group she is a necromancer named October, and will join the party.

After October joins your group head south and then enter the house to the east. Inside will be a man and his son, simply head out the east wall. After exiting the house head north, you will cross over a wooden bridge. Next head west and as far as you can and then head north to a chest {1-Ups x 2}. Head back south and then east entering the first house you come to. Inside the house head north and find the exit to the building on the east wall. From follow the path around the next building, entering the house on the east. Once inside head up the stairs and then back down the other set of stairs on the other side. Exit the building using the door to the south. Head south across the big wooden bridge and continue heading south to find a chest {Alchemist Dress}.

Head back north across the bridge again, and enter the house you just came
out of. Head back up the stairs and down the stairs on the west side. On the first level of the house exit the building using the hole in the west wall. Follow the path through forest area and east towards the parking lot. After heading south through the parking lot and across the bridge, go east and enter the next area of Dunwich.

Next head south and enter the building on the east through the west side wall. Exit the building through the main door to the south. Once outside head north passing by the building with the hole in the wall. Enter the building on the west and go up the stairs to find a chest {Bane Sword}. Equip the sword on Cthulhu, and head back down and out of the building. Once outside head back to the building you passed with the whole in the wall and now enter it. Pass through this building exiting through the east main door. Head south and east around the two cars, then head north and enter the building you come to. Head out the west wall, and immediately re-enter the building through the north-west wall. Pass through to this building exiting through the east side. Once outside head south around the zombies and cars, you will eventually come to a building. Enter this building through the south main door and go up the stairs for a chest {1,200 gold}. Head back down and out of the house.

After exiting the building head north to the main road, and then head east to the next area of Dunwich. You will come to a save point, refresh your mana and save your game. If you haven't completed your encounters for the area now would be a good time to do so. Once you are ready, follow the road on around to Nyarlathotep.

Boss Fight: Nyarlathotep, Fat Zombie X 2
  • HP - 6,000 (Nyarlathotep) 280 (Fat Zombie)
  • XP - 1,933
  • Gold - 1,110

After defeating Nyarlathotep, the zombies in the town turn back into good zombies. Everyone will celebrate with big mugs of cold milk. Afterwards the party will exit the town. If you think you might need to, go back into the town and refresh your mana at the save point.

From here you have two options. You can go and visit the second optional dungeon "Swamp of Despair". Your other option and final destination is to go to the Ghost Forest on your way to Providence as October suggest if you use Chat. I would suggest doing all optional dungeons as it will get you more items and xp from the encounters.

Head east from Dunwich passing to the south of some mountains and you will come to a cave in the middle of the swamp area. Enter the Swamp of Despair (Maybe we'll see Atreyu!).
Walkthrough (Swamp of Despair)
Swamp of Despair
<SOD>

Treasures: Flame Tome, Granite Blade

Enemies: Centaur, Crajab, Cutesy Snail, itozumaki, Orc Captain, Swampa,
Werewolf

Encounter Count: 10

From the start of the dungeon head east and follow the path on around. When you come to a fork, take the west path. Follow this path around taking the first east path when you have the option. Follow this path taking the south path at the fork. Take the path around until it forks again, where you should take the east path for a chest {Flame Tome}. Upon opening the chest with the Flame Tome, the guardian of the swamp appears and you are forced into a battle.

Boss Fight: Fire Whale
  • HP - 11,000
  • XP - 1,705
  • Gold - 1,750

Boss Strategy Coming Soon!

After defeating the Fire Whale, equip the Fire Tomb on October. Next go back to the last fork and take the north path. Take this path on around taking the south path at the fork. Follow this path on around until you reach a chest {Granite Blade}. Equip the Granite Blade on Sharpe and use the Teleport to go back to Dunwich, but be sure you have used up all your encounters before doing so.

In Dunwich head back to the save point and restore you mana and save. Once you are ready head back out of Dunwich. Now head to the Ghost Forest by heading north to the river the just head a little east and you will see the entrance to the forest.
Walkthrough (Ghost Forest)
Ghost Forest
<GFT>

Treasures: Bull Whip, 1-Up, Astral Tunic, 1,500 gold, Potions x 4,
1,800 gold, Multi Blade, Statue of Cthulhu

Enemies: Aud-II, Banshee, Chiphorde, Cultist, Mist Snake, Specter, Tentacle,
Unicorn, Witch Doctor, Zapper

Encounter Count: 30

The Forest can have some pretty tough battles, so don't be afraid to save often. From the entrance of the forest head north passing around the Statue. You will learn that Cthulhu's followers are not the nicest of people. Continue heading north to the next area.

Head north and take the west path after crossing under the bridge. After coming up the small stairs take the northern path at the fork. This will take you back down some stairs and under a few bridges, finally bringing you to a chest {Bull Whip}]. This is a great upgrade for October, not only does it do more damage but it targets a group of enemies. Equip the whip on October, and head back to the last fork. This time take the south path. You will cross over a bridge and come to a split in the road. Continue heading east at the split. Following the path around you will come to a crossroads after crossing a bridge. Take the north path and you will come to another crossroads. Again take the north path. You will immediately come to a fork in the path. Take the west path. It will lead down some stairs and under a bridge to find a chest {1-Up}. Head back to the fork and take the east path. This will cross over a bridge and lead to the next area.

Start off by heading north and you will come to a crossroads. Take the north path. Follow this across a bridge and to the split in the path. Take the east path across the bridge and on around to a chest {Astral tunic}. Head back to the last split in the path and take the north path this time. You will come to another split in the path, take the west path over the bridge and down some stairs. After heading down the stairs head east and north under the bridge you just crossed over to find a chest {1500 gold}. Head back up the stairs and across the bridge you just came over on until you come to the split. This time take the north path. When the path forks take the west path, and take the south west path when given a choice. This will go across a bridge leading to a chest {Potions x 4}. Head back north and take the north west path that will lead to the next area of the forest.


Head north following the path on around. Take the north path at the split then immediately take the east path when it splits again. This will take you across a bridge, down some stairs, and then under two bridges. When the path splits take the north path and then up the stairs to the west. Follow this path south at the split to a chest {1800 gold}. Head back to the split and take the east path back down the stairs and now head north. You will come to another split, take the north path up the stairs. Once up the stairs, head east and the south across the bridge to find a chest {Multi Blade}. Head back across the bridge, head west, and then immediately south to go back down the stairs you came up. After heading down the stairs, head east under the bridge and you will come to another fork. Take the north path that will go under a bridge, up some stairs, and then across a bridge. From here head west and immediately take the north path. You will see a save point to the west, however for now head east. Take the south east path at the fork. This will lead across a bridge, down some stairs, and under a bridge to a chest {Statue of Cthulhu Will +20 Cthulhu}. Head back to the save point and restore your mana and save. If you haven't finished your encounters for the area, now would be a good time to do so. When you are ready to head to the next area, go north.

You will soon come upon a figure standing in the center of the forest. When you get close you we see it is the Ape Princess and the party will be attacked.

Boss Fight: Ape Princess, Mist Wolf x 2
  • HP - 13,500 (Ape Princess) 175 (Mist Wolf)
  • XP - 3,018
  • Gold - 2,188

Boss Strategy Coming Soon!

After defeating the Ape Princess head north on out of the Ghost Forest. You will come out on the other side of the forested area on the World Map. Just head north passing between the two mountain ranges to the Town of Providence.
Walkthrough (Providence)
Providence
<PRO>

Treasures: None!

Enemies: None!

Encounter Count: 00

There is not much to do in this town. It's more of a resting point before heading out to the next dungeon. After entering the town head north and stay at the Inn to refill your mana and save your game. Next head to the east part of town and you will find a weapon shop. Buy a Mage Dress for Umi and a Gold Hilt for Sharpe. Feel free to talk to the people of the town. Some will tell you of seeing strange lights coming from the ranch to the east. When you are ready, equip your new items and then head back out of town.

Once back on the world map head north and east around the lake. While heading south on the other side of the lake you will pass by a volcano and will eventually come to the ranch the people in Providence were talking about.

When you enter the Ranch you will see some cows and a log cabin. Enter the cabin and speak to the man inside. He will tell you aliens have been abducting his cows, but luckily he has a good supplier who always has more. Next head out the north exit of the cabin and enter the pen area with the cows. When you try and click on one of the cows a beam of light will come down from the sky and pull the cow and party into space! You will be greated by a green cat named Paws. He and Cthulhu seem to know each other and he tells them that they are abduction cows to make a bovine army to take over the world. You would think that a battle would break out at this point, however Paws is tired of the Ultharian's warmongering and wishes to join Cthulhu to stop them.
Walkthrough (Space Ship)
Space Ship
<SSP>

Treasures: Warp Trident, 1,000 gold, Laser Sword, Potions x 3, Zap Tome,
Alien Tunic, 3,500 gold

Enemies: Bovinator, Brainsquid, Cybercat, Gooey, Invader, Mech, Monstrosity,
Nesting Doll, Shielder, Starfish, UFO

Encounter Count: 25

Now you have 5 members in your party, but you can only have 4 members active at once and one must always be Cthulhu. If you wish to do so change your party members to the characters you wish to use and move on.

You can use the green dots to teleport back down to the planet if you wish. Head to the computer screen on the north east wall and deactivate the laser beams. Go through the opening you just deactivated the laser beams on. At the crossroads take the north path and use the screen to deactivate some lasers. Head back to the crossroads and take the east path and pick up the chest {Warp Trident}. Finally take the south path of the crossroads. When the path splits take the west path. Follow this path on around, passing by the lab looking area. When the path splits take the east path down the stairs. Just head east to pick up a chest {1000 gold}. Head back west and up the stairs and from the split from earlier take the north path. Follow this path on and around, crossing 3 grated bridges and eventually coming to the stairs to level 2.

You won't be able to do much on this floor yet. Just head south and follow the path east under some grated bridges. Take the first north path you come to and use the computer screen to deactivate some lasers on the first floor. Head back to the stairs leading to the first floor.

Once back on the first floor, follow the path around taking the west south path when at the fork. This will take you by the lab area again. Continue on the path until it splits off. Take the east path that goes up some stairs then immediately take the south path east of the stairs you just came up. This path will lead you to yet another set of stairs leading to the second floor.

Once on the second floor, head east along the path and continue to move east past the stairs. The path will wind around passing under a bridge, up some stairs, and across a bridge leading to a chest {Laser Sword}. Head back around to the stairs you passed earlier and go up them. Follow this path around until you come to a fork. Take the west path. Continue west and take the first south path you come to for a chest {Potions x 3}. Now head back taking the north path around until you come to a fork, take the north path and deactivate the red lasers. Now head back south (not taking the south path you came from). When you come to a crossroads take the north path. This will lead down some small stairs and around heading west. Continue to follow the path west and take the first path south you come to. You will find a set of stairs to your east that lead to the third floor.

From the stairs head north, you will come to a fork. Take the west path, it will go down some stairs, under a bridge and finally come to a crossroads. Take the north path and pick up a chest {Zap Tome}. Head back south to the crossroads and now take the east path. You will come to a fork in the path; one path is blocked by lasers, so simply take the south path for now. This will lead to a computer where you can deactivate the lasers. Head back up to the blocked path and continue to head east at the crossroads for a chest {Alien Tunic}. Now go back to the crossroads and take the south path up the stairs. Immediately take the east path that will lead down some stairs, and head west under the bridge at the crossroads. This will pass under another bridge before coming to another crossroads. Take the south path and pick up the chest {3500 gold}. Head back to the crossroads and take the west path. Follow this path around passing under a bridge, two capsules with energy beams, and a big capsule with what looks like a giant ball of yarn. You will go up some stairs and then the path will split. Take the east path to a save point to restore your mana and save. If you haven't finished your encounters do so now. When you are ready head back west and take the south path coming to the stairs leading to the third floor.


Head north and you will see that you have reached the Bridge of the Space Ship. However it seems that there is one lone Ultharian prepared to stop you. You find out that it is Pawz, Paws evil twin. He will not allow you to stop their plans and will attack the party.

Boss Fight: Pawz
  • HP - 12,500
  • XP - 11,055
  • Gold - 5,500

Boss Strategy Coming Soon!

After defeating Pawz, Umi tries to help the group by taking over the space ship with hitting a few buttons. It seems she hit the self destruction button in the process. The space ship will crash on the planet blocking the lake from feeding the river it was before. This will open up a new path for the group.

Now you have two options on where to go. One you can head towards Kingsport or you can head to the optional dungeon Graveyard of Memories. I suggest you head to the optional dungeon.

Head south and follow the dried up river, passing between the two mountain ranges. When you come to the ocean head east and you will find the Graveyard of Memories surrounded by mountains.
Walkthrough (Graveyard of Memories)
Graveyard of Memories
<GOM>

Treasures: 9,999 gold, Snake Whip, Mystic Hilt, Shotclaw

Enemies: Black Widow, Indigestie, Mummy, necroleader, Spiri-Knight, Vampire

Encounter Count: 10

As with all the optional dungeons, this dungeon is not that long. Start off heading north taking the west path when you come to the two statues. Follow this path around and take the west path when you are passing by a group of tombstones. You will come to another set of big statues, from here head south taking the east south path at the next fork. You will come to another set of tombstones and another fork. Take the path on around till you come to a split. If you look behind the tree before the north path you will find a chest {9,999 gold}. Take the west path after picking up the chest. You will pass by some more tombstones and statues, tombstones and some torches, and finally another set of tombstones and statues. Here the path will fork. Take the west north path to find a chest {Snake Whip}. Head back and take the east north path now. The path will go on around coming up to two torches and a fork in the path. Take the east path. You will come to another fork almost right away take the east path again to find a chest {Mystic Hilt} next to two statues. Head back to the last fork and take the west path now. This will lead you to the final chest {Shotclaw} of the dungeon. However upon opening this chest, the guardian of the cemetery will attack the party.

Boss Fight: Tombstone, Spiri-Knight x 2
  • HP - 11,000 (Tombstone) 380 (Spiri-Knight)
  • XP - 9,537
  • Gold - 7,680

Boss Strategy Coming Soon!

