| 
| dukeli | 2004-04-01 14:31 |  
| 转载自GameFaq续 
 
 The Magic system in Grandia is quite different than that of
 most RPGs.  In order to learn magic spells, first you must obtain an
 item called a Mana Egg.  Then, you go to a magic shop, and "purchase"
 a magical attribute with your egg.  There are 4 attributes... Fire,
 Wind, Water, and Earth.  Note that not all people can use all magic
 attributes.  Once you buy an attribute, you will be able to cast
 spells of that attribute.  At first you won't be able to do much,
 but the more you use your spells, the more you will learn.
 
 So how do you learn spells?  When you first learn an attribute,
 your skill level with that attribute will be 1.  Everytime you cast
 a spell of that attribute, that skill's EXP will go up.  When an
 attribute gets 100 EXP, it will rise a "skill level".  For example,
 Justin finds a Mana Egg and goes to the store, and buys "Fire".
 His Fire skill is now level 1.  Justin runs out and casts the Fire
 spell on some bugs, and gains EXP for each casting.  After his Fire
 skill reaches 100 EXP, his skill level will go up to 2!  On the
 status screen you can see what spells each character can learn,
 and what skill level you must be in order to learn that spell.
 For example, learning the Burnflame spell requires a Fire skill
 level of 4.
 
 In addition to those 4 attributes, there are 4 combination
 attributes.  These do not gain skill levels or EXP... they are
 merely mixtures of two attributes.  The 4 attributes are...
 Lightning (mix Fire & Wind), Blizzard (mix Water & Wind),
 Forest (mix Water & Earth), and Explosion (mix Fire & Earth).
 Some spells require skill in 2 attributes to cast.. for example,
 the Boom! spell requires Earth level of 7 and Fire level of 6.
 Since it requires Earth and Fire, it is classified as an
 "Explosion" type spell.  Not that difficult!
 
 The same thing goes with weapons.  Each time you strike
 an enemy with your weapon, your skill goes up with the type
 of weapon you're using.  If you attack with a sword, your
 sword skill will go up.  Your weapon skills gain EXP just
 as your magic skills do, and when your weapon skills gain
 levels, you can learn new special moves.  For example, Justin's
 W-Break skill requires a Sword level of 6 and a Mace level
 of 4.
 
 Therefore, practice, practice!  The only way to learn
 new spells and moves is by practicing the stuff you have!
 
 (COMBAT)
 
 In just about all dungeons, there will be monsters running
 around.  In Grandia, you'll be able to see actually see the monsters.
 Combat begins when your party comes in contact with an enemy group.
 The way you engage the enemy determines the way combat starts...
 
 "Your Initiative!"  This occurs when you sneak up on the enemy and
 touch them from behind.  You will have an advantage over the enemy
 when this happens, as you can attack before they have a chance
 to do anything.  :)
 
 "Normal"  This occurs when the enemy has seen you, and you come in
 contact.  When you near an enemy, it may see you and turn red.  If
 this happens, usually it will start chasing you.  If you're quick,
 you can outrun them, but you are risking getting attacked from
 behind if you do this, especially if you have a large party.
 
 "Ambushed!"  This occurs when the enemy sneaks up behind you.  This
 can be messy.... the enemies will start attacking before you can
 do anything.  Try to avoid getting ambushed as much as possible.
 
 -->IP Bar<--
 
 Then, combat begins normally.  In the lower-right part of the
 screen is a bar called the IP bar.  This shows when each monster
 or ally will have a chance to issue a command.  An icon depicting
 each character and enemy appears along the bar.  During battle,
 each icon will move to the right.  A character or enemy with a high
 action level will move fast, while a character or enemy with a low
 action level will move slower.  When the icon reaches the "Com" mark,
 they will be able to issue a command.
 
 -->Issuing Commands<--
 
 Party members have several different commands in battle...
 
