. . ... ................. .. .. ... SHINING FORCE ... ......... EXA ......... .... ..... .... ................. ... . . WALKTHROUGH VERSION 1.0 WRITTEN BY ANDOYZERMAN --- INTRODUCTION --- I never heard of Shining Force Exa until I wandered into EB Games one day and saw it sitting there on the shelf. I thought, 'hey, why not?'. I remember playing and loving Shining Force and Shining Force II for the Sega Genesis oh- so-many years ago, and I generally have a high opinion of the company, despite not having enjoyed one of their titles for some time. The game sat in the package for about a week, and when I tossed it into the PS2, watched the intro, and played the opening sequence, I was dismayed that the game seemed as if it would not follow the same format as the turn based strategies I remember from the old Sega Genesis. Dismayed, I put the game aside for a few more days. Went to play it again on a lazy Saturday and checked out the reviews on GameFAQs. Interestingly, only two people had reviewed the game, and no one had yet submitted an FAQ. Seemed like a great opportunity to write a game FAQ, something I've wanted to get into for awhile, but hadn't gotten around to yet. This will be a standard walkthrough. I am not usually one to delve deep into the intricasies of game mechanics. I will walk you, the reader, through the game, and provide solid tips and strategies on getting through both easy and tight spots. You will not be able to find such information as in-depth weapon statistics, character and enemy attributes, etc. I simply don't have that kind of time on my hands. However, if anyone is interested in creating a mechanics FAQ, feel free to contact me and I'll provide any assistance that I can mustre up. I am also not going to get into the nitty gritty details about the number of available items in each area. I will leave it up to you to find them individually. The various caves, fields, etc, are fairly straightforward and I trust you'll want to explore them extensively. This is recommended, not only to find all the loot you can, but to keep your characters buffed up, as well. --- TABLE OF CONTENTS (with search codes) --- --Walkthrough-- QQ01 Opening Sequence and Chapter 1 QQ02 Chapter 2 - Fortress of Magic QQ03 Chapter 3 - New Allies QQ04 Chapter 4 - Rulers of the World QQ05 Chapter 5 - Beastling Warrior QQ06 Chapter 6 - Understanding Each Other QQ07 Chapter 7 - Warrior's Return QQ08 Chapter 8 - Cyrille's Truth QQ09 Chapter 9 - Ties of Two QQ10 Chapter 10 - A Voice From the Past QQ11 Chapter 11 - Seperation QQ12 Chapter 12 - The Emperor's Ambition QQ13 Chapter 13 - Coundown QQ14 Chapter 14 - Decision and Chapter 15 - Opening the Future --Appendices-- QQ15 Frequently Asked Questions QQ16 Battle Strategy for Toma and Cyrille QQ17 FAQ version, copyright, credit, thanks, contact info QQ01 --- OPENING SEQUENCE --- Okay, you start out as Toma, your prototypical mid-teen anime character. Toma is skulking in a green forested area, engaged in a boar hunt. After some grunting and rock tossing, he lures a boar out of the foliage. At this point, its up to you to take over. You can defeat the boar by mashing the X button or, if you want to get strategic, run around the screen avoiding the boar's attacks while charging your weapon. This is done by holding the X button down until the on-screen charge bar fills and starts to flash. Get in close proximity to the boar, and release the X button while facing it. Wash, rinse, repeat, and you've won dinner for the night. Watch the brief cutscene. If you're anything like me, you'll want the option to turn off the voice acting. (Its also interesting to note that Gadfort apparently doesn't believe in eating. Although, I somewhat agree that a melee sword generally shouldn't be used for hunting wild pigs.) There are some things to uncover here. A bush with several stashes of gold coins in it, and a circle shield. You won't be able to return to this area immediately, but it won't be long before you can. Head East. Pass under the guidepost and enter a world full of adventure. --- CHAPTER ONE --- You'll find yourself in a town/camp area. Feel free to wonder around and talk to people. There are several things to smash with your sword. Things like crates and vases will have items and money in them. A window will pop-up when you're standing on money/items. Press the circle button to take the loot. Unfortunately, you can't attack random people. How cool would that be? Speak with Maebelle. She says she'll have to go and get the herb, but its clear you'll have to get it for her. You'll note that you can't return to the forested area where you came from in the opening sequence. Likewise, a path on the right side of the screen is inaccessible. However, You can proceed at the bottom right of the screen toward the cliff path leading from the village. Maebelle mentioned the herb she ran out of is at the cliffs. Practice saving your game at the save stone, which looks like an ancient ruins slab. If you searched around a bit, you'll have been able to find a bracelet and enough gold to buy a headband, and identify the bracelet. Equip the power headband and the bracelet. Your attack and defense stats will get a boost. When you're ready, proceed up the cliff path in the lower right of the area. As you travel up the cliff path, you'll encounter some spiders. Mashing the X button is probably the fastest way to get rid of them, as they only take a few swings of the sword each. At the top of the path, you'll find yourself in a large circular area with a raised dais on the right side. You can find a Mythril Ring in the dais, which provides a slight stat boost. The herbs you need are in the lower left of the area. Get them, and return to camp. Maebelle takes the herbs and a cutscene ensues. Now you need to go find Cyrille. Head back up the cliff path. A brief anime FMV plays. Back in camp, it's the next day, and time to head through the guidepost at the upper right of the village area that was previously closed off. At this point, you can also return to the forested area where you fought the wild boar, and head up the cliff path as well. If you missed any of the loot that I mentioned, now would be a good time to collect all of it. Heal yourself at the fountain, do some shopping, save your game, and when you're ready, proceed through the upper right guidepost. Alright, you've entered a tutorial section of the game. Learn how to perform various combo/charge attacks and pound your enemies into submission. This area is rather linear. Proceed forth down the trail. Any branches will be inaccessible for now. Pick up any loot from defeated foes, smashed boxes; open every chest, and smash every crystal and gather the mythril shards that scatter around. You're becoming rich very quickly! You'll find a 2H sword for Toma along the way. This is a personal preference choice: slow, powerful offense over fast, less powerful offense, with a shield for 'D'. Up to you, and whatever your preferred style suggests. Later on, you'll find a sword thrust into the ground... it's legendary SHINING FORCE! Actually, its just the Stinger. Not a bad little sword. Let's continue. Eventually, you'll find your comrades and there will be some brief conversation. They will cleverly block off a few branches in the path. Cyrille will appear and you will become her. Playing as Cyrille is the first real hint at how cool this game can be. The gameplay is similar yet different to playing as Toma. And the hint of character-to-character jumping provides a glimpse into further dynamic gameplay options. Anyhow, head onwards, ensuring to look around everywhere and kill all the troll guys and spiders. Try out the crossbow and different spells. See if you can manage to get in a special attack with Cyrille. Make sure to try out her defensive/offensive ice spell. Its fun to watch defeated