Zenonia 3: The Midgard Story FAQ/Walkthrough v1.1
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Zenonia 3: The Midgard Story FAQ/Walkthrough

by Mushupork222   Updated to v1.1 on
This walkthrough was originally written for Zenonia 3: The Midgard Story on the iPhone, but the walkthrough is still applicable to the PC version of the game.
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                                  -The Midgard Story-

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Written By:           Mushupork222
Version:              1.1
Original Post Date:   5-3-2011   

~ Copyright 2011 Mushupork222/S.A. ~ 

Table of Contents

**If you want to find a specific place in this walkthrough, press Ctrl+F and
copy the code listed below.**

I. Version History

II. Introduction

III. Basics

     1.  Sword Knight............................(K00)
     2.  Shadow Hunter...........................(H64)
     3.  Mechanic Launcher.......................(L97)
     4.  Nature Shaman...........................(N48)
     5.  Sheathe Stones..........................(S40)
     6.  Combining/Refining/Mining...............(C38)
     7.  Fairy...................................(F15)
     8.  Medals..................................(M68)
     9.  Execution Room..........................(X89)
     10. Player vs. Player.......................(P71)
     11. Tips & Tricks...........................(K08)

IV. Walkthrough
     1.  Outer Iris..............................(R56)
     2.  Akun Temple Altar.......................(A79)
     3.  Town of Delfoy..........................(D11)
     4.  Shade Woods.............................(P72)
     5.  Lorela River............................(L52)
     6.  Maru Island.............................(M83)
     7.  Cloud Plateau...........................(P44)
     8.  Elraum Valley...........................(G84)
     9.  Kanak Canyon............................(K50)
     10. Roku Mines..............................(R71)
     11. Venedoom Cave...........................(V99)
     12. Historic Site...........................(H10)
     13. Nifel Fortress..........................(F22)
     14. Dungeon Labyrinth of Antione............(A87)

V. Contact.......................................(O24)

VI. Legal........................................(T55)

VII. Credits.....................................(BBQ)

I. Version History

Version 1.0 - First submission. Walkthrough is complete, Loose class bios &
Basics section are finished.

Version 1.1 - Updated Basics section with more specific information about the
Execution Room, Player vs. Player, and added Fairy & Medals sections. Also made
minor tweaks to the walkthrough itself. Information regarding sidequests is
coming soon.

II. Introduction

Zenonia 3 is the third installment in the first true RPG series to hit mobile
non-console devices. It was made available on iTunes' Appstore on 4/26/11. This
walkthrough is intended to help you navigate the puzzles in this game's many
dungeons, as well as offer other tips like classes' strengths and weaknesses 
and strategies to defeat every boss. If you notice any errors in this guide or 
have any questions about the game, I would appreciate it if you sent me an 
e-mail; my contact information is located at the end of the page.

III. Basics

Zenonia 3's protagonist, Chael, may select one of four weapons at the beginning
of the game, thus confirming his class for the rest of the game. Those 
selections include the archetypical warrior class: the Sword Knight, the 
assassin class: Shadow Hunter, the magician: Nature Shaman, and the ranger:
Mechanic Launcher. Here is the basic lowdown on each class.

Sword Knight (K00)
Recommended Stat Distribution:
Any combination of Str and Con (Explained below)

-High defense and HP, coupled with his passive skill Revival, makes him an
 almost indestructible force
-Able to handle groups of enemies with ease due to his large AoE abilities

-Ultimately lower damage output than the other classes
-Relying so heavily on close combat makes for dangerous boss encounters

Sword Knight's Skill Trees
|Active Tree:                                                                 |
|                                                                             |
| Blade Sting --- Hold Smash --- Sword Wave      Sacrifice    Holy Berserker  |
|                                                                             |
|                                                                             |
|              Power Surge --- Command Power  Sword Boomerang --- Divine Sword|
|                                                                             |
|                                                                             |
| Napalm Flame --- Battle Stomp                   Illusion --- Reflection     |
|                                                                             |
|    1              10             20               30              40        |

|Passive Tree:                                                                |
|                                                                             |
|                Skilled Sword  Skilled Evasion   Explosion     Area Zero     |
|                                                                             |
|                                                                             |
|Skilled Defense   Potion Plus   Power Link   Skilled Precision   Revival     |
|                                                                             |
|      1               10             20             30             40        |

The Sword Knight hearkens back to the first Zenonia's Warrior class. Because of
his durability, he is a good class for beginning players to choose, but also
offers a slew of opportunities for veterans to utilize their skills. Because
Strength and Condition are so similar for Sword Knights, any combination of the
two really works. If you prefer higher damage, devote more points to STR. If
you'd rather give up power for survivability, invest more in CON. You really 
can't go wrong with any combination of those two stats. Revival and Holy 
Berserker are two abilities that, paired with a CON heavy Sword Knight, can
make him literally invincible.

Shadow Hunter (H64)
Recommended Stat Distribution:
+3 Dex

-Possesses devastatingly fast, powerful attacks
-Despite being a melee class, has no trouble flying across the battlefield

-Low defense and health make taking damage an... exciting experience
-Spends a lot of time recovering between attack bursts

Shadow Hunter's Skill Trees
|Active Tree:                                                                 |
|                                                                             |
|    Raid   ---   Smoke   ---  Fire Shadow  --- Black Fist   Divine Awakening |
|                                                                             |
|                                                                             |
|              Wild Sting      Tornado   ---   Vein Berserker    Fire Burst   |
|                                                                             |
|                                                                             |
|              Dark Shadow --- Extinction    Summon Clone --- Invisible Shadow|
|                                                                             |
|    1              10             20               30              40        |

|Passive Tree:                                                                |
|                                                                             |
|  Swiftness        Blaster    Extreme Evasion     Fiery Fist     Area Zero   |
|                                                                             |
|                                                                             |
| Potion Plus                 Concentrated Attack  Adamantine    Frantic Dash |
|                                                                             |
|      1               10             20             30             40        |

Shadow Hunters are an incredibly fun class to use. They have that high risk/
high reward mentality like Daza from Zenonia 2 with powerful screen clearing
abilities and failsafes like Extinction to (hopefully) keep you just out of
death's grasp. Compounding Extreme Evasion, Fiery Fist, and Dexterity gives
the Shadow Hunter an impressive amount of attack power, thus letting them 
obliterate even the toughest bosses in seconds.

Mechanic Launcher (L97)
Recommended Stat Distribution:
+3 Dex

-Longest natural range of all the classes
-Can control battles by disabling high-risk opponents

-Heavily dependant on skills & abilities
-Has trouble handling groups in enclosed spaces

Mechanic Launcher's Skill Trees
|Active Tree:                                                                 |
|                                                                             |
|               Sharp Mine --- Summon TK-16     Elec Burier      Disillusion  |
|                                                                             |
|                                                                             |
|              Ensnare Shot --- Power Cannon   Psychic Power    Thunderstorm  |
|                                                                             |
|                                                                             |
|Bolt Snap --- Electric Power  Double Launcher -- Gamma Coil -- Booster Effect|
|                                                                             |
|    1              10             20               30              40        |

|Passive Tree:                                                                |
|                                                                             |
|  Potion Plus                    Gun Master     Refractor       Area Zero    |
|                                                                             |
|                                                                             |
| Concentration     Metal Skin    Wind Movement   CRI Master    Psychic Shot  |
|                                                                             |
|      1               10             20             30             40        |

Mechanic Launchers are a very technical class to use. They take a lot of 
aiming and timing to use properly, but when used correctly are pretty dominant.
Be careful to maintain a solid pool of SP, since the class's basic attacks are
more a danger to yourself than anything else. Similar to the Nature Shaman,
this class relies on hit & run tactics to survive; thankfully they do both of
those things fantastically well (Running with full game speed & movement buffs
is crazy).