After defeating the boss, head out of the dungeon and be sure to complete your encounters before leaving the dungeon. From the Graveyard of Memories head north and back between the two mountain ranges that the river used to flow between. While heading north between the tow montains be sure to follow the outline of the eastern range. This eastern mountain range will evenutally allow you to go around it to the east. Walk to the east of the range and you should see that you can head south between two montains again. While goign south between the two ranges follow the outline of the eastern most range. When that range ends at a small forested area just head East. In a few steps you should see a town to your north. This is the town of Kingsport. There will actually be two locations. One is the town and the other is the actual port. Enter the town.
Walkthrough (Kingsport)
Kingsport
<KNG>

Treasures: Potions x 3, 15,000 gold, Potions x 5 (After Water Shrine)

Enemies: None!

Encounter Count: 00

Upon Entering Kingsport you will find that everyone seems to be suffering from some sort of illness. Head to the south at the crossroads in town and you'll soon see the weapon shop on the east side. You might want to purchase a Medic Trident for Umi, but that's about it. None of it is really a huge upgrade from anything you should have already. Head to the building south of the weapon shop and enter the east most door to find a chest [Potions x 3] inside. Next head to the very north part of town. Move to the east along the wall until you come to the east wall. You should see a door just to the south of you. Enter this door to find a chest {15,000 gold}. If you would like talk to some of the villagers in town, but when you are ready stay at the Inn on the front side of the building where you found the last chest. Exit Kingsport when you are ready to continue on Cthulhu's quest to becoming a true hero!

From Kingsport head south until you reach some mountains and then head to the east. You'll come across the Water Shrine.
Walkthrough (Water Shrine)
Water Shrine
<WTS>

Treasures: 1-Ups x 2, 10,000 gold, Swim Dress, Rebirth Sword, Holy Blade,
Potions x 5, Aqua Trident, Liquid Tome

Enemies: Aqua Element, Aqua Hand, Dark Mirror, Evil Snowman, Gooezer,
Octopus, Pegevil, Rainbow Eyes, Scream Cone, Snowkill, Unizorn

Encounter Count: 25

Upon entering the Water Shrine you will run into an old man by the name of Dacre. He is here looking for the healing waters to save the town of Kingsport and joins the party.

Head north further into the shrine. When you come to a log bridge to cross water, follow the path west instead. This will lead you to a chest {1-Ups x 2}. Now head back to the bridge and cross it. Take the south path at the fork, and then the east path at the next fork. This path will twist and turn, cross over a log bridge, and then go on for a bit more. Take the west path when the path splits off. Take the east path at the fork to a chest {10,000 Gold}. Head back to the fork and now take the west path. When you have the option, go north into another room. This will bring you to a room with a black lever. Pull the lever and then leave the room.

You will now see all the water has been drained. From here head east and take the first south path you come to. When the path splits take the north path, which will lead to some stairs down to where the water was. Follow the path where the water was until you see the log bridge. As you can see with no water the bridges can no longer float. Move east past the bridge and on around to find a chest {Swim Dress}. Head back to the bridge and simply walk across it and take the west south path. Follow this on around until you come to another bridge. Walk across this bridge and head east. This will lead you to the next area of the shrine.

Follow the path heading east and you will come to a bridge, cross over it heading east. Head east again right after crossing over the bridge. This will have you passing to the south of the stairs. Follow the path on around and you cross over one more bridge. You will then come to some stairs that will put you back up on the ledge level. Go up the stairs and head south. Follow the path around and take the south path when it splits off. This will lead you to another room with another lever. Pull it to allow the water to flow again.

Take the west path after leaving the room with the lever. Cross the bridge to the north when you come to it. Follow the path around taking the bridge to the west when the path splits. Continue to head west after crossing the bridge leading to a chest [Rebirth Sword]. Head back to the last bridge and head north after crossing it. Follow the path around and take the first south path you come to. Continue heading south when the path splits off. This will lead you to a chest {Holy Blade}. Head back to where the path split and take the west path. This will bring you to the stairs leading to the level 2 of the shrine.

Head north from the stairs and take the west path at the fork. Take the west path again when the path forks at the water. This will lead you to a chest {Potions x 5}. Head back to the fork and take the north path. This path will go on for awhile and you will cross over a bridge, and a little past that the path will split. Take the north path. This path will cross over a bridge and wind around the water for a long time, before passing a set of stairs headed into the water. Walk past these and take the north path when it splits. You will pass by another set of stairs and eventually come to a chest {Aqua Trident}. Head back to where the path split between the two stairs, and take the west path. This will lead you to yet another room with a lever. You know what to do, flip the lever and head back out.

Head south and down the stairs after leaving the room with the lever. Continue to head south after going down the stairs. Cross over the bridge to your south when you come to it and then head west. Take the north path at the fork. This will lead you to a chest {Liquid Tome}. Head back to the bridge but don't cross it and head east. This will lead you across another bridge and into the next area of the shrine.

Following the path east will lead you to a save point. Restore your mana and save your game. Also be sure to complete any encounters you have not at this point before moving on. Head north up the series of stairs leading to the magic healing waters of the shrine. As soon as Umi tries to scoop some water from the pool, A shoggoth crawls out and attacks Umi. Cthulhu saves Umi and
attacks the monster.

Boss Fight: Shoggoth
  • HP - 16,000
  • XP - 17,600
  • Gold - 12,000

Boss Strategy Coming Soon!


After defeating the shoggoth, the party heads back to Kingsport and restore the people to good health. Your party had a little extra of the magic water giving you {Potions x 5}. Now with everyone feeling better the port to the north of town has reopened. Enter the port north of Kingsport and speak to the captain next to one of the ships.

Once to the other side of the sea, head north passing through a small swamp area. Then head west and you'll come to the town of Alhazred.
Walkthrough (Alhazrad)
Alhazrad
<ALH>

Treasures: Potions x 3

Enemies: None!

Encounter Count: 00

By talking to the people in the town you will learn that there is a Demonic Dragon living in the volcano near the town. From the entrance of the town head north up a set of stairs then immediately head east to find a chest {Potions x 3}. Just to the north of the chest on the ledge above you will find the weapon shop. If you plan on going to the next optional dungeon I would suggest buying a few of the items. I would at least suggest buying a Blood Sword for Cthulhu. When you are ready to head out, stay at the Inn located in the north west part of the town.

You can now choose to go save the Alhazred from the dragon or head to the optional dungeon. As in all cases before let's head to the optional dungeon first.

From Alhazred head north just past the forest, then turn and head east. This will bring you to the ocean. Head north passing between the mountain range and ocean. You will eventually come to a cave on the other side of the mountains. This will be the optional dungeon the Ice Cave.
Walkthrough (Ice Cave)
Ice Cave
<ICE>

Treasures: Glass Hilt, Radiant Dress, Curse Sword, Potions x 4, Giant Whip

Enemies: Blademaster, Brute, Gold wisp, Roaryal, Sally, Warlock

Encounter Count: 15

This dungeon and be a bit tough, but the battles give very good xp and gold so you should level pretty fast. Start off by heading North and taking the east path at the fork. When the path forks take the north path, and then take the north again at the next fork. At the next split take the west path. Then take the south path at the next fork. Take the West path at the next fork for a chest {Glass Hilt}. Head back to the fork and take the East path. Take the north path at the next three forks to a chest {Radiant Dress}. Head back to the last fork and take the West path. Take the south path at the next split. Continue to head south taking the west south path at the next fork. And finally take the south path at the next fork to the stairs leading to the second floor of the Ice Cave. (Whoa! An optional dungeon with two floors...Exciting!)

Head along the north path at the crossroads, and when the path splits head west. Take the north west path. You will then take the East path and immediately take the south East path. Take the north path at the next fork to a chest {Curse Sword}. Head back to the fork and take the east path. Take the west south path when it forks. Take the west south path again at this fork to a chest {Potions x 4}. Head back to the fork and take the east south path. Take the west north path at the next fork. Take the north path at the next intersection. Take the west path at the next split. Take the south path at the next fork. Take the west north path at this fork, and then the north path at the next fork. This will lead you to the final chest {Giant Whip} in the dungeon. Upon opening this chest the guardian of the Ice Cave will attack the party. (I bet you didn't expect that!)

Boss Fight: Fallen Angel
  • HP - 21,000
  • XP - 16,500
  • Gold - 17,500

Boss Strategy Coming Soon!

After defeating the Fallen Angel, continue to finish off your encounters if you haven't yet. When you are finished, teleport back to Alhazrad and stay at the Inn to restore your mana and save your game. Now on to the Volcano and demonic dragon! Head west from Alhazrad and just a little bit south once you reach the volcano, you should see the entrance on the south side of the volcano.
Walkthrough (Volcano)
Volcano
<VOL>

Treasures: Flame Sword, Fire Blade, Potions x 4, Power Tunic, Potions x 2,
Volcanic Tome, 15,000 gold, 25,000 gold 20,000 gold, Rings of Power,
Rocket Claw

Enemies: Baby Demon, Fire Faerie, Hellhound, Kaboomster, Magma Golem,
Pterodactyl, Pyrommy, Raptor, Salamander, T-Rex

Encounter Count: 35

Start off by following the path north until you come to a split. Take the east path. Take the north path when it branches off. You will go around some lava and down a set of stairs before the path splits into two directions. Take the north path to a chest {Flame Sword}. Head back to where the path split and take the south path now. You will go under a bridge and eventually the path will split off again. Take the west path which will lead you under a bridge and up a set of stairs leading to a crossroads. Take the south path at the crossroads to a chest {Fire Blade}. Head back to the crossroads and take the north path. You will immediately come to a fork in the path and should take the east path. This will lead you across a bridge to a chest {Potions x 4}. Head back to the fork and now take the west path then immediately take the south path down the set of stairs. Follow this path around the lava, under the bridge, up a set of stairs, and eventually coming to the stairs leading to the second floor of the Volcano.


Head north and follow the path after coming up the stairs. Take the north path after crossing over the bridge and coming to a fork. You will pass by a set of stairs heading south, continue heading east past these. Take the south path when it splits, you will cross two bridge and come to a chest
{Power Tunic}. Head back across the bridges and all the way to the set of stairs you passed earlier. Take these stairs down to the lower level and follow the path. You will cross under a bridge and come to a chest {Potions x 2}. Continue following the path east after picking up the chest. You will go up a set of stairs, across a bridge, and down a set of stairs before coming to a save point. Refill your mana if you need to, but don't go up the stairs to the third level yet. Instead head south from the save point. You will go up a set of stairs and immediately take the west path. You will cross over a bridge and down a set of stairs when the path will split. Take the east path to a chest {Volcanic Tome}. Now back track your way to the save point and restore your mana. Head up the stairs to level 3 when you are ready.

Head south after coming up the stairs to the third floor. This will lead you under a bridge and around some lava before coming to a fork. Take the south path at the fork. Take north west path at the next split. This will take you up a set of stairs and across two bridges before coming to a chest {15,000 gold}. Head east after picking up the chest and follow the path around till it splits. Take the north path and then immediately take the east path when your path splits again. This will lead you to a chest {25,000 Gold}. Head back and take the south path at the next two forks. Take the east path at the next fork passing between two green torches. You will come to a set of stairs leading to the fourth floor of the Volcano. Don't go up them just head, instead head west around the lava to a chest {20,000 gold}.Now head back to the stairs and proceed to the next level.

Once you are on the fourth floor, head east and follow the path. After walking for a bit, you will come to a set of stairs to your north, take these and then head east. This path will wind around and come to a chest {Rings of Power STR+10 all}. Head back around to the stairs you came up a little awhile ago. Once you walk down the stairs head west and continue on your way. Take the east south path when it splits. Take the south path and then immediately head east when the path splits. You will go up a set of stairs and continue on for a ways before going back down a set of stairs. Head east after coming down the set of stairs and then south when the path forks. You will come to a save point. Restore you mana and save your game. Head east after saving your game at the save point to find a chest {Rocket Claw}. Head back to the save point and head south out of the Volcano from it.

Head west after exiting the Volcano Cave and work your way up the set of stairs to the top of the Volcano. Upon reaching the summit of the volcano a dragon will burst from the lava and attack the party.

Boss Fight: Ember
  • HP - 25,000
  • XP - 33,000
  • Gold - 15,000

Boss Strategy Coming Soon!

After defeating the Dragon, he begs you to spare his life. Cthulhu agrees to let the dragon live if he will become one of Cthulhu's followers. Seeing as how the dragon does not want to die he accepts, and Ember will now join your party.

With Ember now in your party you can fly around on the world map. October suggest that you head to the town of Innsmouth to find your next heroic deed. Innsmouth is located on a small island to the west between Miskatonia and Dunwitch.

Now that you can fly there are a couple of different options of places for you to go. You can head to Innsmouth, head to an optional dungeon, or try and defeat the optional Boss at the Cave of Destiny. Since the optional cave is just right here let’s go ahead and head there. Activate flying and fly just over the mountains to the west and you will see a town. From the town head north and you will come across a dungeon surrounded by mountains. This will be the Astral Cave, and optional dungeon.
Walkthrough (Astral Cave)
Astral Cave
<AST>

Treasures: Potions x 5, 80,000 gold, Master Hilt

Enemies: Dragon, Execuitioner, Neganey, Nightmare, Planeswalker, Sandworm

Encounter Count: 15

Once inside the Astral Cave head north and follow the path around, taking the north path when you come to a fork in the path. This will lead you immediately to another fork. From here again take the north path. Follow this path on and around some curves and you will eventually come to another fork. This time you should take the east path. This will lead you on and around some more twisty paths, until you come across another fork. The north path will take you to floor 2 of the Astral Cave, but for now let us take the east path. You will immediacy see this path split; take the north path to a chest {Potions x 5}. Now head back to the fork before the one with the chest and take the north path to the stairs leading up to the next floor.

