ShdwRlm3 .**.. presents... *.****. **..**^**. *****...*****.. ***.*...***^.^*^^*. .^***.*......*******^*^* .***.***....****^*****^^* *^^^***^*********^*******^^^. ***^^^^^*^************^^**^*. .**^^^^^^*******^^***^**^^* #### ### .^*****^*^^*****^^.**# # # ## ## # # # #### #####^#####^^******^#^**## ## # ## # # ### ## # # ## ## ## ## ##*##^*^###*#.*^^### ### ## ### # # # ### # # # # # #### ## ^##^.#^#*##^ # ## # ## # ## ## # # ##### ## ## ## ## ## ## ## # ## ##*^*###.#.* # ## ## ######## #### ## ## ## # # #### ### ####### .*^^^*#. ## # #### ## # ## ## ###### ## .**^^*. ## ### #### #### .*^##*. #####^* *^.. ***. .** * . Shinyaku Seiken Densetsu Sword of Mana FAQ / Walkthrough Version 2.8 January 19, 2004 by ShdwRlm3 ____________-------------------------------------------------------____________ \ N E W ! / /___________-------------------------------------------------------___________\ V 2.8 - January 19, 2004 - Hero and Heroine's Walkthroughs complete. Table of Contents 1. Intro 2. Story 3. Characters 4. Controls/Gameplay a. Controls b. Abilities c. Ring Menu d. Level Up Types e. Classes f. Skill Levels g. NPC Grid h. NPCs/Partners i. Time j. Status Effects k. Traps l. Combos 5. FAQs 6. Walkthrough 7. Bestiary a. Numbered Monsters b. Unnumbered Monsters c. Event Monsters d. Bosses e. Rare Monster Locations 8. Items 9. Weapons/Armor 10. Magic 11. Quests 12. Secrets 13. Miscellaneous 14. Credits 15. Version History 16. Copyright Info ____________-------------------------------------------------------____________ \ - 0 1 - / \ ~ I N T R O D U C T I O N ~ / / \ /___________-------------------------------------------------------___________\ There exists a legend... a legend of a sword of pure holiness. The very essence of Mana flows through it, granting those who wield it unimaginable power. With the power of this sword, gods have been vanquished, and empires laid to waste. Yet, only those pure of heart can harness its full potential, and few are of such caliber. And so the sword has been lost to the ages, waiting for a time, a place, and a person that needs it most. There exists a tome of pure knowledge. Written by a sage with way too much free time, it grows as time passes, seeking to chronicle the adventures of Heroes and Heroines as they quest to save the world of Mana. Thus it has been given the unimaginative name, "The Chronicles of Mana". The time has now come for the Sword of Mana to be put to use once more. The goddess cries as the Tree of Mana struggles to maintain a balance throughout the world. And now you, Hero and/or Heroine, have stepped up to the task. Luckily for you, you have stumbled upon these chronicles, replete with a full walkthrough, numerous item and monster lists, secrets and other Completely Useless Info (TM). May your journey be safe, and above all else, keep on happy! ____________-------------------------------------------------------____________ \ - 0 2 - / \ ~ S T O R Y ~ / / \ /___________-------------------------------------------------------___________\ "Long ago, a man used the power of the Mana Tree to subjugate the world. Then a youth wileding a holy sword appeared, a ray of light conquering the darkness. Thus Mana resumed her peaceful slumber. Though few remain who recall the old tale, the legend has been revived once more..." ____________-------------------------------------------------------____________ \ - 0 3 - / \ ~ C H A R A C T E R S ~ / / \ /___________-------------------------------------------------------___________\ Warning!!! Spoilers abound! DO NOT read this chapter if you do not wish to have the story spoiled! ~* Heroes *~ Many heroes have answered the cries of Mana. Together, perhaps they can force back the powers of darkness and heal the damage done to the soul of Mana. If you are not familiar with the Legend of the Holy Sword, avert your innocent eyes, because the following details may spoil your enjoyment of the story. Hero - The hero of our story seeks to avenge the death of his parents. Heroine - The female protagonist journeys to uncover her mysterious (and really, what other kind is there?) past. Amanda - Hero's fellow gladiator-slave and sister to Lester. She is outspoken, and may have a crush on Hero. Willy - A survivor of the Mana Clan and another gladiator-slave. Bogard - Gemma Knight of lore, he vows to protect Heroine from harm. Cibba - The great sage of Wendel, he led the Gemma Knights to victory. Lester - A minstrel. Marshall - A Warbot left over from the age of Vandole. Watts - A Dwarf. ~* Villains *~ Just as heroes gather to save Mana, so do the forces of evil join together to spread fear, sorrow, and rabites. What's that? Rabites aren't scary? Then you haven't faced them all... Dark Lord - He seeks to purge the world of the Mana Clan. What are his true intentions? Julius - A mysterious man who works for Dark Lord. Count Lee - A Mavole who has been kidnapping women of the Mana Clan. Ebony Butler - Count Lee's servant. He longs to return to Mavolia. Ivory Butler - Count Lee's servant. He longs to return to Mavolia. Isabella - Another Mavole with unknown motives. Devius - Count of Devius Manor. Goremand - A pact was made with this dealer of death. ____________-------------------------------------------------------____________ \ - 0 4 - / \ ~ C O N T R O L S / G A M E P L A Y ~ / / \ /___________-------------------------------------------------------___________\ Controls/Gameplay Table of Contents 4a. Controls 4b. Abilities 4c. Ring Menu 4d. Level Up Types 4e. Classes 4f. Skill Levels 4g. NPC Grid 4h. NPCs/Partners 4i. Time 4j. Status Effects 4k. Traps 4l. Combos ******************************************************************************* 4a. * Controls * ******************************************************************************* Battle ------ D-Pad - Move A Button - Attack B Button - Run L Button - Ability R Button - Magic Select - Switch Characters Start - Ring Menu - (Press Start when in Ring Menu) Enemy Names Town ---- D-Pad - Move A Button - Speak - Open Chest B Button - Run L Button - Ability R Button - None Select - None Start - Ring Menu Ring Menu --------- D-Pad Left - Move icons clockwise Right - Move icons counter-clockwise Up - Move to another set of icons Down - Move to another set of icons A Button - Select B Button - Go up one level on Ring Menu L Button - Weapons Ring Menu (Battle only) R Button - Spirits Ring Menu (Battle only) Select - None Start - Exit Ring Menu completely Menu ---- D-Pad - Move cursor A Button - Confirm B Button - Cancel L Button - Switch Characters R Button - Switch Characters Select - Description Start - None ******************************************************************************* 4b. * Abilities * ******************************************************************************* Abilities made their debut in Legend of Mana, and appear in Sword of Mana in an extremely limited form. You get a whopping total of two abilities, both of which you'll receive early on your adventure. Jump ~~~~~~ Command: L Button Description: Umm... jump. Acquire: Hero - Waterfall Cabin Heroine - Waterfall Cabin Squat ~~~~~~~ Command: L Button + A Button Description: Sit down to collect your thoughts and regain your MP slowly. Acquire: Hero - Binkett's Mansion Heroine - Waterfall Cabin ******************************************************************************* 4c. * Ring Menu * ******************************************************************************* 1 8 2 7 3 6 4 5 1. Status a d b c a. Status (Character Status) b. NPC c. Weapon Status d. Armor Status 2. Level Up - Appears when you gain enough EXP to reach the next Level 3. Item a g b f c e d a. Restorative Item b. Mysterious Item c. Attribute Coin (Battle Only) d. Spirit Statue (Battle Only) e. Meat Item f. Summon Item (Battle Only) g. Other Item 4. Weapon Equipment 5. Accessory Equipment 6. Magic Rope 7. Spirit 8. Popoi's Scribble Book ******************************************************************************* 4d. * Level Up Types * ******************************************************************************* Whenever you level up, 12 points are distributed among different attributes. Depending on the Level Up Type, the points will be spread differently. The following chart shows the point spread. Note that if you choose Random the 12 points will be distributed randomly, with 8 of those points devoted to HP/MP and 4 given to the other statistics (Thanks to Terence for clarification). HP MP Pow Def Int Mnd Agi --------------------------------- Warrior Type | +7 +1 +1 +2 +1 | Monk Type | +8 +2 +1 +1 | Magician Type | +3 +5 +2 +1 +1 | Sage Type | +2 +6 +1 +2 +1 | Thief Type | +5 +3 +1 +1 +2 | Random | +? +? +? +? +? +? +? | --------------------------------- ******************************************************************************* 4e. * Special Classes * ******************************************************************************* Depending on which Level Up Types you choose, you may earn a special Class, and special bonus effects to go along with it. These effects range from added ttack with certain weapons to increased defense against certain elemental magic. All Classes are taken from the different classes in Seiken Densetsu 3 (although some translations are different). Do your best to plan your Level Up Types in advance, since the high-level Classes take 35 total Level Ups. For the more interesting Classes, you'll have to decide if you want to give up a balanced character for a powerhouse in the attributes that you choose. There are three types of Classes: Yellow (Base), Blue (Secondary), and Red (Final). Before you can receive a Red Class, you must have a Blue one, and before you can get a Blue one, you must already have a Yellow Class. Long story short- you can't go directly to Red Classes. Yellow Classes take 5 Level Ups in certain types, while Blue takes 15 and Red takes 35. Note that the Classes are categorized by the Level Up Types (Warrior, Monk, Sage, Magician, Thief, Random (Mix)). Once you get a Yellow Class in one category, you CANNOT switch to another one! The same goes for Blue Classes. Keep this in mind before you Level Up the wrong type. However, you CAN level up other types in the process. You may also get Bonus Accessories by choosing one Level Up Type and leveling it up 40 straight times. Of course, this means you will have to forego Classes for a majority of the quest. SUPER MEGA THANKS to Surpara for *most* Special Class conditions: http://game.surpara.com/db/db.cgi?room=sseiken&dat=sseiken_title Shdw took the conditions, but (unfortunately) tried them all out to get Class names and effects. Some of their requirements were a bit off, and they were missing some Classes, but super mega thanks to them anyway! Warrior Classes ------------------------------------------------------------------------------- These special Classes focus on your power and defense, as well as how well you handle your Sword/Staff. Recommended Class is Weapon Master, but after you reach it, make sure to boost your Magic so you can make use of the Magic Attack bonus. Also recommended is Warlord/Warmaiden for its huge Healing Light bonus. Warlord / Knight / \ / Paladin Fighter \ Duelist \ / Gladiator \ Weapon Master Fighter ~~~~~~~~~ Type: Yellow Requirements: Warrior Lv 5 Effects: Sword/Staff Attack +5 Knight ~~~~~~~~ Type: Blue Requirements: Warrior Lv 10 + Sage Lv 5 Effects: Sword/Staff Attack +10 Healing Light +10 Warlord / Warmaiden ~~~~~~~~~~~~~~~~~~~~~ Type: Red Requirements: Warrior Lv 20 + Sage Lv 15 Effects: Sword/Staff Attack +20 Healing Light +40 Paladin ~~~~~~~~~ Type: Red Requirements: Warrior Lv 15 + Magician Lv 10 + Sage Lv 10 Effects: Sword/Staff Attack +20 Healing Light +20 Light Magic Attack +10 Gladiator / Gladiatrix ~~~~~~~~~~~~~~~~~~~~~~~~ Type: Blue Requirements: Warrior Lv 10 + Random Lv 5 Effects: Sword/Staff Atack +15 Duelist ~~~~~~~~~ Type: Red Requirements: Warrior Lv 25 + Random Lv 10 Effects: Sword/Staff Attack +30 Dark Magic Attack +10 Weapon Master ~~~~~~~~~~~~~~~ Type: Red Requirements: Warrior Lv 20 + Magician Lv 5 + Random Lv 10 Effects: Sword/Staff Attack +25 Fire, Water, Wind, Earth Magic Attack +15 Monk Classes ------------------------------------------------------------------------------- This ain't your everyday monk. These Fighting Monk Classes boost your ability with the Knucks. Recommended are God Hand for its Healing Light bonus, or Death Hand for it's huge Knuckle Attack bonus. Warrior Monk / Monk / \ / Godhand Grappler \ Death Hand \ / Bashkar \ Dervish Grappler ~~~~~~~~~~ Type: Yellow Requirements: Monk Lv 5 Effects: Knucks Attack +5 Monk ~~~~~~ Type: Blue Requirements: Monk Lv 10 + Sage Lv 5 Effects: Knucks Attack +10 Healing Light +10 Warrior Monk ~~~~~~~~~~~~~~ Type: Red Requirements: Monk Lv 20 + Sage Lv 15 Effects: Knucks Attack +20 Healing Light +40 Godhand ~~~~~~~~~ Type: Red Requirements: Monk Lv 15 + Magician Lv 10 + Sage Lv 10 Effects: Knucks Attack +20 Healing Light +20 Light Magic Attack +10 Bashkar ~~~~~~~~~ Type: Blue Requirements: Monk Lv 10 + Random Lv 5 Effects: Knucks Attack +15 Death Hand ~~~~~~~~~~~~ Type: Red Requirements: Monk Lv 25 + Random Lv 10 Effects: Knucks Attack +40 Dervish ~~~~~~~~~ Type: Red Requirements: Monk Lv 20 + Magician Lv 5 + Random Lv 10 Effects: Knucks Attack +30 Moon Magic Attack +10 Magician Classes ------------------------------------------------------------------------------- Magician Classes are better suited for Heroine since she starts off strong with magic, but giving them to Hero isn't a bad idea if you really like those attack spells. Just don't expect to do much damage with your weapons. Arch Mage / Sorceror / \ / Grand Diviner Magician \ Magus \ / Delphi \ Rune Master Magician ~~~~~~~~~~ Type: Yellow Requirements: Magician Lv 5 Effects: Fire, Water, Wind, Earth Magic Attack +5 Sorceror / Sorceress ~~~~~~~~~~~~~~~~~~~~~~ Type: Blue Requirements: Magician Lv 10 + Sage Lv 5 Effects: Fire, Water, Wind, Earth Magic Attack +10 Light Magic Attack +5 Arch Mage ~~~~~~~~~~~ Type: Red Requirements: Magician Lv 20 + Sage Lv 15 Effects: Fire, Water, Wind, Earth Magic Attack +10 Light Magic Attack +10 Fire, Water, Wind, Earth Magic Defense +20 8 Wind Spirits Hit Grand Diviner / Grand Divina ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Type: Red Requirements: Warrior Lv 1 + Monk Lv 1 + Magician Lv 20 + Sage Lv 10 + Thief Lv 3 Effects: Fire, Water, Wind, Earth Magic Attack +15 Light Magic Attack +10 Fire, Water, Wind, Earth Magic Defense +15 8 Water Spirits Hit Delphi ~~~~~~~~ Type: Blue Requirements: Magician Lv 10 + Random Lv 5 Effects: Fire, Water, Wind, Earth Magic Attack +10 Dark Magic Attack +5 Magus ~~~~~~~ Type: Red Requirements: Magician Lv 25 + Random Lv 10 Effects: Fire, Water, Wind, Earth Magic Attack +30 Dark Magic Attack +10 8 Fire Spirits Hit Rune Master / Runeseer ~~~~~~~~~~~~~~~~~~~~~~~~ Type: Red Requirements: Warrior Lv 1 + Monk Lv 1 + Magician Lv 20 + Thief Lv 3 + Random Lv 10 Effects: Fire, Water, Wind, Earth Magic Attack +20 Dark Magic Attack +10 Fire, WAter, Wind, Earth Magic Defense +10 8 Earth Spirits Hit Sage Classes ------------------------------------------------------------------------------- Sage Classes focus more on support and defense than Magician Classes. It's right for you if you depend on Healing Light for healing or use the "odd" elements more than the traditional ones. Recommended are Sage or Bishop, because of the hefty Healing Light bonuses. Bishop / Priest / \ / Sage Cleric \ Dark Shaman \ / Enchanter \ Necromancer Cleric ~~~~~~~~ Type: Yellow Requirements: Sage Lv 5 Effects: Healing Light +10 Priest / Priestess ~~~~~~~~~~~~~~~~~~~~ Type: Blue Requirements: Magician Lv 5 + Sage Lv 10 Effects: Moon, Fire, Water, Wood, Wind, Earth Magic Defense +5 Healing Light +20 Bishop ~~~~~~~~ Type: Red Requirements: Magician Lv 10 + Sage Lv 25 Effects: Light, Moon, Fire, Water, Wood, Wind, Earth Magic Defense +10 Healing Light +20 Light Magic Attack +20 8 Light Spirits Hit Sage ~~~~~~ Type: Red Requirements: Magician Lv 10 + Sage Lv 15 + Thief Lv 10 Effects: Light, Moon, Fire, Water, Wood, Wind, Earth Magic Defense +10 Healing Light +40 Wood Magic Attack +20 8 Wood Spirits Hit Enchanter / Enchanteress ~~~~~~~~~~~~~~~~~~~~~~~~~~ Type: Blue Requirements: Sage Lv 10 + Random Lv 5 Effects: Moon, Fire, Water, Wood, Wind, Earth Magic Defense +10 Healing Light +10 Dark Shaman / Dark Shamaness ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Type: Red Requirements: Magician Lv 10 + Sage Lv 15 + Random Lv 10 Effects: Dark, Moon, Fire, Water, Wood, Wind, Earth Magic Defense +10 Healing Light +10 Dark Magic Attack +25 8 Dark Spirits Hit Necromancer ~~~~~~~~~~~~~ Type: Red Requirements: Magician Lv 5 + Sage Lv 15 + Thief Lv 5 + Random Lv 10 Effects: Dark, Moon, Fire, Water, Wood, Wind, Earth Magic Defense +20 Healing Light +10 Moon Magic Attack +15 8 Moon Spirits Hit Thief Classes ------------------------------------------------------------------------------- The Thief Level Up Type probably won't be most people's cup of tea, but critical hits and accuracy can be pretty important. These are the only Classes that increase your proficiency in the long-range weapons, too. Ninja Master is recommended for its huge boosts is critical hits and evade. Thief Classes have an added benefit that the others don't. A Yellow Thief Class adds one OK to any Trap Roulette, while a Blue Class adds two OKs and a Red Class adds 3 OKs. Extremely useful for item-hunters. Rogue / Ranger / \ / Wanderer Thief \ Night Blade \ / Ninja \ Ninja Master Thief ~~~~~~~ Type: Yellow Requirements: Thief Lv 5 Effects: Accuracy +5 Critical Hit +5 Ranger ~~~~~~~~ Type: Blue Requirements: Sage Lv 5 + Thief Lv 10 Effects: Accuracy +10 Critical Hit +10 Bow Attack +5 Rogue ~~~~~~~ Type: Red Requirements: Sage Lv 15 + Thief Lv 20 Effects: Accuracy +20 Critical Hit +15 Bow Attack +10 Flail Attack +10 Wanderer ~~~~~~~~~~ Type: Red Requirements: Magician +10 + Sage Lv 10 + Thief Lv 15 Effects: Accuracy +10 Critical Hit +15 Bow Attack +20 Moon, Wood Magic Attack +10 Ninja ~~~~~~~ Type: Blue Requirements: Thief Lv 10 + Random Lv 5 Effects: Accuracy +5 Critical Hit +10 Evasion +10 Night Blade ~~~~~~~~~~~~~ Type: Red Requirements: Thief Lv 25 + Random Lv 10 Effects: Accuracy +10 Critical Hit +20 Evasion +10 Sickle Attack +20 Ninja Master ~~~~~~~~~~~~~~ Type: Red Requirements: Magician Lv 5 + Thief Lv 20 + Random Lv 10 Effects: Accuracy +10 Critical Hit +20 Evasion +20 Fire, Water, Wind, Earth Magic Attack +10 Random Classes ------------------------------------------------------------------------------- These Classes require more of a variety of Levep Up Types than the other Classes, and are likely the ones that most people will receive. Best for people who want to stay well-balanced throughout the game, but the bonuses offered are not the best. Odin/Vanadis or Fenrir Knight are recommended. Odin / Aesir / \ / Star Lancer Barbarian \ Fenrir Knight \ / Rune Knight \ Dragon Master Barbarian / Amazoness ~~~~~~~~~~~~~~~~~~~~~~~ Type: Yellow Requirements: Warrior Lv 2 + Monk Lv 2 + Thief Lv 1 Effects: Lance Attack +5 Notes: Although the it says Amazon on the Status screen, when you receive the the Class it says Amazoness. Aesir / Valkyrie ~~~~~~~~~~~~~~~~~~ Type: Blue Requirements: Warrior Lv 4 + Monk Lv 4 + Magician Lv 2 + Sage Lv 2 + Thief Lv 3 Effects: Lance Attack +10 Fire, Water, Wind, Earth Magic Defense +5 Odin / Vanadis ~~~~~~~~~~~~~~~~ Type: Red Requirements: Warrior Lv 8 + Monk Lv 8 + Magician Lv 7 + Sage Lv 5 + Thief Lv 7 Effects: Lance Attack +20 Fire, Water, Wind, Earth Magic Defense +10 Light Magic Attack +10 Starlancer ~~~~~~~~~~~~ Type: Red Requirements: Warrior Lv 10 + Monk Lv 8 + Magician Lv 5 + Sage Lv 7 + Thief Lv 5 Effects: Lance Attack +25 Fire, Water, Wind, Earth Magic Defense +15 Rune Knight / Rune Maiden ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Type: Blue Requirements: Warrior Lv 4 + Monk Lv 4 + Thief Lv 2 + Random Lv 5 Effects: Lance Attack +15 Fenrir Knight ~~~~~~~~~~~~~~~ Type: Red Requirements: Warrior Lv 10 + Monk Lv 10 + Thief Lv 5 + Random Lv 10 Effects: Lance Attack +30 Dark Magic Attack +10 Dragon Master ~~~~~~~~~~~~~~~ Type: Red Requirements: Warrior Lv 8 + Monk Lv 8 + Magician Lv 5 + Thief Lv 4 + Random Lv 10 Effects: Lance Attack +25 Fire, Water, Wind, Earth Attack +15 Bonus Accessories ------------------------------------------------------------------------------- Instead of choosing a Class, you may instead go for a Bonus Accessory. These special Accessories are not available through any other means, and boost your stats considerably. To acquire them, you MUST level up ONLY ONE Level Up Type for 40 levels (that is, until you reach Level 41). If done correctly, you'll receive a message telling you that you've received the accessory. Obviously, this will lead your character to be strong in only one category and weak in the others for quite a bit of the quest, so consider the pros and cons of Classes and Accessories and decide for yourself which one is right for you. To clarify, you MUST start from Level 1. If you first choose a Warrior type, then level up Monk 40 times, you will not receive the accessory. Also, it is still possible to receive a Class even after you've received a Bonus Accessory. However, you'll be forced into certain class types. For example, if you go for the General Crest, you'll be forced to choose from the Warrior Classes. Keep in mind that if you want a Bonus Accessory and a Red Class, then the minimum level you'd need to reach before you could get both would be Level 51. Thanks to xien for first pointing out my major math mistake. Whatever levels you get while getting the accessory do count towards Class requirements, so if you get the Rune Earrings want to be a Magus you already have the 25 Magician Levels required for the Class change. All you need is the additional 10 Random Levels. Happy now? ^_^ The following is a list of the Accessories you can get: Level Up Type | Accessory Name | Pow | Def | Int | Mnd | Agi ---------------- ---------------- ----- ----- ----- ----- ----- Warrior Lv 40 | General Crest | +50 Monk Lv 40 | Dragon Ring | +50 Magician Lv 40 | Rune Earrings | +50 Sage Lv 40 | Code Bead | +50 Thief Lv 40 | Wishbone | +50 Random Lv 40 | Crystal Ring | +20 +20 +20 +20 +20 ---------------- ---------------- ----- ----- ----- ----- ----- ******************************************************************************* 4f. * Skill Levels * ******************************************************************************* All of the Weapons and Spirits in Sword of Mana have "Skill Levels" Skill Levels have a few purposes. First of all, for each Level your Weapon or Magic Attack Power for that particular Weapon or Spirit will increase by 1. It may not sound like a lot, but if you manage to reach Level 99 (the maximum), you'll be dealing an extra 99 points of damage. Also, for every Wisp Level, HealingLight will heal an additional 1 HP. Weapon Levels determine how fast your Deathblow Gauge increases. There are 30 bars (or points) in the Deathblow Gauge. The following table shows how many points your gauge will increase by based on your Level with that particular weapon only: Skill | Point Level | ------- ------- 1-9 | 1 10-19 | 2 20-29 | 3 30-39 | 4 40-49 | 5 50-59 | 6 60-69 | 7 70-79 | 8 80-89 | 9 90-99 | 10 The final use for Skill Levels involves a certain Quest which requires you to reach Level 30 for the Spirits. You can find more info in the Quests Chapter. Skill Experience ---------------- To determine how much Skill EXP you need to Level Up a particular Weapon or Spirit, use the following formula: ( Current Skill Level + 1 ) * 20 = Skill Level Up For instance, if your Sword is Level 1, you'll need (1+1)*20 = 40 Skill EXP to level it up to Level 2. If it's Level 98, you'll need (98+1)*20 = 1980 Skill EXP to level it up to the maximum Level 99. Skill EXP is gained just from hitting enemies with a Weapon or with a Spirit's attack spell (support spells do not get you experience). Even if you do 0 damage, you'll still get the EXP, although if you Miss you won't get anything. How much Skill EXP you receive from hitting an enemy depends solely on how much regular EXP the Monster gives. Use the following formulas to determine how much Skill EXP you get: Weapon Skill EXP: EXP / 5 Magic Skill EXP: EXP / 3 Enemies give a minimum of 1 Skill EXP. For those of you wondering, Metaballs and Stone Seals give 1 Skill EXP for each hit, so it's not recommended that you use them for leveling up later on. *Skill EXP formulas from the Shinyaku Seiken Densetsu Kaitaishinsho!!! ******************************************************************************* 4g. * NPC Grid * ******************************************************************************* Offensive |-----------------| | | | | | | | |-----------------| | | | | | | | W M |-----------------| e a | | | | | | | a g |-----------------| p i | | | | | | | o c |-----------------| n | | | | | | | |-----------------| | | | | | | | |-----------------| Defensive ******************************************************************************* 4h. * NPCs / Partners * ******************************************************************************* ******************************************************************************* 4i. * Time * ******************************************************************************* As in Seiken Densetsu 3, there are different times of day. The time of day affects what enemies appear in battle and may also have bearing on certain events. Unlike Seiken Densetsu 3, time only passes when you "scroll" from one screen to another (in other words, when the screen blacks out and you enter a new area). There are a few things that you should note when it comes to time. Time does not pass in towns and some areas next to towns. However, whenever you sleep at an Inn, you'll wake up in the Morning. Time does pass in most dungeons (the only known exception being Binkett's Mansion). Unfortunately, in many internal dungeons it's hard to tell what time of day it is, other than by seeing what enemies are appearing. Time cycles (clockwise) as follows: Morning / \ Night Day / \ Night Day \ / Night Day \ / Evening As in Seiken Densetsu 3 and Legend of Mana, each day of the week is also assigned a special attribute. Depending on the Day, special rare monsters may appear, or certain events may occur. Also, a Spirit's Attack Magic Power will be increased if it is that Spirit's day. On Mana Holy Day, all magic is powered up. The days cycle (clockwise) as follows: Mana Holy Day / \ Gnome Day Luna Day | | Jinn Day Salamander Day \ / Dryad Day - Undine Day ******************************************************************************* 4j. * Status Effects * ******************************************************************************* There are various status effects that you may receive during the course of the game- some good, some bad. Positive Effects ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Status Name ----------- Duration : Approximate duration of effect Effect : Description of status effect Magic : Spirit and/or Coin that causes status effect Continuous : Whether or not the effect will carry on if you leave the screen PowerUp (Pow Up) ---------------- Duration : ~10 seconds Effect : Attack increased Magic : Fire Continuous : Yes D-Fence (Def Up) ---------------- Duration : ~10 seconds Effect : Defense increased Magic : Earth Continuous : Yes SpeedUp (Spd Up) ---------------- Duration : ~10 seconds Effect : Speed increased Magic : Wind Continuous : No PsychicShield (Mdf Up) ---------------------- Duration : ~10 seconds Effect : Magic Defense increased Magic : Fire Continuous : Yes BubbleBoat ---------- Duration : ~5 seconds Effect : Float in a bubble that can only be detected by Sight. Magic : Water Continuous : No Mooglemorphosis --------------- Duration : ~10 seconds Effect : Turn into a Moogle that can only be detected by Smell. Magic : Moon Continuous : No Silhouette ---------- Duration : ~10 seconds Effect : Turn invisible so that only Hearing can detect you. Magic : Dark Continuous : No Best ---- Duration : 6 screens Effect : PowerUp and D-Fence Magic : None Continuous : Yes Negative Effects ~~~~~~~~~~~~~~~~~~ Status Name ----------- Duration : Approximate duration of effect Effect : Description of status effect Cure Item : Item that cures status effect Continuous : Whether or not the effect will carry on if you leave the screen Death ----- Duration : Infinite Effect : Character is unable to participate in battle and does not gain EXP Cure Item : Angel's Grail Continuous : Yes FireMan ------- Duration : ~5 seconds Effect : 1/10 total HP depleted every few seconds as the flames eat away at you. Cure Item : Stardust Herb Continuous : No Petrify ------- Duration : N/A Effect : 1/2 total HP depleted. You cannot be hurt while you're petrified. Cure Item : Stardust Herb Continuous : No Numb ---- Duration : ~5 seconds Effect : Weapons and magic cannot be used. Cure Item : Stardust Herb Continuous : No SnowMan ------- Duration : ~5 seconds Effect : Turn into a Snowman that cannot move. Cure Item : Stardust Herb Continuous : No Sleep ----- Duration : ~5 seconds Effect : Fall asleep. Can be damaged while sleeping. Cure Item : Stardust Herb Continuous : No Wimp ---- Duration : ~10 seconds Effect : Get miniaturized, decreasing your attack and defense as well as disabling the use of magic. Cure Item : Stardust Herb, Tiny Tapper Continuous : No Darkness -------- Duration : ~10 seconds Effect : Decreases hit percentage (accuracy) Cure Item : Stardust Herb Continuous : Yes Silence ------- Duration : ~10 seconds Effect : Disables use of magic Cure Item : Stardust Herb Continuous : Yes Poison ------ Duration : ~10 seconds Effect : 1/20 total HP depleted every few seconds as the poison eats away at you. Cure Item : Prestoveggie Continuous : Yes Toxin ----- Duration : ~10 seconds Effect : 1/10 total HP depleted every few seconds as the poison eats away at you. Cure Item : Prestoveggie Continuous : Yes Confusion --------- Duration : ~10 seconds Effect : Controls reversed Cure Item : Stardust Herb Continuous : Yes PowerDown (Pow Down) -------------------- Duration : ~10 seconds Effect : Attack decreased Cure Item : Prestoveggie Continuous : Yes Bedraggled (Def Down) --------------------- Duration : ~10 seconds Effect : Physical Defense decreased Cure Item : Prestoveggie Continuous : Yes SpeedDown (Spd Down) -------------------- Duration : ~10 seconds Effect : Speed decreased Cure Item : Prestoveggie Continuous : No Bewitched (Mdf Down) -------------------- Duration : ~10 seconds Effect : Magical Defense decreased Cure Item : Prestoveggie Continuous : Yes Pose (Stop) ----------- Duration : ~5 seconds Effect : Complete immobilization Cure Item : Stardust Herb Continuous : No ******************************************************************************* 4k. * Traps * ******************************************************************************* When you open a Chest, a Trap Roulette may show up. If you stop the Roulette on an OK, you get the Item as usual, and nothing else happens. However, if you stop it on one of the other icons you'll set off a trap. There are 7 such traps, each with different effects. Each enemy in the game is assigned a Trap Type which determines what shows up on the Trap Roulette. For information on an enemy's Trap Type, please refer to the Bestiary. Traps can make hunting for Items a chore, especially for enemies with an H Type. To combat this, choose a Thief Class. By becoming a Thief, you'll replace one of the Trap icons with an OK. Being a Ranger or Ninja adds two OKs, while any of the final four Thief Classes (Rogue, Wanderer, Night Blade, Ninja Master) will replace three Traps with OKs. Trap Type | #OK | Spi | Arr | Sto | Bom | Smo | Pol | Kai ------- ----- ----- ----- ----- ----- ----- ----- ----- A | 4 | o | o | x | x | x | x | x B | 3 | o | o | o | x | x | x | x C | 3 | o | o | o | x | x | o | x D | 3 | x | x | o | o | o | o | x E | 3 | x | x | o | o | o | o | x F | 3 | x | x | x | o | o | x | o G | 2 | x | x | o | o | o | o | o H | 1 | o | o | o | o | o | o | o Spi - Spike - 1/10 maximum HP. Arr - Arrow - 1/7 max HP. Sto - Stone - 1/5 max HP. Bom - Bomb - 1/3 max HP. Smo - Smoke - 1/3 max MP. Pol - Polter Box - Fight a Polter Box. Kai - Kaiser Mimic - Fight a Kaiser Mimic. Stopping the Trap Roulette on Polter Box or Kaiser Mimic can be particularly bad, as you lose whatever Item was in the Chest. ******************************************************************************* 4l. * Combos * ******************************************************************************* Certain weapons allow for comboable hits. Time your button presses right to perform a combo! Weapon | Hit 1 | Hit 2 | Hit 3 --------- ---------------------------------------- Sword | Slash | Return Slash | Jump Slash Rod | Strike | Return Strike | Jump Strike Knuckle | Punch | Kick | Jumping Upper Lance | Thrust | Throw | Swing Axe | Slash | Return Slash | Jump Slash So what's the point of combos? Well, the first hit does normal damage, but the second hit does 150% and the third hit does 200%!!! ____________-------------------------------------------------------____________ \ - 0 5 - / \ ~ F A Q s ~ / / \ /___________-------------------------------------------------------___________\ The stars foretell that you are of a curious nature. Beware, however, because curiosity killed the cougar, or something like that. Please review these questions that previous adventurers have asked and the accompanying answers before submitting your own. Should these Q&As not satiate your thirst for knowledge, you may reach me by telepathically sending me a message, but if you can’t do that... er... just send me an e-mail at the following addresses: ShdwRlm3: shdwrlm3 (at) wariocompany (dot) com Note that I am not obliged in any way to answer your e-mails. My life does not revolve around the world of Mana, as I must also fight off the evils of Differential Equations and Big-Oh Notation in my scholarly studies. In fact, I'm particularly delete button-friendly. If your question has already been answered somewhere within these texts, then you have wasted time and made the Maku, err.. Mana Tree weep. 1) Q. What is Shinyaku Seiken Densetsu/Sword of Mana? A. Shinyaku Seiken Densetsu (which roughly translates into New Testament Legend of Holy Sword), or Sword of Mana outside of Japan, is a remake of the first game in the Seiken Densetsu series, known as Seiken Densetsu (Legend of Holy Sword), or Final Fantasy Adventure in the US. The original SD/FFA was released on the original Game Boy, so it's only fitting that a remake appears on the Game Boy Advance. Rather than just update the graphics, Square have chosen to completely overhaul the game, giving it a deeper story, deeper gameplay, and multiplayer compatibility. 2) Q. What games are in the Seiken Densetsu series? The games were released as follows: Japan United States of America ----- ------------------------ 1991 Seiken Densetsu: Final Fantasy Adventure Final Fantasy Gaiden (GB) 1993 Seiken Densetsu 2 (SFC) Secret of Mana 1995 Seiken Densetsu 3 (SFC) Unreleased 1999 Seiken Densetsu: Legend of Mana (PSX) Legend of Mana 2003 Shinyaku Seiken Densetsu (GBA) Sword of Mana Final Fantasy Adventure was known as Mystic Quest in the strange lands of PAL territories. Uninterestingly enough, while most people don't consider the original Seiken Densetsu/Final Fantasy Adventure to be a Final Fantasy game, Seiken Densetsu was officially a Final Fantasy Gaiden game. The katakana and kanji for Final Fantasy Gaiden appears on most, if not all, Seiken Densetsu merchandise. So, if you're a stupid inferior gaijin or a nise-nihon-jin, you may not know that "gaiden" means side-story. Theoretically, Square decided that the SD series could stand on its own feet, which explains why later SDs do not have the FFG subtitle, and why so many aspects of SD do not appear in later games (in particular, Final Fantasy-inspired elements like the Chocobo as well as the Black Mage enemies). So why do Moogles appear in SD2? Umm.. shut up. Also, technically there are two versions of Final Fantasy Adventure. After RPGs became the "in" thing, Sunsoft did the smart thing and bought the U.S. rights to the Game Boy FF games (including Legends 1-3), then re-released them. 3) Q. Why are a lot of the names different than the ones in Final Fantasy Adventure? A. Surprisingly enough, most of Final Fantasy Adventure was translated pretty accurately. Most of the changes they made were simply due to space constraints. For example, the Shadow Knight is known as the Dark Lord or "Darknight" in FFA simply because Shadow Knight would take up too much space on the screen. Then again, Glaive is a blatant mistranslation, and the original Japanese Seiken Densetsu had it as Guransu, which could be translated as Grans (although Nintendo mentions both Grantz and Grants in their press release). 4) Q. What is the secret of Mana? A. .....You think you're real funny, don't you? The goddess is not pleased. Although likely not the secret it refers to, a "fun" (if your definition of fun is unbelievably useless) fact is that while the "Holy Sword" is referred to as the Sword of Mana in the other games, the original Seiken Densetsu called it Excalibur. 5) Q. Where does Sword of Mana fit on the timeline of the Mana series? A. It's possible that like the Final Fantasy series, the games in the Mana series are not connected, but have reoccurring themes and names. However, quite a few people on the GameFAQs message boards maintain that SD1 and 2 are connected, while the other two games stand on their own. Others, still, say that the first three are connected. If there is a connection between SD1 and 2 (or any of the other games), expect Sword of Mana to confirm it or completely ignore it to confuse fans even more. Note: I am in no way interested in your theory on how the games are connected. Please do not send them in. 6) Q. What's an Anaguma? A. Anagumas are better known as Dudbears to the English-speaking audience. According to eDict, Anaguma translates into "badger," which is obviously not a bear, so who knows how they derived Dudbear from Anaguma. Anyhow, Anagumas play a very... strange role in Sword of Mana. In addition to being cheap slave labor for the Dwarven Miners, they're also fierce enemies in one sidequest... Their image is also imprinted on the rarest of Grans currencies, the Dudbear Gold. 7) Q. Why am I flashing? A. Because you're a pervert? Oooh, you mean in the game? If your character is flashing green, it means that his Deathblow Gauge is full and you can perform a Special Attack. Hold the A Button, then release to perform a super special attack that does double the normal damage and also stuns enemies. Each weapon has a different special attack. 8) Q. Does Hero ever get to use magic? (Note: Other variations of this question include "Does Hero ever get Wisp?") A. Yes, Hero does get magic. His first Spirit is Salamander in Vinquette Hall. He will also get Wisp later on in Wendel. 9) Q. Can I choose how my NPC levels up? A. No, you cannot choose your partner's level ups, which in turn means you cannot choose a Class for them (NPCs cannnot receive Classes). The stat increases are pre-determined for each NPC. 10) Q. I *love* Sword of Mana's music! Is there a Soundtrack available? A. Yes, but in Japan only. Digicube published an OST to coincide with the game's Japanese release. It's a 2-disc set, with Disc 1 being the OSV (original sound version). Disc 2, however, features piano arrangements of some of the tracks. If you love the compositions but dislike the synths (like I do), the piano arrange is for you. If you snag the first printings, you may also get a Bonus Disc with a piano arrange of the familiar opening theme and battle music, although at 1:59, the third disc is really a waste. The Shinyaku Seiken Densetsu Premium Soundtrack costs 3,000 yen (w/ tax) and is available at a variety of online retailers. I got mine from www.cdjapan.co.jp Its catalogue number is SSCX-10097*8 (just search for SSCX-10097). It's unknown what effects Digicube's recent bankruptcy will have on the soundtrack's distribution, but I assume they produced plenty of copies and you really shouldn't have a hard time finding it. There have also been rumors that they'll release the Piano Arrange Disc by itself, but the bankruptcy may disrupt those plans. ____________-------------------------------------------------------____________ \ - 0 6 - / \ ~ W A L K T H R O U G H ~ / / \ /___________-------------------------------------------------------___________\ The bulk of this text focuses on your journey to save Mana. While following these steps will certainly ensure your success, remember that exploration is half the fun, so it's recommended that you only peek when you get stuck. Of course, if you wish to sap all of the fun out of the game, feel free to follow this guide from start to finish. NOTE: Hero's Quest and Heroine's Quest vary greatly at times. For now, only Hero's Quest is covered. NOTE: Since Hero and Heroine don't have official names, they will be referred to as Hero and Heroine. Area Info Explained ------------------------------------------------------------------------------- In an effort to make this guide easier to navigate, you'll find lots of different formatting that will (hopefully) get you the information you need, fast. The following Area Info will appear whenever you enter a new area. Note that areas will often be close together and will share enemies. In such cases the area info will be combined. _( Area Name )________________________ ________________________________________ | Monster Data: | Items: Name HP: Day/Night | Gumdrop x1 + Staff, Knucks, Mace, Wind |________________________________________ x Earth | ______________________________________| For the Area Name, () denote a Field [] denote a Town <> denote a Dungeon For Monster Data, the Monsters that appear are listed with: Name : Enemy Name HP : Amount of HP Enemy has Time : Time of Day Enemy appears + : Enemy weaknesses (Weapons and Magic that Monster is weakest against) x : Enemy immunities (Weapons and Magic that Monster cannot be hurt by) Due to space constraints, only limited Monster Data is listed in the Walkthrough itself. For complete Monster information, please refer to the Bestiary. The Items field shows which Items may be found in Chests in the area. ------------------------------------------------------------------------------- ____________ ______________________________________________________________ | 6a | / * Getting Started * \ | Chapter 0 | \ / ŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Insert your gamepak into your GBA... oh, you already know this part? Then beat the game on your own, smartypants! Stupid know-it-all, I oughta... Okay, okay, serenity now, serenity now... Okay, calm again. After savouring the nostalgia of the newly arranged intro music, begin your quest by pressing Start on the title screen. Choose the first option (New Game). Now it's time to choose your gender. Choosing to be the Hero or the Heroine WILL have a bearing on the story, and affects certain portions of the gamplay. Hero and Heroine will encounter a few unique bosses and traverse a few unique areas. Next, name yourself. There are NO default names, so you'll have to use your imagination. The game will now begin as so many tales do... with a dream. ____________ ______________________________________________________________ | 6b | / * Awakening Legend * \ | Chapter 1 | ŻŻŻŻŻŻŻŻŻŻŻŻ ~ Granz Castle ~ Path to Topple ~ Topple Village ~ \ ~ Topple Outskirts ~ Path to Cave ~ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ The story begins differently for each of our adventurers. If you're playing as Hero, follow whatever is in between the Hero Path BEGIN and END headers. If you're playing as Heroine, follow the Heroine Path BEGIN and END. If you don't see any such headers, then the path is basically the same for both of them. Hero Path BEGIN >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> _< Granz Castle >_____________________ ________________________________________ | Jackal (Boss) | None ______________________________________|________________________________________ Years later, Hero, all grown-up at the tender age of 17, wakes up in the dungeon where he's been a "gladiator-slave" since he was captured. Willy is awakened by Hero's screaming, and asks if he had the dream again. Answer "Yes" (the top option), otherwise Willy will keep asking the question until you do say Yes. Willy then asks about the girl Hero escaped with, and it's time to name her. After the rest of the lengthy conversation, run to the right and press A near the Goddess Statue (or whatever remains of it), then choose the first option to reach the save screen. Save your game. Talk to Amanda, who is the girl near the Goddess Statue. Speak with the Slave standing near the gate, then talk to Amanda (the girl standing near the Goddess Statue) twice. You'll get Popoi's Note #1 (you'll get the Popoi's Notebook later). Speak with the Slave once more. _____ ________________________ __________________________________ ______ | | Jackal | Jap: Jackal |Boss|S: o |____ |----------------- ------------ ----------------------------------|R: o W: -| | Type: Fauna | Hero [x] Heroine [ ] |K: o S: o| | Prime: Smell | Location: Granz Castle |F: o L: -| | Sub: DayViz | |S: o S: -| |----------------- ------------ ----------------------------------|B: o U: o| | HP: 55 L: 7 | BLACK: N/A |L: o D: o| | Pow: 8 Def: 5 Agi: 1 | |A: o J: +| | Int: 2 Mnd: 5 Exp: 5 | |M: o G: x| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻ Willy and Hero are dragged into the Arena. Now it's time for battle! Willy is with you, but he's not actually an NPC, and his idea of battle is running for cover. If you played Final Fantasy Adventure, or even if you didn't this should be an easy battle. The Jackal follows you around slowly, but holding B to run lets you outrun him. When he gets ready to slash you, run behind him and strike him with your sword repeatedly. The only time you should be worried is when the Jackal heads to the top of the screen. This signals his most damaging attack in which he charges straight down, so make sure you're not in the way. After beating him, enjoy the super cool boss explosion graphics (better than any of the effects in FFA, that's for sure) and head up through the entryway. Hero and Willy try to escape, but for some reason stop at a bridge to chat. Willy tells Hero to visit the village of Topple, then Shadow Knight and his minions appear. Hero tries to attack Shadow Knight, but Shadow Knight fends off the attack and Hero ends up falling off the bridge and down the waterfall. _( Path to Topple )___________________ ________________________________________ | Monster Data: | Items: Rabite HP: 20 Day/Night | Gumdrop x1 + Rod, Knucks, Mace, Wind | Angel Grail x1 x Earth | Earth Geode x1 (See Magic Chapter) Chobin Hood HP: 40 Event | Wood Geode x1 (See Magic Chapter) + Earth |________________________________________ x Wind | ______________________________________| (Path to Topple) Nikita goes out fishing one day, and it looks like he has a big catch! He reels in Hero, and kicks him awake- how nice of him. After a short conversation, Nikita runs off, and you're in control again. Head to the golden Goddess Statue to replenish your HP/MP and to save your game, then exit south to then next area. Hero hears a scream, and rushes to find out what's going on. Hero finds a Chobin Hood attacking a strangely familiar girl, and it's up for him to save her. Be careful, the Chobin Hood can take off as much as 7 poins of damage, so get in quickly and defeat him. After taking care of the Chobin Hood, the girl mentions that she's heading to Topple as well, and Hero and Heroine decide to go together. Next, she surprisingly introduces herself as Heroine, and Hero instanstly recognizes the name (although she doesn't seem to remember Hero). Heroine asks a question, and you must answer "Yes" to proceed. Next, you have to find Heroine's weapon, which she dropped in the grass. Use your Sword to slash the grass until you find her weapon (which is usually found to the lower left). Slash the rest of the grass to get some items too. Heroine will now officially join you, and you can press Select to switch to her. Head back up to the Goddess Statue to heal if necessary. Go back down to find 3 Rabites. It's suggested that you spend some time here leveling up as Hero, since Heroine is already Level 5 while Hero is Level 1. Enemies reappear on the same screen after a while, so you don't have to leave and come back over and over again. Once you're all done, head down to the next screen. Make your way right, then exit up. A rather open field here, with more enemies to practice on. Go up the steps on the right for a Chest with an Angel's Grail. Go back down a bit, then head all the way left and go up the steps there. Exit up the steps. ( Topple Armory ) Here you'll find the Topple Armory (Cannon). You won't be able to use Cannon Travel until much later in the game, so don't worry about it for now. You should see something sparkling on the ground to the left. Walk into it to pick up a Wood Geode (for information on Geodes, please refer to the Magic or Quests Chapters). Exit back down. ( Path to Topple ) Exit left. Open the Chest for a Gumdrop, then exit back right. Go down the steps and head right. Go up and read the sign nearby, which says "Topple Village ahead." Looks like you're going up. _[ Topple Village ]____________________________________________________________ Items: Round Drop x1 _______________________________________________________________________________ [ Topple Village ] After you enter the village, immediately head left to try to exit the screen. The rabbit-like creature near the statue will catch up to you and introduce himself as Niccolo, the traveling merchant. The snoopy little guy will ask where you're going. Answer with the first option or else he won't stop asking until you do. He'll then offer you a Popoi's Notebook for 10 Lucre. Buy it (not like you have much of a choice). If you don't happen to have 10 Lucre, he'll sell it to you for whatever you have. You'll now have the Popoi's Notebook added to your Ring Menu. You can use it to look at the Map, check what Monsters you've defeated, read up on gameplay-related notes that you've collected, or see your Amigo info. Now it's time to explore town! Save and heal at the Gold Goddess Statue in the middle of town. Speak with the Topple Girl walking outside (during the Day) for Popoi's Note #13. If you come to town at Night, a Topple Grandfather will be walking around. Speak to him for Popoi's Note #21 (make sure you tell him "no" when he asks if you know about the Orchard). In the northwestern Residence you can find out more about the Granz Realm. In the northeast is the Inn. A Topple Gentleman will give you Popoi's Note #2. Stay for the Night and you'll wake up with BEST status, which gives you D-Fence and PowerUp. Go to the second floor room to find a Chest with a Gumdrop. If you come here at Night, you'll meet Blassie the Third, who'll request Blood Pouches. Please refer to the Quests Chapter for more information on this and other Quests. The southwestern house is the General Store. Buy any Items or Accessories you want. Come here during the Day and speak with the Topple Grandfather for Popoi's Note #15. Also here during the Day is Clive, who will make you a Honey Elixir (heals all HP) if you bring him certain ingredients. Bebes will drop the necessary Honey, but it will be a while before you can get the other ingredients, so don't worry about it for now. Also here during the Day is Luke. Speak to him and tell him you'll help find his father to start a Quest. Once again, please refer to the Quests Chapter for more info. Once you're done exploring and shopping, talk to the child in the middle of the village. Once you've done that, go into the elder man's house and speak with him. Leave his house and the kid will be there. After a short conversation, the elderly man will come out and the kid will kick you (what's with everyone kicking you, anyway?). Everyone goes back into the house and the elderly man speaks about Shadow Knight or something or other and mentions the Holy Sword and the town of Wendel. After the long conversation, he gives you the Magic Rope, which lets you return to the last Goddess Statue that you saved at. Before you leave Topple, though, make sure you speak to the old lady walking around the streets AND the man living inside the house in the northwest Residence. _( Topple Outskirts ) + ( Path to Cave )_______________________________________ | Monster Data: | Items: Rabite HP: 20 Day/Night | Gumdrop x1 + Rod, Knuckle, Morning, Wind |________________________________________ x Earth | BeBe HP: 17 Day/Night | + Rod, Knucks, Mace, Wind | x Earth | Batmo HP: 23 Night | + Flail, Bow, Lance, Light, Earth | x Dark, Wind | ______________________________________| ( Topple Outskirts ) Here you'll meet a new enemy- the Batmo or the Bebe, depending on the time of day (Batmo at Night, Bebe at Day). Be careful of the Batmo's sonar, because it can confuse you (which reverses your controls). Bebes, on the other hand, can poison you. Exit to the upper-right. ( Path to Cave ) Exit north. The sign here says "Cave Off-limits." Of course, that can only mean that you must enter the cave. For now, the entrance is nowhere in sight so continue left and go to the next screen. [Topple Outskirts] Fight your way to the west and exit left. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Hero Path END Heroine Path BEGIN >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Heroine's journey starts off a bit different than Hero's. _( Topple Outskirts ) + ( Path to Cave ) ______________________________________ | Monster Data: | Items: Rabite HP: 20 Day/Night | Gumdrop x1 + Rod, Knucks, Mace, Wind | Angel Grail x1 x Earth | Earth Geode x1 (See Magic Chapter) Bebe | Wood Geode x1 (See Magic Chapter) + Rod, Knucks, Mace, Wind |________________________________________ x Earth | Batmo | + Flail, Bow, Lance, Light, Earth | x Dark, Wind | ______________________________________| ( Topple Outskirts ) Heroine wakes up in Bogard's Cascade Cottage. Give the Hero a name, then Bogard will tell you to go to the village of Topple. You'll both head outside, where Bogard will teach you how to use Magic. He'll also teach you the "Sit" ability. If you weren't paying attention in the game, you can use Magic by first going into the Ring Menu and equiping a Spirit. Then, when in battle, press the R Button once for a support spell. Press and HOLD the R Button until a Spirit surrounds you to use an attack spell. The Sit ability allows you to regain MP slowly. Press and hold the L Button, then press and hold the A button. As you're sitting, you'll see numbers appear above your head- that's the amount of MP you're regenerating. Anyhow, enough stuff that you can read on your own in the manual. Head left and pray at the Gray Goddess Statue to save your game. Now head right and exit the screen. For now only Rabites will appear in the Topple Outskirts. Other enemies will appear later. Spend some time here leveling up if you wish. When done, make your way east and exit right. ( Path to Cave ) You won't actually reach said cave just yet. For now, just head right and exit down. A good screen to level up on since the Rabites stay fairly close together. Nothing else to do here, though, so just exit left. ( Topple Outskirts ) Make your way down, then exit right to enter Topple Village. _[ Topple Village ]____________________________________________________________ Items: Gumdrop x1 _______________________________________________________________________________ [ Topple Village ] After you enter the village, immediately head left to try to exit the screen. The rabbit-like creature near the statue will catch up to you and introduce himself as Niccolo, the traveling merchant. The snoopy little guy will ask where you're going. Answer with the first option or else he won't stop asking until you do. He'll then offer you a Popoi's Notebook for 10 Lucre. Buy it (not like you have much of a choice). If you don't happen to have 10 Lucre, he'll sell it to you for whatever you have. You'll now have the Popoi's Notebook added to your Ring Menu. You can use it to look at the Map, check what Monsters you've defeated, read up on gameplay-related notes that you've collected, or see your Amigo info. Now it's time to explore town! Save and heal at the Gold Goddess Statue in the middle of town. Speak with the Topple Girl walking outside (during the Day) for Popoi's Note #13. If you come to town at Night, a Topple Grandfather will be walking around. Speak to him for Popoi's Note #21 (make sure you tell him "no" when he asks if you know about the Orchard). In the northwestern Residence you can find out more about the Granz Realm. In the northeast is the Inn. A Topple Gentleman will give you Popoi's Note #2. Stay for the Night and you'll wake up with BEST status, which gives you D-Fence and PowerUp. Go to the second floor room to find a Chest with a Gumdrop. If you come here at Night, you'll meet Blassie the Third, who'll request Blood Pouches. Please refer to the Quests Chapter for more information on this and other Quests. The southwestern house is the General Store. Buy any Items or Accessories you want. Come here during the Day and speak with the Topple Grandfather for Popoi's Note #15. Also here during the Day is Clive, who will make you a Honey Elixir (heals all HP) if you bring him certain ingredients. Bebes will drop the necessary Honey, but it will be a while before you can get the other ingredients, so don't worry about it for now. Also here during the Day is Luke. Speak to him and tell him you'll help find his father to start a Quest. Once again, please refer to the Quests Chapter for more info. Finally, enter the southeastern residence. Speak with the Topple Boy, who will ask you to find his lost book. Tell him yes to progress in the story. Exit town by using the southern exit. _( Path to Topple )___________________ ________________________________________ | Monster Data: | Items: Rabite HP: 20 Day/Night | Gumdrop x1 + Rod, Knucks, Mace, Wind | Angel Grail x1 x Earth | Earth Geode x1 (See Magic Chapter) Bebe | Wood Geode x1 (See Magic Chapter) + Rod, Knucks, Mace, Wind |________________________________________ x Earth | Batmo | + Flail, Bow, Lance, Light, Earth | x Dark, Wind | Chobin Hood HP: 40 Event Only | + Earth | x Wind | ______________________________________| ( Path to Topple ) It's worth noting that the Bebes here can be dangerous. Spend some time leveling up so you can deal with them easily. Go up the steps on the right for a Chest with an Angel's Grail. Continue down, then head all the way left and go up the steps there. Exit up the steps. ( Topple Armory ) Here you'll find the Topple Armory (Cannon). You won't be able to use Cannon Travel until much later in the game, so don't worry about it for now. You should see something sparkling on the ground to the left. Walk into it to pick up a Wood Geode (for information on Geodes, please refer to the Magic or Quests Chapters). Exit back down. ( Path to Topple ) Exit left. Open the Chest for a Gumdrop, then exit back right. Go down the steps and head right. This time exit south. Exit south. Make your way west and exit up. Heroine will find the place where the Topple Boy said he lost his book. Suddenly, a mysterious man from Heroine's past will appear. Heroine will discover the fate of her clan. The man will then send in a Chobin Hood to attack Heroine. Luckily, another familiar face comes to Heroine's aid. The Chobin Hood shouldn't be too hard to defeat. Let the "man" use his Sword, while you strike it with your Staff or use Wisp's attack spell. After you defeat the Chobin Hood, the boy will introduce himself as Hero. He'll mention that he's heading there too, so he joins you and helps you find the book. Exit up. Heal and save at the Statue. You may notice something sparkling to the right. That's another Geode, but you can't get it until later (check the Quests Chapter for more info--- I'll keep saying this until you get it through your thick skull ^_^ ). You can now stay in the Path to Topple for a while to level up. When you're done, head back to Topple Village. [ Topple Village ] Hero heads off on her own, and Heroine is alone to explore the town again. Once you're done exploring and shopping once more, return to the southeastern Residence and return the book to the child. Next, speak with his Grandfather. It doesn't matter if you stay for the Night. The Grandfather will give you the Magic Rope, which allows you to return to the last Mana Statue you saved at (useful when you have to save in a hurry). Leave his house and go to the northwestern house. Speak with the man there to find out where Hero went. Exit town through the west and return to Cascade Cotage. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Heroine Path END [ Cascade Cottage ] Nice serene place here. Walk towards the house, and Hero or Heroine will say something. If this event does not happen, go back to Topple and make sure you speak to everyone, specifically the the man living in the northwest house and the Grandfather living in the southwest house. Hero will enter the Cascade Cottage and find a letter waiting for him there. After reading the memo, Heroine will walk in and accuse him of being a Granz soldier. After the misunderstanding is cleared up, Hero gives the note to Heroine. A glowing ball of light will then appear from nowhere and introduce itself as the Light Spirit, Wisp. If you're playing as Hero, it will grant Heroine its powers. If you're playing as Heroine, you've already had a Wisp from the beginning. Fret not if you're playing as Hero--- he'll get Wisp magic a bit later on. Heroine will explain how to use magic, and they agree to go to Wendel together. Outside, Hero or Heroine will teach the Ability, Jump, to the other person. You'll need this ability to get to Wendel. Press L to Jump. Save at the Goddess Statue to the left if you wish, then exit right. ( Topple Outskirts ) If you're Hero, you can test out Magic by switching to Heroine. Again, if you're playing as Hero, HERO WILL GET WISP LATER. After playing with the magic, exit to the east. ____________ ______________________________________________________________ | 6c | / * Of Mavoles and Men * \ | Chapter 2 | ŻŻŻŻŻŻŻŻŻŻŻŻ ~ Path to Cave ~ Batmo Cave ~ Vinquette Vicinity ~ \ ~ Vinquette Hall ~ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ [ Path to Cave ] Back at the Path to Cave, you can now go up the stairs and jump up to the next platform. Do so, then go up another set of steps and open the Chest on the left for a Gumdrop. Head right, go up the steps, and exit to the east. In the next area, Niccolo is walking about. Talk to him for Popoi's Note #17, then continue north, save at the Statue, and enter the Cave. Woohoo! Dungeon time! ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | < B A T M O C A V E > | _______________________________________________________________________________ _< Batmo Cave >_______________________ ________________________________________ | Monster Data: | Items: Batmo HP: 23 Day/Night | Angel Grail x1 + Flail, Bow, Lance, Light, Earth | Gumdrop x1 x Dark, Wind |________________________________________ Chobin Hood HP: 40 Day/Night | + Earth | x Wind | Lime Slime HP: 20 Day/Night | + Light, Water, Tree | x Sword, Sickle, Axe, Rod, Knucks | Morning, Dark, Moon, Fire | ______________________________________| Go up until you reach some steps. Go up the steps, then run to the left. There's a reason this place is called Batmo cave, and it's not because it's full of Rabites. Once again, be careful of their sonar. Exit north. Head up, then right. There's a Chobin Hood in a pit that will launch arrows at you, as well as some Batums elsewhere in the room. Defeat them, then go up the steps. Go west and you'll see a Chest. Open it for an Angel Grail Exit north. Head up, go up the steps, then head right and go down the steps into the pit area. You'll be ambushed by some Lime Slimes, which CANNOT be hurt by your current weapons. Of course, if you've played an RPG before, then you know "that which cannot be harmed by weapons can get its butt kicked by magic." Let Heroine defeat the Lime Slimes by using Wisp. If you try to head back the way you came, you'll find a Metaball that will turn into blades and harm you. It can't be hurt by magic, but you can attack it with Hero's Sword to make it go away. Anyway, head right up the stairs, the head up and exit to the right. Go right until you see a path heading up. Go up the path and defeat all of the Chobin Hoods in this area. Once you do that, you'll get the Bow. Go to your Ring Menu and switch to the Bow. With the Bow, you can now defeat the Lime Slimes, as well as any Metaballs with a Jab Trait that get in your way. Exit to the right. Use the Bow on the Metaball before Heroine wastes any more MP >_< Head right and jump up to the platform for a Chest with a Candy Drop. Jump back down and exit south. Head left, then down the stairs. Be very careful in this area, because there are 3 Green Slimes and a couple of Chobin Hoods. Head south, then go right to find a Bash Metaball. Hero's weapons can't destroy it, so switch to Heroine and attack it with her Rod. Continue right then exit south, which leads outside. _( Vinquette Vicinity ) + ( Path to Scaly Lair )______________________________ | Monster Data: | Items: Rabite HP: 20 Day/Night | Gumdrop x2 + Rod, Knucks, Mace, Wind | Cobra Earrings x1 x Earth | Cicada Earrings x1 Bebe HP: 17 Day |________________________________________ + Rod, Knucks, Mace, Wind | x Earth | Chobin Hood HP: 40 Day | + Earth | x Wind | Batmo HP: 23 Night | + Flail, Bow, Lance, Light, Earth | x Dark, Wind | Needlebeak HP: 45 Day | + Flail, Bow, Lance, Dark, Earth | x Light, Wind | Lime Slime HP: 20 Night | + Light, Water, Wood | x Sword, Sickle, Axe, Rod, Knucks | Mace, Dark, Moon, Fire | ______________________________________| ( Vinquette Vicinity ) Ahh, sweet, beautiful light. Head right and defeat the Chobin Hood, then head down the stairs and defeat some Rabites. Open the Chest to the right for a Gumdrop, then head left and exit south. There's an exit to the west, but you can't do anything there for now You can go there later when you have the Flail to get Cobra Earrings. Instead, head down and exit to the right. Continue right, then head down and exit south. Head south and read the sign, which says "North - Vinquette Hall South - Scaly Lair." Open the Chest on the right for a Gumdrop. If you head north 2 screens you'll find that the Mansion's gates are closed if it's Day, so just head south for now. Head east, and Niccolo will approach you again. This time, he's got "Cactus Essense" on sale for 50 Lucre. Buy it- OR ELSE! Nikita will leave. Walk to the right to find a pot. Press A near it and it'll ask if you wish to place the Hot House. Say yes and a giant Cactus House will pop up. You'll automatically enter the Hot House Lobby. [ Hot House ] Here, you'll see a door on the left that leads to the Hot House Handyman (though there's nothing to do there for now). The door to the right leads to Trent, the talking tree. For now, speak with Li'l Cactus. Like in Legend of Mana, speaking to him will make him write in his Cactus Diary, which you can read on the right. Go through the door on the upper-right. You're now in the Cactus House Orchard. Speak to the tree, whose name is Trent. Give him some seeds if you have any, then go back to the Lobby. Exit the house. If you gave Trent some seeds, plant the house again and go to the Orchard. Head up the ladder and you'll find that some fruit and or vegetables have sprouted. Giving him different seeds on different days will result in different Produce. Please refer to the Weapons/Armor Chapter for more info. Exit the house and Li'l Cactus will write in his diary. ( Vinquette Vicinity ) Back outside, head left to the Goddess Statue and save. Go back up and exit North. Head to the right and exit north. Nothing on this screen, so just exit up. Once again, these gates will be closed if it's not Night. If it's not Night, enter and exit the screen until it is. Proceed through the gates. After the event, run up the giant, ominous-looking stairs. _[ Vinquette Hall ]____________________________________________________________ Items: Angel Grail x1 _______________________________________________________________________________ [ Vinquette Hall ] Hmm... it's night. It's stormy. There's a giant, dark, likely haunted mansion. Sounds like fun, no? After cowering in fear for a few moments, enter the mansion. A nice creepy-looking man will welcome you to Vinquette Hall. Hero and Heroine ask him a few questions about getting to Wendel and seeing the master of the house. The Butler says you'll have to stay for the Night to meet him. A young woman enters the mansion. The Butler introduces her as Isabella. Isabella goes to her room, and the mysterious man leaves soon after. Hero and Heroine discuss traps, sealed caves, and "pulling funny business" while asleep... The butler returns and tells them their room is ready. Hero and Heroine end up in a room. Open the Chest for an Angel Grail. Leave the room and save at the Gold Goddess Statue. Run to the right and enter the door to Isabella's room. Speak with her and she'll tell you that you need a Water Spirit from Marsh Cave to unseal the cave leading to Wendel. Leave her room. Explore the first floor if you wish, but you'll find that all of the doors are locked (In the Japanese version there's message that says that you need a key, which is a tribute to the original FFA). Go back to your room. Hero decides a good nap never hurt anyone, so jumps onto his bed. Heroine has a suspicious feeling, but decides to go to bed too (no, not in Hero's bed). Hero and Heroine have their respective dreams again, and this time we see the conversation they had when Hero tripped on himself and told Heroine to go without him. Heroine will wake up and go off on her own. Hero wakes up from his nightmare, only to find Heroine missing. As either character, leave the room, and in the Mansion's lobby you'll see the mysterious butler walk into a door. Head into Isabella's room. Read the book on the table to read Isabella's notes on Granz and the Gemma. Leave her room, then enter the door that the butler went through. If you're Hero, you'll go through the left door. As Heroine, you'll enter the right door. Hero and Heroine will explore different parths of the Hall. Each is actually a mirror image of the other. Still, there will be separate walkthroughs provided. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | < V I N Q U E T T E H A L L > | _______________________________________________________________________________ _< Vinquette Hall >___________________ ________________________________________ | Monster Data: | Items: Batmo HP: 23 Night | Angel Grail x1 + Flail, Bow, Lance, Light, Earth | Light Coin x2 x Dark, Wind | Magic Walnut x1 Lime Slime HP: 20 Night |________________________________________ + Earth | x Wind | Skull Beast HP: 25 Night | + Light | x Dark | Zombie HP: 34 Night | + Light | x ALL Weapons, Dark | ______________________________________| Hero Path BEGIN >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> < Vinquette Hall 1F > Equipping your Bow isn't a bad idea, since there are plenty of Lime Slimes in the area. Run to the left and open the Chest for a Light Coin. Enter the nearby door on the left. Defeat the Lime Slimes and Batmos here, then go down the stairs on the left. < Vinquette Hall B1 > More Lime Slimes and Batums here. You may also encounter a Skull Beast. They can be pretty dangerous, especially when they stand in place and surround themselves with light. If they do that, don't attack them, because you'll be the one who gets hurt. Run to the right and enter the first door you see. Save at the Goddess Statue in this room, then open the Chest above for a Magic Walnut. Not much else to do here so exit. Back in the hall, fend off the enemies and continue to the right. Enter the door at the end. Head up past the coffin and destroy the Metaball with your Bow. Another Elemental Spirit, Salamander, will appear. He introduces himself as the Fire Spirit, and gives his powers to you. He also gives you the Ability, Sit. To use it, hold L, then hold A. Do this for a few seconds and you'll slowly start to regenerate MP. Go to your Ring Menu and make sure to "equip" Salamander. Leave the room the way you came. Back in the hall, test out your new magic. You may notice that you cast different attack spells depending on which weapon you have equipped. Equipping the Sword results in a single pillar of flame appearing in front of you, while the Bow gives you an arched ball of flame. Run all the way to the left and go up the stairs. < Vinquette Hall 1F > Head right, then exit down. Back in the main room, head right a bit and run up through the doorway. At the end you'll notice a door. Go inside to fight 4 Green Slimes, but there isn't anything important inside. Exit that room, then run all the way to the right. Enter the door there. Here you'll meet yet another new friend, the Zombie. None of your weapons can harm them, but if you watch horror movies, then you know that Zombies are deathly afraid of bunnies. Since you don't have any, you'll have to use some good ol' fire magic. Make sure you have Salamander equipped, then press and Hold R until Salamander hovers around you. I prefer using the Bow magic, but either will work. If you've been neglecting the class types that boost MP, you'll likely run out of it before you can kill the Zombie. Run to a corner, make sure the Zombie's not following, and squat for a while to restore your MP. Kill the Zombie to open the door above. Enter it. Defeat the enemies here, then run all the way up. Don't enter the first door you see unless you want to fight 3 Zombies. Instead, run to the right and enter the next door you see (don't enter the door at the end- it has another 3 Zombies). Head up, then left a bit, and go down the stairs. < Vinquette Hall B1 > More and more Lime Slimes, Batmos, and Skull Beasts. Defeat 'em or avoid 'em, then run right and enter the first door you see (the door at the end of the hall leads to a room with 3 Zombies). A room full of coffins... how lovely. You'll see Julius and then he'll leave. The Ebony Butler appears and transforms into a Hellhound. Since he doesn't appear in the Bestiary, let's assume he's an extremely easy boss. _____ ________________________ __________________________________ ______ | | Hellhound (Ebony) | Jap: Black Wolf |Boss|S: o |____ |----------------- ------------ ----------------------------------|R: o W: -| | Type: Demihuman | Hero [x] Heroine [ ] |K: o S: o| | Prime: Smell | Location: Vinquette Hall |F: o L: -| | Sub: DarkViz | |S: o S: -| |----------------- ------------ ----------------------------------|B: o U: o| | HP: 90 L: 15 | BLACK: N/A |L: o D: o| | Pow: 18 Def: 12 Agi: 11 | |A: o J: x| | Int: 16 Mnd: 13 Exp: 5 | |M: o G: +| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻ Any weapon will be fine. Salamander's attack spell probably won't do much damage unless you've been leveling it up, using PowerUp on yourself isn't a bad idea. Wolfy has a very powerful multi-hit projectile attack, but his ball of light projectile doesn't pack the same punch. After beating the boss, exit through the door at the upper-right. < Vinquette Hall 1F > Head right and exit south. Run all the way down, then head right. Skip the first door you see (again, 3 Zombies) and enter the door at the end of the hall. Nice banquet room, but aside from some Batmos, there's not much to do here. Enter the staircase at the top of the room. Heal and save at the Gold Goddess Statue, then enter the door behind it. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Hero Path END Heroine Path BEGIN >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> < Vinquette Hall 1F > Equipping your Bow isn't a bad idea, since there are plenty of Lime Slimes in the area. Run to the right and open the Chest for a Light Coin. Enter the nearby door on the right. Defeat the Lime Slimes and Batmos here, then go down the stairs on the right. < Vinquette Hall B1 > More Lime Slimes and Batums here. You may also encounter a Skull Beast. They can be pretty dangerous, especially when they stand in place and surround themselves with light. If they do that, don't attack them, because you'll be the one who gets hurt. Run to the left and enter the first door you see. Save at the Goddess Statue in this room, then open the Chest above for a Magic Walnut. Not much else to do here so exit. Back in the hall, fend off the enemies and continue to the left. Enter the door at the end. Head up past the coffin and destroy the Metaball with your Bow. Another Elemental Spirit, Salamander, will appear. He introduces himself as the Fire Spirit, and gives his powers to you. Leave the room the way you came. Back in the hall, test out your new magic. Run all the way to the right and go up the stairs. < Vinquette Hall 1F > Head left, then exit down. Back in the main room, head left a bit and run up through the doorway. At the end you'll notice a door. Go inside to fight 3 Zombies, but there isn't anything important inside. Exit that room, then run all the way to the left. Enter the door there. You'll face a monster here known as Triby. None of your weapons will hurt it, and neither will Wisp magic. Switch to Salamander and use his attack spell to defeat the little critter, and the door will be unlocked. Go up through it. Defeat the enemies here, then run all the way up. Don't enter the first door you see unless you want to fight 3 Zombies. Instead, run to the left and enter the next door you see (don't enter the door at the end- it has another 3 Zombies). Head up, then right a bit, and go down the stairs. < Vinquette Hall B1 > More and more Lime Slimes, Batmos, and Skull Beasts. Defeat 'em or avoid 'em, then run left and enter the first door you see (the door at the end of the hall leads to a room with 3 Zombies). A room full of coffins... how lovely. The Ivory Butler appears and transforms into a Hellhound. Since he doesn't appear in the Bestiary, let's assume he's an extremely easy boss. _____ ________________________ __________________________________ ______ | | Hellhound (Ivory) | Jap: White Wolf |Boss|S: o |____ |----------------- ------------ ----------------------------------|R: o W: -| | Type: Fauna | Hero [ ] Heroine [x] |K: o S: o| | Prime: Smell | Location: Vinquette Hall |F: o L: -| | Sub: DayViz | |S: o S: -| |----------------- ------------ ----------------------------------|B: o U: o| | HP: 90 L: 15 | BLACK: N/A |L: o D: o| | Pow: 18 Def: 12 Agi: 11 | |A: o J: x| | Int: 16 Mnd: 13 Exp: 5 | |M: o G: +| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻ Any weapon will be fine. Salamander's attack spell probably won't do much damage unless you've been leveling it up, using PowerUp on yourself isn't a bad idea. Wolfy has a very powerful multi-hit projectile attack, but his ball of light projectile doesn't pack the same punch. After beating the boss, exit through the door at the upper-left. < Vinquette Hall 1F > Head left and exit south. Run all the way down, then head left. Skip the first door you see (again, 3 Zombies) and enter the door at the end of the hall. Nice banquet room, but aside from some Batmos, there's not much to do here. Enter the staircase at the top of the room. Heal and save at the Gold Goddess Statue, then enter the door behind it. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Heroine Path END You'll encounter the master of the manor, Count Lee, as well as Isabella. Count Lee explains his motives, then transforms into a Vampire. _____ ________________________ __________________________________ ______ | | Count Lee | Jap: Vampire |Boss|S: o |____ |----------------- ------------ ----------------------------------|R: o W: o| | Type: Undead | Hero [x] Heroine [x] |K: o S: x| | Prime: None | Location: Vinquette Hall |F: - L: x| | Sub: None | |S: o S: -| |----------------- ------------ ----------------------------------|B: - U: -| | HP: 130 L: 45 | BLACK: N/A |L: - D: o| | Pow: 17 Def: 10 Agi: 11 | |A: o J: x| | Int: 16 Mnd: 14 Exp: 10 | |M: o G: +| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻ This boss battle will be tougher than previous ones if you haven't been leveling up. The Bow is ineffective, and the Sword means you'll have to get in close to him, which is easier said than done. Salamander's attack spell does piddly damage as well. Your best bet is to use Heroine's Wisp attack spell. The Vampire can counter it, but if it hits, it does a lot of damage. You can also use PowerUp, then do your best to strike him with your Sword or Staff. The Vampire can hurt you if you so mush as touch him, so stay as far away as possible. He also has a vicious kick attack that can counter any magic attack. Rarely, he'll transform into lots of bats to attack you, but they don't do too much damage. He can also use a spell that slows you down. After the battle, Lee reverts back and a ghost appears. The ghost of Lord Granz appears and Lee tells you to find the Water Spirit. Hero and Heroine leave the Hall. We then see Hero and Heroine running away from the Hall, reminiscent of how they were running when they were young. After more dialogue, Heroine says they should continue to Wendel. Note that you can return to the Hall and speak with everyone (even Lee, who's still in the boss room) before moving on. ____________ ______________________________________________________________ | 6d | / * Well Then, Wendel * \ | Chapter 3 | ŻŻŻŻŻŻŻŻŻŻŻŻ ~ Vinquette Vicinity ~ Path to Scaly Lair ~ Scaly Lair ~ \ ~ Marsh Cave ~ Road to Wendel ~ Wendel Coast ~ Wendel ~ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ( Vinquette Outskirts ) Head down and exit south. Head down and exit south. Save the game at the Goddess Statue, then, if you want, go to the Cactus House and talk to Li'l Cactus so he'll write in his diary. Exit the Cactus House, then exit south. ( Path to Scaly Lair ) Head south across the bridge and open the Chest for Cicada Earrings. You can't get very far in the nearby cave, since you need Water Magic to break the Stone Seal. Instead, go back up the bridge, head right, and exit North. _( Scaly Lair )_______________________ ________________________________________ | Monster Data: | Items: Death Flora HP: 35 Day/Night | Angel Grail x1 + Sword, Sickle, Axe, Dark, Moon | Menos Bronze x1 x Staff, Knucks, Mace, Light, Wood|________________________________________ Bebe HP: 17 Day | + Rod, Knucks, Mace, Wind | x Earth | Needlebeak HP: 45 Day | + Flail, Bow, Lance, Dark, Earth | x Light, Wind | Tonpole HP: 40 Day/Night | + Sword, Sickle, Axe, Fire | - Water | Lizardon HP: 62 Day/Night | + Sword, Sickle, Axe, Fire | - Water | ______________________________________| ( Scaly Lair ) You'll find Needlebeaks and Death Floras here. Heroine's Rod cannot damage the flowers at all (and neither can Wisp magic), so switch to Hero. Beat the enemies, then exit north. You'll meet some Tonpoles here. Heroine can hurt them, but not much, with her Rod and Wisp magic. Use Hero or Salamander magic. Sometimes they'll appear as full-grown Lizardons, but it's the same deal as with the Tonpoles. Exit north. Defeat 2 Death Floras here and open the Chest for an Angel Grail. Exit back south. This time, exit to the right. More Death Floras and/or Tonpoles. Run to the right and jump across the small piece of land to reach a Chest with some Menos Bronze in it. Jump back across, stay to the right, and exit up. Heal and save at the Gold Statue here, then exit back down. This time, run to the left and take the upper-left exit. Nothing to do here. Exit left. Head up and go up the steps. Go left and walk down the steps there. Next, run up and enter the cave, your next dungeon. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | < M A R S H C A V E > | _______________________________________________________________________________ _< Marsh Cave >_______________________ ________________________________________ | Monster Data: | Items: Death Flora HP: 35 Night | Angel Grail x3 + Sword, Sickle, Axe, Dark, Moon | Crooked Seed x1 x Staff, Knucks, Mace, Light, Wood| Gumdrop x1 Land Leech HP: 31 Night | Long Seed x1 + Fire | Moon Mirror x1 x Water | Oak Wood x1 Lime Slime HP: 20 Day/Night | Oblong Seed x1 + Light, Water, Wood | Small Seed x1 x Sword, Sickle, Axe, Rod, Knucks |________________________________________ Mace, Dark, Moon, Fire | Tonpole HP: 40 Day/Night | + Sword, Sickle, Axe, Fire | - Water | Lizardon HP: 62 Day/Night | + Sword, Sickle, Axe, Fire | - Water | Duck GI HP: 68 Day/Night | + Earth | - Wind | ______________________________________| Head up to find a Stone Seal. If you hit it, it will glow red, which can only mean Salamander magic will do something to it. Use the Bow version of Salamander's attack spell on the object and a bridge will form over the green swamp water. Exit up into the next cave. Head up and defeat the Tonpoles. Run to the right and you'll notice some white plants. Cut them down with the Sword like you did with the Grass to find some items. Head down, but before going down the step, make sure to grab the Angel Grail in the Chest on the left. Head down the steps and defeat the enemies there. You'll notice some lily pads floating on top of the water. Run over them to reach a Chest with some Small Seeds. Go back across the lilies and exit down. More Tonpoles and Lizardons in this area. Run to the right a bit (skipping the first path heading south). Head down the second path going south and go down the steps. Jump down to the lily pads (you have to jump diagonally). Beat the enemies and open the Chests here for an Angel's Cup and Oak Wood. Head back across the lilies and jump back up. Head up, left, and down the path you skipped before. Exit south. Defeat the enemies here and exit south. A lone Tadpole protects the Chest here. Open it for a Long Seed. Exit the way you came. Head up and stay to the right and you'll find some lilies and a Metaball Strike the Ball with your Sword to make it disappear, then continue right. Exit right. Follow the lilies until you reach an island with many lilies going from it. Head south and exit down. Head down and open the Chest for az Crooked Seed. Exit back up. Run to the right and exit down. You'll fall and end up in an area with many Lizardons and Duck GIs. Duck Soldiers are pretty strong against the magic you currently have, so use your weapons instead. Defeat all of the enemies and you'll receive the Flail. Head up and you'll see a big post on the other side of the water. Switch to the Flail and use it to pull yourself over the water (kinda like the whip in Secret of Mana). Exit north. Head up until you see another post. Use your Flail on it, then exit up. Head up and to the left. When you see a Chest, jump up to the platform and open it for Oblong Seeds. Make sure to cut the Plants nearby for some items. Next, run back to the right, then use the Flail on a post. Exit right. Walk to the right and use the Flail on the post. Face upwards and use the Flail on the upper post to reach a Chest with a Gumdrop. Head back down and use the Flail on the post, then run to the right and exit to the next area. Run up, then jump up the platforms for a Chest with an Angel Grail. Jump back down, run to the right, then down. Exit south. Save and heal at the Gold Goddess Statue, and make sure you're prepared for a boss battle. Since there's a Gold Goddess Statue here, you may want to spend some time leveling up. Exit south. Head right, then up the slope to pick up the Moon Mirror. Suddenly, a Hydra appears. _____ ________________________ __________________________________ ______ | | Hydra | Jap: Hydra |Boss|S: o |____ |----------------- ------------ ----------------------------------|R: o W: -| | Type: Dragon | Hero [x] Heroine [x] |K: o S: -| | Prime: None | Location: Marsh Cave |F: o L: -| | Sub: None | |S: o S: +| |----------------- ------------ ----------------------------------|B: o U: x| | HP: 170 L: 52 | BLACK: N/A |L: o D: o| | Pow: 19 Def: 9 Agi: 10 | |A: o J: o| | Int: 18 Mnd: 16 Exp: 15 | |M: o G: -| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻ This battle can be pretty tough, as it's not that easy to reach the Hydra, and it has many powerful attacks. The Blue Head is particularly troublesome with it's poison breath and freeze breath. The freeze breath can turn you into an extremely vulnerable Snowman. The poison breath in particular can do a lot of damage since it can, well, poison you. If you do end up poisoned, use a Prestoveggie immediately to cure it. Don't underestimate the power of poison! Other than those attacks, the Hydra just tends to charge at you. I prefer to stay on the cliff rather than fight it on the ground, but it's up to you. Salamander is good against Hydra, but you may just want to stick to the Flail or whichever weapon you've been leveling up. The Sword and Staff are a bit too short range. The Bow and Flail do about the same amout, but the Flail is faster, so stick with it. Use PowerUp early on to double your damage. After defeating BOTH Heads, the Hydra blows up in grand fashion. The Water Spirit, Undine, appears, but she doesn't give you her powers yet. First, you'll have to get out of this blasted cave and heal her. Exit the room the way you came. Save and heal at the Statue, then exit north. Head up, left, then down. Exit south. Go left and use the Flail on the posts until you get back to the main piece of land. Exit left. Use the Flail on the post and run all the way to the left. Exit west. Run left and exit up. Head up, then go west. Go down and exit south. Head south and exit the cave. ( Scaly Lair ) Walk south, then head right up the steps. Run all the way down and exit to the right. Exit south. Head down a bit, then go right and exit up to where the Gold Goddess Statue is. Approach the water to speak with Undine. She'll grant Hero her powers. Save at the Goddess Statue, then exit south. Play with your new magic if you wish (though these enemies are strong against water), then exit to the west. Run to the left, then exit south. Head all the way down and exit the Scaly Lair. ( Path to Scaly Lair ) Head west, then south across the bridge. Run to the right and enter the cave. _( Road to Wendel ) + ( Wendel Coast ) ________________________________________ | Monster Data: | Items: Needle Beak HP: 45 Day | Animal Bone x1 + Flail, Bow, Lance, Dark, Earth | Gummifrog x1 x Light, Wind | Menos Bronze x1 Land Leech HP: 31 Day/Night | Oak Wood x1 + Fire |________________________________________ x Water | Iffish HP: 43 Day/Night | + Fire | x Water | Pincher Crab HP: 48 Day/Night | + Fire | - Water | Duck GI HP: 68 Day | + Earth | - Wind | ______________________________________| ( Road to Wendel ) Head up and jump up. Run right to find a Stone Seal blocking the path. This one glows blue when you hit it, so try out Undine's attack spell. Open the Chest for Animal Bone, then jump down. Exit south. Walk down, then jump down (you may have to jump diagonally). Don't miss the semi-hidden chess that contains a Gummifrog, which maxes out your deathblow gauge). Head to the upper-right corner and jump up to the Chest for some Menos Bronze. Head all the way down and exit the cave. ( Wendel Coast ) Wendel's sandy beaches are full tasty crab, duck, and, err... Needlebeaks. Ducks GIs are still pretty strong, so beware of them. Land Leeches also appear at Night. You may notice there's a Treasure Chest off to the east resting on some sand. To get to it, you'll have to wait until low-tide at Night. It contains some Oak Wood. Exit south. More of the same enemies. Fight them to build up some levels, since a town is nearby anyway. Exit south. Head down and exit to the left. Run to the left until you see a path heading north. There's a small path that heads west that leads to a Cannon, but it's not operable right now, so head up and exit north. _[ Town of Wendel ]____________________________________________________________ Items: Oblong Seed x1 _______________________________________________________________________________ [ Town of Wendel ] After a long journey, Hero and Heroine arrive at Wendel, and make finding Cibba and Bogard a top priority. After regaining control, save and heal at the Goddess Statue. Spend some time outside of town leveling up if you haven't already. Near the Statue is a sign that notes that the Cathedral is north, Mushboom Forest is west, and Wendel Coast is south. You can't go to the Mushboom Forest for the time being. Time to explore the town! During the Day, a Wendel Boy will be walking around the southeast corner of town. Speak with him to get Popoi's Note #4. A man walking near the center of the area will give you Popoi's Note #3. To the east is the General Store, where you can buy and sell some items. They've got the same Accessories as in Topple, but you can buy Magic Walnut and Chocolump items here for the first time. Northwest is a Residence. Enter it and get the Treasure Chest on the second floor for some Oblong Seeds. Also speak to Thatcher to continue the "Where's My Dad?" Quest from Wendel. Leave the house and exit north to visit the other half of town. Here Heroine and Hero will find a man playing a harp. There's also a very pale man nearby. The harp player introduces himself as Lester, and the pale guy is Devius. Everyone talks some more, and Devius leaves. Speak with Lester at the fountain, then explore this part of town. Make sure you speak with the man (Veerapol) lying down on the streets for Popoi's Notes #19 and #20. You can talk to the other people, but they don't really say anything important. To the northwest is the Wendel Blacksmith, where you can have your Weapons and Armor tempered to make them stronger. If you're playing as Heroine, you'll also meet Watts, who will end up going to your Hot House so you can temper and forge your weapons there. You'll also receive the Sickle Weapon. If you're Hero, you'll get Watts as well as the Sickle a bit later on. Speak with Navali to continue the "Where's My Dad?" Quest. Temper your weapons if you have the materials to do so, then exit. To the northeast is an Inn, where you can stay for the night. There are a few people in the Inn who are involved in Quests. For more information, read the Quests Chapter. Also in the Inn is Devius. Go to his room and speak with him. Anyway, once you're done, head north to visit the Cathedral. [ Cathedral ] Inside, you'll meet Bogard and Cibba. After delving into the backstory some more, Hero runs off. The Realm Military Airship appears. Hero is knocked back and the Moon Mirror shatters, but not before you realize that there's something sinister going on with the mysterious red-headed man that appears with Dark Lord. Dark Lord mentions the mysterious man is named Julius. Julius takes Heroine, and Hero is knocked unconscious... ____________ ______________________________________________________________ | 6e | / * Separate Ways * \ | Chapter 4 | ŻŻŻŻŻŻŻŻŻŻŻŻ ~ Mushboom Forest ~ Dwarf Cave ~ Path to Mine ~ Abandoned Mine ~ \ ~ Path to Gaia ~ Gaia's Facade ~ Gaia Cave ~ Lake Vicinity ~ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ This Chapter focuses solely on Hero's Scenario. The following areas are not areas that are part of Heroine's Scenario. However, Heroine can return to these areas later (with the exception of most of the Abandoned Mine) to explore them. Hero Path BEGIN >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> [ Town of Wendel ] Hero sees his mother in his dreams and then wakes up. Lester and Bogard are in his room. Bogard tells him the Dark Lord has Heroin now. Talk to Bogard, then exit the Inn. Outside, speak with Devius and Lester twice. Go back inside the Inn and go to Devius' room. Walk