Nature Shaman (N48)
Recommended Stat Distribution:
+3 Int

-Can remotely eliminate hordes of enemies
-Only class with healing capabilities

-As with the other classes, save for Sword Knights, low defense makes this a
 very easily killed class.
-Wolves and totems can sometimes be temperamental

Nature Shaman's Skill Trees
|Active Tree:                                                                 |
|                                                                             |
| Bone Wall --- Fire Totem  ---  Ice Totem   ---   Cure Totem     Vengeance   |
|                                                                             |
|                                                                             |
|                 Sunset  ---   Hell of Flame        Mindset  ---  Starfall   |
|                                                                             |
|                                                                             |
| Tub Trap                      Power Switch     Feral Spirit --- Negativity  |
|                                                                             |
|    1              10             20               30              40        |

|Passive Tree:                                                                |
|                                                                             |
| Natural Barrier  Potion Plus    Magicholic    Refractive Cape   Area Zero   |
|                                                                             |
|                                                                             |
|                 Concentration   Divine Mind    Nature Fury    Chill Touch   |
|                                                                             |
|      1               10             20             30             40        |

The Nature Shaman is definitely a new take on Zenonia Gameplay. A lot of their
skills operate like traps, going off when enemies come near. This makes for fun
enemy encounters where you can just box them in with totems and watch your 
vicious wolves swoop in for the kill. Even though skills cost a disgusting
amount of SP (relative to other classes), you have ways to keep your already
large pool healthy, like using Power Switch inside of your Cure Totem. More
than anything else, the Nature Shaman relies on dividing & disabling enemies
with totems rather than charging in headfirst with normal attacks.

Sheathe Stones (S40)
Sheathe Stones are little stones you can use to enchant your gear with special
properties, like attack bonuses or stat boosts. Each piece of equipment and/or
accessory you own can hold one Sheathe Stone bonus each. To make a Sheathe
Stone, visit your local Blacksmith and hit the "Create Sheathe Stone" button
(Takes a rocket scientist, I know). Now double-tap two pieces OF EQUAL RARITY:
Magic (blue), Rare (yellow), Epic (Purple) or Unique (Orange), and then tap
"Fusion." Voila! A Sheathe Stone. Do know that the bonus you receive from
creating a Sheathe Stone is entirely random, and not even slightly affected by
the enchantments currently on the fused gear.

In order to place that stone in a piece of equipment, simply open your 
inventory, go to the Accessory tab, select "Use" on the Sheathe Stone you want
to use, then tap again on the piece of equipment/accessory you want enchanted
and the benefit is added.

A few things to note:

- Items of regular (white) quality CANNOT be fused 
- Once a stone is placed in your equipment it cannot be retrieved, so use them
- More powerful enchantments come from BOTH higher levels of rarity and more
  powerful equipment (For example, a rare sheathe stone created by level 10
  gear will give +2 to strength, while another rare stone created by level 50
  gear grants +10 strength)
- Combining Unique equipment yields only 'unique' bonuses like HP/SP absorb, 
  movement speed, etc.

Combining/Refining/Mining (C38)
Combining and refining are two ways of empowering yourself beyond your level.
Items created through combining are almost always far superior to equipment
of equal level, and come at least at the Magic level when they're made. 
Refining is a way of increasing the base stats on your equipment, with the
level of refinement denoted by a number in parentheses next to your gear.

You can't combine anything without possessing its Combine Scroll. Most are 
found through monster drops, but some you can purchase from the Item Merchant 
in each town. When you have the scroll for something you wish to create-let's
say for the sake of demonstration that we want to make a Steel Kepi-talk to the
Blacksmith and select "Combine." Now we'll tap the Steel Kepi scroll we found
earlier and it lists the ingredients we need. Assuming we have the Magic Stone
and Anvil Hammer we need, we now hit the Combine button and the smithy makes
our Kepi. **NOTE** Equipment created this way CAN break. Use Magic Powder
(The blue button next to Combine) to improve your odds **NOTE**

Once again, only equipment of Magic grade or higher can be used for this, so
don't go trying to refine that Fegushe you bought at the shop. Both equipment
and accessories can be refined, but have to be unequipped for you to do so.
As usual, talk to the Blacksmith, only choosing "Refine" this time. Double tap
the item you want to refine, add Magic Powder if you don't feel lucky, and hit 
Refine. If successful, you obtain your strengthened item. If not... Well, your
item breaks. Don't fret, though, you can use a Restoration Scroll to repair 
your item (It won't keep the new refined level, though) and try again.

Using your trusty pickaxe of standard to infinite grade (Zen shop), you can
extract valuable minerals from the shining rocks of Midgard. All you have to do
to mine is walk up to the left or right side of a shiny rock (They come in
several colors: blue, red, purple, black), and press the action button to mine.
You will either receive nothing, money, or a preset mineral like copper or 
mithril. Each rock can only be struck 10 times before running dry, at which 
time you'll have to find a new rock to mine at.

Attention Zenonia 2 players, the mining glitch DOES NOT WORK in this game.
Regardless of what you try to do with the stone, it will always run dry after
being struck 10 times.

Fairy (F15)
Fairies have been the steadfast companions of Zenonia heroes for millenia.
Chael's guardian is an abrasive, pie-loving fairy named Runa, who uses runes
and skill stones to boost Chael's abilities. She, much like Chael, levels up
over time. But in addition to simply increasing elemental effectiveness through
levels, Runa also has a Sync gauge which fills every time you kill a monster
not in the Execution Room. When the Sync gauge is full, you can create either
a Rune or a Skill Stone to further increase her abilities.

Your fairy can be imbued with an elemental rune (fire, ice, dark, or light), 
which changes her color based on your chosen element and gives Chael the 
respective elemental capabilites when he attacks. They are created through 
the Spirit Manager in each town by using up Runa's Sync gauge and/or Stones
of Awakening, and there is a chance you will receive either a rune or a Skill
Stone every time you use his service. Each rune will have elemental attack and
defensive properties guided by the 'type' to the right of its main attribute,
ranging from defensive modifiers to offensive.

|         Name          |                 Effect                    |
| Rune of Fire          | Ignites Enemies  (constant damage)        |
| Rune of Frost         | Freezes Enemies  (slows movement)         |
| Rune of the Holy      | Stuns Enemies    (enemies cannot act)     |
| Rune of Darkness      | Confuses Enemies (enemies wander around)  |

Skill Stones
These little nuggets of joy are perhaps the most important component of your
fairy. Your rune will come with anywhere from one to three Skill Slots 
attached, with which you can socket Skill Stones that increase Chael's 
abilities for a limited time upon attacking or being attacked. The power and 
length of your skill stone depends on Runa's level, although any of the stones
can be found at any level.

|         Name          |                 Effect                    |
| Blessing of Sky       | Increases Strength                        |
| Blessing of Wind      | Increases Dexterity                       |
| Blessing of Earth     | Increases Condition                       |
| Blessing of Sea       | Increases Intelligence                    |
| Crest of Valor        | Increases Critical Rate                   |
| Crest of Dazzle       | Decreases Skill Cooldown Times            |
| Crest of Command      | Decreases Skill SP Usage                  |
| Light of Guardian     | Increases Defense                         |
| Light of God          | Reflects a Percentage of Damage Taken     |
| Light of the Absolute | Heals and Gives Immunity                  |
| Blaze of Healing      | Recovers HP and SP over time              |
| Blaze of Vampire      | Absorbs Health upon Attacking             |
| Blaze of Protection   | Grants Invincibility                      |

NOTE: Each stone ranges in power and length from level 1-10. Train your fairy
to improve the quality of stones you receive.