Once on the second floor, head east and immediately take the east path at the fork. Follow this path for just a bit and you will see a path heading north. Take this path heading north and follow it around until you come across a fork in the path. Take the north path and you will immediately come to a fork in the path again. From here you should take the north east path. Follow this path until it splits off. Take the west path at the split and then immediately take the north path at the next spilt. Follow the path on and around till you come to the next fork. Here you should take the east path and immediately take the east path again. This will lead you immediately to yet another fork, where you should take the north path. Follow this on and around taking the east south path at the next fork in the path. This will lead you to another fork and again you should take the east south path. You will follow this path around for a bit before coming to a fork in the path. Take the path heading northwest. Follow the path on and around until you come to a split in the path. Take the east path leading to a chest {80,000 gold}. Head back to the split and take the south path. Follow this path on and around until you come to a split in the path. Take the south path leading to a chest {Master Hilt}. Upon opening this chest the guardian of the Astral Cave will attack the party. (GASP!)

Boss Fight: Black Hole
  • HP - 30,000
  • XP - 60,500
  • Gold - 50,000

Boss Strategy Coming Soon!

After defeating the Black Hole, continue to finish off your encounters if you haven’t yet. When you are finished, teleport back to Miskatonia and stay at the Inn to restore your mana and save your game. Now let’s take October’s advice from earlier and head to Innsmouth. Once outside activate flying, head about 10 spaces west, and then head south until you come across an island with a grey looking town on it. Land and enter the town of Innsmouth.
Walkthrough (Innsmouth)
Innsmouth
<INN>

Treasures: 1-Up, Smelly Fish

Enemies: None!

Encounter Count: 00

Upon entering the town both Paws and Cthulhu suggest staying at the Inn. We are going to hold off on that for now. The building to the east of the man at the entrance is the weapon shop. Upgrade any equipment you might want. Next head two buildings to the north from the weapon shop to find a chest {1-Up}. Let's head to the Inn in just to the north of this building and stay the night. The owner of the Inn will recognize Cthulhu and show the party to their room. When night falls the party will try to get some rest, however they will be attacked by the villagers! Cthulhu will have none of that nonsense and immediately puts a stop to it. The villagers apologize and say that Lord Dagon ordered them to attack him. Cthulhu is angry that Dagon is trying to take over his cult and decides to venture to the Marsh gold foundry.

Head back downstairs and out of the INN. Once you leave the INN head east into the next area. Continue to head east until you come to the water. Enter the building to find a chest {Smelly Fish +10 Will all}. Exit the building and head north crossing the bridge over to the Marsh gold foundry.
Walkthrough (Marsh Foundry)
Marsh Foundry
<MAF>

Treasures: 1 gold, Chaos Trident, Curse Sword, 1-Ups x 5, Giant Whip, Energy Hilt,
1-Ups x 3, Cultist Robe, 75,000 gold, 65,000 gold, Anti-matter Claw

Enemies: Dark Priest, Darkney, Deep Knight, Deep One, Horror Writer, Innsmouthian, Medusa Head, Trashie, Xlazxk

Encounter Count: 35

Start off by heading north and pass by the west branch. You will pass a couple of box crates before the path splits off. Take the east path at this intersection, which will lead to a conveyor belt that you should ride on. The belt will take you under a bridge and drop you off by a crate. Head south around some crates in a storage looking area, and pass by the stairs and continue heading west to a chest {1 gold}. Head back around to where the conveyor belt dropped you off and head north. You will pass by a couple of generator looking objects before coming to another conveyor belt to your left. Take this under the bridge and to a chest {Chaos Trident}. Take the conveyor belt in front of the chest and head west towards the green torches. Follow this path on and around, passing by some more generators before coming to a branch to the west marked by more green torches. Ignore this branch for now and continue heading south to find a chest {Curse Sword}. Head back up to the torches and head west down that path to the stairs leading to the second floor of the Marsh Foundry.

Head north and onto the conveyor belt once you are on the second floor. When you are dropped off head north again, you will go around a generator area before coming to a fork. Take the west north path and when you come to another fork take the east path. This will walk you around some crates down in a pit when the path will branch off to the west. Take the east path up a set of stairs and on around to a bridge walking over a conveyor belt. Continue to follow the path ignoring the two conveyor belts you will pass to your north, and you will come to a chest {1-Ups x 5}. Head back to the last conveyor belt you passed and hop on. Head east once you are dropped off by the belt, you will pass a path heading south ignore this and continue heading east. You will cross over a short bridge, down a set of stairs, and by a conveyor belt going before coming to a chest {Giant Whip}. Head back to where the conveyor belt dropped you off and head east down the set of stairs. You will pass by a generator before the path will fork. Take the south fork past two generators leading to a chest {Energy Hilt}. Head back to the fork and take the north path once you have picked up the chest. You will come to a split in the path, with the west side having two green torches. Ignore these and instead head east and then north over the bridge. After crossing the bridge, head east towards the two green torches, you will come to the stairs leading to the third floor of the Marsh Foundry. There is also a black lever here to switch off the conveyor belts on this floor.

Start off by heading north from the stairs. You will soon come to a path branching off the east. Take this path on and around to a chest {1-Ups x 3}. Head back to where the path branched off and head north. By following this path around you will soon come to a save point. Restore your mana and save your game before moving on. Head north from the save point, you will soon come to an area with crates down below. While you're passing by the east side of this room you will notice the path branches off to the east under a bridge. Follow this branch east and onto the conveyor belt at the end to the north. By heading east you will soon come to another conveyor belt, however for now let's head north to a chest {Cultist Robe}. Head back south and now use the conveyor belt. Once you are dropped off, head east through the two green torches. Continue to follow the path around passing through another set of torches before coming to a fork with a third set of torches to the west. Take the west path through the torches and you will come to the stairs leading to the fourth floor of the Marsh Foundry. You may also notice a chest you have not picked up. Before heading down the stairs, pull the black lever turning off the conveyor belts for this floor. Now head back to the last area where the path split off and take the south path. You will walk across the conveyor belt over to the last chest {75,000 gold}. Now with the conveyor belts turned off simply walk back across the conveyor belt and back to the stairs.
Walkthrough (Marsh Foundry continued)
Once on the fourth floor, you will just need to follow the path around some generators. You will come to a split in the path, take the east path which will immediately turn north too. This will go by a few crates and under a bridge leading to a chest {65,000}. Once you have picked up the chest, you should take the conveyor belt just south of you. Now head to the west following the path on and around, you will cross over two bridges. When you get to a crossroads, take the north path and then immediately jump on the conveyor belt to the east. This will take you under a bridge and drop you off in a crate area. Follow the path around the crates and you will find a chest {Anti-matter Claw}]. Just a little to your east is a conveyor belt heading north, take this. You will notice you are back at the crossroad you were at before. From here head east across the bridge, you will then take the north path at the spilt. Basically follow his path on around and you will eventually come to a path heading north with some green torches. Take this path and follow it around until you see a conveyor belt marked with green torches to the south. Jump on this conveyor belt and you will end up at the stairs leading to the fifth level of the Marsh Foundry.

Follow the zigzag path through the crates, beams, and water on this floor to eventually reach a save point up a set of stairs. You should restore your mana, save your gave, and finish off your encounters for the area. When you are ready to move on, you should head north to find one last set of stairs leading down to the sixth floor of the Marsh Foundry.

Once on the sixth floor head north and you will come to a body of water. Upon approaching the water you Dagon will climb out. Cthulhu and Dagon will exchange some comments back in forth, before engaging in battle.

Boss Fight: Dagon, Deep One x 2
  • HP - 31,000 (Dagon) 1,250 (Deep One)
  • XP - 105,820
  • Gold - 76,400

Boss Strategy Coming Soon!

After defeating Dagon Cthulhu will receive 500 hero points, which is just the number he needed left to become a true hero. Cthulhu will regain all of his powers and gain +50 to all his stats. He will then turn Umi and the rest of the party insane, and continue on his main goal and destroy the world!....However since the game is called Cthulhu Saves the World this ending doesn't seem right. The narrator will tell you that you shouldn't be so ridiculous! Cthulhu brings insanity to the world and eats his followers or so say the books. However seeing as you would like to not see all your hard work in saving people go to waste he will give you the happy ending instead. The narrator does let you know by doing this you are throwing out all artistic integrity and vestige of adhering to the source material in which the game is based.

Cthulhu will become a true hero through your struggle has seen the power of love, friendship, and heroism. However it would seem there is still some very powerful evil at work and R'lyeh will be arise from the sea. The party will now have to enter R'lyeh and stop its warriors from spreading insanity to the world.

Once the cut scene is over you will be back on the World Map and will see R'lyeh to your west. However there are a few things you can do before entering the last area. One should be heading back to the Miskatonia just to the north and buy Umi the Heroine Dress from the weapon shop. There are also two optional dungeons left with rather difficult bosses. The first of the two would be the Cave of Destiny, and the other would be the Soulcaster Cave.
Walkthrough (Cave of Destiny)
Cave of Destiny
<COD>

Treasures: 200 gold, Potions x 4

Enemies: None!

Encounter Count: 00

To get to the Cave of Destiny, you will see two caves to the west of Miskatonia. The one on the east side is where you came out of at the first of the game. The one on the west side is the Cave of Destiny. Simply fly over the mountains and enter the cave. There are no monsters in the Cave of Destiny; however there are a couple of chests. Follow the only path and you will come to a save point. Restore your mana and save your game. Head north moving passing by the two statues and pick up the two chests you pass by {200 gold}{Potions x 4}. Go up the stairs to leading to the top of the mountain and a shrine. When you touch the shrine the legendary hero DEM approaches and attacks the party.

Boss Fight: Dem
  • HP - 85,000
  • XP - 109,998
  • Gold - 99,999

Boss Strategy:
Fighting Dem can be very hard if you are not high enough level, and don't know how to fight him. Dem starts off looking like any other boss, attacking and using abilities on the party. However on round four of the fight it will say DEM is preparing. Be ready because on round five of the fight Dem will use Finishing Move, a move that will kill all the members in your party. So you have to do a ton of damage to him, stay alive, and do it all fast. However there is one trick you can do. If you have Umi in your party you can have her use Siren's Call on round five. This will stun Dem and he will not be able to complete his attack. However all this will do is buy you a few turns. Because on round eight he will again prepare for his attack, and then on round 9 use the Finishing Move.

I like to use a party make up of Cthulhu, Umi, Sharpe, and Dacre. I start off by using Cthulhu and Umi's Unite, Call Kraken. Then I will have Sharpe cast Combo Master and Dacre Regen All. With the Kraken and Combo Master this will give me an extra five combo points every turn. On the second round I have Cthulhu and Sharpe use their highest combo generating move they have, I have Umi poison Dem, and Dacre use one of his hymns. I will continue to build up as many combo points I can, making sure Umi keeps the party healed and have Dacre buff more or attack with his spells. On round five I make sure to have Umi cast Siren's call to delay the battle a few more turns. Once you reach round 9 have Cthulhu or Sharpe use their highest damaging Combo Finisher and everyone else use their highest damaging attack. If you are lucky enough this should be more than enough to finish off Dem.


When you defeat DEM Cthulhu will receive +50 to all his stats. You will also get DEM to join your party. With that out of the way we can head to R'lyeh. You will find it located on an island just north of Innsmouth.
Walkthrough (Soulcaster Cave)
Soulcaster Cave
<SCC>

Treasures: Nothing!, Nothing!

Enemies: Green Bat, Mega Ghoul, Rat Prime, Ur-Skeleton

Encounter Count: 15

To get to the Soulcaster Cave, fly north from Alhazrad. After you are flying over the ocean for a bit you will come across an island just to your east. On this island is the entrance to the Soulcaster Cave.

Once inside the Soulcaster Cave, you will see it’s more like a Temple than a cave. Start off by heading west across the checkered bridge. Head slightly south around the wall and continue heading west. Pass by the bridge heading south and continue west until you are on the west side of the little water strip. From here head north and then west across the checkered bridge, you will see a path heading south between two large boulder looking structures. Ignore this path and continue heading west across the bridge. Once you are fully across the bridge head south to the water and then once again to the west. You will pass by another checkered bridge heading south, and a path to the north. Ignore both of these and continue heading west. You will pass by a big red monster rat. He does not fight or even talk to you. Once you are past the rat and to the edge of the water you should see a checkered bridge heading north. Walk around to this bridge and cross it going north, this will bring you to the stairs going up to the second floor of the Soulcaster Cave.

From the stairs on the second floor, you should head east until you come to the edge of a pit. From here head north making sure you are on the east side of the boulder pillars. Follow the path around the pit and then continue heading east. You should past by 3 torches on the wall before coming to a path heading north that has what looks to be holes in the ground or rocks in the path. Take this north path until you come across a split. From this area take the east north path to find a chest {Nothing!}. Head back down to the split and head west till the very end. From here you should see a path heading north or south. Take the north path to find a second chest {Nothing!}. Go back to the path and head east and take the first path north you come to. This should lead you to the stairs taking you to the third and final floor of the Soulcaster Cave.

On the third floor you will see a save point to the east. Refill you magic points and save your game. The next boss is one of the most difficult in the game. It is highly recommended that you be level 46+ before engaging.

Boss Fight: Warrior Soul, Soulcaster, Archer, Alch Soul
  • HP - (Warrior Soul) 50,000; (Soulcaster) 40,000; (Archer) 30,000; (Alch Soul) 20,000
  • XP - 439,995
  • Gold - 20,000

Boss Strategy:
Coming Soon!

When you defeat the boss all your characters stats will go up by 50 points!
Walkthrough (R'lyeh)
R'lyeh
<RYH>

Treasures: Cthulhu's Tunic, Cthulhu's Sword, 1-Ups x 5, Chaos Blade, Potions x 5, Anti-Matter Claw, Insanity Staff, 99,999 gold, Black Tome, Potions x 15, 1-Ups x 15, Nothing!, Cookies

Enemies: Coleopterous, Dark Bishop, Dead Dragon, Deeper Knight, Deeper One, Gold Tentacle, Grim Reaper, Mega Octopus, R'lyehian, Tcho, Teethchu, Xlazxkvzd

Encounter Count: 50

R'lyeh is a very big and has a lot of back tracking if you want to find all the chests. Once you enter R'lyeh on the world map, head north and you will enter the city through a giant mouth. Start off by heading north and soon after passing between the statues and torches the path will split off. Start off by taking the west path and you will pass by a statue and some water. You will then go under a bridge and up some stairs. Just follow this path around until you come to a branch leading off to the south and one to the east. Take the branch leading south to a chest {Cthulhu's Tunic}. Now you should head back to the first part of R'lyeh backtracking along the same path you came from. So from the chest head back to the fork and take the west path that leads back to the front of R'lyeh.

