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Now you've reached the next town. Sleep outside the town. Go into the town, buy as much as possible, and then go out and work up levels. When you're ready to go on in the game, go back in and sleep. You'll talk in your beds. When you go to sleep and wake up the next morning, you'll notice a distant dust storm and rumbling. Scouts will rush into the town and say that the Empire is attacking! You are asked to help the town defend. First you have to fight 5 or 6 battles against mixed Empire forces. They should be pretty simple to beat. But then your boss shows up. The Empire has Mind Controlled a Cockatrice. The Cockatrice is one of the most powerful of it's kind. It'll stone a few of the militia men and then come towards you. We suggest you have 30 Softs before you fight this battle. The Cockatrice will stone your people. Use as much power as you can in one turn. Be sure to be brutal. Zeratul can climb up onto the thing's neck and stab it in the head. The Cyborg Commando can shoot it in the eyes. You get the point. If you're strong, the Cockatrice should fall to your wrath. Then you have to fight the remnants of the Empire troops. You might lose. If you lose, the Dark Templar calvary will show up and carve up the Empire. If you fought on for quite some time, you get rewards. If you win the battle yourself, the Dark Templars will show up and congratulate you for your good job. No matter what, you'll get a Wish Feather for everyone and Dark Templars for Zeratul. Be sure to use your Wish Feathers well. Good things to wish for are more money, spells, higher attributes, and better equipment for everyone.
Now move on after building up some levels. The townspeople will be eternally thankful, directing you to another place to rest and giving you some items. The trip is not too long, but it has some tough monsters. You'll eventually reach a wonderful little place and you'll see some ruins with a shack. Go up to the shack. Fred will be intereated, and everyone will be wondering what happened. An old man will come out and explain that the place used to be a town but that is got invaded and razed. He'll also say that he sees the spark of goodness in all of your team members and will take you into his house. Then Fred will explain his adventures and the old man will tell you the true identity of the All-Monster. He'll say that an ancient fable told of a being called the Creator from the first universe who came to the Final Fantasy world (thousands of years before the merging) and saw the entire history of the planet. He decided to stay. He sired two offspring, each of which was raised by different inhabitants. One grew evil and became the All-Monster, the other was good and became the Golden Knight. He'll tell of a epic war where the Golden Knight was forever imprisoned in the Crystal Mountain and buried under the sea while the All-Monster was imprisoned in a pocket dimension. Suddenly Fred will realize that the All-Monster is undoubtedly trying to come back. This is a turning point, as Fred realizes that all of the troubles must have been caused by the All-Monster. Many of the characters will fall unconscious and have premonitions of something dark. Even the most mercenary guides will now want to help.
The old man then asks you to rebuild the town. This is where you get a place where you can keep people. Everyone whom you keep will stay at the town and start rebuilding. They can also use the time to work up levels. The remaining members, which should be your favorite characters, should raise their levels outside of town. The monsters are tough, but they offer lots of GP and experience. You can backtrack if you desire to and find people who wanted homes. In particular, it's worth it to go to Mt. Kolts (pay for a guided tour, which will cost 100 GP but will get you over the mountain). Then talk to the Escargot Express and Mach Pizza joints, along with other homeless. You might be able to convince the people to go to your town. They can help to rebuild the town. The old man will have you fight Ramuh, Shiva and Ifrit Espers before you go, plus he gives you the spell Stop and a PPS (Portable Party Switcher).
From here on, move to the south to the town of Scorpio. True to it's namesake, the town of Scorpio does have a lot to do with scorpions: the design of the town is built somewhat like a scorpion, and so is the jail. However, a crazy magician takes this liking of scorpions to the extremes and summons two scorpions to block the town entrances. Only the magician can stop the spell, and he supposedly controls the scorpions. Challenge one of the Scorpios. You'll be unable to defeat them; they take no damage from your weapons. They'll kick your ass, and then the sorceror will come along and try to call the Scorpio off you. Unfortunately for him, he has to fight the Scorpio, and despite the fact that he does some damage, the Scorpio kicks his ass.