enemies get bounced around by it until they disappear. Eventually, you'll come to a cave. Watch the brief cutscene. Lo and behold its another style of gameplay! You're Toma again, accompanied by Maebelle and Gadfort. They will attack randomly. Remember, Toma's healing water has the ability not only to heal him, but the others in his party as well. Let's explore the cave now. Note that you can make your little map expand into a full screen size by pressing the L1 button; to get a better look at what you've explored and a representation of the surroundings, press L2. --Fur'il Ancient Road Cave-- Just inside the cave you can save and heal. There is a blocked off path warning you that this branch is for testing your strength and not necessary to complete the game. Smash the sign to bits and proceed north east. The test of strength will prove rather disappointing, but the battle is pretty cool, and you'll pick up even more riches. Proceed through the rest of the cave, which is rather linear in nature. The enemies are so pathetic here that you could just wander around in a stupor while allowing Gadfort and Maebelle to handle everything. But whaling on the X button is a lot more fun. Learn about and defeat the Monster Generator, pass the mural, and come to a second Generator. Defeat it, proceed north and watch a cutscene. Draw Shining Force out of the slab! (you didn't think he'd be able to do it either, did you?) QQ02 --- CHAPTER TWO - Fortress of Magic --- Watch the cutscenes and proceed in the obvious manner. Look around the insides of the fortress a bit. Most of the functions are inoperable. Go talk with Zenus again. (Question: Doesn't Zenus remind you of the time Homer ate those inferno-hot chili beans and went on a chili-induced spirit quest? His guide being something that looked awfully like Zenus). I digress. Now follow the dog to the right and than up. Follow his instructions. You'll find yourself outside. Smash up the large rock (this may not be immediately obvious to you, since the rock appears much like other formations in the valley that you probably saw earlier and couldn't smash up). This will activate the Phase Two Photon Whatchamacallit. You can't leave this area, except back into the fortress. You can shatter the other rocks, but you won't get anything out of it. Once back inside, you'll receive instructions from Zenus: warp to Lakton and head east from there to the Ancient Arena and get some Red Metal on the second sub level. Before you go, feel free to expend your mythril by forging Force Arts at the Force Art forger in the upper right of the control center. Its not necessary that you do this now, but you may as well strengthen yourself as you'll end up doing it at some point anyway. You may even want to switch to Cyrille and use her mythril up as well. This arts system of strengthening will be relatively familiar to RPG players. It is a supplemental powering up system seperate from your character's level; similar to reforging your sword in the Suikoden series, but a bit more involved and advanced. Play around with it, but be aware you have to fill the bar for each art for that art to be learned. You can also change your party members by talking to Zenus. You can bring either Maebelle, Gadfort, both, or neither of them with you. Once you're happy, save, and engage the warp device. --Red Metal-- Okay, in Lakton, there isn't much to do other than eat Lakton corn, learn a new Art and have the blacksmith beef up your weapons and armour. You can see where all that gold is going to be spent. When you're sick of Lakton, go east into the wilderness area. Wander around and look for the Ancient Cave. Eventually, you'll come upon it. Before that though, you should find another of those 'not required' paths. This one is a bit more difficult than the one in the Fur'il Ancient Road cave. Just use your combo attacks to the best of your abilities and keep an eye on Toma's hitpoint bar. When he gets low, use a healing water. The other enemies here are relatively straightforward. You'll find a few more Arts in this area, and your fortress will eventually be attacked. Back at the fortress, whoever you didn't bring (Toma or Cyrille and whatever combination of Maebelle/Gadfort) will be left to defend the place against a monstrous hoard. The only way you could have a problem is if you left Cyrille alone at the fortress, and if you're careful, it should be cake. Attack the first wave of minor enemies on your way to the monster generators. Take these out one by one, ignoring the Boss. Now, we'll take him out. Keep your distance and use your flame attack or bow. If you wait for him to swing and then dodge, you can get in close for a few whacks; so if you happened to leave Toma behind, this will be really easy. You now learn that these attacks will happen somewhat regularly. Just keep that in mind when deciding who to bring and who to leave behind when you're out voyaging. Okay, returning to our venturing party, find the Ancient Arena and go inside. This place is too straightforward to even be called a place. Heal, save, kill everything on the first floor and touch the red thing in the center to proceed to the next floor. Kill everything here and pick up the goodies, one of which is the Red Metal. When you exit you'll have the option of warping back to Lakton. I walked; for the extra gold and experience. Plus, it seemed to be a nice day out. When you step into Lakton, the town appears to be under seige by a stereotypical comedic anime villain named Phillip. Ravage everything and watch the cutscenes. When you're ready, go walk towards the warp sphere, and Chapter Two will conclude with another FMV. QQ03 --- CHAPTER THREE - New Allies (of the annoying variety) --- Okay, first off. Fortress defense. Things are going to be a bit hairy this time around. Your castle is virtually not upgraded at all, and the enemies will come at you a lot more furiously this time. You have to be dispatching them like crazy and going after those generators. If you lose, you might want to consider going all out crazy on the boss and ending it quickly. I also recommend strongly that you always leave one of the party members with the partly leader you're not using. Also, after the boss is down, make sure you pick up any Cure Metal that he drops. It will be extremely difficult to defend the fortress twice in a row without repairing the damage in between. That being said, this is a good time to fart around, forge yourself some attribute and skill Arts, evenly level up both Toma and Cyrille, optimize your equipment and get yourself familiar with the fortress and your party/battle options. Once you get the hang of defending the castle, its really a breeze. After the opening scenes to the Chapter, there are a few things you can do. Speaking with the dog will progress the story and open up free range, allowing you to leave the fortress into Lakton and the field area you crossed to get to the Ancient Arena. The fox faced chick (merchant's daughter) will charge you 10G (she actually says 'G' instead of gold) to write a letter to the blacksmith in Lakton. He'll go to your fortress... how convenient! Meanwhile, you can now open the treasure chest behind where he was standing in town, which allows you to open up a sidequest (graverobbing,anyone?). --Black Metal-- By now, you've probably figured out that this game is a real grind, in the sense that there is a lot of stat building and endless equipment options through customization, etc. Once you've had enough of this for the time being, you can go back to the hall outside of the command center and take the #2 Exit (upper right area of the hall). Time to head back to the Yi'el Village Ruins. Along the way, there are some branching paths you can explore, but they'll lead to gray guidepost dead ends. Before you get to your destination, the fortress