This is an article on walkthrough and guide about Zenonia 3, the popular Android adventure RPG.
Zenonia 2 Walkthrough and Guide
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
1. Lu, the Paladin..........................(LU1)
2. Ecne, the Shooter........................(EC8)
3. Morpice, the Magician....................(MO5)
4. Daza, the Warrior........................(DA3)
a. The Mining Glitch....................(MQ2)
8. Tips and Tricks..........................(PI0)
1. Deva Castle.............................(DC4)
2. Town of Iris............................(TI9)
3. Frosty Dungeon..........................(FD3)
4. Laka Ruins..............................(LR0)
5. Golden Temple...........................(GT5)
6. Town of Iris, Revisited.................(TT2)
7. Town of Barpore.........................(BT8)
8. Barpore Dungeon.........................(BD4)
9. Teradore Area...........................(AT3)
10. Crusis Volcano..........................(CV6)
11. Deva Castle, Revisited..................(DR2)
12. Revival Dungeon.........................(RD1)
13. Town of Iris, Revisited 2...............(IR4)
15. Demon King's Castle.....................(DK7)
I. Version History
Version 1.0 - First submission. Walkthrough is complete, information regarding
the classes and Combining section still under construction.
Zenonia 2 is (quite obviously) the sequel to the revolutionary Zenonia,
released last year for the iPhone & iPod Touch. Zenonia 2 was made public for
purchase in the Appstore on 3/29/10, and the events of the game follow many
years after the culmination of it's predecessor. This walkthrough is designed
to help you through the multitude of dungeons in the game, and to give
strategies on how to defeat each boss. If you have any questions, comments, or
suggestions, or if you find any errors in this guide, my contact information
can be found at the end of the guide.
Zenonia 2, unlike its counterpart Zenonia, gives players a selection of four
different playable characters. They include Lu, the Paladin; Ecne, the Shooter;
Morpice, the Magician; and Daza, the Warrior.
Lu, the Paladin (LU1)
Recommended Stat Distribution:
+3 Str; or +2 Str, +1 Con
-Has many defensive skills (Healing & Defense buffs) that make him nearly
impossible to kill
-Contains a wide array of offensive attacks which inflict different ailments
-Deals less damage than other classes
-Being the slower of the melee classes, it is easy to get trapped by enemies
Lu's Skill Trees
|Active Tree: |
|1 Double Attack | Cure Light | |
| | | | |
|10 Power of Sacrifice | Shield Charge | |
| | | | |
|20 Cry of Crusader | Shield Blast | Sacred Blessing |
| | | | | |
|30 Shield of God | Light of Guardian | Aura of Paladin |
| | | | |
|40 | Sword of Heaven | |
|Passive Tree: |
|1 Patience Sacred Mind |
|10 Concentration Sacred Power |
|20 Grace of God Sacred Armor |
|30 Awakening Almighty Strength |
Lu very closely relates to Zenonia's Paladin class (and rightfully so), both
in abilities and play style. Cure Light, and more notably Sacred Blessing are
again very handy tools to have handy, and when paired with a powerful Shield
of God can make Lu essentially indestructible. Although ultimately his damage
potential pales in comparison to the other characters, he does have skills to
supplement his defensive capabilities, unlike his Zenonia 1 counterpart.
Ecne, the Shooter (EC8)
Recommended Stat Distribution:
-Can attack from the furthest distance
-Has very high evade, and (towards the end of the game) 100% criticals
-Very low defense & very low health
-Ultimately inferior burst damage to the other ranged character Morpice
Ecne's Skill Trees:
|Active Tree: |
|1 Gun Hawk | Flame Thrower | |
| | | | |
|10 Seize Opportunity | Destruction | Rising Shot |
| | | | | |
|20 Evasion | | Blinding Fire |
| | | | |
|30 Aimed Fire | Acute Marksmanship | Temptation |
| | | | |
|40 | Poison Rain | |
|Passive Tree: |
|1 Shock Fire Thick Leather |
|10 Enchanted Defense Combat Ability |
|20 Precision Fire Swift Gunner |
|30 Wind Movement Fatal Polishing |
Ecne is a difficult character to get started, as she doesn't have too much
stopping power, nor enough health to take hits at low levels. That changes,
however, when she gets insane evade to dodge attacks entirely, and high
critical/knock back to keep enemies away. Her damage isn't ever particularly
low, either, so she becomes a true force to be reckoned with as time goes on.
Morpice, the Magician (MO5)
Recommended Stat Distribution:
-Possesses large Area of Effect (AoE) spells
-Has a large pool of SP, and recharges it quickly
-Like Ecne, he can't take damage well, and must use SP to offset it
-Very unforgiving class: one wrong move can result in immediate death
Morpice's Skill Trees:
|Active Tree: |
|1 Vision Shock | Summon Tornado | |
| | | | |
|10 | Steam Protection | Ice Tornado |
| | | | |
|20 Flame Storm | Summon Golem | Frog Mutation |
| | | | | |
|30 Power of Negativity | Spirit Link | Steam Suppression |
| | | | |
|40 | Thunderstorm | |
|Passive Tree: |
|1 Mental Training Cloak of Refraction |
|10 Mental Protection Sacred Mentality |
|20 Steam Injection Calmness |
|30 Mental Concentration Mysterious Enchantment |
Morpice is an interesting character. While Ecne still vaguely resembles
Zenonia's Assassin class, Morpice is something new entirely. He relies entirely
on magic, and can even summon a golem to fight for him, upon other devastating
spells. Like the other ranged class, Morpice is somewhat difficult to get off
the ground, but when you get the ability to absorb damage with SP, and when
your skills are powerful enough to pulverize enemies in a matter of seconds,
he's an absolute beast of a character. Though beastly in his own right, he
doesn't quite compare to the next character.
