|
Shining Force III Walkthrough - Scenario 1 -
|
Chapter 2 - Cross-Continental Railway
|
Railhead
To make the journey back to the Republic, Synbios' force has had to buy expensive tickets to ride the train from Railhead to Storich. Synbios and Masqurin are permitted to explore the town while they all wait for the train's departure.
Items and gold
Blue Ruins Map: | In a treasure chest in the house on raised land next to the church |
Large Mithril: | In a treasure chest in the station chief's house |
Happy Cookie: | In the treasure chest in the station building |
Healing Drop: | Inspect one of the plants in the station building's waiting room |
Large Mithril: | In a box between the railway lines |
Quick Chicken: | Inspect the first table with the workers gathered around in the Inn |
20 gold coins: | In a shelf in the old couple's house |
Weapons and Items |
Weapon Shop | Item Shop |
Weapon | Price | Item | Price |
Bronze Knife | 50 | Medical Herb | 10 |
Steel Sword | 200 | Antidote Herb | 20 |
Epee | 150 | Angel's Wing | 40 |
Iron Blade | 320 | Haggles |
Bronze Lance | 200 | Item | Price |
Spear | 180 | Loincloth | 8 |
Halberd | 480 | Potion | 300 |
Small Axe | 90 | | |
Hand Axe | 100 | | |
Mace | 280 | | |
Bronze Claw | 50 | | |
Cloth Glove | 60 | | |
Wooden Rod | 30 | | |
Small Wand | 80 | | |
Small Bow | 250 | | |
Light X-bow | 320 | | |
Long Bow | 600 | | |
Deals | | |
Item | Price | | |
Power Ankh | 200 | | |
Go to the station building and talk to the man in the hallway to get access to the rest of the building. Exploring this building will enable you to find the happy cookie and healing drop. When you exit the station building, a scene with the Imperial border guards will unveil. They have occupied the station building and now Synbios can't use the train to get back to the Republic! Return to the HQ and tell Benetram, a new plan is formulated to hide amongst the train's cargo and sneak on board. Head to the cargo-hold and prepare for battle as thieves have been raiding the cargo...
Battle #6 - Luggage Check
MAP A |
Enemies | HP | MP | ATK | DEF | AGL | LCK | SPD | EQUIPPED | MAGIC | SPECIALS | ITEM | GOLD |
Scaven x 2 | 16 | 0 | 12 | 8 | 9 | 2 | 5 | Steel Sword | - | - | Medical Herb | 55 |
Goblin x 3 | 17 | 0 | 14 | 11 | 6 | 2 | 5 | Mace | - | - | Medical Herb | 60 |
Sniper x 2 | 16 | 0 | 13 | 9 | 8 | 2 | 5 | Small Bow | - | - | Antidote Herb | 70 |
Birdman x 3 | 18 | 0 | 13 | 10 | 9 | 2 | 6 | Steel Sword | - | - | Angel's Wing | 70 |
Dark Mage | 15 | 7 | 12 | 8 | 10 | 4 | 5 | Wooden Rod | Tornado 2 Freeze 1 | - | Medical Herb | 90 |
NPCs | HP | MP | ATK | DEF | AGL | LCK | SPD | EQUIPPED | MAGIC | SPECIALS | ITEM | GOLD |
Irene | 14 | 11 | 15 | 9 | 9 | 5 | 5 | Cloth Glove | Heal 1 | - | Medical Herb | - |
MAP B |
Enemies | HP | MP | ATK | DEF | AGL | LCK | SPD | EQUIPPED | MAGIC | SPECIALS | ITEM | GOLD |
Scaven x 2 | 16 | 0 | 12 | 8 | 9 | 2 | 5 | Steel Sword | - | - | Medical Herb | 55 |
Dark Mage x2 | 15 | 7 | 12 | 8 | 10 | 4 | 5 | Wooden Rod | Tornado 2 Freeze 1 | - | Medical Herb | 90 |
Items
Healing Rain: | In the barrel on top off all the crates near the point Irene starts at |
Healing Drop: | In the middle barrel in Map B |
The priority in this battle is to rescue Irene, move Dantares, Synbios and Obright at their maximum speeds towards Irene and make sure they don't get blocked or slowed down by enemy troops. Don't transfer and of your force to the second map through the broken crates until you've rescued Irene by talking to her. Once you've rescued Irene she will join your force, you should raid the second map (if you choose to do so). After this, regroup your force and once the leader birdman has retreated to the top of the crates, take out the rest of the enemies. Try to keep the dark mage separated from the main group as his magic combined with their attacks could kill off one or two of your force.
| Irene |
Starting Stats |
Level | 4 |
HP | 14 |
MP | 11 |
ATK | 15 |
DEF | 9 |
AGL | 9 |
LCK | 5 |
SPD | 5 |
End of Battle
With the battle won, the leader of the defeated thieves discovers that it was the Republican army they were fighting. The birdman retreats to inform Shiraf of Benetram's whereabouts as there is a high bounty on his head. With the cargo hold ravaged by battle, the plan to hide in the luggage can no longer be followed through and Synbios must evacuate Railhead to avoid capture by the border guards. Leave Railhead through the main gate...