will be attacked yet again. This is no random attack. Some ghouls are chasing the children you saw in an earlier cutscene into the fortress. After a pathetically easy fortress defense, you'll be introduced to Ami and Faulklin and be forced into bringing them with you in your search for the Black Metal. Return to the Yi'el area. Once you head west from the village and west again from the first boar spot, a cutscene ensues. After which, don't bother waking the giant boar. He's more trouble than he's worth at this point. From this large forested area, there's a path to the Southeast and Southwest. The SE path leads to an area of some rather tough boars that can be killed without much trouble, yet they can also kill your guys in a few hits. Eventually, this path will dead end you as well. The SW path leads on towards your destination. This mazelike forest area has some weaker boars and leads to the boar cave. Inside, you'll recreate the cave into a slaughterhouse. After which, you'll be rewarded with Black Metal and some other goodies. You'll be forced into Returning to Geo Fortress. Woohoo! You now have access to the fortress's mighty cannon. Ami and Faulklin will (distressingly) join your team. On to the next chapter... QQ04 --- CHAPTER FOUR - Rulers of the World --- Right, watch the opening cutscene. Now, I recommend you do a few things. You should use one of your core metals to create the training simulator. This will create a multilevel dungeon for you to fight your way through. Its a good way to quickly earn some gold, mythril and experience. Have both Toma and Cyrille do a runthrough. Other than a core metal on the training ground, you should use all the core metals from your sidequests (and the ones you buy from Gilnay in the defense scenes) on levelling up the Geo Fortress's energy level and barrier. This will give it lots of hp and defense, which is crucial for the random attacks on the fortress in this chapter. Now, there are some sidequests you might want to check out. Such as the Ancient Arena starring Orcs. This is located in the same area as the Boar Cave just to the north. This place works the same as the Ancient Arena where you picked up the Red Metal. Remember, whoever you bring will need to bring the dark runes to open the door. Once you've done this, take the lower right path from the sleeping Giant Boar. The boars in this area pack a punch, but if you're careful, they should not pose much of a problem. Avoiding their attacks is key; they're pretty weak in the defense department themselves. In the East of this area, you'll find the Ancient Arena for wolflings. You won't be able to conquer it now, but you can activate the save point and keep it in mind for later. Feeling powerful? Good, go to the screen with the Giant Boar and save your game. Go slash at him to wake him up. After he kicks your ass, you shouldn't be feeling that powerful anymore. Alright, on to the Narda Checkpoint. The fastest way there is to warp to the Yi'el Village Ruins warp stone that you were forced to activate in the last chapter. Take the Northeast path out of the village and walk up the path. You can now head north through the guidepost. Yes, its Phillip! You'll be forced to defend your fortress, now. You should find this relatively easy, since there are no endless waves of monsters, and if you were smart, you've spent some core metals on wisely upgrading the barrier defense and created a robot defense facility and bought yourself a robot to help with those pesky defensive battles. --Destroying the Warp Arm-- Zip, the scene shifts back to the Narda checkpoint. Follow the little prick up the stairs. You'll have to find and dismantle the Empire's menacing device, the Warp Arm, which will allow them to send endless waves of reinforcements at the Geo Fortress. The path outside is linear. Follow it until you reach the cave. Listen to Zenus's instructions and then activate the warp stone. Shortly, your fortress should be attacked, as it will take you awhile to proceed through this area, and you're due for a random fortress defense. If you've leveled up the main fortress energy level and have the barrier at level three, you can't lose. If you haven't... you pretty much can't win, unless Toma or Cyrille is ridiculously powerful. So, if you're woefully unprepared, run like hell from your encounter with Phillip and through the cave, and you just might make it without Geo Fortress being attacked. Not exactly a sound strategy, but I've given you fair warning, and three different methods to avoid decimation. Anyway, inside the cave there are many directions and side paths. Explore it all, as there are a couple of core metals in here, and one of those oh so rare cure metals. Note the few treasures you can see, but not reach quite yet. In the Southeast area of the cave, you'll find the exit. Before that, there will be a planned Fortress defense battle when you step onto a bridge within the cave. Nothing to worry about, it just means you're almost out of there. As soon as you're out, a brief scene, and its finally cannon time. Just in time, as it turns out, for right up the path, you'll run into an obstacle that only the cannon can destroy. After you do this, you'll encounter Phillip again. Destroy all his henchmen and toys and return to the Geo Fortress for a chapter-ending cutscene, complete with some FMVs. QQ05 --- CHAPTER FIVE - Beastling Warrior --- Once you regain control, Gadfort will be forced into your party. This also means that your party has been reset, so talk to Zenus and reassign the other three members. Assuming your Geo-Fortress energy is at level 3 and your barrier matches, you won't have trouble defending the fortress in this chapter, but its better to be safe than sorry. Now that you can use the cannon, go outside through the number two exit and head Northeast. Where the road splits, you can head to the right and explore the Eastern half of the Fur'il Road. If you came this way earlier, you might remember the path was blocked by a massive boulder. You can destroy this with the cannon now. Sadly, there isn't much you can do. You will run into a cave that you can't enter, the path dead ends in another spot, and at the furthest end, where it winds back to the west, you'll find a cave that leads to Magnus. However, the enemies in here are too tough to wade through right now, and there really isn't any point anyway. We'll come back here later. You can, however, activate the warpstone for the Fur'il Road; which is good, because as I said, you'll be returning. The Blacksmith has another request. Give him 3000 mythril, and he'll be able to level up your equipment to level 7 now. Even if you already had all your weapons, armour and accessories at level 6, this will prove very expensive. If you have the gold, by all means, go ahead, but it isn't strictly necessary. Talk to Gilnay, and she should have yet another Core Metal for you. She does seem to have quite a talent for finding these things. Well worth the ten thousand gold. You should have collected enough core metals to have your fortress defensively buffed, and been able to invest extensively towards the cannon, robot factory, and training facility. When you're ready, warp back to the Empire's outpost that you ripped to shreds in the previous chapter. Gadfort will instruct you to head further from the cave we came through earlier towards another cave. By all means, follow his instructions. Its time to rescue Duga; the Wolfling who tried to kill you not long ago. --Saving General Duga-- Go into the cave found East of the Noswald Encampment warp stone. Also known as Goran-Goran Cave 2F, this place is fairly vast. Explore it thoroughly. Thar be Core Metal in them thar caves! Make sure you pick up the piece of Avalon in one of the two passages that lead to Goran-Goran Cave 1F, which you passed through