Medals (M68)
New to the series, Medals are little extra bonuses you can gain through 
completing various tasks throughout the game. They can be equipped just like
any piece of armor, and give their preset boosts when equipped.

|         Name           |      Effect      |          How to Obtain          |
| Newbie Hero            | Attack +25       | Reach Level 5                   |
| Divine Hero            | All Stats +5     | Reach Level 50                  |
| Immortal Divine Hero   | All Stats +15    | Reach Level 99                  |
| Apprentice Miner       | Strength +10     | Mine 10 Ores                    |
| Expert Miner           | Strength +5%     | Mine 30 Ores                    |
| Apprentice Cook        | Dexterity +5%    | Cook successfully 10 times      |
| Expert Chef            | All Stats +10    | Cook successfully 30 times      |
| Mister Chef            | All Stats +5%    | Cook successfully 75 times      |

| Crazy Collector        | Attack +10%      | Purchase Magic Pickaxe (Zen)    |
| Bourgeoisie            | Condition +15    | Use 10 Origin of Life           |
| Super Customer         | Max HP +15%      | Use 30 Origin of Life           |
| Potionholic            | Max HP +10%      | Consume 30 Elixir of Stamina(l) |
| Skill Maniac           | Max SP +10%      | Consume 30 Elixir of Mana(l)    |
| Iron Body              | SP Absorb +3%    | Consume 30 Omni Potion          |
| Fairy Fan              | Attack +10%      | Use 10 Stone of Awakening       |
| Murloc Killer          | Condition +10    | Defeat 30 Murlocs               |

| Frog Killer            | Strength +15     | Defeat 30 Frogs                 |
| Gargoyle Killer        | Dexterity +15    | Defeat 30 Gargoyles             |
| Alien Hunter           | Intelligence +15 | Defeat 30 Kazrogal Larvae       |
| Dwarf Slayer           | Critical +5.00   | Defeat 30 Gadshu                |
| Devil Slayer           | Critical +10.00  | Defeat 30 Devil Tribe Soldiers  |
| Exorcist               | Intelligence +10 | Defeat 30 Evil Spirits          |
| Septi Slayer           | Evade +5.00      | Defeat 30 Septi                 |
| Miner Golem Slayer     | Critical +10%    | Defeat 30 Miner Golems          |

| Basilisk Hunter        | Defense +15      | Defeat 30 Basilisks             |
| Shaman Slayer          | Attack +100      | Defeat 30 Chaos Shamans         |
| Absolute Destroyer     | Condition +5%    | Defeat 30 Confusion Spirits     |
| Friend of Dark Merchant| Intelligence +5% | Speak to Dark Merchant 10 times |
| Infinite Trainee       | HP Absorb +3%    | Speak to Execution NPC 10 times |
| Arena Regular          | SP Absorb +5%    | Speak to Arena Official 10 times|
| Labyrinth Master       | Dexterity +10    | Clear Miro Woods area           |
| Friendly Foreigner     | Evade +10%       | Visit Paramanon Great Temple    |

| Midgard Explorer       | All Stats +20    | Visit every field map           |
| Novice Fighter         | Max HP +250      | Win 10 PvP battles              |
| Gladiator of Blood     | Attack +250      | Win 50 PvP battles              |
| Legendary Gladiator    | HP Absorb +10%   | Win 100 PvP battles             |
| Weakling               | Defense +5       | Lose 10 PvP battles             |
| Clear Minded           | Evade +5.00      | Lose 50 PvP battles             |
| **Super Lucky Guy      | All Stats +10%   | Possess 7777 Gold               |
| Midas                  | Defense +10%     | Possess over 100,000 Gold       |

| ZENONIA Lover          | Defense +20%     | Log 2 hours (per character)     |
| ZENONIA MANIAC         | Attack +5%       | Log 5 hours (per character)     |
| Apprentice Refiner     | Max SP +250      | Refine successfully 10 times    |
| Expert Refiner         | Max HP +500      | Refine successfully 30 times    |
| Master Refiner         | HP Absorb +10%   | Refine successfully 50 times    |
| Apprentice Combiner    | Max SP +500      | Combine successfully 10 times   |
| Master Combiner        | Max SP +15%      | Combine successfully 30 times   |
| Expert Combiner        | SP Absorb +10%   | Combine successfully 50 times   |

** The Super Lucky Guy medal is a fantastic end-game medal, and incredibly 
easy to get the second you reach the first town of the game. When you first
enter Delfoy, fight monsters or buy/sell gear until you have any amount of 
gold between 7778 and 8887. Take out your trusty calculator and subtract 7777
from however much gold you have. This is the amount you send to a good friend,
complete stranger, or me (ID: Sirius, but only use me as a last resort), and
voila, 7777 gold.

Practical example: I walk into Delfoy with 9500 Gold, extremely distraught that
I didn't get the medal. "But wait," I ponder, "what if I buy stuff until I'm
close to 7777 gold?!" So I mosey on over to the Item Merchant and buy 4 Potions
of Stamina(s). "I'm closer, but not quite at 7777 gold yet..." I say in
frustration as I pound my fist into the nearest awkward family portrait.

"Hey, why don't you just send me the difference?" says my dear friend Flubzy.

"Great idea!" I hoot in delight. I whip out my TI-82 basic and plug in the

8500 - 7777 = 723

Upon mailing this amount to Flubzy, I remark "I'm a genius! Someone should give
me a medal!"

And the Super Lucky Guy medal was had by all. And by all I mean me.

... I'll stop talking now...

Execution Room (X89)
The Execution Room is a new feature to the Zenonia series. It's essentially a
Horde/Escalation/Zombies/whatever FPS's endurance mode you want to call it.
You simply clear all the monsters on a floor, walk up the stairs, and do it all
over again until you reach the end of the tower. To test your mettle, find the
Executioner (That's not really his name, I just feel like it fits. Well, either
that or Stanislas) in town, and he gives you the option to enter the dungeon.
There are currently three Towers you can challenge, which charge a fee to enter
depending on your level:

Tower of Challenger (30 Floors)  <--- Recommended Level: 50
Tower of Limit      (50 Floors)  <--- Recommended Level: 70
Tower of Transcend  (100 Floors) <--- Recommended Level: 99

By completing towers you are awarded with a hefty sum of experience, and a 
special prize; usually a piece of gear suited to your level (The exception is
the Tower of Transcend, which gives Skill Points for clearing the first few
times). You can choose to tackle these missions either solo or by asynchronous 
co-op. Asynchronous co-op is a fancy way of saying that you play with an AI 
controlled version of a friend/complete stranger's character. This means that 
if you choose to play with your friend Flubzy (If your Gamevil ID really is 
Flubzy then I apologize. But fantastic choice of name), you aren't really 
playing with Flubzy; rather the AI uses his stats and active command deck and 
fights alongside you instead.

One fame point is rewarded each time another player uses one of your characters
in the Execution Room, and you receive special bonuses for leveling up your
Fame rank.

Player vs. Player (P71)
Just as was the case with Zenonia 2, this is not 'true' Player vs. Player (PvP)
combat. As I stated in the Execution Room section above, PvP is an asynchronous
system; that is, you're really fighting an AI controlled version of your 
opponent. The server downloads your character's information (including stats,
gear, and even assigned quickslots), and dumps it into a large pool. When you
choose to fight (at the Arena Official in each town), the game pulls another
player's character of similar level and rank out of the pool, and pits you
against them. Winning PvP matches is currently the only way to obtain free Zen
(currency used to purchase special items), and it is no easy task. At any level
you will need a properly geared character to even compete with opponents who
appear to be much weaker than you. Winning matches nets you items & zen, based
on how many PvP points you have.

Groups, most closely defined as Clans or Guilds, still exist in Zenonia 3. 
Under the Community tab in the main menu, you can select Register Group, and 
type in the name of a friend's group (or create your own). Your PvP stats will 
now count towards your Group's total as well, but be careful, once you sign up
for a group, that decision is final.

Death Notes

Death notes are used for quickly fighting an opponent you lost to. If you 
believe you should have won, assign a death note to that character, and you
can choose to fight them again at any given time. You can only assign three 
death notes at once, and the note is erased when you defeat that opponent.

Tips & Tricks (K08)

-The level of surrounding monsters should be your prime indicator of what level
you should be. If you find that monsters are becoming ~5 levels stronger than
you, take the time to get yourself up to speed.

-As you progress through the story, remember to set your return point to the 
city you're currently in (and ALWAYS at least have a town set to be a return
point). It is very possible to get trapped in a dungeon with all broken armor
and no way past the monsters you've already fought through. Make sure you keep
Teleport Scrolls with you at all times (and Two Way Portals, but those are 
more expensive).

-The Execution room is THE best way to gain experience in this game. Beating
the Tower of Challenge alone gives 182,000 experience, while the Tower of Limit
gives a little under a million, and the Tower of Transcend gives much, much
more. What's better, the Tower of Challenge can be completed in 5 minutes with
a competent co-op partner.

-Combine when you can, and refine only when you're sure you've found your end-
game gear. Until you hit the level cap, you'll be changing equipment every 
couple minutes; making all your hard work and money useless. Combined 
equipment, on the other hand, lasts much longer and the gear usually isn't too 
hard to make.

-Be sure you grab EVERY Travel Bag in the game. They greatly increase your
inventory size and are only available otherwise through the Zen shop. They can
be found in the following locations:
  ~From a chest in the water in East Akun Temple
  ~From a chest obtained by completing the block puzzle in the Lorela River map
  ~From the Start of Journey main quest, given to you as a reward by Celine

IV. Walkthrough

Zenonia is primarily a linear game, with very little to do outside of the main 
storyline. While the world map and dungeons themselves are extensive, there
will usually be no more than two possible directions you can go.

