Fenix Blade (Demo 2) General Walkthrough + Tips


This walkthrough won't tell you the exact location of every item in the game, but it will provide vital info for getting past some sticky parts of the demo.

Okay, we start the demo on board the Crimson Dragoon, the center of operations for Mirage, one of four factions vying for control of the country. For this scenario you'll take control of Montag. As you'll soon see, he'll be sent out to acquire a chunk of geas ore from his home town. The ship you're on is currently being pursued by an imperial gunship (from the primary faction) and is obviously in no position to give you much assistance. You'll be dropped off and later extracted at a remote location.



PART 1: Ship to shore

Montag wakes inside a dream -- Here you should grab the three spirit charges (i.e. floating gems) to boost your stats a little. Proceed to the statue to the WEST when you're ready to proceed. After some dialogue, you'll wake up. Move up to the next floor. Here, you should enter the storage room and claim your Buster Knuckle and Sky Weaver, then save your game at the red save glyph. Next, head SOUTH to the main deck.

Tessa will give you your briefing, so pay attention to what she says. When you're through with that, you are free to explore the ship. I strongly suggest going NORTH while on the main deck and talking to Khopesh, the ship's weapons master. He'll offer you a practice battle session any time you wish. Take advantage of this to gain experience with the battle system and its mechanics. When you're ready to leave, head all the way down into engineering (the room with the two funky machines in the center) and WEST to the middle section. Enter the second door, which leads to the bridge. Speak to Tessa and she'll send you on your way.



PART 2: The Long Trek

Montag starts his journey on a not-so-deserted beach, and after disposing of two annoying slavers, he is free to roam the countryside. Immediately head WEST to a little village called Solace. Before arriving there, you may stop at the SoHK (School of Hard Knocks) and grab tons of advice on a plethora of subjects related to gameplay and the world itself. This is recommended, but by no means required. While in Solace, visit the priestess and buy some supplies. You'll find extra elixirs and salves will come in handy, along with an aloe pendant if you can afford it.

Next, leave town and head NORTH. This will lead you to the Sea of Red Tears, a strange forest area with plenty of treasure and a few nasty surprises. Nothing special here, just watch for treasure chests, and be wary of the wardens who patrol the inner areas -- you'd do well to respect their power. They do, however, occasionally drop an elixir, so maybe the fight isn't so bad after all, no? Proceed NORTH, or in the general direction, until you reach another save glyph. Save your game (you might be sorry if you don't!) then continue NORTH. You'll eventually confront, and fight, the Ebon Witch. She's a formidable opponent compared to most, so keep your guard up. Your new ally has a nifty ability called "Reflux" which reflects magic damage. Use this ability to survive the battle with the witch. Upon defeating her, the daemon (named Minx) will join your party.

You'll leave the Sea of Red Tears and head NORTHEAST. You'll pass by Rhiobi's Tomb on your way to Berin (Montag's hometown), however, this area of filled with powerful enemies, so leave it be for now. Head to Berin and enter town.



PART 3: Spelunking? Well... sorta.

Once you enter town, go to the house in the NORTHEAST corner and enter. After a conversation with Dysan, you'll be free to explore the town. I suggest buying any weapons, armor, or supplies you might need before resting at the inn. When you're done, head to the inn and grab two rooms. Minx will head out in the middle of the night to retrieve the geas chunk on her own. Head EAST out of town to the geas mine emergency exit. Jump down the hole and get ready for some serious work.

Buy supplies from Mandolin if you forgot, then head down. Immediately open the first chest you see... this is a set of mithril claws, and you should give them to Minx. If you have a rally glove or aloe pendant, now would be a great time to equip one of them. You'll be going solo against some above average opponents, so keep your guard up. The mages cast powerful magic, so your "Reflux" ability will come in quite handy. The ghosts are fast, and hit hard, but will usually perish with two good hits. If you haven't already, use your spare spirit shard on Minx so she can cast healing magic -- you DID go to school and learn about shards, right?!?!

Half way through the mine you'll find a blue glyph, which will heal your wounds and restore your magic power as well. Make good use of it, I say. Continue through the mine, heading to a room where the path splits in two at the bottom of the screen. Take the RIGHT path to a small room with a floating bottle in the water. Examine the small hole in the ground to claim a BLASTING PACK, which will come in handy in just a moment. Go back out and take the LEFT path down several floors, emerging to a larger room. To the bottom left of this room is a rather obvious mark on the wall. Examine it, and Minx will use the BLASTING PACK to blow open the wall. Enter the hole and claim the GEAR that is hanging on the wall. Surely by now you've figured out what this is for, no?

Backtrack the the entrance and place the gear in the gearbox. Now, return to the room where you blew open the wall, and continue SOUTH. In this new room, use the save glyph to save your game. Press the button on the RIGHT wall and the gate will open... now prepare for a very easy boss battle. In the next room you'll meet the obelisk, a foe who is deadly to humans, but relatively harmless to daemons, who can easily resist their mental control techniques. After beating the obelisk, you have 2 minutes to backtrack to the entrance. So, you'll meet up with Montag and head out. This is easy with two people in your party.

After completing the mines, you'll rest and head out. From here you may attempt to complete Rhiobi's Tomb, but with only two party members things may be a little overwhelming. Why not leave that for later?

Head over to the cave to the EAST, and you'll find a bridge that is still being worked on. You can't pass just yet, so leave and backtrack WEST to the mountain path. This leads to the Northlands area, and Minx hates cold weather, so she'll leave your party. No big deal. Head NORTH and enter the inn.



PART 4: Improbability as a way of life.

Talk to the innkeeper and acquire a room. Then, go to the weapon shop and examine the large crate stamped with the Legion brand. Montag will note that... then go to the top floor. Examine the door on the TOP RIGHT. He'll note the exceptional lock on the door. Finally, go to your room on the TOP LEFT. Montag will go to sleep. In the middle of the night he'll wake to people scrambling around. You'll have little time to examine the room you're in. Go to the picture on the wall and examine it. He'll remove the picture and reveal a hidden button. Push the button to open a false wall to the RIGHT. Enter the opening to get to the room that was locked earlier. Go down the stairs and enter the hidden base.

Save your game at the save glyph, and sneak past the sleeping sentry (or kill him if you desire). Push the button to go upstairs on the lift. Once there, walk down until you see another sentry walk into a room to the LEFT. Enter the room after him and beat him silly. Montag will take his clothes and will now be properly disguised. Go NORTH and up the stairs. You'll enter a large training hall, and here's what to do next. First enter the command room and listen to a conversation between two high ranking officers. Next, go to the storage room (the LARGE one) and when you try to leave Juno and Velyu will surprise you -- forcing you to hide while they carry on a protracted conversation. After this, go to the Supply room and grab some loot. In here you'll find Halcyon, the most powerful weapon in the demo. Nab it and head to the field master's room (to the FAR RIGHT). In here you'll find a desk at the bottom of the screen with a key on it -- this will open Rhiobi's Tomb. Without this key you'll have to fight a *TOUGH* boss battle to open the tomb. Exit this room, and examine the air shaft on the wall to trigger Montag's escape sequence.

Montag will face another easy mid-boss battle, a new type of trooper called a razorback. After successfully whacking him, head back to the bridge that was still being worked on (and be SURE to save your game FIRST!!). You'll face a rather difficult boss battle (5 razorbacks at once) before being treated to the ending sequence. At this point, if you are still left standing, you have successfully completed your mission, and the demo :)

Pat yourself on the back -- you've earned it.