· 6 years ago · Aug 15, 2019, 02:06 AM
1SECRET OF MANA, for the Super Nintendo
2------------------------------------------------------------------------
3FAQ/Walkthrough, rev. 1.05, September 8th, 2003
4(c) Phoenix 1911 <regentor@gmail.com>
5------------------------------------------------------------------------
6
7Hi, and welcome to my Secret of Mana guide. This game is the second
8part in the Seiken Densetsu series, a series probably not as well-known
9but definitely equally wonderful to the Final Fantasies. Even though it
10is nothing compared to today's standards, it's a classic, having brought
11many people into the RPG-world. Including me, that is; I've decided to
12distort GameFAQs' FAQ-page on this game by burping out yet another FAQ!
13If you haven't played the game yet, what are you waiting for? Grab a
14friend and experience this gem altogether! And of course, I'm here to
15help the suckers... er, I mean, the dedicated gamers who are stuck on
16particular parts in the game, to completely beat the crap out of this
17game.
18
19Before we start, please take these three points in mind:
20
211. This FAQ is copyrighted. Don't gain any profit of it--reproduction
22 and modification are prohibited, except for personal, private use.
23 If you're a FAQ author and wish to use parts of my FAQ in any way,
24 please contact me first.
252. The latest version of this FAQ can always be found at GameFAQs.
26 Wanna host this file? Great! You have to drop me a line requesting
27 permission, and most likely you will get it. I especially encourage
28 fan-sites to list this document.
293. I get almost no e-mail concerning this game, so I'll probably reply
30 if you drop me a line. If I don't, it's either my laziness, or a
31 technical problem (I didn't receive it, etc.). Make sure to see
32 section 5 first before contacting me!
33
34Thanks for your courtesy, and have fun.
35
36Note that I changed e-mail addresses; everything sent to my @hccnet.nl
37after September 2004 was not received by me. See above for my new
38address, and sorry for any inconvenience.
39
40
41 Table o' Contents:
42 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
43 1. THE GAME BASICS
44 1-A: Introduction
45 1-B: Getting Acquainted
46 1-C: Combat
47
48 2. WALKTHROUGH
49 2-A: A Rusty Sword
50 2-B: The Journey Begins
51 2-C: Gaia's Navel
52 2-D: Kick Some Witch Butt
53 2-E: The Water Elemental
54 2-F: The Underground Palace
55 2-G: Beyond the Ruins
56 2-H: Water Seed Missing
57 2-I: The Upper Land
58 2-J: The White Dragon
59 2-K: Damn You, Cannon Man!
60 2-L: Brrr... Cold!
61 2-M: The Fire Seed
62 2-N: The Fire Seed (Part Two)
63 2-O: The Resistance
64 2-P: Phanna and Dyluck
65 2-Q: A Truce...?
66 2-R: The Palace of Darkness
67 2-S: Gold Isle
68 2-T: The Moon Palace
69 2-U: The Imposter
70 2-V: The Test of Courage
71 2-W: Rise of the Sunken Continent
72 2-X: The Grand Palace
73 2-Y: The Pure Land
74 2-Z: The Mana Fortress...
75
76 3. APPENDICES
77 3-A: World Map
78 3-B: Leveling Up Weapons/Magic
79 3-C: Secrets, Bugs and Glitches
80
81 4. CHARTS
82 4-A: Items
83 4-B: Weapons
84 4-C: Equipment
85 4-D: Magic
86 4-E: Shops and Inns
87 4-F: Monsters
88
89 5. FREQUENTLY-ASKED QUESTIONS
90
91 6. THE FAQ'S REAR BUTT
92
93
94 What's New?!:
95 ¯¯¯¯¯¯¯¯¯¯¯¯¯
96 - Cosmetic change for the most part; the layout is now similar to my
97 recent works. It's still not ideal, but it's easier to work in.
98 Plus I didn't really like the non-indented stuff.
99 - Small changes here and there.
100 - Sword of Mana (GBA) is out! Well, the Japanese version (Shinyaku
101 Seiken Densetsu) that is... it's gonna take a while before we see a
102 glimpse of the US release; December 2 this year is the scheduled
103 release for North America.
104
105
106========================================================================
107PART 1: THE GAME BASICS
108========================================================================
109
110 You know, yeah, a bucket of random stuff varying from a completely
111 useless breakdown of the series to a magnificent (*cough*) analysis of
112 the game's mechanics.
113
114
115------------------------------------------------------------------------
1161-A: Introduction
117------------------------------------------------------------------------
118
119 SEIKEN DENSETSU? WHOSE MOTHER? --------------------------------------
120
121 Secret of Mana is titled "Seiken Densetsu" in Japan. A splendid
122 series, I tell ya:
123
124 SD 1 -- The first in the series is Final Fantasy Adventure. It
125 originally appeared on the GameBoy, and I have nothing more
126 to tell as I haven't played (finished) it...
127 SD 2 -- In Japan, this game (Secret of Mana) was released as Seiken
128 Densetsu 2 (the literal translation of Seiken no Densetsu is
129 "Legend of the Holy Sword").
130 SD 3 -- If you like this game, you WANT to play the sequel Seiken
131 Densetsu 3. Squaresoft was stupid and didn't release this
132 game to the US, and trust me, this is a superb game. Your
133 best bet is to download the ROM and play the wonderful
134 translation by Neill Corlett and his great team.
135 SD 4 -- Though not officially a Seiken Densetsu game, Legend of
136 Mana, on the PlayStation. I personally enjoyed this one,
137 but it is more complicated than Secret of Mana.
138 SD 5 -- Sword of Mana (Shinyaku Seiken Densetsu), released in Japan
139 on the GameBoy Advance. It is a total remake of Final
140 Fantasy Adventure (SD 1), and has elements of Seiken
141 Densetsu 3 and Legend of Mana in it. The game has yet to
142 hit the US stores, but when it does, you can sure as hell
143 expect a FAQ for this game from me.
144
145
146 STORYLINE ------------------------------------------------------------
147
148 Long ago (as usual), there was a terrible war between the ancient ones
149 and the gods. The ancient ones grew powerful and they used the power
150 of Mana to threaten the gods... this was, of course, not good. A
151 great hero, wielder of the Mana Sword, showed these ancient people
152 kung fu and destroyed their civilization. Peace has returned to the
153 world, and Mana was in balance.
154
155 "But time flows like a river... and history repeats..."
156
157 The Mana Sword was jammed deep in a trunk nearby Potos Village, to
158 protect it from bad stuff. However! One certain person (uh, YOU)
159 pulled the damned thing free, releasing all sorts of unwanted power.
160 And thus, monsters appeared everywhere. But the pull of the sword
161 isn't the main problem, because meanwhile, mysterious figures are
162 seeking the eight Mana Seeds in this world. They are intending to
163 break the seals that guard these eight seeds, and are so trying to
164 transform Mana into a handful of evil. Like, EVIL. Meaning that if
165 they succeed, the world will go bye-bye.
166
167 Therefore, it is in your best interests to bring that trippin' Mana
168 Sword with you and use it to slaughter them evil fools like a man
169 possessed. You must visit all palaces in the world of Secret of Mana,
170 seal the Mana Seeds and gain their power, and return peace to this
171 world. After all, what'd you expect?
172
173
174 CAST OF CHARACTERS ---------------------------------------------------
175
176 A breakdown of the game's characters is pretty useless in this case,
177 since everything is explained perfectly during the game. Worth a
178 mention is that all three playable characters don't have an assigned
179 name, meaning that you should make up your own names. Most websites
180 featuring this game use the names "Randi" (boy), "Purim" (girl) and
181 "Popoie"/"Popoi" (sprite). I can't really say whether these names are
182 official and acknowledged by Squaresoft or not, which means that I'll
183 be using boy, girl and sprite to refer to these characters.
184
185
186------------------------------------------------------------------------
1871-B: Getting Acquainted
188------------------------------------------------------------------------
189
190 CONTROLS -------------------------------------------------------------
191
192 Pretty simple, really. Directional buttons make you move (and that is
193 the truth, the whole truth, and nothing but the truth), and here's
194 what the other buttons are good for:
195
196 X -- Access menu of ally. Press again to switch allies.
197 Y -- Access menu of controlled character.
198 A -- Dash (into the direction you're facing).
199 B -- Attack. Hold this button to charge your weapon.
200 Start -- Press on another controller to jump into the game.
201 Select -- Switch characters.
202 L/R -- If you hold R while holding B, you will "strafe".
203
204 You can reset the game by holding L + R + Start + Select, as seen in
205 many other Squaresoft-games.
206
207
208 THE NUTS 'N BOLTS ----------------------------------------------------
209
210 RPG. That's role-playing game, I guess, and this genre involves
211 gazing at your television screen or PC monitor while controlling a
212 bunch of people. The A-B-C is simple: your goal is to walk around and
213 visit wacky places, slapping together a team of super-skilled
214 personages, and accomplishing a certain goal (which is most likely
215 saving the world for the thirty-seventh time).
216
217 But wait; that's not all! While doing this, you have to explore
218 dungeons and slay monsters the monsters inside. By doing this, you
219 will get better (a.k.a. gaining experience), so that you can slay more
220 monsters, so that you can slay the boss of the monsters (who usually
221 resides near the end of a dungeon), and so that you can eventually
222 slay the boss of the bosses. Isn't that fun?! To be frank, it's not.
223 Fortunately, there is a storyline that makes you forget most of this
224 essential RPG-element.
225
226 A bit more on that gaining experience: another typical RPG-element is
227 leveling up; fighting monsters willingly to get stronger, making
228 future enemies a breeze. In this game, as long as you don't escape
229 from most battles, it's not absolutely necessary to spend hours of
230 leveling up, but staying ahead a couple of levels DOES make the game a
231 tad easier. Of course, not only your experience level determines your
232 strength in battle--you'll have to equip your characters with weapons
233 as well.
234
235 Besides dungeons, RPGs contain places where special events occur, and
236 towns. If you wanna save the world, it doesn't help much to stay in
237 the same place the whole game, eh? Therefore, you have to move on.
238 Towns consist mostly of houses, shops and inns. Shops make it
239 possible to buy and sell things, and inns are sowed just about
240 everywhere to recover every single lost bit of HP and MP. EVEN if
241 you've been roasted to a pile of nothingness, or attacked brutally by
242 a madman, or just lost a few limbs... an inn instantly cures ANYTHING.
243 The price of an inn, contrary to equipment, varies from town to town.
244 It's mostly not much, trust me.
245
246 You will also have to buy new armor and upgrade your weapons; like I
247 said above, leveling up alone won't be enough to sustain the damage
248 you take from newer enemies. Stronger equipment is acquired as you
249 go; a handful is hidden in chests, and there are always shops that put
250 these things up for sale. These stores are your main source of
251 equipment, and monsters will be your main source of income (as well as
252 selling your older gear). Defeating them will result in the
253 acquisition of GP (gold pieces; currency in the game), to reimburse
254 the costs, or to sleep at inns to recover your health. There you go.
255
256
257 THE MENU RING --------------------------------------------------------
258
259 Items:
260 ¯¯¯¯¯¯
261 A listing of items you carry with you, varying from healing items to
262 hammers that shrink you. Select the item you want and press B to
263 utilize it. Select your target by pointing what the game's manual
264 calls the "Hand of Fate" (bahaha) to the respective person.
265
266 Weapons:
267 ¯¯¯¯¯¯¯¯
268 Same as the item ring, in fact, except that this one deals with
269 (prepare for a shock) weapons! Access the menu of the one you wish
270 to change the weapon of, target a weapon, and press B twice to
271 confirm your choice. If you press B once, the weapon will flicker,
272 sort of like the game is waiting for a confirmation. (Totally
273 useless, if you ask me.) If you try to equip a weapon already
274 equipped by someone else, the two concerned will swap weapons.
275
276 Magic:
277 ¯¯¯¯¯¯
278 Unlike the rest of the rings, only the girl and the sprite have
279 access to this ring, and they'll GAIN access once you actually take
280 delivery of magic. Select the element of your choice (there are
281 eight in total) to go down to a subcategory with the three spells,
282 which you can cast till you run out of magic points (MP).
283
284 Setup:
285 ¯¯¯¯¯¯
286 Ah yes, the screen where you configure your game. I suppose you
287 know how to select and stuff, so I'll go straight to the sub-
288 descriptions, if you don't mind:
289
290 + EQUIP ARMOR: Here, you can equip armor you've bought. There are
291 three sub-rings for this. To equip something, select the gear of
292 your choice and press B twice. Each sub-ring is armed with a
293 trash; to throw away armor (it's better to SELL armor, by the
294 way), select a piece of equipment by pressing B once, and move it
295 to the trashcan. Kinda like moving files to the Recycle Bin in
296 Windows operating systems. Lovely.
297
298 + TARGETING: While it may seem completely useless aside from
299 learning the name of a certain monster, this function can detect
300 enemies not seen by your optical lenses. You can also target an
301 enemy from an ally's menu ring, and they'll focus each of their
302 strikes on the targeted victim. This is very beneficial when you
303 wish to get rid of certain monsters before laying a finger on
304 others.
305
306 + STATUS: This is a status-screen, displaying a character's stats
307 (level and HP) and values such as strength, intelligence and
308 defense. And the amount of money you have, experience points,
309 and how many Mana Seeds you have sealed (a very rough indication
310 of how far your in-game progress is). Hit B to switch people. I
311 had planned to include a list of the statistical values in this
312 FAQ, but after testing what they actually affect, I have noticed
313 that some are just there "for the show". That, and my unmatched
314 laziness are factors for the idea be dropped. So... ha.
315
316 + WEAPON/MAGIC LEVEL: This shows you what weapons you've got, what
317 level they are, and how much experience you've with them. Press
318 B and select a weapon to find detailed info. Press L/R to switch
319 to magic (if the selected character _has_ magic, that is to say),
320 where you'll find basically the same things. See section 3-B for
321 the mechanics and tips on upgrading these stats.
322
323 + ACTION GRID: Now this is a handy feature... This sets someone's
324 behavior in battle. Move them to the block of your choice (e.g.
325 lower-left, if you want them to attack--but avoid getting
326 attacked as well), then set the level you want your character to
327 build his or her weapon to. It is best to keep this at 0.
328 Charging takes a while, and multiple quick hits are mostly better
329 than one charged attack.
330
331 + CONTROLLER EDIT: This is where you can tell your buttons what to
332 do. Hold the button you want to modify the function of, then
333 press Left and Right to change the function, and voila!
334
335 + WINDOW EDIT: And of course, if you're REALLY bored, you can
336 change the way the game displays the text. Press Up and Down to
337 change the window frame, or Left and Right for altering the
338 background pattern. Hold A, Y and X while you press Left and
339 Right to change the background color (Red, Green, Blue
340 respectively). Have fun.
341
342
343------------------------------------------------------------------------
3441-C: Combat
345------------------------------------------------------------------------
346
347 HOW TO FIGHT ---------------------------------------------------------
348
349 The battle screen consists of three easy-to-distinguish things: you,
350 the enemy, and the environment. Under on screen are three bars that
351 represent the health of your characters (or one/two if you only have
352 one/two party members). (Okay, so that's four things.) (Whatever.)
353
354 I'm sure you know all the nitty-gritty... in battle, you have an
355 attack gauge that determines your power for the instant. Doing an
356 attack (e.g. swinging your sword) requires your strength, and as in
357 real life, you're not able to continually attack without getting
358 tired. That's why there's an attack gauge; if it's 100%, then it
359 denotes that you can do an attack (press B) or run (press A). Doing
360 one of these will deplete the gauge to 0%, meaning you'll have to wait
361 (one or two seconds) until it's full. It IS possible to attack when
362 the gauge is below 100%, but you will do negligible damage because
363 you're still exhausted from the last whoosh with your weapon.
364
365 Second, if you press and hold the attack-button, you'll charge your
366 weapon. Once it's full, release the button while standing before a
367 very unfortunate baddy, and watch your foe suffering. You can't
368 charge your weapon in the beginning of the game, 'til you've leveled
369 it up to level 1 (kill a bunch of enemies). Killing more monsters
370 will raise your sword to level 2, which means a brand new and more
371 powerful attack! Remember that there's a maximal level you can level-
372 up your weapon to; to raise this maximum, you'll have to forge the
373 weapon with special orbs acquired throughout the game.
374
375 In case you haven't heard, you can play this game with two players, or
376 three if you have this multi-tap device thingy (or an emulator).
377 Playing with a friend makes the game SO much easier... trust me,
378 because in this game, the computer-controlled allies aren't exactly
379 *smart*. Their main occupation seems to be... taking damage.
380
381
382 METHODS OF DESTRUCTION -----------------------------------------------
383
384 Secret of Mana offers a full arsenal of weapons to Bruce Lee the
385 enemy's J-Lo.
386
387 Sword:
388 ¯¯¯¯¯¯
389 - The first weapon you'll acquire in the game. This can be used to
390 cut down bushes and grass. It's powerful, and short-range, so I
391 suggest walking to the enemy, BLAM, and jumping away (just like
392 they do in those turn-based RPGs).
393 - Found in the trunk at the beginning of the game.
394
395 Spear:
396 ¯¯¯¯¯¯
397 - Ah, the spear. It's a short-range weapon, though the range is
398 longer than the Sword's. Best of all, it hurts. The Spear is the
399 strongest weapon you will get in the game--so strong that a fully-
400 charged attack sends monsters flying to outer space (ATTENTION:
401 contrary to popular belief, the sky is NOT the limit). I'd
402 recommend letting the boy specialize in this weapon, and the Sword.
403 - Given to you by Luka the first time you meet her.
404
405 Boomerang:
406 ¯¯¯¯¯¯¯¯¯¯
407 - A boomerang; I bet you always wanted a boomerang in real life, but
408 in this game, there's not much reason to use this one. It's
409 quite... weak. It's long-range, however, so that's probably the
410 reason. I always let the sprite specialize in this weapon (along
411 with the Bow).
412 - The sprite comes with this equipped when you recruit him.
413
414 Bow:
415 ¯¯¯¯
416 - Of the projectile-weapons, the Bow is my favorite. I don't know
417 why, but if there's a monster on a ledge or below you, the Bow
418 almost always hits it, contrary to the Boomerang, the Javelin, or
419 any other weapon. It's stronger than the Boomerang and Javelin as
420 well (but not THAT strong) too but the charged attacks aren't
421 exactly really spectacular.
422 - Given by the Elder, right after the sprite joins your party.
423
424 Axe:
425 ¯¯¯¯
426 - The third of the hard-hitting weapons. This weapon can be used to
427 mow down rocks/stone that are blocking your path, but you can also
428 employ it on monsters and hear that HACK-roll-sound ("roll" being
429 the head of a zombie rolling away). Not sure what gives, but the
430 Axe doesn't seem to be as powerful as the Spear or the Sword, but
431 if you want all three of you to shave the hell out of anyone
432 blocking your path, here's your weapon.
433 - You'll get this after defeating Tropicallo; talk to Watts and buy
434 it for 100 GP.
435
436 Glove:
437 ¯¯¯¯¯¯
438 - Kung fu! This weapon has the shortest range of all weapons, and
439 the strength of it isn't really great. However, charged attacks
440 look definitely spiffy.
441 - The girl comes with this equipped when you recruit her.
442
443 Whip:
444 ¯¯¯¯¯
445 - Another weak weapon, though it has a very long range. Unless you
446 use this weapon all the time, this is mainly used to cross chasms
447 when a ravine is blocking your path and when there are poles
448 available. You can also use one of those charged attacks to get
449 unstuck, but all in all, this weapon isn't exactly my favorite.
450 - In a chest; granted by Elinee after defeating Spikey Tiger.
451
452 Javelin:
453 ¯¯¯¯¯¯¯¯
454 - The Javelin is as weak as the Whip. However, the Whip makes a
455 pathetic "PSK!"-sound while this one sounds like "BSHK!". Which is
456 why I prefer the Javelin over the Whip. Which is why my
457 preferences aren't exactly reliable. Which is why you should never
458 trust a guy like me.
459 - Given by Undine after defeating the Biting Lizard.
460
461
462 MAGIC AND THE ELEMENTS -----------------------------------------------
463
464 Magic is not bought or learned. Instead, eight different elements
465 exist, granting you their powers to apply throughout your journey.
466 Each element has six magical spells; three for the girl and three for
467 the sprite. (The boy doesn't receive any magic; apparently he's too
468 dumb for it.) Here is a list of the elements, including where you
469 will get them. For descriptions of the spells themselves, check out
470 section 4-D.
471
472 Undine:
473 ¯¯¯¯¯¯¯
474 - Element of water (or ice). Spells vary from Freeze and HP Absorb
475 for the sprite and healing spells for the girl. Healing is
476 essential in an RPG, so you'll probably summon Undine much. She is
477 found in her cave, close to the Water Palace.
478 - You'll find Undine after showing Elinee a piece of your sword.
479
480 Gnome:
481 ¯¯¯¯¯¯
482 - Element of earth. The girl gets a saber and defensive spells,
483 while the sprite gains heavy attack-magic.
484 - Found in the Underground Palace.
485
486 Sylphid:
487 ¯¯¯¯¯¯¯¯
488 - Element of wind. Noteworthy is the girl's exceptionally useful
489 (unless you have this guide, feh) Analyzer-spell; with this piece,
490 you can Pokédex the enemy. That basically means you'll learn how
491 much HP it has, what you'll receive, and any weaknesses.
492 - Sylphid is received from the old guy in the Wind Palace, Upper
493 Land.
494
495 Salamando:
496 ¯¯¯¯¯¯¯¯¯¯
497 - Element of fire. Salamando is an offensive type--both the girl and
498 the sprite get attack spells (which is rare).
