Walkthrough

The complete FAQ, the old-school way

Every area, chest, spirit and boss in plain text with ASCII maps, the way guides were written when the game this one tips its hat to was new. The numbers come straight from the game's data and are kept in step with every release.

===============================================================================

          ____    _   _   _   _   ____    ____    ___   ____    _____
         / ___|  | | | | | \ | | / ___|  |  _ \  |_ _| |  _ \  | ____|
         \___ \  | | | | |  \| | \___ \  | |_) |  | |  | |_) | |  _|
          ___) | | |_| | | |\  |  ___) | |  __/   | |  |  _ <  | |___
         |____/   \___/  |_| \_| |____/  |_|     |___| |_| \_\ |_____|

                       ____       _       ____      _
                      / ___|     / \     / ___|    / \
                      \___ \    / _ \   | |  _    / _ \
                       ___) |  / ___ \  | |_| |  / ___ \
                      |____/  /_/   \_\  \____| /_/   \_\

                                   \   |   /
                                 -   (   )   -
                                   /   |   \

===============================================================================
                    SUNSPIRE SAGA - FAQ / WALKTHROUGH
                        For the browser (play.html)
                           Game version: V42
                         Guide version: 1.3
                       Last updated: 23 October 2026
===============================================================================

This is a complete walkthrough for Sunspire Saga, the browser-based pixel-art
RPG. It covers every area from the first step in Thera to the top of the
Sunspire, every treasure chest, all eight spirits (the game's "djinn"), both
bosses, the shops, the bestiary and the mechanics behind the numbers.

Everything in this document comes straight out of the game's own data file
(game.js), so the numbers are exact for the version listed above. If the game
has moved on since then, check the changelog page and section [VER02].

===============================================================================
                            TABLE OF CONTENTS
===============================================================================

To jump to a section, click its code below, or use Find (Ctrl+F) and type
the code in brackets, e.g. "[WLK07]".

   1.  Introduction ........................................... [INT01]
   2.  Version History ........................................ [VER02]
   3.  Story .................................................. [STO03]
   4.  Controls and the Menu .................................. [CTL04]
   5.  Game Basics ............................................ [BAS05]
         5.1  Party and levels
         5.2  Battle commands
         5.3  Arts (psynergy)
         5.4  Spirits: set, unleash, standby
         5.5  Summons
         5.6  Random encounters, fleeing and defeat
         5.7  Saving
         5.8  Shops, inns, wells and the spring
         5.9  The damage formulas
   6.  Characters ............................................. [CHR06]
   7.  Walkthrough ............................................ [WLK07]
         7.1  Thera and the fields ............................ [WLK7A]
         7.2  Flint and the boulder ........................... [WLK7B]
         7.3  The paddock and Lyn's compass ................... [WLK7C]
         7.4  Mira Farmstead (optional) ....................... [WLK7D]
         7.5  Brindle ......................................... [WLK7E]
         7.6  Lake Mira: Dew .................................. [WLK7F]
         7.7  Brindle Mine .................................... [WLK7G]
         7.8  BOSS: Maw Ogre .................................. [BOS7H]
         7.9  Sunspire Trail .................................. [WLK7I]
         7.10 The Sunspire .................................... [WLK7J]
         7.11 FINAL BOSS: Shadow Wyrm ......................... [BOS7K]
         7.12 The ending ...................................... [END7L]
   8.  Spirit (Djinn) Guide ................................... [SPR08]
   9.  Summon List ............................................ [SUM09]
  10.  Treasure Chest List .................................... [CHS10]
  11.  Items and Equipment .................................... [ITM11]
  12.  Shop Lists ............................................. [SHP12]
  13.  Bestiary ............................................... [BST13]
  14.  Frequently Asked Questions ............................. [FAQ14]
  15.  Credits and Legal ...................................... [LGL15]

===============================================================================
  1. INTRODUCTION                                                      [INT01]
===============================================================================

Sunspire Saga is an original homage to the handheld JRPGs of the early 2000s:
a party of four elemental adepts, eight collectible spirits that boost your
stats when "set" and power great summons when "unleashed", turn-based battles
with hidden enemy HP, towns, shops, an inn, treasure chests and a dark tower
at the end of the road.

The whole game runs in the browser from one script with no install. It saves
in your browser's local storage, so play it from the same browser (and the
same site address) if you want to continue a game.

The game is short - a focused adventure of a couple of hours - but it is not a
pushover. From version 31 on, enemies bite, spirits and bosses shrug off plain
sword swings, and the four late spirits act twice a turn. This guide tells you
where everything is and how to get through the hard parts without grinding
more than you need to.

How to use this guide: section 7 is the walkthrough in the order the game
expects you to play it, with a map, an item list and the enemies for every
area. Sections 8 to 13 are reference lists if you only want to look something
up. Map coordinates are written as (x,y): x counts tiles from the left edge,
y counts tiles from the top, both starting at 0, and the rulers on the maps
show them.

===============================================================================
  2. VERSION HISTORY                                                   [VER02]
===============================================================================

Guide 1.3 - 23 October 2026
   Updated for game version V42: tougher packs in the Thera paddock,
   stronger mine monsters, cheaper gear from Dov in Brindle, icons in
   the shops and on YES/NO choices, and the new panel-style ITEMS and
   EQUIP screens. Sections 2, 4, 5.6, 7.3, 7.5, 7.7, 7.9, 11, 12 and
   13.

Guide 1.2 - 23 October 2026
   Updated for game version V41: the new battle screen (status cards,
   over-the-shoulder targeting, the arts window) and the focus rule for
   area arts and SQUALL, which now hit the enemy you pick for full damage
   and the rest for 70%. Sections 4, 5.2, 5.3, 5.9 and 8.

Guide 1.1 - 23 October 2026
   Updated for game version V40: Lyn is now the water adept and the
   party's healer, Bram the fire adept. Every plan that names who casts
   what is reworked to match.

Guide 1.0 - 23 October 2026
   First release. Written against game version V39. Covers all five areas,
   eleven chests, eight spirits, two bosses, both shops and the full
   bestiary.

The game's own version history lives on its changelog page (changelog.html).
The bits of it that matter for a walkthrough:

   V42  The paddock behind the boulder sends packs of two or three at any
        level; Ore Beetles and Ruin Golems hit harder and last longer;
        Dov's Iron Axe, Chain Mail and Aegis Plate are cheaper. Shop
        rows and YES/NO choices have icons. ITEMS and EQUIP are panel
        screens with a portrait, an icon grid and a live preview of
        the HP / PP or ATK / DEF a choice would give.
   V41  New battle screen: status cards with filled/empty HP and PP bars,
        a zoomed-in targeting view with a pink droplet over the target,
        and a full arts window. Area arts and SQUALL now pick a focus:
        that enemy takes full damage, every other enemy 70%.
   V40  Lyn and Bram trade elements: Lyn is the water adept (CURE, ICE
        HORN, PURE PLY), Bram the fire adept (FLARE, FIRE BOMB, INFERNO).
   V37  Thera Fields grew an open meadow to the east, Mira Farmstead, with
        an inn, two homes, the farmer Hob and a chest.
   V33  Thera Fields monsters are gentler and come alone (or as an ooze
        pair) until the party reaches level 3.
   V31  Difficulty pass: much more enemy HP, spirits and bosses resist
        plain attacks, late spirits strike twice, the Wyrm heals twice.
   V27  Lyn no longer joins at the boulder; she wants her compass back.
   V20  Spirits must be beaten in a duel before they join.
   V15  Thera has a shop building; Brindle has an inn (12 coins).
   V2   Party of four, eight spirits, summons, shops, chests, five zones,
        the Maw Ogre and the Spire Key, saving.

===============================================================================
  3. STORY                                                             [STO03]
===============================================================================

The Sunspire, the great tower north of the village of Thera, has gone dark.
With its light gone, monsters prowl every road and the folk of Thera and the
mining town of Brindle have bolted their doors. The eight elemental spirits
that once lived in the spire scattered across the land when the SHADOW WYRM
took the top of the tower.

Ari, a young earth adept from Thera, is sent out by the elder Sorin to gather
the spirits and bring the dawn back. Along the way Ari is joined by Lyn, a
water adept scouting ahead in Brindle; Bram, a fire adept and miner who knows
every shaft of Brindle Mine; and Sera, a wind adept pinned down by harpies
on the Sunspire Trail.

===============================================================================
  4. CONTROLS AND THE MENU                                             [CTL04]
===============================================================================

Keyboard
--------
   Arrow keys / WASD   Move (overworld), move the cursor (menus)
   Z or Space          A button: confirm, talk, open chests, read signs
   X or Esc            B button: cancel, back, close the menu
   Enter               START: open / close the pause menu; also confirms
                       on the title screen and skips battle messages
   M                   Toggle sound
   F                   Toggle immersive (fullscreen) mode

Touch / mouse
-------------
The handheld shell around the screen has a clickable D-pad, A, B and START
buttons.

Interacting
-----------
Face a thing and press A: villagers, signs, doors, chests, the boulder and
the spire gate all respond to A. Spirits are different - you walk onto them
and the duel starts at once (see [BAS05], 5.4). Bosses start their fight the
moment you try to step into them, or when you face them and press A.