When you get back to the start of R'lyeh this time at the first fork instead of taking the west path you should take the east path. You should come to some water, go up some stairs, and over a bridge. Follow this path on and around for a ways and you will come to a branch to the east. Take the east path under the bridge to a chest {Cthulhu's Sword}. Head back to where you took this branch and head north. This will go up some stairs, around some water and then back down some stairs. Keep following this path and you will soon pass under a bridge and then between two red torches. Next you will come to a split and should take the path north up the stairs and between the red torches. These are the stairs to the second floor of R'lyeh.

You will come out of the stairs and need to cross a really, really, really long bridge to enter another giant mouth-like door at the other end. On this floor you just need to follow the only path for a very long ways. You will pass three Cthulhu statues before coming to a branch off to the south. Take the south branch to a chest {1-Ups x 5}. Head back to the where the path branched off and head west. Again follow the path for quite a ways, and you will eventually the path will fork after going up some stairs. Take the west path through a series of torches, down a set of stairs, and under a bridge to a chest {Chaos Blade}. Head back to where the path forked and take the east path. Almost immediately you will see the path branching off to the north. Take the north path leading you through a series of statues holding green flames, over a bridge and to some water before coming to another fork. Take the north path down the set of stairs and continue to follow the path around. When you go up a set of stairs the path will fork yet again. Take the east path and just after crossing a bridge the path will fork. From here take the north path which will lead you to a chest {Potions x 5}. After picking up the chest, you should head back to the fork and head south across the bridge. Follow the path for a very long way and you will eventually pass between two red torches. Just a little further and you will see the path splitting off. Take the path east and you will pass through another two red torches and statues before the path splits. Take the west path down the set of stairs and under a bridge to a chest {Anti-Matter Claw}. Once you have the chest head back north and when you come to the last fork head north back the way you came. This will take you back through the statues and red torches. When you come to the path leading north with two red torches that you passed by earlier, you should take this path now. This will lead to the stairs to a bridge on the outside of R'lyeh.

Once on the third floor, you should head east to find a save point. Restore your mana and save your game. As you move further along the bridge you will see three figures standing in your way. This will be the three heroes from the first part of the game. They let you know they have gathered the seven holy crystals and now have the power to stop you.

Boss Fight: Cleric, Hero, Thief
  • HP - 90 (Cleric) 160 (Hero) 110 (Thief)
  • XP - 26
  • Gold - 36

Boss Strategy Coming Soon!
Walkthrough (R'lyeh continued)
After the long and hard battle with the heroes, you can continue moving across the bridge and up the stairs to the thrid floor of R'lyeh.

After coming up the stairs you will have a choice of either going east or west. Head West and follow the path for a ways until you come to a fork in the path. Take the west path which will immediately turn north and cross over a bridge. Continue following the path on and around and you will come to an area with three statues and the path will split. Take the east path to a chest {Insanity Staff} surrounded by torches. Head back to the three statues where you should head west. This will go on for a bit before a set of four red torches. Continue following the path and you will come to another area with red torches. At this junction you should head south, you will pass through two red torches and down a set of stairs. When you pass by three statues you will see a path heading south. Take this path south to a chest {99,999 Gold}. Head back to the statues and head west from there. Take the east path when the path splits off, and you will head up a set of stairs. Just after crossing the bridge head west to a chest {Black Tome}. After picking up the chest, you will have to head all the way back to the red torches. So from the chest head north, you will come to a path branching off to the north. Take this north path backacross the bridge you crossed earlier. When you go down the set of stairs you should take the north path immediately afterwards. Follow the path around and continue heading east when you pass by the three statues. When you come to the four red torches to the east head that direction to find the stairs leading to another bridge outside of R'lyeh. Cross over this bridge and head into the giant mouth to enter the fourth floor of R'lyeh.

The fourth floor will have some very long single paths with some long backtracking to get all the chests. Start heading north until you just pass two statues, you will see the path split off. Take the east path and you will cross under a bridge and then three statues before the path forks. At the fork take the north path to a chest {Potions x 15}. Head back passed the statues and under the bridge to the first split you came to, and now you should take the north path up the stairs. Immediately after coming up the stairs take the west path. This will take you around some water and passed some torches before coming down a set of stairs. When you come down the stairs, you should take the north path to a chest {1-Ups x 15}. Head back to the stairs and now take the east path and follow this path on and around for a ways. While you are walking around another water area you will see a path branching off to your north. Ignore this and continue heading west down a set of stairs. You will cross under a couple of bridges, bend around another water area, and up a set of stairs before coming to a fork in the path. You should take the north path down the set of stairs to chest {Nothing..+15 stats}. After picking up the chest head back to the fork, you should now take the south path. While following the path around, you will pass by a few torches both red and green. Eventually you will come to the stairs leading to the next area of R'lyeh, however for now continue heading west past them. Use the save point to restore your mana and save your game if you would like. Once you are ready, you should head south across the bridge and follow the path until you come to a fork. At this junction you should take the north path to a chest {Cookies HP+30}. After picking up the chest, you should head back to the save point and stairs. Head north from the chest and follow the path around until you come to the fork. You should take the east path from here, as this will lead you back to the save point and stairs.

Now you should be on the top of R'lyeh. Just head north up the small stairs and you will see a figure that looks an awful lot like Cthulhu. When you approach it you notice it is a giant golem Cthulhu, you will then attack the golem for the sake of the world.

Boss Fight: Golthulhu
  • HP - 35,000
  • XP - 104,500
  • Gold - 85,000

Boss Strategy Coming Soon!

After defeating the Golthulhu, Azathoth will teleport the group to his domain, Beyond Angled Space, and dares the group to come after him.
Walkthrough (Beyond Angled Space)
Beyond Angled Space
<BAS>

Treasures: None!

Enemies: None!

Encounter Count: 00

There is not much to this area and there are no enemies. Just head north and you will come to a save point to refresh your mana and save your game. Once you are ready to fight the final battle, you should continue heading north. You will soon come to a giant monster sitting on top of a pedestal. As you approach the demon Azathoth, he will attack the group.

Boss Fight: Azathoth
  • HP - 66,666
  • XP - 109,998
  • Gold - 99,999

Boss Strategy Coming Soon!

After you defeat Azathoth, Cthulhu will have saved the world! You will see some of what happens now in the ending of the game. You will be given the option to save your game to unlock the bonus modes of the game.
Characters
Characters
<CHR>

There are seven main characters that will be a part of your adventures, and one optional character you can recruit. You start the game off playing just with Cthulhu, but as you progress through the game more and more characters will join your team. Although you will have many characters on your team you may only have four in your active party at any one time.
Cthulhu
Cthulhu
<CTH>

Cthulhu is the main character of the game, and wishes to destroy the world by driving everyone insane. However his plans were thwarted by a mysterious man. Upon Cthulhu's rise from the sea his powers are sealed away and may only be returned to him by becoming a true hero.


Basic Information:

Starting Items:

Starting Stats:
Starting Level: 3
Starting HP: 64
Starting MP: 40
HP Per Level: 8
MP Per Level: 5
Sword
Tunic
Potions x 5
Strength: 100
Magic: 100
Agility: 100
Vitality: 100
Will: 100
Cthulhu (Weapons)
Cthulhu's Weapons
<CWP>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Sword
Strength +20
Vitality +10
Starting Item
Iron Sword
Strength +40
Magic +10
Vitality +20
Beach Cliffs (C)
Miskatonia (S)
Trance Sword
Strength +10
Magic +60
Agility +40
Will +20
Miskatonia (Q)
Steel Sword
Strength +60
magic +20
Vitality +30
Shrine of Heroes (C)
Miskatonia (S)
Bane Sword
Strength +50
+100% damage to Undead
Dunwich (C)
Ancient Sword
Strength +90
Magic +40
Vitality +80
Providence (S)
Laser Sword
Strength +120
Ignores Defense
Space Ship (C)
Crystal Sword
Strength +140
Magic +60
Vitality +80
Kingsport (S)
Rebirth Sword
Strength +120
Magic +120
Vitality +60
Will +60
Water Shrine (C)
Blood Sword
Strength +170
Magic +80
Vitality +100
Alhazred (S)
Flame Sword
Strength +220
Agility +80
Vitality +50
Ignores Defense
Volcano (C)
Death Sword
Strength +210
Magic +110
Vitality +140
Dark +50%
Innsmouth (S)
Curse Sword
Strength +240
Enemies are always insane.
Ice Cave (C)
Marsh Foundry (C)
Cthulhu's Sword
Strength +250
Magic +150
Agility +50
Vitality +200
Will +50
+50% damage to insane
R'lyeh (C)
Cthulhu (Armor)
Cthulhu's Armor
<CAR>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Tunic
Vitality +10
Starting Item
Fleece Tunic
Vitality +30
Will +10
Beach Cliffs (C)
Miskatonia (S)
Warrior Tunic
Vitality +50
Will +20
Miskatonia (S)
Zombie Tunic
Vitality +150
Will -9999
Dunwich (S)
Hero Tunic
Vitality +80
Will +40
Dunwich (S)
Astral Tunic
Agility +50
Vitality +50
Will +50
Ghost Forest (C)
Alien Tunic
Strength +30
Magic +30
Vitality +100
Will +60
Space Ship (C)
Fancy Tunic
Vitality +130
Will +80
Kingsport (S)
Power Tunic
Strength +50
Vitality +160
Will +100
Wolcano (C)
Alhazred (S)
Cthulhu's Tunic
Strength +50
Magic +50
Agility +50
Vitality +200
Will +150
R'lyeh (C)
Cthulhu (Abilities)
Cthulhu's Abilities
<CAB>

Starting Ablities
Insane Strike (3 MP)
Targets One Enemy
Power = 14 x 2 Hits
Adds Insanity
Deathblow (10 MP)
Targets One Enemy
Power = 30 x 1 Hit
Combo Finisher




Level
Ability (a)
Ability (b)
04
Insane STR (0 MP)
Passive Ability
Each insane enemy gives Strength +10%
Insane Mag (0 MP)
Passive Ability
Each insane enemy gives Magic +10%
05
Stats Up
+30 Strength
+30 Vitality
Stats Up
+15 Max MP
+30 Magic
06
Fireball (4 MP)
Targets One Enemy
Power = 60 x 1 Hit
Fire Attack

{Affects choices of level 16}
{Affects choices of Level 29}
Flame Strike (5 MP)
Targets One Enemy
Power = 99 x 1 Hit
Fire / Physical Attack

{Affects choices of level 16}
{Affects choices of level 29}
07
Stats Up
+30 Agility
Stats Up
+15 Vitality
+15 Will
08
Stats Up
+10 Strength
+10 magic
+10 Agility
+10 Vitality
+10 Will
Stats Up
+20 Max HP
+20 Max MP
09
Nightfall (8 MP)
Targets All Enemies
Adds Insanity
Curse (6 MP)
Targets One Enemy
Adds Insanity
Resistance -50%
10
Stats Up
+25 Strength
+25 Magic
Stats Up
+30 Strength
+20 Agility
11
Tentacles (8 MP)
Targets Random Eemies
Power = 64 x 3 Hits

{Affects choices of level 40}
Tentacles (8 MP)
Targets One Group
Power = 73 x 1 Hit

{Affects choices of level 40}
12
Stats Up
+20 Max HP
+30 Vitality
Stats Up
+20 Max MP
+30 Magic
13
Lightning (10 MP)
Targets Random Enemies
Power = 54 x 3 Hits
Elec Attack

{Affects choices of level 24}
Unstoppable (3 MP)
Targets Self
Heals 50% HP
Resets Combo

{Affects choices of level 24}
14
Stats Up
+10 Strength
+10 Magic
+10 Agility
+10 Vitality
+10 Will
Stats Up
+25 Max HP
+25 Max MP
15
Dark Blast (10 MP)
Targets One Enemy
Power = 174 x 1 Hit
Dark Attack
Adds Insanity

{Affects choices of level 35}
Dark Blast (10 MP)
Targets One Enemy
Power = 10 x 1 Hit
Dark Attack
Combo Finisher

{Affects choices of level 35}
16
{If (a) was chosen at level 06}

Fireball (6 MP)
Targets One Enemy
Power = 159 x 1 Hit
Fire Attack

{If (b) was chosen at level 06}

Drain Strike
Targets One Enemy
Power = 94 x 1 Hit
Steals HP

{Affects choices of level 29}
{If (a) was chosen at level 06}

Fireball (9 MP)
Targets One Group
Power = 116 x 1 Hit
Fire Attack
{If (b) was chosen at level 06}

Stats Up
+10 Strength
+10 Magic
+10 Agility
+10 Vitality
+10 Will

{Affects choices of level 29}
17
Stats Up
+30 Vitality
+30 Will
Stats Up
+40 Agility
18
Stats Up
+40 Strength
Stats Up
+40 Magic
19
Pierce (6 MP)
Targets One Enemy
Power = 364 x 1 Hit
Ignores Defenses
Plague (10 MP)
Targets One Group
Power 58 x 1 Hit
Poison
20
Stats Up
+10 Srength
+10 Magic
+10 Agility
+10 Vitality
+10 will
Stats Up
+30 Max HP
+30 Max MP
21
Hit Up
Passive Ability
+1 Hit to Attack
MP Victory (0 MP)
Passive Ability
Extra MP after Victory
22
Stats Up
+20 Max HP
+20 Vitality
Stats Up
+20 Max MP
+20 Will
23
Dark Strike (10 MP)
Targets One Enemy
Power = 685 x 1 Hit
Dark / Phys Attack

{Affects choices of level 35}
Void (20 MP)
Targets All Enemies
Power = 139 x 1 Hit
Dark Attack

{Affects choices of level 35}
24
{If (a) was chosen at level 13}

Lightning (15 MP)
Targets Random Enemies
Power = 77 x 5 Hits
Elec Attack
{If (b) was chosen at level 13}

