Trinixx's Dezo:
A Pragmatic Approach to Phantasy Star II

 

WARNING

The content of the commentary presented below includes
revealing material on the plot of Phantasy Star II.
Consider this the "spoiler space."

*   *   *

Note that this document is not intended to be an exhaustive walkthrough,
but rather, discusses specific strategies of selected portions of the game.
For complete walkthroughs, consult the quick links section.
 

 


I. Select Character Commentaries

II. General Recommendations and Personal Preferences:

    a) General comments on the Guidebook.
    b) Chronologically organized comments:
1.      Shure: First Dungeon of Mota and her Shotgun
2.      The Tower of Nido and Meseta
3.      Your Party Associates
4.      At the Biosystems Lab
5.      Roron: The Trash Dump
6.      Working up your Party Associates
7.      Kueri versus Piata's Markets and Experience
8.      Shir's Thieving after Level 10 on Mota ; On the Placement of the Visiphone ; Party Member Levels
9.      Experience in the Vicinity of Piata and Uzo Island
10.    Getting Experience at Climatrol: Roron's Slugmess
11.    On Nei versus Neifirst
12.    Your Party Associates III - The Motan Governmental Mechs
13.    The Items of the Motan Dams ; More on Equipment Arrangement in the Inventories
14.    Party Associates IV - Dezo ; Recommendations for Conducting Combat at the Dams and Beyond
*       On Contributing Your Ideas to this Document.
 
(Continued on page two, commentary on the Dezoan stage of Phantasy Star II)
 

 


 
I.    Select Character Commentaries
 
Rudo - The heavy gunner of Rolf's crew, Rudo is an indispensable member of the team, whom you should always have walking the point. Although he lacks magical techniques, this ex-professional soldier more than compensates with the highest relative amount of hit points, and the ability to bear the heaviest armours - he thus can easily soak up massive volumes of damage. He also is the only one capable of hauling the largest cannons, so no team is imaginable without him. You wouldn't realize his utility unless you left him home. The foremost 'taken for granted' character.
 
Hugh - A professional biologist, Hugh is in my opinion one of the most under-rated characters in the game; like Kain, I see Hugh as one of the more powerful 'wizards' in the party, to use a cross-genre term. Among the weakest in terms of physical offense and ability to bear the heavier armours, he compensates in higher levels with spells no party should be without, especially in the dungeons of Dezo. The aging spells Vol ((acquired at level 15) and Savol, (acquired at level 24) are invaluable, and hit successfully with high frequency, immediately destroying the target for the exact amount of HPs the target had. I'm not sure how the mechanics operate, (probably relative mental score) but the spell obviously doesn't operate against more powerful 'magic-users' than Hugh. He also learns Gires; it's useful to have someone other than Rolf with healing techniques, that also happens to be useful offensively as well. Possession of these spells alone makes Hugh more valuable to the party in my estimation than Anna or Amy. One 'questionable' shortcoming of the biologist's was his lack of the spell Anti, which would have been useful on Dezo.
 
Anna - A mediocre hunter, Anna is sometimes used in place of the guidebook's recommended fourth team member of Amy, (why do they recommend that when all the screenshots in the book have Anna as the fourth member?) due to the group-targeting qualities of her weapon of choice: the thrown slasher. While she is useful particularly in the final stages of the Motan phase of the game--and in the first stages of the exploration of Dezo's Skure--when one frequently encounters groups of same-species biomonsters and same-model mechs, she isn't as useful as other team members for the remainder of the game. (I always thought it strange that many people used her near the end of the game.) She probably continued to be a part of the team with most people because the other team members such as Amy or Hugh were too weak to survive at the point where Anna is no a viable investment. (For this reason, within this commentary, I recommend developing all team members early in the game.) Another reason for her retention may be that a Nei-weapon--the Neislasher--is useable exclusively by Anna. At the point where the Neislasher is found however, one rarely encounters enemies of the same type with any frequency: this makes Anna virtually worthless, since, furthermore, she is in possession of no techniques of consequence. (Indeed, the ones she does learn at high levels are good only for a laugh.  ;)
 
