Suikoden III Hugo Chapter 1 Fubar
At the Trinity Sight opening, choose Hugo Chapter 1. The Trinity Sight System by the way is done very well, as the three main characters come across eachother throughout the game.
The cursor starts on Hugo and it's a fitting beginning to Suikoden III.
Karayan Village
Hugo starts off in a Karayan village led by Lucia. Lucia is from Suikoden II, a former enemy in the Highland army.
When you get a chance, you can sharpen your weapons and go to the Bujutsu Teacher to train skills. Go to the far west house on the map and talk to Jimbo, and soon Luce comes out. Lucia then tells Hugo he must deliver a message to the Zexen Capital of Vinay Del Zexay. Of course he will be accompanied by the Duck Clan Chief Sgt. Joe, and Hugo's pet Fubar, and also young Lulu. With the Letter to Zexen, you are off.
Before you leave the village, Jimbo asks you to drop off this Pentacle Amulet at the Lightfellow Residence in Vinay del Zexay.
Your first look at the map as you get out of the Karayan Village. You can go through Plain Amur-North to visit Duck Village, but there is not much to do there unless you want to advance Hugo's Wind Magic to D. Get used to the battle system on the Plain Amur's and take the west Plain Amur towards Brass Castle. There is a save point for you to use here.
Brass Castle
The party admires all the stones. The blacksmith inside can sharpen your weapons to level 7. Also, you will meet Belle on this side of the Brass Castle.
In the middle area, Lulu will get bumped by Louis. Hugo will meet Chris Lightfellow and some of the Six Knights. Just continue along, checking on the shops if you want. But considering the weak enemies you've had in your way so far, it's unlikely you have much Potch to spend.
Zexen Forest
Take either path going west here, picking up Mid-Blossom Herbs if you would like (Medicine D). Towards the end you will run across Fred and Rico, the Maximillian Knights.
Vinay Del Zexay
The trip to Vinay Del Zexay was not too bad. The Zexen Capitol is a beautiful place. Take that path going west as you enter and look for a yellow line on the west part of the map. This is the gate to the Lightfellow House. Drop off that Pentacle. You can ask for nothing, for food, or for money. You are pretty broke, so asking for money might not be the worst thing. You get 5000 potch and if you don't feel bad asking for more, you can get another 5000 for a total of 10,000 potch.
Now to deliver that letter. Go to the huge center council building. The Zexen at the door takes a while to talk to but he eventually is receptive. As you get in, you learn it may take 2 to 3 days to get in and speak with a councilor. At least you have time to explore and the 10,000 potch from the Lightfellows to spend. Particularly the Blacksmith, try to get Hugo and or Joe to level 6 / level 7 weapon. Maybe sharpen Lulu's a bit but don't spend too much on him quite yet.
In the southeast there is a confrontation at the square, between Melville and Guillaume. After this, go to the southwest to here Elliot and Alanis talking about the Knights of Zexen. Follow them down the alley. Meet the Saint Loa Knights. Agree to go with them to the North Cave in search of Melville's father.
North Cave
Travel north through the cave, eventually to a spot to rest at night. Soon after, you come across some bandits. The young Saint Loa Knights get a little scared, but jump down the side as you walk down in a circle. Bandits are below, and a save point in the next area.
The Saint Loa Knights charge ahead as they see light, but Guillaume flips a lever and the kids are trapped. Meanwhile, bandits sneak up on Hugo, Lulu and Sergeant Joe. There are four of them, so you might want to try Wind of Sleep and then kill off the bandits that don't fall asleep. You get a decent amount of EXP / Potch for winning along with a ? Figurine. Elliot and Alanis hit the lever and Guillaume runs away, after wailing on Melville.
Vinay Del Zexay
The Knights go their own way after journeying back from North Cave. Time for your party of three to rest, and check out the Zexen Council the next morning.
Finally on this day, they let you in. The Zexen rep is an idiot, but you have to give him the Letter to Zexen. Back to the Inn.
At night, something weird is going on in the bar. Later on, your party will hear some Zexens run to the Inn. As they walk in the Bar, and then to your room, they find it empty.
As Hugo and friends run away, you fight a few sets of Zexens. The orange Zexens are a bit easier than the Zexens in armor. At the Vinay Del Zexay gate, Percival and Leo are waiting for you. If you say "No Chance", a battle will ensue. Your best bet is to use Wind of Sleep and hope 2 or maybe 3 units fall asleep. You just need to wound one of the Six Knights here, preferably Percival since he's weaker and has less HP. Leo is a beast, you will definitely want him asleep. Breath of Ice by Joe might be a nice spell to try too, but just work on Percival and the Knight in front of him. You get no reward for winning besides Joe taunting them after the fight. Fubar flies in to save your party as you run off.
Brass Castle
As you get to the center of Brass Castle, you are noticed, thanks to the aristocrat. Hugo, Sergeant and Lulu go down a chimney.
Take this strange sewer-like route north. Banshees and Arachnvore's are down here. They may actually become difficult towards the end as your MP is probably sapped. Eventually, you see a dead end but a door right by you. Thankfully, it leads to the Grasslands side of Brass Castle.
Plain Amur
Take Plain Amur towards Karaya. You may fight Dark Hare's, and they may drop a ? Screw. You need this Screw for a recruit you may have talked to in Brass Castle, named Belle. Can't get her yet though so keep going towards Karaya Village.
In the second area, you see smoke in the distance. Save your game, and Hugo goes straight to Karaya.
Karayan Village
Yes, it was the Karayan Village on fire. Just as you run in, Lulu encounters Chris. Unfortunately, Chris makes a stab without looking. You can duel Chris if you want, but it will be broken up. The knights eventually leave.
The village stops burning the next morning, as Hugo and friends are about to set out towards Duck Village. Hugo Chapter 1 ends here. It is advised you choose Chris Chapter 1, then Geddoe Chapter 1 to continue.