Daza, the Warrior (DA3)
Recommended Stat Distribution:
-Quick, and tremendously powerful
-Can fly across the battlefield with skills, eradicating everything on the way
-Because of his berserk nature, it is easy to find yourself overwhelmed
-Has a quick-depleting health supply, and no easy way to heal effectively
Daza's Skill Trees
|Active Tree: |
|1 Dragon Cut | | Cry of Beast |
| | | | | |
|10 Phoenix Smash | Knuckle Boom |Spirit of Solidarity|
| | | | |
|20 Hyper Flying Kick |Nature's Protection | |
| | | | |
|30 Nature's Swiftness | Berserka | Energy Damage |
| | | | |
|40 | Incarnation Tree | |
|Passive Tree: |
|1 Outrage of Beast Resistance of Prisoner |
|10 Brutality of Beast Nature of Beast |
|20 Leather of Wild Animal Soldier Reflex |
|30 Survival Instinct Power of Blood |
Daza can be most easily described as a reckless Lu. He moves faster, hits
harder, but doesn't have the stability the Paladin does. Use his speed wisely,
he's the king of the hit & run tactic, especially with Phoenix Smash. Whether
it's against a human, monster, or boss, Daza has an adequate toolkit. The
interesting thing about Daza is that he can use some of his health for skills,
rather than SP, making him a dangerous, slightly vulnerable killing machine.
All across Andra, you will see large glowing rock outcroppings. With a mining
hoe, you can reap the contents of those rocks. They come in three varieties:
Blue, Purple, and Black, and each have a chance of yielding nothing, a small
quantity of gold, or one of a predetermined list of materials, like Iron,
Copper, or Mithril.
"What's the use of this?" One might ask. Well, in order to create some truly
powerful weapons, you'll need raw materials only found in mining rocks, which
you then use to combine your equipment. Make use of these trusty rocks when
they come; the equipment you can get is often much better than your current
Normally, you can only strike a rock eleven times before it runs dry. However,
you can offset this by making use of
The Mining Glitch (MQ2)
Ever get tired of running from rock to rock, never finding the materials you
need? Well look no further!
The mining glitch concept is quite simple: Since a rock can only be struck 11
times before it runs dry, all you have to do is take ten whacks at the rock,
before taking a step back, and returning to what the game thinks to be a fresh
Simply put: Hit a rock ten times, back away, and repeat.
This glitch allows you to mine the same (sometimes valuable) rock indefinitely.
It helps particularly with speeding up the completion of quests, and also with
the gathering of materials like Mithril and Adaman necessary for combining.
Combining in Zenonia 2 is far different from Zenonia, so throw all prior
knowledge you may have out the window. The idea behind combining is simple. All
you have to do is find a recipe for your item (dropped by monsters), gather the
necessary ingredients, and hit COMBINE at your local blacksmith.
The use in combining comes all throughout the game. Weaponry, armor, and
accessories made through combining are FAR superior to their counterparts of
an equal level. Don't get too absolutely caught up in combining everything you
see, though. As you work through the game, even a great combined helmet will be
outdone by another ten levels later. My advice: Take combined items if they're
easily obtained; otherwise, don't waste your breath. Unless it's Absolute gear.
If you're familiar with the enchantment process of many MMO games, you will
find that refining in Zenonia 2 is quite similar. Go to your blacksmith, select
the item you wish to refine, add a refining supplement for increased odds, and
hit REFINE. Bear in mind that your equipment MUST be of magic quality or
higher in order for you to select it in the first place.
Refined items will have a number next to their name, indicated, for example
with a (1) if you've refined the item once. The more you refine an item, the
better it's attributes. Both the primary stat (attack for weapons, defense for
armor) and any magic properties will increase with each refinement.
My advice: Don't waste your breath with refining until you're well into the
game. Just as with combining (except worse), your equipment gets dated fast
until you reach the maximum level. Do use Deluxe Refining Elixirs when
bettering your equipment, as success rates get disgustingly low very quickly.
PvP: Player Vs. Player (PP7)
New to the Zenonia series is Player vs. Player combat, or PvP. For this game,
however, that's a bit of a misnomer, but I'll get to that in a little.
In order to begin PvPing, visit your town's Arena Official, and register your
name. This name is what shows up under your PvP record, what your opponents see
when they battle your character, and how you align yourself with groups. All in
all, it's a vital part of everything you do. Once you've registered, you can
either battle one of your friends by entering their name into the Search
Opponent tab, or have the game find you a random opponent in Quick Battle.
Your rank is only affected in Quick Battles.
So, why isn't this really Player vs. Player? The way this system works is that
the Gamevil server downloads your character's information, including stats,
gear, and even assigned skills into one big heap. When you hit Quick Battle,
an opponent's data of similar level is pulled out of the pile, and a computer
controlled opponent (AI) duels with you.
Groups, or more commonly referred to as Clans or Guilds, are a way for several
different players to merge their rank points together, and compete, as the
name says, in groups. Every player registered under the same Group name will
have their rank points thrown into that pool. Once you register for a group,
there's no turning back, so be careful.
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 any given time.
Tips & Tricks (PI0)
-Use the monsters in your current area as a rigid guide as to how strong you
should be, if not stronger. Most bosses will be at least 5 levels higher than
the strongest enemy in their dungeon.