You may also come across a place in the game where you are simply not strong 
enough to fight the monsters in the area (especially when traversing later 
dungeons). In this situation, it is wise to stock up on food, healing items,
Holy Medicine, and whatever else you may need. Proceed to the area in the 
dungeon or world map where you are having trouble, and fight monsters ~3 levels
above you. Work through the dungeon as usual when you feel strong enough. 
Without further ado, here is the walkthrough for Zenonia (Again, if you need to
find one specific place in the game, use the three digit codes located in the 
table of contents).

Outer Iris (R56)
You first gain control of the protagonist Chael outside of Regret's house just
outside of Iris. After a brief dialogue, smash the pots to the right of your
house and take the POTION OF STAMINA(s) from the sneaky little chest back 
there. Now head right into another scene to learn a little bit about combat. 
Dispatch the first wave of Mukakas, destroy the crates on the far right, and 
obtain a POTION OF STAMINA(s) from the chest. Walk up the ladder, move across 
the bridge, and examine the tombstone for another scene.

Afterwards, make your way back to your house and talk to Regret. Another
lengthy cutscene follows, upon which you'll somehow magically end up in the
Akun Temple Altar.

Akun Temple Altar (A79)
Before you go off exploring too far, be sure to grab the chest to the northwest
of your starting position for a JEWEL HILT. The rest of this room is pretty
straightforward; simply proceed out the southern exit. Other than a new enemy
type, there's nothing of interest in this room either. Grab the EXAMINE SCROLL
from the chest before you proceed west and into the next area.

Here Runa will teach you the basics of sliding block puzzles (or 'pushing rock'
puzzles, as they are described by Runa). Simply follow orders, and upon placing
the block on the switch a block previously blocking your path will vanish. Go
down the stairs and head right for another simple block puzzle. Break all of 
the crates and push the middle block straight down and onto the switch. Before
proceeding onwards, make your way all the way left, and wrap around the top of
the map to reach a chest containing a POTION OF MANA(s). Now return to where 
the middle of the map previously blocked by the current, head up those stairs,
grab a REPAIR HAMMER from the chest, and go south into the next area.

Before heading to the next area on the right side of the map, get one chest in
the water just left of your starting position for a P BARREL, and another just
north of the next map for a REPAIR HAMMER. Since finding treasure in a
mysterious dungeon is obviously more important than saving your girlfriend, go
through the little spiral maze for a POTION OF STAMINA(s), then into the water
and all the way north for an ENCHANT L. Now proceed down the stairs at the 
south end of the map.

Down the staircase to the right (into the water) and all the way around will 
lead you to a chest for a RESTORATION SCROLL, after which you can backtrack to
the entrance of this map and head due south until you reach a scene in the next
area. You may have noticed a chest during the cutscene, and maybe even a 
merchant hanging out in the water. Take the staircase on the northeast corner
of the map and you'll end up on the southern end where you can buy things if 
you need, and then retrieve a TWO WAY PORTAL from the chest to the right (These
will prove to be very important, so be sure use them wisely). When you're done 
shopping, follow the Frey clone out the bottom right exit.

This room is a decent training spot, so crush some monsters here until you feel
adequately leveled (the next room leads to a boss), then go out the north door
for your first taste of a Zenonia 3 boss.

|Boss Info: Kraken|
     |Recommended Level: 7|

No matter your class, this boss doesn't hit too hard, but regardless you should
proceed with caution. He only has a couple attacks, so let's review. His 
primary attack consists of shooting 5 ink bullets in a uniform arc, and,
while they are alive, his tentacles will periodically seek you out for a small
amount of damage. For the first half of the battle, position yourself one tile
to the left of center, and between the moss-covered pillars on either side of
the battlefield. His ink shots will always miss, and when he sends his
tentacles, simply take a step backwards before they emerge and take a few 
swings at them before they retreat. Once half of his tentacles are destroyed,
he will begin to shoot one large, homing ink ball at you, in addition to his
normal rotation. As long as you remain back between the pillars, they should 
be a non-issue, and you can continue fighting like normal until all of his 
tentacles are destroyed, thus ending the boss fight.

You'll be treated to a very informative cutscene, and end up back in the 
temple. Your next destination is the quaint little town of Delfoy, so head
all the way south to the Shade Woods, and from there proceed right and into
town. On your way, you may have noticed some shiny blue rocks along the path.
These are mining rocks which, provided you have a pickaxe, you can mine for 
materials and money. **NOTE** For those of you familiar with the Zenonia 2 
Mining Glitch, know that the same trick does not work here. The stone will
run dry after 10 hits, regardless of whether you move or not. **NOTE**

Town of Delfoy (D11)
After the scene you will have a little bit of free time if you wish (Now would
be an ideal time to get the Super Lucky Guy medal, refer to (M68)), before
talking to Luxferre to advance the story. Your first order of business (as it
should be in every town from now until the end of the game) is to talk to the
portal guide and set Delfoy as your return town (top option). It can be very
easy to bury yourself too deep into a dungeon, and if you don't set a return
point, you can't teleport yourself to safety. Anyways, after you've set Delfoy
as your return town, buy/repair equipment if you need to, and take care of any
other business you might have, then talk to Luxferre when you're ready.

Abyron, a little... dog? located in the item shop is your next target. He will
tell you to fetch (pun intended) some bronze from those shiny stones I
mentioned earlier. As Abyron said, it would be wise to talk to the Spirit 
Manager for some background information on Runa's unawakened powers. Doing so
will net you a fair amount of experience, as well as a STONE OF AWAKENING.
Use it now if you wish, or wait until you have a good skill stone to accompany
it. You can also grab the quest from Trieli if you're in the mood to backtrack,
but whatever your decision, you'll have to mine your bronze and return to
Abyron to advance the story.

Of course, the bronze you bring him isn't enough to answer all of your
questions, so find Chigoch in the chief's house located next to the Network 
Gal. He'll need you to kill Fog Spathes (They're the crablike monsters in Shade
Woods), so head out of town and start killing Spathes. If you're in the mood
for some treasure, go south into Central Shade Woods and run left under the 
waterfall. Push that middle block onto the switch to reveal a chest containing
a RESTORATION SCROLL. Now instead of returning to the Delfoy Entrance via the
path on the ground, take the ladder up, wade through the trees in the bottom
left corner for a POTION OF STAMINA(S). Collect your Azalias and return to 
Chigoch. After a small scene you'll be asked to return to Akun Temple, so take
care of any unfinished business you may have and march on up into the temple.

Akun Temple Altar, revisited
Backtrack a couple rooms here until you reach the area with the little spiral
maze. Make your way right through the previously-blocked off area. Take the 
staircase here into the water, loop around to the left, and open a chest for a
TRAVEL BAG(6 slots) **NOTE** This item will expand ONLY ONE of your inventory
subcategories, so choose wisely. **NOTE** 

Backtrack to solid ground, and head north for a little scene. You'll notice 
that two paths are currently blocked off, so your only option is to kite to the
left and head up that staircase. Break the barrels in your way and push the 
stone onto the switch to eliminate one water current. Don't bother following it
just yet; instead walk through the serpentine path to the north, move the block
out of your way, bust the crates in your way, and finally push the far north 
block onto the switch. Make your way back to that newly opened area. Smash all
the crates on the right side of this platform, and push the top-middle block as
far as it goes (it should hit the stone already there). Push it straight up and
onto the switch. Doing so eliminates some of those pesky stones at the top of 
the map, which you can now push aside and proceed forward. Before you exit the 
map, though, keep in mind the slightly obscured switch, as that's your way out

There's not much else to do in this area, so blast your way through some 
enemies and talk to Kalz. Examine the mural for a history lesson and the 
conclusion of Chapter 1. You won't be teleported back to Delfoy, so either
use a portal of your own or walk back. Either way, meet up with Luxferre when
you arrive.

For whatever reason, people in this town keep losing things in the woods, so
you'll have to waltz on through the Shade Woods once more to find some GHOST
MUCUS (eww) for Luxferre.