499 - He resides, oddly enough, in the Ice Country.
500
501 Shade:
502 ¯¯¯¯¯¯
503 - Element of darkness. Only the sprite can handle Shade; he gets a
504 semi-useless spell accompanied by an attack-spell and handy magic
505 to get rid of monsters' special statuses.
506 - This one is in the Palace of Darkness, which is atop the Lofty
507 Mountains.
508
509 Lumina:
510 ¯¯¯¯¯¯¯
511 - Element of light. This exclusive-to-the-girl element knows the
512 uber-powerful (and expensive; 8 MP) spell known as Lucent Beam,
513 which is a BRUTAL spell you WILL use much.
514 - Lumina will bestow her powers upon you shortly after getting Shade.
515 She's findable in the Light Palace.
516
517 Luna:
518 ¯¯¯¯¯
519 - Element of moon. Luna has a wide variety of spells, and definitely
520 a favorite. The sprite gets the feared Magic Absorb and some other
521 weird stuff; the girl gains useful effect-spells (e.g. attack power
522 up; this rocks).
523 - Found in the Moon Palace; in the Sea of Wonders.
524
525 Dryad:
526 ¯¯¯¯¯¯
527 - Element of Mana. The last element you'll get comes with a revive-
528 spell and the useful Burst-attack. Initially, Dryad's most useful
529 magic is disabled, until a certain event...
530 - You will obtain this element in the Tree Palace, near the end of
531 the game.
532
533
534 TIPS AND TRICKS (...SOMEWHAT) ----------------------------------------
535
536 + If you have the time, level up! Not only will you beat future
537 enemies easier, but you will also reduce the chance of dying. Make
538 sure you vary the use of weapons and magic, and try not to stick to
539 the same weapon all the time. It's even more important to vary
540 magic, because you will need each element! A strategic move is to
541 upgrade Undine for the girl, because this is the elemental that has
542 Cure Water, and healing is crucial if you want to survive.
543
544 + While fighting, mashing the B-button doesn't help! Go to the
545 enemy, attack, and quickly get away before the monster bites. As
546 you know, if you hit a monster, it'll be stunned for a little while
547 (for about the same time you need to recover to 100%). If you want
548 to escape from an enemy, it's best to attack them (once) first and
549 then getting away.
550
551 + Don't give the enemy a chance to attack! This works best if you're
552 with allies and against a single monster. Once you're 100%,
553 quickly attack again to prevent them from moving.
554
555 + The same can be done with magic, once you acquire it. The trick
556 can be done by casting the spell of your choice, and RIGHT AFTER
557 the element (Undine, Gnome, etc.) disappears, go into the menu of
558 the caster and you will be able to use magic again. If you do this
559 correctly, no damage counter will pop up between the castings, but
560 once you stop, the cumulative amount of injury will most likely
561 kill the monster.
562
563 + Use the strafe-button while charging your weapon! Hold R while you
564 hold B; this will let you face the same direction while you move,
565 and if you master this, it helps. While charging, you obviously
566 want to be as far away to the enemy as possible, and strafing
567 contributes to a quick attack.
568
569
570 STATUS EFFECTS -------------------------------------------------------
571
572 Just like any other RPG, Secret of Mana has a few status effects.
573 Here are the ones I can come up with at the moment:
574
575 Balloon -- You are paralyzed and can't do anything.
576 Engulfment -- You can't move while you lose HP gradually.
577 Entanglement -- You can't run.
578 Frosty -- Turns you into a snowman! You can't move and are
579 more vulnerable to incoming damage.
580 Mooglization -- This means you're a helpless pig-faced creature.
581 Petrifaction -- Same as Frosty, except that you're "stoned". Hah.
582 "Stoned". Funny.
583 Pygmy -- You're smaller, can't attack worth a crap, and
584 your defense is down.
585 Silence -- Controls are reversed (confusion), and magic cannot
586 be cast. Annoying.
587
588 All of these status effects can be cured by using a Medical Herb
589 (item) or by using Remedy (spell, Undine). The Midge Mallet and the
590 Moogle Belt can also reverse the effects of Pygmy and Mooglization
591 (nice word, eh?) respectively.
592
593
594========================================================================
595PART 2: WALKTHROUGH
596========================================================================
597
598 A few notes...
599
600 * There are many more FAQs available for this game. If you cannot
601 find what you need in my guide, I personally recommend having a
602 look at Snow Dragon's FAQ, which is organized and stuff. Those
603 others caught my eye as well (hell, every one of them is worth a
604 view), but Snow Dragon is a particular favorite of mine.
605
606 * Remember! North is up, west is left, east is right, and south is
607 down. I use this quite often throughout the FAQ.
608
609 * And finally, by reading further, you agree that you shall *not*
610 send me e-mails consisting of roughly 3/4 of any abusive words-
611 dictionary because I have ruined your gaming experience.
612 Obviously, this is a walkthrough full of SPOILERS. I have not made
613 an effort in excluding every plot-revealing bit of text--something
614 happens, I tell you what. Remember that a solution to a problem is
615 a spoiler as well; always try by yourself before you resort this or
616 other guides. Just don't read more than what you need and you'll
617 be fine.
618
619
620------------------------------------------------------------------------
6212-A: A Rusty Sword
622------------------------------------------------------------------------
623
624 Items -- Sword, Sword's Orb, 50 GP
625 Monsters -- Rabite, Mantis Ant
626
627
628 A MYSTERIOUS LIGHT ---------------------------------------------------
629
630 First off, of course, select from "New Game" and "Game File". The
631 former is to initiate a new game; the latter is to continue from a
632 previously-saved game. Select New Game now, and a name for the hero
633 (the boy). I don't think there is a "real" name for the hero, so I
634 will just refer to him as "hero" or "boy". Carefully pick out your
635 name, as it cannot be changed later on. After you press Start, watch
636 the cheery crap that sort of shows you the plot in Secret of Mana.
637
638
639 PATH TO POTOS VILLAGE ------------------------------------------------
640
641 Next, you'll find yourself and two friends playing around. The boy
642 falls off the tree they were on, and lands a MASSIVE distance below;
643 how he could survive that is beyond me. You should find a way to get
644 up again, so let us explore by going south. While you follow the
645 path, you see a sword in a trunk in the river! Also, the screen
646 suddenly brightens and your name is called. You, of course, have no
647 idea what the heck is going on, and move onward. The boy says that he
648 needs something to cut away the bushes to return to the village, so--
649 THIS IS TOO OBVIOUS--circle around into the river and whip the sword
650 out of the trunk. After some weird thing with a ghost and stuff, go,
651 hack, and onward.
652
653 There are Rabites here... but what are they doing here? A mystery.
654 While cutting your way through bushes (and unlucky Rabites), work your
655 end to the village. It might be wise to slay each Rabite you
656 encounter, since that will result in your Rusty Sword leveling up.
657 When a weapon levels up, you'll be able to "charge" it by holding B.
658 As of yet, you can only level-up to a max of 1, but as you upgrade
659 your weapons, you'll be able to advance further. Eventually, you'll
660 wind up in Potos.
661
662
663 POTOS VILLAGE --------------------------------------------------------
664
665 Explore, if you wish. Or not... it's your call. To continue, talk to
666 the crowd in front of the house in the upper-right corner (that is the
667 Elder's house). The Elder goes trippin' and says you are the clown
668 that has apparently released some sort of power by grabbing that sword
669 (which he refers to as the Mana Sword). For some reason, that made
670 monsters attack the village. Elliott freaks out too and wants to beat
671 you up. Suddenly, however, an earthquake occurs, and a hole
672 emerges... Both Elliott and you fall in it.
673
674 Boss Strategy -- Mantis Ant:
675 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
676 LV: 3 HP: 150 EXP: 10 TYPE: Metallic
677 MP: 20 GP: 100 ELEMENT: Gnome
678
679 There's a man above watching your back. The spiffy thing about him
680 is that should you "die" (HP down to zero), he'll revive you. So,
681 no worry, and save your candies for when nobody's looking. Just
682 hack at him (charge up your sword by holding B) and be sure not to
683 attack when your power is not 100%. Use this opportunity to get
684 used to the controls in this game, and when you defeat this boss,
685 you'll receive a Sword's Orb! As of now you can't do anything with
686 it, but patience, my young apprentice...
687
688 The man will pull you up in the end. He says it's the Mana Sword
689 you've got in your hands, and tells you that it's losing its power,
690 and that only you can recharge it. Fine! He says that you must go to
691 Sage Luka in the Water Palace, and introduces himself as Jema.
692 Timothy tells you that the Elder is waiting for you inside his house--
693 go there. Inside, it seems the villagers don't give a crap about you,
694 and want you to get the hell outta here. Before you do, you can hitch
695 the 50 GP out of the treasure chest downstairs.
696
697 But wait--there's more! You can still shop if you haven't done so
698 before... I suggest getting and equipping the Bandanna. You can sleep
699 at the inn for 5 GP (thought they wanted to get rid of you as soon as
700 possible?) and save, too. When you're done with everything, be off,
701 by talking to the nerd in the lower-right section of the village,
702 whose goal in life is to kick naughty people out and stand there
703 forever to prevent them from entering again. Freak.
704
705 The adventure... begins.
706
707
708------------------------------------------------------------------------
7092-B: The Journey Begins
710------------------------------------------------------------------------
711
712 Items -- Spear
713 Monsters -- Rabite, Lullabud, Mushboom
714
715
716 WATER PALACE ---------------------------------------------------------
717
718 There are two methods to reach the Water Palace. You can go for the
719 simple way by having a ride via the Cannon Travel Center (go into the
720 first passage); it's free, since Jema paid for you already. The
721 longer way is by foot. Just follow the path, while beating Rabites,
722 Lullabuds and Mushbooms. Be sure not to take the path to Pandora
723 (south at the intersection), since you can't enter it. You can stop
724 by at Neko's place, where you can sleep, save and shop. Neko is a
725 freaking swindler, though (prices are doubled), so you should only buy
726 things you cannot get elsewhere. As of this moment, you don't need
727 anything.
728
729 In front of the Water Palace is Major Dyluck with a gang of soldiers
730 who are about to leave to splat Elinee, a witch. But that's later and
731 none of your business as of yet, so head into the Water Palace.
732 Jema's been waiting for ya.
733
734 Now that you're inside, head all-forward... by doing absolutely
735 annoying things to form bridges and everything. Geez. Meet up with
736 Sage Luka, who tells you about the weird things happening, and more.
737 After Jema leaves, say hello to Luka again. Choose any options for
738 different dialogues, but at the end say okay, to do some trippy
739 effects with your sword. When you're about to leave, Luka heals you
740 and lets you save, and grants you the Spear, my personal favorite
741 weapon. Next goal: Gaia's Navel.
742
743 On your way back, you will get captured by Goblins (this will only
744 occur if you saw Major Dyluck and co. go off). If so, watch the
745 sequence (you're about to get cooked, then some chick rescues you and
746 leaves). Back on the path you were on a while earlier, travel back to
747 the fork and go south. Follow the path (note that when you notice a
748 yellow thing while fighting a Mushboom, DON'T step on it unless you
749 wish to go back), and you'll arrive in the...
750
751
752 KINGDOM OF PANDORA ---------------------------------------------------
753
754 The guard who'd block you earlier now lets you pass, by permission of
755 Jema. He says not to talk to the villagers. The boy, of course,
756 talks to the villagers, only to find out that most of them are a bit
757 silent... like they're a bit... dumb, or something... Fortunately,
758 you can sleep and save. Unfortunately, you can't shop. Now, you can
759 go to the castle and dig up info there, but it's not necessary (yet),
760 so let's head to Gaia's Navel.
761
762 Note: You can recruit the girl in Pandora. However, if you go to
763 Gaia's Navel with her, she'll refuse to go with you and
764 cruise the Haunted Forest by herself. Or, if you help her
765 and head for the forest, you'll only find out that you'll
766 need an axe to continue from there, upon which she'll agree
767 to explore Gaia's Navel for a blacksmith. This stuff takes
768 up time and all, so I'll just go to Gaia's Navel without the
769 girl. She can be taken into recruitment at any time, so
770 don't worry about that.
771
772
773------------------------------------------------------------------------
7742-C: Gaia's Navel
775------------------------------------------------------------------------
776
777 Items -- Magic Rope, Spear's Orb, Boomerang, Bow, Axe
778 Monsters -- Rabite, Lullabud, Mushboom, Buzz Bee, Blat, Kid Goblin,
779 Green Drop, Tropicallo, Brambler
780
781
782 PATH TO GAIA'S NAVEL -------------------------------------------------
783
784 In Pandora, go to the western portion of the town and head left. On
785 the fields, I suggest using the Spear--it is stronger than the Sword
786 and the range is better. Just follow the path until you get to a
787 split in the road; go left here into Kippo Village. In the shop, buy
788 the boy (say that three times fast) a Chain Vest (strongly
789 recommended) and if you took some serious damage, sleep at the inn for
790 10 GP. When you're done, let us proceed.
791
792 The next area is absolutely annoying. If you've got a really bad
793 sense of direction, sit down and listen up: go left and then north
794 until you reach a signpost (which points you to the Haunted Forest...
795 scary). From there, go down the stair set. From here, circle around
796 this damn place while squashing many Lullabuds and Buzz Bees, and you
797 will eventually end up at a waterfall. There are two entrances
798 situated here; if you want to stop by at Neko's and stock up on items,
799 go into the right one, and otherwise take the left entrance.
800
801
802 GAIA'S NAVEL ---------------------------------------------------------
803
804 In this dungeon, you'll find Blats, Kid Goblins and Green Drops.
805 Blats have this ultra-annoying attack ("Balloon") that stops you and
806 leaves you vulnerable for a brief moment. Try to splat them before
807 they get a chance to cast this spell. Kid Goblins in this area are
808 usually asleep, but walking near them wakes them up. Green Drops have
809 the ability to multiply; great for leveling up, annoying if you get
810 trapped in a corner. So watch out, now!
811
812 Cross the first screens, 'til you descend down some stairs. In the
813 next screen, a large room with lava, walk all the way to the left and
814 go into a small room. Three Kid Goblins are asleep here. Bust them
815 up, and then aim any weapon on the skull-thing at the end; this will
816 make the previous room passable. This means, of course, you must go
817 through the now-accessible passage. Beware for the two Kid Goblins
818 that guard the end of it. In this room, first go left into a small
819 room with two Kid Goblins... and a chest! Slay the two goblins and
820 claim the Magic Rope, an important item that lets you return to the
821 entrance of any dungeon you entered. No need to use it now, though,
822 so go back to the previous room and go south.
823
824 Here, go south again (to the right is a dead-end with a Green Drop).
825 Follow the path and you'll eventually reach a set of stairs. Descend
826 and go all the way to the right. Ascend here, and then bury your
827 weapon in the Kid Goblin that sleeps in front of another skull-switch.
828 Hit the switch; it seems to be connected with the platform over there
829 that falls down. Go back one area (the other paths are blocked for
830 the time being) and climb the ladder, leading to the entrance to the
831 Dwarf Village! Original name, eh?
832
833
834 THE ONE AND ONLY RABITEMAN! ------------------------------------------
835
836 Alright! Be sure to have a look in the shop, where powerful armor is
837 to be found. Also, recover if you're low on health--you likely do not
838 have over 100 HP, so buying a Candy (10 GP) is cheaper than the inn
839 (15 GP), for the same effect. But, seeing as 5 GP is nothing...
840 forget I said anything. Two things need to be done in order to
841 proceed (any order):
842
843 1. Go to the unlabeled door with at least 150 GP in your pocket.
844 You'll get to a fork (pick it up! ^_^;), from which you should go
845 left. You will witness a show here, featuring the ONE, the
846 ONLY... RABITEMAN! You'll have to disburse 50 GP for this,
847 though. Pay it, and the show begins. A sprite will then appear
848 who's in need of money. 100 GP is asked; grant it. Now, re-enter
849 the place but use the door to the right. It appears they ripped
850 you off, but they also realize you've been overhearing them, and
851 fortunately they refund the 150 GP.
852
853 2. Find Watts, the blacksmith (westernmost door). Talk to him; he'll
854 ask for your sword and offers to reforge it for the low, low price
855 of 100 GP. Pay the money, and Watts realizes it's the Mana Sword
856 he's dealing with! Some sort of power somehow souped up his
857 hammer, and Watts thinks he can forge an axe. Come back later, he
858 says. Take note that the Rusty Sword is now the Broad Sword, and
859 that upgrading a weapon costs an orb (in this case, the Sword's
860 Orb you've acquired after beating the Mantis Ant).
861
862 Now, go back to the main hall again, and suddenly, an earthquake
863 occurs.
864
865 Boss Strategy -- Tropicallo:
866 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
867 LV: 7 HP: 315 EXP: 80 TYPE: Plant
868 MP: 0 GP: 132 ELEMENT: Dryad
869
870 There are two things you need to watch out for; the Bramblers
871 (vines) that lunge for your head, and the downright annoying pumpkin
872 bombs he spits at you. It's the combination of the two that's
873 irritant, but the good side is that you can get rid of the vines.
874 When you get the chance, hack the source of the Brambler. When you
875 don't, it's probably best to frantically run around to avoid both a
876 vine and a bomb down your throat. When you've gotten rid of both
877 vines, you can focus on the fruity thing.
878
879 Tropicallo itself occasionally pops out. When there's no danger,
880 charge up your Sword or Spear. Try to stay in the middle of the
881 room as much as possible, since you don't know where Tropicallo is
882 going to pop out. When he does, unleash the weapon's power, while
883 avoiding the pumpkins. Those pumpkins bounce around until they hit
884 you; this can be avoided by waiting 'til the last second and then
885 swiftly moving away. After a few slashes (315 HP for Tropicallo, 78
886 HP for each Brambler), Tropicallo's dead meat (err, I mean, fruit),
887 and you will acquire a Spear's Orb!
888
889 The Elder and sprite will come in. You'll learn that the sprite has
890 lost his memory, and that gaining some of the Mana energy might help.
891 Getting it isn't an easy job, so the Elder asks you to take the sprite
892 with you. Accept (you can't refuse anyway), and name the sprite.
893 I'll take the name "sprite", for the sake of this FAQ. The sprite
894 comes with a Boomerang, and by talking to the Elder you will
895 additionally receive the Bow! You'll find out that the way to the
896 palace you'll need to go to is blocked by lava, because of Elinee, who
897 is our next stop.
898
899 Before you go, stop by at Watts's place. He's finished making the axe
900 and offers it for 100 GP. Buy it, and then he'll tell you that if you
901 have any orbs, you can bring them to him to upgrade your weapons. You
902 just received a Spear's Orb from Tropicallo, so I suggest to have him
903 reforge the Spear (200 GP) too! When you're finished with all, Watts
904 shows you a shortcut, leading to the entrance (where Neko's hanging
905 around).
906
907
908------------------------------------------------------------------------
9092-D: Kick Some Witch Butt
910------------------------------------------------------------------------
911
912 Items -- Glove, Boomerang's Orb, 50 GP, Whip
913 Monsters -- Chobin Hood, Eye Spy, Werewolf, Polter Chair, Spikey Tiger
914
915
916 BEFORE YOU GO... -----------------------------------------------------
917
918 Before you go, it is suggested to change sprite's behavior in battle.
919 Go into the sprite's menu (by pressing X), and find the Action Grid
920 option. Remove the sprite from the lower-right corner and dump him on
921 the lower-left block; this lets him attack monsters carefully. On the
922 field, be sure to equip different weapons and level them up.
923
924 Once you find the girl (or if you already recruited her), repeat this
925 for her. Note that while going through the game, you should move the
926 characters one block higher--this lets them approach the enemy instead
927 of staying away of them.
928
929
930 BLAIR WITCH PROJECT --------------------------------------------------
931
932 It's suggested to have any controlled character with the Sword or the
933 Axe, so you can cut away the flowers (or whatever those things are),
934 and you'll be able to reach them Chobin Hoods and bury your short-
935 ranged weapons in them. The Haunted Forest is north of Gaia's Navel.
936 There's a signpost somewhere that points you to the right direction.
937
938 Waste the Chobin Hoods on your way, move on, and find Neko. Be sure
939 to have plenty of healing items now; you'll need them. Also, don't
940 forget to save. Step into the warp on the platform above. Now, if
941 the girl isn't in your gang (she either left your party or didn't join
942 at all), you'll have to fight two Werewolves, which are harder than
943 the regular enemies. Kill them (watch out for their attacks!) to save
944 the trapped girl, who joins you. You'll reach another area.
945
946 Here, go to the right (not left yet) and follow the trail, while
947 fighting a couple of enemies. Step into the warp at the end, and then
948 kill off an Eye Spy. This dude spawns Chobin Hoods, so try to kill
949 him as quickly as possible. Step on the platform to change the rock
950 formation, enabling you to continue. But to do that, you'll have to
951 go back; return all the way back to the area with a Mushboom and take
952 the previously-ignored left path. Bonk the bones away with the Axe,
953 then move on, into the warp.
954
955 Follow the path AGAIN, and step into the warp (you'll find a cliff on
956 your way with two poles, but there's nothing you can do with it now).
957 Here, the place forks like hell, but it eventually leads to the same
958 place; the last warp. Whee! Be prepared for the Werewolf that
959 launches itself right into you in the beginning. After you give it a
960 pack of beating, don't go up, but follow an S-shaped trail. At the
961 end are another Werewolf and the entrance to the Witch's Castle.
962 Enter.
963
964
965 WITCH'S CASTLE -------------------------------------------------------
966
967 Step on the switch to open the gate. Now I wonder; WHAT is the use of
968 a gate when there's a button in front of it to open it? Logic...
