Learn how to navigate the Paladins Quest prologue, from the Magic School to the Tower of Gabnid, including early spells, items, and the unavoidable boss encounter.
Before starting the game, you may want to watch the _Demo_ (which is really more of a prologue) to get a bit of backstory. As it turns out, thirteen years ago, some town with two different names (Leyord in the demo, Reiyold in the game) had half its population mysteriously perish, and the town was nearly destroyed. Since then, a man named Zaygos has risen to power in Saskuot and is planning an invasion of Naskuot, which the northerners are unaware of.
So with that out of the way, start the game. You're given the choice to rename your characters, Chezni and Midia. Do so if you wish, but I will refer to them by their default names throughout the walkthrough.
Magic School Town
You begin as Chezni, a 13-year old student in the Magic School in a nameless town. Chezni starts off at level 1 with some crummy equipment but a rare spirit: Fire. There are only three mercenaries in the game with the Fire spirit, and it can't be taught to Midia.
New Spirit: Fire (F)
New Spells: Chezni — FireS (FF)
New Spell Notes: FireS — Learn it, live it, love it. This spell will be used throughout most of the early game as Chezni's main offense against single targets.
After the dialogue, Duke will ask you to accompany him to the Tower of Gabnid. You'll eventually have answer _Yes_ to get on with the game, but you can throw him into a _But thou must!_ loop if you wish. If you declined, Duke will confront you as you exit each room in the school. If you leave the school, you'll have to go back to talk to Duke again to get on with things.
So with Duke out of the way, exit the classroom and head east. Go south into the next room and search the cabinet on the west side of the room to get a Home dor, which allows you to return to your most recently-visited town. The southwest set of drawers in this same room contains a Learn h, which Chezni should equip. There are no other items in the school, so once you've had your fill of the NPCs, leave and you'll emerge in a modest town. You can't leave town right now, though you can stay at the inn and get your bottle refilled for free, I guess in case you get wrecked by the weenie enemies in the tower.
There's not much else of interest here, so when you're done talking to people, head to the east side of town and talk to Duke. Tell him you're ready and he'll join you. Enter the Tower of Gabnid.
Tower of Gabnid
The enemies in here are incredibly weak. Since Duke is faster than Chezni, he can easily take them out in one round. However, I suggest you save that honor for Chezni. Have Duke defend when his turn comes up and cast FireS on the enemy with Chezni. This will raise his affinity with the Fire spirit, thus raising the effectiveness of all of his Fire-related spells.
The tower is as straightforward as it gets. The little blue pod south of the elevator is a treasure chest - open it for 50G and continue onward. Eventually you'll come across a machine, and you'll be given a choice whether to activate it or not. The game won't go on unless you do, so say _Yes_. After some flashy effects, Duke yelps and runs like a weenie, and Chezni is left alone to face the big creepy shadow coming up from behind him.
BOSS FIGHT
Unless you know a fancy way to get utterly destroyed, there is no real strategy. You don't even get credit toward your Fire spirit affinity for casting FireS, so just stab at it a few times with your puny Kn. Or kick it. Headbutts work too, I suppose. Or you could cower and duck in a corner, bawling your eyes out. All of these strategies are equally effective. After five rounds, the spooky creature will obliterate you.
For what it's worth, just defending every round seems to be the fastest way to get this encounter over with. And for the record, I've been unable to kill this thing by hacking Chezni to level cap, giving him an endgame loadout, and making him invulnerable to damage. If you do find a way to kill it, please let me know.
Of course, since Chezni is the hero, he'll wake up all fine and dandy behind the tower. As you walk around town, you'll see it's been annihilated - even the Magic School is in ruins. At the exit to the town you'll see Daicant, the Magic School teacher and the town's other survivor. He'll scold you for going into the all-too accessible tower and unleashing the creature, Dal Gren, upon the world. Then he'll tell you to kill it. Good luck, thirteen-year-old child.
Thanks to Chezni, there's nothing left of this town, so leave. You'll get the intro to the game and appear on the overworld.
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