 Combo -->  Your normal attack option.  The character will run up
 to the enemy and strike it twice (there are items that can
 increase the number of times you attack).  If the enemy is
 defeated after the first blow, the character will run to the
 nearest enemy and strike it.  If you attack an enemy that is
 in the middle of attacking someone else, the enemy will
 receive a greater amount of damage (called Counter damage).
 
 Critical -->  This allows you to build up power for a second or
 two and unleash one devastating attack against the enemy.
 The blow won't be as powerful as a combo attack, but it will
 be able to cancel enemy moves (more on this in a second).
 
 Move/Magic -->  Allows the character to execute a special move or
 cast a spell.  After the move or magic is selected, the character
 will begin casting the spell or charging up for the move.  During
 this time, the character's icon will move slowly to the right
 until it reaches the "Act" mark.  When it reaches the "Act" mark,
 the character will do the move or cast the spell.  Beware...
 some enemy skills will mess up your move or spell... if an enemy
 hits you with a powerful attack while you are charging, it may
 mess you up and you'll not be able to execute the move or spell.
 Note you'll only be able to use a move or spell if you have enough
 SP (for moves) or MP (for magic) remaining.
 
 Items -->  Allows you to use an item from your inventory.  Not all
 items can be used in battle, however.  :P
 
 Escape -->  This option lets you run away from the monsters.  The
 chance of escaping depends on the total movement points of the
 party.  You won't be able to escape from some monsters, mostly
 bosses.  You won't gain any EXP, Gold, or items from the
 monsters, but you will still gain weapon and magic skills.
 
 Defend -->  Allows you to defend against incoming attacks.  There
 are two defense options... "Endure" and "Evasion".  "Endure"
 focuses on reducing the damage dealt from blows... a character
 defending in this manner will receive 1/3 normal damage, as well
 as have a 2/3 chance of avoiding bad status effects.  "Evasion"
 focuses on moving out of the way, hopefully far enough where the
 enemy can't reach you.  Choose where you want to run to and
 your character will run to the spot indicated.
 
 Look -->  Lets you view information on enemies and characters..
 basically their name, HP, and what action they are performing.
 If you use this on an enemy who is charging up for a skill, the
 person that is targeted will be highlighted on the IP bar.  You
 can use this command as much as you want.
 
 Tactics -->  Lets you set up AI tactics for your party members,
 in case you get lazy and want the computer to fight your battles
 for you.  There are 6 modes of AI you can choose from.  "Single
 Tactics" lets you set up individual AI modes for each character,
 while "Party Tactics" let you set up an AI mode for all characters
 at once.
 
 Manual ->  This is the mode of choice.  You'll be able to issue
 all commands yourself.
 
 Play Fair ->  The character will solely use their weapons... no
 moves or magic.  Useful when fighting weak enemies.
 
 Power Up ->  Use items, moves, and magic to increase the ability
 of your party members, then fight.
 
 Withdraw ->  Puts the character purely on defense mode.  Don't
 set this to Party Tactics or you'll just sit there and let
 the enemy beat up on you.  :P
 
 Safety ->  Use healing items, moves, and magic to ensure your
 party members are in top condition.
 
 Go Wild ->  Causes the character to go berserk, using their
 most powerful moves and magic.  Useful for watching a weak
 group of enemies get smeared... use this near a Save Point
 where you can get that SP and MP back easily.  Muhahahah :P
 
 Meanie ->  Use items, moves and magic that generally make it
 harder for the enemy to fight... namely status changing items
 or skills that decrease attack/defense/move levels.
 
 -->Attribute Levels<--
 
 When you use the "Look" command, along with the target's name
 and HP, you'll see 5 icons.  These are "attribute levels", and they
 can be altered through the use of items or magic.  These alterations
 are only temporary... they will disappear after the battle.  They
 can only be altered up to a level of 7 (be it negative or positive).
 