Shade Woods (P72)

Back in Central Shade Woods, enter the cave past the waterfalls to find 
yourself a ghost and a chest containing DELUXE MAGIC POWDER. Collect all of 
your mucus here and deliver them to Luxferre when you're done. In another
futile attempt to kill you, he sends you back into the woods. Instead of going
south as usual, head directly west out of Delfoy Entrance, and in this new area
grab the chest hidden in the bottom left corner of the map (probably obscured
by your d-pad) for a POTION OF STAMINA(s). Head into the next area.

You don't have business anywhere else in the woods yet, so skirt around the
map, climbing the ladder and running all the way to the bottom left exit, but
be careful, a mini-boss awaits. Watch the scene and learn that you've been 

You're surrounded by some basic ogres and a leader, but don't worry; they're
easy enough to deal with. Start by running to the far left and clear the ogres
out one by one (The leader shouldn't pursue you just yet). When you've gotten
rid of the surrounding enemies, focus your attention on the boss, hitting him
with whatever skills you've got.

After another cutscene, be sure to grab the chest in the bottom left corner 
before you head back to town for a REPAIR HAMMER. The cave entrance here leads
you directly back to the entrance of town, if you want to save a little time.
Talk to Luxferre for a short scene. Yiralia is your next target; she's standing
just outside of the temple. She wants you to fetch some cooking salt, which you
should have done so from fighting those lobsters back in Akun (but if not, just
head on back and crack some shells until you've got the salt). Chael will
reminisce for a little bit, then it's on to meet Celine back in the temple. 
After one last scene, you're sent off to find Pontifex (cool name) with Celine
as your guide. If you don't need to take care of any other business in town, 
simply leave the building and come back. Talk to the Shaman once again and 
you'll be on your merry way (And she gives you a TRAVEL BAG(6 slots) for your
trouble. How nice).

You're finally able to go south from the Central Shade Woods, but there is a 
CLOTH CAPE quite a detour away if you're willing to go hunting for it. Return
to the area where you fought the ogres, and head out the bottom right exit. The
chest is in plain sight, so grab it and head back to Delfoy Entrance. Take
the south exit now.

You'll come across a lily pad maze here which is fairly simple to navigate.
You're essentially going to make a U shape around the bottom of the map, 
finally using the third pad from the bottom to hit solid land & the next map.
All you can do here is proceed up the staircase on the eastern side of the map.

Lorela River (L52)
There is a chest with a POTION OF STAMINA(m) just to the left of your position
upon regaining control of Chael. Take the northern path to the right, and
claim the POTION OF MANA(s) from the chest here. Head all the way north and
a scene will ensue. Afterwards you'll be attacked, so keep Celine safe while
you pound away at the enemies; they aren't too powerful. You'll be treated to
another scene, then given two options: plow through the enemies or take the
safe bypass route. Unless you have a death wish, I'd suggest taking the 
roundabout path, seeing as some of the devil tribe monsters are level 47. Exit
this map and the one following, then finally take the left path into a new 

There's a cute little block puzzle here hiding a chest, so take any of the 
stones from the cross pattern to the northwest and slide it over and onto the
switch. Grab the TRAVEL BAG(6 slots) from the chest and proceed north. This
places you right in the middle of a Devil Tribe camp. You decide to set them
on fire (not a bad strategy, honestly), but have to wait until nightfall to
proceed. After your little heart-to-heart with Celine, go on north and talk to
Runa to commence your attack.

You're on a strict timeframe here, so unleash everything you've got until 8 
soldiers are defeated. You now have access to the bridge itself, so backtrack 
until you reach the bridge entrance (past where you were ambushed by Devil 
Tribe soldiers earlier) and go on through. Fight your way across the bridge,
careful that you don't fall through the holes (if you do, you have to climb
the ladder to the south and try again). Crossing the bridge successfully leads
to a boss, so prepare yourself accordingly before heading through.

|Boss Info: Scylla|
     |Recommended Level: 17|

Your typical "Troll under the bridge" comes in the form of a repulsive 
she-beast named Scylla. She moves very slow, but has a pretty wide arc with her
normal pillar attack. The ranged characters shouldn't have to worry too much, 
just blast away until she gets close, then retreat to the opposite side of the 
map and do the same (Better yet, Nature Shamans can just litter the map with 
traps and laugh in the face of danger). Melee characters will have to be a 
little more careful. Try employing your everyday hit & run, throwing in your 
strongest single target skill whenever it's finished cooling down and you 
shouldn't take too much damage.

About halfway through the fight Scylla starts farting, releasing a painful
toxic gas that can chew away at your health. Your strategy shouldn't change too
much, though, just be wary of diving attacks like the Sword Knight's 
Blade Sting. It's an easy fix; get Scylla to chase you on a different plane 
than where the odor is and keep pounding away at her health. Keep your distance
and the monster should fall without too much trouble.

After the fight, the bridge collapses, leaving the group stranded on a nearby

Maru Island (M83)
You regain control of Chael after realizing that your mother's necklace is
lost (oh no!), so climb the vine and talk to Rherican. Lucky for you, he found
the necklace; unlucky for you, he doesn't want to give it back. I can only
assume he wants to make s'mores, so oblige him and grab some marshmallows from
the Ancient Tree just to the left of your position. Mush Mushes are the enemies
that drop marshmallows, so hunt them down and return to Rherican.

Runa will make some snide remarks at Rherican's request to accompany him to the
nearest town, which you'll find to the southeast. Don't let him get hit as you
make your way towards the flashing yellow waypoint, and once he reaches the 
marker another scene ensues. Before climbing the tree, head all the way right,
and retrieve a POTION OF STAMINA(m) from the chest just south of the mining

Town of Maru Tribe
A scene will follow, and you'll be given free reign to explore the tree city
Maru. First things first, set your return point at the Portal Manager (bottom
right), then take care of any shopkeeping, arena battles, etc. you have to.
When you're ready to proceed, either take the various ladders around town or
ride the elevator, and climb the vine at the top to reach the peak. Ride the
elevator once more, and enter the house at the very top. After a scene with the
patriarch of Maru, you'll be told to find Rherican one more time.

Descend the tree until you reach the main part of town, and talk to Rherican 
on the second layer. We're about to go on another rousing adventure, so when 
you've finished up with any sidequests & other business you have, make your way
out of town.

Exit out the left side, and head south in this next area. Before proceeding
further east, make your way down a vine at the south end of the map, and open
the chest behind the waterfall for a POTION OF STAMINA(m). Head out the right
side of the map, and talk to Ellim (the creepy tree with a face). He tells you
that the forest is being overrun by monsters, and you can only save them with
the aid of some fireflies. So head back out the way you came.

The fireflies we're looking for are scattered all throughout the Southeast Maru
Island map, as little blue dots. They're located as follows:

      1. Entering from West Maru Woods, there's one at the tree just next to
         the waterfall
      2. Just past [1], at the other tree on that same patch of land
      3. Dead center of the map, chillaxing between a mossy rock and some 
      4. Hovering due east from the previous firefly, just in front of a spider
         webbed tree
      5. Right in front of a lone tree by the northwest exit, about three tiles
         from the mining rock

If you're desperate for health potions, head up the northwest exit before 
returning to Ellim, and climb down the vine for a chest containing a POTION OF 
STAMINA(m). Either way, return to the tree with your flies and he will open the
way to the deep forest.

This place would be dreadfully painful to navigate without the aid of our 
fireflies, but lucky for us, they'll show us the way. Kind of. **NOTE** Be
careful, though, if you stray off the main path, you could end up in a pretty
tricky endless loop. **NOTE**

From your starting point, take the northern path, then head right. Now proceed
in the following directions, and you will exit the woods: down, right, up, 
right. Simple enough, right?

When you get to the other side of West Maru Woods, climb up the first vine you
see and run past the waterfall for a chest for an oh-so-important TWO WAY 
PORTAL. Now take the exit dead center on the right side, and read the sign.
Run along the outside layer of this map and take the vine downward into the
corrupted spring. Grab the chest under the bridge for a PAPER AMULET. Now like
the good detective you are, you'll have to chase down the source of this water.
Head out the west side of the map here, climb the vine immediately to your 
left, run through the cave under the waterfall on the far left side of the map,
and finally out the top-right exit.

Here you end up on the previously inaccessible side of the pre-Maru map. Head
over to the direct center of this map, and enter the creepy-looking cave for a
mini-boss encounter with Ekinard.