Kain - A wrecker by title, Kain is a mechanic that joins the party to expand his opportunities for engaging in his hobby: destroying machinery. Kain is in many ways the 'wizard' counterpart to Hugh, save that his magical techniques are geared toward said machinery. For this reason, I usually leave Kain at home as a secondary member of the party until after Climatrol is completed; i.e., when the Motan governmental mechs are unleashed on the party, whcih makes his techniques much more relevant and effective. While nearly as weak offensively as Hugh in terms of physical combat in the later portion of the game, in earlier portions he is capable of handling the smaller cannons, such as the Laser Shot. It therefore figures that the majority of his magical techniques aren't terribly potent during the period the Laser Shot is useful. He is however--even in both the Motan and Dezo stages of the game--capable of bearing the heaviest and most protective armours, which only Rudo is commonly capable of enduring. He also possesses, in later stages, among the most powerful techniques, making him second in this area only to Rolf.  His Sag and Gaj spells are exclusive to Kain, somewhat analogous to Rolf's Zan and Gra, and Thu and Foi,respectively. His Brose spell, acquired at level 25, is the mech-counterpart to Hugh's Vol spell: if it hits, it destroys the mech completely. Brose to my experience isn't successful to the degree Vol is however, and Kain learns it after it would be most useful (i.e., after the Motan Dams and Skure) but it is nonetheless a welcome option. These spells are valuable additions to the party, which make Kain a primary member of my team, mostly in the later parts of the game.
Shir - Shir's theft leaves much to be desired. I have taken her to and beyond level 30, (~35 maximum) and to my experience, she doesn't at the higher levels steal much that is any better than what she stole at level 15. I'd be appreciative to any that could offer tips in this regard. A routine of some sort should have been devised to upgrade what she would, at her level, have bothered to steal; that is, what would have attracted her to steal in the first place, based on her experience level. I somehow doubt Trimate would be a worthwhile job to a 30th level character, and the "thrill" aspect doesn't cut it as an excuse. Strange how her first theft is usually relatively useful--especially when she has been in the party a while and earning experience(?)--but thereafter the quality of her thefts declines rapidly. Not exactly something that keeps her a primary team member, and the equipment available for her use from the shops on Dezo doesn't help matters. Although she is designed almost as a female counterpart to Rolf, her similar offensive techniques weren't enough to keep her in competition against the likes of Hugh or Kain. (The stats on the Lacon Daggers indicate that at this point in the game she is to be used as Kain and Hugh are: as a wizard, and nothing else. Perhaps if she was built up very early she would be worthwhile.) A window telling her when she was free to attempt a theft would have been useful as well; it's a real pain when at level 30 she disappears from Dezo, and reappears in Mota with a Hidapipe. But to be fair, I've gotten good results at the Tool Shop in Zema borrowing Star Mist, and she seems to 'find' much Moon Dew at the Tool Shop in the capital. Moreover, this is the first game I came across in an RPG where the "Thief" character actually was capable of stealing.
 

II.    General Recommendations:

General comments on the Guidebook
 
I only consult the guidebook when I think I have completed the dungeon; I merely glance over the map to make sure I haven't missed a treasure chest. Try not to play the game with the guidebook open; you're only cheating yourself, and ruining some of the enjoyment of the game. Think of the experience you'll acquire double checking everything so often.  :)
 
 
Chronologically organized comments:
 
1.    Shure: First Dungeon of Mota and her Shotgun
 
i.    Prepare yourself to enter and survive in Shure by gaining experience fighting the more powerful biomonsters appearing in the vicinity of Arima (i.e., those battles including "Froggies" and "Locusts.") When your party is stronger, journey across the bridge leading north--just east of Arima--and run back and forth along the coast just south of. You're looking for battles against three "Armour Ants," which will prepare you well for the upper levels of Shure. (I personally never enter dungeon level two or higher in Shure without achieving character level ten first.) Use Rolf's Foi on the Armour Ants, and don't hesitate to return to Paseo (not Arima: it's cheaper at Paseo) for medical treatment. You should save at Arima however.
 
ii.    I have seen comments on other pages that the Shurian shotgun doesn't exist; however, I distinctly recall that I always avoided buying that weapon in Arima, (and thus saving myself 300 MST) because I knew I could liberate the one in Shure. I have since returned to Shure to try to locate this shotgun, but after years of not playing, my memory has failed me and my efforts were unsuccessful. All I can offer at this time is that I have a nagging feeling that this shotgun was acquired a little like the Biosystems Recorder--that is, one steps in a particular area and performs an "A" button search.
 
iii.    When strong enough to venture around Shure virtually uncontested, lurk about on the topmost level of that dungeon fighting against a form of  Bee called a "Buzzer." These yield relatively high experience, and will prepare you for the Tower of Nido.
 
iv.    A correction from the guidebook: on dungeon level three of Shure it asserts you will find 20 MST in one of the chests: it's actually 200 MST.
 