969 Continue to the next room, where you'll discover all stairs but one
970 are enemies (Polter Chairs)! They won't attack unless you touch them,
971 so you can leave them be right now. Walk north to the next screen,
972 and beat up the Eye Spies and any Chobin Hoods they spawn. After you
973 get rid of them, take the left path (step on the switch); NOT the
974 right path as it leads to a dead-end with nothing but three Polter
975 Chairs.
976
977 The other room, of course, isn't free of danger either. A duo of
978 Werewolves finds it necessary to lunge for your head, so give them a
979 piece of your sword in return. After you kill them (or if you've
980 managed to outrun them), move on, and you'll find a switch! However,
981 stepping on it does not appear to have an effect, so ignore it for
982 now. Continue south, to the prisons. Save the soldiers, who are as
983 ignorant as the people in Pandora, though one of them is nice and
984 hints you that stepping on the previously-ignored with three people
985 altogether causes something to form a bridge. A-ha! Before you do
986 so, check the prisons to the right for Neko, who for some odd reason
987 got caught. Be sure to save, and trust me; having the maximal number
988 of Candies and Chocolates with you is paramount. Buy Royal Jams/Cups
989 of Wishes too, if you can afford them.
990
991 Now return to the mysterious switch, and your three characters will
992 automatically populate it altogether. Walk north and avoid the Eye
993 Spy. In the next room, go through the middle door (other two are
994 trapped). Follow the path you can take, watch out for the Eye Spy,
995 and step on the switch. Return to the split and go left. In the next
996 room, fight or avoid the Polter Chairs and talk to Elinee. Give chase
997 when she leaves, then you'll find Dyluck! Elinee sends him to
998 Thanatos, the leader of some secret organization that does naughty,
999 naughty stuff. When she's done rambling, prepare to fight one of the
1000 hardest boss battles in the game...
1001
1002 Boss Strategy -- Spikey Tiger:
1003 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1004 LV: 10 HP: 520 EXP: 210 TYPE: Animal
1005 MP: 21 GP: 288 ELEMENT: Salamando
1006
1007 Spikey will either be on the ground or on one of the two ledges.
1008 Use the Spear, Sword and Axe while he's on the ground, since those
1009 two are the most powerful, and use the Bow when he's up, since it is
1010 the only weapon that can reach him there. You might want to revive
1011 a computer-controlled character if all allies get knocked out,
1012 because if the main character gets knocked unconscious, you can
1013 press Select and fight/cure with the other one. Don't bother
1014 reviving both; you NEED the Cups of Wishes and they probably won't
1015 do anything useful anyway. It is highly recommended to bust up this
1016 boss with a friend!
1017
1018 When Spikey is below, attack, but don't charge up your weapon; it
1019 takes too much time and when you're done charging it might be too
1020 late already. Avoid his rolling attack, since it can beat you
1021 unconscious, and be sure to run freakin' around when he's in the
1022 air, as he's gonna land soon. Also, don't get too close to him, or
1023 he'll eat you (or at least do something that looks like that). When
1024 Spikey flies to the ledges, equip the Bow and attack, or charge up
1025 your weapon. Pray that he won't use many of those fire-spells or
1026 you're dead meat. When he's below again, resume attacking him.
1027 Winning will net you a Boomerang's Orb.
1028
1029 If you managed to overcome Spikey's aggressive attacks, head back.
1030 Talk to Elinee, who turns back to normal! She tells you that you must
1031 go to Pandoran Ruins to find Dyluck, and that the magic of ice can
1032 take care of the Crystal Orb in the Underground Palace. Take the
1033 contents of the two chests; 50 GP and the Whip! Go all the way back
1034 outside. There are no enemies anymore, making life much easier.
1035 Still, it's quite stupid that the Magic Rope doesn't work.
1036
1037 Once you reach outside, Luka telepathically summons you as something
1038 appears to be wrong. The girl and sprite decide to come with you. Go
1039 back and trudge through the forest again; monsters still populate it
1040 so be careful. Go on 'til you reach the warp. In the next screen is
1041 a platform with stakes that did not seem to have any use before... but
1042 now, you've got the Whip! Line up and everything, then use the Whip
1043 to pull yourself to the other side. This leads to a warp that warps
1044 you to the warp in front of the Water Palace (Dyluck went in there
1045 when you first met him).
1046
1047
1048------------------------------------------------------------------------
10492-E: The Water Elemental
1050------------------------------------------------------------------------
1051
1052 Items -- Glove's Orb, Javelin
1053 Monsters -- Iffish, Tonpole, Biting Lizard
1054
1055
1056 WATER PALACE ---------------------------------------------------------
1057
1058 In this chapter, you will finally acquire magic! Ho ho ho!
1059
1060 Inside the palace, go north and talk to Luka. Restore and save, then
1061 you'll discover that Undine, the Water Elemental, who lives in a cave
1062 behind the waterfall, east of the steps leading to this palace, comma,
1063 is in danger! Luka is uh, too old, to take care of this herself, so
1064 it's you who's gotta do the dirty work.
1065
1066
1067 YOUR FIRST MAGIC ELEMENTAL -------------------------------------------
1068
1069 Go outside and to the right of the screen, to reach the waterfall.
1070 Three Iffishes are here. They might be too powerful for you now, so
1071 if they manage to clock up a few numbers of damage, swiftly run into
1072 the cave... to find... more Iffishes. The room ahead, then, contains
1073 a pink happy thing.
1074
1075 Boss Strategy -- Tonpole:
1076 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1077 LV: 11 HP: 600 EXP: 50 TYPE: Lizard
1078 MP: 0 GP: 0 ELEMENT: Undine
1079
1080 Meh, the Tonpole's just a bonus thing that jumps around and only
1081 attacks if you're as stupid as he is himself. It seems you'll get
1082 damaged if you stay to close to him, so don't do that. 600 HP is
1083 what you need to deplete, and once you accomplish your task, he'll
1084 poof into the Biting Lizard, being obviously a tad harder. If you
1085 lost, I truly pity you.
1086
1087 Boss Strategy -- Biting Lizard:
1088 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1089 LV: 11 HP: 770 EXP: 210 TYPE: Lizard
1090 MP: 6 GP: 348 ELEMENT: Undine
1091
1092 The Biting Lizard now uses his tongue to swallow you or your allies.
1093 This should be avoided because it deals quite a bit of damage, but
1094 should someone still get caught, let someone else (press Select to
1095 switch characters) hit the lizard to free the one that is probably
1096 realizing why to respect food. Or, to avoid being drawn in, try to
1097 attack from an angle, and don't stay in front of the lizard for too
1098 long. The Biting Lizard uses Cure Water constantly too; though this
1099 doesn't make the battle harder, it makes it quite long, which isn't
1100 cool.
1101
1102 Oh! I actually discovered that if you have just a little bit of
1103 luck and let the computer-controlled allies attack him, you'd
1104 probably win too. Better yet, if you stand still and do nothing,
1105 he'll sometimes stand still too. This means that if you don't move
1106 and if the lizard is in your weapon's reach, you can attack, wait,
1107 and repeat, without taking any hits! Make sure your allies don't
1108 pull of anything now (configure them using the Action Grid). The
1109 Tonpole-form has 600 HP, and the Biting Lizard 770 HP. After you
1110 win, you'll get a Glove's Orb!
1111
1112 An entrance will open up, too. Head inside, and talk to Undine, the
1113 Water Elemental. She'll grant you her powers: recovery and defense
1114 magic for the girl, and attack magic for the sprite. The hero gets...
1115 nothing, since he is apparently too dumb to handle magic. But to
1116 compensate, you will get a hold of a new weapon, the Javelin! It is
1117 the last weapon you will acquire of Secret of Mana's variety of butt-
1118 smacking artillery.
1119
1120 Go back outside. If you use your new magic now, you will notice that
1121 it doesn't really lash out much as of yet... nevertheless, that is
1122 because it isn't leveled up yet. As with weapons, you need to whomp
1123 monsters (with magic, thus) and yadda blah; I'm sure you know the
1124 grubby details. If you wish to learn about the dirty mechanics, see
1125 section 3-B. Otherwise, head to Gaia's Navel; Luka says that you need
1126 to apply the magic of Undine on the Crystal Orb in the Underground
1127 Palace, so let's do so.
1128
1129
1130------------------------------------------------------------------------
11312-F: The Underground Palace
1132------------------------------------------------------------------------
1133
1134 Items -- Axe's Orb
1135 Monsters -- Goblin, Ma Goblin, Chess Knight, Blat, Green Drop,
1136 Fire Gigas
1137
1138
1139 UNDERGROUND PALACE ---------------------------------------------------
1140
1141 If you were in a pitch-black cave for the last couple of hours: the
1142 entrance to the Underground Palace is in the Dwarf Village. You can
1143 get there via Cannon Travel (shorter, costs 50 GP). Once you get in
1144 front of Gaia's Navel, be sure to take entrance to the right for
1145 Watts's shortcut! Speaking of Watts... be sure to have him forge all
1146 those orbs you've got now. Then, find the spot where you crushed
1147 Tropicallo; there should be an entrance somewhere. Go inside and have
1148 sprite use Undine (Freeze) on the Crystal Orb; this freezes the lava,
1149 making it now possible to go through the Underground Palace.
1150
1151 Kill the (Ma) Goblins near the door, and then open that door. The
1152 stairs straight ahead are blocked by a pot of fire; to get rid of
1153 this, take both the left and right path and step on the switch that is
1154 at the end. On your way are two Chess Knights; though they aren't as
1155 aggressive as the Goblins, they have high speed/evade, so avoiding
1156 them is best for now. Go up the stairs and step on any of the two
1157 switches to activate the bridge. Continue north, follow the trail,
1158 and equip the Whip. In the next room is a duo of stakes. Whip
1159 yourself to the other side, but watch out for the Green Drop that
1160 awaits you on the other side--you might want to take care of it before
1161 by firing a long-range weapon (NOT THE WHIP, THANK YOU). Go all the
1162 way north from there. In the next room, go north again, and keep the
1163 sprite alive. Move on, and you'll eventually reach the stage room.
1164 Gnome is here, but is a little unfriendly, and cowardly runs off (HA)
1165 once he notices something cometh.
1166
1167 Boss Strategy -- Fire Gigas:
1168 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1169 LV: 13 HP: 850 EXP: 326 TYPE: Non-corporeal
1170 MP: 66 GP: 360 ELEMENT: Salamando
1171
1172 If sprite has max MP, this boss is a cookie. Cast Freeze over and
1173 over (re-cast it as soon as possible to prevent Fire Gigas from
1174 doing an attack), and if sprite's magic is level 1, the boss is dead
1175 after five castings. If sprite's magic is level 0, you might need
1176 someone to finish the job with a weapon (use the girl's Ice Saber
1177 magic on the attacker to improve the damage done). Really, it's
1178 that simple.
1179
1180 However, if you think all of the above is cheap and want to beat him
1181 without using magic, be my guest. I still recommend using Ice Saber
1182 if you prefer a weapons-only approach. Anyway, don't charge your
1183 weapon, unless Fire Gigas turns into a buttload of fireballs flying
1184 around (which is no threat). Use that opportunity to heal, too.
1185 Once the bloke returns to his original form, he'll make use of his
1186 wide variety of fire-spells. These inflict heavy damage if you
1187 aren't leveled up, so make sure to counter them with healing-items/-
1188 spells. Fire Gigas has 850 HP. You will receive an Axe's Orb for
1189 winning.
1190
1191 After defeating this boss, head north. Here is, besides Gnome, a seed
1192 just like in the Water Palace! Talk to Gnome, who in return for
1193 getting rid of Fire Gigas bestows his magical abilities upon the girl
1194 and the sprite. When you're finished, go to the Earth Seed and gain
1195 its powers (you can now build your magic to level 2). Sprite will
1196 regain his memory by doing that, and indicates that the Upper Land is
1197 his home. Our next stop, however, is Pandora.
1198
1199 To exit the Underground Palace, you can go by foot (there are no
1200 monsters anymore), or use the Magic Rope to immediately return to the
1201 entrance. While it is tempting to use Cannon Travel (located near the
1202 entrance of the Haunted Forest), the path to Pandora is overflowed by
1203 feeble monsters, and although weapons will only gain half the amount
1204 of experience, a level-up-treat is always useful.
1205
1206
1207------------------------------------------------------------------------
12082-G: Beyond The Ruins
1209------------------------------------------------------------------------
1210
1211 Items -- Bow's Orb, 50 GP (x4), Sword's Orb, Spear's Orb
1212 Monsters -- Tomato Man, Zombie, Chess Knight, Evil Sword, Wall Face,
1213 Chamber's Eye
1214
1215
1216 PANDORA --------------------------------------------------------------
1217
1218 I bet you remember the ruins in Pandora. On your way to that icky
1219 place, you'll meet Phanna, who appears to be the girl's best friend...
1220 Talk to her, and she disappears! Oh my! Go south to the ruins and
1221 discover Phanna in front of them. Talk to her, and she heads inside.
1222 Follow her. The girl mentions that Dyluck might be here too, so
1223 bizarre stuff is going on here...
1224
1225 Note: Reminder; it is, by the way, recommended to have upgraded
1226 both the girl's and sprite's magic leveled to the max. Refer
1227 to section 3-B for quick methods to boost magic levels. I'm
1228 so cool.
1229
1230
1231 PANDORAN RUINS -------------------------------------------------------
1232
1233 The path is pretty linear. No splits, things to cut away, or anything
1234 of that pretty stuff, so it is in your best interests to utilize the A-
1235 button whenever possible. Because I am The Laziness, I will not crank
1236 out a guide for you, so hah. The side-rooms contain, beside enemies,
1237 nothing. Eventually, you will reach a large room with guards all over
1238 the place and Thanatos on a platform in the middle... Heal if needed,
1239 and then approach Thanatos. He reveals that he drains people's energy
1240 to create a new world, and you appear to be his next victim. You're
1241 dumped in a hole, where the Wall Face awaits you. Yikes...
1242
1243 Boss Strategy -- Wall Face:
1244 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1245 LV: 16 HP: 920 EXP: 580 TYPE: Undead
1246 MP: 99 GP: 720 ELEMENT: Sylphid
1247
1248 Fortunately in the world of role-playing games, bosses are always
1249 weak against something you've acquired JUST a while earlier. So,
1250 have the sprite continuously cast Earth Slide and/or Gem Missile on
1251 the middle face. There are two strategic approaches you can make
1252 use of:
1253
1254 1. Attack the eyes 'til they die to prevent them from attacking
1255 and then aim for the face, or...
1256 2. Launch all of your attacks to the face to get rid of it as soon
1257 as possible.
1258
1259 If you take the second approach, remember that magic can be cast
1260 upon the face even when it's closed, and that you should charge the
1261 weapon of the hero if so. The girl should heal when the need
1262 arises. This approach is a bit harder than the first, so if you
1263 can't win, go for the eyes first. To get rid of an eye, make sure
1264 to focus on a single one. Have your other party members do so too
1265 by making use of that nifty Targeting-function in the menu and
1266 selecting your victim. Note that if you kill an eye, it might get
1267 revived soon after (but luckily doesn't receive full HP).
1268
1269 After you accomplish in closing both eyes, the Wall Face tries to
1270 push you against the spikes by moving the wall, while not attacking.
1271 Now be careful--if you get squashed, du bist dead meat! So, attack
1272 from afar (or else you will get pushed back while attacking, meaning
1273 you'll miss) using non-charged attacks, and have the sprite unload
1274 his bag of magic spells on the face (take THAT!). Each Chamber's
1275 Eye has 300 HP. Winning will net you a Bow's Orb. Oh, and if you
1276 want to attack an eye, it seems that the "target" is not the eye
1277 itself, but the area next to it (use the Targeting-function to see
1278 exactly where).
1279
1280 Thanatos will see that you're the one from the Mana Sword and gives up
1281 the villagers, except for Dyluck and Phanna. Leave the ruins, by
1282 finding and talking to Jema. He says that you must go to the Water
1283 Palace, but I'm sure you definitely want to take a trip to Pandora's
1284 Castle first. Definitely.
1285
1286
1287 OPTIONAL / RANDOM BITS 'N PIECES -------------------------------------
1288
1289 Head to the King's room, and talk to the King. He'll be grateful for
1290 all you've done, and slaps you access to the treasure room! Forget
1291 his speech and plunder the room right away: four chests contain 50 GP,
1292 but the other two contain a Sword's Orb and a Spear's Orb! Cha-ching!
1293
1294 Furthermore, the armor shop in Pandora now actually sells armor. You
1295 should have plenty of money now, so buy some Cobra Bracelets (280 GP
1296 apiece). Other armor is optional, unless of course, you've been
1297 wearing the initial equipment all the time. See the shops-section
1298 (section 4-E) for a listing.
1299
1300
1301 OPTIONAL / WATER PALACE ----------------------------------------------
1302
1303 If you visit Luka, you'll learn that the Water Seed has been stolen!
1304 The "water told her" (give me a break) that the thieves went to Gaia's
1305 Navel, so that's where you gotta go now.
1306
1307
1308------------------------------------------------------------------------
13092-H: Water Seed Missing
1310------------------------------------------------------------------------
1311
1312 Items -- Whip's Orb, Javelin's Orb, Bow's Orb, Whip's Orb,
1313 Midge Mallet
1314 Monsters -- Kilroy, Iffish, Water Thug, Jabberwocky
1315
1316
1317 GAIA'S NAVEL / THIEVES' SHIP -----------------------------------------
1318
1319 To get to Gaia's Navel from the Water Palace, use the Cannon Travel
1320 near Potos (50 GP). Take Watts's shortcut, and talk to Watts to
1321 reforge your weapons. Next, go to the main hallway to find Jema, the
1322 Elder, and a big hole. Jema says that the thieves are down the hole
1323 and that you should give them a big spankin'. To leave the thieves'
1324 ship, you must use the Magic Rope. I don't know of any other way of
1325 leaving it, but I'm sure I overlooked something.
1326
1327 Go down the stairs, circle around, and you'll find a chest! It
1328 contains a Whip's Orb, so grab it and continue. Behind the door is
1329 the boss of the Scorpion Army and two flunkies, and the Water Seed!
1330 They plan to use the Water Seed to complete their new robot, Kilroy.
1331 Go through the door in the back to face it.
1332
1333 Boss Strategy -- Kilroy:
1334 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1335 LV: 17 HP: 900 EXP: 686 TYPE: Metallic
1336 MP: 18 GP: 650 ELEMENT: None
1337
1338 Nothing to worry about. The fight is divided into two parts; first,
1339 he'll just slowly approach you and use one of his two hammer-attacks
1340 to damage/moogle you. This should be avoided at all costs, but
1341 should you be unlucky to get turned into a Moogle, whip out a
1342 Medical Herb right away or use Remedy. Using long-range weapons
1343 helps you avoid his attacks, but they're mostly not too powerful.
1344 Magic isn't too great either; if you want to use it, use either
1345 elemental, depending on the one you leveled up more. But you might
1346 want to save it 'til the second part of the battle, which is
1347 SLIGHTLY harder.
1348
1349 Now, once you deplete 450 of Kilroy's 900 HP, he'll go haywire and a
1350 wheel magically appears under him. His speed is about twice as much
1351 now, but you're faster than him even when you're charging a weapon.
1352 Repeat the process, except be a little faster. Win the battle to
1353 receive a Javelin's Orb.
1354
1355 After winning, the uber-unsuccessful thieves will run off, and you'll
1356 recover (notice the typo in the game) the Water Seed! Let us bring it
1357 back.
1358
1359
1360 THE THIEVES, PART TWO ------------------------------------------------
1361
1362 In front of the entrance are... many Iffishes! And inside the palace
1363 are also blood-thirsty creatures with forks! Something's up. Fight
1364 your way to the end of the palace, where Luka is held captive by
1365 people from the Empire, lead by a person named Geshtar. He aims for
1366 the Water Seed that you've got... SHEESH, it's quite damned popular,
1367 eh? You have the option of giving it or trying to run off. And as
1368 you know, in an RPG like this it doesn't matter what you choose. This
1369 option is no exception; they'll get the Mana Seed and feed you to
1370 Jabberwocky, Geshtar's pet.
1371
1372 Boss Strategy -- Jabberwocky:
1373 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1374 LV: 18 HP: 950 EXP: 800 TYPE: Lizard
1375 MP: 90 GP: 768 ELEMENT: Undine
1376
1377 Jabberwocky has two heads, each attacking anyone that comes close
1378 and knocking people unconscious. You must move away from the heads
1379 while charging your weapon for best results, while you let the
1380 sprite cast Gnome's spells on the dragon--Gnome is more powerful
1381 than Undine in this case. After depleting 475 HP, one head will
1382 disappear, halving this boss's threat and denoting you're halfway
1383 done.
1384
1385 Be prepared to heal after Jabberwocky's attacks. "Poison Gas" is
1386 not a threat, but really annoying. "Acid Storm" (level 3!), on the
1387 other hand, is something to fear--it usually kills someone when the
1388 spell is concentrated on a single person (for me, that is--it might
1389 differ if you leveled your characters). Fortunately, spells aren't
1390 cast upon you constantly, which means this battle can be over with
1391 soon. For winning, you'll get a Bow's Orb.