The pause menu (START / Enter)
------------------------------
   STATUS   One member at a time (left/right to switch): level, XP to next
            level, HP, PP, ATK and DEF (total, with the base in brackets),
            AGI, weapon, armour and the arts learned so far.
   ITEMS    A grid of item icons, each with how many you carry; Lyn's
            Compass sits at the end as a KEY item while you have it.
            Pick an item with A, then who gets it with left/right in
            the row of party sprites at the top left: their card shows
            the HP or PP it would give (an Elixir only works on the
            fallen, shown faded). A uses it, and you stay on that item
            until you run out or press B.
   EQUIP    Left/right picks a member from the row of party sprites at
            the top left; A opens their gear, a grid of icons: what they
            wear comes first, marked with a green E, then every spare
            piece in the shared pool, weapons before armour, best first.
            Moving over a piece shows its name and, on the member's card,
            the ATK or DEF it would give (green up, red down). A equips
            it, swapping out whatever was in that slot; A on an E piece
            takes it off. Gear is shared: anything taken off goes back
            to the pool. B steps back.
   SPIRITS  The eight spirits, named once found, "?????" until then.
   SAVE     Writes the save to the browser. A toast confirms it.

The main menu page also shows your coins, spirits found (x/8), the party
level, every member's HP and PP bars, and a QUEST line that always tells you
the next story step. If you are ever lost, open the menu and read it.

Shops and choices
-----------------
A shop lists its goods one per row: an icon for the item or piece of gear,
the name, what it does and the price. Up/down picks, A buys one, B leaves.
A question that wants an answer (Lyn asking to join, for one) pops up a
YES / NO box, YES with a green tick and NO with a red cross: up/down picks,
A answers.

===============================================================================
  5. GAME BASICS                                                       [BAS05]
===============================================================================

5.1 Party and levels
--------------------
The whole party shares ONE level. Experience from a battle goes to the party,
and when the bar fills everyone levels up at once, all HP and PP are refilled,
and anyone whose art is due at that level learns it. New members join at the
party's current level, so nobody is ever behind.

XP needed to reach the next level is 18 + 12 x (current level):

   Level   XP for next   Total XP from level 1
     1         30              0
     2         42             30
     3         54             72
     4         66            126
     5         78            192
     6         90            270
     7        102            360
     8        114            462
     9        126            576
    10        138            702
    11        150            840

Each level adds a fixed amount to every stat; see [CHR06] for the growth of
each character.

5.2 Battle commands
-------------------
Commands are picked from a row of icons at the bottom-left, one member at a
time in party order. Left/right (or up/down) moves between icons, A picks, B
goes back to the previous member's command. The member choosing sits on a
lit gold-framed card in the status bar at the top; each card shows HP and PP
over a bar that is blue for what is left and red (HP) or purple (PP) for
what is gone. Once everyone has a command the round plays out in AGI order
(plus a little randomness). Enemy HP is hidden; an enemy's name shows only
while you are targeting it.

Targeting an enemy zooms the camera in over the party's shoulder: the
enemies grow, the member whose turn it is stands large in the bottom-right
corner while the others fade out of view, and a pink droplet bobs over the
enemy under the cursor (left/right moves it, A confirms, B goes back).
Area arts and SQUALL target too: the big droplet
marks the FOCUS, which takes full damage, and small droplets mark every
other enemy, which take 70% of it. Picking an ally (CURE, items) puts the
droplet under that member's card instead.

ARTS, SPIRIT, SUMMON and ITEM open a window on the right of the screen with
a description strip above it: each row shows the icon, the name, the PP
cost (the count you carry for items; for summons the number of spirits
needed next to a badge per element, so SOL AVATAR shows 1 and four badges),
an element badge and a range badge (one bar = one enemy, three bars = every
enemy, a cross = one ally, two crosses = the whole party). Rows you cannot
afford are greyed out; up/down scrolls long lists.

   FIGHT    A plain weapon attack on one enemy. Damage is your ATK (base +
            weapon + 1 per set spirit) + 0 to 4, minus the enemy's DEF.
            Spirits in their duel form take only 30% of this, bosses 50%
            (Ogre) or 45% (Wyrm). Against those, FIGHT is a last resort.
   ARTS     Elemental attacks and healing. Costs PP. See 5.3.
   SPIRIT   Unleash a set spirit. See 5.4.
   SUMMON   Call a summon with the spirits on standby. See 5.5. Only shown
            when a summon is possible.
   ITEM     Use a Herb, Potion, Psy Drop or Elixir on an ally.
   DEFEND   Halves the damage taken this round.
   FLEE     60% chance to escape a random encounter. Impossible against
            bosses and spirit duels.

5.3 Arts (psynergy)
-------------------
Each character has three arts, learned at fixed party levels. Damage arts do
power + half your ATK + party level + 0 to 3, minus the enemy's DEF, and they
ignore the "shrugs off steel" reduction entirely. This is why arts, not
swords, kill spirits and bosses. "ALL enemies" arts ask for a focus: the
enemy you pick takes the full amount, every other enemy 70% of its own roll
(rounded down, never below 1). Against a lone boss or spirit that makes no
difference.

   Art          Who    Lv   PP   Power   Notes
   ---------------------------------------------------------------------
   QUAKE        Ari     1    4    18     earth, one enemy
   SPIRE        Ari     4    7    36     earth, one enemy
   GAIA BLADE   Ari     8   14    64     earth, one enemy
   CURE         Lyn     1    4    -      heals 70 HP, one ally
   ICE HORN     Lyn     4    6    34     water, one enemy
   PURE PLY     Lyn     7   10    -      fully heals one ally
   FLARE        Bram    1    4    20     fire, one enemy
   FIRE BOMB    Bram    4    8    22     fire, ALL enemies (focus 100%,
                                         rest 70%)
   INFERNO      Bram    8   15    40     fire, ALL enemies (focus 100%,
                                         rest 70%)
   GUST         Sera    1    3    16     wind, one enemy
   PLASMA       Sera    5    9    28     wind, ALL enemies (focus 100%,
                                         rest 70%)
   BOLT         Sera    8   12    58     wind, one enemy

PP comes back slowly as you walk: every member regains 1 PP per 8 steps.
Psy Drops restore 30 PP, inns, the Thera well and the spirit spring restore
all of it, and so does a level-up.

5.4 Spirits: set, unleash, standby
----------------------------------
There are eight spirits, two per element. Walking onto one on the map starts
a DUEL: a battle against the spirit's battle form that you cannot flee. Win
and it joins you; lose and the party collapses as usual (see 5.6) but the
spirit stays where it was for a rematch. Spirits take only 30% damage from
FIGHT, so use arts. The last four (Breeze, Ember, Mist, Squall) act twice
every round.

Every spirit you own starts each battle SET. A set spirit gives EVERY party
member +1 ATK and +1 DEF, so eight set spirits are +8/+8 for the whole team.
Set spirits are also what you unleash:

   SPIRIT command -> the spirit does its effect and goes to STANDBY.
   Standby spirits no longer give their +1/+1 (your ATK and DEF drop by
   one each for the rest of the fight), but they can power a SUMMON.
   After a summon the spirits it used are SPENT for the rest of the battle.

Everything resets at the end of each battle: all spirits are set again next
time. There is no recovery timer and no need to manage them between fights.
In short: unleash freely in boss fights, summon with what is on standby.

Unleash damage is spirit power + 4 x party level + 0 to 3, minus HALF the
enemy's DEF. See [SPR08] for the eight effects.

5.5 Summons
-----------
A summon needs a number of STANDBY spirits of its element (or one of each of
the four elements for the Sol Avatar). It hits every enemy for power + 5 x
party level + 0 to 5, minus half their DEF, then the spirits used are spent.
The summon plays a cutscene. Full list in [SUM09].

Because the spirits must be on standby first, a summon always costs at least
one earlier turn of unleashing. The classic rhythm against a boss is: round
one, everyone unleashes; round two, someone summons while the others cast
arts.

5.6 Random encounters, fleeing and defeat
-----------------------------------------
Battles only happen on TALL GRASS (fields and trail) and ORE-flecked floor
(mine and spire). Every step on such a tile, once at least 5 steps have
passed since the last battle, has a 15% chance of a fight. Plain ground,
paths and cliff tops are always safe, so you can cross most of a map without
a single fight if you stick to them. Which groups appear is in [BST13].

Thera Fields only sends lone monsters (or a pair of oozes) while the party
is below level 3. The paddock behind the boulder (rows 2 to 7, inside the
fence) is the exception: its grass sends packs of two or three at any
level.

If every member falls, the party wakes up in Thera at the starting spot with
full HP and PP. You lose NOTHING: no coins, no items, no progress. Defeat is
just a free trip home, so there is little reason to ever load a save.

Members knocked out during a battle you still win get back up with 1 HP
afterwards.

5.7 Saving
----------
   - SAVE in the pause menu, any time outside battle.
   - The game also saves by itself whenever you change maps, win a battle,
     recruit a spirit or sleep at an inn.
   - One save slot, kept in the browser (localStorage). CONTINUE on the
     title screen loads it. Clearing site data deletes it.