Now you can see that you're not going to have an easy time getting out of the town. You visit the sorceror before he goes into a coma. He tells you that only certain magical items are able to kill the Scorpions, including his own magic, which is what summoned the Scorpio. Unfortunately, he's put into his coma before he can tell you. Now you need to visit various people in the town and finish some quests to get the items.
First, visit the town alchemist. He says that he could develop a vaccine, an antidote, a bomb, a tranquilizer, and a poison, all capable of hurting the Scorpio. But he doesn't have the proper ingredients. You guessed it: you have to gather the ingredients. First, for everything, he needs some Scorpio blood and a Scorpio to study. You know it's crazy to attack the Scorpio, and it's impossible to get a Scorpio to study. The guy bemoans the facts. However, Fred gets an idea. He asks if maybe offspring would work. The guy says that it would be a very good replacement of an adult Scorpio, but that Scorpions are not known to breed. They breed only once in a very long while.
Buy some alchohol and a aphrodesiac, then leave it out for one of the Scorpios. The male is at the exit and the female is at the entrance. Either will work. The horny one will leave an alarm that will trip if anyone tries to leave. The two will have babies. Now you need to distract the scorpions long enough to get the babies. The dad gets them at night, the mom in the morning. The male is significantly easier to deal with, so try it on him. Throw a bomb or get someone to distract the male. The male is also pretty stupid, so he'll forget the kids. Pick up two of the eggs and run like hell. Sleep and give the eggs to the alchemist. He'll hatch them. He'll thank you and give you an Elixir. Now go to the mage and search his body for blood. Take the blood in a jar to the alchemist. It'll be enough to develop two of the items. He'll ask you which two he would like to develop with that blood. Choose the two, but we suggest either the bomb and the poison or the vaccine and the antidote. Now remind him that he needs to get blood samples from the kids anyways to make sure they're healthy, so why not use some of that blood? He'll then say that he can use that blood for two more items. You now need to pick again. If you picked the bomb and the poison, get the vaccine and the tranquilizer. If you picked the vaccine and the antidote, pick the bomb and poison.
You now need one more sample of Scorpio blood. Watch while the Scorpio mom beats the crap out of the dad because of the babies. He'll wipe off the blood on a rock. Scrape the blood with a paper. Take it to the alchemist. He now has the blood to produce the last ingredient.
Now the alchemist has hope. He says you are incredible. We suggest you get the vaccine first. He needs a sample of the poison, a hypothermic needle (a thief stole it), and a poison diluter. The poison part is easy: throw a living thing at one of the scorpions from behind the rocks. It'll kill it and throw it out. Take the animal back to the alchemist. He'll get the poison. Now he needs the needle. Go talk to the people in jail (since you've been doing so much, the townspeople trust you with anything). One will have the needle, along with a bow and arrows and a sword. But he won't give it to you, saying that the weapons are Orion's Sword and Orion's Bow. If you remember your mythology, Orion was the one who Scorpio was designed to kill. Thus, it will go the other way around: the Orion weapons are deadly to the Scorpio, as well. Talk to the warden. Tell him you need to be arrested to get the items. We suggest Fred or Firebrand should get arrested. Come exercise time, beat the crap out of some jailbirds. They're as tough as Maxillian, but you could take on Maxillian as a regular enemy now. This will get you respect. Talk to the guy now. He'll say that he trusts you enough to give you the Orion's Bow and Orion's Sword. His name is Grant. Remember him, because he's a useful character later.
Now ask the warden to let you out. Talk to Grant and tell him that he'll be rewarded for this after the Scorpio is killed. Now get out of the place. Bring the needle to the alchemist. Now all he needs is the diluter. Unfortunately, the only person who knew how to make a diluter of the poison was the sorceror.