up to the bird cages and press A to free the Birds. Make sure to free all 3, then exit the Inn. Go back to the Cathedral and speak with Bogard and Cibba once more. They tell you that you must now go through Gaia to get to where they think Heroine is being held. Wisp appears and grants you her powers. Bogard, Cibba, and Hero now split up. Run back to the lower half of town, and exit west. _( Mushboom Forest )__________________ ________________________________________ | Monster Data: | Items: Mushboom HP: 45 Day/Night | Angel Grail x2 + Sword, Sickle, Axe, Dark, Moon | Chocolump x1 x Staff, Knucks, Mace, Light, Wood| Flat Seed x1 ______________________________________| GummiFrog x1 | Menos Bronze x1 | Oblong Seed x1 | Small Seed x1 |________________________________________ ( Mushboom Forest ) Plant the Hot House and speak with Li'l Cactus. Visist Trent and give him some seeds while you're at it, because you'll be tempering soon and need his produce. When you're done, leave the Hot House. Now enter and exit the Hot House a few times until Li'l Cactus doesn't write anything in his diary anymore. When done, exit to the west. Read the sign here which says that Gaia's Facade (Prohibited Abandoned Mine) is north, Dwarf Cave is to the west, and Wendel is back to the east. Gaia Cave will be closed for now, so you'll have to go to the Dwarf Cave first. Before you do, though, spend some time in the forest collecting the many Chests. Head up the path to the right of the sign. Head left a bit and open the Chest there for a GummiFrog. Head northwest a bit more for a Chest with Ellipse Seeds. Head back all the way to the right and exit north. Head up and look for a semi-hidden Chest on the right. Open it for Menos Bronze. Head directly west and open another semi-hidden Chest for an Angel Grail. Head west even more for a Chest with some Small Seeds. Now exit back south. Run back to where the sign was. Head directly west and fight your way through the Mushbooms, then use the Flail on the rock to get over the water. After getting over the stream, head up and exit west. Head down a little, then run left and exit west. [ Dwarf Cave ] Enter the Dward Cave. Explore if you wish, then speak with Kashira, the red Dwarf. He'll tell you that you need Mythril to get into Gaia, and there's a mine nearby that has some. He tells you to find Watts near the mine. Exit the cave. Back outside, exit to the east. ( Mushboom Forest ) Run to the right, then exit north. Head up, then exit west. More Mushbooms here. Go up the path that heads up, then head left for a Chest with an Angel Grail. Head back right, go down a bit, then follow the path that heads west. Exit left. More Mushbooms. Run to the left, but don't miss the Chest that's hidden in the trees in the upper-middle part of the area. It contains a Chocolump. After you get it, run all the way to the left and exit north. Head up and use the Flail to get over the stream. Walk to the right and exit north. _( Path to Mine ) + ( Path to Gaia )__ ________________________________________ | Monster Data: | Items: Mushboom HP: 45 Day/Night | Angel Grail x2 + Sword, Sickle, Axe, Dark, Moon | Big Seed x1 x Staff, Knucks, Mace, Light, Wood| Round Seed x1 Blood Owl HP: 48 Night |________________________________________ + Flail, Bow, Lance, Light, Earth | x Dark, Wind | Locud HP: 30 Day | + Staff, Knucks, Mace, Wind | x Earth | Molebear HP: 54 Day/Night | + Wind | x Earth | Light Cyclops | * For more info, check Bestiary | ______________________________________| ( Path to Mine ) Head up the RIGHT steps and open the Chest for Big Seeds. Exit east. Go down the steps, then head right, go up the steps, and exit north. Hero doesn't see anyone at the mine, so he slashes at some rocks. Out come some Dudbears (!), followed by a Dwarf. The Dward orders the Dudbears around, and they dig a hole and manage to open the main entrance. Watts introduces himself, and Hero explains why he's there. Watts agrees to help and joins you. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | < A B A N D O N E D M I N E > | _______________________________________________________________________________ _< Abandoned Mine >___________________ ________________________________________ | Monster Data: | Items: Insectaur HP: 82 Day/Night | Chocolump x1 + Earth | Gumdrop x1 x Wind | Menos Bronze x1 Blood Owl HP: 48 Night |________________________________________ + Flail, Bow, Lance, Light, Earth | x Dark, Wind | Locud HP: 30 Day | + Staff, Knucks, Mace, Wind | x Earth | Molebear HP: 54 Day/Night | + Wind | x Earth | ______________________________________| Jump down to the left and exit left. The Dudbears reside here for now. Find the Goddess Statue and save. Exit back right. Jump back up, head right, and jump onto the minecart. It'll bring you to the next room. The minecart will go around the same track until you hit the switch with a weapon. Do so and the minecart will go into another loop of track. Hit another switch and the minecart will go into the next room. The minecart will stop. Jump off and exit south. Defeat the Molebears, then head south to find a Chest with a Gumdrop. Head back up a little and exit to the east. Lots of Owls in this room. Defeat 'em or avoid 'em, then exit east. Be VERY careful in this room! The Insectaurs here have a deadly attack that does loads of damage, so it's best to keep Watts away from them and to use long-range weapons. Defeat all 5 Insectaurs to receive the Sickle. Exit north. Lots of Molebears and Owls. Avoid them and exit to the northwest. Defeat the Locuds, then exit to the west. (There is another exit to the north, but it will eventually lead to the same place anyway). Beat up those Molebears, then head southwest and hop on the minecart. Again, it'll loop unless you hit the switch, so hit it and let the minecart take you to the next area. Hit the 2 switches and let the cart take you to the next room. Hit the switch and go to the next room. This is important!!! Make sure you hit the switch as you're coming in, or else you'll go back to the previous room!. The switch is on your right as you're going down. After hitting it, you'll go into the next room. The minecart will finally stop. Hop off and open the Chest nearby for Menos Bronze. Run to the right for a Chest with Pakkun Chocolate. Exit north. The sign warns of a monster, so make sure you save and heal at the Gold Goddess Statue. Get ready for battle, then exit north. _____ ________________________ __________________________________ ______ | | Ankheg's Servant | Jap: Ankheg |Boss|S: o |____ |----------------- ------------ ----------------------------------|R: - W: -| | Type: Insect | Hero [x] Heroine [ ] |K: - S: -| | Prime: None | Location: Abandoned Mine |F: x L: o| | Sub: Noneiz | |S: o S: o| |----------------- ------------ ----------------------------------|B: x U: -| | HP: 300 L: 67 | BLACK: N/A |L: x D: -| | Pow: 26 Def: 12 Agi: 15 | |A: o J: +| | Int: 25 Mnd: 14 Exp: 35 | |M: - G: x| ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻ Watts will go for the Mythril, but suddenly the room starts to shake and Ankheg appears from below. You can't hurt Ankheg when only his head is out, so stay away from him and his whirlpool. Ankheg will then bust out of the ground. As Ankheg flies about, he leaves behind orange goo, which you should not touch. Attack him with your Sword or Sickle (Sickle is probably the best choice here). If your power gauge is maxed out, wait until he circles around you, then release the attack for lots of damage. Remember that you can attack any part of his body, but magic is ineffective against him. Not too bad a battle, really. If you've been leveling up, you can kill him with one Sickle Deathblow. After you defeat Ankheg, a Dudbear conveniently digs a hole into the room and everyone exits. [ Dwarf Cave ] Back at the cave, you get the Mythril and Watts tells you he'll go to the Hot House Handyman. Visit him if you want to upgrade your weapons and/or armor. Exit the cave. Outside, exit east. ( Mushboom Forest ) You can go on to Gaia now, or you can go to the Cactus House to tell Li'l Cactus of your adventures or visit Watts. It's up to you. If you want to go to Gaia, run to the right, then head up and exit north. Run up and exit west. Run all the way to the left and exit left. Since we skipped it before, head up and exit north. Open the Chest here for some Flat Seeds, then exit back south. This time, head all the way left and exit north. Head northeast a bit, then pull yourself over the stream with the Flail. Run to the right and exit north. ( Path to Mine ) This time, go up the LEFT steps. Head up, then exit west. ( Road to Gaia ) Save at the Goddess Statue, then open the Chest nearby for an Angel Grail. Exit west. Head left, but make sure you don't miss that small path heading up that leads to a Chest with Round Seeds. Head back down and continue left, then exit north. [ Gaia's Facade ] Head up and speak to Gaia. Now that you have Mythril, he'll allow you to enter. ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | < G A I A C A V E > | _______________________________________________________________________________ _< Gaia Cave >________________________ ________________________________________ | Monster Data: | Items: Insectaur HP: 82 Day/Night | Angel Grail x1 + Earth | Animal Bone x1 x Wind | Animal Hide x1 Blood Owl HP: 48 Night | BB Ring x1 + Flail, Bow, Lance, Light, Earth | Big Seed x1 x Dark, Wind | Crooked Seed x1 Locud HP: 30 Day | Forsena Iron x1 + Staff, Knucks, Mace, Wind | Marble x2 x Earth | Small Seed x1 Molebear HP: 54 Day/Night |________________________________________ + Wind | x Earth | Eye Spy HP: 48 Day/Night | + Dark, Wood | x Flail, Bow, Lance, Light, Moon | Earth Cyclops | * For more info, check Bestiary | ______________________________________| Not a huge dungeon, really, but there are plenty of dangers ahead. Defeat the Molebears, then jump up and exit north. Run up and QUICKLY defeat the Eyespy. These things can do a load of damage if you're not careful (and unfortunately, long-range weapons are ineffective). Head left, then go up the stairs and finish off another Eyespy. Open the Chest nearby for some Crooked Seeds. Go back down the stairs and head left a bit. Head up and you'll find another of those weird objects. Hit it with a Salamander spell, then exit north. Open the Chests here for a Marble and a Big Seed. Exit the way you came. Head down, then left. Exit west. There are many moving rocks here, but don't worry, they can't hurt you. Run left past the first one, then head up the steps. There are two Metal Balls which you must destroy with your Sword. Continue up past another moving rock and destroy an Eyespy nearby. Run to the right past a couple of moving rocks, then exit east. Head right and jump up. Destroy the Eyespy, then head up the steps and destroy the obstruction with a Salamander spell. Run up and destroy yet another Eyespy. Go up the steps and open the Chest for Animal Hide. Go back down the steps, then go right. Head up another set of steps and open the Chest for a Marble. Head down the steps, then go all the way left and exit the way you came in. Run to the left and exit west. There are Insectaurs here, so be careful. Run to the left, then head down and you should see a narrow, semi-hidden path heading east. Go down that path, defeat the Eyespy on the way, and open the Chest at the end for Forsena Iron. Run back to the left, head up, and exit west. Head down, then left. Wait for the rock to move, then head up. You'll find a small green hat in the ground. Talk to it and you'll meet the Earth Spirit, Gnome. Answer yes to his question and he'll join you. Equip his magic, then exit west. Go left and up the steps for a Chest with an Angel Grail. Head down and hit the object with some Gnome magic. Before leaving Gaia Cave, head right through a hidden passage and open the Chest for Small Seeds. Head back left and exit Gaia Cave. ( Lake Vicinity ) Why does Gaia have a face on both ends? Oh well, better than coming out of his... Anyway, save at the Statue, then exit west. Looks like Cibba has set up camp here. Head down the steps and speak with him. Hero will explain what's happened to him, then Cibba joins you (which didn't happen in the original game O_O ). Cibba's stats are pretty high, and unlike Watts, he can use magic (to be specific, Wisp's magic). Exit west. ( Path to Lake ) You'll want to be careful in these next few areas, since soldiers beam down from nowhere to attack you. They're pretty powerful, but so is Cibba's magic. Either switch to him or set him to Offense and Magic on the NPC Grid. Make sure to open the Chest here for some Thorny Seeds. Exit west. Exit west. Kill the Werewolves and Soldiers and you'll receive the Knuckle weapon. When you're done, enter the Airship. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< Hero Path END ____________ ______________________________________________________________ | 6f | / * Sands of Time * \ | Chapter 5 | ŻŻŻŻŻŻŻŻŻŻŻŻ \ ~ Airship ~ / ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ | < A I R S H I P > | _______________________________________________________________________________ Hero Path BEGIN >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> _< Airship >__________________________ ________________________________________ | Monster Data: | Items: Eye Spy HP: 48 Day/Night | Animal Bone x1 + Dark, Wood | Gumdrop x1 x Flail, Bow, Lance, Light, Moon | Round Seed x1 Cursed Doll HP: 52 Day/Night | Spiny Seed x1 + Staff, Knucks, Mace, Moon |________________________________________ x Flail, Bow, Lance, Wood | Imp HP: 45 Day/Night | + Flail, Bow, Lance, Light, Water | x Sword, Sickle, Axe, Dark, Fire | Granz Archer HP: 50 Day/Night | + None | x None | ______