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Quest 64

Note: This game is also titled Holy Magic Century and Eltale Monsters.

Full life:
Enter an Inn or save game point and sleep. Then press B at the save game screen to exit without saving the game.

Hint: Finding Elements:
When looking for Elements on your journey, look for "bubbles" shooting out of the ground. They resemble smoke shooting out of the ground from a distance. When this location is approached, a question mark will appear. Tap A, and the Element selection menu will appear. Then, just choose the type of Element you wish to build.
Information in this section was contributed by Dwayne Hodge.

Hint: Finding items:
Do not stay on the obvious paths or you will miss most of the items and elemental spirits.
Information in this section was contributed by Magmar08.

Always search houses because there are some spirits or rare and common items.
Information in this section was contributed by Magmar08.

Hint: Element stone in the hay:
After you leave the castle, turn left and go to the stable with the horse. There is an element stone in the hay pile.
Information in this section was contributed by Dwayne Hodge.

Hint: Avoiding enemy magic:
There is little time to dodge an enemy spell in battle. Hold the Analog-stick over while the enemy is casting a spell. By the time the spell arrives, your character should be out of the way. Note: Practice is required with this trick, since it does not automatically work all the time.
Information in this section was contributed by Dwayne Hodge.

Hint: Avoiding Earth-based magic:
Run towards any monster that uses Earth-based magic while they are attacking. They always miss if Brian is close enough to the monster. Since their stone attacks are more powerful then their physical attacks, this strategy will also conserve hit points.
Information in this section was contributed by PimpDogg.

Hint: Defeating Zelse:
When facing Zelse in the battle for the Wind Jade, Brian can avoid his second attack by standing six or seven steps away from him. When in this position, Brian will be able to easily outrun his attack.
Information in this section was contributed by Phillip Snipes.

Hint: Defeating Mammon:
Walk as close to Mammon as possible and use the Earth spell, Avalanche. Since Mammon is so big, almost every rock will hit him, doing about 70 points of damage each. It also helps if you first activate Magic Barrier.
Information in this section was contributed by Charmander75.

Hint: Defeating Solvaring:
Stock up on the wind element until you get Wind Cutter level 2 or 3. When attacking, stay a reasonable distance from him and keep using Wind Cutter while going in a circle. When you run out of magic, use the Dew Drops. Hopefully he will not approach enough to use his Earth attack. His Fire attack is easy to dodge.
Information in this section was contributed by Luigi.

Before you fight Solvering,you should have Fireball level 3. When you fight him, watch out for his close range attack. Before fighting him you can hug the sides and slip around him and get the chests. Or, you can wait until the end of the battle.
Information in this section was contributed by RHeary9450.

Hint: Easy Boss battles:
Before facing Bosses such as Guilty, Begis, or Mammon, collect as many Dragon potions as possible. During the battle with the Boss, use the Magic Barrier spell under Earth magic. Brian will be protected against magic attacks, allowing him to attack the Boss without harm. Use the Dragon potions to restore MP to cast the spell again when it wears off.
Information in this section was contributed by G Z.

Before fighting a Boss, fight low level enemies (such as hares) until you faint. Your HP and MP will rise.
Information in this section was contributed by rpgwizard.

To kill a Boss in one hit, sneak behind them and use Avalanche.
Information in this section was contributed by fpuglisevich0531.

Hint: Staff attack:
Having all the Elements is still not as powerful in combat as using the staff. When used successfully, the staff almost always does more damage to most enemies than the Elements.
Information in this section was contributed by Sadgoat9.

Hint: Entering the Forest:
Before entering the forest, fight the enemies around the sign and the trees.
Information in this section was contributed by Sadgoat9.

Hint: Preferred Elements:
The best Elements, in order, are: Earth, Fire, Water, and Wind.
Information in this section was contributed by Sadgoat9.

Another recommendation is , in order, Wind, Fire, Earth, and Water. Wind is weak in the beginning but is the strongest Element in the game at the end.
Information in this section was contributed by Nickgon316.

Stock up on Water until you get the healing spell. Then, stock up on Wind until you get Wind Cutter level 3. Then. stock up on Earth until you get Avalanche. After that, stock up on water until you get Drain.
Information in this section was contributed by Cory Armstrong.

Do not under any circumstances give power to the Wind element. It is incredibly weak and takes forever to develop and become useful.
Information in this section was contributed by SRambo39.

Build up your Water until you get the healing spell, then raise Wind to the maximum, as it is the strongest element when full. Next, work on Fire because it has technique combos such as Vampire's Touch and Power Staff Lv. 2, which does 80 to 100 damage and heals 20 to 30 HP (making it a good defense and offense attack).
Information in this section was contributed by Magmar08.

The best elements (in order) at the start are Fire, Earth, Water, and Wind. The best elements (in order) later in the game are Wind, Water, Fire, and Earth.
Information in this section was contributed by Magmar08.

Wind may take awhile to become useful, but eventually it will be the most reliable of the elements because of its strong attack spells such as Wind Cutter Lv.3 and useful status effect spells such as Slow Down Enemy along with the combinations of the two like Wind Bomb (causes a lot of damage, has a chance of lowering monsters agility, and it can hit multiple enemies).
Information in this section was contributed by Magmar08.