5.8 Shops, inns, wells and the spring
-------------------------------------
   Thera shop     The third house on the lane (the door at (21,19)).
                  Mara's goods: basics and early gear. [SHP12]
   Brindle shop   There is no shop building. Talk to DOV on the west side
                  of the plaza; he sells the good stuff. [SHP12]
   Inns           Mira Farmstead (east of Thera) and Brindle. 12 coins
                  restores everyone, revives the fallen and saves.
   Thera well     The well at (15,22), south-west of the signpost. Walk
                  onto it: full HP and PP for everyone, free, any time.
   Spirit spring  In the Sunspire at (3,17). Same effect, free. This is
                  your base camp for the final boss.

5.9 The damage formulas
-----------------------
For the curious (rnd(a,b) is a random whole number from a to b):

   FIGHT      max(1, ATK + rnd(0,4) - enemy DEF), then x0.3 vs spirits,
              x0.5 vs the Ogre, x0.45 vs the Wyrm
   ART        max(1, power + ATK/2 + level + rnd(0,3) - enemy DEF)
   AREA ART   as ART on the focused enemy; every other enemy takes
              max(1, floor(0.7 x its own roll))
   UNLEASH    max(1, power + 4*level + rnd(0,3) - enemy DEF/2); SQUALL
              uses the same focus rule as area arts
   SUMMON     max(1, power + 5*level + rnd(0,5) - enemy DEF/2), all foes
              (no focus: every enemy takes the full amount)
   ENEMY HIT  max(1, enemy ATK + rnd(0,4) - your DEF); halved if defending
   ENEMY AOE  as above with enemy ATK x0.7 (Ogre SMASH) or x0.75 (Wyrm's
              SHADOW FLAME), on everyone

Your ATK = base + weapon + number of SET spirits.
Your DEF = base + armour + number of SET spirits.

===============================================================================
  6. CHARACTERS                                                        [CHR06]
===============================================================================

Stats at a given level: base + growth x (level - 1). The table shows HP / PP
/ ATK / DEF / AGI before equipment and spirits.

ARI - earth adept, the hero
   Starts the game alone with a Wood Blade and 3 Herbs. Solid all round, the
   best single-target damage in the party once GAIA BLADE arrives.
   Growth per level: +7 HP, +3 PP, +3 ATK, +1 DEF, +1 AGI
   Lv 1    34 / 12 / 10 /  5 /  8
   Lv 3    48 / 18 / 16 /  7 / 10
   Lv 5    62 / 24 / 22 /  9 / 12
   Lv 7    76 / 30 / 28 / 11 / 14
   Lv 10   97 / 39 / 37 / 14 / 17
   Arts: QUAKE (1), SPIRE (4), GAIA BLADE (8)

LYN - water adept
   Joins in Brindle once you return her compass. Fragile but fast, and the
   party's healer: CURE from the start, PURE PLY at level 7 and the biggest
   PP pool in the party to pay for them. She has the least HP and DEF, and
   when she falls nobody heals, so give her the best armour you have.
   Growth per level: +5 HP, +4 PP, +2 ATK, +1 DEF, +2 AGI
   Lv 1    24 / 16 /  8 /  4 / 11
   Lv 3    34 / 24 / 12 /  6 / 15
   Lv 5    44 / 32 / 16 /  8 / 19
   Lv 7    54 / 40 / 20 / 10 / 23
   Lv 10   69 / 52 / 26 / 13 / 29
   Arts: CURE (1), ICE HORN (4), PURE PLY (7)

BRAM - fire adept
   Joins automatically when you enter Brindle Mine. The tank and the party's
   area-of-effect attacker: highest HP, ATK and DEF, and FIRE BOMB and
   INFERNO hit every enemy - with half his big ATK added to each - which
   makes him the king of random encounters.
   Growth per level: +8 HP, +3 PP, +3 ATK, +1 DEF, +1 AGI
   Lv 1    36 / 14 / 12 /  7 /  6
   Lv 3    52 / 20 / 18 /  9 /  8
   Lv 5    68 / 26 / 24 / 11 / 10
   Lv 7    84 / 32 / 30 / 13 / 12
   Lv 10  108 / 41 / 39 / 16 / 15
   Arts: FLARE (1), FIRE BOMB (4), INFERNO (8)

SERA - wind adept
   Joins automatically when you step onto the Sunspire Trail. The fastest
   member by far, so she acts first almost every round: ideal for a stagger
   unleash (BREEZE) or an emergency item. BOLT at level 8 is the second
   strongest single-target art in the game.
   Growth per level: +5 HP, +4 PP, +2 ATK, +1 DEF, +2 AGI
   Lv 1    26 / 15 /  9 /  4 / 13
   Lv 3    36 / 23 / 13 /  6 / 17
   Lv 5    46 / 31 / 17 /  8 / 21
   Lv 7    56 / 39 / 21 / 10 / 25
   Lv 10   71 / 51 / 27 / 13 / 31
   Arts: GUST (1), PLASMA (5), BOLT (8)

Townsfolk worth knowing
   SORIN   Thera's elder, by the lane. Tells you where the spirits went.
   MARA    Thera's shopkeeper, picking mint outside her shop.
   POLLY   A child in Thera who saw "a stone critter" behind the west house.
   HOB     The farmer at Mira Farmstead. His sister runs the inn.
   DOV     Brindle's shopkeeper. Talk to him to shop.
   MINER   Wanders by the Brindle inn. Knows what sits on the Spire Key.
   INA     The innkeeper's daughter in Brindle.

===============================================================================
  7. WALKTHROUGH                                                       [WLK07]
===============================================================================

Map legend (all maps)
   .  ground / floor (safe)       g  tall grass  (random battles!)
   p  path (safe)                 :  ore flecks  (random battles!)
   t  tree                        w  water
   r  cliff top    v  cliff face  F  fence
   H  house        D  door        s  signpost
   #  rock wall    +  well / spring (free full heal)
   O  the boulder  =  the spire gate
   ^  cave mouth   >  map exit
   1-3  treasure chest (numbered per map, see the list under the map)
   *  spirit (named in the list under the map)
   X  boss
   @  villager

Recommended levels are a guide for a party that has picked up every chest
and spirit on the way, not a hard requirement.

-------------------------------------------------------------------------------
  7.1 THERA AND THE FIELDS                                             [WLK7A]
-------------------------------------------------------------------------------

Recommended level: 1 (you have no choice)
New party member: none yet - Ari walks alone

    0         1         2         3         4         5
    0123456789012345678901234567890123456789012345678901234567
 0  ttttttttttttttttttpttttttttttttttttttttttttttttttttttttttt
 1  FFFFFFFFFFFFFFFFFFpFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
 2  tFg.g.t.t...gtg...pg.ttg....g...g.F.....g..g...t..g......t
 3  tFt2...g..gg..gtg.p....g..g..t.g.gF.........gtg.....t....t
 4  tF.....g.........gp.....g..g.gggg.F......g......g...g...gt
 5  tFg.gg....t..g.gggpg.tg.gg..g.tt..F.t.....t......g..g..g.t
 6  tF.g..t.t..g.g....pgg...gggg.....gF.t........t...........t
 7  tF......gg.t.tg...p...g.g...g.....F..t.....t..tg.t..g....t
 8  tFFFFFFFFFFFFFFFFFOFFFFFFFFFFFFFFFF..g.gt.ttt.t...g.t..ttt
 9  tg..g....t...t....p.gtt..g...g.gt..............ggt....t..t
10  t.wwwwwwg.....g...p.g.t.....g......t....gg............t.gt
11  t.wwwwwwwg..g.....pggt.t...t...g1tgt.g.g...tg............t
12  t.wwwwww*.........................t....t..........g...g..t
13  tgwwwwwww.......g.p.....tg........g..t....t.....gg.......t
14  t.wwwwww....g.....p.g..t..t.....gt..g....g.g.............t
15  t..ggt..g..g.g..t.ptgg.t..gtg....t....gg.....g...t....g..t
16  t.....tg......t...pg..t..t....gtg.g.g.t....t.....g.......t
17  t.....HHHt..HHH.t.p.HHH...t..............t.g..........t..t
18  t...t.HHH...HHH...p.HHH..............g....t............ttt
19  t.....HDH...HDHt..p.HDH..........t...g.g...t......g....g.t
20  t..*............@.p.s................tg.gtg.t.g......t...t
21  tt.........@......p.....@.........ppppppppppp.tg....g..g.t
22  t.t.....t......+..p..........t..........tg.gp...gg.t.....t
23  t...g...g.t.......pg........g...g..gt.g..g..pggt......t..t
24  tg.g......gg......pt.g.....gt...g...g..g...gp........tg.gt
25  tgt.......................g.t....g.tt.......p.......g..g.t
26  tg..gg.t.t....gg.g.........t......g.gg......p.........g..t
27  t.g..g....g....g..................t...g.HHH.p.HHH.......gt
28  t.....t..........t.......g..............HHH.p.HHH.......tt
29  t.gg.g.gtg..g.tg.g....g..g...g.g........HDH.p.HDH.....t..t
30  tgt...t....g.............g...g....g.........p........g...t
31  t.g.g..g.t.g..........t.....t.gt.......................gtt
32  t.......g.tg....g...g..........t...........HHH.......g...t
33  t..t......g..t.g.......ggg..g.ggg...t......HHH......g..t.t
34  t..g.ggt...g.....t....tg......tt...........HDH......tt..tt
35  tt.....t....t..........t.g..g.tgtg......s.......@.......gt
36  t...g.g........t.........ttg......................3....t.t
37  t.gt........g......ttt....g.......gt...................g.t
38  t..gt....g....g..t..t.....g....g...........g...g.g.gg..g.t
39  tttttttttttttttttttttttttttttttttttttttttttttttttttttttttt

   Start      (18,22), on the trail just below Thera's signpost
   Exit       (18,0) north, through the boulder gap, to Brindle
   Chest 1    (32,11)  25 coins
   Chest 2    (3,3)    LYN'S COMPASS (key item) - in the north paddock
   Chest 3    (50,36)  POTION - Mira Farmstead, by the east hedge
   Spirit *   (3,20)   FLINT (earth) - west of the houses
   Spirit *   (8,12)   DEW (water) - on the east shore of Lake Mira
   Well       (15,22)  free full heal
   Villagers  Sorin (11,21), Mara (16,20), Polly (24,21), Hob (48,35)
   Shop       Thera: third house, door at (21,19)
   Inn        Mira Farmstead: door at (44,34)
   Enemies    Mire Ooze, Dusk Bat, Fang Wolf, Pit Spider (tall grass only)

The game opens with Sorin's briefing: the Sunspire is dark, eight spirits
fled, FLINT hides west of the houses, Lyn went north to Brindle and is stuck
behind a boulder. Ari stands on the trail below the village with 30 coins,
a Wood Blade and three Herbs.