in the last chapter. (Remember seeing those treasures etc, that you couldn't reach?). Before you get to the exit at the North-East of the cave, your fortress will be attacked, which reveals caves underneath Geo-Fortress. Inexplicably, you couldn't open that door earlier. Luckily, it works now, so you can defend the castle. Secondly, there's a fairly tough boss just before the exit, who attacks you without much fanfare, but if you're not careful, he can actually waste you. Just keep your distance and use your charge attacks. Leave the cave. Brrr, its cold out here. Right outside the cave exit, there's one of those rocks containing a stronger than average monster. Be careful of this guy, he packs a real wallop. He doesn't have a lot of hp, but he can kill you with three swings of his sword. After this, head north, and shortly you'll come to Cantore village. Explore the village, turn on the warp stone. There's an exit to the Northeast of the village, but the two guys won't let you through. Darn, and the guidepost was red too! Now would be a good time to return to the fortress and explore those caves underneath that were uncovered in the last non-random defense scene. Be careful of the Medusas down there. They deal fairly good damage, and they can petrify you, leaving you a sitting duck. Keep your healing waters stocked, and when you run out, use the R3 return function to go back to Geo Fortress. Save every time you go back. In this cave, you'll find another Ancient Arena, the entrance to the Ruins Temple, and another piece of Avalon. Unfortunately, again, the Arena is beyond you. So is the Rune Temple. Back in Cantore, exit to the West side of the village. You'll find yourself in the Cantore Snowfield. This is a totally linear path, leading to the Old Noswald Castle Yard. This place is massive. You'll hae to go around the outside of the yard, smashing four different statues. The corresponding statue will light up down the inside of the yard. There's another piece of Avalon, one of his feet, to be found here. Once you have smashed all the statues, return to the start of the yard, and start moving up the center. Argh, Geo Fortress is under attack again! And from yet another new direction. This defense may seem complicated, but its not. Circle around the top and take out the cannons and monster generators you encounter. As you wind down towards the bottom center, you'll meet up with a gigantic monster generator. The things it spawns pack a punch, so keep an eye on your hp as you hack away at them and the generator. Okay, back to the Old Castle Yard. Each of the statues you lit up will break open and become a crystaline giant. They are nothing to write home about, just smash them up and move through the gates as they open. Once you get to the top, you'll fight a short but furious battle with a gigantic one of these crystalline giants. Your reward for this is the green metal! And you weren't even looking for it! You'll have to return to the Geo Fortress and use the Green Metal for the gate leading out of the Yard to open up. This is unfortunate because the game hasn't given us a nearby warp stone for some time. So its best to R3 back and go up to your main terminal, use the Green Metal, and when its done with, go back to the Yard through the R3 warp gate you opened up. Someone decided to open up that gate in your absence. So its on to the Tsungura Ice Field... sounds like a lovely place. Once you step in, Gadfort will clue you in that Duga's encampment is nearby. You're at the base of a fair sized hill. Explore around the bottom until you find some stairs leading upwards. From here, there are a series of switches that will bring down walls and portcullises. You'll have to do some doubling back. There are some large invincible wolflings that basically act as monster generators. Once you defeat the smaller wolflings that they spawn, you'll be able to take them out. Once you reach the top, you'll encounter Duga. He'll have to be beaten. He's really no problem. If your armour is relatively upgraded with secret arts and blacksmithing, the damage he deals is pathetic. And if you have Faulklin along, he'll be able to easily take care of whatever hurts Duga deals out; so you won't have to use a single healing water. You could actually go for a beer and let Gadfort take him out, although he has a lot of hp, and the annoying ability to knock you over. Once he's beaten, Gadfort will leave your party. Don't fret, just talk to him and you'll be transported back to Geo. Duga's situation is very reminiscent of Zylo in the original Shining Force for Genesis. This brings us to the end of Chapter Five. QQ06 --- CHAPTER SIX - Understanding Each Other --- By now, you should have been able to easily take out the Ghosts' Ancient Arena and with a slight amount of challenge, wiped out the second level of the training facility. As a way guageing your strength, if you've completed those two items, you're about where you should be. Your Fortress should be at level four. Now is a good time to do the Wolfling Ancient Arena. Many of the wolves in there can kill with a few hits, particularly the boss. The best strategy is to bring Cyrille and constantly run away while dishing out her flame magic like crazy. This strategy will also work on the Giant Boar, if you haven't defeated him yet. From the Wolfling Ancient Arena, head Southwest to begin your search for the Blue Metal. --Blue Metal-- You've entered a massive area of plains and forest with several branching paths and interconnections. Explore it throroughly. There is a Path of Carnage in the area. Here, there are several Golems, those big crystal giants. One of those stones that you smash to fight a powerful enemy has an extremely stong one of these. It won't be too tough for Toma, just keep an eye on your hp. Cyrille can run and blast it with magic. Its so slow, if you're moderately careful, it won't be able to catch up to you to swing and hit. As you head South and West, Zenus will often radio you with directions. If you go astray, there are tons of signposts that mention which way the tomb is. Eventually, you'll find the Giants Ancient Arena. You should be strong and skilled enough to take it out now. Head West from there and you'll be inside Paoraburr Cavern. This place is great, because inside, you'll find another piece of Avalon, and some more Darkness Runes, because by now, you shouldn't be able to enter any more Arenas, due to a lack of these. You can now exit to the Paoraburr Trail. Gee, its raining. The West Paoraburr Trail is linear. Just head in a general north westerly direction, there are no branching trails, and you'll reach Linbur's tomb. The tomb is in the center of a fairly massive graveyard. Explore all around the outside edges. Certain gravestones will trigger mini-bosses that, once killed, will unlock a treasure chest on top of the central tomb. Once you get onto the tomb, you'll be penned in, so fight your way around the edges until you encounter another mini-boss. This will bring down the spikes, allowing you to get underneath the tomb. You'll have to go underneath twice, starting with the southwest entrance. Be careful at this point, you can get burnt to a crisp if you don't have flame protection or if you're not careful with the healing waters. After this, exit through the northeast entrance to the tomb, circle around to the west and enter again. You'll go underneath where you were before. Exit out the east side and circle around to the south. You can now get the treasures on top of the tomb that you unlocked earlier. Now you can get into the tomb proper, fight a relatively easy boss (physical attacks, you should waste him if you've made it this far), and attain two core metals and the Blue Metal. You're now forced to R3 warp back to Geo Fortress. There's the usual array of chapter's end cutscenes and