 Attack Level -->  Increasing this level will cause your attacks to
 deal greater damage.
 Defense Level -->  Increasing this level will cause you to sustain
 less damage from enemy attacks.
 Move Level -->  Increasing this level will allow you to move further
 during your attacks.
 Agility Level -->  Increasing this level will increase your speed
 as well as the probability of dodging attacks.
 Life Level -->  Increasing this level will increase the character's
 Max HP for the duration of the battle!  :)
 
 -->Status Ailments<--
 
 Sometimes when you are attacked by monsters, or cast certain
 spells or use certain items on the enemy, they will be afflicted
 with a "status ailment".  This is something that hampers the target's
 ability in one way or the other.  There are several status conditions
 that you can receive or inflict upon enemies...
 
 Poison -->  The character will steadily receive damage in combat.
 Can be dangerous, unless cured with an Antidote or
 Cure spell.
 
 Plague -->  The character has the Plague, and this causes a real mess.
 The character will suffer other status ailments at random,
 and their attribute levels may be decreased.
 
 Fallen -->  The character's HP has been reduced to 0, and they are
 unable to fight.  Use a reviving item on them or rest.
 
 Move Block -->  The character's special moves have been sealed.
 
 Magic Block -->  The character's magic spells have been sealed.
 
 Sleep -->  The character has fallen asleep, and cannot issue any
 commands until they wake up.
 
 Paralysis -->  The character has been paralyzed, and cannot issue any
 commands until the paralysis wears off.
 
 Confusion -->  The characer will issue a command at random.  It's
 hard to say exactly what they'll do... they may use
 an item on an enemy, attack one of your characters,
 etc.
 
 
 Well, that's about all you need to know.  Now, enough with that
 mess!  On with the walkthrough!
 
 
 
 *********************************************
 *       PART TWO:  THE WALKTHROUGH          *
 *********************************************
 
 --------MESSINA, THE OLD CONTINENT--------
 
 ***a.  Town of Parm***
 
 My Level:        Justin 2,  Sue 1
 
 Items:           Letter to Clara
 Dirty Apron ("Legendary Armor")
 Battered Pot ("Warrior's Helmet")
 Pot Lid ("Shield of Light")
 Gantz's Key
 Wooden Sword ("Spirit Sword")
 First-Aid Kit
 Poison Antidote
 100 Gold
 Marie's Pin
 Wound Salve
 Spirit Stone
 Letter of Introduction
 Key to the Cafe (after Sult Ruins expedition)
 Java's Wallet (after Sult Ruins expedition)
 Coal Candy (after Leck Mines expedition)
 Lilly's Letter (before boarding the Steamer)
 
 Save Points:     Port of Parm
 Lilly's Seagull Restauraunt
 
 Stashing Place:  Justin's Living Room
 
 Weapon Store:    Ceramic Sword                 500
 Metal Bat                     300
 Handmade Darts                150
 
 Armor Store:     Sports Wear                   150
 Leather Gloves                80
 Fluffy Ribbon                 40
 Air Sneakers                  90
 Shiny Shoes                   50
 
 Item Store:      Wound Salve                   40
 Herbs                         15
 
 
 
 After watching the opening cinema, the game will then switch
 to the town of Parm, where Sue runs around for quite a while looking
 for Justin.  Then, after seeing Justin get beat up for messing around
 in some guy's shed looking for "treasure", she rushes over to him and
 gives him the "Legendary Armor" (which is actually a Dirty Apron.  :P).
 
 You'll learn that Gantz (a neighborhood troublemaker) has made a
 dare with Justin.  If Justin can't find the 4 "legendary treasures"
 hidden around Parm, then Sue will become part of Gantz's gang, and
 she'll have to marry him.  :)
 
 You'll automatically go to Gantz, who is blocking the bridge
 to North Parm.  Talk to him a few times, and he'll be "nice" (?)
 enough to give you a few clues as to where the other treasures are
 hidden.  He'll tell you that the helmet is in a place where you
 "always hear the sound of running water", and that the shield is in
 a place where you "always hear seagulls squawking".  So, let's head
 out to find the treasures!
 