While lamenting over the unfortunate events that have reduced their train journey hopes useless, Synbios' force encounter Julian, a young mercenary from the Kingdom of Enrich. They decide to accept his help with the boarding of the train at the switching point so long as they take him with them. However, a faction of the Imperial army, sent by General Garzel to Railhead, are awaiting them...
| Julian |
Starting Stats |
Level | 4 |
HP | 15 |
MP | 9 |
ATK | 19 |
DEF | 10 |
AGL | 8 |
LCK | 5 |
SPD | 6 |
Battle #7 - North Plain Railroad
Enemies | HP | MP | ATK | DEF | AGL | LCK | SPD | EQUIPPED | MAGIC | SPECIALS | ITEM | GOLD |
Sniper x 2 | 16 | 0 | 13 | 9 | 8 | 2 | 5 | Small Bow | - | - | Antidote Herb | 70 |
Destonia Soldier x 4 | 18 | 0 | 15 | 10 | 10 | 2 | 6 | Halberd | - | - | Medical Herb | 65 |
Birdman x 7 | 18 | 0 | 13 | 10 | 9 | 2 | 6 | Steel Sword | - | - | Angel's Wing | 70 |
Imperial Mage | 16 | 7 | 14 | 9 | 12 | 4 | 5 | Bronze Rod | Blaze 2 | - | Fairy Powder | 80 |
Priest | 18 | 12 | 15 | 11 | 7 | 4 | 5 | Power Ankh | Heal 2 Tornado 1 | - | Medical Herb | 90 |
Battalion Leader BOSS | 40 | 0 | 19 | 11 | 9 | 4 | 6 | Halberd | - | - | Healing Drop | 70 |
There are two routes to the enemy boss in this battle, one is by heading north over both bridges and following the river to where the enemy awaits. The other is by heading easy after the first bridge and passing by the ruins, and finally heading through the forest to get to the enemy. If you split your force into two groups you can send you army both ways and attack the enemy with a pincer formation. If you want to keep the force together however, the first route is the best to take as the thick forests of the second route close to the enemy will hamper the progress of a large force and leave you vunerable to the enemy's magic and birdmen.
The first few enemies are scattered around and should be easy to take out. Before making your way to the boss, inspect the ruins and take the treasure from inside.
Thief Map #2
If you go by the way of the ruins then you can lure some of the birdmen away from the enemy leader. When you reach the enemy leader, take out the mage and the priest first as their magic can cause problems.
End of Battle
With the battle won, the force can proceed to the switching point but a conflict awaits as the Imperial border guards have already seen through their plan and are waiting at the switching point. A situation arises as a a group of Imperial refugees, headed for the Republic, are spotted by the border guards who will surely kill them for defecting. The remains of General Varlant's army show up and threaten the refugees, telling them they must join an armed faction or all their property will be relinquished from them.
With the refugees being threatened by both Republic and Empire soldiers, Synbios arrives and pledges to help the innocent refugees. With General Varlant failing to listen to reason it seems that Synbios must face both him and the border guards. Fortunately, Prince Medion shows up to save Synbios and take care of General Varlant. Medion and Synbios agree to fight both armies to protect the refugees, however, Medion does not want to fight Imperial soldiers so he leaves Synbios to defeat the border guards while his own army prevent General Varlant from harming the refugees.
Battle #8 - Switching Point
Enemies | HP | MP | ATK | DEF | AGL | LCK | SPD | EQUIPPED | MAGIC | SPECIALS | ITEM | GOLD |
Sniper x 3 | 16 | 0 | 13 | 9 | 8 | 2 | 5 | Small Bow | - | - | Antidote Herb | 70 |
Destonia Soldier x 10 | 18 | 0 | 15 | 10 | 10 | 2 | 6 | Halberd | - | - | Medical Herb | 65 |
Dwarf x 3 | 22 | 0 | 17 | 13 | 6 | 2 | 4 | Small Axe | - | - | Medical Herb | 60 |
Imperial Mage | 16 | 7 | 14 | 9 | 12 | 4 | 5 | Bronze Rod | Blaze 2 | - | Fairy Powder | 80 |
Military Patrol Commander BOSS | 50 | 0 | 20 | 12 | 11 | 6 | 6 | Broad Sword | - | - | Healing Drop | 90 |
Refugees | HP | MP | ATK | DEF | AGL | LCK | SPD | EQUIPPED | MAGIC | SPECIALS | ITEM | GOLD |
Refugee A | 13 | 0 | 0 | 7 | 17 | 1 | 5 | - | - | - | Medical Herb | - |
Refugee B | 8 | 0 | 0 | 5 | 15 | 1 | 5 | - | - | - | - | - |
Refugee C | 8 | 0 | 0 | 5 | 13 | 1 | 5 | - | - | - | - | - |
Refugee D | 7 | 0 | 0 | 5 | 14 | 1 | 5 | - | - | - | - | - |
Refugee E | 6 | 0 | 0 | 5 | 12 | 1 | 5 | - | - | - | - | - |
Items
Healing Drop: | Hidden in the first tree to the west of the starting point |
Large Mithril: | Inspect the rock near the dwarves, closest to the rail track |
Gale Ring: | Inspect one of the rocks between the rusty track and the normal track |
Your main priority in this battle should be to save all the refugees, for each one you save all your force will gain 10 experience points. If you save them all therefore, you'll get 50 experience points for every member of your force, half the required experience to go up a level.
