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Walkthrough

The document provides guidance on locations, enemies, and events in the game Golden Noon. It recommends exploration order and level requirements for different areas. Key points include exploring Golden Noon town before heading to Golden Noon Cave at level 1, obtaining equipment and skills from Cantrul Castle at level 2, and accessing new areas like the Rebirth Shrine and Mount Epipros after completing certain events. Locations are described along with useful items, bosses, and level recommendations.

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0% found this document useful (0 votes)
238 views9 pages

Walkthrough

The document provides guidance on locations, enemies, and events in the game Golden Noon. It recommends exploration order and level requirements for different areas. Key points include exploring Golden Noon town before heading to Golden Noon Cave at level 1, obtaining equipment and skills from Cantrul Castle at level 2, and accessing new areas like the Rebirth Shrine and Mount Epipros after completing certain events. Locations are described along with useful items, bosses, and level recommendations.

Uploaded by

lala lulu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOC, PDF, TXT or read online on Scribd
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REMINDER

Save often. You can save at any time during the game, with only a very small amount of
exceptions.

HOW STEAL WORKS

Steal is based on party’s combined level. It gives a percent chance. Sometimes, it is


impossible to steal based on that level.

GOLDEN NOON

After the opening sequence, walk Southeast to the town. Take your time exploring the
town; there's lots of hidden gold and items. Use the gold in the class shop (the one with
the note above the entrance) to change classes as soon as possible, as your level will
revert back to level 1. For first time players, it is advised to include one punk, and one
princess in your party. You can use any additional gold to buy equipment. Keep in mind
that agility is important. Your first stay at the inn will be free, as it triggers an event.
After this, speak with the woman near the sign for information on where to go.

GOLDEN NOON CAVE (SUGGESTED LEVEL: 1)

The Cave is East of Golden Noon. Follow the plains and avoid the forests. Golden Noon
Cave is straightforward. There are some treasures to grab along the way, and confuser
slimes that reward the party with valuable experience. The pink slime will heal you, so
grinding beside it is an option. The boss shouldn't prove to be a problem. Afterwards, the
opposite set of stairs will lead you to a small path. The end of the path contains a short
cut to the cave entrance.

STRIKE (SUGGESTED LEVEL: 2) (OPTIONAL)

Defeat Strike, who is toward the right of the dojo to acquire your first fist weapon and the
technique “Inner Strength” which requires a fist weapon equipped. This move is powerful
and it is highly recommended that you frequently use it with an attacking character.

CANTRUL (SUGGESTED LEVEL: 2)

Head directly South from Golden Noon. As you near the forest, don't go in it, but instead,
turn East, and follow the path of the plains Southeast. You should begin to see Castle
Cantrul, surrounded by water except for the South. After a scene, head into the castle.
The first room of the castle contains a guard who will allow you to rest for 20 gold. The
ninja encounters will keep a level 2 party on their toes, but most of them are avoidable.
They do give good experience however, so grinding near the entrance is a good idea. To
proceed through the castle, head right while in the room just beyond the entrance (be sure
to get the lady clothes in the box), while moving around the wall that surrounds the stairs.
This path leads to the shops, where you can buy more equipment. Head North, into the
hallways. (The guardhouse contains a lotion and high potion . . . if you’re willing to
navigate that mess!) Continue through the hallways until you reach a surrounded guard.
Fight the ninjas to save him. This opens the path. Return to the second room of the castle,
but this time, go around the wall to head left. You can obtain a fire bottle from the
bartender for clearing out the ninjas. You must fight them in order. Otherwise, go North.
There is a life water in the guardhouse, but more importantly, there is a sleeping ninja in
a bed near the top left, continue speaking with him until he rewards you. At the end of the
hallways, you’ll arrive in the study. North of here is the boss battle. Axes, bows, fists, and
wind work well on the boss. He utilizes fire, so the incombustible mail works well.

CANTRUL

After the battle, you are free to loot and explore the castle. A path outside leads to a
monster well above the party’s current level. At the curio shop, you can purchase running
shoes. These will lock your character in a tickled state, but on a punk character, can be
used to easily flee battles. The foot reader will give different readings depending on the
character. Readings for Maria indicate where to go next, readings for Lockelle give hints
to buried treasure on the world map, readings for Yuka display the party’s current
mastery, readings for Lia give various stats. At this time, you will now have access to the
skiff, which means you can head in several directions.