1392
1393 Go to Luka. Jema's there, who brags about he defeating the monsters
1394 in Pandora, etc., etc. The better thing is that he gives you a Whip's
1395 Orb! Luka says you must reseal the Mana Seed, so run up to it and
1396 gain its power again. Jema said that he'll be going home to take care
1397 of any business there, and that you must go to the Upper Land via the
1398 Cannon Travel Center near Potos. Luka says also that you must visit
1399 Sage Joch in the Lofty Mountains to learn about courage... this is
1400 where the REAL journey begins. *music*
1401
1402
1403 OPTIONAL / RANDOM BITS 'N PIECES -------------------------------------
1404
1405 Before you go flyin' high to the UPPER Land (ha I funny), stop by in
1406 the Dwarf Village! Because the Cannon Travel near Potos doesn't bring
1407 you to Gaia's Navel anymore, you must go there by foot... but the good
1408 side is that the enemies are weak, so that means your weapons will
1409 level-up a bit. In the village, talk to the Elder (in front of the
1410 hole he's still amazed by). In return for saying hi, he'll give you a
1411 Midge Mallet! This piece shrinks and un-shrinks people, which is
1412 useful later. You can also use it now, if you want it so badly. Your
1413 call.
1414
1415 You can also visit Watts and have your stuff upgraded. When you're
1416 done with everything, go back en route to Potos, pay 50 GP to the
1417 Cannon Travel madman, and get blown far, far, far...
1418
1419
1420------------------------------------------------------------------------
14212-I: The Upper Land
1422------------------------------------------------------------------------
1423
1424 Items -- Glove's Orb, Axe's Orb, Boomerang's Orb
1425 Monsters -- Silktail, Steamed Crab, Water Thug, Nemesis Owl, Pebbler,
1426 Spring Beak, Crawler, Kimono Bird
1427
1428
1429 GREAT FOREST ---------------------------------------------------------
1430
1431 Right away, you'll see you've landed in a pig-faced creatures-infested
1432 place. Those creatures are Moogles, pretty much helpless moving
1433 things that pop up in many Squaresoft-games. Anyway, sprite bumped
1434 his head again by not landing right, and cannot remember anything now.
1435 Great! You'll learn that Pebblers have taken over the Moogles'
1436 village, and it's you again to take care of everything. If you want
1437 to forge stuff, Watts is your friend here (north in this screen).
1438
1439 The steps:
1440
1441 1. First, talk to any Moogle. Required!
1442
1443 2. Go southwest, through the passage, leading to spring (pink trees
1444 all over the place). Neko resides here, allowing you to save, and
1445 buy his expensive stuff--it's suggested to get Quill Caps for the
1446 girl and sprite, if you have the money. In spring, go all the way
1447 east, past the Steamed Crab, to reach summer. There are three
1448 ways you can go now: southeast to the Cannon Travel dude,
1449 northeast to autumn, or northwest to a village. That village is
1450 where you got to go.
1451
1452 3. Three Pebblers are here! Waste all three of 'em (Freeze:
1453 effective) to free the village. After accomplishing your task,
1454 walk near the exit for the Moogles (and Watts and Neko) to change
1455 their habitat. Two chests appear, containing a Glove's Orb and an
1456 Axe's Orb. Take them both (and reforge them), and talk to any
1457 Moogle. The sprite will regain his memory, and it is puzzle time.
1458 Unfortunately.
1459
1460 4. "Walk the seasons from spring to winter, spring again and we can
1461 enter..." This is perhaps Secret of Mana's most confusing part,
1462 but hey, I'm here! Your objective is to walk a counter-clockwise
1463 circle, starting in spring (go south into summer, and then go
1464 left). Go back to summer, go north to autumn, and go west to
1465 winter, then south to spring again. Confused? ...just read
1466 again.
1467
1468 5. You'll hear a sound, and a textbox appears on-screen denoting that
1469 it came from the right. So, go to the right, then north to arrive
1470 in the sprite's village! But, it is in shambles. Bummer. Soon
1471 after, boss-music plays. Get ready, and go north to find...
1472
1473 Boss Strategy -- Spring Beak:
1474 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1475 LV: 20 HP: 720 EXP: 1090 TYPE: Bird
1476 MP: 99 GP: 864 ELEMENT: Sylphid
1477
1478 Short-range weapons nearly always miss, so equip the Boomerang, the
1479 Bow, and the Javelin. If you leveled up sprite's Gnome-magic and
1480 initiated this battle with full MP, this is a breeze; just bounce a
1481 few Earth Slides at the bird and you're done. Otherwise, cast them
1482 until you run out of MP, at which point you should either use a
1483 Faerie Walnut or attack with Earth Saber-enhanced weapons.
1484
1485 Be careful not to get anywhere near Springbeak or you'll get
1486 damaged! Springbeak has a wide variety of wind-type spells, of
1487 which every damage-inflicting one, most especially "Thunderbolt",
1488 should be countered by a casting of the girl's Cure Water. If you
1489 keep a close eye on your HP, this battle should be no problem. You
1490 will get a Boomerang's Orb for your troubles.
1491
1492
1493 WIND PALACE / PATH TO MATANGO ----------------------------------------
1494
1495 After the Springbeak's defeat, a path opens up, leading to the Wind
1496 Palace. Enter it, talk to the old man, and learn that he is the
1497 sprite's grandfather. He'll tell you what happened, and grants you
1498 Sylphid's powers! Now you can use wind-attacks! Also, make sure to
1499 save your game. While you're at it, seal the Wind Seed to gain its
1500 powers, allowing you to build your magic to level 3. The man said you
1501 can use the Analyzer-spell to see how to get rid of the Crystal Orb in
1502 the forest, opening up a path to Matango. Time to go.
1503
1504 Head back to spring. Here, search the lower-left corner for a path,
1505 and use the girl's Analyzer-spell on the orb. It will say that
1506 Sylphid works on it (what a surprise), so have the sprite use Air
1507 Blast on it. Continue. Defeat the Crawlers if you want, and head
1508 left. In the next screen, go for the upper-left corner to reach the
1509 next screen, in which you must go all the way north for the entrance
1510 to a cave. Inside this cave is a Kimono Bird... it spawns Pebblers
1511 all the time and uses strong spells, so use your most powerful spells
1512 to kill it. Or run, as it's actually best to ignore it for now. Use
1513 the Axe to wear down the spikes (stalagmites, I believe), and exit the
1514 cave to the left. You'll arrive in Matango--the mushroom-looking guys
1515 (no wait, they ARE mushrooms!) are friendly, so you put aside those
1516 feelings of battle lust.
1517
1518
1519------------------------------------------------------------------------
15202-J: The White Dragon
1521------------------------------------------------------------------------
1522
1523 Items -- Javelin's Orb, Sword's Orb
1524 Monsters -- Water Thug, Steamed Crab, Crawler, Kimono Bird, Pebbler,
1525 Great Viper
1526
1527
1528 MATANGO / FUNG CASTLE ------------------------------------------------
1529
1530 Find your way to Fung Castle, home of King Truffle. Two entrances are
1531 situated here; left is an equipment shop, and right the entrance to
1532 the castle. If you want your armor to be optimum, have a look in the
1533 shop and buy Fancy Overalls (x3), a Steel Cap (x1) for the boy (you
1534 should have two Quill Caps for the girl and the sprite already; buy
1535 otherwise two of them here). Wolf's Bands aren't too much of a help
1536 if you have Cobra Bracelets, so buying those is optional. If you
1537 don't have enough money, sell your old stuff first. When you're
1538 finished (don't forget to equip everything!), head into the castle.
1539
1540 Watts is in the main room, if you need him. Go to the throne room and
1541 talk to the mushroom with a moustache. He welcomes you and stuff, and
1542 tells you a story about a white dragon appearing here and there. He
1543 asks you to go check it out, sort of. Before you go, go upstairs to
1544 find a chest with a Javelin's Orb. Then go back to the entrance hall,
1545 and go to the right. Go north for an inn--be sure to save! When
1546 you're ready, take the south path into the cave.
1547
1548 Note: A note about the inn; if you walk to the lower-right corner
1549 of the room, you will walk through the wall! You can get
1550 behind the counter that way... it's useless, I know, but so
1551 is much more in life.
1552
1553
1554 WHITE DRAGON'S CAVE --------------------------------------------------
1555
1556 First is the open area. Slice 'n dice your way north, and enter the
1557 cave. If you wish to boost your levels first, do so; the girl's
1558 Sylphid-magic can be leveled by using Analyzer on every enemy there
1559 is, the sprite should cast Air Blast consecutively until he runs out
1560 of MP. If you want the upcoming boss to be not-so-hard, at least get
1561 Sylphid to level 2 for the sprite, or level 3 if you plan to have
1562 dinner while fighting it. And Faerie Walnuts--having a few is
1563 important!
1564
1565 Inside the cave, go up the stairs, and circle around until you reach a
1566 duo of poles placed on parallel cliffs. Use the Whip to reach the
1567 other side, and continue. A Kimono Bird awaits you after you go down
1568 one floor. They should be avoided, so quickly go to the poles and go
1569 to the other side, safe from the bird and those damn Pebblers it
1570 spawns. Take the stairs, as the other path leads to a dead-end with
1571 Water Thugs.
1572
1573 The path forks; take a left. From here, follow the path until you
1574 reach a room with Pebblers and a Crystal Orb. Our friend Analyzer
1575 indicates that Gnome's magic works. Have the sprite use Earth Slide,
1576 for the earth to slide... how appropriate. Go back one room and
1577 discover there's a new path (south). Cross the next room too, and
1578 land in the Great Viper's lair.
1579
1580 Boss Strategy -- Great Viper:
1581 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1582 LV: 22 HP: 1330 EXP: 1410 TYPE: Lizard
1583 MP: 8 GP: 1056 ELEMENT: Gnome
1584
1585 I remember that as a kid, I found this boss hard. That was of
1586 course because I haven't upgraded Sylphid's power then... so if you
1587 wanna get this over with quickly, bombard the snake with
1588 Thunderbolts all the time. Use Faerie Walnuts when needed. Have
1589 the girl cast Thunder Saber on the attacker. Now, if you used up
1590 sprite's magic and have no Faerie Walnuts left, it's best to switch
1591 to the boy, arm him the strongest weapon available, and attack him
1592 while paying zero attention to your allies (unless, of course,
1593 they're controlled by a friend). Employ Candies and Chocolates when
1594 your HP is low.
1595
1596 And remember not to touch the snake itself, unless you feel the odd
1597 sensation of wanting to get pygmized (while I'm not sure if that
1598 word actually exists, it means getting shrunk). Counter this with
1599 the Midge Mallet, or use Medical Herbs/Remedy if you don't have it.
1600 Besides hysterically moving around, Great Viper occasionally makes
1601 use of Gem Missile (level 5). He features 1315 HP to deplete, and
1602 after doing so, you'll earn a wicked Sword's Orb.
1603
1604 An entrance opens up north. Follow the path into the cave, and work
1605 your end to the back. Gladly, no enemies are around. You'll find a
1606 white dragon, which (though not as big/powerful/hungry as expected)
1607 apparently lost his parents. Because he probably won't survive on his
1608 own, King Truffle will take care of him. The King gives the dragon
1609 the name "Flammie", and tells you that you can use the Cannon Travel
1610 south to blast to the Fire Palace, near the Desert of Kakkara.
1611
1612 So, go back. Forge any weapons with Watts if you need to do so, save
1613 at the inn, and head back into the forest; after you exit the cave
1614 with the Kimono Bird, go south and then east to reach the Cannon
1615 Travel Center. For the usual 50 GP, you can reach Kakkara or the Ice
1616 Country. Now, it doesn't really matter whether path you take--the Ice
1617 Country is only a bit faster. Because monsters are stronger there, I
1618 only recommend going there if you've taken the time to level up. If
1619 you plan to go to the Ice Country, head down to section 2-L.
1620 Otherwise, read on.
1621
1622
1623------------------------------------------------------------------------
16242-K: Damn You, Cannon Man!
1625------------------------------------------------------------------------
1626
1627 Items -- Whip's Orb
1628 Monsters -- Sand Stinger, Pebbler, Spider Legs, Pumpkin Bomb,
1629 Mech Rider 1
1630
1631
1632 THE DESERT -----------------------------------------------------------
1633
1634 Unfortunately, mister cannon man missed Kakkara by a great distance (I
1635 demand a refund!). You'll land somewhere in the desert, and have two
1636 options: (1) find your way to a village or anything and be happy, or
1637 (2) dry out until you die. It's most likely the first option you
1638 choose. Now, I have taken the courtesy of figuring out the mechanics
1639 behind this desert--so whoo, I'm a rocket scientist! Alright; the
1640 area consists of six (actually seven) screens, broken up the following
1641 way:
1642
1643 | | 1. Bricks, rocks, cactuses and Sand Stingers.
1644 --(1)--(2)--(3)-- 2. A T-split with Sand Stingers and Pebblers.
1645 | | | 3. Pools of quicksand containing Spider Legs.
1646 --(4)--(x)--(5)-- 4. Rocks/bricks, quicksand, Pumpkin Bombs.
1647 | | 5. Bricks, cactuses, and Sand Stingers.
1648
1649 You just imagine it's a puzzle, of which each piece is the same; if
1650 you go up from screen (1), you end up in (4), and if you go to the
1651 left from (4), you arrive in (5). Simple enough? Excellent. Now
1652 here's the deal: (x) is the starting point, AND is the finishing
1653 line. If it's the starting point, there's only one way out: north.
1654 In order to continue, you must enter spot (x) from either (4) or
1655 (5), thus NOT from (2).
1656
1657 If you don't understand all of this, just go up, then left, then up,
1658 then right.
1659
1660 Once you've accomplished this, your characters will automatically walk
1661 to the middle of the screen. Completely dehydrated, they see
1662 something north... is it a fata morgana? Let's find out. Watch out
1663 for the Spider Legs that are hidden under the ground (use the
1664 Targeting-function to see where). Once the party reaches the next
1665 area, they'll see a huge ship, and enter it. Hurray, saved!
1666
1667
1668 SAND-SHIP ------------------------------------------------------------
1669
1670 ...or not. You are Imperial spies, according to the guards. Luckily,
1671 the Commander says it's possible you're just lost, and he lets you
1672 work for him. The boy gets to whip the engines, the sprite takes care
1673 of the food, and the girl gets a... hmmm... special assignment
1674 ("...and she comes with me...!").
1675
1676 Even though you're safe, you're a slave (that rhymes). There's pretty
1677 much nothing to do except for talking to the other slaves. One of
1678 them is Sergo (pirate and scourge of the eight seas!)--talk to him
1679 twice. He will help you escape. Once you talk to the guards, Sergo
1680 will yell that there's a fire, letting the guards move away from their
1681 post and "find the fire" (just look at them; what a laugh) and
1682 allowing you to escape.
1683
1684 So what are ya waiting for?! Get outside! On the deck of the ship,
1685 you can go either left or right. Unless you're that type of tourist
1686 that wants to see everything, go left because there's nothing
1687 unbelievably interest to the right. Move on until you reach a
1688 stairway leading inside the ship. Go in the door south to find where
1689 the sprite's hanging. After you discover he's eaten just about every
1690 bit of food, talk to the sprite for him to join you... much to those
1691 people's delight.
1692
1693 Now it's time for the girl; head back to the deck of the ship. Go
1694 south from here and go in the door. There's a fork; go left to reach
1695 a soldier that can create a log entry (save your game, that is), or
1696 take the right path to find two soldiers blocking a door. Talk to
1697 them, and the sprite will reveal what he really is... a rat! Even the
1698 soldiers are shocked; fortunately they leave, leaving the door
1699 unguarded. Enter. After the dialogues inside, the girl finds the
1700 opportunity to escape with you. Soldiers try to stop you, until the
1701 ship trembles. It appears to be the Empire, aiming to take over the
1702 ship. The soldiers are frightened to death, meaning you won't be able
1703 to watch them fight, but rather have to do the dirty stuff again...
1704 *sigh*
1705
1706 Go to the deck of the ship again (did I just exit the engine room?),
1707 to discover it's Geshtar (you know, the dude that captured Luka once).
1708 Talk to him, and he apparently needs you to redirect Mech Rider 1 to
1709 the nearest scrap yard.
1710
1711 Boss Strategy -- Mech Rider 1:
1712 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1713 LV: 23 HP: 980 EXP: 1595 TYPE: Metallic
1714 MP: 18 GP: 1055 ELEMENT: None
1715
1716 This boss isn't terribly hard, but can be a pain in the ass if you
1717 fight terribly stupid. The point here is to slash, avoid and
1718 repeat; Mech Rider will only drive to the sides (trying to hit you),
1719 stay there for a while, while firing those DAMN! ANNOYING! MISSILES!
1720 that don't really inflict much damage. But getting hit means you
1721 can't attack, so try to avoid these. Spells are ineffective, but so
1722 are weapons, so combine the hero's weapon skills with the sprite's
1723 magic. The girl should heal, as always. Despite having 980 HP,
1724 this battle will be over sooner than you think. A Whip's Orb will
1725 be your reward after Mech Rider 1 gets away. To be continued...?
1726
1727 After the ship explodes/gets stolen/whatever, you will all land in the
1728 desert. Talk to Meria and Morie. To leave, talk to the soldier that
1729 says, "A rescue team's coming. Are you leaving?" and say yes. You'll
1730 be in the desert again; the soldier said to go north, so go north.
1731 Kakkara awaits thee!
1732
1733
1734 KAKKARA --------------------------------------------------------------
1735
1736 But, there's no water around here. If you talk to the two important-
1737 looking guys north in the village (King Amar and someone else), you'll
1738 learn that the Fire Seed's been stolen, as well as Salamando (another
1739 elemental). Besides an inn (50 GP), Watts (forge the Whip), and a
1740 shop, there's pretty much nothing of interest, so head down to the
1741 Cannon Travel Center (to the right of the village). Pay 50 GP to get
1742 blown to the Ice Country.
1743
1744 There IS a Fire Palace around here, but since you aren't supposed to
1745 be there now, you will not be able to completely explore it yet.
1746
1747
1748------------------------------------------------------------------------
17492-L: Brrr... Cold!
1750------------------------------------------------------------------------
1751
1752 Items -- Spear's Orb, Bow's Orb
1753 Monsters -- Howler, Pebbler, Shellblast, LA Funk, Boreal Face,
1754 Brambler
1755
1756
1757 TODO VILLAGE ---------------------------------------------------------
1758
1759 If you have enough money, buy Chest Guards for everyone, and the next
1760 areas will be a breeze. If you don't have the money, sell stuff, or
1761 buy the weaker equipment. Watts has taken over the blacksmith's
1762 house, so you can reforge your weapons there. There's an inn, too (50
1763 GP), and when you're ready with all your business here, head west to
1764 the desert's antithesis.
1765
1766
1767 FROSTY FOREST --------------------------------------------------------
1768
1769 Right in the first screen, take any path you like; they all lead to
1770 the same place. There are many Howlers here; they are not hard to
1771 kill and appear in great numbers, so if you wish, massacre these
1772 babies to score mucho experience. Go to the next screen to find...
1773 Rudolph? It friggin' TALKS, so talk to it to learn that his master
1774 (Santa, obviously) has been stolen. Go into his house and steal what
1775 he probably planned to put under some kid's Christmas tree, a Spear's
1776 Orb.
1777
1778 Put aside, those feelings of guilt, and head south. Move on, till you
1779 reach an intersection; to the right is the Cannon Travel Center, and
1780 the other paths lead to the area of the forest. Left is a bit faster
1781 than going south, so go left. In the next area, go south at the fork.
1782 You'll meet LA Funks--these avoid every single physical attack of
1783 yours, so have the sprite bombard them with magic. Evading them is
1784 better, of course. At the second fork (left/south), make left, unless
1785 you wish to cross a path with monsters all over the place. Speaking
1786 of monsters...
1787
1788 Boss Strategy -- Boreal Face:
1789 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1790 LV: 26 HP: 1100 EXP: 2245 TYPE: Plant
1791 MP: 12 GP: 1040 ELEMENT: Dryad
1792
1793 Right off the bat, this is just a souped-up version of Tropicallo,
1794 complete with Brambler, new spells, and again, those STUPID ANNOYING
1795 PUMPKIN BOMBS. On top of that, magic doesn't hurt him. Rely on
1796 your weapons now (equip the strongest ones). Because of the CPU-
1797 controlled allies' absolutely outstanding AI (WHY are you so stupid,
1798 WHY!!!?), configure them to attack the Brambler only. The girl
1799 should heal when needed; keep her alive.
1800
1801 Since the battlefield is one open area, it isn't too hard to avoid
1802 those pumpkin bombs. However, if they miss you they just try to hit
1803 you again. To prevent them from hitting you, wait until the last
1804 sec and swift away. Note that you must hit the face when it appears
1805 or it will spit out those bombs non-stop. If you're playing with a
1806 friend, it's probably best to have one concentrate on the Brambler,
1807 and the other reserve a piece of his weapon for the face. You COULD
1808 just let your allies die and kick some face single-handedly, but
1809 this is only doable if you have a respectable amount of HP and an
1810 above-average level. The Bramblers have 78 HP (but they'll be down
1811 after only one hit), and winning will result in the acquisition of a
1812 Bow's Orb.
1813
1814 After the Boreal Face is down, you'll automatically go north to this
1815 game's version of Hawaii.
1816
1817
1818 MEGA-POPULAR TROPICAL RESORT -----------------------------------------
1819
1820 Yes my friend, it is abnormally warm here. In the middle of the
1821 village is a stove that appears to be the cause of all that's good
1822 here. You can talk to everyone in this village to learn what's
1823 obvious and some stupid facts ("I moved from Gold City.") nobody gives
1824 a crap about. And in the residences, you'll find--eh?--fireplaces and
1825 ultra-thick bedspreads?! I mean, um.
1826
1827 But to go on with the game, you gotta talk to the jester in front of
1828 the stove. You've met him before... ah yes, the Kilroy clowns.
1829 Luckily, he doesn't remember and leaves you guarding the stove. Now,
1830 examine it and you'll hear something. Reply with yes once it's asked
1831 whether you wish to open it or not, and Salamando comes out! He'll be
1832 eternally grateful for setting him free and grants you his fiery
1833 powers (whoo!)