The biggest worry you'll face with this guy is his poison aura, not unlike 
Scylla before. Only problem is that these poison clouds move. He usually shoots
two at once, so let them chase you to the south end of the map, where you can
then run around them and take a few shots at the boss. Don't hang around too
long though, since he'll drain your health pretty quickly if you aren't 
careful. His health is incredibly lacking, though, so just a couple good 
attacks should bring him down.

After the scuffle, you find Luxferre badly wounded. Take the shortcut exit to
Maru located under the waterfall, go into town and meet with Rherican. He 
agrees to watch Luxferre for you while you meet with the chief, so head on up
to the peak and talk to the patriarch. Ironically enough, the way out you were
looking for this whole time was just upstairs... Well, what's done is done; go
on up to the Cloud Plateau.

Cloud Plateau (P44)
The first area here is simple enough, just ride the platform to the other side
and be on your way.

Here you'll want to head south and take the little elevator down, then proceed
down the ladder here for a chest containing a POTION OF STAMINA(m). Now climb
back up the ladder and proceed all the way east until the next area. This room
offers some good monsters for training, so do that if you feel a little weak
at the moment. Don't forget to grab the POTION OF MANA(m) on the left peninsula
before taking either bottom exit for another scene.

There's not much else to do here, just fight your way through some enemies and
into the next area. Take the first platform you see here, and grab the POTION
OF STAMINA(m) while you wait for the platform to the right to reach you. You
have two choices here: Taking the bottom exit will eventually lead to a POTION
OF MANA(l) in the little island to the southeast, and a STATUS HEALING POTION A
two rooms further in. It is a dead end, though, so either way you'll have to 
take the ladder, and go on from there.

Just north of the altar here will net you an EXAMINE SCROLL, after which you 
can proceed through the middle exit on the right side of the map. Before you 
examine the sign here, take care of your inventory with the vendor here, and
when you're ready examine that gold question mark. The group decides to take
one more detour to the Sky Lighthouse (Runa just can't say no to apple pie, can
she?), so head on south and into the next area.

As Chael states, this map is full of Unique Monsters (but hey, when is there
ever a field map without enemies?). It's a fairly linear, if pretty winding,
area, so take the MAGIC POWDER from the chest directly south and across from
your starting position, and heal up before heading into the next area.

Lucky enough, you get there just in the nick of time, only to start up a timed
mini-boss fight against Garmesh. His attack patters mirror that of the golems
you've been fighting, so just pound away at him before the timer runs out.

Fanu will give you a little background on fairies during this scene, after 
which you're sent to find a tombstone near the lighthouse. From where you exit
the building, hang a quick left and cross the two bridges, then finally take
the ladder up and examine the gravestone.

After this scene head back the way you came to reach the lighthouse, then go
upstairs and talk to Celine. Now that we're done with this story-heavy area, 
it's time to make our way north to the Great Temple. In order to get there,
however, we'll need to backtrack a couple maps. Head west and away from the
lighthouse, and once again traverse the winding passage; finally proceeding
north and into Sky Fields for a little heartwarming scene.

Despite it looking like a straight shot to get to the next area, you'll have 
to take the platforms to the right once you reach the middle island. So jump
on that first right platform, and go north on the closest one to you, then 
finally take the left-bound platform into the next area.

Elraum Valley (G84)
Before you take the west exit across the bridge, grab the POTION OF STAMINA(l) 
from the chest to the northeast.

Paramanon Great Temple
Finally, another town! When you regain control of Chael after the scene, talk
to the portal manager and set Paramanon as your return town. Now handle any 
other business you may have, and when you're ready to proceed head into Seru's
house (second house from the right, bottom side).

Maybe it's just a typo, but when the game tells you to visit the "Maru" shop,
it really just wants you to go to the weapons/item shop. So stop by there and
return to Seru's. At long last, you can finally return home! Right? WRONG.
Luxferre, being the archetypical demi-villain he is, throws yet another monkey
wrench into your plans.

When you wake up after the scene, talk to Gwyjar to learn a little more about
Temir and the Degenerated Tribe. After a short conversation he agrees to help
you escape, provided you can take him with you. This leads to another escort
mission, so blast away everything in your path as you make your way north to
the waypoint. Before you proceed too far, however, know that there is a chest
with a STANDARD PICKAXE along the southwestern tip.

Getting captured wasn't too big of a detour, so take Gwyjar's advice and hang
an immediate right, then take the bridge south after the cutscene. Your target
back in Paramanon will be Seru, so head back to his house and talk to him.

After this scene you'll be told to meet with another shaman, so head out north,
grab the POTION OF MANA(l), pull the lever, and be on your way.

The area Upper Elraum is set up as a 2x3 grid of maps, with you starting in the
bottom middle. The shaman is located diagonally to the left of you, so after 
training in the surrounding area (monsters took a considerable jump in levels 
here), head west, then north from your starting area. After a slightly cryptic
scene with Lewiel, you're sent to find some dimensional fragments. The bottom
right map in Upper Elraum is most populated with Horseleeches, so head on over
and slice/shoot away until you've got 3, then return to Lewiel.

Although she won't tell you your future (that would obviously make things too
easy...), she directs you to Kanak Canyon: home of the Degenerated Tribe. Leave
Upper Elraum, hang a left, and take either exit into the next room. There's 
some DELUXE MAGIC POWDER by the large rock on the far left edge of this map
(you'll have to head all the way up and over to reach it), so grab that and 
head up north.

Kanak Canyon (K50)
Climb the little cliffs here for a POTION OF STAMINA(l), then leave the area 
the only way you can. We don't have any business to the east just yet, so go
on left to trigger a scene. Before talking to Kelf, run right past him and grab
the STATUS HEALING POTION A in that chest. There's a sneaky POTION OF 
STAMINA(l) if you backtrack down the ladder and take the left hand northern 
exit, so grab that if you feel you need it, then return to where Kelf led you.
Climb the ladders here, take the path right, and you'll find yourself in the
Town of Amarance.

Town of Amarance
Seeing as this is essentially a village for rejects, Amarance is not too 
exciting of a town. Nonetheless you probably need to repair/upgrade/combine/
etc., so do your thing, and head to the house near the lookout tower when 
you're ready to progress.

A comical scene ensues in this little mercenary post, but unfortunately for us,
it requires a pretty lengthy detour, given the mission we get sent on. It can't
be helped, though, so head out of town and keep running south until you reach
Deep Kanak Canyon, making sure to grab the POTION OF STAMINA(l) in Southwest
Kanak Canyon on your way.

Once you've reached your destination, hunt the Skull Shamans here until your
quest is finished. Take a teleport scroll (there's one in a chest here) back to
town (or walk), and return to the mercenary post.

After the scene, follow the motley crew to meet Gwyjar in the second room to
the right of the ladder. Here you learn why there's a vast abundance of females
in town, and decide to help the Degenerated Tribe by freeing their people 
imprisoned at Roku Mines. It'll be a pretty straight shot to the dungeon, so 
head out of town and continue west across the bridge to trigger a scene.

Roku Mines (R71)
Angfiez, that demon! He sets some of his Ghoul Miners on you before he bails,
so dispatch them however you wish; they're pretty weak in comparison to some 
enemies we've had to fight. After you take out that initial attack, continue 
down the winding road, grabbing the POTION OF STAMINA(l) from the boxed in 
chest before you proceed on.

Oddly enough, there's a vendor here. If you need to restock on potions, do so
now, then get that chest to the north for a POTION OF MANA(l). There's also a
POTION OF STAMINA(l) if you take the wooden ladder-platform into the previous
area. When you're ready to proceed, simply follow the path the only way you 
can: southward.

The mini-boss Angfiez is at the base of the mine, so fight your way through 
more ghouls, and keep moving along the left side of the map until you reach a
RESTORATION SCROLL in the very bottom right corner. Backtrack a little bit to
the wooden platform, and descend that ladder. When you're ready to face the 
boss, take the elevator down.

The only scary thing about Angfiez is that there are several clones of him. You
would do well to target those first, making sure that you don't stand in one 
spot for too long, as the damage can ramp up quickly. Angfiez himself shouldn't
be too threatening alone, however; despite his shockingly high damage output,
he's too slow to hurt too much unless you get careless. Just lay on the pain
while your health is high, retreating only to heal before you jump back in to 
the fight.