WHIRLPOOL (SUGGESTED LEVEL: 13) (OPTIONAL)

Your party will almost surely be unable to pass the whirlpool that is Northwest of the
continent.

EASTERN CAVE (SUGGESTED LEVEL: 3) (OPTIONAL)

Take caution, as enemies in this cave can poison your party. By sailing around the
continent, all the way to the West, your party can “circle the globe” and end up in the
Easternmost cave. In the first room, you’ll meet a heroine. Remember her position. The
wall straight above leads to a hidden room. Take the treasure and return. Stand on the
spot where the heroine was standing and search. You’ll find items she dropped, as well as
a pair of her socks. Take the left path first, to acquire the treasures there. Then take the
right path. The boss is weak to fire and holy.

MERCHANT CAMP AND ARENA (OPTIONAL)

Follow the shallow water to the Southeast of the continent. When you reach mountains,
head South. and hug the East shore. Going South, you’ll first sail near the arena.
Although the arena is not available yet, the right counter can be used to acquire mastery
prizes. If you ever gain mastery, check here to see if you acquire a prize. South of the
arena (although you can’t go on foot) is the merchant camp. Here, you’ll find several
merchants, most with unique items for sale. Keep in mind only the witch class can use
scrolls.
REBIRTH SHRINE (SUGGESTED LEVEL: 3)

Be sure to stock up on some healing supplies before you leave, and also antidotes. From
Cantrul, follow the shallow water to the Southeast. When you reach the mountains, keep
North and follow them as they slope down, and then up again. Once you arrive at land,
exit the skiff. On land, you should only have to travel Southeast a short distance before
you see a wasteland. In the center of the wasteland is the shrine. Inside the shrine, you
first must head left. The room to the left toggles a trap on and off. Flip the switch. After
moving on, you can travel right to get an ice jar if you want, or continue straight up,
which leads to the second floor. On the second floor, you can travel downward and then a
long way left to acquire 500 gold and a potion. Going straight down will lead to a room
with several treasures. The door beside that will allow you to progress. In the next room,
you can find a staff at the end of the path. North of that are the stairs. The third floor
contains treasures and a boss. The boss drops agility concoctions, which should be used
wisely.

MOUNT EPIPROS (SUGGESTED LEVEL: 4)

The base of the mountain is South of the Shrine and South of the Nameless Haven.
Before going up the stairs, follow the path around the base to find a doom pot. In the next
room, be sure to pick up the treasure in the South path. On the summit, you will see the
opening to a small room. This room contains an optional boss that can be attempted at
this level. Defeating it rewards with a Life Tome.

LOVELESS

Head East after the mountain to arrive in Loveless. Upon entering, head left and speak
with the chicken once. It says nothing, but grants you luck. The large building in the
North is the mayor’s office. His guard, Norton, will train any member to level 3, any
number of times. Outside the house to the left of the mayor’s office, you can find two
itching powders. The obstacle to pass her is in the inn. There, you must complete a
challenge that involves tickling. (Speaking with the luck chicken makes this easier, but
this effect does not stack, you only need to speak with it once). Her motions will affect
some party members more than others. If an action is not very successful, the party
member will comment, give a hint that their morale is high. After completing this event,
and also completing the Rebirth Shrine, Mefika will appear in the inn. Speak with her to
continue. Mefika removes the trap on the bridge that’s North of the Rebirth Shrine. At
this point, you can speak with Chad in Loveless (below the armor and item shops) or his
friend in the Nameless Haven, for a service to tow your skiff, or a ride.

TICKLE LAB (SUGGESTED LEVEL: 4-5) (OPTIONAL)

If you follow the path that winds South, past Loveless, and then North, you’ll find the
Tickle Lab. The lab contains several items, and some cryptic notes. First, go down, left,
and then down to find a key. One of the most notable items here is the broomstick for the
witch class. This accessory grants haste.
IMPACT (SUGGESTED LEVEL: 4) (OPTIONAL)

At this point, you can most likely defeat Impact in the dojo. This will give you a better
fist weapon.