In scenario 3 you'll meet the refugees again in Aspia. If you saved them all, Julian will be given a justice sword from them as a gift for his involvement in helping them all escape the Empire.
Make sure to move the refugees at their maximum movement and use the B button to find out where they should be best placed each turn. Move Dantares, Synbios, Julian and Obright south towards the railtracks, making sure they also move at their maximum movement each turn. Dantares should be able to hit the switch just in time to divert the second train but the others will only be able to make it over the railtrack on the turn after Dantares. If you fail to hit the switch in time, reset and try again. Once the switch has been hit, move Dantares, Synbios, Julian and Obright towards the Destonian soldier and two snipers to lure them away from the refugees. Move the refugees across the track to the middle of the two tracks as soon as possible, even if the snipers and soldier aren't dead yet. Use Dantares, Synbios, Julian and Obright to block the few Destonian soldiers that cross the tracks following the refugees. Once the refugees are safely behind your force (by this time you should have killed the two snipers and soldier) retreat them as far away possible as you can.
While you're saving the refugees with Dantares, Synbios, Julian and Obright, use the remainder of your force to kill all the enemies on thier side of the tracks. The enemies are scattered so killing them should be no great task. Once the refugees have been saved and most of the enemies killed, regroup your force and take out the final few border guards and their commander.
End of Battle
With the border guards and Varlant's army defeated, Synbios and Medion meet up again to discuss the Emperor's kidnapping. Benetram proves his innocence to Medion and tells them of the Bulzome plot. Medion sets off to Barrand to meet with General Rogan and use his ship, the Seagate, to pursue the Bulzome kidnappers while Synbios prepares to head back to the Republic via the train. Before the departure however, Cybel, who was separated from Varlant's army, meets Synbios' army. She is ashamed at her inability to aid General Varlant and Dantares offers her a place in the Synbios battalion if she wants to prove her knight's honour that she feels she has lost. Cybel accepts and joins Synbios' force.
| Cybel |
Starting Stats |
Level | 6 |
HP | 15 |
MP | 0 |
ATK | 21 |
DEF | 10 |
AGL | 10 |
LCK | 5 |
SPD | 7 |
Train
Items and gold
Armour Milk: | In the treasure chest in the passenger cart |
Chicken Feed: | In a barrel on top of the crates in the cart with the priest |
Weapons and Items |
Weapon Shop | Item Shop |
Weapon | Price | Item | Price |
Bronze Knife | 50 | Medical Herb | 10 |
Broad Sword | 750 | Antidote Herb | 20 |
Epee | 150 | Angel's Wing | 40 |
Iron Blade | 320 | Haggles |
Iron Lance | 900 | Item | Price |
Spear | 180 | Goddess Tear | 300 |
Halberd | 480 | | |
Small Axe | 90 | | |
Hand Axe | 100 | | |
Mace | 280 | | |
Bronze Claw | 50 | | |
Cloth Glove | 60 | | |
Cestus | 150 | | |
Wooden Rod | 30 | | |
Small Wand | 80 | | |
Short Bow | 1200 | | |
Light X-bow | 320 | | |
Long Bow | 600 | | |
Metal Wing | 400 | | |
Head to the end of the train with the priest and climb to the top of the crates. In the barrel you'll find the chicken feed, which you can use on the chickens in the adjacent cart. The chicken sitting on the crates in the middle of the cart is the one to use the feed on and it will follow you around. From this point one, the chicken will reside in your HQ and you can use it to hatch Pen from his egg (when you buy the egg in Vagabond).
Once you've finished exploring the train, return to the spot Synbios started at and prepare for battle.
Note: From this point on you won't be able to buy items until you defeat the Quonus Vandal. It's a good idea to buy some extra herbs and store them in the HQ as you will have to face the next 4 battles without being able to stock up on items again.