2.    The Tower of Nido and Meseta
 
i.    Mota's mainland is divided into section by irrigation canals. Before entering the Tower of Nido itself, spend some time gaining experience wandering around the landscape of the continental section on which Nido is located. Stay near the northern portion of this section (i.e, where you just walked across the bridge leading south, southeast from Shure) and between the domed farms. This time you are looking for a battle against four "Waspies." Use Rolf's Zan against them to acquire easy experience, returning to town for technique recharges when necessary. Note: you should already have Zan by the time you are anywhere near Nido; if you do not, you'll find this dungeon difficult.
 
ii.    Avoid using Rolf's (or later on, Shir's) last 12 TPs: you'll need them for "Hinas" and "Ryuka;" further, get into the habit of carrying contingency "Antidotes," as well as "Tele" and "Escapipes."  (Better to have and not need, then need and not have.) Remember to replace them when you've used them!
 
iii.    It is important to acquire the experience I advocate, because the Guidebook's warning of the "strong opponent" of the upper dungeon levels of the Tower of Nido wasn't to be taken lightly; "Blaster's" group attack beam will easily decimate your party if they are not defensively resilient, especially if the two Blasters attack in succession. The Tower is the first real challenge for your characters, as it is easy for them to die even at the high levels I recommend if you get careless. Return to Nido often, after receiving medical treatment, until you can safely deal with the Blasters. This will yield a great volume of experience.
 
iv.    Use Hidapipes on the way back to town from Nido if you need to, or if you can't be bothered to fight the lesser monsters on the way to Nido; unlike other games with a similar ability, this monster-repelling item actually works.
 
v.    As a general rule, I didn't move beyond Nido until I had acquired the money necessary to buy at least four Ceramic Knives in Oputa, as well as all the upgrades that town has to offer. (Ceramic Knives for Amy/Rolf = 11, 200 MST; I usually left with about 22,000 MST.)
 
 
3.    Your Party Associates
 
i.    Use Amy as soon as you acquire her, and over either Kain, Hugh or Anna in the early stages of the game; working her levels up early will give you access to the higher-end healing spells relatively soon, which is most conducive to the party's staying power in the earlier dungeons. Gain experience for Amy by exploring the area around Oputa, or by returning to the Tower of Nido if need be, so that she won't be difficult to keep alive in the Biosystems Lab.
 
 
4.    At the Biosystems Lab
 
i.    Visualize a path that minimizes inflicted damage through the pools of spilled chemicals on the floors of the Biosystems Lab, (or that on the first level of Climatrol, for that matter) before you move onto any of them. This usually means walking at right angles from the pool, onto the clear floor.
 
ii.    Note that the forty-five degree bird's eye view of the game can be deceiving; it is sometimes possible to totally avoid the damage-patches in an area of the dungeon that appears to be completely covered, by walking in areas that the dungeon walls are obscuring from the player's view. Move as close to the walls as possible, (the feet your party will be hidden from view) and you'll frequently bypass that which would otherwise have required a few Gires' to recover from. (This is also valid for Climatrol.)
 
iii.    The Biosystems Lab is a good place to earn more experience, as the trek to the Lab is a little shorter overland than the trip to the Tower of Nido; this is motivation to return for medical treatment often. Further, the treasures are widely spaced across the Biosystems installation, and it should go without saying that one should completely "clean out" any given dungeon of all treasure before advancing the plot. :)  This is a good, tough dungeon in the context of your level.
 
 
5.    Roron: The Trash Dump
 
i.     Note that dungeon includes its outer perimeter.
ii.    You might not want to eat the food the Motavian offers you. ;)
iii.    Fight the Slugmesses for a high amount of experience, if they aren't too much trouble.
 
 
6.    Working up your Party Associates
 
i.    Work up the levels of Anna, Kain, Hugh and Shir in shifts early in the game, so that you can use any of them on Dezo without them dying in a single shot.  (I personally don't use Shir or Anna much at all once I leave Mota.)
 