plot movement. QQ07 --- CHAPTER SEVEN - Warrior's Return --- Now that Duga's got his groove back, he'll be forced into your party for his innaugural mission with you. It seems Duga was tricked by Phillip, who has been forcing Cantorin villagers into slavery. Phillip is just asking for another beat down. If you explored thoroughly in Chapter Six, you would have encountered the Lightning and Stalker Ancient Arenas. They should be takeable, with a bit of care. Just don't try to take too many enemies at once, especially on the second level. If you're using Cyrille, keep your distance. Chapter Six was also a Core Metal bonanza. By now, your fortress should be at level 5, along with most of its components. Be aware, you now also have the healing function which begins at level 1. Any spare Core Metals should be used on this. You'll probably never need to use a Cure Metal again. --Phillip-- Teleport to Cantore. The two guys blocking the exit at the upper part of town will let you through. Pass through the snowfields, fighting your way along. There is nothing complex here. Duga is valuable in that they can't damage him, but they probably won't be able to hurt Toma or Cyrille much, either. You'll find the Ice Ancient Arena. To the northeast, you'll pass to another icy area. Keep heading north and east and you'll find the cave entrance to the mines. It is largish inside the mines, but again, not complex. You'll encounter Phillip inside. He sicks a rather unimpressive array of beasties on you with which you'll have no trouble with. Afterwards, Duga will make an idiot of Phillip, in a rather amusing way. Grab the two Core Metals above where the Phillip cutscene ends. Double back the way you came and the jailed area you passed just before seeing Phillip will open up for you. Talking twice to the Elder will warp you back to Cantore. From there, return to the Geo-Fortress as soon as you feel willing. After two seperate conversations with the leaders of the warring Imperialist factions, the chapter will come to a closer. Rather brief and uncomplex chapter, indeed. QQ08 --- CHAPTER EIGHT - Cyrille's Truth --- So, Riemsianne is bombing the Geo-Fortress. Hell hath no fury like a demon- goddess scorned. After these cutscenes, you'll have to run around the castle and find each of your allies. For the longest time, I could only find Cyrille, Duga and Maebelle. Gadfort, Ami and Faulklin are in the Engineering section. Note that you now have access to the northern passage outside and above the control room. Cyrille's room has also been unlocked, it is parallel to Toma's. Outside and to the left of her room, there is a Core Metal (and a couple of confused robots). Once you've roused all of them, talk to Zenus, and he'll tell you how to get the Silver Metal, which you need to patch up the fortress. Big surprise here, although not so surprising in retrospect. Note that you can not leave the Geo-Fortress at this time. So go get that Silver Metal from the north passage. --Silver Metal-- Zenus warns you that once you go after the Silver Metal, there's no going back. What an idiot. At any time, you can use your R3 return function. So enter the shiny area unlocked by Toma and Cyrille. If you've been completing your training area missions as I've suggested, this quest will seem very familiar to it. It's just like the training dungeons. In fact, its two in one. If you haven't done the training missions, you'll find yourself in a series of four small labyrinths. To proceed to the next one, you have to find the colorful shiny round runic symbol on the floor somewhere. Its rather easy and these dungeons are a boon of gold and mythril. At the end of the first, there is a pathetic boss who will go down from a few shots of Cyrille's strongest magic, or a few charge attacks from Toma. I'm not sure what the hogs are for, other then they seem to distract the boss if you release them using the large levers near their cages. Proceed to the next training-like dungeon. The enemies pack a bit more punch here and will take a few extra shots to take down, so mind your health bars. The final boss here is similar to the first one, but he'll take you a bit longer to wear down. This is okay, because his offense stinks, so hack away without fear. He leaves you the same basic array of treasures that the first guy did, along with the coveted Silver Metal. There's nothing you can really do now, other then run in circles or warp back to the Geo-Fortress, where a series of plot-advancing cutscenes await you. QQ09 --- CHAPTER NINE - Ties of Two --- Now that the Fortress is safe and whole again, its time to destroy that pesky blaster cannon that started all this trouble to begin with. However, before you get going, note the new features Zenus outlines with the Geo-Fortress. Extended defense/heal, extended cannon range, extended radar. All those warnings about impending attacks on the Geo-Fortress are now going to come in handy. You can be cruising around out in the world, and when an attack is imminent, you can R3 back to the fortress and turn on defense mode. (actually, I recommend basic mode, as the sound of the fortress constantly healing itself is pretty annoying). As an alternative, even in cannon or radar mode (that'd be 'search' mode), your fortress will take heavy damage because the barrier will be turned off. However, the Geo-Fortress should be at least level 5 by this point, with defense bots, so unless you're totally inept, its unlikely the attackers will manage to deplete even one of your five or six energy bars. So you can always turn on defense/heal mode after the battle and let the fortress quickly repair itself. In any event, things are looking pretty good. --Blaster Cannon-- To find Magnus's Blaster Cannon, take the south-east exit out of the fortress from the ring around the command room. Once you proceed to the next area, Zenus will start giving you directions. His first is a bit unclear, considering there is no visible temple in the area. He wants you to take the path that is south and bends around to the west. From there, you'll enter a short cave, which will come out in Magnus land. From here, you'll head south for a short bit, and then east. Keep heeding Zenus's directions and heading steadily east. You'll end up in the desert where the Blaster Cannon is. Be careful in this general area. There are a lot of Medusas, and they'll stone you every time. They also pack quite a wallop, so keep your thumb over the square button to heal yourself when you're stoned. If there are three of them around you pounding on you when you're petrified, your quest could end real quick. As you pass into the desert from the grassy, hilly terrain, there is a large red dragon standing guard. You don't strictly have to defeat it, but it wouldn't be much fun running past, would it? The dragon is invincible until you kill the several groups of smaller dragons that it spawns. This is annoying, because the smaller ones tend to be so close to him, you can't see them, meanwhile he's flaming away at you with a powerful breath attack. Head north and east in the desert area to find the blaster cannon. It is defended by quite a horde, including a few of the aforementioned medusas. Wipe out all the enemies, and then use the Geo-Fort's cannon on Riemsianne's blaster cannon. Afterwords, you'll be forced to return home. And that's the end of Chapter Nine. QQ10 --- CHAPTER TEN - A Voice from the Past --- Again, a series of cutscenes to start the Chapter. When are Toma and Cyrille just going to find a room and get it over with? In any event, the robots are going mad in Geo-Fortress. Zenus suspects a distress signal being sent by an old robotic colleague may be the reason why. Check your radar to see the exact route. Toma and Cyrille should both have all their equipment to level 9 (blacksmith). The enemies in this chapter