There you are now, out in the big world that is Weyard! Whereto shall it go now? The next station for is the village of Vault. But before you go there take a look at the the light circling around before you! Once you get closer to it you'll see that the appearance is a Venus Djinni! The djinn are the elemental spirits you've just released from the Sol Sanctum. And this one's of the Venus type, by the name of Flint, it'll first of all give you an introduction of djinn in general! It'll do even an exemplary fight together with you to demonstrate its powers! Amazing little guy, isn't it? Afterward he'll join you – forever! You can set it to one of your characters in the djinn menu. But for now let's go on!
Follow the hiking trail southwards until you come to a bridge, pass it! Then go further south and you'll see the village of Vault. Enter it! But before you can see how Master Hammet, a rich and influential businessman, wants to travel back to Kalay with his company. But as the bridge leading to that town has been destroayed he decides to travel to Lunpa instead. That city's located north of Vault and infamous for being a town of thieves, but Master Hammet isn't worried at all about that fact. You find out that they've left someone called Ivan behind in Vault so that he can retrieve his stolen rod, and later he passes you on the way. After that you can go into the village.
Vault itself is a small, peaceful village. Chat a little with the villagers to get to know more about the village. Of course you can also stock up on some good equipment here! The weapon and armour trader have some nice things to offer! And in general you can also fight a bit outside of the village to gain some experience points and money, just to throw it away here! TheBattle Axe is especially interesting, but also costs a whole lot of money!
| Grocer | |
|---|---|
Herb | 50 |
Antidote | 20 |
| Armour merchant | |
|---|---|
Travel West | 50 |
Wooden Shield | 40 |
Padded Gloves | 10 |
Leather Armlet | 180 |
Leather Cap | 30 |
Circlet | 120 |
| Weapon merchant | |
|---|---|
Long Sword | 200 |
Short Sword | 120 |
Battle Axe | 280 |
Mace | 80 |
Magic Staff | 380 |
Train without hurry in the wilderness until your characters have reached Level 4, it'll help you a lot! Because you're now going to help said Ivan with his search for the lost rod. You can find hin in the mayor's house, located in the far northwest on a hill. He's the blond boy in the hinder part of the room. Talk to him and without hesitating he'll want to read in your minds! He now finds out quite a lot about you with his gift. Still ge'll introduce himself properly to you when he's done. And as you're adepts just like him he'll demonstrate you his abilities in a sort of transferring way by reading Garet's mind together with you and vice-versa, ha ha! With this ability you should be able to find the thieves of the rod, and eventually he'll join you.
You can now go on a gangster hunt! But if you'd like to rrain outside beforehand you'll have to do so without Ivan. But even in that case he'll wait for you in Vault until you return and they can continue.
Because the brash thieves have made themselves a home in Vault's inn! So pay the house a visit and go up the rear stairs. You're now in the dorm room. Go to the beds – two utterly suspicious persons want to avoid getting near Ivan at all costs, and flee once you approach them. Try to catch them – but they're too quick for you! Now begin to leave the bedroom, you'll then deliberate how you could still get them. The solution's – quite clear, surround them! Garet blocks the way out, Ivan and you do the rest. Ivan then starts wandering around in the room. Try surrounding one or even both of the thieves! Once that's happened Ivan will read their minds and present his findings to you...
The verdict: guilty! They belong to the thieves of Ivan's rod. But nothing can be done without any sort of prove! But luckily Ivan has also found out that the rod as well as some other stolen goods are still here, in the inn.
Unfortunately the things you're looking for aren't in the inn's guest rooms! Instead they're ddeposited in its attic. Go out of the inn. Remember a man wanting to fix a hole in the inn's roof? He's now gone, so climb up the ladder and crawl through the hole. You're now in a room with a gap on the floor and beyond it a giant wooden box blocking a door. Make way for you with the Move psynergy, jump over the gap and proceed!
You'll then see the missing worker lying tied up and gagged on the ground! Go to him and free him from the bonds. He thens tell you that somebody must have knocked him out all of a sudden and brought him here while he was working. The three thieves now appear, their hideout has been found! You'll be told that Master Hammet has retreated to Lunpa, the thieves' town, what Ivan and the worker find quite surprsing... They'll also tell you about the chaotic circumstances there because of the new leader Dodonpa there. As the three thieves are so much more honourable than that man they ask you whether you'll let them go. But whatever you choose – the thieves want to get rid of you!
| Bandit and Thieves | |
|---|---|
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HP: 110 (Thief1), 110 (Thief2), 244 (Bandit) It's not the easiest thing to deal with these three baddies, but thankfully they don't really have anything troublesome to set against you. The easiest method to defeat them is psynergy. Ivan can simply cast Ray on every turn, whereas Isaac helps out with Earthquake and Garet with Fire, should they have already reached level 4, that is! This is both the easiest and more or less most successful variant you can choose with your vital characters. If your warriors don't already have these psynergies in their possession they can simply resort to the weaker psynergies. The main point is simply that you're hitting all three of them at a stroke, so always target the bandit. An alternative strategy would be to use the Djinn Flint on one of the thieves and summon Venus on everyone after that. Or to use attacking items, for example some obtained Oil Drops. In any case, the mischievous gang should fall quickly, and the victory is yours! In cases of emergency Ivan can simply heal your Health Points with an Herb, as he's the quickest person of the group and therefore strikes first. You'll receive 66 experience points, 110 coins and the Bandit's Sword. |
After the battle's over the three thieves will lie on the floor before you cursing, you've neatly bludgeoned them! Even surprised himself about the victory the freed worker then leaves to get the mayor. Ivan tells you that he plans on going to Lunpa immediately as soon as he's gotten his rod back. When you tell him about your journey in return he once again reads you mind, puzzled, but just let him do. The mayor will appear and order his company to tie up the thieves and march them off. Thereafter the mayor will start taking the stolen goods of the village from the chests until only one's remaining – the one containing the Shaman's Rod! After Ivan and the mayor have discussed about Hammet's fate Ivan will take the rod with him. He wishes you good luck on your mission, but he now has to leave to rescue Master Hammet. Leave the inn once the cut scene's over.
The mayor has also just mentioned to have a reward for you in his house! Why not come and pick it up? So go visit him in his house (where you've met Ivan, too). Talk to the mayor and he'll present you with a valuable Water of Life! Thereafter he asks you whether you intend to travel to the lands beyond the Goma Mountains. As you'll more or less have to do that he suggests using the Goma Cave northeast of the village for that. Well, not much business still left in Vault! Feel free to sell the Water of Life, it'll result in an astonishing 2250 coins for you! With that much cash you'll be able to buy a Magic Stadd in the weapon shop. Or pay the thieves a visit in the prison below the mayor's residence, although they won't be too joyful about your presence...
Once you've seen enough of Vault and talked to everyone, say the village goodbye and exit it through one of its gates! The next station's the Goma Cave...
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