First, some shopping. Walk north up the trail two tiles and turn left along
the village lane. SORIN stands by the lane (11,21) and repeats the briefing
with one extra clue: a second spirit "skims the lake". MARA wanders near
(16,20) and tells you her door is open. POLLY, the child at (24,21), saw a
stone critter behind the west house - that is Flint.

The SHOP is the third house, the one right of the trail: stand at (21,20)
facing up at the door (21,19) and press A. With 30 coins the best buy is the
TRAVEL VEST (18 coins, DEF+2): Ari's defence is the one stat that matters in
the first fights. Keep the remaining 12 coins for a Herb later, or just hold
on to them. (The Bronze Sword at 80 is the next upgrade; you will have the
coins for it after a few fights, and there is a free one in the mine.)

Read the SIGNPOST at (20,20) if you like: north is the fence gate and
Brindle, west is Lake Mira, east is Mira Farmstead and its inn.

Now the well. It is the "+" at (15,22), just south-west of the signpost.
Walking onto it fully heals Ari whenever anyone is hurt. Remember it: every
Thera-area fight below can be followed by a free heal, which makes early
levelling painless.

LEVELLING UP A LITTLE
Before Flint, get Ari to level 2 (30 XP) and ideally level 3 (72 XP). Walk
the tall grass between the lane and the lake. Below level 3 the fields only
send single monsters or an ooze pair, and Ari with the Travel Vest handles
every one of them with FIGHT alone:

   Mire Ooze   22 HP   8 XP   7 coins   may drop a Herb (20%)
   Fang Wolf   24 HP  14 XP  12 coins   may drop a Herb (18%)
   Dusk Bat    18 HP  10 XP   8 coins   drains a third of its damage back
   Pit Spider  28 HP  13 XP  11 coins

Use QUAKE (4 PP, ~20 damage) when something is still standing after a hit,
heal at the well when low, and open the pause menu's SAVE now and then.
Chest 1, the 25 coins at (32,11), sits in the grass band north of the
lakeside clearing: from the lane go up the trail to row 12, east along the
clearing to (32,12), face up, press A.

-------------------------------------------------------------------------------
  7.2 FLINT AND THE BOULDER                                            [WLK7B]
-------------------------------------------------------------------------------

Recommended level: 2 to 3

Go to the far west end of the lane. Flint sits at (3,20), the "*" left of the
first house. Step onto it: the duel starts and you cannot run.

   SPIRIT DUEL: FLINT (earth)
   HP 70   ATK 14   DEF 5   AGI 10   Reward: 24 XP, 12 coins, FLINT
   Takes 30% from FIGHT. Acts once per round.

   Flint hits Ari for about 9 to 13 a round without the vest, a few less
   with it. QUAKE does 20 to 23 per cast here, so three casts and one or
   two swings finish it. At level 1 Ari only has 12 PP, which is exactly
   three Quakes: cast all three, then FIGHT for the last few points, and
   eat a Herb if HP falls under 15. At level 2 or 3 it is routine.

Flint joins (1/8) and the game tells you its power can shatter boulders. Walk
back to the well to heal, then go up the trail to the boulder at (18,8) and
walk into it. FLINT cracks it and the way north opens. The QUEST line now
says "FIND LYN'S COMPASS IN THE NORTH PADDOCK".

-------------------------------------------------------------------------------
  7.3 THE PADDOCK AND LYN'S COMPASS                                    [WLK7C]
-------------------------------------------------------------------------------

North of the fence lies the paddock, rows 2 to 7 of the map. The trail runs
straight up its middle to the exit at (18,0), but you want the far north-west
corner first. Row 4 has been cleared of trees for you: from the trail step
onto (17,4) and walk west along row 4 to (3,4). Chest 2 is the "2" at (3,3)
directly above you: face up, press A, and you have LYN'S COMPASS (it appears
under ITEMS as a KEY item).

The paddock grass is rougher than the rest of the fields: the same four
monsters, but always in packs, and at any party level:

   wolf+ooze; wolf+wolf; spider+bat; wolf+spider; spider+spider;
   ooze+ooze+bat

At level 2 a pack costs Ari about 5 to 10 HP a round. Row 4 and the trail
are nearly all plain ground, so you meet few of them on the way to the
chest. Level 3 makes it easy.

Back to the trail and north through (18,0) to Brindle. You can also come back
for DEW now (7.6), but it is a harder duel than Flint and easier with two
members, so this guide fetches Lyn first.

-------------------------------------------------------------------------------
  7.4 MIRA FARMSTEAD (OPTIONAL)                                        [WLK7D]
-------------------------------------------------------------------------------

The road east from the lane (row 21, x 34 to 44) then south down x=44 leads
to Mira Farmstead, an open meadow with two homes, an inn and HOB the farmer.
Nothing here is required, but it is worth one trip:

   - Chest 3 at (50,36), by the east hedge: a POTION (220 HP). Stand at
     (50,37) facing up, or at (49,36) facing right.
   - The INN (door at (44,34), stand at (44,35) facing up): 12 coins for a
     full heal and a save. Since the Thera well is free, you will only
     ever use it to revive a fallen member before the mine.
   - Hob warns about the tall grass; the meadow's monsters are the same
     Thera Fields set, and the meadow is a good place to grind to level 3
     or 4 if the mine is giving you trouble later.

-------------------------------------------------------------------------------
  7.5 BRINDLE                                                          [WLK7E]
-------------------------------------------------------------------------------

Recommended level: 3
New party member: LYN (after returning her compass)

    0         1         2
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 1  vvvvvvvvvvvvvvvvvvvvvvvv^vvvvv
 2  t...t....tt......t.tt...p....t
 3  t..............t........p...tt
 4  t.....................t.p.t..t
 5  t..t.HHH...HHH....HHH...p.tttt
 6  t....HHH...HHH....HHHt..p....t
 7  t....HDHt..HDH....HDH...p....t
 8  t..............pppppppppp....t
 9  t.......@......p.....HHH.....t
10  t...........s@.p.....HHH.....t
11  t..............p....@HDH.....t
12  t..............p.............t
13  t......t.......p........@..t.t
14  t...t..........pt............t
15  t...t..........p.............t
16  t...t....t....tp...t.........t
17  t..............pt............t
18  t......t.......p.............t
19  tttttttttttttttptttttttttttttt

   Arrive     (15,17) from Thera
   Exits      (15,19) south to Thera; (24,1) the mine mouth, north
   Chests     none
   Spirits    none
   Villagers  Dov (8,9) - the shop; Lyn (13,10); Miner (20,11);
              Ina (24,13)
   Inn        door at (22,11), 12 coins
   Enemies    none - Brindle is completely safe

A quiet mining town with no monsters at all. Four things to do:

1. LYN wanders the plaza around (13,10), near the signpost. Talk to her with
   the compass in your pack and she asks to join; answer YES. (Say no and she
   waits in the plaza until you change your mind.) LYN joins at the party's
   level with CURE (ICE HORN follows at level 4); she is your healer from
   here on. She comes with no equipment: open EQUIP and hand her whatever
   Ari is not using, and buy her at least a vest.

2. DOV stands on the west side of the plaza at (8,9). Talking to him opens
   Brindle's shop - there is no shop building. His stock is the mid-game
   gear: Potions, Elixirs, the IRON AXE (180), CHAIN MAIL (160) and AEGIS
   PLATE (380). You cannot afford much yet. Priorities, in order, as coins
   come in: Leather Mail / vests for everyone, then Chain Mail for whoever
   takes the most hits, then an Iron Axe for Ari. Do not buy a Bronze Sword:
   there is one in the first chest of the mine.

3. The MINER near the inn tells you a MAW OGRE nests in the east gallery of
   the mine, "squatting on the old SPIRE KEY". That is the next boss.

4. The INN (door at (22,11)) rests and saves for 12 coins. INA, the
   innkeeper's daughter, is just colour.

The mine mouth is the "^" at (24,1): follow the path from the plaza's
north-east corner straight up.