INSANITY CAVE (SUGGESTED LEVEL: 5) (OPTIONAL)

Past the bridge North of the Rebirth Shrine, you can find the Insanity Cave by heading
Northwest, but be sure to go around the forest, and not through it. Inside the cave, you
can acquire the bloody scarf in the second room. This will give you a chance to instantly
warp to the entrance of the dungeon, a chance for it to backfire exists. Eventually, the
dungeon becomes stranger in design. The party will end up in hallways. The only way to
escape them, is to travel to the other end. This will place the party in a random room.
There are nine different rooms the party can transport to. The ninth room is back near the
entrance to allow the party to escape. Upon exiting a room, they will find another
hallway. There is an optional boss in the dungeon, along with treasure, and one room
with very dangerous enemies.

HARMONY

Harmony is Northeast of the bridge. You can walk around the wasteland, or travel
diagonally through it. Harmony is surrounded by water, except to the South. Be careful
going through the forest, and reach Harmony by walking through as little of it as
possible. An event involves Maria meeting Lockelle at the inn, and traveling to the item
store. After the event inside of the town, travel North to speak with the queen, inside the
castle.

WARNING!: IF YOU VISIT THE CASINO, DO NOT SAVE IF YOU ARE


TELEPORTED TO A DESERT! RELOAD YOUR LAST SAVE INSTEAD.

The queen directs you to the Graveyard, and then the Volcano.

GRAVEYARD (SUGGESTED LEVEL: 6)

To reach the Graveyard, travel South from Harmony and out of the circle of water, and
then head around the water to the West and travel along it going North. At this point, the
Graveyard is almost directly North, in the wasteland. Upon entering speak with the
guards. They will know the queen sent you. There are more events with Adam in the
graveyard. After seeing him the second time, you can inspect the grave for another event
with the mysterious voice. Siding with her will reward you with a Life 2 Tome. Toward
the end, there are several treasure chests. The boss will surprise attack you before the
tomb. Do not go around the tomb and head North, as this will take you back to the world
map. Go inside the tomb, and examine the item from behind. The required password is on
the graves outside the tomb in roman numerals, 3-2-4-1.
GIGGLE CAVE (SUGGESTED LEVEL: 6) (OPTIONAL)

To reach Giggle Cave, take the skiff back to Cantrul first. Once there, continue to travel
North along the bodies of water, you should find the cave up there. The cave is slightly
East of Golden Noon Cave. The cave is only one room, but a large one with several
pathways. There is scattered treasure, as well as a meeting with an old friend.

STEEL (SUGGESTED LEVEL: 6) (OPTIONAL)

At this point, you can likely succeed against Steel, in the dojo. It is a challenge based on
MP, so choose the party member with the most MP. The reward, benevolent touch, is a
very useful healing ability.

NORTHERN FOREST (SUGGESTED LEVEL: 7) (OPTIONAL)

The Northern Forest dungeon can be reached from Cantrul. Travel Northeast from the
continent, to a small island of dense forests. If you have not progressed late into the
game, going up through the forest will cause the party to enter a dungeon area. This area
is mostly straightforward, and it contains some treasure, but also several items that
negatively affect the party and should not be used. After defeating the boss, the exit takes
the party close to the Majuik Village.

MAJUIK VILLAGE (OPTIONAL)

This village does not, at the moment, provide much benefit to the party, due to the limited
reasons to need a boat at this time. however, the challenges can still be attempted and
completed to gain access to it, the boat, and the friendship of the village residents. The
opening scene in the majuik village requires mastery for the party to pass. This number
can obviously be achieved several ways, but most simply by either the entire party
switching classes at level 3 once, or one character switching classes at level 4. This
should provide enough mastery to overcome the opening scene. After that, there is a
timed event. upon completing the timed event, the party can speak with Tyasda, to the far
North, and acquire the boat.

ANGEL TOWN (OPTIONAL)

Note that this island does not have encounters. Angel town is currently the only location
on the icy island South of the arena. It is located near the tip. The town has no hidden
items, and only one bookshelf event.

TROPICAL RESORT (OPTIONAL)

Note that this island does not have encounters. Tropical Resort is on an island Northwest
of Angel town. There is an event here.