So, in other words, you need the antidote. The guy needs fermented water, not alchohol. This is simple enough, though disgusting. Visit the sewers and take a cup of some of the water mixed with the piss and left to lie there. Now get out. The guy is apparently impervious to disgust, so he'll just pour the foul water into a jar and tell you to get something else. He needs some kitty litter to absorb the water-piss. Buy some kitty litter. Now he has a mush of stuff mixed with some blood. The last ingredients are Fighting Mandrake buds and a little bit of human blood. Take the blood with the needle (be sure to clean it and sterilize it, or the alchemist will get pissed) and give it to him. Now go to the plant shop and ask about a Fighting Mandrake. The shop owner can't sell you one, but he can have you fight one that has gotten a little overzealous. Because many of the ingredients were not prime, this should help make up for it. Save at the inn and make sure that you're ready. Now go in and kick some ass.
The Mandrake will not only poison you, but it will trap some of your party members in a tranqulizing tentacles and make sure that whenever you hurt it, you hurt the party member. Be ready with plenty of Fenix Downs. If Fred is trapped, have him shoot fire into the thing all around him. It minimizes the damage. The plant's weakness is in fact fire, but you can also do some other things, like remove the soil it's growing in. Do this kind of stuff first, making sure to cast Stop on the Mandrake. Then hit it hard and good. It will grow some new buds and spray seeds, but just ignore these until they're growing. When you beat the Mandrake, take the whole thing to the alchemist. It turns out that the Fighting Mandrake ingredients are also needed in the tranquilizer (the Sleep Whip and the sleep stuff it injected into the trapped people), the poison and the bomb. The alchemist can now develop the antidote. He puts in some strawberry or cherry flavoring to wipe out the disgusting crap you put in. Take the antidote to the magician. He can now teach you the magic necessary to summon and kill Scorpios, but you can't summon a Scorpio until you kill one. He'll also go and help the alchemist brew the vaccine and other stuff. So you now have two items.
DO NOT USE THE VACCINE NOW! You're going to have to decide who should get the vaccine later, either by fighting the Scorpio and then resetting or by seeing who the best people who have the other items are.
We suggest you visit the blacksmith now. He has a Tranquilizer Rifle on hand. It's Mariner's! Talk about what you've been doing and he'll reward you with it. Now ask what you can do to help him. He can develop equipment to destroy arachnids and scorpions, along with some other equipment. Ask for the Arachnid Equipment first. He needs special arachnids to study and someone who can give him mucho magic power, as the MagiTek Power Plant where he got much of his energy was interrupted by the Scorpio's arrival. Fred can supply some of that magic power, but you're going to need to find a MagiTek plant. Use Fred to key into the signatures and find the MagiTek Power Plant. Fight the MagiTek Armor. Nothing special about him, although he does give you 3 Lore Skills: Super TekLaser, TekMissile Flurry, and MagiBurn. Visit the alchemist. He has a special spider which he can give. The blacksmith will study the spider and develop some items. Unfortunately, he only has enough Adamant Ore to develop two Arachnid Weapons, let alone the Scorpion Weapons. Ask for the Arachnid Sword and either the Shield or the Armor. Now visit the imprisoned Leprechaun. He cannot disappear like other leprechauns, but he can run very quickly. He knows a secret passage, but you must let him free. When you do, he runs like hell. Chase him to the Scorpio. The Scorpio will beat the crap out of him so he's easy to pick up. Now go back to the cell. He'll be in such bad condition that he can only give you enough to build the third weapon and direct you to the cave where you can get more. The warden can save your game and heal you at this point. Go down to the Adamant Cave. The monsters are very tough; you can build up 5-6 levels here easily. Do so, and then once you can, run to the end of the cave and take the Adamant. Now you have to fight an Adamant Turtle, ala FF5. Cast ice spells and the Shiva summon and you should be fine. Now take the Adamant back up. Heal and give the Adamant to the blacksmith. He can forge all of the weapons now. Sleep for three days. He'll give you the weapons and armor. So far, you have weapons for three people (Orion's gear, Scorpio gear, and Arachnid gear). He'll have enough Adamant to make Orion's Armor, Orion's Shield and Orion's Helmet. Now if you want to forge anything more, you have to back to the cave.