-Set every town you visit for the first time as a return point. Simply talk
to the Portal Guide to change your return town. Additionally, be sure to keep
Teleport Scrolls on you at all times, or better yet, Two-Way Scrolls.
-Two-Way Scrolls are an addition to Zenonia that function similar to Diablo's
Town Portal scrolls. When you use a Two-Way, you are taken back to your return
town, with a large, demonic portal right in the middle. Use them to bail
yourself out of a dungeon when your equipment is breaking, if you run out of
food, or if you cannot heal yourself. When you're ready to continue through
the dungeon, return to your original spot through the portal.
-Combine as often as you can, but don't go far out of your way to make any one
piece of equipment. Don't refine until very late in the game.
-Use the weapon/armor store on very, very rare occasions. Their wares are
expensive, and probably inferior to anything you can find from monsters.
-The Mining Glitch. Use it. Love it. Code: (MQ2)
-When training for extended periods of time, dump a couple points into Fairy's
Experience buff. There are guaranteed at least three points in passive skills
that you can do without, and when coupled with a Nectarine, the combination
can help you jump up levels quickly.
-Elixirs of Stamina are indispensable staples to any character's arsenal. At
400 gold a pop (buying in bulk), you can spam your skills to no end for almost
no cost. Think about it: it only takes two enemies to recoup your investment
in a potion. And how many enemies can you kill with a full bar of stamina?
Lots, I'm sure.
-Once you get a fair distance into the game, Origins of Life are ALWAYS the
better choice of revival. The price of repairing your equipment, on top of the
5% penalty to cash will be far greater than the 2000 gold Origin. Make sure
you have a healthy supply of them, in case your resolve goes south.
Without further ado, here's the walkthrough for Zenonia 2. This guide explains
where every story progression event happens, and how to solve the puzzles in
the game's several dungeons. This guide does NOT include a full quest list,
however that is planned for a future update. Again, if you need to find a
certain place in this guide, use the keys located in the Table of Contents.
Although there are four distinct characters to choose, they all follow a near-
identical storyline. The only difference lies in the opening scene. After
choosing your character, you'll be treated to the opening scene, and then...
Thrown in prison.
After gaining control of your character, you're separated from your new
friends, and left to escape the dungeon alone. Take the time now to familiarize
yourself with the controls, which, for the moment, consists of moving and
attacking. Dispatch the guards in this room, and continue out the north exit.
Use this room to train a little bit, but be careful about sustaining damage. At
this point, your character probably won't have much ability to heal. That being
said, there is a safe spot in the skinny passage south of the main chamber.
For ranged characters, use the little moat there to kill your enemies without
being touched yourself. When you feel adequately trained, proceed left, through
Make your way through this room any way you wish, eventually exiting out the
northern, shiny door. Watch the cutscene, and you'll be dumped in Deva Castle.
Deva Castle (DC4)
Your first order of business after the cutscene is to find Karen at the town's
square. He is indicated by the big, golden "?" on your minimap, so go there and
progress the story.
While waiting for your friends, you'll be given an order of iron to deliver to
the blacksmith. You'll be over your weight limit, and therefore you'll walk
much slower. Trudge over to the blacksmith, it's south of Karen, so head that
way and turn left, up the staircase. The blacksmith is the first building on
the left. Talk to Lindaman, and you'll be given the job of getting him more
iron for his supply shipment.
Take the time now to familiarize yourself with the town, and gather quests from
the townspeople (available quests are indicated as golden "!'s," quests in
progress are grayed out "?'s," and completed quests are identified by a golden
"?"). When you're ready, head out the right side of Deva, and into Deva Woods.
-Water of Power
As Lindaman said, you're looking for iron in crystal deposits. Mining will
become a vital part of upgrading your equipment later, and this is basically
your tutorial. In the Deva Woods Entrance, you'll see a shiny blue rock with
different colors on it (Kind of like a Christmas Tree, except it's a rock)
located right in the top middle of the map. Run over to the right side of the
map, and double back on the other route. Press the action button next to the
rock to start mining. Use the Mining Glitch (Located at the quick jump code
MQ2), and you can amass your iron very quickly. Return to Lindaman when
He will tell you to see Amos, so visit him at his shiny ? at the far north end
of town. Your next test is to hunt Mukakas in Deva Woods, so gather more
quests around town if you wish, and head back out to Deva Woods. Proceed right
through the next couple maps, and start killing Mukakas when you've reached
West Deva Woods. Either walk back, or use a teleport/two way scroll when you've
hunted the Mukakas. I wouldn't advise using teleport scrolls this early in the
game, as they're quite expensive at the moment.
Either way, Amos will have another task for you in Deva Castle, in the most
northern building in town. Talk to him, and you'll be told to seek out Monica,
in the Town of Iris.
Iris is a fair distance away, so make sure you have enough potions and
equipment to make it through. Head out to Deva Woods, and proceed through the
relatively linear trail to Iris. Once you reach East Deva Woods, you'll see
Monica surrounded by Limes. After the scene, you'll be asked to transport
Monica back to Iris. Ignore the northern exit (although you will visit later),
and proceed right into the Town of Fairies.
Town of Iris (TI9)
First things first, be sure to set your return point & fix up your equipment.
Meet Monica in her house at the far northwest end of the town. You'll reunite
with your friends, get a little briefing on Fairies, then be told to help a
lost one, Lepe. Head out the west side of Iris, and into that northern passage
you skipped earlier.
You'll see Lepe surrounded by Lizardmen, so dispatch them and talk to the
fairy. Walk back to Iris, and talk to Monica again. After learning about the
Holy Night, you'll be asked to examine the northern snowy region.