 As you explore the town of Parm, note that when you press SELECT,
 the camera will zoom out, giving you a bird's-eye view of the entire
 town.  This is a very useful feature... try exploring the town without
 it and you'll see what I mean.  ^_^
 
 While running around town, be sure to talk to everyone
 (people are shown by green arrows on the town map.), several times.
 Almost everyone has more than one thing to say... one of the great
 things about Grandia is the dialogue... this is one of those rare
 RPGs where your party members actually communicate with the NPCs,
 rather than you just listening to what they have to say.  And most
 of the dialogue is rather humorous, even hysterical at times.  ^_^
 
 Also note that in House 2 (in the northern part of Parm),
 upstairs is a man named Francois who is writing a letter to a
 girl named Clara, who lives in New Parm.  After talking with him
 several times, he will ask Justin to deliver this letter to Clara
 if he ever goes to New Parm.
 
 So, the helmet is in a place where you "always hear water
 running".  A river divides the town of Parm in two... perhaps it's
 around there?  Sure enough, if you go down into the canal, you'll
 find the Warrior's Helmet (which is actually a Battered Pot.  :P).
 Go show it to Gantz... only two left!
 
 The shield is in a place where you "always hear seagulls
 squawking".  Seagulls live near the ocean... it must be in the
 Port of Parm!  You'll find the shield propped out against the
 shipwright's workshop.  Actually, it's a Pot Lid, but oh well.  :P
 
 Return to Gantz and show him the shield.  Now there's
 only one treasure left... the Spirit Sword.  Talk to him again,
 and he'll tell you that the Spirit Sword is in the chest in his
 house.  However, the chest is locked... so we'll have to find the
 key.  Sue suggests you check out the chest, so head for Gantz's
 house.  Sure enough, the chest is locked.  Gantz's mom will tell
 you that Tentz (Gantz's little brother) probably has the key, so
 you should look for him.  If you went exploring earlier, you
 probably found him... he's the kid that took off running when
 he saw you.
 
 You'll find him at the entrance to the cafe, in the southwest
 part of Parm.  When talking to him, choose the second option
 ("No way, I'll tell Gantz"), and you'll learn that he has lost
 the key to the chest.  D'oh!  So Justin will start crawling around
 on the ground looking for it.  Tentz says he fall down into
 the river recently, so maybe it's around there.  Search around
 the canal, and sure enough, you'll find the key.  Tentz will
 let you keep the key, as long as you don't tell Gantz he gave
 it to you.  :P
 
 Anyway, go open the chest in Gantz's house and get the
 Spirit Sword.  Now, we've got all four treasures!  Head back to
 Gantz, but you'll find that he has finally got busted for blocking
 the bridge to South Parm.  Justin and Sue will try and "casually
 sneak by", but when the adults find out that Justin and Gantz
 were having a duel, Justin takes off, and you'll automatically
 run to Lilly's Seagull Restauraunt, where Justin lives.  :)
 
 Talk to Lilly and she'll bonk you on the head with her
 tray (you'll see this a lot :P) for having dirty shoes in the
 kitchen.  After the sequence, talk to her again and she'll ask
 you what kind of trouble you got into today.  You'll have three
 options... take comfort in the fact that no matter which you
 choose, you'll get bonked on the head with the tray again.
 
 After choosing the third option ("I wasn't doing
 anything!  Ask Sue!!"), Justin, Sue and Lilly will go to
 dinner.  Here you'll have your first meal sequence... these
 are opportunities to talk to your other party members about your
 current situation.  By selecting the sleep icon (by "talking to
 yourself"), you can end the meal, but note that you can't end
 some meals until you've talked to someone in particular.
 
 The next morning, Sue will wake you up and you'll go
 off to see the curator of the Baal museum in South Parm.
 Justin left his dad's Spirit Stone with him recently, and now
 the curator wants Justin to come pick it up.  Before leaving,
 be sure to get Justin's things out of his room... the First-Aid
 kit in the chest, the Gold under his desk, and the Poison
 Antidote in the back corner.  Note there is a stashing place
 downstairs... it would be a good idea to dump your
 "legendary equipment" there, as you can't sell or drop it and it
 doesn't have any use (the Sword is the only piece of equipment
 that is better than what you have now.)  It's probably not
 worth it, but if you talk to Lilly and say "Mom, you sure
 look beautiful today" three times, she'll give you your
 allowance... a meager 1 G.  :(
 