are plentiful, and pack quite a punch. When you are defending the Geo-Fort, things have been taken to a new level. The attacking monstrous hordes aren't playing around anymore. They can do a lot of damage to the Photon Reactors, so be aware of the Fortress 'health'. Save often. --Robot Rescue-- You need to go east in the southern part of the area where you went with Duga a few chapters ago to rescue the Cantorins in the slave mine. From there it is a long tough slog to the Ancient Ruins, which are your destination. I can't put your route into words, but there are a lot of signposts pointing out the direction to Ancient Ruins. This icy area is also home to a couple of Ancient Arenas (skeletons, succubi and demon), which tends to confuse things a bit as the signs area also pointing out Ancient Arenas. It would do you well to uncover the whole area, including a few paths which your cannon doesn't have the range to open up yet. If you talk to Gadfort in his quarters, he'll give you a 1H sword which is strong against dragon-type enemies, which is very handy around here. Also, have the Geo-Fort on Cannon-mode; there are a couple barriers you'll need to knock down on the way. Your general direction is East, but there are many branching paths. You may as well explore it all. Hack and slash and charting maps is the name of the game (well, it would be if it wasn't called Shining Force Exa). When you find the Ancient Ruins, you can teleport home and save. The foes inside are two general types: 1: Gigantic robot insects, which can cut Cyrille up pretty quickly if you're not being careful; 2: Skinny floating, darting wizard guys, who fire dark magic around like crazy, which can zap Toma in a hurry if you don't have a lot of dark defense or again, if you're not being careful. I'd advise R3ing back to Geo-Fortress occasionally to save the game and recharge your healing waters if necessary. The first floor of the Ruins is quite expansive. There are a series of doors, chambers and hallways, all making up a pretty big labyrinth. Large, but straightforward. There are no puzzles or secrets or buttons to confuse you. Old burnt-out robots litter the floor. You can talk to some of them and they'll get up and fight for you, which is handy, because the enemies will attack en masse, and its good to have a bit of extra firepower for some of those series of mass spawn battles. Towards the opposite corner from where you came in, you'll find a stairway down to the second level. It is not nearly as large as the first. There are some 'traps' where dead enemies are laying on the floor and you touch them to get an item, but ten or fifteen live ones will appear and attack. Very shortly, you'll come to a large open area where Adam, a robot is in some sort of feedback distress mode. Seems to be the fellow we came here to find. If you head further into that room, a large boss will attack with his host of insect-robot dudes. This battle is pretty much what you've been fighting all along in the Ruins, along with one enemy who can hit you a bit harder and has a lot more hp. Not a problem. As soon as the boss goes down, Adam becomes uncorrupted, and everyone is free to return to the Geo-Fort. A series of troubling plot-twist scenes and its time to proceed to the next chapter. QQ11 --- CHAPTER ELEVEN - Separation --- I never trusted that Ami. Actually, I did, I just find her and Faulklin estremely annoying. In any case, as you've seen, Tona has been kidnapped by our old friend Riemsianne. Cyrille's going to have to go it alone for a bit. What a lucky coincidence that throughout this Chapter, your fortress won't be attacked, since there'll be no one around to defend it. The blacksmith is ready to start forging stuff to lvl 10, so give him his 3000 mythril. If you have your hands on a Trinity Book, you should have Cyrille equip the best one possible, and beef your flame and ice magic as high as you can, without too much unreasonable effort. Now is a good time to clear out some of those Arena battlegrounds, if you have some you haven't gone into yet. The only ones you aren't likely to be able to conquer are the Steel and Demon ones. You should also probably be able to beat the fourth training dungeon by now as well. --Finding Toma-- Ami isn't forced into your party, but you might as well bring her along. Go to the desert area (West Bocan) where you destroyed Riemsianne's blaster cannon a couple of chapters ago. At the eastern edge of the map, there's one passage to the next area (East Bocan). Go there and hunt around. This area has a lot of narrow passageways which are interconnected with extremely short tunnels. You'll make use of the Cannon a few times. To the extreme north, there's an exit to a new desert area called Diablo's Palm. Ignore that for now, its almost definitely beyond your capabilities to survive effectively. To the north and east, you'll find the passage to Magnus proper. Ami will get you past the gate afterwhich you won't be needing her anymore, unless you prefer her in your party. Before leaving here, I'll note that the last piece of Avalon can be found in this area. So, if you bring it back to Lakton and he isn't revived, you've missed one somewhere. They've generally been found right on the beaten path, so you've probably picked up all the pieces to this point. If you're missing one or two, there is a book in Geo-Fortress's library that tells you the location of all his bones, and Avalon himself will let you know which ones you're missing. The next area will yield the entrance to the prison where Toma is likely being held. The prison area is relatively straightforward. There are three levels; (minimum, medium and maximum security). There are a lot of demon and succubus type enemies which are all weak to flame attacks. There are some magma giants that are impervious to flame, but weak to ice. There are mines on the floor that will glow red for a bit when you step on them, and then explode with flame damage. To proceed in the medium security area, you have to destroy a series of statues which, when complete, will bring down the flame walls guarding the passage into max security. In the third area, you'll have to move around the outskirts of the area, killing a few minibosses to bring down the flame walls. You will encounter Riemsianne and her lackey. You'll have to fight both of them. Take down the lackey first, a few shots of Blaze Lvl 2 should do it. Riemsianne herself is pretty easy. She has a weak magical offense and a lot of magical defense and hp. They'll retreat after the battle. You'll find Toma just above that spot. Talk to him twice to proceed back to Geo-Fortress and on to the next chapter. QQ12 --- CHAPTER TWELVE - The Emperor's Ambition --- War! Ragnadaam's Imperial forces have begun an invasion of Fyrlandt in a sudden attack on the Magnus. Riemsianne orders her forces marshalled. Toma and Cyrille decide they must stop this war, to prevent the return of Malxatra. So, you must return to the north. --The Great Bridge-- This is relatively straightforward. You have a long slog ahead of you. Its probably best not to bring Maebelle. Forget about the mushrooms and all that, she takes heavy damage from frost attacks, and you'll be seeing a lot of traps that do just that kind of elemental damage. First of all, teleport to Cantore. Take the west (left) exit from town. This is the way you went when you first fought Duga. Zenus will direct you around the hill. By this, he means the upper right of the screen. A small group of enemies will attack you, and once defeated, a portcullis will come down, giving you access to the north, which was blocked off to you earlier. You'll arrive at the Great Bridge. This is a long, long slog. In addition to the ice traps I mentioned earlier you will encounter a lot of wolf and dragon type enemies. The real buggers, however are the