After slaying the... whatever he was... Runa somehow knows that there's someone
you have to save deep in the mine, so you follow her into the next dungeon.

Venedoom Cave (V99)
It's been a while since we've had to dungeon dive, hasn't it? This first room
is pretty vanilla; kill everything in sight while you make your way south. Here
I would highly recommend talking to Ciabard and doing the Blue Stone Fragment
quest. You're rewarded with two TWO WAY PORTALs, and the quest itself is 
laughably easy. When you've finished, go on east into the next area.

**NOTE** The lava platforms here are NOT permanent. If you stay standing on one
for too long, it will sink into the fiery abyss below, killing you in the
process **NOTE** That being said, The northern set of moving platforms leads 
you to a chest with a POTION OF MANA(l), so grab that before returning to take 
the southern series of platforms into the eastern exit. Follow the linear, if
pretty curvy path for a chest with a POTION OF STAMINA(l), then backtrack to
the previous room.

Take the northern set of blocks here and proceed into that next area. After the
scene with Negir, take the chest to the south for an EXAMINE SCROLL. Run 
through the mist, and take the northern exit into a dead end. In the large, 
open area, pick up an ELIXIR OF STAMINA(s) in the chest, then return to the
previous area.

Go east this time, and run through this long passage, taking the ELIXIR OF
MANA(s) from the chest along the way. Get healed up and make sure your quick 
slots are fine, since you've got a boss coming right up.

|Boss Info: Kazrogal|
     |Recommended Level: 42|

Let me start by saying that this will be one hectic boss fight. Kazrogal's
attack pattern is pretty simple, though: He will get airborne, and either drop
fiery rain or slam the ground when he gets close to you. When he's in the air,
use the time you have to keep your Hp and Sp high, and when you're ready to
initiate conflict, run directly under his shadow and get a safe distance away.
By doing this, you should be able to trigger one of his attacks without him
doing any damage. When he lands, unleash all the skills you've got (He's a big
target, so area of effect skills work wonders here).

Halfway through the battle, unfortunately, things get complicated. Kazrogal
Larvae will begin to spawn and hunt you down while you attempt to take shots at
the big guy himself. It doesn't help that the arena is tiny, but do your best 
to keep Kazrogal on the opposite side of the room while you squish the larvae.
When there aren't many other enemies on screen, resume your little harass
tactic on Kazrogal until he falls.

After the scene, teleport back to town and talk to Kelf. After learning that
the captured Degenerated Tribe members are recovering, you decide to return to
the shaman/fortune teller to see if the stone on Kazrogal's face was what you
needed. Take the teleporter to Paramanon, and head back to the shaman's house
in Upper Elraum.

Unfortunately, Lewiel isn't home. Even more unfortunately, Celine's in trouble!
run on back to Seru's house in Paramanon to trigger a scene. After the plot
thickens, you'll be sent to track Celine down. Amarance is marginally closer
to our target destination, so either teleport there or walk from Paramanon, but
either way you'll want to get yourself to Central Kanak Canyon. When you 
arrive, take the series of ladders up and out the eastern exit.

There are two paths you can take in this area. One involves taking the hanging
vine across the chasm, while the other is a small walkway laden with traps.
While it is possible to dash across the top section of traps, it's just easier
to take the northern rope across and east yet again.

Historic Site (H10)
You meet the shaman here (Lewiel, not Celine. Confusing how there are 2 shaman
NPCs and the Nature Shaman character, but oh well), and she's about as useless
as ever. However, she does tell you that your so-called destiny will be 
fulfilled at Nifel Castle. After the scene, take the platform across the gap,
and grab the ELIXIR OF STAMINA(s) from the chest on your way out. There's
an ELIXIR OF STAMINA(m) at the far north end of this map, so pick that up 
before heading on in to the game's final town: Tarshen.

Town of Tarshen
As usual, set Tarshen as your return town, then finish up with any business you
may have in town. Enter the tent near the Executioner (He's in charge of the
Execution Room; I feel like that fits) and talk to Laciel. You'll need a 
Reaction Stone if you want to infiltrate Nifel, and lucky for you there just
so happens to be one at the southern tip of the Historic Site. Take the south
exit of town when you've amply prepared.

Loot the chest along the northwest edge of this map for a STATUS HEALING POTION
A, then head out west. In the altar here, there's a chest containing an ELIXIR
OF STAMINA(s). Take the south exit from here. You won't need to go east just
yet, so take the ELIXIR OF MANA(s) from the isolated altar here and continue 
your journey south. The chest inside of Stonehenge here grants you the REACTION
STONE; once you retrieve it, backtrack a map and now take the right path.

In the little alcove in the left center of the map, there's an ELIXIR OF 
MANA(m), so take that and make your way further east into one of the final 
areas of the game.

Nifel Fortress (F22)
Atop the ladders here is a chest containing an ELIXIR OF STAMINA(m), so grab it
before proceeding out either eastern exit (And by going up the ladder you 
bypass the spike trap). Apparently nobody noticed the large blue tank of 
justice sitting up on the ledge here, so fire it up after you take the ELIXIR
OF MANA(m) from the chest. A pretty informative scene ensues, after which you
should prepare for a pretty impromptu boss fight.

|Boss Info: Luxferre|
     |Recommended Level: 48|

Luxferre is honestly a pretty pathetic boss. He operates somewhat like a poor
Sword Knight PvP character, running at and attacking you relentlessly. The only
danger about him is that he has a chance of paralyzing you with his attacks,
but you should be able to do enough damage to him that you can end the fight
before much else happens. If you let him get too close to death without
finishing him off, he'll go into a berserk state with which he attacks and 
moves faster. Don't change your strategy; a couple of your stronger skills
should put him down in seconds.

Even though the cutscene places you in the next room, return to the last area
and grab the ELIXIR OF MANA(m) from the chest. Go back to Central Nifel 
Fortress. There's an ELIXIR OF MANA(m) along the skinny piece of upper wall to
the right and an ELIXIR OF STAMINA(s) along the left hand wall, so pick those 
up before heading west into the next room.

Waltz around the upper wall here, grab the TELEPORT SCROLL from the chest, and
proceed on north. As daunting as this map looks, there's not much too it. Grab
the always important TWO WAY PORTAL in the chamber immediately to the left then
unlock the doors to the right as you make your way into the room to the east.

These hanging maces look pretty terrifying, but they don't hurt too much. Wait
until the four maces have dropped then immediately run across the conveyor belt
and you shouldn't get hit. There's an ELIXIR OF STAMINA(m) probably obscured by
your minimap, but other than that there's nothing important in this room. Be
careful with the little white bombs the miners drop; they can hit you quite a
few times if you don't notice them, and they'll be showing up for a little bit.

In the gated area here fetch the ELIXIR OF MANA(l) before heading north, then 
west across the mace conveyor belt (Do the same thing as last time) in to the
next room. 

Okay, be VERY careful here. The... Rolling pins here hurt a ton, so unless you
like death, you're gonna want to take your time in this room. Follow the first
rolling pin as it heads south, and hide in the nook to the left. Jump out as it
passes to the north of your position, then rinse and repeat with the next one.
**NOTE** It helps to slow down your game speed here (Slider in the options 
menu), doing so lets you react a little quicker to the same situation **NOTE**

Once you make it through that little trap, take the ELIXIR OF STAMINA(m) from 
the chest to the far left before heading up the staircase. Just in front of the
armor in a skinny corridor to the left is a chest containing an ELIXIR OF 
MANA(m). Take the staircase near you up and out to the next area. Here offers
a nice training spot and an ELIXIR OF STAMINA(l). The door to the east leads
to a chest containing an OMNI POTION, while the northern door leads to your 
next boss. When you're healed up, go on in.

|Boss Info: Plopin & Pluto|
     |Recommended Level: 52|

Here comes your first ever 2-boss boss fight. Even though Pluto shows up as a 
full-fledged boss here, you only need to kill Plopin to win. This isn't 
necessarily an easy task, though, since it's hard to isolate Plopin from his
monster of a bodyguard. Both of them have the potential to hit hard, Plopin
especially, so do your best to maintain distance from them. Pluto DOES move a 
tiny bit faster than his master, so you can try luring him to one side of the
map before you double back to throw in a couple hits at Plopin. Do take note
that Pluto becomes enraged (much like Luxferre earlier) at half health, and 
Plopin can summon Pluto if he gets close to dying (with a little help bubble
popping up above his head). Use remote skills as much as possible, as in large-
scale AoE attacks, totems, or summons to avoid damage and keep your health pool
high and the duo should fall before your humanly might.