 
7.    Kueri versus Piata's Markets and Experience
 
i.    If you believe your party is strong enough after acquiring the jet-scooter in Roron, don't buy the defensive items available at Kueri; this is a waste of your money, since the next step in the story is to travel to Piata, which offers the best armours on Mota, as well as the rest of the Laser weapons that weren't available at Kueri.
 
ii.    There are some interesting monsters to fight in the vicinity south of Kueri; spend some time in this area acquiring levels and money for the items in Piata. A key fight is one northwest from Kueri along the coast, versus a monster called a "Headrot," which attacks via its cerebral fluid and brains. Nafoi these, and have a rest when Rolf runs out of TPs. Repeat until you can best them without being damaged severely, while using no Nafois. (If you don't have Nafoi, get back to Roron and fight those Slugmesses!)
 
 
8.    Shir's Thieving after Level 10 on Mota ; On the Placement of the Visiphone ; Party Member Levels
 
i.    Around the same time Shir hits character level 10 and can acquire the Visiphone, she should also be capable of stealing a few other important items. At the weapon shop in the capital, Shir can steal you a supply of Fire Staves, (found only one each in the Motan Red Dam and the Dezoan dungeon of Ikuto); in the armour shop in the capital, she will steal a number of Jeweled Crowns--an item found no where else in the game. These Crowns provide the same defensive value as the Snow Crown, (which is found in the Motan Blue Dam) but have no special powers; they do however provide the most defensive armour points short of the helmets available in Dezo. The Fire Staves can be equipped by Amy, and can be used in battle to cast unlimited Fois, but the best aspect of them is that they provide more offensive attack points than the best weapons useable by Amy on Mota.
 
ii.    On the Visiphone itself - I found it useful to have it as the first item in Rudo's equipment list; since he is always the first guy in line, one only needs to hit the "C" button several times in order to contact Data Memory. It's useful to not have to hunt for it in someone's equipment list whenever you want to save your game.
 
 
9.    Experience in the Vicinity of Piata and Uzo Island
 
i.    Before departing for Uzo island, spend additional time getting experience on the section of land that includes Piata; look for the "Terakite/Wolf Ang" combination, and recall to gauge your party's strengths by what techniques you don't have to use in order to win, while getting away relatively undamaged. Thereafter, travel to the fake islands around Uzo, in preparation for the trip through the actual Uzo.
 
ii.    Uzo will take a while to complete, and is one of the most rewarding dungeons to play--my favorite on Mota; it is the toughest challenge yet, and is the most complex dungeon so far: even moreso than several of the Motan Dams. Do not go to Uzo Island if you cannot best the monsters on the fake Uzo; a number of beasts called Blockheds will see to it you don't leave if you are weak.
 
10.    Getting Experience at Climatrol: Roron's Slugmess
 
i.    Spend some time on the level immediately beneath the waves--after chewing some Mareuagum--just above Climatrol, gaining experience; you want a fight versus a creature called a "Slugmess." Kill all the Slugmesses but one, and allow it to continue to "mitosis," while you guard or heal. Keep killing the spawned creatures until you only have one, then repeat the process. When you get bored, kill the last one, and sit back to see how much experience you get for killing around 20-25 of them. (You would think you were in a dungeon on Dezo.) These Slugmess monsters are also easy to find in the immediate area of the Motavian in Roron who gives you access to the jet-scooter. To my experience, they appear more frequently in Climatrol, and you don't have to go through a dungeon to get at them first. See the section on the Biosystems Lab above, for commentary on damage patches.  (I've received multiple mails from the visitors to this site, pointing out that in addition to the Slugmesses, one can also fight the similarly self-replicating Blastoids, potentially for even more experience.  Thanks to all that mailed in reminding me about that.  Indeed, the Blastoids are such a beneficial fight, that:

"...in the Climatrol maze with just Rolf  [in the party, it's useful to]  specifically  [seek]  out Blastoids (they're an excellent source of experience if you let them replicate) so I could level to 35 before fighting Neifirst.  Needless to say, from level 26+ nothing could really touch me...  If anyone's bored on an afternoon, give it a shot, I was able to easily breeze through the rest of the game and level other characters (Megid roxs!)"
-Ryan

 
 
11.    On Nei versus Neifirst
 
i.    Before this fight, I always relieve Nei of all her possessions, and give her no Trimate. I then let Neifirst simply hit Nei until she dies; you can't win anyway. Neifirst appears to have unlimited hit points versus Nei; I'm not sure if the points inflicted by Nei against Neifirst are accounted for when the rest of the party enters the battle, but I doubt it, based on trying for half an hour. That matters little at any rate, since your remaining three-person party should be powerful enough to easily defeat Neifirst with little returned injury, after acquiring the experience from Uzo Island.  (I've also received multiple mails on this battle from the visitors to this site, and they have pointed out several things I didn't know about:  1. It is possible to have Shir steal Moondew from any store, and to use it on Nei during the battle to resurrect her, at least until the battle's end;  2. There is a game-glitch that will enable you to retain Nei for the rest of the game.  I know I'm begging the questions, but I used to have a link that described the latter procedure in detail, but the link is now dead.  Thanks to all that mailed in telling me about these things, and feel free to mail me with the needed instructions.)
 