1834
1835
1836 ABANDONED AND COLD VILLAGE -------------------------------------------
1837
1838 Now that the village has been abandoned, the Scorpion Army leaves
1839 town. It's perhaps wise to show Salamando around and level him up to
1840 level 2 or 3. Once you're done with that (or didn't do it all, of
1841 course), head for the north to more snow and ice.
1842
1843 Go left, up, and right. Here's a fork; go up to reach Neko (save your
1844 game only; don't buy as you'll get friggin' RIPPED OFF), or take the
1845 path to the right to reach the Ice Palace. Now, collect your senses,
1846 ready your sword, and head inside. Oh wait! You'll need to take care
1847 of a few monsters first. In front of the entrance is a duo of
1848 Shellblasts, too. When you're finished, burst in.
1849
1850
1851------------------------------------------------------------------------
18522-M: The Fire Seed
1853------------------------------------------------------------------------
1854
1855 Items -- Glove's Orb, Boomerang's Orb
1856 Monsters -- Shellblast, Blue Drop, LA Funk, Specter, Weepy Eye,
1857 Mystic Book, Tonpole, Biting Lizard, Frost Gigas
1858
1859
1860 ICE PALACE -----------------------------------------------------------
1861
1862 Now, the first thing you don't want to do is barrel straight ahead, or
1863 a Shellblast will smacka yo face. There's a stair set north of you,
1864 and three closed entrances with a switch in front of them. One of
1865 them looks like it's broken (left), the other (middle) creates a
1866 passageway that shuts once you try to pass it, and the last one
1867 (right) is the one you should have. Watch out for the other
1868 Shellblasts, and head to the next area. Here are two Blue Drops,
1869 which, like the Green Drops, have the ability to multiply. Don't get
1870 close to them or they'll attack and turn you into a... snowman! Your
1871 best bet is to avoid them and swiftly maneuver into the next room.
1872
1873 Fork. To the right is a path to a treasure, so go right first. Step
1874 on the switch to create a path, walk around into the now-accessible
1875 room, and claim a Glove's Orb! The Specters in this room cannot be
1876 hit by your regular weapons and need to be pumped full of magic if you
1877 wish to get rid of 'em. Return to the fork and take the left path.
1878 Repeat the same process, except that there's a Blue Drop guarding the
1879 switch and the room does not contain any prize.
1880
1881 Instead, it features three Specters and two switches. The left switch
1882 does a whoppin' nothing, while the right bumps the wall away to
1883 uncover a door. If you don't want to waste MP, quickly head to the
1884 next room before a Specter casts a spell. Next is another wee space
1885 introducing the Weepy Eye. Kill it, and then trudge on to the library
1886 featuring a new enemy: the Mystic Book.
1887
1888 Note: If you wait a moment while fighting them, Mystic Books will
1889 turn to a page featuring a naked woman! Then they hurriedly
1890 flip to another page. ^_^;
1891
1892 Now I have your complete attention, let me state that Mystic Books
1893 have powerful spells to their potential. Because of their low
1894 defense, try to kill them as fast as possible. Then, try to find your
1895 way around this friggin' place... to eventually reach a room with MORE
1896 Mystic Books; you will be trapped once you enter this place. At the
1897 end are two switches. Step on them, and it appears to be another
1898 trap, dropping you below onto a small isolated platform populated by
1899 three Tonpoles!
1900
1901 Boss Strategy -- Biting Lizard (x3):
1902 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1903 LV: 11 HP: 770 EXP: 210 TYPE: Lizard
1904 MP: 6 GP: 348 ELEMENT: Undine
1905
1906 I strongly advise you to focus on a SINGLE ONE of them at a time.
1907 If you let all three of them evolve, you will not only lose, but
1908 also throw your controller/keyboard to the screen out of
1909 frustration, being completely embarrassed by the fact that you have
1910 been beaten by three stupid lizards. Thus, use the Targeting-
1911 function again and let the computer-controlled allies concentrate on
1912 the monster you're trying to beat silly. Tonpoles have 600 HP; the
1913 Biting Lizards have 770 HP. See the strategy in section 2-E of the
1914 walkthrough for details, though I don't think you will need it...
1915
1916 After beating these three, you'll be at the switches again, except
1917 that there's an entrance now. Go north. (Don't worry, you're ALMOST
1918 there!) Kill the Blue Drop, equip the Whip, and get yourself to the
1919 other side of the room. Watch out for the enemies and follow the
1920 trail into the warp. Three Weepy Eyes await you. The door in front
1921 of you leads to what looks like a throne room, with the exception that
1922 an icky voice tells you to be gone, followed by "Well?" and a yes/no-
1923 choice. The stupid thing is that if you say no, you gain control over
1924 your party and you're free to explore every corner of the room. But
1925 if you say yes, you'll be sent directly to the Frost Gigas's room. Go
1926 figure.
1927
1928 Oh yeah, a boss.
1929
1930 Boss Strategy -- Frost Gigas:
1931 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
1932 LV: 29 HP: 1140 EXP: 3045 TYPE: Non-corporeal
1933 MP: 99 GP: 1200 ELEMENT: Undine
1934
1935 Obviously, Frost Gigas does not like Salamando. If you've taken the
1936 time to level Salamando up to 3, and if you have enough MP (and some
1937 of those walnuts), you are downright gonna slaughter this boss. The
1938 girl has some attack-spells now, so double her with the sprite and
1939 unleash. The boy should, err... watch. If you've got the best
1940 armor available, you will take barely any damage, so healing is not
1941 even necessary. The Frost Gigas acts exactly the same as the Fire
1942 Gigas, except that Undine-spells are used. Now, don't bother using
1943 weapons; he will cast Ice Saber on all of you to minimize damage
1944 done, and even with the Flame Saber cast upon you it will not be
1945 enough--only use them when your MP runs out and there're not much HP
1946 left within this boss. 1140 HP is what you need to melt down, and
1947 winning will net you a Boomerang's Orb. (If you lose, the game's
1948 not over, but you'll be sent to the entrance of the palace.)
1949
1950 You will meet Santa Claus. He will explain that he was turned into
1951 that Frost Gigas thing, because kids no longer believed in him
1952 (hahaha). A Mana Seed transformed him, so it's important not to let
1953 those seeds fall into the wrong hands! Speaking of seeds, Santa will
1954 hand you the Fire Seed, and of course, we've gotta bring it back to
1955 the Fire Palace near Kakkara.
1956
1957
1958------------------------------------------------------------------------
19592-N: The Fire Seed (Part Two)
1960------------------------------------------------------------------------
1961
1962 Note: This chapter is connected to chapter M. Because uh... N goes
1963 after M.
1964
1965 Items -- 1000 GP, 1000 GP, Axe's Orb, Javelin's Orb
1966 Monsters -- Spider Legs, Mad Mallard, Pumpkin Bomb, Sand Stinger,
1967 Robin Foot, Dark Funk, Red Drop, Minotaur
1968
1969
1970 PATH TO FIRE PALACE --------------------------------------------------
1971
1972 In the Frosty Forest, navigate your way to the Cannon Travel Center
1973 and buy a trip straight to Kakkara. There'll be a signpost pointing
1974 you to the center, so you can't miss it. Fortunately, you'll land
1975 where you need to land. Go talk to the people if you want, have Watts
1976 reforge any weapons you can upgrade, then make for the Fire Palace to
1977 return the Fire Seed to its original place. Make sure to have plenty
1978 of Faerie Walnuts and sleep at the inn.
1979
1980 (F) (K) K. Kakkara.
1981 | | | P. Path to Fire Palace.
1982 (P) (1)--(1)--(2) F. Fire Palace.
1983 | | | | 1. Bunch of pools (quicksand).
1984 (2)--(2)--(2)--(1) 2. Monsters (Mad Mallards, Pumpkin Bombs).
1985
1986 Yeah--I, your personal rocket scientist, have gone through the
1987 trouble of listing the paths and stuff. What's above should be
1988 simple enough for you: first, leave Kakkara (by going south). In
1989 the desert, go south, then left, then north.
1990
1991 Here's the path to the Fire Palace. Beat the crap out of the Sand
1992 Stingers, then head up a platform. Watch out, though; there're Spider
1993 Legs lurking right in front of the stairs. And guarding the entrance
1994 are Robin Foots (ah, I GEDDIT! ROBIN FOOT! Ha ha ha) trying to
1995 launch arrows in you! Best to avoid them... or show them the TRUE
1996 power of a Bow.
1997
1998 Note: You can see in the "map" above that you can go north from the
1999 area in the upper-right corner. It's a bug of some sorts,
2000 actually, that enables you to go to a certain place when
2001 you're not supposed to. The trick is to stand in the upper-
2002 left corner and run while facing the upper-left direction.
2003 There's not much to do, but anyway.)
2004
2005
2006 FIRE PALACE ----------------------------------------------------------
2007
2008 Inside, watch out for the two Robin Foots that attack you from both
2009 sides. After you beat them, you'll see that you have to go north, but
2010 that the passage is impassable. There is a path to the left and to
2011 the right; go left first. Move on, and you'll ultimately arrive in a
2012 large area that appears to be the core of a volcano, but... it's not.
2013 Anyway, ah look, a Crystal Orb! Get rid of it. If you don't know
2014 how, I ain't helping ya.
2015
2016 ... ...okay, just have the girl use Sylphid's Analyzer-spell on it to
2017 discover Salamando works on it and use Exploder to continue (use fire
2018 to blow out the fire??). Shouldn't have told you, though. Watch out
2019 for the Dark Funks (powerful versions of the LA Funks you met earlier,
2020 give them a taste of Undine's Freeze) and continue to the next room.
2021 Here's a Red Drop; quickly waste it. As for the room, there are many,
2022 many paths you can take. The upper-left/-right areas are empty, and
2023 in the middle, you can go north to continue, or south to return to the
2024 entrance. And in the lower-left corner is a hidden passage; it
2025 appears to be a dead-end, but leads in fact to a chest with 1000 GP!
2026 So be sure to take it, and then take the north path.
2027
2028 Another Crystal Orb. This time it's Fireball you have to use, so use
2029 it. After you open up a long path, move on 'til you reach a split.
2030 Go north first, as there's more cash waiting! After you get another
2031 bag of 1000 GP, head back and take a right, up the stairs. Here,
2032 ready Undine and cast away! Most are weak to Freeze (or to magic in
2033 general... too lazy to figure out). The path forks like hell, but is
2034 simple; first take the stairs in the upper-left corner. It leads
2035 eventually to an Axe's Orb!
2036
2037 Once you have it in your possession, return and go down the other set
2038 of stairs. A large portion from here on is pretty much following the
2039 trail. In the room with a platform and a switch, step on that switch.
2040 The wall to the right disappears, enabling you to continue. Ready
2041 your Whip, and cross chasms. Go up the flight of stairs, and again.
2042
2043 Huge room. There are fire bowls all over the place; step on the
2044 switch and they'll all light up! A Crystal Orb appears as well, which
2045 is vulnerable to Undine (Freeze). After using Freeze, all bowls dim,
2046 except for two. Stand in-between them, and the platform very
2047 unrealistically makes place for stairs, leading to a platform that
2048 gives me an icky Zelda 3-déjà vu.
2049
2050 Boss Strategy -- Minotaur:
2051 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2052 LV: 30 HP: 1200 EXP: 3348 TYPE: Animal
2053 MP: 99 GP: 1440 ELEMENT: Gnome
2054
2055 Simple, trust me. Minotaur has level 7 Gnome-spells to his
2056 disposal, which HURT. Aside from that, he's pretty much no threat.
2057 You should attack him whenever possible, not giving him the chance
2058 to use Earth Slide... if you do have to feel one, use Cure Water
2059 shortly after it. Attack, attack... and don't get too close unless
2060 you think getting thrown around feels good, and have the sprite cast
2061 a few Thunderbolts. Even if you didn't level-up Sylphid, it'll do
2062 much damage (at least over 100), and with 1200 HP, this fight will
2063 be over with sooner than you think. Mid-way (after you deplete 600
2064 HP), Minotaur will get mad and turn all red, and actually try to
2065 attack you. Still easy though. Don't worry. Your reward will be a
2066 Javelin's Orb.
2067
2068 After winning, the path to the stage will open. Go up and interact
2069 with the Fire Seed, gaining its powers and enabling your magic to go
2070 up to a level of 4! Alright! Use the Magic Rope to leave and return
2071 to Kakkara. There are no enemies in and around the Fire Palace, but
2072 there are some in the desert.
2073
2074
2075 KAKKARA --------------------------------------------------------------
2076
2077 In Kakkara, the water hasn't returned! Great. The old guy says that
2078 a Sea Hare's tail would help, but you don't have it. Forge any
2079 weapons with Watts, and go to the Cannon Travel Center. Take a flight
2080 to the Empire. "Keep a low profile while in the Empire!" Now what
2081 could that mean?
2082
2083
2084------------------------------------------------------------------------
20852-O: The Resistance
2086------------------------------------------------------------------------
2087
2088 Items -- (none)
2089 Monsters -- Iffish, Dinofish, Blue Drop, Mad Mallard, Pumpkin Bomb
2090
2091
2092 EMPIRE SOUTHTOWN -----------------------------------------------------
2093
2094 Now then, there're several places of interest in Southtown. There's
2095 an Inn (100 GP) located in the center (somewhat), and the shop is in
2096 the same building. An old hag named Mara lives in a residence west in
2097 the village, and there's a mysterious passage guarded by someone in
2098 the east part. Even if you have the money, I do not recommend buying
2099 armor in the shop. There's better stuff in a town you'll get to soon,
2100 and there are little monsters you'll meet in the meantime.
2101
2102 To continue, head to Mara's house. Once she spots you, she'll hastily
2103 retreat in her house. Enter also and talk to her. She knows that
2104 you're friends of Jema and reveals that she's actually a Tasnican spy.
2105 She will also tell you to enter Northtown via the sewers, and that the
2106 password to enter is "634". Now, go to the eastern part of the town
2107 and talk to the guard. Input the password, and enter the sewers.
2108
2109
2110 SEWERS ---------------------------------------------------------------
2111
2112 Kill the Iffishes, and watch out for the Dinofish (the fish freakin'
2113 launches MISSILES). There are Blue Drops in this place too; don't get
2114 too close to them or they'll frosty (whee!) you. Head up a platform
2115 and go down the set of stairs. Here are more monsters; from the
2116 stairs down (into the water), head south all the way until you reach
2117 the next area. And in here, make your way to the lower-left corner,
2118 and head into the entrance.
2119
2120 Here, kill the Dinofishes; remember they can't hit you from below with
2121 their missiles, and that the Bow/Javelin CAN hit them from above.
2122 Head south, meet a Mad Mallard, and reach the next area. Kill the
2123 Dinofishes you'll come across and head north (the south part is a dead-
2124 end). Beat the Blue Drop and circle around, entering the entrance
2125 that is the exit of this damn place.
2126
2127
2128 EMPIRE NORTHTOWN -----------------------------------------------------
2129
2130 You'll arrive in the Resistance's base. You will get to meet Krissie,
2131 the female leader of the opposition, and you'll learn that a certain
2132 "Dyluck" is draining people's energy in the Northtown Ruins, like in
2133 the ruins near Pandora. As you see, something's up. Talk to the
2134 people in this house if you wish, and then exit to see you're in
2135 Northtown. As a small note, you can walk through the trees in the
2136 southernmost part of this town (useless, to be frank).
2137
2138 Sell all equipment you have and spend every piece of gold you've got
2139 at the shop. If you have enough (26,750 GP), buying the optimal armor
2140 is strongly recommended--Tiger Cap (x3), Tiger Suit (x2), Tiger Bikini
2141 (x1), Frosty Ring (x3). If you don't have enough, you'll have to do
2142 with Ruby Vests. If you have some business with Watts, he's in the
2143 inn. Pump up any weapons you have orbs for (each one should be level
2144 4 now), and save.
2145
2146 Once that's done with, head to the northeast part of the town and go
2147 right. In the ruins, head north to find Phanna. Talk to her. She
2148 tells you to scram and does not seem to be okay... Krissie takes her
2149 to the doctor in town, and you've gotta beat the crap out of
2150 everything inside that daunting place, accompanied by creepy music.
2151
2152 Note: Or if you want to level-up your characters quickly, head for
2153 the Emperor's castle (upper-left corner of Northtown). Right
2154 now, the path is blocked by a group of three Armored Men--
2155 kick the hell out of the first (which is able to hit you),
2156 then use long-range weapons to take out the last two (which
2157 are safe behind a blockade). It's not very hard to defeat
2158 these monsters at this place so I regard this a great
2159 leveling-up opportunity. Take advantage of it! A downside
2160 is that you can't reach the items they drop, but I'm sure
2161 Candies and Cups of Wishes aren't THAT exciting.
2162
2163
2164------------------------------------------------------------------------
21652-P: Phanna and Dyluck
2166------------------------------------------------------------------------
2167
2168 Items -- Spear's Orb, Bow's Orb, Sword's Orb, Whip's Orb,
2169 Boomerang's Orb
2170 Monsters -- Ghoul, Wizard Eye, Imp, Grave Bat, Blue Drop, LA Funk,
2171 Tomato Man, Zombie, Specter, Red Drop, Green Drop,
2172 Robin Foot, Doom's Wall, Doom's Eye, Vampire
2173
2174
2175 NORTHTOWN RUINS ------------------------------------------------------
2176
2177 I'll be frank: I hate this place. The monsters are a bit strong (so
2178 it is of utmost importance to have strong armor) and the dungeon is
2179 long. But the reward is everything you see in the "ITEMS"-list on top
2180 of this chapter! First off, the Spear's Orb and a Bow's Orb. At the
2181 start, don't go directly north, but take one of the side-passages,
2182 leading up. Beat up any monsters you'll meet and go into the small
2183 door. Follow the path. Left leads eventually to a Spear's Orb, and
2184 right to a Bow's Orb. If you plan to use those weapons throughout the
2185 dungeon, better forge 'em right away.
2186
2187 Once you have the orbs in your possession, head north from the
2188 entrance. Beat up the Wizard Eye and its spawns (Weepy Eyes), or
2189 avoid them and run through the door. Here are Ghouls and Specters.
2190 Kill (re-kill) them, and head north to reach a room with a Wizard Eye
2191 and two Weepy Eyes. After this is a room with three Grave Bats. And
2192 after that is a room with a Blue, Red AND Green Drop! Ready a sharp
2193 weapon and slash your way through this room (while saying, "die, die,
2194 DIE!"--it helps).
2195
2196 In this hallway, go ALL THE WAY to the left. The door in the middle,
2197 guarded by a Robin Foot, leads to a dead-end. Inside the other room,
2198 kill the drops and go north. Defeat the Ghouls and Imp here, and go
2199 down the stairs. You will come out of a door (eh?) and be attacked by
2200 a Ghoul. After taking care of him, take a look at this large room.
2201 There are Robin Foots all over the place, and there are two doors
2202 blocked by spikes. And a regular door in the southeast corner of the
2203 chamber; enter it.
2204
2205 Work your ass through the many doors, while whooping the various
2206 enemies you will encounter. There's a switch; step on it and you will
2207 hear a distant noise... Go back to that large chamber with the spikes
2208 and all, and hey what! The spikes are gone! Now, you first want to
2209 go through the door in the upper-left corner, as there's a Sword's Orb
2210 wanting to hop in your inventory. After letting it do so, go back to
2211 the large room. Go down the stairs (south of the door that you've
2212 used to enter this for the first time, if you remember). Head south
2213 all the way and step on the switch. A door will appear behind you.
2214 Enter.
2215
2216 Kill the enemies here, and go through the door. Then go south into a
2217 small room with two Imps. Kill them both and go down the set of
2218 stairs. Next is a maze sort of thing--navigate your way to the
2219 switch, step on it, the spikes will disappear, go through the large
2220 door, blah blah blah... You should've learned what to do by now, I
2221 guess. Go through a few more rooms, and it's time for a boss.
2222 Noticed Squaresoft recycling a good chunk of monsters in this dungeon?
2223 Well, here's no exception.
2224
2225 Boss Strategy -- Doom's Wall:
2226 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2227 LV: 34 HP: 1180 EXP: 4750 TYPE: Undead
2228 MP: 99 GP: 648 ELEMENT: Shade
2229
2230 Here's the offspring of the Evil Wall! The Doom's Wall fears
2231 Lumina. But how unfortunately unfortunate, you don't have that
2232 elemental at the moment. If you want to use magic now, I just
2233 recommend using the one that's leveled up most. Anyway, there are
2234 two strategies: (1) beating down the head (eyes will go down too if
2235 you destroy the head) or (2) get rid of those pesky eyes first.
2236 After you close the eyes, they will be revived (but will not have
2237 their max HP), and unlike the Evil Wall, this boss will not push you
2238 against spikes.
2239
2240 I suggest going for the eyes first. This is, in my opinion, easier
2241 because getting rid of the head is a piece of cake when there are no
2242 eyes using attacks on you. Better yet, the head will waste some
2243 time by casting Revivifier on the eyes. And, seeing as a fully-
2244 charged attack kills those eyes in one hit, huzzah. Initially, the
2245 eyes have 425 HP so unleash a few charged attacks to let them bite
2246 the dust (oh wait, SEE the dust!).
2247
2248 The head constantly uses Cure Water on itself, which is his main
2249 annoyance and the reason you should hack at the eyes first. Also,
2250 it has many powerful spells (and an ANNOYING one that grabs a
2251 character and throws it around, leaving the victim unable to do
2252 anything). Try to kill this boss as soon as possible. The eyes
2253 have 425 HP. Your reward will be a Whip's Orb.