It is extremely important to build Water all the way up first, since you need it to use the healing spell. "Healing Lvl 2" (which you get at about 40 Water Spirit points) restores about 50 HP each time (about 60 by the time you get all 50 Water Spirits). It can be used in the absence of bread or potions to slowly rebuild a safe health range. Also, the "Drain Magic" spell (Water again) is also very useful. Against Bosses, it is almost always a full restoration of MP, and against smaller foes it is at least as good as a Dew Drop. In short, if you build Water all the way up first, you can have unlimited health and magic points.
Information in this section was contributed by William Liberi.

From the start of the game, build up Fire. Fire offers Power Staff and Vampire's Touch, which are extremely important to this strategy. Next important is Earth, as it has Spirit Armor, which can help slow HP loss. Later on, you can get Magic Barrier, rendering you invulnerable to magic. Thirdly, have Wind built up for Evade. Evade boosts Agility, which means you have a better chance of dodging. Restriction is also a plus, It will stop an enemy from doing anything for awhile. Least important is Water. While Healing is useful after battle, at early levels it is useless in battle. Probably the most useful Water spell for melee fighters is Soul Search, which shows you the enemy's stats for a few turns. The main idea is to use Power Staff, Vampire's Touch, Spirit Armor, and Evade to buff yourself, then attacl the enemies, restoring buffs and HP/MP when needed. You can dish out a lot of damage with the staff, and be able to take a lot more damage with Spirit Armor and Evade.
Information in this section was contributed by Piro Bizen.

The best stats to raise in the beginning of the game are Water until you get it to level 26 in which you get Healing level 2. Then, increase the spirits into Earth until level 36 when you get Magic Barrier, which is one of the most helpful spells in the game. Then, develop Water again to get Mana Drain. Next, start increasing Wind as it is very helpful once you can slow down your enemy or do lots of damage with Wind Bomb. Fire is sometimes useful, but not until you are a higher level and far into the game.

Hint: Agility boost:
To boost your agility, move Brian into a house, then keep Analog-stick Up held (by using a rubber band or some other method). After awhile, your agility should be higher. Note: This takes a long time, and works best if done overnight.
Information in this section was contributed by FFTmaster2.

Find a area in a forest where you will not be attacked. It is best if it has a tree in the safe area. Keep running around the tree, or if that is not possible, run in circles. Keep doing this for awhile. Your Agility % will increase noticeably within minutes -- about 5 to 10 % every five minutes or so. Note: Agility increases slowly unless you avoid enemy spells by moving out of the way.
Information in this section was contributed by Cory Armstrong.

During game play, find a safe location. Then, hold Analog-stick Down/Right + B. While holding those,remove the controller from the port. Brian should be still moving in a circle by himself. Allow the game to idle in this condition for over three hours. You should have gained at least 35 agility.
Information in this section was contributed by Albert Marrone.

Hold the Analog-stick Up for at least three hours for an Agility boost.
Information in this section was contributed by jake allen.

Hint: Spell power boost:
Magic spells gain power as your MP count rises. This is most noticeable with Healing, Waterpillar, and the other spells you have at the start of the game, even without using the higher levels.
Information in this section was contributed by Cory Armstrong.

Hint: Defense, Agility, and HP boost:
Use the following trick quickly boost Defense, Agility, and HP at the same time. Fight enemies that use homing arrow level 3. About 2 out of 6 arrows will miss you, so you will gain Agility twice as fast as when fighting normal enemies. Since four of arrows will hit you, you will gain HP and Defense four times as quickly as when fighting normal enemies.
Information in this section was contributed by Cory Armstrong.

Hint: HP and MP boost:
Find an enemy that has an attack that can hurt you a little less what your healing spell returns. Use your healing spell every turn and allow the enemy to hit you. Do this until your almost out of MP then use Drain to get MP back. Do this until you feel it is necessary to kill the enemy. Once the fight is over, your MP and HP should be higher, depending on the length of the battle.
Information in this section was contributed by Cory Armstrong.

Hint: Magic and Element boost:
This trick requires a lot of fighting. Before you begin collecting spirits from the wild, start fighting small enemies such as Were Hares and Big Mouths, so that you can begin collecting the elements. It is better to start like that because as you collect spirit bubbles, the "Element %" in the statistics section goes up less every time you get a new element.
Information in this section was contributed by IvanQuagsire25.

Hint: More effective Avalanche:
When using Avalanche, tap A and the boulders will fall faster and more will appear.
Information in this section was contributed by Kenny Ganus.

Hint: Get the Dark Ghoul Key and Eletale Book out of the World of Mammon:
Go through Brannoch Castle and defeat Guilty (if it is your first time) and King Beigus. Then, go through the castle and talk to Shannon to get the Eletale Book. Next, go through the World of Mammon and talk to Shannon to get the Dark Ghoul Key. You will then fight Mammon. Lose, and after you return to the last place you saved, you will have the Dark Ghoul Key and Eletale Book in your inventory. Note: Do not save at the Floating Castle or you will never get back to Celtland.
Information in this section was contributed by Jamydanny.


Strategy: Part 1
Strategy: Part 2
Strategy: Part 3
Strategy: by Zeak
Strategy guides from GameFAQs
Published strategy guides
Saved game files
GameShark codes
Copyright © 1998-2005 Al Amaloo. All rights reserved.