You get help from an unlikely ally during the scene here, after which you end
up one step closer to saving Celine. Although this secret passage looks like
another dungeon, it's really only a couple rooms before you face your next
boss. Regardless, if you need to restock on potions, now wouldn't be a terrible
time to use a Two Way Portal. The western door here takes you back to the 
Fortress library (your way out of the dungeon should you choose to walk), while
the eastern one takes you to the pre-boss room. There's some MAGIC POWDER 
across the bridge in front of the boss door, so after you grab that heal up
and ready yourself for another boss.

|Boss Info: Pontifex Temir|
     |Recommended Level: 53|

Temir's basic attack is a long range magic missile with a chance of slowing
you. It's very easy to dodge, so keep moving if you see him use it. 
Alternatively he can shoot missiles in all directions around him; as long as
you're always a step or two away from him you should be able to see the bullets
coming and step up and/or to the side. For his final attack he summons doubles
to shoot a single shot at you. These shots are faster but less damaging than
his normal attack, and as such dodging may be difficult. The biggest tip for 
this fight is to never stop moving. Temir teleports around the arena when he's
under heavy attack, so keep chipping away at his health as you follow him 
around the arena and he shouldn't have too many chances to get a solid attack

Plot twist, much! You end up back in Paramanon after the cutscene, next to
Temir. Talk to him for another intense scene, after which you gain access to
your class' respective Awakening Skills. You have a long trek ahead of you to
reach the game's final dungeon, so make sure you've got plenty of inventory
space & healing items then take the teleporter on over to Tarshen.

Head out south and trudge through the Historic Site & Nifel Fortress Entrance,
all the way back to Central Nifel Fortress (You shouldn't need to fight many
monsters on your way; none of them are that worth it anymore). Once you reach
Central Nifel Fortress, take the eastern door. Retrieve the ELIXIR OF 
STAMINA(s) from the chest across the way, then open the gate and proceed
forward, only if you're ready for round two against your nemesis.

|Boss Info: Luxferre 2|
     |Recommended Level: 53|

Even though he says he's grown stronger, he's still about as dangerous as a
level 3 Bidoof. His attack patterns haven't changed a bit, not that it matters.
A single use of your strongest skill should drop him almost before the fight
itself starts.

Gah! Teleporting old lady! Of course you spent this entire scene wanting to 
grab that chest behind Lewiel, so when you regain control of Chael open the
chest for a STATUS HEALING POTION B before hanging a right into the
final dungeon.

Dungeon Labyrinth of Antione (A87)
Because the bridge here is broken, you're forced to take the convenient
floating platforms to the left. Take them up and over, finally exiting the room
to the right. The only point of interest in this room is the chest above the
exit containing an ELIXIR OF STAMINA(l), follow the path, grab the elixir, and
head out the south exit.

**NOTE** It may be beneficial to you to slow your game way down in this room,
provided you play with it jacked all the way up like I do. The puzzles here
require timing and not-dashing-when-you-just-meant-to-press-right-twice, so
you give yourself a much more forgiving timing window with a slower game

Although the rolling pins to the far left look like they make the chest 
impossible to grab, all you have to do is wait for the southern pin to move 
northward, and sneak over as far left as you can go. In the chest is an ELIXIR
OF STAMINA(l), so decide whether or not you want to risk the trip over there,
especially considering the much more challenging puzzle to come.

Descend the ladder and get your origins of life ready (Just kidding. But
seriously, it's easy to die here). Pay close attention to where each rolling
pin stops on either side of it's path of motion. First things first, know that
if you mess up here, there's a very good chance you'll get pinballed back and
forth by the rolling pins, taking 1800 damage a pop. That being said, sneak by
the first pin by running straight south when it starts moving right. Now you
should be in the bottom left corner, just under the first rolling pin. Now
take 3 steps to the right, and you'll be one tile away from the left arc of the
second pin. Timing will be very key here; once the first rolling pin passes
above you, sprint straight up and move right one tile and you'll be in a little
safe spot.

To make matters worse, a Devil Supervisor might stumble on in to your puzzle
when you're only halfway through it. Blast away at him with a screen-clearing
AoE attack (or any distance skill, for that matter) before continuing.

Starting from the farthest left you can be (i.e. one tile from getting lit up
by the first rolling pin), take two steps to the right, then once again sprint
downward when you see the bottom pin move in the other direction. Here you'll
end up below the reach of any of the pins, with only two more to go. Again, it
doesn't look like it, but you actually can move to the tile one diagonal to the
fourth pin. When that pin is one tile to your left, quickly move up and across
the gap, going south as soon as you can to finally be free of that monstrosity
of a trap.

In the nook to the west (above the hanging rope) is a chest containing an 
ELIXIR OF MANA(l); pick that up before taking the southern exit. There isn't
much to do in this room besides hang a right into the next corridor. At the
far south end here is another rolling pin trap concealing and OMNI POTION. It's
honestly not worth the risk, so skip it and head north into the next room.

Assuming you've visited every map in the game thus far, you should receive the
fantastic MIDGARD EXPLORER medal, so equip that before pushing on forward to
the next boss.

But first, a little warmup! Be warned: these Supervisors hit hard. Luckily 
their health is pretty lacking, so focus your fire on one at a time and a 
couple powerful skills should bring them down. Now that they're out of the way,
it's time to face Tariq head on.

|Boss Info: Tariq|
     |Recommended Level: 57|

Be careful, this is one boss that knows how to lay on the pain. First let's
review his attacks. He has a primary slash attack which he uses when you get
close, an alternate fiery tornado move which can hit for a couple thousand 
damage if you get caught in the attack, and finally a homing-laser attack that
hurts and confuses you. Keeping your distance will be essential to this fight;
considering the large battlefield you're given. If you see him shoot the purple
lasers, get as far away from him as you can and wait for the attack to finish
before laying in a couple attacks. Using distractions like summons or totems is
a good way to keep him away from you while you hit him with some of your ranged
attacks. Especially for the distance characters, getting close to Tariq can 
spell a rapid death, so use your speed over him to your advantage, and run
circles around him until he falls.

The fight may be over, but there's still one prime enemy to face: Antione 
himself. Without any gap in the action you're thrown into the real final boss.

|Boss Info: Antione|
     |Recommended Level: 57|

He starts the fight by scattering some useless Kazrogal Larvae about the 
battlefield, so dispatch those quickly. His core-where Regret is trapped-is
his weak spot, so throw everything you've got at it while Antione litters the
field with fiery tiles. His primary offensive attack is an arcing blast of 
magic bullets, similar in nature to Temir's primary attack, and stepping on the
blue tiles triggers it. Keep to the southern side of the battlefield while he
uses this attack and you should be able to avoid most of the bullets he shoots
at you (trying to attack him during this attack is just suicide). Do what you 
can to avoid the harmful tiles he throws at you and keep up a strong offensive
front. For a final boss, he doesn't have too large of a health pool, so in time
the ultimate evil will fall.

The ending cutscene here is a well-implemented transition into Hard Mode. I 
won't spoil what happens, but know that when this scene ends you return back to
Akun Temple, which is now populated with much stronger enemies. Completing the 
game again unlocks the game's true ending and gives you access to Hell Mode 
(i.e. End game PvP boot camp). So congratulations on completing the third
iteration of the Zenonia saga!

V. Contact (O24)

Email: Nevets21292@aim.com

Email me only if you have questions about the game, if you found an error, 
if you have suggestions on how to improve the guide, or if you would be so kind
as to add a section to this guide (You would receive full credit for your 
submission). I should be prompt in answering emails, and I will be open to 
criticism of any sort. Just keep in mind that negative criticism doesn't help 

VI. Legal (T55)

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. The use of this guide on any
web site other than those allowed or as a part of any public display is 
strictly prohibited, and is a violation of copyright.

Sites allowed to host this guide:

VII. Credits (BBQ)

~ Thanks to Gamevil for weaving together some of the deepest RPGs to hit mobile
  non-console devices

~ Thanks to GameFAQs and Neoseeker for hosting this guide

~ Thanks to all who have commented and critiqued this and all of my previous