Strangely enough, the Snowflower Herbs you're looking for are found by mining.
Climb to the top-right of the map, and begin mining there (There is only one
Lizardman to worry about there). When you've gotten your five Herbs, return to
Monica. Watch the cutscene, and proceed north once again.
The path to your mission is completely linear: just follow it & kill the
monsters in your way. At the Highlands Entrance, open the chest for a HUGE
BONE, and show it to Monica back at Iris. After you get your next task, be
sure you have a Two-Way portal before you leave, it'll save you a great deal of
walking in a little bit. Take off once more for North Iris.
Proceed all the way up the mountain this time, and enter the crystalline cavern
at the end of the road. Take note that you only have to go through two of the
tunnels, before climbing the wall into the next area.
You'll figure out how to open the icy door, so proceed through and watch the
cutscene. Don't proceed through the dungeon yet; you still have to report to
Monica one more time. Use a two-way scroll to return to Iris this time. Talk
to Monica, then prepare yourself for a dungeon. Bring food, potions, and some
repair hammers, then jump back through your portal.
Frosty Dungeon (FD3)
-Water of Life
-Water of Light
You'll notice a few things as you walk in. First, there's a large crystal
stalactite border on the top of the screen, and that doesn't go away. Second,
you'll notice that you walk much slower on dark ice.
**TIP** In order to stop yourself from moving terribly slow on the ice, take
one step in the direction of your choice, let your character slide a tile, then
continue moving; this time at normal speed. It only works once per direction,
but this method can, and does save your life. **TIP**
The only way you can move from here is north, so go up that entryway. Snake
around this next corridor, climbing the stairs and running around the right
side of the map. Don't bother pushing any of the stone blocks, simply break the
ice, and walk around it. If you're short on healing items/food, don't hesitate
to break ice cubes throughout the dungeon. Go down the stairs, and left into
the next area.
Use the climbable walls in this area only to escape danger (as the signs say),
as they don't yield much other benefit. Proceed north into the next area. Go
up the stairs you see immediately upon entering, and descend the staircase
further north. Run under the bridge, then to your right, and finally out the
door to the right. Run as far right as you can in this corridor, and finally
turn north at the end of the hallway.
Make your way as far north as you can, passing the checkered box maze. Break
the ice blocks you have access to, then push the open stone left. Go right into
the next area. You'll come across a stranger in this area, then be given free
reign again. Climb the stairs, and train on the Shatis and Mermen if you're
underlevelled. Mine some mithril here if you took the blacksmith's quest, then
head up the staircase, around the bend, and down the next. Exit out the south
You're almost done! Proceed down, pass the block puzzle (break the ice, push
the first block to the side, then push the bottom one down a tile), and begin
heading right. Train in this wide space if needed, then exit right.
Stay south here, fighting the enemies on your way to the next room. Run along
the bottom of this room, too, smashing ice until you reach a TWO WAY PORTAL at
the end. Backtrack to the previous room, and head north at the beginning fork.
Go up that staircase, through the block puzzle, and down that southern
staircase. Run right, and turn north up another staircase. Proceed down and
to the right into the last area.
Go down the stairs here, and under the bridge. Run up these stairs, and turn
south at the fork. At the end of this walkway, get yourself ready for your
first true boss, and walk across the bridge.
|Boss Info: Lex|
|Recommended Level: 20|
So, here's your first taste of a boss. Lex is a giant ice dragon with a couple
powerful attacks. Before you can hurt the beast, though, you must first wait
for him to lower his head. He does this after using one of his attacks, which
I'll explain now.
Lex's primary attack is a headbutt, which he does every time you stand directly
in his line of fire. It's also what makes him put his head down, so I'll get to
how to deal with that in a second. His second attack consists of Lex slamming
the ground (pushing you backwards), and dropping ice chunks from the ceiling
(Like the Ice Ghost's attack earlier in the dungeon). This attack is easy
enough to dodge, just distance yourself from the black shadows on the ground.
His last attack is both his most powerful and his least accurate. He breathes
ice on the front of the battlefield, slowing (and probably killing) you if you
come too close. This can be avoided the same way as his headbutt attack.
This fight is very much a wash, rinse, repeat one. Lex will probably start the
fight with a headbutt, so stay either slightly right or slightly left, and
hit him with a few skills while he's vulnerable. When he puts his head up,
strafe back and forth, taking note of Lex's head positioning. Run straight
across the battlefield and lure his headbutt attack, then strike while he
recuperates. After getting one or two skills in, repeat the pattern. Be careful
about standing too close to Lex, though, both his headbutt and ice breath hit
multiple times at close range.
**TIP** If you go too long without attacking a boss (This goes for all bosses
in the game, not just Lex), he/she/it will begin to heal at an insultingly fast
rate. If you do need to heal, make sure you don't take your time.**TIP**
Examine the Gem after defeating Lex, and watch the scene. Teleport back to Iris
and visit Monica. You'll learn that your friends were taken to safety, and
deposited at the Inn to rest. Go to the second floor of the Inn when you're
ready to progress.
After the brief scene, it'll be time to go detective and find who stole the
Gem. Talk to the Weapons merchant, and the rest of the investigation will
follow. You'll be directed at the suspicious house on the east side of town, so
go just northeast of the Portal Guide, up the stairs, and into Terry's House.
Talk to Lindaman, and watch the scene.