Battle #9 - Battle Inside Train
Enemies | HP | MP | ATK | DEF | AGL | LCK | SPD | EQUIPPED | MAGIC | SPECIAL | ITEM | GOLD |
Birdman x 5 | 18 | 0 | 13 | 10 | 9 | 2 | 6 | Steel Sword | - | - | Angel's Wing | 70 |
Dwarf x 2 | 22 | 0 | 17 | 13 | 6 | 2 | 4 | Small Axe | - | - | Medical Herb | 60 |
Dark Mage | 23 | 14 | 16 | 11 | 13 | 4 | 5 | Bronze Rod | Blaze 2 | - | Antidote Herb | 120 |
Priest | 18 | 12 | 15 | 11 | 7 | 4 | 5 | Power Ankh | Heal 2 Tornado 1 | - | Medical Herb | 90 |
Assassin | 28 | 0 | 18 | 13 | 10 | 3 | 6 | Steel Sword | - | Poison Attack | Healing Drop | 90 |
Items
Angel's Wing: | In the barrel infront of Cybel's starting point |
Fairy Powder: | In the barrel closest to the uncoupled cart |
Healing Drop: | In the bareel next to the crates in the middle of the cart |
This is a fairly straightforward battle, the only problems come from the cramped space of the train which can hamper your ability to place your force where you want them. First, take out the enemies closest to your force, be aware that the crates will reduce the number of troops you can attack with and will give the enemy a slight advantage. Once they are dealt with, attack the rest of the enemy force but try to keep the two blocks separated. Be aware that the assassins' attacks can poison.
End of Battle
Once the bandits in the cart have been defeated, Elder and Zero, two birdwarriors from Flagard, arrive and tell Synbios that the bridge ahead has been destroyed! Now Synbios must get the train to stop altogether. Unforunately, there are many more bandits on the engine car and around the train, including chief Shiraf, that need to be defeated before Synbios can bring the train to a halt. Zero flies back to the uncoupled cart to save the passengers while Elder joins Synbios' force to battle the bandits.
| Elder |
Starting Stats |
Level | 6 |
HP | 17 |
MP | 0 |
ATK | 15 |
DEF | 12 |
AGL | 11 |
LCK | 4 |
SPD | 6 |
Battle #10 - The Train's Roof
Enemies | HP | MP | ATK | DEF | AGL | LCK | SPD | EQUIPPED | MAGIC | SPECIALS | ITEM | GOLD |
Birdman x 4 | 18 | 0 | 13 | 10 | 9 | 2 | 6 | Steel Sword | - | - | Angel's Wing | 70 |
Dwarf x 4 | 22 | 0 | 17 | 13 | 6 | 2 | 4 | Small Axe | - | - | Medical Herb | 60 |
Dark Mage x 4 | 23 | 14 | 16 | 11 | 13 | 4 | 5 | Bronze Rod | Blaze 2 | - | Antidote Herb | 120 |
Assassin x 4 | 28 | 0 | 18 | 13 | 10 | 3 | 6 | Steel Sword | - | Poison Attack | Healing Drop | 90 |
Shiraf BOSS | 80 | 0 | 20 | 14 | 9 | 8 | 5 | Mace | - | Power Crash | Goddess Tear | 160 |
Items
Large Mithril: | Inspect the front of the train's engine |
This battle too is fairly straightforward up until the engine car, keep your force together and over power the bandits, they will be spread out and easy to take on. The real problem arises when trying to get to the front of the train. The narrow passageway along the engine car means you will have a difficult time getting your force to Shiraf. When you do reach the front you will only get a few troops through to the end of the passageway on the first turn so make sure you move your stronger fighters first and follow them up with the characters with weaker defense. Shiraf is a strong opponent and his mace will spell trouble for your centaurs. Be cautious at all times.
End of Battle
With Shiraf's defeat, the train can be stopped just in time before it plummets off the bridge ahead. Zero too was successful in defending the passangers from the bandits but Shiraf's last words cause Synbios concern about Medion's safety. Synbios sends Zero to Anafect village to warn and protect Medion while the Synbios battalion heads for the haunted town of Quonus...
Chapter Summary
The Synbios battalion arrived in Railhead to merge with Produn's army, which was supposed to be waiting there. Instead, they were greeted by a Border Guard unit placed there by Prince Arrawnt to protect the train station. To avoid fighting the Border Guards, Synbios and his crew left. They ran into Prince Medion at a rail switch point. By working together, the two nobles managed to save a band of refugees whose lives were in danger. Synbios and his party then boarded a train, and ruined a gang of bandits' bid to take over the train and its cargo. But with the destruction of the rail tracks, they were forced to disembark.
Chapter 2 - End
|
|