Stats Up
+40 Max HP
Stats Up
+30 Strength
25
Taunt (0 MP)
Passive Ability
More likely to be attacked by enemy
Stats Up
+40 Magic
26
Stats Up
+25 Strength
+25 Magic
Stats Up
+30 Strength
+20 Agility
27
Berserk (14 MP
Targets Random Enemies
Power = 172 x 4 Hits
Focus (2 MP)
Targets Self
Double Spell Power next turn only
28
Insane Strike (4 MP)
Targets One Enemy
Power = 311 x 2 Hits
Adds Insanity
Insane Strike (4 MP)
Targets One Enemy
Power = 178 x 3 Hits
Adds Insanity
29
{If (a) was chosen at level 06}
{If (a) was chosen at level 16}


Fireball (8 MP)
Targets One Enemy
Power = 360 x 1 Hit
Fire Attack
{If (a) was chosen at level 06}
{If (b) was chosen at level 16}


Fireball (12 MP)
Targets One Group
Power = 279 x 1 Hit
Fire Attack
{If (b) was chosen at level 06}
{If (b) was chosen at level 16}


Flame Strike (5 MP)
Targets One Enemy
Power = 670 x 1 Hit
Fire / Physical Attack
{If (b) was chosen at level 06}
{If (a) was chosen at level 16}


Drain Strike (5 MP)
Targets One Enemy
Power = 366 x 1 Hit
Steals HP
{If (a) was chosen at level 06}
{if (a) was chosen at level 16}


Fireball (12 MP)
Targets One Group
Power = 234x 1 Hit
Fire Attack
{If (a) was chosen at level 06}
{if (b) was chosen at level 16}


Fireball (12 MP)
Targets All Enemies
Power = 215 x 1 Hit
Fire Attack
{If (b) was chosen at level 06}
{if (b) was chosen at level 16}


Stats Up
+30 Strength
.
.
{If (b) was chosen at level 06}
{If (a) was chosen at level 16}


Flame Strike (5 MP)
Targets One Enemy
Power = 823 x 1 Hit
Fire / Physical Attack
30
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+35 Max HP
+35 Max MP
31
MP Victory (0 MP)
Passive Ability
extra MP after Victory
Stats Up
+40 Magic
32
Stats Up
+30 Strength
+30 Vitality
Stats Up
+10 Strength
+10 Magic
+10 Agility
+10 Vitality
+10 Will
33
Stats Up
+20 Agility
+20 Vitality
+20 Will
Stats Up
+40 Max MP
Cthulhu (Abilities continued)
Level
Ability (a)
Ability (b)
34
Insane Death (0 MP)
Passive Ability
Small chance that insane enemies will randomly die
H.P. Bane (0 MP)
Passive Ability
+50% damage against Lovecraftian enemy
35
{If (a) was chosen at level 15}

Dark Blast (15 MP)
Targets One Enemy
Power = 546 x 1 Hit
Dark Attack
Adds Insanity
{If (b) was chosen at level 15}

Dark Blast (20 MP)
Targets One Enemy
Power = 522 x 1 Hit
Dark Attack
Combo Finisher
{If (a) was chosen at level 23}

Stats Up
+30 Strength
.
.
.
{If (b) was chosen at level 23}

Void (30 MP)
Targets All Enemies
Power = 435 x 1 Hit
Dark Attack
.
36
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+40 Max HP
+40 Max MP
37
Stats Up
+50 Strength
Stats Up
+50 Magic
38
Brawn Assault (40 MP)
Targets One Enemy
Power = 529 x 1 Hit
Party - Physical Attack
Combo Finisher
Mystic Assault (40 MP)
Targets One Enemy
Power = 105 x 1 Hit
Party - Magic Attack
Combo Finisher
39
Dark Boost (0 MP)
Passive Ability
Dark + 50%
Stats Up
+50 Agility
40
{If (a) was chosen at level 11}

Tentacles (16 MP)
Targets Random Enemies
Power = 684 x 3 Hits
{If (b) was chosen at level 11}

Tentacles (16 MP)
Targets One Group
Power = 585 x 1 Hit
{If (a) was chosen at level 11}

Tentacles (16 MP)
Targets Random Enemies
Power = 376 x 5 Hits
{If (b) was chosen at level 11}

Tentacles (16 MP)
Targets All Enemies
Power = 351 x 1 Hit
40+
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
Cthulhu (Unites)
Cthulhu's Unites
<CUN>

Character
Unite
Umi
Call Kraken (12 MP)
Targets All Enemies
Power = 794
Every Turn
Sharpe
Fearless Charge (6 MP)
Targets One Enemy
Power = 2637 x 1 Hit
Finisher
HP = 1
October
Dark Spiral (15 MP)
Targets All Enemies
Power = 2166 x 1 Hit
Dark + Insanity
Paws
Tentacles! (5 MP)
Targets Self
Hits + 1
Dacre
Yin & Yang (6 MP)
Taregets Self
Holy +50%
Dark +50%
Ember
Rampage (12 MP)
Targets Random Enemies
Power = 2542 x 4 Hit
Phys Attack
Dem
None!
Umi
Umi
<UMI>

Umi is a human female with the ability to talk with sea animals. She uses a
live starfish as a hairpin. She joins Cthulhu's group very soon in the game
after becoming infatuated with him for saving her life.


Basic Information:

Starting Items:

Starting Stats:
Starting Level: 4
Starting HP: 63
Starting MP: 54
HP Per Level: 7
MP Per Level: 6

Trident
Dress
Strength: 80
Magic: 80
Agility: 110
Vitality: 80
Will: 110
Umi (Weapons)
Umi's Weapons
<UWP>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Trident
Strength +10
Magic +10
Starting Item
Sharp Trident
Strength +30
Magic +30
Miskatonia (S)
Aqua Trident
Strength +40
Magic +40
Water / Ice +50%
Shrine of Heroes (C)
Water Shrine (C)
Poison Trident
Strength +60
Magic +60
Poison +50%
Dunwich (S)
Warp Trident
Strength +80
Magic +80
Agility +80
Space Ship (C)
Medic Trident
Strength +100
Magic +160
Heals +50%
Kingsport (S)
Blaze Trident
Strength +140
Magic +140
Fire added to attack
Alhazred (S)
Dkwater Trident
Strength +160
Magic +160
Water / Ice +50%
Poison +50%
Innsmouth (S)
Chaos Trident
Strength +180
Magic +180
+50% damage to insane
Hit +1 Random target
Marsh Foundry (C)
Umi (Armor)
Umi's Armor
<UAR>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Dress
Vitality +10
Will +10
Starting Item
Cute Dress
Agility +10
Vitality +20
Will +20
Miskatonia (S)
Alchemist Dress
Vitality +10
Will +10
Poison +50%
Dunwich (C)
Lovely Dress
Agility +20
Vitality +40
Will +40
Dunwich (S)
Mage Dress
Magic +20
Agility +30
Vitality +60
Will +40
Providence (S)
Stunning Dress
Agility +40
Vitality +80
Will +80
Kingsport (S)
Swim Dress
Agility +40
Vitality +100
Will +100
Water / Ice +50%
Water Shrine (C)
Hot Dress
Strength +50
Agility +50
Vitality +100
Will +100
Alhazred (S)
Radiant Dress
Magic +80
Agility +60
Vitality +120
Will +120
Max MP +50
Ice Cave (C)
Heroine Dress
Strength +70
Magic +70
Agility +70
Vitality +140
Will +140
Heal +50%
Miskatonia (S)
Umi (Ablilites)
Umi's Abilities
<UAB>

Starting Ablities
Siren's Call (4 MP)
Targets One Enemy
Adds Insanity, Stun
100% Succcess Rate
Once per battle
Heal (3 MP)
Targets One Ally
Power = 76
Heal
Flood (5 MP)
Targets All Enemies
Power = 21 x 1 Hit
Water Attack




Level
Ability (a)
Ability (b)
05
Hide (0 MP)
Passive Ability
Less likely to be attacked by enemy
Insane Agi (0 MP)
Passive Ability
Each insane enemy gives Agility +10%
06
Blind Strike (5 MP)
Targets One Enemy
Power = 52 x 1 hit
60% - Adds Blind

{Affects choices of level 34}
Blind (7 MP)
Targets One Group
60% - Blind


{Affects choices of level 34}
07
Ailment Combo+ (0 MP)
Passive Ability
Combo count increases ailment success rate.
Stats Up
+40 Strength
08
Escape (25 MP)
Targets Self
100% Chance of Escape
Escape (10 MP)
Targets Self
60% Chance of Escape
09
Full Heal (8 MP)
Targets One Ally
Restore All HP, Revive, & Cure
Combo Reset
Add Cure (0 MP)
Passive Ability
Heal spells also cure ailments
10
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+20 Max MP
+30 Magic
11
Stats Up
+30 Magic
+20 Agility
Stats Up
+20 Max MP
+30 Magic
12
Slow Strike (5 MP)
Targets One Enemy
Power = 105 x 1 Hit
Lowers Speed 50%

{Affects choices of level 34}
Slow (7 MP)
Targets One Group
Lowers Speed 50%


{Affects choices of level 34}
13
Stats Up
+40 Max MP
Stats Up
+30 Agility
+30 Will
14
Sting Strike (5 MP)
Targets One Enemy
Power 78 x 1 Hit
Poison / Phys Attack

{Affects choices of level 35}
Plague (10 MP)
Targets One Group
Power = 54 x 1 Hit
Poison

{Affects choices of level 35}
15
Stats Up
+30 Strength
+30 Magic
Stats Up
+25 Max HP
+25 Max MP
16
Seal Strike (5 MP)
Targets One Enemy
Power = 182 x 1 Hit
60% - Adds Seal

{Affects choices of level 35}
Seal (7 MP)
Targets One Group
60% - Seal


{Affects choices of level 35}
17
Stats Up
+15 Strenght
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+25 Max HP
+25 Max MP
18
Stun Strike (5 MP)
Targets One Enemy
Power = 172 x 1 Hit
60% - Stuns
Stun Strike (5 MP)
Targets One Enemy
Power = 241 x 1 Hit
30% - Stuns
19
Starfish! (10 MP)
Targets One Group
Power = 90 x 1 Hit
Ignores defense

{Affects choices of level 29}
Flood (10 MP)
Targets All Enemies
Power = 108 x 1 Hit
Water Attack

{Affects choices of level 29}
20
Stats Up
+30 Strength
MP Victory (0 MP)
Passive Ability
Extra MP after victory (+5 MP)
21
Prey on the Weak (0 MP)
Passive Ability
Deal extra damage to enemies with ailments
Stats Up
+30 Magic
22
Stats Up
+40 Will
Stats Up
+40 Agility
23
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
24
Stats Up
+30 Strength
+30 Magic
Stats Up
+20 Agility
+40 Will
25
Elec Strike (5 MP)
Targets One Enemy
Power = 607 x 1 Hit
Elec / Phys Attack
Thor's Call (10 MP)
Targets Self
Strength +100%
Attack --> Elec
26
Stats Up
+40 Strength
Stats Up
+40 Magic
27
Stats Up
+30 Max MP
+30 Magic
Stats Up
+30 Max MP
+30 Agility
28
Stats Up
+20 Strength
+20 Magic
+20 Agility
Stats Up
+30 Vitality
+30 Will
29
{If (a) was chosen at level 19}

Starfish! (15 MP)
Targets One Group
Power = 386 x 1 Hit
Ignores defense
{If (b) was chosen at level 19}

Flood (15 MP)
Targets All Enemies
Power = 209 x 1 Hit
Water Attack
{If (a) was chosen at level 19}

Stats Up
+40 Magic
{If (b) was chosen at level 19}

Stats Up
+30 Strength
30
Stats Up
+25 Strength
+25 Magic
Stats Up
+40 Magic
31
Keep Fighting (20 MP)
Targets All Allies
Ultimate Heal
Combo Reset
Once per Battle
Heal All (15 MP)
Targets All Allies
Power = 92
Heal
Combo Reset
32
Stats Up
+25 Strength
+25 Magic
Stats Up
+40 Strength
33
Stats Up
+20 Strength
+20 Magic
+20 Agility
+20 Vitality
+20 Will
Stats Up
+35 Max HP
+35 Max MP
34
{If (a) was chosen at level 06}

Blind Strike (5 MP)
Targets One Enemy
Power = 1242 x 1 Hit
80% - Adds Blind
{If (b) was chosen at level 06}

Blind (9 MP)
Targets All Eneimes
80% - Blind
{If (a) was chosen at level 12}

Slow Strike (5 MP)
Targets One Enemy
Power = 1242 x 1 Hit
Lowers Speed 75%
{If (b) was chosen at level 12}

Slow (9 MP)
Targets All Eneimes
Lowers Speed 75%
35
{If (a) was chosen at level 14}

Sting Strike (5 MP)
Targets One Enemy
Power = 852 x 1 Hit
Poison / Phys Attack
{If (b) was chosen at level 14}

Plagues (10 MP)
Targets One Group
Power = 184 x 1 Hit
Poison
{If (a) was chosen at level 16}

Seal Strike (5 MP)
Targets One Enemy
Power = 1278 x 1 Hit
80% - Adds Seal
{If (b) was chosen at level 16}

Seal (9 MP)
Targets All Enemies
80% - Seal
36
Stats Up
+40 Agility
Stats Up
+30 Vitality
+30 Will
37
Aqua Boost (0 MP)
Passive Ability
Water / Ice +50%
elec Boost (0 MP)
Passive Ability
Elec +50%
38
Stats Up
+40 Strength
Stats Up
+40 Magic
39
Cute Pose (15 MP)
Targets Self
Stats +100%
if Comb is 25+
Combo Finisher
Cute Pose (5 MP)
Targets Self
Stats +50%
40
Stats Up
+20 Strength
+20 Magic
+20 Agility
+20 Vitality
+20 Will
Stats Up
+40 Max HP
+40 Max MP
40+
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
Umi (Unites)
Umi's Unites
<UUN>

Character
Unite
Cthulhu
Call Kraken (12 MP)
Targets All Enemies
Power = 794
Every Turn
Sharpe
Noble Defense (2 MP)
Targets Self
Sharpe more likely to be attacked
Dark + Insanity
October
Girl Power (5 MP)
Targets Self
Stats +35%
Paws
Glow Girl (5 MP)
Targets Self
Umi Strength +100%
Umi Defense -50%
Dacre
Mystic Rain (3 MP)
Targets All Allies
+5 MP
Every Turn
Ember
Launch (11 MP)
Targets One Enemy
Power = 1960 x 1 Hit
Umi - Finisher
Dem
None!
Sharpe
Sharpe
<SRP>

Sharpe is actually a sentient sword. He joins Cthulhu's group after being
defeated by him and learning that Cthulhu is trying to become a true hero,
and not the evil being he thought he was.