You'll be dumped in Deva Woods, but having caught the thief, return to Iris
either by teleport or foot, and speak with Monica. This scene will lead to an
orc attack on all sides of the city. Your character will be given the task of
guarding the southern gate, so hunt your 15 orcs there and return to Monica's.
You'll then be told to find the man from the Laka Ruins, so head back to
Terry's house (Where you had talked to Lindaman earlier), and speak with Terry.
Laka Ruins (LR0)
Terry needs the Golden Book to help you find the Golden Temple, so you'll be
sent south to the Ruins. A majority of this trip is linear, so bring along your
two way/teleport scrolls and head out south. Trudge along the water in the
first map, then go straight south, out of the grassy Iris area. Remain south
until you hit the North Laka Ruins. Keep proceeding the only way you can until
you reach the Central Laka Ruins. Keep moving west until you reach the next
Retrieve the GOLDEN BOOK from a chest in the bottom left region of the map,
obscured slightly by trees. A brief scene will ensue, after which you can
either walk or teleport back to Iris.
Return to Terry's house, and speak with him to learn the whereabouts of the
Golden Temple. After the scene, stock up on equipment, healing items & food
(BE SURE TO BRING A TELEPORT SCROLL), then fight your way back through South
Iris. Instead of going all the way west to where you found the book, take a
right turn at Central Laka Ruin, and exit out the bottom right of the map.
You'll immediately notice a question mark on your minimap which, after further
examination, will grant you entry to the dungeon. *NOTE* It does not have to
be two o'clock in the game like Terry had said when you try examining the
Strange Equipment; your character will wait until the designated time
Golden Temple (GT5)
-Water of Dimension
-Water of Enchantment
-Water of Power
The first room of this dungeon is a long, straight chamber teeming with Grave
Robber Spirits and Tricksters. Be wary of these enemies, as they can both
paralyze and stun you, and deal moderate damage. Fight them for experience if
you wish, then proceed north into the next room.
After reaching the northern end of this room, note the holes on the floor to
your right. Those are a trap, and deal 500 damage each time one is stepped on.
Do not fear, though. Head left as far as you can, then down slightly to a
stone block. Push it straight down onto a dark tile, which will reveal the
safe path across.
[x] = Spike trap
[ ] = Walkable path
[ ][ ][ ][X]
[X][X][ ][ ]
Proceed south, and mine if you wish (Take the time now to amass a lot of
mithril. It helps you make a lot of higher level gear and doesn't come too
often in other places). When you reach the sliding block puzzle, simply push
the middle stone down until you can move right into the next area.
Run up the stairs immediately north of your starting position, and head as far
right as you can to receive an EXAMINE SCROLL. Return down the stairs, and
run right until you see another passage. Proceed through it and be treated to
The scene introduces you to the puzzle portion of this dungeon. The doors you
walk through take you to different parts of the dungeon, in a seemingly random
pattern. Begin by walking through the right door, then the right door again
(yes, two squares up from where you appear), then the only door you see. In
this room, there is a block which you can push onto the darkened tile. This
reveals a block in another room. Return through the right door three times
where you will end up in the room where you created the stone earlier.
Push that stone onto the tile, and you'll remove the pillar blocking your way
across. Wait until the moving platform comes, and hop on. Grab the chest on
the other side for a TIGER BALL, and exit out to your right.
You'll be introduced to new enemies, so train a little if you wish before
crossing the thin bridge to your right. Proceed the only way you can in these
next rooms: north through the first, then west out the second. In this room,
run left until you hit a north/south fork. First, though, run down the skinny
path on the far left, and find a TIGER BALL in the concealed chest. Head south
down the fork, prepare yourself for a bit of a confusing maze, and leave out
the right side of the map.
**Note** Make sure you pay close attention to the Temple number (Golden Temple
6, etc.), as it is extremely easy to get lost on your way to the Key.
Depending where the game puts you (Locations are somewhat randomized like the
earlier puzzle), Leave out the bottom of the map, into Golden Temple 6.
Walk across the fancy pillar bridge for another TIGER BALL, and begin
backtracking out the north, and back into Golden Temple 7. Run north in this
room, retrieving yet another TIGER BALL from the chest. Exit out the top left,
and keep moving between that door until you find yourself in Golden Temple 5.
Run right in this area, and turn down at the first opportunity you get. Head
left at the bottom of that area, and all the way across to get a GOLD KEY.
Return to Golden Temple 7, and leave through the south exit, back into Golden
Temple 6. Exit out the bottom left in that room, and you'll end up back in
Golden Temple 8 (Whew).
Back in this big chamber, run north under the bridge, and enter the shiny door
at the end of the path. Run north here until you reach the stairwell flooded
with Stone Faces. Grab a TIGER BALL in the chest to the left, and proceed
north. At the end of this room, you'll see a Warning sign with the message
"Only the one with the key may enter! Look for a treasure box within the maze.
The fifth map holds the clue!" Luckily, you grabbed the Gold Key earlier, when
you were in Golden Temple 5 (The fifth map. Sneaky, right?). Unlock the door,
Prepare yourself for a boss, and waltz on in.
|Boss Info: Golden Golem x2|
|Recommended Level: 29|
The first phase of this boss is a duo of floating heads. They will simply
chase you around the arena, spinning like crazy if you come close. As such,
this fight is much easier for ranged characters. As for Lu and Daza, you will
have to rely on using skills that can hit from a tile or two away, and running
around the arena to recover your SP. No matter your character, keep up the
attack and the golems will fall without much of an issue.
*NOTE* In order to prepare for the much harder boss to come, kill off one of
the golems, leave the second with little health, and take the time to fully
recover health and SP.