WIN (SUGGESTED LEVEL: 8) (OPTIONAL)


At this point, your party can most likely defeat Win in the dojo (or the Wrecked Tower)
to earn a better fist weapon.

VOLCANO (SUGGESTED LEVEL: 8)

To reach the Volcano, travel South from Harmony to exit the circle of water. Continue
Eastward, but, when you reach a large body of water, hug it by going North over it,
around it, and then head South. After working your way South around the body of water,
the Volcano should be almost directly ahead if you continue to walk down. The volcano
contains lava that will instantly destroy your party if touched. Once inside, to the left is
the first crystal of the game. The crystal will boost anyone who touches it to level 7. This
is useful if one of your party members has just switched classes, or if you are currently
below level 7. To reach the crystal, approach it from the bottom carefully and the party
will jump across. To the right of the first interior room is more treasure, including the
second broomstick accessory. Eventually, go North in the first, interior room. To make it
across in the next room, head to the top left corner of the middle hill, and the party will
jump. Eventually, you will reach the chest that requires the lava key. The boss here will
occasionally counter skills with a powerful attack.

HARMONY

WARNING!: MAKE SURE YOU HAVE A LOT OF LIFE POTIONS OR ONE OR


MORE LIFE SPELLS AT THIS TIME! THE NEXT DUNGEON IS INESCAPABLE
UNTIL COMPLETION, AND IT LACKS REVIVAL!

After the volcano scene, attempt to return to Harmony and the queen. The party will be
arrested.

OLD WORLD PRISON (SUGGESTED LEVEL: 9)

After an intro event, press the action button under the vent to trigger another event. This
next challenge has two correct paths, but the best one is: left, left, straight, straight,
straight, right, right. Continuing after the scene, advancing will cause another event but
only if you completed the majuik village. You can opt to take a shortcut or not. The
shortcut causes the next boss fight to become optional, and can potentially make the
dungeon much shorter. Otherwise, you must loop around several blocks and avoid some
guards. To avoid them, simply stay as far away from them as possible while moving to
the other side. The large boss is susceptible to sleep, berserk, and blind. Save before
going North. It’s straightforward after this boss, up until another boss. This next boss can
prove to be challenging. The main boss is weak to wind, holy, and fist attacks, and is
susceptible to blind, poison, tickling, and itchy. The sidekicks are susceptible to many
status ailments, and also, the pig flees if only two monsters are present, and the minotaur
flees if only one monster is present. After the boss, you acquire the skeleton key.

SKELETON KEY (OPTIONAL)


This key can open chests in the Cantrul treasury, and one in the tickle lab.

HARMONY

In Harmony, you’ll see a scene, and the next target is the Infested Ruins.

STAR TOWN (OPTIONAL)

Star Town is on the way to the Infested Ruins. After traveling a little South of the
Volcano, and leaning a little to the West, you should see it. Be warned that there are not
any items hidden in this town at this time.

INFESTED RUINS (SUGGESTED LEVEL: 10)

The infested ruins are South of Star Town, in the center of the wasteland. The party is
greeted by a boss battle that is timed. Every attack from this boss is a critical hit, so
critical armor is advised. After the boss, you receive a cursed glove. This dangerous item
can be sold to the curio shop for an enormous amount of Gold. Inside the first room of
the ruins, there are scattered traps that can be avoided if one character in your party has a
mystic stat of 300 or higher. The rest of the dungeon is straightforward, with an optional
boss. The scene after the ruins allows a mid scene save point. This is too more quickly try
the next challenge again if it is failed. You’ll have to select choices. One combination
that works is the last choice, then the second choice, and the second choice.

BATTLE (SUGGESTED LEVEL: N/A)

The party member may be able to complete this entire area alone, although it’s not
advised. It’s possible to remove this member’s equipment to keep it. The boss is North.

PYRAMID (SUGGESTED LEVEL: 10) (OPTIONAL)

The pyramid is filled with hidden treasure and hidden encounters. To pass the first room,
go around to the top and down two paths that go South from it. There are two items in
these, but also trap doors. Be careful not to approach them by going straight down or
you’ll have to climb back up. the second floor has a challenge. The correct order is
Lockelle in the middle, Lia on the bottom, Maria on the top, Yuka on the sides. At the
end of the dungeon, you’ll need the second item obtained from the first floor. You will
receive a crystal which can make a party member level 10, and a Pharaoh blade, which
can stun enemies. Almost every enemy in the game can be stunned.