Basic Information:

Starting Items:

Starting Stats:
Starting Level: 10
Starting HP: 150
Starting MP: 70
HP Per Level: 10
MP Per Level: 3

Blade
Hilt
Strength: 200
Magic: 110
Agility: 170
Vitality: 160
Will: 110
Sharpe (Weapons)
Sharpe's Weapons
<SWP>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Blade
Strength +50
Starting Item
Sharp Blade
Strength +80
Dunwich (C) (S)
Multi Blade
Strength +60
Hit +1
Ghost Forest (C)
Harm Blade
Strength +130
Providence (S)
Granite Blade
Strength +100
Vitality +100
Swamp of Despair
Anger Blade
Strength +170
Kingsoport (S)
Holy Blade
Strength +100
Magic +100
Light added to attack
Water Shrine (C)
Fire Blade
Strength +250
Fire added to attack
Volcano (C)
Alhazred (S)
Pure Blade
Strength +300
Agility +50
Vitality +50
Innsmouth (S)
Chaos Blade
Strength +150
Magic +150
Hit +2 Random Target
R' lyeh (C)
Sharpe (Armor)
Sharpe's Armor
<SAR>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Hilt
Vitality +60
Starting Item
Silver Hilt
Vitality +100
Dunwich (S)
Gold Hilt
Vitality +140
Providence (S)
Mystic Hilt
Magic +50
Vitality +160
Graveyard of Memories (C)
Platinum Hilt
Vitality +170
Kingsport (S)
Gem Hilt
Vitality +200
Will +20
Alhazred (S)
Glass Hilt
Agility +80
Vitality +180
Ice Cave (C)
Energy Hilt
Vitality +220
Will +50
Max MP +50
Marsh Foundry (C)
Innsmouth (S)
Master Hilt
Strength +50
Vitality +250
Will +100
Astral Cave (C)
Sharpe (Abilities)
Sharpe's Abilities
<SAB>

Starting Ablities
Multi-Strike (6MP)
Targets One Enemy
Power = 60 x 3 Hits
Deathblow (10 MP)
Targets One Enemy
Power = 120 x 1 Hit
Combo Finisher




Level
Ability (a)
Ability (b)
11
Brave Wind (5 MP)
Targets Self
Agility +50%
Hits +1
Brave Wind (5 MP)
Targets All Allies
Agility +50%
12
Stats Up
+30 Strength
+30 Agility
Stats Up
+30 Strength
+30 Vitality
13
Flame Strike (5 MP)
Targets One Enemy
Power = 291 x 1 Hit
Fire / Phys Attack
Ice Strike (5 MP)
Targets One Enemy
Power = 291 x 1 Hit
Ice / Phys Attack
14
Stats Up
+40 Strength
Stats Up
+40 Magic
15
Sharpen (10 MP)
Targets Self
Strength +50%
Stalwart Heart (4 MP)
Targets Self
Heal 50% HP
Defend
16
Stats Up
+10 Strength
+10 Magic
+10 Agility
+10 Vitality
+10 Will
Stats Up
+30 Max HP
+20 Max MP
17
Wind Strike (5 MP)
Targets One Enemy
Power = 420 x 1 Hit
Wind / Phys Attack

{Affects choices of level 35}
Tornado (5 MP)
Targets One Group
Power = 96 x 1 Hit
Wind Attack

{Affects choices of level 35}
18
Stats Up
+30 Max HP
+30 Strength
Stats Up
+20 Max MP
+30 Agility
19
Hit Up
Passive Ability
+1 Hit to Attack
Wind Boost (0 MP)
Passive Ability
Wind +50%
20
Stats Up
+20 Strength
+20 Magic
+20 Agility
Stats Up
+50 Max HP
+30 Magic
21
Stats Up
+10 Strength
+10 Magic
+10 Agility
+10 Vitality
+10 Will
Stats Up
+30 Max HP
+30 Max MP
22
Mulit-Strike (10 MP)
Targets One Enemy
Power = 184 x 4 Hits
Tempest (6 MP)
Targets All Enemies
Power = 96 x 1 Hit
Wind Attack
23
Stats Up
+30 Vitality
+30 Will
Stats Up
+40 Magic
24
Sword Dance (20 MP)
Targets Random Enemies
Power = 220 x 5 Hits
Sword Dance (20 MP)
Targets All Enemies
Power = 220 x 1 Hit
25
Stats Up
+30 Strength
+30 Agility
Stats Up
+40 Magic
26
Combo Master (10 MP)
Targets Self
Combo Count +4 Each Turn
Taunt (0 MP)
Passive Ability
More likely to be attacked by enemy
27
Stats Up
+50 Max HP
Stats Up
+30 Max MP
28
Pierce (6 MP)
Targets One Enemy
Power = 877 x 1 Hit
Ignores Defenses
Pen's Might (10 MP)
Targets Self
Magic +100%
Strength -50%
29
Stats Up
+10 Strength
+10 Magic
+10 Agility
+10 Vitality
+10 Will
Stats Up
+30 Max HP
+20 Max MP
30
Stats Up
+30 Max HP
+30 Vitality
Stats Up
+20 Max MP
+20 Will
31
Stats Up
+40 Strength
Stats Up
+20 Vitality
+20 Will
32
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+20 Max MP
33
Tempest (7MP)
Targets All Enemies
Power = 175 x 1 Hit
Wind Attack
Stats Up
+30 Strength
34
Stats Up
+40 Agility
Stats Up
+40 Vitality
35
{If (a) was chosen at level 17}

Wind Strike (5 MP)
Targets One Enemy
Power = 1710 x 1 Hit
Wind / Phys Attack
{If (b) was chosen at level 17}

Tornado (7 MP)
Targets One Group
Power = 487 x 1 Hit
Wind Attack
Stats Up
+30 Strength
36
Holy Strike (10 MP)
Targets One Enemy
Power = 1945 x 1 Hit
Holy / Phys Attack
Holy (20 MP)
Targets One Enemy
Power 420 x 1 Hit
Holy Attack
37
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+20 Max MP
38
Stats Up
+40 Strength
Stats Up
+40 Magic
39
Stats Up
+30 Strength
+30 Agility
Stats Up
+20 Max MP
+30 Magic
40
Deathblow (15 MP)
Targets One Enemy
Power = 1360 x 1 Hit
Combo Finisher
Hit Up
Passive Ability
+1 Hit to Attack
40+
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
Sharpe (Unites)
Sharpe's Unites
<SUN>

Character
Unite
Cthulhu
Fearless Charge (6 MP)
Targets One Enemy
Power = 2637 x 1 Hit
Finisher
HP = 1
Umi
Noble Defense (2 MP)
Targets Self
Sharpe more likely to be attacked
Dark + Insanity
October
Whip Blade (8 MP)
Targets All Enemies
Power = 1206 x 1 Hit
Phys Attack
Paws
Mirage Attack (7 MP)
Targets Random Enemies
Power = 752 x 3 Hits
Combo Enhanced
Dacre
Honor (4 MP)
Targets Self
Sharpe Vitality +50%
Sharpe Will +50%
Ember
Slayer (6 MP)
Targets One Enemy
Power = 9774 x 1 Hit
+100% vs. Dragon
Dem
None!
October
October
<OCT>

October is a human necromancer along with the rest of her family. You first
meet October in the town of Dunwich, when she destroys several zombies with
one fireball. She joins the group when she sees Cthulhu and he says he could
always use a spellcaster for his group.


Basic Information:

Starting Items:

Starting Stats:
Starting Level: 12
Starting HP: 152
Starting MP: 233
HP Per Level: 6
MP Per Level: 9

Whip
Mage Tome
Strength: 80
Magic: 200
Agility: 120
Vitality: 110
Will: 200
October (Weapons)
October's Weapons
<OWP>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Whip
Strength +20
Vitality +20
Will +40
50% chance of inlicting Stun
Starting Item
Bull Whip
Strength +40
Vitality +40
Will +80
Targets 1 group
Ghost Forest (C)
Providence (S)
Snake Whip
Strength +50
Vitality +50
Will +100
Hit +1
Graveyard of Memories (C)
Vampire Whip
Strength +70
Vitality +70
Will +140
Dark +50%
Alhazred (S)
Giant Whip
Strength +90
Vitality +90
Will +180
Targets all enemies
Ice Cave (C)
Marsh Foundry (C)
October (Armor)
October's Armor
<OAR>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Mage Tome
Magic +50
Will +25
Max MP +30
Starting Item
Flame Tome
Magic +80
Will +40
Fire +50%
Swamp of Despair (C)
Toxic Tome
Magic +80
Will +40
Poison +50%
Providence (S)
Zap Tome
Magic +120
Will +60
Elec +50%
Space Ship (C)
Liquid Tome
Magic +120
Will +75
Water / Ice +50%
Water Shrine (C)
Windy Tome
Magic +175
will +90
Wind +50%
Alhazred (S)
Volcanic Tome
Magic +200
Will +100
Fire +50%
Volcano (C)
Plague Tome
Magic +240
Will +120
Poison +50%
Innsmouth (S)
Black Tome
Magic +300
Will +150
Dark +50%
R' lyeh (C)
October (Abilities)
October's Abilities
<OAB>

Starting Ablities
Fireball (7 MP)
Targets One Group
Power = 100 x 1 Hit
Fire Attack
Dark Blast (10 MP)
Targets One Enemy
Power = 300 x 1 Hit
Dark Attack
Adds Insanity
Quake (8 MP)
Targets All Enemies
Power = 75 x 1 Hit
Earth Attack
Combo Finisher




Level
Ability (a)
Ability (b)
13
MP Victory (0 MP)
Passive Ability
Extra MP after victory (+5 MP)
Stats Up
+40 Magic
14
Freeze (5 MP)
Targets One Enemy
Power = 150 x 1 Hit
Ice Attack
Combo Finisher

{Affects choices of level 28}
{Affects choices of level 39}
Snowstorm (8 MP)
Targets One Group
Power = 140 x 1 Hit
Ice Attack


{Affects choices of level 28}
{Affects choices of level 39}
15
Lightning (10 MP)
Targets Random Enemies
Power = 100 x 3 Hits
Elec Attack

{Affects choices of level 27}
Lightning (6 MP)
Targets One Enemy
Power = 150 x 2 Hits
Elec Attack

{Affects choices of level 27}
16
Plague (10 MP)
Targets One Group
Power = 100 x 1 Hit
Poison

{Affects choices of level 36}
Deadly Kiss (5 MP)
Targets One Enemy
Power = 160 x 1 Hit
Poison

{Affects choices of level 36}
17
Curse (6 MP)
Targets One Enemy
Adds Insanity
Resistances -50%
Fragile (6 MP)
Targets One Group
Resistances -50%
18
Fireball (9 MP)
Targets One Group
Power = 200 x 1 Hit
Fire Atack

{Affects choices of level 30}
Fireball (9 MP)
Targets All Enemies
Power = 125 x 1 Hit
Fire Attack

{Affects choices of level 30}
19
Stats Up
+50 Magic
+30 Agility
Stats Up
+30 Max HP
+50 Magic
20
Tornado (5 MP)
Targets One Group
Power = 240 x 1 Hit
Wind Attack

{Affects choices of level 32}
Tempest (6 MP)
Targets All Enemies
Power = 192 x 1 Hit
Wind Attack

{Affects choices of level 32}
21
Stats Up
+30 Strength
+40 Magic
Stats Up
+30 Max HP
+30 Max MP
22
Stats Up
+30 Strength
Focus (2 MP)
Tarets Self
Double Spell Power next turn only
23
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
24
Quake (13 MP)
Targets All Eneimes
Power = 248 x 1 Hits
Earth Attack
Combo Finisher
Stats Up
+50 Strength
25
Stats Up
+40 Strength
Stats Up
+50 Magic
26
Dark Whip (10 MP)
Targets Self
Strength +100%
Attack --> Dark

{Affects choices of level 37}
Void (20 MP)
Targets All Eneimes
Power = 319 x 1 Hit
Dark Attack

{Affects choices of level 37}
27
{If (a) was chosen at level 15}

Lightning (15 MP)
Targets Random Enemies
Power = 177 x 5 Hits
Elec Attack
{If (b) was chosen at level 15}

Lightning (9 MP)
Targets One Enemy
Power = 312 x 3 Hits
Elec Attack
Lightning (10 MP)
Targets All Enemies
Power = 85 x 3 Hits
Elec Attack
28
{If (a) was chosen at level 14}

Stats Up
+30 Strength



{Affects choices of level 39}
{If (b) was chosen at level 14}

Snowstorm (11 MP)
Targets One Group
Power = 468 x 1 Hit
Ice Attack
{If (a) was chosen at level 14}

Freeze (8 MP)
Targets One Enemy
Power = 532 x 1 Hit
Ice Attack
Combo Finisher

{Affects choices of level 39}
{If (b) was chosen at level 14}

Snowstorm
Targets Random Enemies
Power = 234 x 4 Hits
Ice Attack
29
Stats Up
+30 Magic
+20 Agility
Stats Up
+20 Max HP
+30 Magic
30
{If (a) was chosen at level 18}

Fireball (12 MP)
Targets One Group
Power = 500 x 1 Hit
Fire Attack
{If (b) was chosen at level 18}

Fireball (12 MP)
Targets All Enemies
Power = 420 x 1 Hit
Fire Attack
{If (a) was chosen at level 18}

Fireball (12 MP)
Targets All Eneimes
Power = 385 x 1 Hit
Fire Attack
{If (b) was chosen at level 18}