After his minions are defeated, the true master of the dungeon appears, and
challenges you to a fight.
|Boss Info: Deodore|
|Recommended Level: 30|
No matter your character, this boss is a menace. He's a level 33 ghost with a
small, yet powerful arsenal. The beginning of the fight is simple enough,
Deodore will fly/teleport around the arena, shooting an occasional 3-direction
dark blast in your direction. Each shot by itself doesn't deal a tremendous
amount of damage (still enough to be a threat, however), but if you get too
close, there is a chance that two, or even three of the blasts will hit you
square on, bringing your character to his/her knees very quickly.
Keeping this in mind, maintain your distance like in the last battle, closing
in only to maximize hits on whatever your skill of choice may be. Things get
complicated pretty quickly, though. When Deodore has about 50% of his health,
he will begin spawning powerful, level 30 golems like crazy. If you give him
too much breathing room, you'll find yourself surrounded by as many as 10
golems in a matter of seconds. When this happens, dash around the arena,
creating as much distance as you can between you and the golems. Deodore will
teleport close to you, so keep up a strong offensive while the golems are
trudging toward you. A few powerful blasts of your skills should bring down
Deodore before he can cause too much damage.
After the fight, examine the gem, and watch the following cutscene. Either
walk back to Iris, or use the much more efficient Teleport Scroll, and report
Town of Iris, Revisited (TT2)
Oops! Monica isn't here! Instead, waiting in front of her house, is Karin.
After the scene, you'll learn of a town called Barpore, also in the ruins area.
After you recover from your last dungeon endeavor, buy everything you need,
refine/combine if you found anything worthwhile in the dungeon, and head out
once more for south Iris.
Proceed, as you have many times before, back to Central Laka Ruin, and head
west for one more map, back to the place where you found the book so long ago.
From there, run right through the dead trees, and descend the dark, scary
Laka Ruin Basement
As you enter the I shaped corridor, make your way towards the southeast exit,
watching out for the falling block. Watch the cutscene, and you'll then be
given the task of escorting Monica to the town.
The rest of this journey is made pretty easy because of your minimap. Proceed
to the right out of your first map, and walk down the winding path in the next
room. Be sure use the pipe across the trapped floor in the top left. Make your
way through the next room, and you'll find yourself in the underground city of
Town of Barpore (BT8)
Don't get too comfortable yet, Monica gives you another mission out of the town
the second you arrive. Nonetheless, stock up on items, repair if you need, set
Barpore as your destination town (The Portal Guide is right in the middle of
the city), and march back the way you came to see your friends again.
When you return to the prison, you'll find that your friends aren't there, and
you'll be told to return to town. Do so either walking or using a teleport
scroll, and report to the inn (northeast part of town). The mission tells you
to check your equipment at the blacksmith, but it isn't entirely necessary (if
you had already done it when you first arrived in Barpore). The most
northwestern house is the Chief's house, so go there when you are ready.
Apparently, your friends think you're doing too much of the work (Read: You're
doing all the work), but that won't stop Lisa from dragging you along. Make
absolutely sure you're prepared for another dungeon with teleport scrolls,
repair hammers, your trusty hoe, and potions. Exit out the right side of town,
and into Barpore Dungeon.
Barpore Dungeon (BD4)
The first room of this dungeon is just a U-shaped chamber. Simply walk down and
around, and up out of the area. Walk right as far as you can, then north, and
climb the pipe above the trapped floor. Kill the enemies in this large, open
area if you wish, then proceed across the pipe on the left side of the room,
and into another floor.
The only thing to be careful about in this room is the spike trap right at the
entrance. Walk around it, and up to the door. Open it, walk in, and watch the
cutscene. You'll be instructed to return to town, but take this opportunity
to train on the monsters in this room if you feel underlevelled for the
situation. When you're ready to leave, either walk, teleport, or two-way back
Back at the Chief's house, you'll see how incompetent your friends still are
(I'm assuming they're all still level 10), then you'll be sent to their rescue.
If you used a two-way, then take that back. Otherwise, fight your way through
the dungeon, back to the room with the shiny gem in the middle. When you've
arrived, run up the left side of the room along the skinny passage to the
right, and into the other room.
Run across the conveyor belts in this room, pausing the best you can between
the falling weights. In this next room, go down and around, fighting the
abomination-like monsters from Warcraft in the tubes if you wish. Open the door
and proceed north when you're ready. In this other large room, train if you
need to, and head out the northern door when you feel prepared.
After the brief scene, return to Laboratory 4, and make your way left, and into
that room. Cross the conveyor belts again, and into the next room. After the
scene, open the door with the key you so luckily received earlier, save &
prepare for a boss fight, then proceed in.
|Boss Info: Sonian|
|Recommended Level: 38|
Once again, you're pitted against quite a powerful enemy, if not dealt with
correctly. Sonian has three different attacks: A charge move that hits multiple
times, A laser beam, and an 8-directional fireball attack (similar to
Deodore's). Immediately after the battle starts, dash either right or left, as
Sonian usually starts the fight with a laser that can very easily kill you.
There are two tricks to fighting this boss that will make him relatively easy.
First, always run one tile diagonal from him. This will stop him from using
both the laser and charge attack as long as you maintain a little distance.
Second, when you're ready to deal damage, dash in front of Sonian. He will try
to charge (and miss), which leaves him completely defenseless just long enough
for you to get a few hits in. Repeat this diagonal/dash process while circling
the arena, and Sonian should go down quickly.
Back in Barpore, talk to the Chief to receive your next mission. After you take
care of your usual post-dungeon business, head out the north exit, just past
the Chief's house.