 
12.    Your Party Associates III - The Motan Governmental Mechs
 
i.    From Climatrol onward, your enemies on Mota are all mechs; this necessitates a revision of your party structure to compensate. Due to his techniques against the mechs, Kain should be a primary member (I used Eijia heavily in the early mech-stage of the game); similarly, Hugh should not, since his techniques are primarily anti-biomonster. Your fourth team member should be either Anna or Amy; I personally use Amy for the Red/Yellow Dams, and Anna for the Blue/Green Dams, reflecting the types of mechs found therein.
 
 
13.    The Items of the Motan Dams ; More on Equipment Arrangement in the Inventories
 
During the trip through the Dams, you will acquire a number of items vital to your quest:
 
i.    The first group of which is the Amber Robe, (Yellow Dam) the Crescegear, (Blue Dam) the Truth Sleeves, and the Aegis (both at the Green Dam.) These significantly increase your party's staying power for the rest of the game, since all when used as an item within a battle cast Gires on the item's wielder. Once you have these items, Trimate becomes merely an emergency supply. It doesn't matter at all in later stages of the game which Gires item go to whom, but for now, some of the items might be useful as equipped armour to certain individuals.
 
ii.    The next group of acquired items are defensive in nature, and consist of the Snow Crown and Colourscarf (found at the Blue Dam.) I keep these with my four primary team members at all times, since the Snow Crown casts Deban when used as an item, whereas the Colourscarf casts Saner. The Saner technique increases the party's agility; the sequence of attack within a battle is dependant on relative agility, so the Colourscarf is sometimes rather useful: a strategic use of this item will result in you often dispatching even a powerful enemy before it gets an attack.
 
iii.    The next important group of items if offensive in nature. The first is the Storm Gear (Blue Dam); this piece of equipment when used as an item in battle casts a special form of Gizan: one that strikes every enemy creature in the opposing team, unlike any of the Zan techniques, which are group-specific. The rest of the items belonging to the offensive category are all Crystal Armours (Yellow Dam); these are worthwhile additions, since all when used in battle cast the Gra technique. These are useful during the trip through the Dams, clear up until the first major Dezoan dungeon of Menobe; after the Lacon Armours are acquired on Dezo, any of the Crystal Armours can be kept, particularly by the physically weaker members, as a primary offensive attack method, a la the Storm Gear--at least until the second set of Storm Gear is acquired at Menobe.
 
iv.    A word about equipment arrangement, after the remarks above regarding the placement of the Visiphone: you may come to rely heavily on the Gires items, the Storm Gears, and perhaps the defensive boosters. For this reason, it is useful and time conserving to place these items at the top of the inventory of each character, so that in a battle you don't spend five minutes flipping through lists looking for what you want, in a typically perpetually changing inventory. Place the Gires items first for each character, (except Rudo) and the offensive items (Crystal Armours, Storm Gears) next in line from the top, followed by that character's defensive item. Eventually, hitting the buttons and getting what you want from a given character's list won't require conscious thought--or your eyes on the screen--during those long experience runs. :)
 
 
14.    Party Associates IV - Dezo ; Recommendations for Conducting Combat at the Dams and Beyond
 
i.    Kain is the only one that can equip the Storm Gear; hence, I have Kain use its Gizan ability as his primary attack throughout the rest of the game, using the more powerful techniques when they are required. I personally found the Storm Gear's attack to be more useful then Kain's physical attack; this is generally valid of anyone using it other than Rolf/Rudo.
 