2254
2255 Destroying the Doom's Wall leads into the appearance of an entrance.
2256 That entrance leads to a large, familiar chamber with a big platform
2257 in the middle; Dyluck is standing on it! Go talk to him. He doesn't
2258 seem to be 100% at this moment and kills the girl. The boy then whips
2259 out his hammer to knock some common sense into Dyluck ("...thanks, I
2260 needed that!"), and he tells you to enter the room in the back to find
2261 the girl. Thanatos is there, with the girl. Dyluck lends a helping
2262 hand and gives some life force to the girl, and whoo, a boss! You
2263 will have to confront a vampire, named, suitably, Vampire.
2264
2265 Boss Strategy -- Vampire:
2266 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2267 LV: 35 HP: 2550 EXP: 5148 TYPE: Undead
2268 MP: 99 GP: 696 ELEMENT: Shade
2269
2270 Chain-casting works extremely well against him, so if you don't want
2271 to bother fighting, do that. Vampire uses Undine-spells (Absorb and
2272 Freeze), can knock you unconscious, and uses Sleep Ring (that knocks
2273 you asleep). You can also get poisoned if you let a claw hit you,
2274 and Vampire can grab you and eat you like Spikey Tiger did. It's
2275 important to keep everyone alive; if you take him on solo, Vampire
2276 will cast numerous spells on you and you're outright gonna die.
2277 Weapons are not effective until he opens his wings, so charge your
2278 weapon while they're closed. You'll receive a Boomerang's Orb for
2279 defeating him. Good luck!
2280
2281 Dyluck is gone already; what a shame. Leave the place by using the
2282 Magic Rope (the door to the north won't open anymore, by the way)--if
2283 you took one of the treasures on the balconies then you will end up
2284 there. Head back to the town.
2285
2286
2287------------------------------------------------------------------------
22882-Q: A Truce...?
2289------------------------------------------------------------------------
2290
2291 Items -- Glove's Orb, Axe's Orb, Whip's Orb, Javelin's Orb,
2292 Flammie Drum
2293 Monsters -- Metal Mantis, Emberman, Armored Man, Dark Ninja,
2294 Mystic Book, Mech Rider 2
2295
2296
2297 EMPIRE NORTHTOWN -----------------------------------------------------
2298
2299 You can visit the doctor's house and hear that Phanna's vital signs
2300 are WAY off, but that she'll be alright. His house is left of the
2301 first fountain you'll encounter, and under the doc's house is the
2302 Resistance's base. Enter it. After you tell Krissie about what has
2303 happened, she'll (I still have to familiarize myself with using "she"
2304 when I'm talking about Krissie, so bear with me if I forget the "s" in
2305 the future) say that the Emperor might wants a truce... that, in fact,
2306 has been the Resistance's goal since it was established, so the group
2307 will head to the castle for negotiations. Follow them.
2308
2309
2310 NORTHTOWN CASTLE -----------------------------------------------------
2311
2312 After saving and sleeping at the inn, head to the castle, which is in
2313 the upper-left corner of the town. There's pretty much only one path
2314 you can take, as soldiers block the others. When you get to the
2315 dining room, nobody's there. Strange. Suspicious. Mysterious. Talk
2316 to the Emperor and he reveals that you're screwed--it's a trap.
2317 How... expected. You're dumped in a cell along with your buddies from
2318 the Resistance, and to leave, you'll have to talk with the guard. He
2319 lets you out, although he then throws you into a hole with a walking
2320 thing that likes to wave with razor-sharp cutting edges. Groovy.
2321
2322 Boss Strategy -- Metal Mantis:
2323 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2324 LV: 34 HP: 1220 EXP: 4749 TYPE: Metallic
2325 MP: 40 GP: 1464 ELEMENT: None
2326
2327 Yet ANOTHER recycled boss. Fortunately, Metal Mantis is easy. Have
2328 the sprite unleash with a few castings; it is also very possible to
2329 beat this boss without the help of magic, as Metal Mantis isn't too
2330 much of a threat. He uses a Fire Beam-attack that doesn't exactly
2331 hurt much, Gem Missile and Lunar Boost. Counter any attacks
2332 directed to you with Candies or Cure Water and you should be safe.
2333 Metal Mantis has 1220 HP and you will receive a Glove's Orb upon
2334 winning. How about that. Oh, and I wouldn't recommend using a
2335 Faerie Walnut this time, but just continue with weapons after your
2336 MP runs out, or use no magic at all. He's so easy.
2337
2338 Step on the tile when it appears. Go to the left and make use of the
2339 yellow thing to do a Whip-jump without a Whip to the other side. Get
2340 1000 GP on top of a platform when you see it, then enter the passage
2341 to your left. Three Embermen (Embermans?) await you here; though they
2342 are not hard to kill, they can duplicate and have strong Salamando-
2343 spells that knocked my party silly, so watch out.
2344
2345 Free the members of the Resistance (I didn't though, and that deed did
2346 not have any noticeable effect) and go west. Go up the stairs, watch
2347 out for the Embermen and head outside. Kill the Armored Men and head
2348 all the way to the right (don't go inside via the entrance in the
2349 middle). Enter the door and head north. Kill the Armored Men, step
2350 on the switch to open the gate, and enter the small door. Though it
2351 seems there is only one Armored Man guarding the two chests, there are
2352 actually two extra hidden ones! So be careful, and after kicking some
2353 rust, open the two chests for two well-deserved treasures: an Axe's
2354 Orb and Whip's Orb! Return to get some fresh air and enter the large
2355 door in the middle.
2356
2357 Remember that two guards, on your way to the Emperor, were blocking a
2358 flight of stairs to the left so you had to take the right one? Those
2359 guards are gone, so take the left stairs now. Watch out for the Dark
2360 Ninjas... they're hazardous to your health, as you've seen in various
2361 movies. Walk around until you get outside again, and then go inside
2362 by taking the big door. Inside, fight the Dark Ninjas and Mystic
2363 Books, and then step on the switch. A door appears. Enter, waste the
2364 Dark Ninja, and go up a room. Make a right. Defeat the Armored Men
2365 if they get in your way, and walk into the next area.
2366
2367 Here, if you just go north and step on the two tiles, you will get
2368 blown back by DA FORCE. Instead, go right-left-up and step on the
2369 warp, and go left-up-right. But if you now step on the other tile,
2370 you will also get pushed back! What now? I'll tell you. The
2371 programmers are very mean, you know, so they put in a hidden switch on
2372 the wall north of you. Easy to miss. Plant your weapon in it and DA
2373 FORCE will disappear. You're now able to walk on the tiles and enter
2374 the door. The door leads to a room with four bad guys awaiting you...
2375 Geshtar pleads for another chance to finish you off. That wish is
2376 granted, so you will head to a long yet narrow area on top of the
2377 castle.
2378
2379 Boss Strategy -- Mech Rider 2:
2380 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2381 LV: 37 HP: 1258 EXP: 6013 TYPE: Metallic
2382 MP: 30 GP: 1500 ELEMENT: None
2383
2384 Geshtar will constantly ride left and right trying to bore that
2385 sharp point in you. This, in case it wasn't already apparent, must
2386 be avoided. Do so by not letting him go out of sight, watch where
2387 he's going and go out of his way to keep away from any damage (and
2388 getting knocked unconscious). Don't charge your attacks... once
2389 it's ready to chunk out a fair amount of damage, Mech Rider is gone
2390 already, and if you walk to the other side while charging, the same
2391 applies.
2392
2393 To defeat him, use magic (utilize the elemental you leveled up
2394 most). It seemed to work much better than physical attacks, so...
2395 there you go. Fortunately, Mech Rider doesn't have THAT much HP.
2396 He'll use the ride-in-your-face-attack and fires hard-to-avoid
2397 missiles, mostly after you hit him. Infrequently, he'll also use
2398 Wave Cannon. This one hurts; trust me. Also, Geshtar uses Speed
2399 Up; note that when he uses this, get the hell out of his way because
2400 he's going to ride soon after he finishes. Mech Rider drops a
2401 Javelin should you manage to beat him.
2402
2403 Oops. Looks like Geshtar's a bit pissed you demolished his lovely
2404 bike yet again, so for revenge he's gonna blow up the whole place.
2405 Just right when it looks like it's time for the curtains, you hear a
2406 sound... the sound of... King Truffle! Go to the right and have a
2407 chat with him. He will tell you that he came here by Flammie!
2408 Apparently, Flammie thinks you are his parents, so Truffle gives you
2409 the Flammie Drum. Pound on it anytime, anywhere, and Flammie will
2410 pick you up and fly off. Handy, that.
2411
2412 But before you go explore the vast world of Secret of Mana, Truffle
2413 wants you to bring him back home to Matango, southwest of where you
2414 are now.
2415
2416 Here are the controls for riding Flammie:
2417
2418 A -- Go up (ascend).
2419 B -- Go down (descend).
2420 L/R -- Switch to overhead view, or vice-versa.
2421 Start -- Look at the map.
2422
2423 If you're low enough, the screen will automatically shift into
2424 overhead view. To land, just hold the B-button--if nothing happens,
2425 you can't land. You can also press Start to look at the World Map
2426 in globe-form. If you now press L or R, the World Map will change
2427 to map-form, if you know what I mean.
2428
2429 Be aware that I've got a sketch of the World Map in section 3-A, so
2430 look there if you're helplessly disoriented! You're welcome.
2431
2432
2433------------------------------------------------------------------------
24342-R: The Palace of Darkness
2435------------------------------------------------------------------------
2436
2437 Items -- Sea Hare Tail, Moogle Belt, 1000 GP, Glove's Orb
2438 Monsters -- Bomb Bee, Trap Flower, Eggatrice, Fierce Head,
2439 Dark Knight, Dark Ninja, Emberman, Imp, Lime Slime
2440
2441
2442 OPTIONAL / I BELIEVE I CAN FLY ---------------------------------------
2443
2444 King Truffle can wait. ^_^;
2445
2446 Fly to a small isolated island in the middle of the ocean (see the map
2447 in section 3-A if you have trouble finding it--look for the Sea Hare
2448 Island). The inhabitants of that island moved there because of the
2449 Empire, but they live quite poor over there. If you enter the big
2450 house in the middle you'll arrive in a merchant's shop. However, he's
2451 got nothing for sale but Sea Hare Tails. Surprised that you actually
2452 came here to get one, you'll get it gratis. Darrr... he's sitting in
2453 his store waiting ALL DAY for a customer to walk in to buy some Sea
2454 Hare Tails--which in reality will never happen--and he'll give his
2455 first and most likely only purchaser a tail for FREE? Ahem.
2456
2457 Now, let's head to Kakkara, which is just north of you. Be sure to
2458 land in Kakkara (green place with houses and stuff) and not somewhere
2459 else, or you'll disembark in the desert. Talk to the two important-
2460 looking guys and they'll notice you've got a tail with you. Then,
2461 magically, water appears! In return for this favor, Amar grants you a
2462 Moogle Belt. This item can turn you into a Moogle, if you insist.
2463 WOW. How crap. You can also use it to transform back into a human if
2464 you're in trouble.
2465
2466 If you haven't done this before, you can get the Midge Mallet. This
2467 works the same as the Moogle Belt, except that it shrinks and un-
2468 shrinks people. Get it by talking to the Elder in Gaia's Navel (the
2469 dwarf that stands in front of the big hole).
2470
2471
2472 OPTIONAL / MATANGO ---------------------------------------------------
2473
2474 Fly to Matango, which looks like a castle with three purple circles
2475 and orange dots humping in and out. King Truffle says that you seek
2476 the Lofty Mountains, and that they're southwest of here. Before you
2477 go, head inside the castle and speak with Watts and upgrade your
2478 weapons. If you collected every single orb on your way, all weapons
2479 should be at level 5 now, with the exception of the Whip, which should
2480 be 6. If time allows, I recommend working on the most-used weapons
2481 and getting every elemental to the maximal level.
2482
2483
2484 OPTIONAL / MANDALA/MOUNTAIN ROAD -------------------------------------
2485
2486 When you're ready, board Flammie and head to the Lofty Mountains--it's
2487 the rocky part of the large island. There are two places where
2488 Flammie can land; in the center of the mountains lies the entrance to
2489 the Palace of Darkness, and somewhere near the ocean is the village
2490 Mandala. The palace is pretty much the center; Mandala is left of it,
2491 a few steps away.
2492
2493 Obviously, the Palace of Darkness is where you HAVE to go now, but
2494 Mandala should not be missed either. Inside, head to the armor shop
2495 and buy the best stuff available: 3 Ivy Amulets, 3 Magical Armors, and
2496 2 Circlets. It's expensive (44,725 GP!), but rewarding. Equip your
2497 party members and head to the tower north of the village. Head inside
2498 and talk to what the ancients called "Veedios" (*British accent*
2499 funny, ha ha). You will "learn" about the Mana Fortress war. When
2500 you're done here, leave.
2501
2502 We've also got the Sage's Cave (to the right of the palace). If you
2503 for some reason want to go there, equip the Whip, because you'll be
2504 needing that often. Neko will appear mid-way (somewhere between two
2505 cliffs... he will come into sight after you walk a bit further); he
2506 stocks the same stuff as in Mandala, which you can buy if you wanna
2507 (you stupid person you). Inside the cave, a bird (Jehk) will say that
2508 Sage Joch went to the palace and that you must scram. Great.
2509
2510
2511 PALACE OF DARKNESS ---------------------------------------------------
2512
2513 Get here by either summoning Flammie and landing in front of the cave,
2514 or walking that short, short distance on the Mountain Road. In the
2515 first room, defeat the Fierce Head (and any monsters it spawns). In
2516 the next room you can go left or right; take the right path after you
2517 give the Dark Knight a beating. Go north (avoid the ninjas) and ready
2518 the Axe. Whomp the stalagmites to your right; left is ignored for
2519 now, but I'm sure we'll have to return here because there's a crack in
2520 the wall... hmmm. Go south (north leads to a dead-end with two Fierce
2521 Heads).
2522
2523 Note: Be sure to bust every Dark Knight you encounter 'cause they
2524 might drop Magical Armor. These pricey items sell for good
2525 cash or are of good use if you don't have them yet. Also,
2526 they might even drop GAUNTLETS!! These babies provide 90
2527 defense, while the best ring obtainable 'til now provides
2528 only 20... Remember that enemies will disappear after
2529 beating the last boss of a dungeon, so you might want to
2530 spend some time here messing with those knights.
2531
2532 Go to the left and through the passage. Tap the switch for a pole to
2533 appear (you cannot reach it with your Whip from here). Return and
2534 take the path leading south. In the next area (which is the second
2535 area of the palace, by the way), walk left and step on the switch.
2536 This opens up the gate you see in the lower-left corner of the screen-
2537 -the chamber that is now accessible contains a Glove's Orb (and two
2538 Fierce Heads). Ignore it for the moment. Take the stairs leading to
2539 the floor below and go through the passage.
2540
2541 Watch out for the Dark Knight and walk through all those narrow
2542 passages. Pick the 1000 GP outta the chest and walk on, to arrive at
2543 the other side of the "second room". Don't go through the passage but
2544 go up the stairs. Don't attend the Dark Knight; just go through the
2545 passage. Here, avoid the enemies again and keep pressing the Up-
2546 button. You'll arrive in the cave-like area again. Kill the
2547 Embermen, don't go in the room above, and use the Whip on the stake
2548 you've let appear earlier. Step on the switch to reveal an entrance
2549 on the wall that had cracks in it. Obviously, that's where you need
2550 to go now, so run all the way back there. I personally use the Magic
2551 Rope now and pick up the previously-ignored Glove's Orb while trudging
2552 to the entrance.
2553
2554 In the new area, head all the way north. Step on the switch and
2555 flames will appear on your left, making an invisible bridge. Walk on
2556 and repeat the process with another switch, and another one.
2557 Eventually, you will enter a dark room with a GIGANTIC blob, and a
2558 voice will tell you that he, Shade, is going to test you.
2559 Unfortunately.
2560
2561 Boss Strategy -- Lime Slime:
2562 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2563 LV: 41 HP: 3470 EXP: 8000 TYPE: Slime
2564 MP: 99 GP: 3000 ELEMENT: Undine
2565
2566 The blob's size is an indication of how much HP the slime has left.
2567 Bigger means more, smaller means he's weak. Magic does not have
2568 much effect if you didn't level it up, but if both the girl and
2569 sprite have a level 4-Salamando to their disposal, you will breeze
2570 through the fight. Use Exploder and Fire Bouquet continually, or do
2571 the chain-casting trick for 999s to appear. Lime Slime has many
2572 shadow-attacks that painfully hurt you, so let the girl reserve some
2573 MP to heal. If you're low in the levels, though, let her heal ALL
2574 THE TIME... those attacks will give you hell if you're weak.
2575
2576 As for the boy, I would suggest not charging his weapon but just let
2577 him hitting the substance as soon as his meter reaches 100%.
2578 Another problem in this battle is that you can barely move around
2579 here; there are invisible walls and it's impossible to be in motion
2580 if you are IN the blob of slime. Note that once he changes colors,
2581 his slime-throw attacks inflict various status effects (engulf,
2582 frosty). However, these attacks are easily avoided once the slime
2583 gets small. All in all, the main thing you should keep an eye on is
2584 your HP; when this drops, heal immediately. If you do this, it's
2585 hard to lose. The After you win this battle, you will get a
2586 Javelin's Orb.
2587
2588 After defeating Shade's monster, you will arrive in a room with the
2589 next Mana Seed, and an elemental in front of it. Talk to it, and
2590 you'll learn that it is Shade, the elemental of darkness. In return
2591 for sending that creature back to hell, the sprite will gain its
2592 powers. The sprite ONLY, but don't worry; the girl will receive an
2593 exclusive-to-her elemental soon. Before you leave, hit the Mana Seed
2594 on the pedestal to gain its powers and the possibility to up your
2595 magic's level to 5.
2596
2597
2598 OPTIONAL / SAGE'S CAVE -----------------------------------------------
2599
2600 If you talk to the bird-weirdo, he'll say that Sage Joch went to Gold
2601 Isle, northeast of here. Blargh.
2602
2603
2604------------------------------------------------------------------------
26052-S: Gold Isle
2606------------------------------------------------------------------------
2607
2608 Items -- Gold Tower Key, Spear's Orb, Boomerang's Orb, Axe's Orb,
2609 Bow's Orb
2610 Monsters -- Beast Zombie, Dark Ninja, Wizard Eye, Blue Spike,
2611 Emberman, Gorgon Bull
2612
2613
2614 GOLD CITY ------------------------------------------------------------
2615
2616 Call Flammie, turn 45 degrees to the right, and press forward until
2617 the sea is right below you. Turn 45 degrees to the left and fly ahead
2618 until you reach a small island, which is the Gold Isle. Find Watts in
2619 the lower-left shop he plundered, and get your weapons upgraded.
2620 Sleep at the inn (200 GP) if you need to. In the upper-left corner is
2621 a normal shop where you can buy lotsa goods... If you have the cash
2622 and want the finest stuff available, buy this: Dragon Helm (x3), Duck
2623 Helm (x2), Battle Suits (x3), Lazuri Ring (x3). Equip your
2624 characters.
2625
2626 Now, north of the town is a tower, but the entrance to it is locked...
2627 In the city, if go up the wall, loop around the damn thing and talk to
2628 the guy at the end, you will learn that the key has been stolen by a
2629 Tasnican spy from Southtown! Hmmm... Mara was a Tasnican, and a spy,
2630 AND from Southtown! Let's check out if she knows more. Board Flammie
2631 and go east. Enter Mara's house and talk to her. She'll say that her
2632 husband was caught stealing a secret key on Gold Isle (what a
2633 coincidence!) and she finds it before you know it. More importantly,
2634 she'll give it to you, so you can continue your quest! (Note that she
2635 won't give the key to you or even mention it if you haven't talked to
2636 the guy on top of the wall in Gold City.)
2637
2638
2639 GOLDEN TOWER (PALACE OF LIGHT) ---------------------------------------
2640
2641 Now you have the key, you can freely enter the palace. In the first
2642 room, beat the two Beast Zombies, and take the Spear's Orb out of the
2643 chest. Return to Gold City to forge it, and return. Go to the next
2644 room. Fight the Dark Ninja and the Wizard Eye, go through the door
2645 and up the stairs, and it's immediately boss time.
2646
2647 Boss Strategy -- Blue Spike:
2648 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2649 LV: 43 HP: 1980 EXP: 9150 TYPE: Animal
2650 MP: 99 GP: 3840 ELEMENT: None
2651
2652 It's the return of Spikey Tiger! Except he's blue and stuff. The
2653 main difference between the battles is that you now have access to
2654 magic. Actually, this is a very easy battle if you have bought the
2655 best equipment available--most of the tiger's attacks are blocked or
2656 very little damage is taken. But if you didn't buy the stuff yet,
2657 two attacks mostly means knock-out. I really recommend having the
2658 latest armor, as it REALLY shows... not only for this battle, but
2659 for the rest of the palace too.
2660
2661 Blue Spike uses the same attacks of Spikey Tiger: dropping from the
2662 ceiling into your characters, rolling around, eating those that get
2663 close, and jumping on the platforms to cast spells (use the Bow if
2664 you can't reach him). If you get Moogled, quickly counter with the
2665 Moogle Belt. Cure when your HP gets below, say, 50 (or 150 if you
2666 don't have optimal armor), and charge your weapon while other party
2667 members are casting spells. Note that when you deplete 2/3 of his
2668 HP, you'll see a death-animation but he's still alive. You will get
2669 a Boomerang's Orb upon winning.