-------------------------------------------------------------------------------
  7.6 LAKE MIRA: DEW                                                   [WLK7F]
-------------------------------------------------------------------------------

Recommended level: 3 to 4, with Lyn

With Lyn aboard, go back south to Thera Fields for the second spirit. DEW
sits on the east shore of Lake Mira at (8,12), in the lakeside clearing (row
12 is cleared ground, so walk west along it from the trail at (18,12)).

   SPIRIT DUEL: DEW (water)
   HP 120   ATK 20   DEF 6   AGI 12   Reward: 30 XP, 14 coins, DEW
   Takes 30% from FIGHT. Acts once per round.

   Dew is faster than Ari and hits for 10 to 15 against a vest. Open with
   FLINT's unleash (about 40 damage at level 3), then QUAKE every round
   (around 25). Lyn has only CURE until level 4: keep her on it and Dew,
   which only ever hits one target, never gets anyone below 20 HP. Four
   rounds at most. At level 4 she adds ICE HORN (about 40), which cuts
   the duel to three.

Dew joins (2/8). Its unleash heals one ally for 55% of max HP, which is a
free emergency heal in every fight from here on. Heal at the well, save,
and head back north through Brindle to the mine.

You CAN do this duel with Ari alone at level 3 (QUAKE four times plus Flint
is just enough), but the margin is thin.

-------------------------------------------------------------------------------
  7.7 BRINDLE MINE                                                     [WLK7G]
-------------------------------------------------------------------------------

Recommended level: 4 to 5 on arrival, 6 for the Ogre
New party member: BRAM (automatically, on entering)

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 1  #...:.:.::...:#:::::.:....:#
 2  #:::.....:.:..#.:.::..:::..#
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 4  #.:....#:.:::.#..:.:.#...:.#
 5  #.::...#::.:..#.:....#::...#
 6  #..:...#..:...#..:...#.:...#
 7  #.:..:.#:....:#.:....#.::.:#
 8  #.:::..#.:.:..#......#:::..#
 9  #:...:.#..:...:..:::.#...###
10  #........................X^#
11  #........................###
12  #...:::#:....2.:..:..#:.:..#
13  #...::.#..:..:#.:....#:...:#
14  #.:::.:#......#......#.:.:.#
15  #.::..:#....::#:..:.:#.....#
16  #..:.:.#....:.#.....:#..::.#
17  #..:...#:.::.:#..:..:#..:..#
18  #:.*.:.::...:.#.:..:....3.:#
19  #:...:::..::..#...:::.:..::#
20  #.>:.......::.#...::..:..:.#
21  ############################

   Arrive     (2,19) from Brindle; the exit back is the ">" at (2,20)
   Exit       (26,10) east, to the Sunspire Trail - blocked by the Ogre
   Chest 1    (4,3)    BRONZE SWORD (ATK+7)
   Chest 2    (13,12)  PSY DROP
   Chest 3    (24,18)  60 coins
   Spirit *   (3,18)   GRANITE (earth) - two tiles from the entrance
   Spirit *   (12,3)   FORGE (fire) - top of the second shaft
   Boss X     (25,10)  MAW OGRE, in front of the east exit
   Enemies    Ore Beetle, Ruin Golem, Dusk Bat, Pit Spider (ore tiles)

The layout: four north-south shafts separated by rock walls at x=7, x=14
and x=21, joined only by the wide main gallery along rows 10 and 11 (the
wall at x=14 also opens at rows 9 and 12). The gallery floor is plain stone
and completely safe; the shafts are flecked with ore and that is where the
monsters are.

The moment you step in, BRAM blocks the tunnel, grins, and joins (3/4). He
arrives with FLARE (FIRE BOMB from level 4), a lot of HP and nothing
equipped, so sort out EQUIP right away. Armour first: he can take a hit,
so the best piece stays on Lyn.

The mine's monsters are a big step up from the fields:

   Ore Beetle   80 HP   ATK 26   24 XP   17 coins   may drop a Travel Vest
   Ruin Golem  108 HP   ATK 30   33 XP   24 coins   may drop a Psy Drop
   plus packs of three Dusk Bats, pairs of Pit Spiders, and a golem with
   two bats in tow.

Two beetles or a golem and a beetle in one fight will chew through 30 to
40 HP in a round. Use arts on the big ones (Golem DEF 11 blunts FIGHT
badly), let Bram's FIRE BOMB thin out the bat packs, keep Lyn on CURE duty,
and use DEW's heal before anyone drops. If it goes wrong, defeat only costs
you the walk back from Thera.

Suggested route (fight on the ore as you go; you want the XP):

1. GRANITE is right there, the "*" at (3,18), two tiles north-east of where
   you stand. You can take it immediately or come back when you are a level
   higher - it is tougher than Dew.

   SPIRIT DUEL: GRANITE (earth)
   HP 220   ATK 34   DEF 11   AGI 8   Reward: 40 XP, 24 coins, GRANITE
   Takes 30% from FIGHT. Acts once per round. Slow: everyone outruns it.

   Round one: Flint unleash (about 45) plus QUAKE and FLARE (about 25
   each, less with its DEF 11). Dew's heal when someone passes half HP.
   Lyn casts CURE or ICE HORN (level 4). Five rounds or so. Granite
   hits for 20 to 30 against light armour: never let anyone sit below 30.

2. Go up the west shaft (x 1 to 6) to chest 1 at (4,3): the BRONZE SWORD.
   Equip it on Ari at once (ATK+7) and pass the Wood Blade to Bram.

3. The wall at x=7 stops short of the top three rows, so from the chest you
   can walk straight east along row 3 into the second shaft (x 8 to 13).
   FORGE is the "*" at (12,3), at the end of that row.

   SPIRIT DUEL: FORGE (fire)
   HP 200   ATK 35   DEF 10   AGI 11   Reward: 40 XP, 24 coins, FORGE
   Takes 30% from FIGHT. Acts once per round.

   Same plan as Granite; a touch less HP. With Granite in hand you now
   have two earth spirits on standby after unleashing both, which means
   TITAN (110 power) is available in round two - it alone takes a third
   of Forge's HP.

4. Chest 2 at (13,12), the PSY DROP, hangs just below the gallery on the
   second shaft's side: from (13,11) face down and press A.

5. Cross to the east shaft (x 22 to 26) and go down to chest 3 at (24,18)
   for 60 coins. You are now carrying 85 coins from chests alone plus the
   duel and monster money: pop back to Brindle (the exit is at the far
   south-west) for CHAIN MAIL and the inn if you need to.

6. The MAW OGRE sits at (25,10), right in front of the east exit. Make sure
   everyone is at full HP and PP (the inn, or walk the safe gallery until PP
   ticks back), save, and step into it.

-------------------------------------------------------------------------------
  7.8 BOSS: MAW OGRE                                                   [BOS7H]
-------------------------------------------------------------------------------

   MAW OGRE
   HP 650   ATK 42   DEF 10   AGI 6
   FIGHT does only 50% damage. Cannot flee.
   Attacks: a single strike for ATK 42 + 0-4 minus your DEF, or (35% of
   its turns) a SMASH on the whole party at 70% strength.
   Reward: 150 XP, 200 coins, THE SPIRE KEY

   Recommended: party level 6, four spirits (Flint, Dew, Granite, Forge),
   Chain Mail on Lyn, Leather Mail on the others.

With AGI 6 the Ogre is the slowest thing in the game: your whole party acts
before it every round, which turns the fight into arithmetic.

   Round 1   Ari: unleash FLINT.    Lyn: unleash GRANITE.
             Bram: unleash FORGE.
             Three unleashes land about 60 each at level 6 - the Ogre is
             already down a quarter. Its first hit lands.
   Round 2   Ari: SUMMON TITAN (two earth spirits on standby, ~135).
             Lyn: CURE whoever was hit, or ICE HORN if nobody needs it.
             Bram: SUMMON SALAMAND (one fire, ~80) or FLARE.
             The Ogre is now around 300 HP.
   Round 3+  Arts every turn: SPIRE from Ari (~45), ICE HORN (~40) from
             Lyn, FLARE (~30) or FIRE BOMB from Bram. Lyn switches to CURE
             the moment anyone is under 30 HP. Use DEW's heal (55% of max)
             as the big emergency button; it is faster than a Potion.

A single Ogre hit takes 23 to 30 HP off Lyn in Chain Mail and 22 to 32 off
the others; SMASH does about 10 to 20 to everyone at once. Lyn at level 6
has 49 HP, so two strikes in a row on her will drop her. If she falls,
revive her with an Elixir at once: she is the only one who can CURE, and
DEW's heal and Herbs will not keep up with the Ogre for long. Expect the
fight to run five or six rounds.

Victory gives the SPIRE KEY and a fat purse. The mine's east exit at (26,10)
is open: walk through it to the Sunspire Trail. Before you do, consider a
last trip to Brindle: the 200 coins from the Ogre buy an IRON AXE for Ari or
a second CHAIN MAIL, and both make the trail much kinder.