Fireball (15 MP)
Targets All Enemies
Power = 294 x 1 Hit
Fire Attack
Every Turn
31
Stats Up
+40 Strength
MP Victory (0 MP)
Passive Ability
Extra MP after victory (+5 MP)
32
{If (a) was chosen at level 20}

Tornado (7 MP)
Tartets One Group
Power = 500 x1 Hit
Wind Attack
{If (b) was chosen at level 20}

Tempest (7 MP)
Targets All Eneimes
Power = 420 x 1 Hit
Wind Attack
Stats Up
+40 Magic
33
Stats Up
+30 Strength
+30 Vitality
Stats Up
+30 Magic
+20 Agility
34
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
35
Elec Boost (0 MP)
Passive Ability
elec +50%
Earth Boost (0 MP)
Passive Ability
Earth +50%
36
{If (a) was chosen at level 16}

Plague (10 MP)
Targets One Group
Power = 320 x 1 Hit
Poison
{If (b) was chosen at level 16}

Deadly Kiss (5 MP)
Targets One Enemy
Power = 627 x 1 Hit
Poison
{If (a) was chosen at level 16}

Stats Up
+40 Strength
{If (b) was chosen at level 16}

Stats Up
+40 Magic
37
Dark Blast (15 MP)
Targets One Enemy
Power = 1120 x 1 Hit
Dark Attack
Adds Insanity
{If (a) was chosen at level 26}

Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
{If (b) was chosen at level 26}

Void (30 MP)
Targets All Enemies
Power = 795 x 1 Hit
Dark Attack
38
Death (25 MP)
Targets One Enemy
100% - Death unless immune
Death (25 MP)
Targets One Group
50% - Death unless immune
39
{If (a) was chosen at level 14}
{ if (a) was chosen at level 28}


Stats Up
+50 Strength
{If (a) was chosen at level 14}
{If (b) was chosen at level 28}


Freeze (12 MP)
Targets One Enemy
Power = 840 x 1 Hit
Ice Attack
Combo Finisher
{If (b) was chosen at level 14}

Snowstorm (14 MP)
Targets One Group
Power = 901 x 1 Hit
Ice Attack
{If (a) was chosen at level 14}

Stats Up
+40 Magic
{If (b) was chosen at level 14}

Snowstorm (16 MP)
Targets Random Enemies
Power = 371 x 6 Hits
Ice Attack
40
Hit Up
Passive Ability
+1 Hit to Attack
Quake (18 MP)
Targets All Enemies
Power = 560 x 1 Hit
Earth Attack
Combo Finisher
October (Abilities Continued)
Level
Ability (a)
Ability (b)
40+
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
October (Unites)
October's Unites
<OUN>

Character
Unite
Cthulhu
Dark Spiral (15 MP)
Targets All Enemies
Power 2166 x 1 Hit
Dark + Insanity
Umi
Girl Power (5 MP)
Targets Self
Stats +35%
Sharpe
Whip Blade (8 MP)
Targets All Enemies
Power = 1206 x 1 Hit
Phys Attack
Paws
Witch's Familiar (5 MP)
Targets Self
Paws mag +100%
Dacre
Banish Evil (7 MP)
Targets All Enemies
Power = 1270 x 1 Hit
+100% vs. Undead
Ember
Hellfire (20 MP)
Targets All Enemies
Power = 2192 x 1 Hit
Fire Attack
Dem
None!
Paws
Paws
<PAW>

Paw's is an alien being (Ultharian) that looks an awful a lot like a cat.
(But he's not a cat ok!) Paw's is also neither male nor female, but prefers
to be referred to as he for simplicity. Paws will join the group when he
greats them on the space ship, and tells Cthulhu of the Ultharian's evil
plans for this world.


Basic Information:

Starting Items:

Starting Stats:
Starting Level: 18
Starting HP: 304
Starting MP: 218
HP Per Level: 8
MP Per Level: 6

Gunclaw
Force Field
Strength: 230
Magic: 180
Agility: 250
Vitality: 200
Will: 180
Paws (Weapons)
Paws's Weapons
<PWP>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Gunclaw
Strength +40
Agility +40
Hit +1
Starting Item
Shotclaw
Strength +90
Targets 1 group
Graveyard of Memories (C)
Blaster Claw
Strength +110
Agility +110
Kingsport (S)
Rocket Claw
Strength +130
Agility +70
Hit +2 Random Target
Volcano (C)
Anti-Mat Claw
Strength +200
Magic +50
Agility +50
Vitality +50
Ignores defense
Hit +1
Marsh Foundry (C)
R' lyeh (C)
Paws (Armor)
Paws's Armor
<PAR>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Force Field
Defense +50%
Starting Item
Paws (Abilities)
Paws's Abilities
<PAB>

Starting Ablities
Meow (6 MP)
Targets All Enemies
Sanity Switched
Quick Draw (3 MP)
Targets One Enemy
Power = 217 x 1 Hit
Instant Attack
Heal (3 MP)
Targets One Ally
Power = 112
Heal
Freeze (5 MP)
Targets One Enemy
Power = 108 x 1 Hit
Ice Attack
Combo Finisher
Snowstorm (8 MP)
Targets One Group
Power = 100 x 1 Hit
Ice Attack




Level
Ability (a)
Ability (b)
19
Heal All (15 MP)
Targets All Allies
Power = 63
Heal
Combo Reset
Regen All (15 MP)
Targets All Allies
Power = 31
Heal
Every Turn
20
Stats Up
+40 Agility
Stats Up
+30 Max HP
21
Insane Paral (0 MP)
Passive Ability
Small chance that insane enemies will become stunned
Aqua Boost (0 MP)
Passive Ability
Water / Ice +50%
22
Tentacles (8 MP)
Targets Random Enemies
Power = 154 x 3 Hits
Tentacles (8 MP)
Targets One Group
Power = 175 x 1 Hit
23
Stats Up
+30 Strength
+30 Agility
Stats Up
+30 Max MP
+30 Magic
24
Freeze (6 MP)
Targets One Enemy
Power 180 x 1 Hit
Ice Attack
Combo Finisher

{Affects choices of level 32}
Stats Up
+30 Strength




{Affects choices of level 32}
25
Hit Up
Passive Ability
+1 Hit to Attack
Hide (0 MP)
Passive Ability
Less likely to be attacked by enemy
26
Paralyze (6 MP)
Targets One Enemy
80% - Stun
Paralyze (8 MP)
Targets One Group
50% - Stun
27
Stats Up
+30 Strength



{Affects choices of level 37}
Snowstorm (11 MP)
Targets Random Enemies
Power = 108 x 4 Hits
Ice Attack

{Affects choices of level 37}
28
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
29
Unstable Form (10 MP)
Targets Self
Strength +100%
Will -50%
Unstable Form (10 MP)
Targets Self
Magic +100%
Vitality -50%
30
Stats Up
+30 Strength
+30 Magic
Stats Up
+30 Agility
+30 Vitality
31
Stats Up
+15 Strength
+15 Maic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Strength
+30 Agility
32
Backstab (12 MP)
Targets One Enemy
Power = 562 x 1 Hit
Agility Based
{If (a) was chosen at level 24}

Freeze (8 MP)
Targets One Enemy
Power = 360 x 1 Hit
Ice Attack Combo Finiisher
{If (b) was chosen at level 24}

Stats Up
+40 Magic
33
Stats Up
+30 Strength
+30 Agility
Stats Up
+50 Max HP
+30 Magic
34
Stats Up
+50 Agility
Stats Up
+40 Max HP
35
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
36
Nuke (30 MP)
Targets All Enemies
Power = 1740 x 1 Hits
Ignores Defense
3 turn delay
Stats Up
+50 Agility
37
Stats Up
+40 Strength
{If (a) was chosen at level 27}

Stats Up
+40 Magic
{If (b) was chosen at level 27}

Snowstorm (16 MP)
Targets Random Enemies
Power = 294 x 6 Hits
Ice Attack
38
Stats Up
+30 Strength
+20 Agility
Stats Up
+30 Magic
+20 Agility
39
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
40
Stats Up
+40 Strength
Stats Up
+30 Max HP
+30 Max MP
40+
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
Paws (Unites)
Paw's Unites
<PUN>

Character
Unite
Cthulhu
Tentacles! (5 MP)
Targets Self
Hits + 1
Umi
Glow Girl (5 MP)
Targets Self
Umi Strength +100%
Umi Defense -50%
Sharpe
Mirage Attack (7 MP)
Targets Random Enemies
Power = 752 x 3 Hits
Combo Enhanced
October
Witch's Familiar (5 MP)
Targets Self
Paws mag +100%
Dacre
Vaccination (4 MP)
Targets All Alliess
Cures Ailments
Ailment Imunity
Ember
Great & Small (5 MP)
Targets Self
Paws Strength +50%
Ember Hits +1
Dem
None!
Dacre
Dacre
<DAC>

Dacre is a human wizard who seems to have lost his marbles. He first meets
the group at the Water Shrine. He seems a little crazy and insane and
because Cthulhu loves insane things he offers to let him join their party.
Dacre is quick to let them know that he loves parties.


Basic Information:

Starting Items:

Starting Stats:
Starting Level: 24
Starting HP: 337
Starting MP: 366
HP Per Level: 3
MP Per Level: 4

Staff
Robe
Strength: 170
Magic: 300
Agility: 180
Vitality: 220
Will: 300
Dacre (Weapons)
Dacre's Weapons
<DWP>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Staff
Strength +70
Magic +140
Starting Item
Wisdom Staff
Strength +90
Magic +180
Alhazred (S)
Holy Staff
Strength +110
Magic +300
Agility +100
Light +50%
Innsmouth (S)
Insanity Staff
Strength +200
Magic +250
100% chance of inflicting insanity
R' lyeh (C)
Dacre (Armor)
Dacre's Armor
<DAR>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Robe
Vitality +70
Will +140
Starting Item
Rainbow Robe
Vitality +90
Will +180
Alhazred (S)
Elder Robe
Magic +25
Vitality +100
Will +210
Innsmouth (S)
Cultist Robe
Vitality +150
Will +200
Marsh Foundry (C)
Dacre (Abilities)
Dacre's Abilities
<DAB>

Starting Ablities
Heal (3 MP)
Targets One Ally
Power = 216
Heal
Heall All (15 MP)
Targets All Allies
Power = 125
Heal
Combo Reset
Regen All (15 MP)
Targets All Allies
Power = 62
Heal
Every Turn
Blind (7 MP)
Targets One Group
60% - Blind
Seal (7 MP)
Targets One Group
60% - Seal
Full Heal (8 MP)
Targets One Ally
Restore All HP, Revive, & Cure
Combo Reset




Level
Ability (a)
Ability (b)
25
+Drain (0 MP)
Passive Ability
Adds life drain ability to regular attack
Stats Up
+30 Magic
26
Shield Hymn (5 MP)
Targets One Ally
Vitality +50%
Will +50%
Shield Hymn (10 MP)
Targets All Allies
Vitality +25%
Will +25%
27
Stats Up
+30 Strength
MP Victory (0 MP)
Passive Ability
Extra MP after victory (+5 MP)
28
Stats Up
+20 Magic
+20 Agility
Stats Up
+40 Magic
29
Speed Hymn (5 MP)
Targets One Ally
Agility +100%
Speed Hymn (10 MP)
Targets All Allies
Agility +50%
30
Strength Hymn (5 MP)
Targets One Ally
Strength +50%
Strength Hymn (10 MP)
Targets All Allies
Strength +25%
31
Stats Up
+50 Strength
Stats Up
+30 Max MP
+30 Magic
32
Magic Hymn (5 MP)
Targets One Ally
Magic +50%
Magic Hymn (10 MP)
Targets All Allies
Magic +25%
33
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+20 Max HP
+20 Max MP
34
Stats Up
+30 Strength
Stats Up
+30 Magic
+10 Agility
35
Holy (20 MP)
Targets One Enemy
Power = 1140 x 1 Hit
Holy Attack
Holy (30 MP)
Targets All Enemies
Power = 712 x 1 Hit
Holy Attack
36
Hit Up
Passive Ability
+1 Hit to Attack
Hide (0 MP)
Passive Ability
Less likely to be attacked by enemy
37
Stats Up
+20 Vitality
+30 Will
Stats Up
+35 Strength
38
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+40 Magic
39
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+40 Magic
40
Stats Up
+50 Max HP
Hero Hymn (20 MP0
Targets All Allies
Stats +25%
40+
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
Dacre (Unites)
Dacre's Unites
<DUN>

Character
Unite
Cthulhu
Yin & Yang (6 MP)
Targets Self
Holy +50%
Dark +50%
Umi
Mystic Rain (3 MP)
Targets All Allies
+5 MP
Every Turn
Sharpe
Honor (4 MP)
Targets Self
Sharpe Vitality +50%
Sharpe Will +50%
October
Banish Evil (7 MP)
Targets All Enemies
Power = 1270 x 1 Hit
+100% vs. Undead
Paws
Vaccination (4 MP)
Targets All Alliess
Cures Ailments
Ailment Immunity
Ember
Heaven & Hell (4 MP)
Targets Self (All Enemies)
Reduces Resistances to Holy and Dark
Dem
None!
Ember
Ember
<EMB>

Ember is a demonic dragon terrorizing the town of Alhazrad. Ember first
meets the group when they ascend the volcano to fight and defeat him. After
the battle Ember begs for his life, Cthulhu agrees to spare him his life, but
only if Ember swears to join with them. Seeing as he does not want to die
Ember agrees.