Go to the market and trade for some items, like Secret of Evermore. In fact, you can get many of the same items. Get the Oracle Bone (ups charisma and makes people reveal secrets more often), Chocobo Egg (+maximum HP), Thug's Cloak (+evade), Silver Sheath (+damage to swords), Moxa Stick (increases curing power of items and magic), Ruby Heart (decreases enemy hit % when HP is low), Staff of Life (+defend power), Jaguar Ring (enables you to run like SOE), and the Sun Stone (+endurance). There are some other items to look for. The Insect Slayer enables you to do death blows to insects/arachnids and adds damage to every strike tothe same targets. The Insect Offering decreases insect/arachnid damage and defense and enables you to summon those. The Bronzed Vaccine increases poison resistance to even very powerful poisons. There is also someone who is selling Juicer conversions. Go to the alchemist and get some Scorpion Poison. The Juicer "doc" will be amazed at the stuff you have. He says that combined with regular Juicer conversion, it has all the same bonuses AND keeps a normal lifetime! Have everyone submit to the conversion. Now you have an aspect of the Scorpion inside you.
Visit the sorceror and alchemist again. The sorceror will remember a prophecy to kill the Scorpion. The clues point to the alchemist's chemicals, the infusion of the scorpion's blood through the Juicer process, the weapons of the blacksmith and a fully grown scorpion. The alchemist said that he had a hardcore alchemy book that could grow the scorpion, but he doesn't know where it went. The prophecy says in the growth section, "Find the holder of books that quivers and polarize it." In other words, go to the shaky bookcase and put it in opposite order. The bookcase will turn and you'll see another bookcase. The alchemist will come in and say that the bookcase is where the potion was, but then evil spirits will attack you.
The first is Spirit 73. It's a ghost Dragoon. When he Jumps, guard yourselves until he comes down. Whoever he hits he'll reduce to incredibly low health. Heal that character and then hit Spirit 73 hard. Repeat until he's dead. Now comes Spirit 729. This is a shifting spirit who'll form to match what could kill whoever hits it first. Think for a second, then choose the person who's killer would be the most harmless to the rest. Zeratul would probably form an Infested Kerrigan with Observer powers. Mariner would probably form someone immune to guns. Hit Spirit 729 hard enough and it'll change to the changing form again. Heal on this one too. The next enemy is Spirit 2. He's a two-sided guy with opposing elements on each side. Pick one side to kill, because as soon as you kill one side, the other dies as well. Finally, you have to fight Spirit 7777. He is a random FF7 character with Lucky 7's. None of your guys can stand 7777 damage. This is the hardest fight. Cast Life 2 whenever necessary and hit the person very hard. Eventually, the person will kick the bucket. You now have four Spirits who are items. All are Espers. Spirit 73 either makes one of your guys Jump or he does Jump. Spirit 729 will either change the summoner into the enemy's killer or become the enemy's killer and hit the enemy. Spirit 2 does two Tri-Elemental attacks. And Spirit 7777 gives Lucky 7's to the summoner or hits the enemy with a damage that is all 7's.
Now revisit the Blacksmith. Spirit 73 will take over several pieces of equipment. These become Spirit Dragoon equipment. They give Spirit Dragoon Job ability to the equipper. Take Spirit 729 to the alchemist and it'll possess a potion. This will become Killer Potion, turning you into a very powerful killer for the job at hand. Take Spirit 7777 to the gambler at the bar and everyone will learn Slot. Finally, take Spirit 2 to the blacksmith and it'll infest another set of equipment that randomly changes to three elements. This also teaches you Magic Knight Job. The spirits will also send small parts of themselves into all of the equipment.
Now the alchemist will develop two Growth Potions and you will have two full-grown Scorpios. Defeat one of them to get the Scorpio Summon. Now you need to develop the bomb, the poison and the tranquilizer.
For the tranquilizer, the alchemists needs a delivering device. Give Mariner's Tranquilizer Rifle. He also needs a non-forged Adamant Tip. Go to the Adamant Cave again and search until you find a pointy piece of Adamant. Fight an Adamant Knight for it. You'll get the pointy piece and the Adamant Knight will run off somewhere. Remember to come back later.