-------------------------------------------------------------------------------
  7.9 SUNSPIRE TRAIL                                                   [WLK7I]
-------------------------------------------------------------------------------

Recommended level: 7, rising to 8 by the gate
New party member: SERA (automatically, on arriving)

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 6  trrrrrrrrrrrrrrrrrrrrrrrprrrrrrt
 7  tvvvvvvvvvvvvvvvvvvvvvvvpvvvvvvt
 8  tt.....gt...g..g.t..t......t..gt
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10  t>.............................t
11  t.tg..g..g...g.g....t.g..g.....t
12  trrrrrrrprrrrrrrrrrrrrrrrrrrrrrt
13  tvvvvvvvpvvvvvvvvvvvvvvvvvvvvvvt
14  t.g...gg.g.t..g.g...........g..t
15  t..............................t
16  t........................2..*..t
17  tg....gg...g.....gg.tt..t.....tt
18  t...........g.......gg.........t
19  tttttttttttttttttttttttttttttttt

   Arrive     (2,10) from the mine; the ">" at (1,10) leads back
   Exit       (16,0) north through the spire gate "=" at (16,1)
   Chest 1    (12,4)    CHAIN MAIL (DEF+6)
   Chest 2    (25,16)   POTION
   Spirit *   (29,3)    BREEZE (wind) - north terrace, far east
   Spirit *   (28,16)   EMBER (fire) - south terrace, far east
   Enemies    Crag Harpy, Iron Boar, Fang Wolf, Dusk Bat (tall grass)

SERA drops from a ledge and joins the moment you arrive: the party is
complete (4/4). She has GUST and PLASMA (level 5) and the best AGI in the
game. Give her the spare Bronze Sword or Wood Blade and some armour.

The trail is three terraces stacked north to south, divided by two cliff
bands. You arrive on the MIDDLE terrace (rows 8-11). A gap at x=8 in the
lower band (rows 12-13) leads down to the SOUTH terrace (rows 14-18); a gap
at x=24 in the upper band (rows 6-7) leads up to the NORTH terrace (rows
2-5), where the gate is. Rows 9-10, 15-16 and 3-4 are cleared ground, so
each terrace has a safe east-west lane; the grass either side has the
monsters.

   Crag Harpy   100 HP   ATK 30   AGI 14   30 XP   20 coins   may drop Herb
   Iron Boar    130 HP   ATK 34   DEF 12   36 XP   24 coins   may drop
                Leather Mail
   Harpy pairs, boar+wolf, harpy+boar, and harpy with two bats.

FIRE BOMB and PLASMA are the answer to everything here: two area attacks a
round clear a pair in two rounds. The boar's DEF 12 makes FIGHT nearly
useless against it; hit it with SPIRE and ICE HORN.

Route:

1. SOUTH TERRACE first. Walk east along row 10 to x=8, down through the gap
   at (8,12)-(8,13), then east along row 15. Chest 2 at (25,16) is a POTION:
   from (25,15) face down. EMBER waits at (28,16).

   SPIRIT DUEL: EMBER (fire)
   HP 420   ATK 50   DEF 11   AGI 12   Reward: 60 XP, 30 coins, EMBER
   Takes 30% from FIGHT. STRIKES TWICE every round (the second strike is
   a little slower).

   The first "double" spirit. Two hits of 30 to 40 a round means someone
   loses 60 HP every turn, so Lyn cures every single round from the
   start and Dew's heal is for the other three. Unleash everything else
   in round one (Ari Flint, Bram Forge, Sera Granite), TITAN and SALAMAND
   in round two, arts after that.
   About five rounds. Have two Potions in the bag.

2. Back up through the gap at x=8 to the middle terrace, east along row 9 or
   10 to x=24, and up through the gap at (24,7)-(24,6) to the NORTH terrace.

3. Chest 1 at (12,4): CHAIN MAIL. Walk west along row 3 or 4 to it. Equip it
   on whoever is still in leather; you now own two if you bought one.

4. BREEZE sits at the east end of row 3, at (29,3).

   SPIRIT DUEL: BREEZE (wind)
   HP 380   ATK 46   DEF 9   AGI 16   Reward: 55 XP, 30 coins, BREEZE
   Takes 30% from FIGHT. Strikes twice every round, and it is fast.

   Slightly less HP and DEF than Ember, so it dies a round sooner, but it
   is quick: Sera and Lyn still outrun it, Ari and Bram do not. Same
   recipe: unleash, summon, arts, Lyn on CURE. With EMBER on hand you can
   now field PHOENIX (two fire on standby, 120 power) in round two instead
   of Salamand.

5. The SPIRE GATE "=" at (16,1). Walk into it with the Spire Key: the bolts
   grind open and the exit at (16,0) leads into the Sunspire. Everything in
   there is tougher, so this is the moment to walk back to Brindle for
   AEGIS PLATE (380) if you can afford it, and a stock of Potions and two
   Elixirs. The free heal inside the spire makes a second trip unnecessary.

-------------------------------------------------------------------------------
  7.10 THE SUNSPIRE                                                    [WLK7J]
-------------------------------------------------------------------------------

Recommended level: 8 on arrival, 10 for the Wyrm

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 8  #.....#......3.....#....:#
 9  #:...:#............#:....#
10  #...*:#........:...#.....#
11  #...:.#::.:...:....#::...#
12  #:....#.:..:..:..:.#.:*.:#
13  #:...:#...::..:..:.#:....#
14  #:....#::......:...#.:..:#
15  #:....#:......:....#.:..:#
16  #...:.#..:.....::..#.....#
17  #:.+:.:::.:.....:.:......#
18  #...::....::.....:::.:..:#
19  #.......................:#
20  #.......................:#
21  ############>#############

   Arrive     (12,19) from the trail; the ">" at (12,21) leads back out
   Chest 1    (2,2)    STEEL RAPIER (ATK+16) - upper hall, west
   Chest 2    (23,2)   ELIXIR - upper hall, east
   Chest 3    (13,8)   SOL BLADE (ATK+24) - centre of the nave
   Spirit *   (4,10)   MIST (water) - west aisle
   Spirit *   (22,12)  SQUALL (wind) - east aisle
   Spring +   (3,17)   SPIRIT SPRING: free full heal, any time
   Boss X     (12,2)   SHADOW WYRM, upper hall - the final boss
   Enemies    Pale Shade, Gargoyle, Dusk Bat (ore-flecked floor)

The Sunspire is one big hall. The lower part (rows 6-20) is split by two
inner walls at x=6 and x=19 into a west aisle, a wide central nave and an
east aisle; the aisles connect to the nave through the open rows at the top
(row 6) and bottom (rows 17-20). The upper hall (rows 1-4) is reached only
through the gap at (12,5)-(13,5) at the top of the nave. The Wyrm sits right
above that gap.

The monsters are the strongest in the game:

   Pale Shade   120 HP   ATK 38   AGI 11   44 XP   28 coins   DRAINS HP
   Gargoyle     160 HP   ATK 42   DEF 16   54 XP   34 coins   may drop
                Potion
   Pairs of shades, gargoyle+shade, shade with two bats, and - the nasty
   one - two gargoyles.

Gargoyle's DEF 16 makes FIGHT a joke and even takes the edge off arts; this
is where Ari's GAIA BLADE (level 8, 64 power) and Sera's BOLT (level 8)
earn their keep. INFERNO and PLASMA still clear the pairs fast. You are
also now rich in spirits: unleashing Squall (hits everyone) and Breeze
(staggers the target for a turn) in random fights is free, since they
reset every battle.

Route:

1. The SPRING first. From the entrance walk west along row 19 to x=3 and up
   the west aisle to the "+" at (3,17). Step on it: everyone is fully
   restored. Come back here before every duel and before the Wyrm; there
   is never a reason to leave the spire again except to shop.

2. MIST is a few tiles up the west aisle at (4,10).

   SPIRIT DUEL: MIST (water)
   HP 520   ATK 56   DEF 11   AGI 13   Reward: 70 XP, 36 coins, MIST
   Takes 30% from FIGHT. Strikes twice every round.

   The toughest duel. Two hits of 56 ATK a round is 50 to 70 HP gone
   every turn even in Chain Mail. The rhythm: round one everyone
   unleashes (Flint, Granite, Forge, Ember; Sera unleashes BREEZE for the
   stagger - a staggered Mist loses its next strike, one of the two).
   Round two: TITAN plus PHOENIX from two members (around 150 each at
   level 8), Lyn CURE, Sera PLASMA. Round three: GAIA BLADE, INFERNO,
   ICE HORN. Dew's heal and Potions whenever anyone is under 35. If it
   goes badly, retreat is impossible, but a wipe only sends you to Thera
   with everything intact - walk back and try again a level higher.

3. Chest 3, the SOL BLADE at (13,8), is in the middle of the nave: from the
   spring go back down to row 19, east to x=13, and straight up the nave.
   The chest is at (13,8); stand at (13,9) facing up. ATK+24 - give it to
   Ari (GAIA BLADE scales with half his ATK).

4. SQUALL is in the east aisle at (22,12): from the nave go down to row 19
   or up to row 6, east through the aisle's opening, then along the aisle.

   SPIRIT DUEL: SQUALL (wind)
   HP 480   ATK 54   DEF 10   AGI 17   Reward: 70 XP, 36 coins, SQUALL
   Takes 30% from FIGHT. Strikes twice every round, and it is the fastest
   enemy in the game - only Sera and Lyn act before it.