 Before going to the museum, be sure to explore South Parm
 and talk to everyone.  Near the Train Station you'll find a
 little girl named Marie who is quite P.O'ed at her mom because
 she dropped her favorite pin somewhere near the museum.  Head
 near the museum and search around, and you'll find it.  Give
 the pin back to Marie and she'll be happy again.  Then, go talk
 to Marie's mother, who is wandering around the museum, still
 looking for the pin.  She'll give you a WOUND SALVE in return
 for your kindness.  :)
 
 You should also be sure to visit the Parm General Store,
 where you can pick up some better equipment for Justin and Sue.
 Buy what you want, but I recommend getting some Handmade Darts
 for Sue, a Fluffy Ribbon for Sue, and Air Sneakers for both.
 When you're ready, head for the Baal Museum and visit the curator.
 
 After speaking with the curator, he'll tell you to meet
 him in his office, and that you should take a look at the Icarian
 Statue.  However, clumsy Justin gets a little too close and breaks
 the statue!  Quickly he "fixes" it and decides to talk to the
 curator and get out of here ASAP.  Head for the curator's office
 and talk to him.  Even if you do tell him the truth about the
 statue, he'll pass it off as a joke, so it doesn't matter if you
 do or not.  He'll give you a Letter of Introduction... with this
 Justin and Sue will be able to visit the Sult Ruins!  After
 getting the letter, exit the museum.  Sure enough, the curator
 finds out about the statue, and Justin decides it would be a
 good idea to wait until later to apologize.  :P
 
 Anyway, it's off to the Sult Ruins!  Exit the town of Parm,
 but to get to the ruins you'll have to pass through the
 monster-infested Marna Road.
 
 
 
 ***b.  Marna Road***
 
 My Level:        Justin 2,  Sue 1
 
 Items:           Herbs x 2
 10G x 2
 30G
 Officer's Baton
 
 Save Points:     Entrance to Marna Road
 
 Monsters:        Marna Bug
 Giant Centipede
 
 
 
 *NOTE*  Any directions I say.. i.e north, west, southeast,
 etc... refer to the compass.  The red area on the compass always
 points north.  :)
 
 Marna Road is, for the most part, one wide open area with
 a road running through it.  You can quickly traverse the area by
 following the road all the way to the exit, but by doing this you'll
 miss out on experience and some items as well.  There is a river
 about midway that divides Marna Road in two... four items can be
 found on the south (closest to Parm) side of the bridge, and two
 on the other side.  Finding them is easy... on the south side, search
 for some Herbs in the southwest corner, 10G to the left
 of the road near the river, 30G in the southeast corner,
 and 10G to the east along the river.  After crossing
 the bridge, follow the river again to find some more Herbs, and
 when you reach the exit, go south along the eastern wall and you'll
 find an Officer's Baton (mace type weapon).
 
 Not much to it.  Try to get all the items and battle most
 of the monsters in the area to obtain experience, then follow the
 road out of here and head for the Sult Ruins.  :)
 
 
 
 ***c.  Sult Ruins***
 
 My Level:        Justin 4,  Sue 3
 
 Items:           10G x 5
 30G x 5
 Shiny Shoes
 Rune Ring
 Ceremonial Rock Ax
 Dynamite
 Outdated Armor
 Resurrect Potion
 
 Save Points:     Near entrance to Sult Ruins
 Sult Ruins, near stairs to B2
 Sult Ruins, B2
 
 Monsters:        Green Slime
 Baby Bat
 Rock Bird (BOSS)
 
 
 
 *NOTE*  There is a map of both levels of the Sult Ruins in
 the manual that came with the game.  If you have it, it will greatly
 help you in obtaining all the items.  :)
 
 Upon entering the Sult Ruins, you'll "meet" Nana, Saki, and
 Mio... three sergeants in the Garlyle Forces.  These three will be
 causing troubl
 
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