Teradore Area (AT3)
-Water of Dimension
Monsters take a little level jump here, so take the time to train yourself in
the first couple areas. When you enter the first Teradore Area, you'll be
informed of the intense heat, and pointed at a bridge. Walk under the first
bridge you see, and up the stone stairwell alluded to in the cutscene.
Walk around the left side of this area, and open the chest in the top-left
corner for a DRAGON STIMULANT. The reason you're in this area is to collect
Orb pieces for a shield from the Chief, and the only enemies who drop those
orbs are Fire Booms.
The difficult thing about this is the Fire Boom's explosive tendencies. If they
get within one square of you, they explode, and don't drop anything. So ranged
characters rejoice, simply shoot the Fire Booms before they get close, and
gather your five orbs. Melee classes will again have to resort to a 1 hit kill
skill which can hit from several tiles away. When you've gathered your five
orbs, two-way or teleport back to Barpore and report to the Chief.
Have the blacksmith create a Heart of Glacier for you, and teleport/walk back
to Teradore Area 1. Instead of crossing the bridge to Teradore Area 2, walk to
the far left on the ground level, and over to Teradore Area 3. Around the large
plateau to your left is another DRAGON STIMULANT. Proceed down the stairs, and
south into the next area. Take an immediate right when you enter, and at the
end of the path is another DRAGON STIMULANT.
Directly south from where you entered is a Worn sign, which you examine to
progress the story. The sign is a message from Lisa, who tells you to go to the
Crusis Volcano. Proceed southwest, and exit through a skinny path into Crusis
Crusis Volcano (CV6)
-Water of Universe
Directly below your starting point, and around several bridges and other
obstacles is a DRAGON STIMULANT. Keep right, and head down and around the
snakelike corridor into another area. If you have an Elixir of Stamina (L),
then talk to the explorer Earth and complete that quest. Otherwise, head south,
and through to the next area for a scene.
This area is a massive sliding rock puzzle, but doesn't pose too many problems.
All you have to worry about is waiting too long on any particular block, as
they will sink, and kill you in the process.
Start by walking on the right platform, and cross from platform to platform
until you reach the next large chunk of land. On the left side of this island,
board the upper platform, and keep left until you reach the island with the
mining rock on it. Don't go in; rather, take the other platform south, and find
your way to the southwestern exit. Be careful not to get caught on any platform
for too long.
In this region, head west, then south across a few bridges, and finally north
into the dungeon. After a short scene, you'll be faced with another boss, so
make sure you're ready for a heated battle (pun intended).
|Boss Info: Bereren|
|Recommended Level: 45|
Bereren isn't too much different from bosses you've faced thus far.
Nonetheless, he's a definite threat for the unprepared. His arsenal includes an
8-way fireball attack (almost identical to Sonian's), summoned fireballs which
behave similar to Fire Booms, and a flurry of lava towers. The first half of
the fight is simple enough, just pound on Bereren until your health is low,
then run away to heal and come back. When Bereren hits about 50% health,
however, he'll start filling the battlefield with pillars of lava and
The most important thing to keep in mind this fight is to stay far away from
the edges of the map. Bereren can deal too much damage too fast for you to try
turtling against a wall. Do your best to run circles around him, and pound him
with skills the moment he uses an attack himself.
After the fight, you'll be blinded by white light, and end up back in the Iris
Inn. Watch the scene, and teleport yourself to Deva.
Deva Castle, Revisited (DR2)
Take the time now to restock on items & repair/combine, because you have
another dungeon looming right around the corner.
When you're ready, just like in the very beginning of the game, talk to Karin
just right of the bridge. An intense cutscene will ensue, and you'll be asked
to help the Riddle Man by defeating eight zombies (Zenonia 1 players should
recognize the Riddle Man, he was a pretty pivotal character). Afterwards,
you'll be deposited in the penultimate dungeon of the game.
Revival Dungeon (RD1)
-Water of Universe
This first room is pretty straightforward, just exit out the top-right of the
map. Be very careful of the large, spiky logs, as they can kill you in one
shot. To get around them, you have to hide in the dark gap in the middle of the
corridor, and wait for them to pass. Do this with the middle log, and continue
north up the jug bridge. Continue left, and finally up into the next area.
Ignore the staircase in this room for the time being, and instead run around
the left side of the map. Push the stone onto the tile in the large chamber,
and you'll see the logs disappear. Backtrack to the staircase, and open the
chest to receive a DRAGON TRIBE NECKLACE. Proceed out the door on the right
side of the map, adjacent to the stone block you pushed.
Here you'll arrive at another rolling log puzzle. Pass the middle log you see
at the entrance, and cross the jug bridge into the next room. Stay near the top
of this map, and proceed straight right until you reach the next room.
This room (Revival Dungeon 8) is a fantastic place to train, particularly if
you have your character's Lethal skill (the one you learn at level 40). Your
next cutscene is in the north exit from this room.
Talk to Zealous after the scene, after which you'll have to protect Zealous as
he removes the sanctuary door. Kill eight of the monsters in the room (you can
leave the room and come back to make them spawn faster), and talk to Zealous.
After he destroys the barrier, pursue Zavkiel out the northern door.
The next room is straightforward, simply run through the snakelike passage.
Bypass the staircase in this room, and run around the left side of the area.