Now go to the alchemist again and give him the tip. He'll add some Fighting Mandrake tranquilizer, but he'll want a little more kick. Go talk to the Chemist in jail and he'll ask for you to bring 1 DarkMatter, 1 TurtlShell and 1 Sleep Bomb. Give him the TurtlShell from the Adamant Turtle and go and fight in the Adamant Cave until you get a Dark Matter and a Sleep Bomb. He'll make a Tranquilizer Upgrade. Give it to the alchemist. He'll now give you the tranquilizer.
Next comes the bomb. Go back and fight for 3 Dark Matters and 3 Fire Bombs. Give them to the alchemist. He'll now ask for a small quantity of Gunpowder, BrimStone, Meteorite and Grease. Buy these from the Market Alchemist. The bomb comes to you now.
Finally comes the poison. He'll ask you to get a Bio spell. Chase down the frog in the pond and fight it. You'll learn Bio from the battle. The poison is finished when you give the sorceror Bio.
You now have several sets of equipment capable of fighting the Scorpio and several items. Rearrange the gusty bookcase randomly. You can then go in and get a Spellbook. In the Spellbook is several powerful spells plus a spell that you need the sorceror to research. He'll tell you the spell the next day, which weakens an invulnerable enemy to damage-dealing capacity. Finally, chase down the Adamant Knight and beat the crap out of him again and again, then enter the caves he keeps on ripping and pick up the Adamant Bow, Sword, Lance, Shield, Armor, Helmet, Bell, Hammer and Axe.
Now visit the crazy inventor. He in turn has things for you to do. If the majority of your character are level 40-50 and you have all of these items, you might not have to do any more preparation, but we feel that you'll prefer it to get everything before fighting the Scorpio. This way, when you finally leave Scorpio (the town), you'll be very ready to go on. Anyway, the crazy inventor has a number of tasks. He could produce a robot for you, but the pieces were destroyed. He also has several eggs of monsters, but each one needs different things to get them out of the eggs. He'll need your help.
The robot will be the first thing. There's one thing that you can do right in the lab. The crazy inventor has lost his program to program the robot. Go to his PC. It's running Windows 95. Use "Find" and type in Robot. A robot.exe file will show up. Tell the "Doc". He has developed a very good program. He'll also give you a small crash course in programming. Tutorial Mode!
Now you need to find the pieces. Visit the blacksmith and look at all the armors until you find one that is a little strange. Take it off. Under it will be the robot's torso. The torso will fight you. It's not too tough, especially compared to the Adamant Knight and Fighting Mandrake. Take the torso to the inventor. Now go to Grant again. Search under his bed and you'll find a robot arm. Search under his other bed and you'll find a leg. Grant will say, "Oh, that's what you were looking for? Why didn't you say so?" Now go into the marketplace. Go to the alchemist and ask what he would give for the robotic head. He either wants 10,000 GP (not worth it) or a random item. The item will either be Vicious Bass, Fighting Frog or another head. If it's the Vicious Bass or Fighting Frog, search the pond and kick the crap out of the monster, then take the monster to the alchemist. If it's a head, get one from the blacksmith (he has many helmets with fake heads). Now give the head to the inventor. You have the majority of the body, but you still need the chips, the other leg and the other arm. The other leg is in the Adamant Cave. You have to fight another Adamant Turtle for it. The other arm can be traded for at the marketplace by trading rice for wheat for corn over and over again until a arm is given to you on accident. Finders keepers, losers weepers! Finally the chip set. Go to the chip store and ask to test every one. That's the long way. You could also get the diagrams and ask to be directed to the "Used" section. This would lower it to 2 or 3 different chip sets without even looking very hard.
Now rest a day. The robot will be complete the next, with tons of weaponry. Next, turn to the eggs.
Three of the eggs are easy. The doctor says that they're legendary birds. They are Articuno, Zapdos and Moltres. Sing to the Articuno egg and put in the fridge, shock the Zapdos hard, and throw the Moltres egg into the lava. Now you have three legendary birds.