ii.    Once the Dams are completed, and the party moves on to Dezo, the team should again be rearranged; as Dezo includes both biomonsters warped into their present state by the poisonous gases of the planet, as well as more powerful mechs, the best party for the majority of the remainder of the game is probably Rudo, Rolf, Kain, and Hugh, walking in that order. Particularly as there are no mechs in the Dezoan dungeons, Hugh's anti-biomonster techniques, I find, are indispensable. There are many individually appearing monsters in the later dungeons on Dezo, so I find Anna's slashers to be too weak to warrant using her as a primary team member; she also has no useful techniques, relative to anyone else. Moreover, once the Gires items are acquired from the Dams on Mota, Amy can take on a secondary role, as her healing skills are no longer in any real demand. Don't let Hugh's and Kain's defensive and offensive weakness' deter you from using these 'wizards' to the capacity of their abilities. Shir might be worth working up for her Zan, Gra, and Foi techniques, to complement Rolf.  Until you have the second set of Storm Gear, use one of the Crystal Armours as Hugh's primary weapon. (Until Rolf acquires Gigra at level 28, I usually kept a Crystal Armour around for his use against multiple enemies appearing together as well, during the period just before his sword attack gets the big boost. Thereafter, dump whatever Crystal Armour you were using for Rolf in the lockers at the Motan capital.) Give Hugh the second set of Storm Gear when it's acquired and have him use as a primary attack for the rest of the game. Hugh and Kain's physical attacks unneeded, equip both characters with a shield of the best available quality, one in each hand. (Excellent option also available in none too many RPGs.) With Lacon Shields, this will raise their defense far beyond even Rudo's, (310-30+ as soon as you reach towns that sell them) and prevent massive damage from powerful enemies on Dezo. I buy them the Lacon Maces to fool around with anyway, since by the time you get to Dezo you should have enough money to equip the whole party, (without relying on the money-chests in Skure) and even buy Lacon Maces you'll rarely use; I personally don't advance the plot to Dezo unless Rolf is at least level 25-6, and my secondary members (i.e., Shir, Amy, Anna) are at least level 12. (Amy and Shir are likely approximately level 15.)
 
iii.    General Combat Conduction at the Dams and Beyond
 
a)    Have Rolf and Rudo attack with primary equipped weapons; have Hugh and Kain attack with Storm Gears, or use technique as the situation warrants. Be sure to use Hugh's Vol or Savol to dispatch groups of monsters,  and have Rolf and Rudo work on the opposite pair of monsters. Kain can either use Brose; against several different groups use the Storm Gear; or use techniques such as the Gaj, Gra, or Sag.
 
b)    When several different types of creatures appear, one obviously more powerful than the other, I personally dispatch the weaker first; this prevents 'bonus' damage on the opposition's part, which is inflicted repeatedly while you wear down the more powerful creature's HPs. Defeating the weaker first thus minimizes the relative amount of incoming damage points; the stronger takes longer to neutralize, so trying to kill it first leaves the weaker free to be a nuisance. :)
 
c)    Know the current hit point maximums of your party, and repeatedly use the Gires items on injured members until your whole party is back up to, or close to, their HP maximums before allowing the fight to end. Have other characters either defend or themselves use a Gires item, even to permit a single weakened member to recharge. Avoid going below 100 HPs. The purpose of this strategy is to avoid using TPs on healing techniques, which lengthens your staying power in a dungeon.
 
d)    Know the party's offensive skills. Rolf has the highest agility, so should be able to get in a heal before an enemy attacks; know the enemies, recalling which have a lower agility than Rudo, and when his next cannon shot will dispatch the enemy. Don't be afraid to have Kain or Hugh use the Colourscarf or Snow Crown.
 
These tactics will prevent damage to your team, and maximize their long-range endurance, as well as the output of offensive damage, which will make the last dungeons relatively easy. It might seem time consuming to continually recharge via the Gires items to those not used to this, but the alternative is leaving a dungeon for medical treatment. :)
 
 
*  Make sure you let me know of any ideas/tricks/strategies/good experience locations/etc. that you didn't see in this Guide!  Please specify whether you would like your tip to appear on this page - you will be rightfully acknowledged as it's author.  Also feel free to mail your comments/complaints. :)

 

Proceed to the Commentary
On the Dezoan Stage of Phantasy Star II
 
 
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Copyright / Disclaimer
Phantasy Star II ™ is Copyright © 1989 - Sega of America, Incorporated.
 
This site acknowledges material referenced from the Phantasy Star II  "Hint Book"
(herein/after referred to as the "Guidebook") © 1990, Sega Enterprises, Limited.
 
All Phantasy Star graphics believed to be public domain.
The Hellfire Campaign and associated graphics © 2000.

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The Archhierophant's Keep,
The Annals of the Kings of Knorrandaar,
The Hellfire Campaign, and Trinixx's Dezo
are all Copyright © Trinixx of Westmarch 1995-2001.
All Rights Reserved.
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