Push the stone on the slot, then cross the bridge it created. Save your game,
and ready yourself for Zavkiel.
|Boss Info: Zavkiel|
|Recommended Level: 45|
Feel free to take a breath of fresh air, here, because Zavkiel is much
easier than most bosses you've faced thus far. He starts the fight by cloning
himself, though each clone has a miniscule amount of health. Use an area spell
to clear out the impostors, then focus your energy on Zavkiel. Be careful about
staying too close for too long, because his orb attack (His only attack, I
might add) has the potential to hit hard. Make sure you keep yourself close to
the boss at all times, as he heals more often than other bosses, and keep up a
strong offensive, and Zavkiel will succumb.
Town of Iris, Revisited 2 (IR4)
Another lengthy cutscene will leave you back at the Deva Inn. Repair, and
teleport yourself back to Iris. Go to the inn, and talk to the Riddle Man. He
will tell you about a city of angels, Coelraum, which will help you locate
Ladon. Pay Monica a visit after the cutscene.
She'll tell you about the faulty Sky Portal, and ask you to find it. When
you've prepared, head out the east exit (There was an east exit?). It's
sneakily located on the stepping stones next to the Portal.
Unless you are severely undertrained, Don't bother with the level 8 Limes in
this area. There is an EXAMINE SCROLL in a chest along the northwest border,
so pick that up and head right.
This is an interesting area. The monsters aren't (well, shouldn't be) quite as
strong as you are anymore, but you can very easily kill every monster on the
map in one blow. As such, it's not the greatest place for experience, but the
gold dropped by these monsters is about as good as you can get. So if you're a
bit short on pocket change, then this is the place to go. When you've had your
fill, simply exit right again.
Here at the Sky Portal, you don't have many choices. Just walk up to the sign
in front of the teleporter, and let the Riddle Man work his magic. After the
scene, you'll be in the majestic sky city of Coelraum.
-Water of Universe
As you regain control, your first order of business will be to find the
archangel Merhen. As the Portal Guide says, she can be found in the northwest
part of town. Head there after you've perused the shops & blacksmith, and
after you set Coelraum as your return point at the Portal Guide.
Speak to Merhen, and you'll learn of the Sky people's (Avatar reference. Whoa.)
convenient telepathic abilities, and of their other just as convenient portal
to everywhere in the world: The Tree of Life. Speak to the Sky Official when
you're ready to move on.
Of course, you can't walk in Ladon's front door without powering the tree
first. You'll need 15 Sky Crystals. Head northeast to the Skyfield. Simply
progress through the first map, training if you must. In the second, larger
area, walk up either side, north until you reach the very top. Take the TWO WAY
PORTAL from the chest.
Sky Crystals only drop from Golems of Heaven, so fight them either in Skyfield
4, or Skyfield 2 (Located two maps away from your current position). Gather the
crystals and return to the Sky Official when you're done.
He will direct you back to Merhen while he does a little Quality Assurance on
the portal, so go back and talk to her.
After a rather futuristic scene (But hey, they're angels), you'll finally be
on your way to tackling the Demon Ladon, once and for all. Walk through the
portal in the Tree of Life, and enter the game's final dungeon.
Demon King's Castle (DK7)
-Water of Universe
For a game's final dungeon, this is quite a massive pushover. No puzzles, and
an easy boss (recipe for success, right?). Anyway, here goes.
There's nothing of particular interest in this first room, just move up the
dark staircase behind the door, and across the moving platform into the next
Demon King's Castle F2 is another good training opportunity, so level up a bit
here if you wish before continuing right, then up into the next floor. Continue
north here, as going east leads to a dead end, and move on up the staircase.
Keep the northern trend going, and examine the Strange Equipment past the
You will be instructed to kill Ladon's fear golems before you can take down the
man himself. Make sure you don't get yourself surrounded (it's a small space
with a lot of enemies, better yet, the golems can turn you to stone), and
Upon defeating the golems, you'll be teleported right in front of Ladon's lair,
and given the Red Key with which you must use to enter. Make sure none of your
equipment is on the verge of breaking, and walk in.
|Boss Info: Ladon|
|Recommended Level: 53|
So, here he is again: The king of Demons. While a slightly more powerful foe
than he was in the original Zenonia, he's still not much of a force to reckon
Let's review his attacks: His primary source of damage are a number of dark
orbs which shoot in an arrow pattern, covering the entire battlefield. Ensure
that you can take at least 1000 damage at all times during the fight, just in
case. His second move is less reliable, but slightly more deadly if you get
caught in it. He will shoot up beams of light all around the battlefield, which
drain your health at alarming rates. They're easy enough to dodge, so just step
to the side when you see the glowing circles on the floor.
The catch to this battle is that Ladon is too heavily armored for you to fight
straight up. He has a vulnerable eye right in the center of him which you must
attack, and it closes when he uses attacks of his own. Since there are no truly
safe spots in this fight, you're best off standing right in the middle of the
map, in striking distance of Ladon's eye at all times. Maintain a sturdy supply
of health, make your moves between his, and the King will go down quickly.
You'll be treated to the final scenes of the game following the fight, then
ironically enough, you'll be dumped right back at the beginning. What a twist!
Really though, upon completing the game once, you unlock Hard Mode, which is
the exact same game again with beefed up monsters, and Unique equipment. You
keep everything you earned from the first playthrough, too, so have at it.
There is also a super secret boss at the end of hard mode. I'll get around to
writing a guide for it in a little, but really, it would be no easy task
(You'll see why when you fight it).
VII. Credits (BBQ)
~ Thanks to Fatoidz for hosting this guide
~ Thanks to Mushupork222 for the ideas for the guide and providing incredible information
~ Thanks to you for reading, commenting, and critiquing my guide