Basic Information:

Starting Items:

Starting Stats:
Starting Level: 33
Starting HP: 556
Starting MP: 146
HP Per Level: 12
MP Per Level: 2

Claws
Strength: 620
Magic: 360
Agility: 250
Vitality: 600
Will: 300
Ember (Weapons)
Ember's Weapons
<EWP>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Claws
Strength +50
Starting Item
Ember (Armor)
Ember's Armor
<EAR>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
None!
Ember (Abilities)
Ember's Abilities
<EAB>

Starting Ablities
Smash (10 MP)
Targets One Enemy
Power = 1527 x 1 Hit
Flame Breath (15 MP)
Targets All eneimes
Power = 576 x 1 Hit
Fire Attack




Level
Ability (a)
Ability (b)
34
Stats Up
+60 Strength
Stats Up
+30 Magic
+30 Agility
35
Aerial Assault (20 MP)
Targets One Group
Power = 994 x 1 Hit
Aerial Assault (20 MP)
Targets All Enemies
Power = 710 x 1 Hit
36
Stats Up
+60 Strength
+40 Vitality
Stats Up
+30 Max MP
+30 Magic
37
Stats Up
+50 Strength
Volcanic Aura (10 MP)
Targets All Allies
Fire +100%
38
Stats Up
+80 Strength
Stats Up
+40 Max HP
+40 Vitality
+40 Will
39
Stats Up
+40 Strength
Death Breath (25 MP)
Targets All Eneims
Power = 770 x 1 Hit
Dark Attack
40
Stats Up
+80 Strength
+40 Vitality
Stats Up
+100 Magic
40+
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
Ember (Unites)
Ember's Unites
<EUN>

Character
Unite
Cthulhu
Ramage (12 MP)
Targets Random Enemies
Power = 2542 x 4 Hit
Phys Attack
Umi
Launch (11 MP)
Targets One Enemy
Power = 1960 x 1 Hit
Umi - Finisher
Sharpe
Slayer (6 MP)
Targets One Enemy
Power = 9774 x 1 Hit
+100% vs. Dragon
October
Hellfire (20 MP)
Targets All Enemies
Power = 2192 x 1 Hit
Fire Attack
Paws
Great & Small (5 MP)
Targets Self
Paws Strength +50%
Ember Hits +1
Dacre
Heaven & Hell (4 MP)
Targets Self (All Enemies)
Reduces Resistances to Holy and Dark
Dem
None!
Dem
Dem
<DEM>

Dem is a skeletal warrior and hero from Breath of Death VII (another Zeboyd
Game). He is an optional character located at the shrine in the Cave of
Destiny. He will join Cthulhu's group once he is defeated.


Basic Information:

Starting Items:[/th]

Starting Stats:
[/i][/u]
[/tr]
Starting Level: 40
Starting HP: 550
Starting MP: 250
HP Per Level: 20
MP Per Level: 10

Exclibur
Aegis
Strength: 600
Magic: 350
Agility: 250
Vitality: 500
Will: 500
[/table]
Dem (Weapons)
Dem's Weapons
<MWP>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Excalibur
Strength +150
Magic +25
Agility +25
Vitality +100
Will +50
Starting Item
(However it does not start out equipped!)
Dem (Armor)
Dem's Armor
<MAR>

(C) - Chest
(S) - Shop
(Q) - Quest Reward

Name
Stats
Location(s)
Aegis
Strength +30
Magic +30
Vitality +70
Will +40
Starting Item
(However it does not start out equipped.)
Dem (Abilities)
Dem's Abilities
<MAB>

Starting Ablities
Multi-Strike (10 MP)
Targets One Enemy
Power = 631 x 4 Hits
Attack Stance (5 MP)
Targets Self
Strength +75%
Defense -25%
Deathblow (15 MP)
Targets One Enemy
Power = 1895 x 1 Hit
Combo Finisher
Sword Dance (20 MP)
Targets Random Eneimes
Power = 702 x 5 Hits
Holy Strike (10 MP)
Targets One Enemy
Power = 3510 x 1 Hit
Holy / Phys Attack
Teamwork (10 MP)
Targets All Allies
All Stats +25%





Level
Ability (a)
Ability (b)
40+
Stats Up
+15 Strength
+15 Magic
+15 Agility
+15 Vitality
+15 Will
Stats Up
+30 Max HP
+30 Max MP
Dem (Unites)
Dem's Unites
<MUN>

Character
Unite
Cthulhu
None!
Umi
None!
Sharpe
None!
October
None!
Paws
None!
Dacre
None!
Ember
None!
Shops
Shops
<SHP>


Location
Name
Cost
Type
User
Miskatonia
Iron Sword
Steel Sword
Sharp Trident
Fleece Tunic
Warrior Tunic
Cute Dress
Heroine Dress
150
450
130
120
500
300
500,000
Weapon
Weapon
Weapon
Armor
Armor
Armor
Armor
Cthulhu
Cthulhu
Umi
Cthulhu
Cthulhu
Umi
Umi
Dunwich
Poison Trident
Sharp Blade
Hero Tunic
Lovely Dress
Silver Hilt
1,000
750
1,000
700
1,000
Weapon
Weapon
Armor
Armor
Armor
Umi
Sharpe
Cthulhu
Umi
Sharpe
Providence
Ancient Sword
Harm Blade
Bull Whip
Mage Dress
Gold Hilt
Toxic Tome
3,000
2,400
2,000
3,000
4,000
2,500
Weapon
Weapon
Weapon
Armor
Armor
Armor
Cthulhu
Sharpe
October
Umi
Sharpe
October
Kingsport
Crstal Sword
Medic Trident
Anger Blade
Blaster Claw
Fancy Tunic
Stunning Dress
Platinum Hilt
7,500
5,500
6,250
7,500
5,500
6,500
7,500
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor
Cthulhu
Umi
Sharpe
Paws
Cthulhu
Umi
Sharpe
Alhazred
Blood Sword
Blaze Trident
Fire Blade
Vampire Whip
Wisdom Staff
Power Tunic
Hot Dress
Gem Hilt
Windy Tome
Rainbow Robe
9,500
8,500
8,500
6,500
5,000
8,000
8,500
8,500
7,250
4,500
Weapon
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor
Armor
Armor
Cthulhu
Umi
Sharpe
October
Dacre
Cthulhu
Umi
Sharpe
October
Dacre
Innsmouth
Death Sword
Skwater Trident
Pure Blade
Holy Staff
Energy Hilt
Plague Tome
Elder Robe
30,000
25,000
32,500
17,500
17,500
18,000
10,000
Weapon
Weapon
Weapon
Weapon
Armor
Armor
Armor
Cthulhu
Umi
Sharpe
Dacre
Sharpe
October
Darcre
Enemies
Enemies
<ENE>


Coming Soon!
Chat Log
Chat Log
<CHL>


Condition
Chat Log
After resuing Umi from the two Gooez at the start of the game.
Cthulhu: Is that a live starfish in your hair?
Umi: Yes! Her name is Penta. Isn't she cute?
Cthulhu: A live starfish in your hair... and people think I'm disgusting!
After defeating the Star Terror
Umi: We should explore the nearby town of Miskatonia for supplies and information about our next heroic task.
After learning about the Shrine of Heroes from the man in the Café.
Umi: The way will be difficult but I'm sure we'll find something good on the highest floor of the Shrine of Heroes!
After defeating Sharpe at the Shrine of Heroes.
Umi: Let's head back to the cafe in Miskatonia. It's party time!
After the party in the Miskatonia Café.
Umi: Sharpe, doesn't it dull your blade walking around on it like that?
Sharpe: Oh, I don't actually walk on my blade. It just looks like I do. I actually use magic to hover slightly above the ground.
Umi: I wish I could use magic to hover. My feet are so tired from all the walking we do.
Sharpe: You know it's pretty tiring to hover. It's not like it's a free ride or something.
Umi: Oh? Then I guess it's walking for me!
After October joins the party.
Umi: October, how did you get to become a necromancer?
October: It just sort of runs in my family. Plus, with my name being October, it just felt right to get involved in the occult.
Umi: Becoming something because of your name? I wonder what that's like.
After defeating Nyarlathotep in Dunwich.
October: The town of Providence lies beyond the Ghost Forest. We should probalby make that our next goal.
After being abducted by the space ship.
Umi: I wonder why no one has noticed this space ship other than the rancer.
Paws: That's easy to explain. The ship has a cloaking device that is only disabled when we activate the tractor beam.
Umi: Cloaking device? Trator beam? Huh?
Paws: Forget about it.
After defeating Pawz on the space ship.
Cthulhu: How convenient that the space ship crashed in just precisely the right spot to block the river and let us progress.
Paws: Indeed. It's like something out of a video game.
After entering Kinsport
Umi: We have to save the people of Kingsport! I'm sure if we ask around, we'll get an idea of where we should go next.
After entering the Water Shrine.
Sharpe: It's a good things we showed up, Darce. Your offensive capabilities are minimal - you wouldn't be able to defeat the monsters here in the Water Shrine by yourself.
Dacre: This old man has a few secrets up his sleeve. Ho ho ho!
Umi: Santa for sure.
After saving the people of Kinsport
Umi: I love sailing! The smell of the sea, the roll of the waves...
Sharpe: So...very...sick.
October: How does a sword get sea sick anyway?
Sharpe: I'm don't know...ugh!
October: And yet you don't get motion sickness when you're slicing up bad guys? Strange.
Sharpe: A seasoned warrior never loses his lunch on the battlefield. Gurgh!
After you enter the Volcano.
Umi: Paws, I don't know how to ask this, but...are you a, you know...
Paws: Spit it out.
Umi: Are you a boy alien or a girl alien?
Paws: Hahahahaha!
Paws: In my race, there are no boys or girls. Each individual has their own unique gender.
October: Intriguing.
Umi: Zuh? What should we call you, then?
Paws: "He" will be fine.
Umi: Okay!
Umi: Paws is a boy kitty!
Paws: Why do I even bother?
After defeating Ember.
Ember: If you wish to take to the skies, just press the x button while on the world map.
Umi: Don't forget to head to Innsmouth (an island between Dunwitch and Miskatonia) when we're done exploring!
After sleeping at the inn in Innsmouth
Umi: You can tell a lot about a person based on their blood type. For example, I have B Positive blood, so I'm really energetic person! What kind of blood do you have, Cthulhu?
Cthulhu: Ink.
Umi: Ink? I'm not sure what personality ink goes with.
Paws: Uranium blood here.
Ember: Acid.
Umi: Is there anyone here with normal blood?
Dacre: I forgot!
October: Pain. What I feel when I bleed in the dark recessess in my soul. I linger for the light but yearn for the darkness.
Umi: Agh!
After defeating Dagon.
October: Finally, it's time to explore R'lyeh!
Dacre: The cliffs here look strangely familiar. Ho ho ho!
????? I missed the trigger.
Cthulhu: This is it! Time for the final battle!
Umi: Well, technically it's not the final battle since there is that secret super-boss.
Cthulhu: Shh! That's a secret!
Credits
Credits
<CRD>



I would just like to thank the following:


©Zeboyd Games for creating this wonderful and fun game.

©Steam for making this game available to purchase.

©Microsoft for making this game available to purchase on Xbox.

Unknown Enigma for reminding me add the Astral Cave to this guide.

elewis413 for reminding me add the Soulcaster Cave to this guide.

Ismoísta for reminding me to add the starting abilities of the characters.
40 Comments
Woof 22 Mar, 2024 @ 3:43am 
Something tells me that the strategy to the fallen angel is, in fact, NOT coming soon.
Guess I'll grind out a few more levels.
DASH.RABBIT 28 Jan, 2021 @ 1:22pm 
Any chance of Cthulhu's Angels being added to this?
Chad "The King" ThunderCuck 21 May, 2019 @ 4:53am 
@shaklor magic is based of the magic stat, attack and abilities are based off the attack stat. its quite obvious, and shown from swapping the trance sword on for a single battle and noticing all your abilities doing next to nothing now.

@bowfreak just summon the kraken and the wolves are dead in 2-3 turns. dont waste a single attack on them, just poison the ape queen and spam your highest multipliers you can till sharpes deathblow can kill her. same as every boss.
baudsp 10 Apr, 2019 @ 1:26pm 
Another feedback:

In the Marsh Foundry continued
"Once you have picked up the chest, you should take the conveyor belt just south of you. Now head to the east following the path"

Here it should be the west, not east.

Thank you for the guide, it's saving me a lot of time in my current playthrough.
baudsp 2 Nov, 2018 @ 5:36pm 
Thank you for the guide! I learned about the Soulcaster cave, that I hadn't found, and learned about how to kill DEM, by stunning him with Umi.

Regarding the chat log, for the last line, the trigger is killing the golem Cthulhu.

For what Legendarydragon70 was asking, I think it was about the "Bromides" pictures in the bonus menu. I would also be interested, as I have only Cthulhu after finishing the game.
BowFreak 12 Jul, 2018 @ 1:36pm 
nice walkthrough. a nice tip for ape princess is to poison the wolves and then focusing on ape princess with debuffs
Mezada  [author] 21 Mar, 2018 @ 4:03pm 
Legendarydragon70. I'm not sure I understand your question correctly but let me give it a shot. If you're asking how do you find the ohter characters beside Cthulhu after you start the game? Then the answer is, you will find them as you progress through the story. If you follow this walkthrough you should find and unlock all the additional characters.
Mezada  [author] 5 Sep, 2015 @ 5:53am 
Thanks for the heads up on Cthulhu and Umi's abilites Shalakor. :dbmmage:Transfering information from my spreadsheet into a table formating you sometimes overlook lines because it all starts to blend together. And I think Umi's was a simple copy and paste error for just setting up the format of the tables then I forgot to change what was in them. :ralphhurt:
Shalakor 4 Sep, 2015 @ 7:51pm 
Oh, and Umi's Starting Abilities are listed wrong. Has Cthulhu's pasted there.
Shalakor 4 Sep, 2015 @ 7:33pm 
So, wait, does what choice you make for Cthulhu Lv. 16 Fireball really not effect the choices for Fireball at Lv. 29? :steamfacepalm: Guess it just amounts to a choice of stick with upgrading what you picked or switch to the upgrade of the other option, right? That just seems to not to fit with most other ability branches in the game.

Anyway, directly on the guide, I'd like to say the part I find most handy have for reference is the character sections. The directions through the dungeons are quite nice too, of course, but a list of how the leveling choices play out is what I need most for a game like this, and what most guides are lacking. On that note though, it'd be nice to have a guide that told what stat every ability worked off of (Magic and/or Strength and/or Agility), as this only gives that detail every now and then. If that were more consistent, it would go from a great guide to a fantastic one in that respect.