   A little weaker than Mist and the same plan works. With Mist on hand
   you can swap one summon for NIXIE (one water on standby: 40 power plus
   a 30% heal for the whole party). Beating Squall means ALL EIGHT
   SPIRITS, and the game says so: the great summons are yours.

5. The UPPER HALL: back to the nave, up through the gap at (12,5). The Wyrm
   lurks at (12,2), two tiles above the gap, so step aside the moment you
   come through: east along row 4 to (23,4) and up to Chest 2 at (23,2),
   the ELIXIR (stand at (23,3) facing up). Then west along row 4 - mind the
   Wyrm at (12,2), stay on row 4 - to Chest 1 at (2,2), the STEEL RAPIER
   (ATK+16; Bram, whose fire arts add half his ATK). Grab everything, go
   back down to the spring, top up, SAVE, and return.

-------------------------------------------------------------------------------
  7.11 FINAL BOSS: SHADOW WYRM                                         [BOS7K]
-------------------------------------------------------------------------------

   SHADOW WYRM
   HP 1200   ATK 56   DEF 13   AGI 9
   FIGHT does only 45% damage. Cannot flee.
   Attacks: a single strike at ATK 56 + 0-4 minus your DEF, or (40% of
   its turns) SHADOW FLAME on the whole party at 75% strength.
   Special: while below 55% HP it may spend a turn to HEAL 220 HP
   (50% chance each turn it is eligible), up to TWICE per battle.
   Effective HP: up to 1640.
   Reward: the ending.

   Recommended: party level 10, all eight spirits, Sol Blade on Ari,
   Steel Rapier and Iron Axe on two others, Chain Mail or better on
   everyone, three Potions and two Elixirs.

The Wyrm is slow (AGI 9): at level 10 the whole party acts before it every
round, Sera first. It is the only enemy that heals, and its heal is the
whole fight: 1200 HP plus two 220-point heals is 1640 HP to burn through,
and each heal is also a turn it does not attack. The trick is to bring so
much damage in the first three rounds that it is dead before the second
heal matters.

   Round 1   Everyone UNLEASHES: Ari FLINT, Lyn GRANITE, Bram FORGE,
             Sera BREEZE (stagger: the Wyrm loses its turn!).
             Unleashes at level 10 do 60 to 95 each - about 280 damage,
             and the Wyrm has not moved.
   Round 2   Four spirits on standby, one of each element: Ari SUMMONS
             SOL AVATAR (200 power, about 245 damage at level 10). Lyn
             unleashes MIST (heals everyone 35%) or casts CURE as needed,
             Bram unleashes EMBER (~90), Sera unleashes SQUALL (~55).
             The Wyrm is down to about 550.
   Round 3   Sol Avatar spent one spirit of each element, so the two-
             spirit summons are off the table, but the singles are not:
             Bram SUMMONS SALAMAND (Ember), Sera SUMMONS SYLPH (Squall -
             it staggers again!), Lyn SUMMONS NIXIE (Mist: damage plus a
             30% heal for everyone) or casts CURE, Ari casts GAIA BLADE
             (~100). The Wyrm drops under 55% here and starts rolling
             for heals.
   Round 4+  Arts: GAIA BLADE, INFERNO, BOLT, ICE HORN. Lyn on PURE PLY
             (full heal, 10 PP) the moment anyone is under 40. Potions
             from Sera, who acts first, if two people are low.

An alternative opening that many players prefer: unleash Flint and Granite
in round one with Ari and Bram while Lyn and Sera cast, then TITAN in round
two (two earth, 110 power), and build Sol Avatar in rounds two and three
instead. Both work; the Sol Avatar-first line front-loads the most damage.

Damage you take: a single strike is 30 to 40 through Chain Mail, 25 to 35
through Aegis Plate (a few more once your spirits are off standby, since
the set bonus goes with them); SHADOW FLAME is about 20 to 30 on everyone.
At level
10 Lyn has 69 HP and Sera 71, so two strikes in a row on either is a
knock-out. Keep them above 45 - Lyn above all, since PURE PLY is hers - and
use the Elixirs without hesitation; there is nothing to save them for.

When it falls, the Wyrm dissolves into mist and warm light floods the
tower.

-------------------------------------------------------------------------------
  7.12 THE ENDING                                                      [END7L]
-------------------------------------------------------------------------------

The ending screen shows the sun rising over the spire with your party level,
spirits found, battles won and coins. Press Enter or A after a moment to
return to a fresh game. The victory is saved: CONTINUE on the title screen
drops you in the Sunspire with the Wyrm gone and Sorin, back in Thera, has a
new line for you. There is no post-game content beyond that; the chests you
missed can still be opened.

===============================================================================
  8. SPIRIT (DJINN) GUIDE                                              [SPR08]
===============================================================================

All eight, in the order the game lists them. "Duel" is the battle form you
have to beat. All duels block fleeing and take only 30% damage from FIGHT.

   #  Name     El.    Where              Duel HP/ATK/DEF/AGI   XP  Coins
   ------------------------------------------------------------------------
   1  FLINT    earth  Thera Fields       70 / 14 /  5 / 10     24   12
                      (3,20) west of the houses
   2  GRANITE  earth  Brindle Mine      220 / 34 / 11 /  8     40   24
                      (3,18) by the entrance
   3  FORGE    fire   Brindle Mine      200 / 35 / 10 / 11     40   24
                      (12,3) top of the second shaft
   4  EMBER    fire   Sunspire Trail    420 / 50 / 11 / 12 x2  60   30
                      (28,16) south terrace, east end
   5  DEW      water  Thera Fields      120 / 20 /  6 / 12     30   14
                      (8,12) east shore of Lake Mira
   6  MIST     water  The Sunspire      520 / 56 / 11 / 13 x2  70   36
                      (4,10) west aisle
   7  BREEZE   wind   Sunspire Trail    380 / 46 /  9 / 16 x2  55   30
                      (29,3) north terrace, east end
   8  SQUALL   wind   The Sunspire      480 / 54 / 10 / 17 x2  70   36
                      (22,12) east aisle

   "x2" = strikes twice per round.

Unleash effects (power + 4 x level + 0-3, minus half the target's DEF):

   FLINT     32 earth damage to one enemy. Also shatters the Thera boulder.
   GRANITE   48 earth damage to one enemy.
   FORGE     40 fire damage to one enemy.
   EMBER     56 fire damage to one enemy. The strongest single unleash.
   DEW       Heals one ally for 55% of their max HP.
   MIST      Heals the whole party for 35% of each member's max HP.
   BREEZE    24 wind damage and STAGGERS the target: it loses its next
             action (one strike of a double-striker's two, or the Wyrm's
             whole turn). Breeze is the best spirit in the game.
   SQUALL    22 wind damage to EVERY enemy: full on the enemy you focus,
             70% on the rest.

Set bonus: +1 ATK and +1 DEF to every member per set spirit (max +8/+8).
All spirits are set again at the start of every battle.

Order of recruitment in this guide: Flint, Dew, Granite, Forge, Ember,
Breeze, Mist, Squall. Only Flint is required to finish the game (for the
boulder); the rest are optional but you will not beat the Wyrm without most
of them.

===============================================================================
  9. SUMMON LIST                                                       [SUM09]
===============================================================================

A summon needs the listed spirits ON STANDBY (unleashed earlier in the same
battle). It hits every enemy for power + 5 x level + 0-5, minus half their
DEF, then spends those spirits. The SUMMON icon only appears when at least
one summon is possible.

   Summon       Element  Needs                  Power  Extra
   -----------------------------------------------------------------------
   GNOME        earth    1 earth on standby       50
   TITAN        earth    2 earth on standby      110
   SALAMAND     fire     1 fire on standby        56
   PHOENIX      fire     2 fire on standby       120
   NIXIE        water    1 water on standby       40   heals party 30%
   LEVIATH      water    2 water on standby      104
   SYLPH        wind     1 wind on standby        46   staggers all foes
   TEMPEST      wind     2 wind on standby       112
   SOL AVATAR   all      1 of EACH element       200   needs all four
                         on standby                    elements found

Rules of thumb
   - A two-spirit summon is always better than two one-spirit summons
     (Titan 110 vs Gnome 50 twice), but it needs two of the same element,
     so it costs two unleash turns.
   - Sol Avatar uses one spirit of each element and leaves the other four
     for a second wave: Titan/Phoenix/Leviath/Tempest are impossible after
     it (only one of each element is left), but Gnome, Salamand, Nixie and
     Sylph still are.
   - Sylph's stagger on every enemy is the best "oh no" button in a
     two-gargoyle fight.

===============================================================================
  10. TREASURE CHEST LIST                                              [CHS10]
===============================================================================

Eleven chests. Face the chest and press A. A chest only ever opens once.
"Stand at" is a tile you can reach from which the chest is adjacent.

   #   Area            Tile      Stand at / facing     Contents
   -------------------------------------------------------------------------
   1   Thera Fields    (32,11)   (32,12) facing up     25 coins
   2   Thera Fields    (3,3)     (3,4) facing up       LYN'S COMPASS (key)
   3   Thera Fields    (50,36)   (50,37) facing up     POTION
   4   Brindle Mine    (4,3)     (4,2) or (5,3)        BRONZE SWORD
   5   Brindle Mine    (13,12)   (13,11) facing down   PSY DROP
   6   Brindle Mine    (24,18)   (24,17) or (23,18)    60 coins
   7   Sunspire Trail  (12,4)    (12,3) facing down    CHAIN MAIL
   8   Sunspire Trail  (25,16)   (25,15) facing down   POTION
   9   The Sunspire    (2,2)     (2,3) facing up       STEEL RAPIER
  10   The Sunspire    (23,2)    (23,3) facing up      ELIXIR
  11   The Sunspire    (13,8)    (13,9) facing up      SOL BLADE

   Total loose coin: 85. Brindle has no chests.