2670
2671 Once you defeat Blue Spike, a stairway pops up. Take it, and you'll
2672 arrive in a familiar room... beat the enemies and circle around, up
2673 the stairway, to meet Gorgon Bull.
2674
2675 Boss Strategy -- Gorgon Bull:
2676 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2677 LV: 44 HP: 2470 EXP: 9755 TYPE: Animal
2678 MP: 99 GP: 4800 ELEMENT: Gnome
2679
2680 He has the ability of kicking your ass royally, but is practically
2681 really easy. He fears Sylphid, so pump him full of Thunderbolts--
2682 each use (it Sylphid is level 5) should deplete about one fifth of
2683 his HP. In return he uses Earth Slide (level 8!), but that does
2684 only about 1 damage IF it's distributed to all of you. If two are
2685 alive, damage will skyrocket to the triple digits, and if a single
2686 person eats the spell, it's a super-speedy tour to the game-over-
2687 screen! So, keep an eye on your HP and heal when needed, if at all.
2688
2689 Just attack, attack and attack while the sprite casts Sylphid over
2690 and over. Keep him busy (or else he'll cast Defender). After you
2691 hack away half of his HP (I think), he goes mad and his attacks are
2692 slightly stronger. Just be a bit more careful. A Bow's Orb will be
2693 your reward.
2694
2695 A stairway similar to the one that appeared after defeating Blue Spike
2696 emerges out of the floor. Go up. Talk to Lumina, the elemental in
2697 front of the pedestal and the girl will gain her (it's her, right?)
2698 power! Now you totally own evil enemies... be sure to level-up the
2699 girl's magic to the max because you sure gotta whoop a lot of dark
2700 monsters... Steal some of the seed's powers and use the Magic Rope to
2701 get out of here.
2702
2703
2704 OPTIONAL / SAGE'S CAVE... AGAIN --------------------------------------
2705
2706 Go back to Gold City and have Watts reforge your weapons. Also
2707 upgrade your magic levels (see section 3-B for stuff). When you're
2708 done, head to the Sage's Cave. Jehk will say that the Sage went to
2709 the Moon Palace, which is in the Sea of Wonders. The Sea of Wonders
2710 is that big black hole (the "eye" of the desert of Kakkara).
2711
2712
2713------------------------------------------------------------------------
27142-T: The Moon Palace
2715------------------------------------------------------------------------
2716
2717 Items -- (none)
2718 Monsters -- Marmablue
2719
2720
2721 THE SEA OF WONDERS ---------------------------------------------------
2722
2723 If you fly Flammie over the big black circle, you will find out that
2724 you cannot land in the middle of it; in front of the Moon Palace.
2725 Instead, you'll have to land near the border of it. Do so. (You can
2726 also get here without the aid of Flammie. See section 2-N for the how-
2727 to; it's not terribly special, though.) Go north and enter Karon's
2728 ferry--a friendly Robin Foot brings you to the Moon Palace.
2729
2730
2731 MOON PALACE ----------------------------------------------------------
2732
2733 Karon will be waiting so you can go inside the palace. Avoid the
2734 Marmablues; they have a Magic Absorb spell. When you go through the
2735 door, you will arrive in a seemingly-empty, black, full-of-Marmablues
2736 area. There has to be something here... and yes, it's a Crystal Orb!
2737 To find it, you'll have to walk around until you stumble upon it. Or,
2738 from the entrance, head one screen up (walk north until the purple
2739 flames are off-screen) and go all the way left/right. Sylphid's
2740 Analyzer indicates that Lumina's magic will work (how surprising); let
2741 the girl cast Lucent Beam for the room to turn "normal". The next
2742 room is the stage room!
2743
2744 Head north and you'll find an elemental again. This time it's Luna,
2745 the moon elemental. Without hesitation, she bestows her powers upon
2746 both magic users, and a warm, fuzzy feeling of joy will go through
2747 you: the sprite has MAGIC ABSORB! Now you can (1) unload the sprite's
2748 spells on monsters without having to worry about MP and (2) give those
2749 Marmablues payback time. Masterful. Be sure to raise the Mana Seed,
2750 so that you can raise your magic levels to a max of 7.
2751
2752 We're done here, by the way! Short, trouble-free. Lovely.
2753
2754
2755 OPTIONAL / SAGE'S CAVE... UNFORTUNATELY ------------------------------
2756
2757 If you NOW go to the Sage's Cave, the freakin' bird will tell you that
2758 Sage Joch went to Tasnica. Tasnica is the kingdom southeast of the
2759 Empire--see the map in section 3-A to see where to go.
2760
2761
2762------------------------------------------------------------------------
27632-U: The Imposter
2764------------------------------------------------------------------------
2765
2766 Items -- Sword's Orb
2767 Monsters -- Dark Stalker
2768
2769
2770 CASTLE OF TASNICA ----------------------------------------------------
2771
2772 Contrary to before, guards won't be blocking your path now. Head
2773 inside the castle and you will meet Jema--he says that there's an
2774 Imperial spy inside, so you gotta be careful. Ignore the dumb
2775 soldiers (they say, "Where's the spy?" while walking around
2776 mindlessly) and just follow the path to end up in the throne room.
2777 Once you're there, talk to the King. He freaks out and thinks you're
2778 spies, following into a badly messed-up dialogue and an easy boss
2779 fight. A pathetically easy boss fight. So pathetic it isn't a boss
2780 fight anymore.
2781
2782 Boss Strategy -- Dark Stalker:
2783 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2784 Stats -- LV: 43 HP: 510 EXP: 1219 TYPE: Undead
2785 MP: 60 GP: 900 ELEMENT: Shade
2786
2787 Ah yes, this is just a normal enemy that you will encounter later in
2788 the game. But for the sake of thoroughness, here's what you would
2789 call "filler material". ^_^; Um, just attack a few times or dump
2790 an amply leveled-up Lucent Beam to do away with him. He's got only
2791 510 HP.
2792
2793 Err... yo. After you let the Dark Stalker go poof, talk to the King
2794 to let him snap out of it. The King will give you a well-earned
2795 reward: a Sword's Orb! Jema then says that your journey is not over;
2796 you will have to do the Test of Courage (*echo*) by talking to that
2797 Sage Joch guy. Before you have the chance to tell him about your
2798 current misfortune concerning him, Jema heads off to give the Empire a
2799 foot in the below.
2800
2801 Before you head to the Sage's Cave yet again, you can explore the
2802 castle. People are walking around now and there's a merchant hidden
2803 somewhere; in the "heart of theca stle" (second room south of the
2804 throne room), walk behind the counter and go southeast, through the
2805 wall. Even though the merchant offers a bunch of crap that you most
2806 likely do not need, he is the only person in the game that sells Royal
2807 Jams and does not have the name "Neko". Stock up on any healing items
2808 you need (don't buy equipment) and leave.
2809
2810 And that's the end of another short chapter. Next is another shorty.
2811
2812
2813------------------------------------------------------------------------
28142-V: The Test of Courage
2815------------------------------------------------------------------------
2816
2817 Items -- (none)
2818 Monsters -- Nitro Pumpkin, Shape Shifter, Marmablue, Shadow X1,
2819 Shadow X2, Shadow X3
2820
2821
2822 SAGE'S CAVE... FOR THE LAST TIME -------------------------------------
2823
2824 Board Flammie and go to the Sage's Cave. This time, the bird will
2825 tell you go get the hell outta here again, but then the Sage appears.
2826 Go talk to him and he'll talk random garbage, which Jehk translates:
2827 "You must undergo a test. Conquer the ones within, and you'll find...
2828 courage." Say yes when he asks whether you want to try or not, and a
2829 path will open up. Enter.
2830
2831 The Nitro Pumpkins are very hard to hit with weapons, so you're going
2832 to need magic to destroy them. However, they cast Wall initially,
2833 meaning that offensive magic will be bounced back to one of your
2834 characters. To damage them, you have to cast Dispel Magic (Shade) and
2835 follow with any strong, leveled-up spell. You'll want to save the
2836 sprite's MP, though, so be sure to throw in a few Magic Absorbs as
2837 well. There are also Shape Shifters in this dungeon. They, like the
2838 colored drops, multiply, but create other monsters instead. Try to
2839 prevent this; most generated monsters are those that you will also
2840 find in the final dungeon of the game.
2841
2842 As for walking through this place, equip the axe as there are a lot of
2843 stalagmites you have to bunk down. There are a few intersections: at
2844 the first, go right, and at the second, take the lower path. Equip
2845 the Whip to get yourself on the other side, and then walk on.
2846 Eventually, you will enter a platform with your three doppelgangers!
2847 Jehk says that this is the real test...
2848
2849 Boss Strategy -- Shadow X1/X2/X3:
2850 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2851 LV: 0 HP: 999 EXP: 0 TYPE: None
2852 MP: 0 GP: 0 ELEMENT: Shade
2853
2854 You are fighting against X1 (boy with Sword), X2 (girl with Gloves)
2855 and X3 (sprite with Boomerang). They seem to utilize charged
2856 attacks often, so be careful (unless you're adequately leveled-up
2857 and have the optimal armor). They won't employ magic on you, which
2858 is a plus. The minus is that your offensive magic isn't effective
2859 here, except for Evil Gate (which does damage based on the
2860 doppelgangers' HP). Use it one or two times if you want, then
2861 continue using regular weapons. I recommend equipping the "heavy"
2862 weapons, the Sword, Spear and the Axe, because they mostly hit
2863 (attacks from the other weapons are easily evaded by them) and
2864 inflict respectable damage.
2865
2866 To make this fight plain unfair for them, cast Moon Saber on the
2867 party (or only on the boy if the other characters don't seem to do a
2868 crap). I suggest going for one shadow at a time; set the Targeting-
2869 function for that. Have the girl cast Lucid Barrier on everyone to
2870 minimize damage done if you're low in the levels, and heal when
2871 necessary. X1 has 999 HP, X2 and X3 have 800 HP. They're not too
2872 hard, trust me. You cannot leave the arena until you've thrashed
2873 all three mirror images, 'cuz "You can't escape your fears!"
2874
2875 After you accomplish your task, head back. Joch will be gone, but
2876 you'll find out that it was all an illusion--Jehk is Joch! He was
2877 faking you all the time! Now anyway, Sage Joch tells you that the
2878 Empire is now ready to raise the sunken land and revive the Mana
2879 Fortress, which is indeed, a very, very bad thing.
2880
2881 Prepare yourself, bring that big rocket launcher, and let's go put the
2882 boot in Empire arse.
2883
2884
2885------------------------------------------------------------------------
28862-W: Rise of the Sunken Continent
2887------------------------------------------------------------------------
2888
2889 Items -- Spear's Orb, Boomerang's Orb, Whip's Orb
2890 Monsters -- Aegagropilon, Dark Knight, Shape Shifter, Metal Crawler,
2891 Steelpion, Kimono Wizard, Basilisk, Marmablue, Hydra,
2892 Captain Duck, Fierce Head, Dark Stalker, Ghoul,
2893 Eggplant Man, Kettle Kin
2894
2895
2896 TREE PALACE ----------------------------------------------------------
2897
2898 You know that big purple island in the lower-right corner of the map?
2899 Fly Flammie there. Previously, you couldn't enter because a strong
2900 force was pushing you back. That force is no more now, so you can
2901 enter. Inside, the characters will automatically run to the three
2902 people that are already inside: the Emperor and his flunkies. Sheex,
2903 who was the Dark Stalker from Tasnica, wants revenge for what you've
2904 done to him...
2905
2906 Boss Strategy -- Aegagropilon:
2907 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
2908 LV: 46 HP: 3016 EXP: 11050 TYPE: Plant
2909 MP: 99 GP: 1800 ELEMENT: Dryad
2910
2911 Aegagropilon is uh, French for "walking melon". Initially, he will
2912 cast Wall on himself, which reflects spells onto your party members.
2913 In order to get rid of this, cast Dispel Magic. Then, continue your
2914 regular boss-routine (which you should use for every boss from now
2915 on) by having the girl casting Luna's spells on everyone. The Burst-
2916 attack hurts, so you'll want to minimize damage done. Or, have the
2917 sprite use Magic Absorb all the time to completely drain his MP and
2918 preventing him from casting Wall AND Burst. Handy, that. Only do
2919 that if you leveled Luna's magic, though.
2920
2921 While fighting him, be sure to stay the hell away from him.
2922 Touching any part of his body results into damage in the triple
2923 digits if you aren't careful. Use the hard-hitting weapons (Spear,
2924 Sword) from afar (don't bother charging attacks for this fight)
2925 while the girl cures and uses Luna's spells, and the sprite unloads
2926 with the most powerful spells to his disposal (Sheex doesn't have
2927 any weakness). Eventually, you will win. You will net a Spear's
2928 Orb should you win.
2929
2930 After the battle, go left-down-right-up to enter the stage room. Run
2931 up to the Mana Seed to seal it... but it's too late! The seal is
2932 melting, which means that the continent that is underneath you will
2933 rise... Dryad, the tree elemental, appears. He tells you that you
2934 must get the hell out of here, and sprite encourages him to give the
2935 party his powers. Dryad says that his "Mana Magic" was sealed by
2936 Thanatos, though, meaning his help will be limited. After gaining his
2937 powers, the party will call Flammie and watch from above the Grand
2938 Palace rise.
2939
2940 The music while riding Flammie has changed. Instead of a happy tune,
2941 you will have to listen to a sad melody. Whatever the case, land
2942 Flammie.
2943
2944
2945 LOST CONTINENT -------------------------------------------------------
2946
2947 Talk to Jema after you beat the Dark Knights. He'll tell you what's
2948 going on: the sunken continent has surfaced, on top of that is the
2949 Grand Palace, and below there is the Ancient City. You need to find a
2950 way through the palace to reach the city, but if you go inside, you'll
2951 see that the main entrance has no paths. So, you'll have to find a
2952 way TO the Grand Palace as well. Depressing. Head down the stairs
2953 while you do away with the Dark Knights, Shape Shifters and Metal
2954 Crawlers. At the foot of the tower are two stairs, leading to the
2955 ground; the right way leads to a pool with nothing but a Dinofish, so
2956 best to go left. Well, left brings you to a pool too, but this one is
2957 bigger and there's a stairway at the end. Go down it.
2958
2959
2960 QUICK NOTES ----------------------------------------------------------
2961
2962 A few enemies (in this chapter AND in the next one, thus enemies in
2963 and around the Grand Palace) might drop super-duper equipment. Be
2964 sure to fight the monsters if you meet them. Here's the noteworthy:
2965
2966 Monster: Spoils: Stats:
2967 ¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯ ¯¯¯¯¯¯
2968 Basilisk -- Cockatrice Cap -- Head, DEF +142
2969 Dark Knight -- Gauntlet -- Arm, DEF +90
2970 Dark Stalker -- Ninja Gloves -- Arm, DEF +91
2971 Eggplant Man -- Watcher Ring -- Arm, DEF +93
2972 National Scar -- Amulet Helm -- Head, DEF +143
2973
2974
2975 THE SUBWAY (OR WHATEVER IT IS) ---------------------------------------
2976
2977 I'm not sure what the name of this location is, but I thought "Subway"
2978 was appropriate. Hit me.
2979
2980 Kill the Steelpion and go left. You see those purple and blue spikes
2981 there? You can't walk through them until you whack them away with the
2982 Axe, so equip the Axe (leave it equipped because there's a lot more).
2983 Step on the yellow face to jump to the upper level, and run to the
2984 right to cross the waterfall; remember that if you walk, you will flow
2985 back to the first floor. Open the chest for a Boomerang's Orb, and go
2986 through the entrance to your left.
2987
2988 Hack 'n slash your way through the field. How tempting it may be, try
2989 not to step on the tile surrounded by blue spikes (or plants,
2990 whatever); it makes all the obstacles rematerialize. Go all the way
2991 north, avoid the Kimono Wizard, and go left when you hit the wall
2992 (ouch! :P). There's a cascade of which the current is too strong for
2993 you to run to the path left of it. These waterfalls can only be
2994 passed by flowing with the stream and attacking a red button on your
2995 way; hold the Up-button to make sure you don't miss it. If you do
2996 miss it, you'll have to go all the way back to retry. Repeat the
2997 process with the third waterfall; the second has no switch. Remember
2998 that the switches on the left are fake; the real one is to the right.
2999 Go through the passage that is in the end, and get ready.
3000
3001 Boss Strategy -- Hydra:
3002 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3003 LV: 48 HP: 3382 EXP: 12439 TYPE: Lizard
3004 MP: 99 GP: 3600 ELEMENT: Undine
3005
3006 If you remember Jabberwocky at the Water Palace, you know how to
3007 handle this one. However, there's one new factor you ought to take
3008 note of: Hydra can grow his heads back! This is annoying. Hydra's
3009 weakness--and he's REALLY weak against it--is Salamando. Have the
3010 sprite cast Exploder and the girl use Fire Bouquet. If you leveled
3011 the sprite's Salamando to 4 or 5, each casting should wham 300-400
3012 damage apiece. Let the girl cast Fire Saber on the boy, the boy
3013 charge his weapon, and the sprite casts his spells, and this boss
3014 should go down in a flash. The reward for your troubles is a Whip's
3015 Orb.
3016
3017 After clearing the room, you'll find the Emperor with a buddy of his,
3018 Fanha, and a regular soldier to substitute that guy you gave a six-
3019 pack of beating earlier. They leave before you have the chance to
3020 take 'em on. Continue. Ignore the Kimono Wizard and its spawns, and
3021 go down the stairs. In the next room is a handful of monsters. Fight
3022 them and move on to what appears to be a wall with three entrances,
3023 but only the one in the middle takes you to the next area. You will
3024 turn up in a room with Captain Ducks (gotta love 'em) and two conveyor
3025 belts. Walk over the one to the left (the one that makes you walk
3026 slowly) while hugging the left wall; you will enter a hidden chamber.
3027 In here is a switch. Step on it, and proceed to the rest of the room
3028 (there should've been something here blocking your path but you just
3029 got rid of it). Watch out for the Fierce Heads (they're easy to kill,
3030 though) and walk forward. Head into the first door you see.
3031
3032 It's the Watts guy! I so happy. Upgrade your weapons (most should be
3033 level 5 now, some level 6). Go north and you'll find Krissie, too.
3034 Talk to her (updated in rev. 1.0 of the FAQ from "him" to "her"--
3035 arghable!) to restore your HP (not MP), and then speak to the soldier
3036 that is walking around as well. He'll tell you a secret code that he
3037 learned from an enemy: Red-Blue-Yellow-Green. Naturally, you have to
3038 remember this. Or you just commit fraud by using this guide.
3039
3040 Head outside and trudge on. When you get to an intersection, go left,
3041 since there's a brick wall to the right. A brick wall means you can
3042 go down it but not back up! This is one massive splotch of suck if
3043 you happily went down one and realized you're back in the beginning
3044 and have to start over again.
3045
3046 Note: However, it's possible to get up there by exploiting an
3047 unintentional bug. You know those charged attacks, right? A
3048 few of them make the performer walk forward and attack (e.g.
3049 Sword, level 1). Now, if you do this in front of the bricks
3050 facing north, you can pass it. You'll have to do this with
3051 all three characters individually. This way, you can skip a
3052 big (but not THAT large) portion of this maze... there's
3053 isn't anything you'll miss, so it's a quick time-saver. If
3054 you're planning to do this, do so, and walk on until you
3055 reach four buttons. Skip the paragraph directly below and
3056 read on.
3057
3058 Go left and through the passage. Follow the conveyor belt up, kill
3059 the Fierce Heads, and jump down the bricks. Take a right and move
3060 onward, past the Dark Knight. When you find a switch, step on it and
3061 go back to where the Dark Knight was. The barrier has been removed,
3062 allowing you to go through the passage. Loop around the damn place
3063 and you'll see four switches situated in the form of a plus. Walk in
3064 the center of it and the barrier will go bye-bye. Follow the path,
3065 and you will ultimately see four colored buttons on the wall.
3066
3067 Kill the Dark Stalker, which is a normal enemy now. Remember the code
3068 that the soldier gave you? Red-Blue-Yellow-Green... ah. You have to
3069 hit the buttons in that order. Do so, and the barrier below will
3070 vanish. Go through the entrance and continue. Use Gnome on the
3071 Kimono Wizards to clear the path and you'll get to a switch. Step on
3072 it (for some reason, that is only possible AFTER doing the four-button-
3073 code, meaning the shortcut-trick could not be applied for this). Walk
3074 all the way to the right and go through the passage that was blocked
3075 earlier. Eventually, you'll find a Fierce Head in front of two
3076 conveyor belts. Take the one to the right.
3077
3078 Avoid the Dark Stalkers (or kill them; they MIGHT drop Ninja Gloves!)
3079 and you'll arrive at... eh, a subway station? What...ever. Enter the
3080 train (check the windows--is the train RIDING?) and run ALL THE WAY to
3081 the right. Don't mind the Ghouls, unless you want to fight them for
3082 the experience. An Eggplant Man should be at the end somewhere; this
3083 guy is best avoided since he poops out Needlions (super-Pebblers) and
3084 has a level 7-Lucent Beam in his bag of magic spells.
3085
3086 On the other side of the subway station, kill the Shape Shifters, and
3087 run all the way south. There should be two H-shaped structures here;
3088 walk through the right one to open up the door south. In this new
3089 area, whack the Dark Stalker and jump all the way down (or do the
3090 shortcut-trick on the bricks to your left). Make your way to the
3091 doorway you see in the lower-left corner and go through it. Those
3092 wacky guys from the Scorpion Army are here, and in order to get their
3093 hands on that lovely sword of yours, they release Kettle Kin on you.