ROYAL (SUGGESTED LEVEL: 10) (OPTIONAL)

At this point, your party can most likely defeat Royal in the dojo. Defeating him gives
you the rage skill, which is a positive status that raises attack. If you have the steal skill,
Royal’s gloves can be stolen.
H.Q. (SUGGESTED LEVEL: 11)

Below Harmony is a diagonal stretch of forest. This dungeon is at the end of it. This
dungeon is only one boss battle. However, this boss battle is long and difficult. Come
prepared. Being level 12 would make it easier. It is possible to sleep the boss, albeit
difficult. The boss is susceptible to wound, a level 12 valkyrie skill. This would greatly
slow the boss down.

PEARL TOWER (SUGGESTED LEVEL: 12)

The party now needs an airship. Pearl Tower is Northeast of Harmony, North where all
the mountains are. The tower is simple in design, with scattered treasure. The boss at the
top is weak to earth and can be wounded. After beating the boss and getting the key, the
door at the bottom can be unlocked. This gives the party another crystal to make one
member level 12. Head North, out the North exit, and the airship awaits nearby.

CAIRN (SUGGESTED LEVEL: 12) (OPTIONAL)

At this point, your party can most likely defeat Cairn in the dojo, to earn a better fist
weapon and a powerful fist attack. Keep in mind that the better fist weapons have a
greater chance to stun, a status that effects almost every enemy in the game.

DAMITRIA

This town, North of where the airship was found, offers little except some of the best
equipment in the shops. There is also an NPC collecting golem metal, which can be
found in the final dungeon.

SEALED DUNGEON (SUGGESTED LEVEL: 13)

West of the Rebirth Shrine, and North of the arena, surrounded by mountains. Requires
airship.

Note: The town here currently cannot be entered.

To enter this dungeon, the party must endure a trial. THIS WILL LEAVE THEM ON
THE VERGE OF DEFEAT. BE PREPARED WITH HEALING ITEMS FOR HP AND
MP.

In the fork, the West path advances further, the North and East paths contain items. The
retainer battles are finite, and if your party is a high enough level, you can steal their
royal steel swords.

At the end, you must interrupt to avoid the trap. There is a quick escape in the Northwest.
WAY (SUGGESTED LEVEL: 14)

Way, in the dojo, can be defeated at level 14, but he may be tricky. Winning will give
you a valuable skill that will deal damage to all enemy stats, lowering them, including
agility.

FACTORY (SUGGESTED LEVEL: 14-15)

WARNING!: You can fall off many of the sides, and get caught on conveyor belts here!

Golems in the factory drop golem metal, which can be used in Damitria for concoctions.

The Factory is West of Damitria, past the swamp. When you enter, head North. Be
careful with jumping. Press the button if the distance is 3 or less. Facing in the right
direction can help ensure it works. The next boss has a pattern. It begins with tickle trap.
The next three attacks deal damage based on the mystic stat. It is possible to make this
negative damage. Finally, the charged attack deals 375 – 450 damage. After beating the
boss, hit the middle switch, then return to the entrance. Take the right path. Carefully
jump across the gap. Several chests are monsters guarding treasure and mimics. In the
room with the conveyor belts, simply hit each switch once. The next boss has sidekicks
that are easily defeated with status ailments, as they’re vulnerable to almost all of them.
Beyond this, the crane can be used as a shortcut out and back to the end. Past here is the
end boss. Several things help against the end boss. Items that resist paralysis and tickling
help, stun can help as well. If you haven’t used any crystals, you can switch classes with
one character, and then proceed to use a crystal with the same character, switch classes
with that character again, and repeat with all three crystals. At this point, you should have
enough mastery on that character to be rewarded with an item that prevents status
ailments.

MASTER SKYE (LEVEL 16)

At level 16, the master of the dojo will give you the final fist weapon, and final dojo skill.
This skill becomes more powerful the more your party is tickled in events (non-battle).

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