knight looking guys, which don't have any particular weakness and tend to take a lot of hits from physical attacks. They also have an annoying habit of disappearing and reappearing in a different spot, taking that much longer to destroy them. You'll be making your way steadily eastward. Defeating groups of enemies and their robotic spawners will cause gates to open so you can proceed. Naturally there will be some doubling back, particularly if you want to get all the loot here. Toward the northeast of the first area, you'll find some stairs leading to the lower level of the bridge. This is yet another mazelike hive of enemies. If you circle around to the northwest, you can go back up to the first area, allowing you to open the last of the gates and access the central area of the upper bridge, for some chests and mythril crystals. When you go back below, you'll head for the northeastern area of the undersection of the bridge to proceed forwards. This area is symmetrical and relatively straightforward. Straight up the middle you'll come to a room and the guy in there will tell you to destroy all the machinery in that room and in two rooms east and west of your position. You must do this to proceed, as the chambers that allow you access to the throne room are filled with lightning generators that will bar your path and do some decent damage to you if you're foolish enough to try walking through it. Once you can go through these areas, you'll encounter Ragna's sister outside his throne room. Talk to her to bring the door down. Save before entering. Inside you'll fight Ragnadaam. He's more impressive than Riemsianne was, mostly because he uses a better variety of attacks, moves around a lot quicker, and tends to attack your support characters. Still, if you've been dogged in upgrading your equipment, you won't have much trouble with him. I was somewhat disappointed in the supposed 'best warrior alive', after all the buildup leading to this fight. After the battle, pick up all the treasure in the throne room (hey, you defeated the wimp, you might as well steal the family jewels, right?). Talk to him again. His ambition is revealed, and the curtains close on Chapter Twelve. QQ13 --- CHAPTER THIRTEEN - Countdown --- You're approaching the climax now. The Gusk is being revived for the first time in recorded history. Zenus, Zhirra and Adam don't really have a clue what is going on. All you can do is investigate the Nethergate behind Riemsianne's throne, deep in Fyrlandt in the Crimson Palace itself. At this point, you should have defeated at least the first four training levels, and all of the Ancient Arena battlegrounds, with the exception of the Demon one. Toma and Cyrille are buffed, and so is the Geo-Fortress. Any attacks on Geo-Fort will be furious, but you should be so powerful, you won't have any troubles. I actually have a hard time taking down the monsters surrounding the bosses without killing the boss itself by collateral damage. --The Nethergate-- Head back to Fyrlandt, and start climbing the mountain above the prison where Toma was being held earlier. You'll need the Fortress set on Cannon mode to destroy the couple of barriers in your way. After that, Search mode will be valuable in finding treasures. Head steadily up the mountain. In the second area, you'll have to teleport around. Be sure to hit every teleport to uncover the entire map. There are a lot of treasure chests and Power Arts to be found here. At the summit, you'll find the entrance to the Crimson Palace. The Palace starts at the top floor, and you'll be working your way downward, for three levels. Each level is a series of rings. You'll have to work your way around the outside, destroying fiends to bring down doors and gates, which will allow you access to new areas. The bottom level, before the throne room is the only tricky part. You need to open doors by putting out the torches there. When you work you way around to the opposite side of the ring, there is an unobtrusive switch on a wall you need to look for. This will allow you access to the inner part of the ring, to put out the final four torches and open the way to Riemsianne's throne room. The monsters in this place are generally weak to fire and/or ice. A good strategy is for Cyrille to use inferno, as the rooms tend to fill up with spawning foes, and then switch your spell to either Ice Spike or Blaze, as the situation dictates, while the creatures burn in your inferno. Some of the mini bosses have no particular elemental weakness, so they'll fall best to your magical charge attacks. If you're using Toma, be sure to equip a weapon which has charge attacks covering a lot of area and attacking multiple times per charge. You'll find the throne room empty. Circle around to the back and enter the next chamber. You'll find Riemsianne and Lurnaezel at their worst. Give them a hand. Ragna enters and a long conversation ensues. It seems that the very poor foreign policies of these two has brought about the current crisis. I bet you don't feel so bad for invading their sanctums, pillaging their wealth, and destroying vast portions of their infastructures. QQ14 --- CHAPTER FOURTEEN - Decision --- It would seem that the boundaries between hell and reality are thinning. Malxatra's minions have invaded. You need to go to Lakton and see for yourself. Zenus will direct you out of the southwest exit from Geo-Fortress. Go through the cave and out into an area of ruins. Expore this whole area, fighting off Malxatra's minions. Before you can get to Lakton, the Geo-Fort will likely be attacked. Its no problem. There's only one way out of the ruin aside from going back into the cave leading home. You'll find yourself in Lakton from the eastern exit. This sequence should bring back memories from your first encounter with Phillip. You need to clear the town out of Malxatra's minions. After this head back to Geo-Fortress. It seems that the inevitable has come to pass. You need to make a decision. Toma goes to his room or Cyrille goes to her room for the right to kill the other and become the full Heritor. Now would be a good time to clear out Diablo's Palm, if you haven't done so yet. The real advantage of that area is the massive amount of experience you get from the foes there. They'll stone you and kick the hell out of your allies, but you can use your healing waters at will and warp back to the fortress for refills when necessary. When you've made your decision, switch to the appropriate character, and enter his or her room. It may be a good decision to create a second save file at this point. --To Gusk-- I'll assume you choose Toma, for the purposes of ease of writing. Once you take the elevator from his room, you'll find yourself in a training mission type of area. The only difference is, the warps to the next level are purple instead of green, as in the past. The enemies here present no difficulty. Since you can't return to the Geo-Fortress, you'll become overwhelmed with inventory before you reach the end. Keep whatever suits your chosen character, or whatever you find most valuable. Once you reach the end, be sure to save. You'll be going up against a moderately tough boss, accompanied by red robots who will petrify you. Focus on destroying the robots first, but try to avoid getting them all at you at once. As for the boss, his most devestating attack is a strong spark spell, which is probably only going to be a problem if you're using Toma and don't have half decent lightning defense. Once this guy is done with, you can save again, and proceed to the area where the Heritors paths meet up. A cutscene ensues. Take your Heritor into Gusk. Very shortly, you'll encounter a pair of old 'friends' who will join you. You are blocked off from any path other then a linear one to Malxatra. Engage in an epic battle to seal the evil god away. Yes! He's