You can also visit the old voodoo hag. The hag could create a voodoo doll, but he would need the Monkey Island style ingredients: a bit of the Head, the Thread, the Body and the Dead. If you want to save time but be gruesome, just prepare a powerful Cure spell and rip out an eye, a bit of the exoskeleton and a part of the tail of one of the babies. For the dead, you're going to have to be a bit more creative. Visit the cemetary and go up to the scorpion marked grave. A bigass spirit scorpion will come out. The scorpion is pretty tough. It attacks many times and will possess your characters. When a character's possessed, tie the person up somehow or another, then kill them and immediately hit the Ghost Scorpion hard. The Ghost Scorpion is vulnerable to many of the things that the Scorpio is vulnerable to, but don't waste the single-use items. However, don't use too much MP. The next battle comes when you dig up the grave to get the bones. The bones are animated and then you have to fight the Bone Scorpion. It's tail now is just a bigass scythe thing, and it'll try to rip you up. Cast curing and holy spells on the Bone Scorpion. The magic you learned from the sorceror will also do tons of damage. The thing is very vulnerable to certain things but is fully capable of busting out 1000 HP per hit, meaning that it can quickly reduce your party members to crap. Beware of the Scythe Rush, where the Bone Scorpion casts Bio on his tail and hits all of your guys for 600+ damage plus poison. Don't worry, when you've reduced him to half health (his bones will turn red) use Life spells and he'll take some major damage. Soon after that, he'll kick the bucket. You now have Scorpio Bones, Bone Scorpion Summon, Ghost Scorpion Summon, and Ghost Scorpion Spirit, plus the Scythe Rush Enemy Skill. Take one of the bones to the voodoo hag and you'll get the voodoo doll. It will only work when the beast is engaged, however. But the doll is as impervious to damage as the Scorpio itself.
Now's a good time to get the Orion summon. The prophecy says, "Spell the names of the hallowed to match the greatest hunter." In other words, go to the tombstone and find the Ophelia, Richard, Ignatius, Oma and Nick gravestones, then rub them and copy them onto the empty tombstone. The tombstone will pull back, a Save Point will appear (you can save, thank god) and Orion will come out. Now you have to fight him if you talk to him. Orion starts out with an impervious barrier (natural Initial Barrier, which you learn if you win the battle), and at the first part of the battle he will cast Safe, Shell, Life 3, Haste, Regen, Float, and tons of other powerful enchantments. You couldn't possibly dispel them all. In return, cast Slow, Bio, and other enchantments that counter his. Orion is impervious at first, and he is prepared to counterattack. When he has his sword in the sheath, he is counterattack mode. At this point, use Dispel (sometimes he'll counterattack Dispel, but not often) and guard. Orion will then shoot all of your guys with a D.Blow from his bow. Since you guarded, the damage will be 1-10 HP. The damage might have been 1000+ if not for the guard. Now he has to refill his bow if you wants to shoot you with the D. Blow again. This is where he is weakest: reloading his bow or any activity after a hard attack. At this point, use several Summons. Orion will now be pretty hurt. He'll be ready to do Doom Blade and possibly kill up to 1/5 of your guys. Doom Blade is a very useful Enemy Skill, doing mucho damage and having a certain chance of failure, but only working well with swords. Heal up and then use physical attacks on him. He'll now cast Towering Field of Protection, which forms a tower-like barrier that hurts any physical attacker and often Walls magic, plus being a powerful forcefield. You should have visited the Materia merchant, so you will probably have the Wall Ring. Equip it and cast powerful magic on the Walled character. Towering Field of Protection is another Lore move. When Towering Field of Protection goes down, hit Orion hard again. Be sure to be doing several thousand of damage per huge attack frenzy. His next attack is Pump-Up 1, which gives him additional speed and attack and casts Image and Regen. He also casts Head Zoom at this time, which directs all attacks to the head. This is yet another Lore move. Orion is a very good Lore