===============================================================================
  11. ITEMS AND EQUIPMENT                                              [ITM11]
===============================================================================

Consumables
   Item       Price   Effect
   -----------------------------------------------------------------------
   HERB         12    Restores 60 HP to one member
   POTION       70    Restores 220 HP to one member
   PSY DROP     40    Restores 30 PP to one member
   ELIXIR       90    Revives a fallen member at half their max HP

   All four work from the ITEMS menu outside battle and from the ITEM
   command inside it. Nothing else has a use limit; carry as many as you
   like.

Key item
   LYN'S COMPASS   Chest 2 in the Thera paddock. Give it to Lyn in Brindle.

Weapons (one slot, shared pool: anyone can wear anything)
   Weapon         ATK   Price   Where
   -----------------------------------------------------------------------
   WOOD BLADE      +3     20    Ari starts with one; Thera shop
   BRONZE SWORD    +7     80    Thera shop; chest in Brindle Mine
   IRON AXE       +12    180    Brindle (Dov)
   STEEL RAPIER   +16    480    chest in the Sunspire (not sold)
   SOL BLADE      +24    999    chest in the Sunspire (not sold)

Armour
   Armour         DEF   Price   Where
   -----------------------------------------------------------------------
   TRAVEL VEST     +2     18    Thera shop; Ore Beetle drop (8%)
   LEATHER MAIL    +4     70    Thera shop; Iron Boar drop (7%)
   CHAIN MAIL      +6    160    Brindle (Dov); chest on the Trail
   AEGIS PLATE     +9    380    Brindle (Dov)

   There is no selling. Unequipped gear sits in the shared pool.

===============================================================================
  12. SHOP LISTS                                                       [SHP12]
===============================================================================

THERA - MARA'S GOODS (the third house on the lane, door at (21,19))
   HERB            12    HP+60
   PSY DROP        40    PP+30
   WOOD BLADE      20    ATK+3
   BRONZE SWORD    80    ATK+7
   TRAVEL VEST     18    DEF+2
   LEATHER MAIL    70    DEF+4

BRINDLE - DOV'S GOODS (talk to Dov at (8,9) on the plaza)
   HERB            12    HP+60
   POTION          70    HP+220
   PSY DROP        40    PP+30
   ELIXIR          90    revive
   IRON AXE       180    ATK+12
   CHAIN MAIL     160    DEF+6
   AEGIS PLATE    380    DEF+9

INNS - 12 coins: full HP and PP for everyone, revives the fallen, saves.
   Mira Farmstead (door at (44,34), Thera Fields)
   Brindle (door at (22,11))

Money: you start with 30 coins. Chests give 85 more, the Ogre 200, the eight
duels 206 between them, and random battles 7 to 34 each. Four sets of Chain
Mail plus an Iron Axe and an Aegis Plate come to about 1,200 coins, so you
will not have everything - prioritise armour for Bram and Lyn, then Ari's
weapon.

===============================================================================
  13. BESTIARY                                                         [BST13]
===============================================================================

Every enemy in the game. "Phys" is the share of FIGHT damage that lands.

   Name          HP    ATK  DEF  AGI   XP  Coins  Notes
   -------------------------------------------------------------------------
   Thera Fields (tall grass)
   MIRE OOZE      22     9    2    5    8     7   drops HERB 20%
   DUSK BAT       18    10    2   13   10     8   drains 1/3 of damage dealt
   FANG WOLF      24    11    3   10   14    12   drops HERB 18%
   PIT SPIDER     28    11    4    9   13    11
   Groups: ooze; ooze; wolf; bat; spider; ooze+ooze; ooze+bat;
           wolf+ooze; spider+bat (only singles and ooze pairs below Lv 3)
   Paddock, behind the boulder (any level): wolf+ooze; wolf+wolf;
           spider+bat; wolf+spider; spider+spider; ooze+ooze+bat

   Brindle Mine (ore flecks)
   ORE BEETLE     80    26   10    4   24    17   drops TRAVEL VEST 8%
   RUIN GOLEM    108    30   11    3   33    24   drops PSY DROP 15%
   Groups: beetle; golem; beetle+beetle; bat+bat+bat; golem+beetle;
           spider+spider; golem+bat+bat

   Sunspire Trail (tall grass)
   CRAG HARPY    100    30    9   14   30    20   drops HERB 15%
   IRON BOAR     130    34   12    7   36    24   drops LEATHER MAIL 7%
   Groups: harpy; boar; harpy+harpy; boar+wolf; harpy+boar;
           harpy+bat+bat

   The Sunspire (ore flecks)
   PALE SHADE    120    38   11   11   44    28   drains 1/3 of damage dealt
   GARGOYLE      160    42   16    8   54    34   drops POTION 15%
   Groups: shade; gargoyle; shade+shade; gargoyle+shade;
           shade+bat+bat; gargoyle+gargoyle

   Bosses
   MAW OGRE      650    42   10    6  150   200   phys 50%; SMASH (all,
                                                  70%) 35% of turns
   SHADOW WYRM  1200    56   13    9    0     0   phys 45%; SHADOW FLAME
                                                  (all, 75%) 40% of turns;
                                                  heals 220 twice below 55%

   Spirit duels (phys 30%, no fleeing)
   FLINT          70    14    5   10   24    12
   DEW           120    20    6   12   30    14
   FORGE         200    35   10   11   40    24
   GRANITE       220    34   11    8   40    24
   BREEZE        380    46    9   16   55    30   strikes twice
   EMBER         420    50   11   12   60    30   strikes twice
   SQUALL        480    54   10   17   70    36   strikes twice
   MIST          520    56   11   13   70    36   strikes twice

Drains: a Dusk Bat or Pale Shade heals itself by a third of the damage it
deals with a successful strike. Kill them first in mixed groups.

===============================================================================
  14. FREQUENTLY ASKED QUESTIONS                                       [FAQ14]
===============================================================================

Q: I can't get past the boulder north of Thera.
A: You need FLINT, the earth spirit at (3,20) west of the houses. Beat it in
   its duel, then walk into the boulder.

Q: Lyn won't join. She keeps talking about a compass.
A: It is in the chest at (3,3), the north-west corner of the paddock behind
   the boulder. Bring it back and say YES.

Q: Where is the shop in Brindle?
A: There is no building. Talk to DOV, the man standing on the west side of
   the plaza at (8,9).

Q: My attacks do 2 damage to a spirit / the boss!
A: That is intended. Spirits take 30% of FIGHT damage and bosses about
   half. Use ARTS, SPIRIT unleashes and SUMMONS - they are not reduced.

Q: The SUMMON icon never appears.
A: Summons need spirits ON STANDBY, which means you have to UNLEASH them
   with the SPIRIT command first in the same battle. Unleash one earth
   spirit, and next round Gnome is available.

Q: Why did my ATK go down mid-battle?
A: Each SET spirit gives +1 ATK and +1 DEF. Unleashing moves it to standby
   and the bonus goes with it until the battle ends.

Q: I lost a spirit duel. Is the spirit gone?
A: No. It stays on the map for a rematch, and you lose nothing on defeat.

Q: How do I unlock the gate on the Sunspire Trail?
A: Beat the MAW OGRE in Brindle Mine; he drops the SPIRE KEY. Then walk
   into the gate.

Q: I'm out of PP in the middle of the mine.
A: PP comes back at 1 per 8 steps for everyone. Pace the safe gallery for a
   while, use a Psy Drop, or go back to the Brindle inn (12 coins).

Q: Is there a free heal anywhere?
A: Yes, two: the well at (15,22) in Thera and the spirit spring at (3,17)
   in the Sunspire. Walk onto them.

Q: Is there anything missable?
A: No. Every chest and spirit can be collected at any point, including
   after the ending.

Q: Can I sell gear?
A: No. There is no selling. Spend carefully.

Q: Where is my save?
A: In the browser's local storage for the site you played on. Play from the
   same browser and address to continue. Private browsing or clearing site
   data wipes it.

Q: What are sprite packs?
A: A way to replace every sprite, tile and background with your own art.
   It is purely cosmetic and does not change any number in this guide.
   See the game's pack guide page.

===============================================================================
  15. CREDITS AND LEGAL                                                [LGL15]
===============================================================================

Sunspire Saga is original code and art released under the MIT licence. It is
an independent homage to the handheld JRPGs of the early 2000s and is not
affiliated with or endorsed by Nintendo or Camelot.

This walkthrough is part of the Sunspire Saga repository and is released
under the same MIT licence as the game. You may copy, host and share it
freely as long as this notice stays attached. All numbers were taken from
the game's data for version V41; if you find a mistake, open an issue in
the repository.

Thanks to everyone who ever wrote a plain-text FAQ with an ASCII logo at
the top. This one is for you.

===============================================================================
                       May the Sunspire shine anew.
===============================================================================