defeated! Or is he? The battle turns out not to be so epic. The devil god of darkness reveals his true form and lays a smack down on your Heritor (literally). --- CHAPTER FIFTEEN - Opening the Future --- What's this!? Toma's alive! Well, you probably gathered that from Cyrille's statement that she couldn't kill him either. However, she didn't mind beating him over the head, or whatever she did to knock him down. Was that really necessary? In any case, to proceed, go into Cyrille's room. Her portion of Shining Force is back on its pedestal. Toma will become the true and full Heritor now. The Geo-Fortress will reach its full potential, freeing it from the rock face. Talk to Zenus to fly it to Gusk. You can also bring characters with you again. --Malxatra-- Take any exit to get into Gusk. This is very straightforward. If your levels are low, you'll be levelling up like crazy, so don't be dismayed if you get killed a couple times at first. After five minutes in Gusk, you'll be powerful enough. The experience gained isn't proportional with the difficulty of the foes. Although there are some branching paths, proceeding to Malxatra is relatively linear. Detroying key enemies and pulling down switches will open the way for you. There are three map areas to get through. Gusk is also extremely heavy on mythril, allowing you to R3 back to Geo-Fort and seriously boost your strength with force arts. When you get to the throne room where Riemsianne, Ragna and Cyrille were wiped out earlier, those three will be waiting for you, possessed by Malxatra. Concentrate on one at a time (they're like lambs to the slaughter) to free them of the curse. Riemsianne and Ragnadaam will join the battle on your side once you defeat them. Once all three are down, Malxatra's reveals its true form again. Your allies will stay out of the fight, only the Heritor can truely destroy Malxatra. In what has to be the easiest final boss ever, you will destroy Malxatra in about ten seconds. Unbelievably, there are no further forms or incarnations. The game is actually over now. Congratulations you've beaten Shining Force Exa! Enjoy the ten second ending sequence and credits. After which, you will be given an option to save your game. All character levels and items will remain, and you are taken back to the beginning of Chapter 14, where you can choose a different Heritor. QQ15 --- Frequently Asked Questions --- Q - What's the deal with those rain-causing, Malxatra-monster generating towers scattered around the world? A - I'm not really sure what the point of them is. I'm pretty sure that I got all of them, although the red rain was still falling in the ruins of Yiel village, despite that there was no tower thingy there. Its possible that I missed one or two, considering I still had a darkness rune left over, so I'm pretty sure that I missed an Ancient Arena battleground as well. Q - What's up with Avalon? Why won't he join me? A - His words are somewhat deceptive. You need to get rid of both characters accompanying you for him to join you. Of course, you have to have located all of his body parts as well. There is a book in the library that tells you the map area in which each is located, and Avalon himself will tell you which parts you haven't brought to him yet. Q - Am I missing something? Is this it? A - I have that feeling as well, but as I stated above, I must not have completely uncovered everything. I've only played through the game once at this point. But I have a feeling there are more then just the Toma-Heritor and Cyrille-Heritor endings. I also have four pieces of party character equipment that would seem to be used on a dragon or something, yet I never got that character in my party. QQ16 --- Heritor Battle Strategy --- --Toma-- Fighting with Toma takes a bit of caution. He doesn't have any ranged attacks other then magic, which he's pretty much useless with. So you have to get in there, up in your foes' faces and let them hack at you. Consequently, I had him equip a shield for most of the game, with a 1H weapon. Some of the 2H weapons found late in the game are extremely powerful, yet in areas such as the lower levels of the training grounds, not having a good shield equipped will end up with Toma being killed in one hit. It depends on your playing style. I've always been cautious; a defense first RPG player. When concentrating your power arts, Toma needs a lot more mythril then Cyrille to make him 'complete'. Consequently, you have to pick and choose. Obviously, arts such as 'power boost', 'stun attack' and 'knockdown attack' are useful for Toma. Lots of 'master guard' is important too. Attach abilities to your equipment that will boost his physical defense and physical attack. When it comes to the 'killer'and 'pursuit' arts that take a ton of mythril, its up to you to pick and choose. It would be extremely laborious to get all of them. Bringing a magic user along (Ami, Adam) and a healer (Faulklin, Maebelle) is benefecial. --Cyrille-- Cyrille is easier to use then Toma. If your equipment is keyed to boost certain elemental magic (flame is the best one) and you attain force arts that reduce MP usage, boost intelligence and level up your elemental magics, you can keep clear of enemies while mashing the triangle button. Generally, you can get her magic so powerful, she can clear a screenful of enemies in a tenth the time it would take Toma, and often they can't even approach Cyrille. My best advice is, find all the equipment you can that will boost your flame element, equip a Trinity Book as soon as you find one, and you'll be set. If your flame and frost elements are moderately high, you can switch on the inferno spell and run around the screen while using the blaze attack or ice spike, as the situation warrants. Its like mowing grass. When enemies who can't open doors are stuck behind them, you can stand in front of the door and magic them to death. Cyrille should bring along Gadfort (switch to Duga when you get him, physically, he's second only to Toma) and either Faulklin or Maebelle for healing. Cyrille really is a lot of fun to use. I think she makes the game a bit too easy. Yet, using Toma is tedious at times. Whoever you prefer, use them for going out into the world. The other will gain the necessary experience defending Geo-Fort. Those battles tend to be shorter with lots of exp earned. QQ17 --- Version/Copyright/Credit/Thanks/Contact Info --- This is my Shining Force Exa for PS2 Walkthrough, version 1.0. There have been no updates at this time. version 1.0 - June 22, 2007 I don't believe I can legally copyright this material. However, it was entirely produced by me. I've submitted it to GameFAQs.com to post it so those enjoying the game may benefit from any help I can give them. It is intended for reference only. Please don't copy it for any reason. I'm not really sure what reason someone may have to do this, and I'm sure that I don't want to know. At this time, the only contributor to the above material is myself, thus the only person I have to credit is myself. I'd like to thank Sega for sticking around to make decent games like this one even though they lost the console war. Also thanks to Sega for putting out another Shining Force game. It may not be true to the originals, but it was still pretty entertaining. Also, thanks to the administrators of GameFAQs for reviewing and posting this material, and for having such a cool and free site to get video game info and for engaging in video game discussion on. GameFAQs rocks! If you would like to contact me for questions, suggestions, new information, my email address is nfuerth@cogeco.ca A N N DDD OO Y Y ZZZZZ EEE RRRR M M A N N A A NN N D D O O Y Y Z E R R MM MM A A NN N A A A N N N D D O O YY Z EE RRRR M M M A A A N N N A A N NN D D O O YY Z E R R M M A A N NN A A N N DDD OO YY ZZZZZ EEE R R M M A A N N