enemy. Heal up and prepare for Glancing Spear, a spell that summons a magical spear that always does glancing blows, hurting like hell. He casts it many a time. He'll also use Pump-Up 7 (allows him to strike four times, Safe, Shell, and Counterattack) and Pump-Up 3 (Safe, Haste, Wall, and all attributes up). Now use Osmose a hella lot. He'll use an Ether. If you've been good, you've been buying the powerful attack items. Use a few now. He'll be hurt very badly. Now he casts Time Bserk. This times the Bserk period out. He now gets around to ass-kicking. Feel free to use Stars and Hammers right now. All he'll be able to do is throw you elsewhere, not defend against your onslaught. Time Bserk will go down and he'll be in another vulnerable period. Hit him again. Now he casts two very deadly spells: Magic Killer and Sword Killer. Both hit you with the same attack until you die or the MP for each blow runs out. He'll run out of both TP and MP, but likely kill your character. Now he replenishes again. Kick his ass again. Yet more Lore moves. He'll cast Big Arrow (a little arrow-shaped thing points to the target and then a bigass arrow follows it) and Scan Chaos. This move takes several moves from all of your characters and puts them together. Hit him again now. Don't worry, only a few more times. Learning all these spells is worth the cost, plus Orion gives you a bazillion AP to develop your Techs and Materia plus roughly 1 million GP. Next, he casts Pearl Wind, Poison Wind, and Drain Wind. Guard for his next attack. He'll do Limited Exploder, blowing off a certain part of his body to hit you with megaton potential. Use Ethers and then cast curing magic. He'll now cast Zombifier, turning him into a zombie. Throw tons of healing potions at him. This is a major point in the battle: you'll do at least 10,000 damage, possibly double. He won't get a single attack off. He'll come back and cast BeGone three times. This blasts your characters out of the battle temporarily. Then he'll cast Cursed Marvel Shoes, which fills you with tons of bad conditions. Use Full Heal and you'll be fine. Next comes Invulnerable????? He'll cast it and be seemingly invulnerable to everything. However, what happens is that whenever you hit him with magic, the magic defense goes up but the physical defense goes down. So cast many powerful magic spells and then do three or four quick physical attacks. Ouch. Next comes L. 2 Old, L. 3 Muddle, L. 4 Flare, L. 5 Doom, L. 7 Stone, L. 7 X-Zone. Heal up again. Orion is running out of MP. Your BeGone characters will probably be back now, and pissed too. Have them pin Orion. He'll cast Back-Forth Impaler, but he'll hit the person on top of him, fly into space, hit something and come back. This will kill the victim but he'll also very badly hurt Orion. Kick his ass unrelentingly and be sure to have one character have Life Regen. Orion does one last set of Lore spells. He casts Countdown, Doom Blade (again), Aqua Rake, CleanSweep, Weight Drop (drops weights depending on weight of the character), Revenge, Aero (FF3 style), Aero 3 (FF5 style), Infection (blasts out a limited area with really powerful poison), Armor Killer (like Magic and Sword Killer, but destroys armor), Poison x2 (ups power of poison in a character by 2 times), Poison x3, Meganuke Beam (picks the best line and blows away all people in that line), Level x10 Damage, Level x100 Damage, Level x1000 Damage (you won't be able to cast this one for a LONG time), Jump x2, Jump x3, Holy Roulette (casts Holy, White or Pearl on a random character), Hyperdrive, Fire 72, Demon Face (a face comes out of the ground and sprays hellflames), Crushing Hand (giant hand reaches down and crushes), and Exploder. Your characters will undoubtedly be dead, but the Life Regen character will come back. Now just revive everyone by going to the inn and you'll have learned 25 or so new Lores. Or you can hit Orion softly before the big berserk and then hit him very hard. You'll also have the Orion Summon.
Another useful item (auggh!) is the Victory Sword. Go to the alleys and buy it for 300,000 GP. It ensures victory for whoever holds it. Very useful.
It's now finally time to take on the Scorpio. First, get a pinata and load it with the 200-proof alchohol. Put it out in front of the male's spot at night. Take all the babies when the Scorpio is knocked out. 

Part 4 of the Walkthrough