3094
3095 Boss Strategy -- Kettle Kin:
3096 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3097 LV: 52 HP: 1230 EXP: 15555 TYPE: Metallic
3098 MP: 33 GP: 3360 ELEMENT: None
3099
3100 1230 HP? What a laugh. You won't even NEED the girl and the sprite
3101 here... just equip any strong weapon (I did it with the Sword) and
3102 do the usual thing: run to him, slash, and get the hell away. The
3103 only problem is that he casts Lucid Barrier on himself, which
3104 protects him from physical attacks. You should either not give him
3105 the chance of doing this by attacking him repeatedly or let the
3106 sprite cast Dispel Magic. If you want to use magic, Burst (Dryad)
3107 seemed to work best for me. Watch out for his hammers; they knock
3108 you unconscious. You will acquire a Bow's Orb when you beat this
3109 scrap. If you die, I guess that if you had a gun, you couldn't even
3110 hit the side of a barn FROM THE INSIDE.
3111
3112 You will appear outside after you show the Scorpion Army who they were
3113 messing with. Find the big door and go inside (hey, did the area here
3114 change?).
3115
3116
3117------------------------------------------------------------------------
31182-X: The Grand Palace
3119------------------------------------------------------------------------
3120
3121 Items -- Sword's Orb, Javelin's Orb, Whip's Orb, Spear's Orb
3122 Monsters -- Heck Hound, Doom Sword, Turtlance, Gremlin, National Scar,
3123 Marmablue, Snap Dragon, Hexas, Mech Rider 3
3124
3125
3126 GRAND PALACE ---------------------------------------------------------
3127
3128 Ah, the Grand Palace. This is anything BUT a straightforward place,
3129 so sit down and listen. There are various Crystal Orbs everywhere
3130 that all need a roast. If you miss one, you're easily lost, so it's
3131 suggested to bust through this place in one go and in the following
3132 order (which is summoning the spirits in the order that you've gotten
3133 those elementals). It's not THAT complicated, but here are the steps.
3134 Remember that you can cast any spell (e.g. even Acid Rain, or
3135 Silence), as long as you use the appropriate elemental.
3136
3137 1. Walk forward (not up the stairs) and go through the door in the
3138 middle. Ditch the Gremlins and go into the room on your right.
3139 If you want, defeat the Doom Swords (remember that magic barely
3140 hurts them). Go up and slice the National Scar as well (if it's
3141 there), then use Undine on the Crystal Orb. You'll hear a distant
3142 sound...
3143
3144 2. Repeat the process with the orb-room to the right, except this
3145 time use Gnome.
3146
3147 3. Go back to the first room and go up the stairs, past the Turtlance
3148 (slay them if you wish). Go up another staircase, and conquer two
3149 Gremlins. Equip the Whip and cross chasms twice; first down, then
3150 left. Go through the doors that you see (which you can't reach if
3151 you didn't do the previous orbs) and scat Sylphid on the Crystal
3152 Orb.
3153
3154 4. As expected, you'll have blow another orb in the room all the way
3155 to the right. To reach it, head south through the passage, go to
3156 the right, head north through the passage, and enter the door.
3157 Make sure you cast Salamando this time.
3158
3159 5. Remember a wide stairway on your way to this room? Go back to
3160 that place and go up. There's a gate in front of you, but ignore
3161 it for now. First, head to the right and then south through the
3162 passage (it is actually very hard to see THAT you can go through
3163 there...). In the next orb-room, utilize Shade.
3164
3165 6. Yep, you guessed it; you'll have to ask for Lumina's help to whomp
3166 the orb in the opposite room. On your way, be sure to get the
3167 Sword's Orb from the chest... this one sometimes disappears, so
3168 get it if you see it! Re-enter the place if you have rotten luck.
3169 Oh, and remember that if you see a door or a passage and I never
3170 tell you to go there, it's probably a dead-end or a loop.
3171
3172 7. One orb left... Go back to the area with the gate. See that
3173 switch there? You CAN go around and hit it, but using a long-
3174 range weapon works as well and is faster. Run through the opened
3175 gate and go up. In this chamber, go to through the narrow passage
3176 in the upper-left corner and walk down the stair set. Run down,
3177 right and up and enter a big room with many switches. Left on a
3178 plateau is one. Step on it, go down the stairs that appear, walk
3179 on another one, and equip the Whip. Get on the other side, go
3180 through the door, and let the sprite use Luna's magic on the
3181 Crystal Orb.
3182
3183 8. Return to the big room and go to the opposite side. Repeat the
3184 process with the switches and the poles (note that there is no
3185 pole if you haven't gotten rid of the last orb) and go up the
3186 stairs. Step on the switch, and...
3187
3188
3189 LET'S KICK SOME BOSS BUTT --------------------------------------------
3190
3191 First victim is a familiar little lizard.
3192
3193 Boss Strategy -- Snap Dragon:
3194 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3195 LV: 56 HP: 1215 EXP: 19200 TYPE: Dragon
3196 MP: 6 GP: 12480 ELEMENT: Undine
3197
3198 Aw, how cute. This is similar to the Biting Lizard except that this
3199 one skipped the Tonpole-form. Snap Dragon appears to have the same
3200 problem: if you don't move, he'll eventually don't do a crap too and
3201 just look around. If he's in your weapon's range, then that means a
3202 clean victory. If that takes too long, pile a few fire-spells on
3203 him. Snap Dragon will use Cure Water three times (he's only got 6
3204 MP you know) when his HP runs low, so either attack some longer or
3205 use Magic Absorb (recommended). This baby, who's just a warming-up
3206 for the next battle, has to be defeated if you want a Javelin's Orb.
3207 Hi-ho.
3208
3209 After beating this li'l dragon, go up to the stage room (you've been
3210 here before, remember?). In front of the seed, however, you'll
3211 find... the Emperor? Is he... dead? Hmmm. Wondering who could've
3212 done such an awful thing (HE WAS MINE!!), the party will notice that
3213 there's now a back entrance. Head through. In the next area, you'll
3214 find Fanha. She (it's a she, correct?) tells you that "they" want the
3215 Mana Fortress to rule the world. Soon after, you'll discover that the
3216 other part of the "they" is Thanatos... it's all a conspiracy!
3217 Thanatos heads to bump the fortress out of the earth to sequentially
3218 conquer the world, and you will have to fight Fanha.
3219
3220 Boss Strategy -- Hexas:
3221 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3222 LV: 57 HP: 3465 EXP: 20103 TYPE: Undead
3223 MP: 69 GP: 14400 ELEMENT: None
3224
3225 Hexas is fond of using Pygmus Flare repeatedly, which pygmizes a
3226 character (and drastically decreases defense; quickly use the Midge
3227 Mallet!). She'll also draw on Dispel Magic much, which nullifies
3228 any special effects (e.g. charged weapon, saber). On top of that,
3229 you will undoubtedly have a few Freeze/Acid Storm-combos down your
3230 through. Worst of all, she's freaking UGLY.
3231
3232 Every magical attack seems to inflict 1 or very little damage, aside
3233 from Burst. Because Hexas uses her attacks over and over again,
3234 chain-casting is your friend here... When the sprite's MP runs out,
3235 have him use Magic Absorb repeatedly (chain-casting again) for a few
3236 times (depends on how much you leveled it up). Alternatively, you
3237 can drain her MP completely, so that she'll only be able to use
3238 Pygmus Flare, which makes the battle a LOT easier if you have the
3239 Midge Mallet. It's not a very hard battle... and you won't even
3240 need to heal if you follow the above instructions. Enjoy. You will
3241 receive a Whip's Orb if you manage to deplete enough HP and overcome
3242 her "KICK ME IN THE FACE"-expression. So ugly.
3243
3244 Now, go north all the way. Step on the green button at the end and
3245 you will be transported to another area. Mech Rider 3 is here, and it
3246 seems that it's not Geshtar controlling it, but that Thanatos created
3247 a living fighting machine using ancient magic. ("How utterly
3248 evil...")
3249
3250 Boss Strategy -- Mech Rider 3:
3251 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3252 LV: 58 HP: 4327 EXP: 21104 TYPE: Metallic
3253 MP: 38 GP: 16000 ELEMENT: None
3254
3255 The boy should attack with his strongest weapon, and preferably with
3256 the aid of Lunar Boost and Moon Energy. The girl should cure when
3257 needed, and the sprite use magic. Have him cast Dispel Magic when
3258 you see the word "Wall" on the screen, then chain-cast any high-
3259 level magic. Mech Rider will ride left and right while casting Wall
3260 and Speed Up (and Thanatos somehow wrongly configured him, since I
3261 saw him using many Speed Ups WHEN HE HAD THE WALL-BARRIER UP).
3262 Don't stay in his horizontal range, for you might get knocked
3263 unconscious. The combinations of weapons and magic will eventually
3264 lead into a triumph, and a reward for that is a spankin' Spear's
3265 Orb.
3266
3267 After kicking yet another butt (next!), Thanatos activates the Mana
3268 Fortress! Once the party barely gets away, they see from above the
3269 place sinking again. Riding Flammie, you can also see a round mini-
3270 planet thingy in the air. That, mister, is the Mana Fortress
3271 everyone's talking about. You can enter it by flying Flammie slowly
3272 over it, but for now, entry is impossible. Instead, land in front of
3273 the Tree Palace. Or Grand Palace, whatever.
3274
3275
3276 TREE PALACE ----------------------------------------------------------
3277
3278 Jema, the Resistance, and a few other people are here now. Talk to
3279 Jema, who tells you that soon, the Mana Beast will come and bust the
3280 fortress and destroy the world... He says that you must go to the
3281 Pure Land, in order to revive the Mana Sword; only then you will have
3282 a chance to survive. After he's done rambling, find the other people,
3283 talk to them, and most importantly, buy the newest goods from Neko!
3284 It's extremely expensive (almost 400,000 GP if you buy everything!),
3285 but you WILL need it... trust me. If you don't have the cash, sell
3286 all of your old stuff. Of course, don't buy things if you have
3287 substitutes (the good stuff the enemies dropped).
3288
3289
3290------------------------------------------------------------------------
32912-Y: The Pure Land
3292------------------------------------------------------------------------
3293
3294 Items -- Axe's Orb, Bow's Orb, Javelin's Orb, Glove's Orb,
3295 Sword's Orb, Boomerang's Orb
3296 Monsters -- Needlion, Griffin Hand, Mushgloom, Ice Thug, Dragon Worm,
3297 Snow Dragon, Eggplant Man, Ghost, Axe Beak, Red Dragon,
3298 Thunder Gigas, Blue Dragon
3299
3300
3301 I CAN'T SEE THE FOREST THROUGH ALL OF THEM TREES ---------------------
3302
3303 Note: I've said it before and I'll say it again: wear Neko's
3304 spankin' armor! If you don't do so, the monsters' attacks
3305 will do 200-300 damage per hit, but if you do, the counter
3306 will mostly not even reach 25. Quite a difference, eh?
3307 Alright then.
3308
3309 Note: The above note is très important.
3310
3311 The Pure Land is located on the only island you haven't been to yet;
3312 the "volcano"-like round land mass in the upper-left corner of the
3313 world (see the map). Land Flammie, and you will hear a voice saying,
3314 "...I've been waiting. Come here, quick! I've got milk and cookies!"
3315
3316 Alright. Head north to the next screen, after you defeat the Needlion
3317 and the Griffin Hand. The Griffin Hands are easy to take care of, and
3318 they drop Griffin Helmets (strongest helmet for the boy), so it's a
3319 wise thing to kill every single one you encounter. Ready the Sword or
3320 the Axe and cut away the bushes. Go north again (actually, there are
3321 two paths you can take; take any). While finding your way around the
3322 place (it's all pretty straightforward), obliterate the Mushglooms,
3323 Ice Thugs (Ice Thugs sometimes drop Dragon Rings, which are pretty
3324 too) and Griffin Hands. Eventually, you will reach an entrance to a
3325 cave. Enter, and you will arrive in a place that is not a cave, but
3326 does hold a boss.
3327
3328 Boss Strategy -- Dragon Worm:
3329 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3330 LV: 61 HP: 3525 EXP: 24290 TYPE: Dragon
3331 MP: 99 GP: 17460 ELEMENT: Gnome
3332
3333 Dragon Worm is very similar to his grandpa Great Viper in many ways.
3334 Take his appearance, for instance. Furthermore, his movements. And
3335 his elemental: Sylphid. Needless to say, pile Thunderbolts on the
3336 worm while keeping physical assaults to a minimum, because he moves
3337 around like mad. And getting hit may result in getting turned into
3338 a Moogle, so be careful. During the battle, Dragon Worm uses
3339 Balloon Ring (balloons you), Petrify Gas (petrifies you), and a
3340 strong Earth Slide that deals immense damage if you aren't at
3341 optimal strength. On the other hand, if you ARE well-equipped, then
3342 you needn't worry. Just swift through the fight by using
3343 Thunderbolts to deplete a total of 3525 HP and this fight is over
3344 with. Victory will yield you an Axe's Orb...
3345
3346 ...as well as a new path. Head north and north again, and you will
3347 find a special structure. If you go through the gate-like thing,
3348 though, a voice says that you need to exterminate the dragon to the
3349 left... and before you face this fiend, the voice asks you to save the
3350 game. Once you're done and stuff, head left and... no boss. Kill
3351 some Griffin Hands and head to the upper-left corner. There lies the
3352 entrance to the place where Snow Dragon resides.
3353
3354 Boss Strategy -- Snow Dragon:
3355 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3356 LV: 63 HP: 2800 EXP: 26588 TYPE: Dragon
3357 MP: 99 GP: 18360 ELEMENT: Undine
3358
3359 You don't need Analyzer to discover this guy's weakness. Have the
3360 sprite and the girl double up to pump him full of Salamando and you
3361 will win in no time--if you leveled Salamando to the max then the
3362 fight is plain unfair. If you didn't, or don't have MP... well, bad
3363 luck. Snow Dragon uses Balloon Ring and Freeze Breath, which turns
3364 you into a snowman plus damages you. In addition, he has a powerful
3365 Freeze to his potential which does about the same damage as the
3366 Earth Slide from the Dragon Worm earlier. And the thing you should
3367 really watch out for is Breath Wing, which hurts. The Salamando-
3368 strategy works best here, but if you, the tough guy that you are,
3369 want to take him on with a melee weapon, be my guest. Try to keep
3370 distance and use charged attacks, and you will ultimately claim a
3371 Bow's Orb.
3372
3373 Leave the arena and head back to the gate. You can now continue and
3374 you will be asked again to save your game. Do so if you wish and move
3375 on. At the fork, go to the right (left leads to a dead-end) and find
3376 a cave. Go in. In the new area, just run through the damn place
3377 (Ghosts cannot be hit with weapons, also) and you will eventually
3378 enter Axe Beak's nest.
3379
3380 Boss Strategy -- Axe Beak:
3381 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3382 LV: 64 HP: 2800 EXP: 27784 TYPE: Bird
3383 MP: 99 GP: 20400 ELEMENT: Salamando
3384
3385 Yawn... a really easy battle. Axe Beak is a fiery version of the
3386 Springbeak you've met in the Upper Land earlier and his daily
3387 occupation seems to be jumping around. Another problem is that he's
3388 not exactly easy to hit with physical attacks, so I suggest
3389 forgetting about weapons in the first place and kicking sprite
3390 before him. Axe Beak uses Salamando-attacks that don't hurt you at
3391 all if you're decently leveled-up and his weakness is obviously
3392 Undine. Have sprite unleash with a few doses of Freeze and you'll
3393 be finished before you know it. Healing is rarely needed, if at
3394 all. You'll win a Javelin's Orb once you win.
3395
3396 After killing this bird, an entrance opens up to the north. Go
3397 through. In the next small room, immediately go outside of the cave
3398 because the enemies will give you hell should you get trapped in a
3399 corner. Once you're outside, cut your way through the bushes and make
3400 your way north. You will eventually reach another gate that cannot be
3401 gone through before defeating the dragon to the left. Alas. However,
3402 you'll be asked to save the game if you try, so save the game, then
3403 head left into the cave. Find an entrance, and...
3404
3405 Boss Strategy -- Red Dragon (tm):
3406 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3407 LV: 65 HP: 3000 EXP: 29000 TYPE: Dragon
3408 MP: 99 GP: 21800 ELEMENT: Salamando
3409
3410 Red Dragon is the yang of the yin you've met earlier (Snow Dragon),
3411 and the only real difference is his use of magic attacks. He won't
3412 throw with Freezes and all, but makes use of Salamando's magic to
3413 kick the heck out of you. Unlucky for him, you have an elemental
3414 named Undine right there, and whaddaya know--he's weak against her!
3415 See the strategy of the Snow Dragon for more info if you're stuck.
3416 You'll acquire a Glove's Orb once you win.
3417
3418 Once you're able to continue, make sure you save your game! Then,
3419 just walk forward through the path--if the path forks it doesn't
3420 matter which way you go. Eventually, you will arrive in a "+"-shaped
3421 path with two Griffin Hands and a Mushgloom. You either came from the
3422 west or the east. South is actually not even a path, so north is the
3423 only option left... enter.
3424
3425 Boss Strategy -- Thunder Gigas:
3426 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3427 LV: 66 HP: 4462 EXP: 30277 TYPE: Non-corporeal
3428 MP: 99 GP: 30600 ELEMENT: Sylphid
3429
3430 Since you've met some Gigas dudes earlier, this guy's attack pattern
3431 is predictable. He punches the ground to do damage to everyone near
3432 him and uses several Sylphid-spells. These do very little damage
3433 and a Cure Water will quickly recover health. As always, he'll also
3434 turn into little orbs that fly around--use this moment to heal!
3435 Healing is paramount in this boss battle, the hardest in the Pure
3436 Land. Reason for that is his Blitz Breath-attack. Even with Neko's
3437 super-sexy armor, this will do damage that makes the previous bosses
3438 absolutely nothing--400+ HP of damage is not unheard of. I haven't
3439 taken the time to level-up in my game, so these were instant kills
3440 for me. A good Dryad may be of use (Revivifier), and if you've
3441 never used a Cup of Wishes in your entire play-through, that might
3442 change with this fight.
3443
3444 Fortunately, a sufficiently leveled-up Gem Missile or Earth Slide
3445 does about as much damage as his Blitz Breath. Keep piling these
3446 spells on him and he will eventually bite the dust. Remember not to
3447 use weapons; he is (1) hard to hit and (2) he might cast Thunder
3448 Saber upon you, and thunder SO happens to be his favorite elemental.
3449 Later in the battle, he'll transform in those orbs more and more
3450 often; you must be quick with casting spells or he'll be gone once
3451 the spell kicks off, resulting in approximately zero damage. Try to
3452 keep him busy (in order to keep his use of Blitz Breath to a
3453 minimum) and you'll eventually win. Your well-deserved Sword's Orb
3454 shall be the prize.
3455
3456 And we, sadly, aren't finished yet. Only one boss left, though, and
3457 it's a dragon. Walk through the new entrance and go on till you see a
3458 gate. Save your game if you want, and then head left. You need to
3459 use the Sword or the Axe to cut through the bushes (ignore the
3460 monsters; they are hiding under the trees and), and once you head
3461 through the entrance in the north, you will arrive on a wide open
3462 space what seems to be a castle rooftop, with the Blue Dragon.
3463
3464 Boss Strategy -- Blue Dragon:
3465 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3466 LV: 67 HP: 3200 EXP: 31570 TYPE: Dragon
3467 MP: 99 GP: 28560 ELEMENT: Sylphid
3468
3469 The Blue Dragon is also weak against Gnome. Use Gem Missiles or
3470 Earth Slide all the battle and this'll be over with shortly. Er...
3471 if you can beat Snow and Red, this shouldn't be any problem at all.
3472 Blue has a Blitz Breath attack, but luckily, it is nowhere near
3473 Thunder Gigas's one. Blue follows the same attack pattern as the
3474 previous dragons, so... there you go. Boomerang's Orb.
3475
3476 After defeating Blue Dragon, head back to the gate and save. Go
3477 through. You will appear on a spot from where you can see the Mana
3478 Tree! Alright! Time to revive the Mana Sword and teach the bad guys
3479 a lesson! At that moment, though, the Mana Fortress shows up and
3480 Thanatos does a trippin' BOOM!-effect on the tree... You will appear
3481 unconscious near the tree and once you wake up, she'll talk to you.
3482 You'll discover a few very important things; the ghost you've seen
3483 when you released the Mana Sword near Potos is Serin, your father!
3484 And your mother, in fact, is this big beheaded tree. These
3485 revelations result in an "OMG WTF"-reaction by the boy, but your
3486 companions snap you out of it, and it is time to teach Thanatos who's
3487 THE MAN.
3488
3489 Note: By finishing these events at the Mana Tree, you will now gain
3490 the ability to build your magic up to level 8. Did you
3491 upgrade the orbs in your weapons already? And your magic?
3492 It is highly recommended to upgrade each elemental to the max
3493 level, as well as weapons. There is only one area left to
3494 clear, and you better attempt to take it down in optimal
3495 form.
3496
3497
3498------------------------------------------------------------------------
34992-Z: The Mana Fortress...
3500------------------------------------------------------------------------
3501
3502 Items -- (none) (but the enemies drop HIGH-QUALITY stuff)
3503 Monsters -- Captain Duck, Dark Stalker, Kimono Wizard, Fiend Head,
3504 Metal Crab, Turtlance, Tsunami, Wolf Lord, Marmablue,
3505 National Scar, Doom Sword, Whimper, Buffy, Shape Shifter,
3506 Basilisk, Dread Slime, Master Ninja, Terminator,
3507 Dark Knight, Dark Lich, Mana Beast
3508
3509
3510 MANA FORTRESS --------------------------------------------------------
3511
3512 Note: If you're reading this (and most obviously you do, making
3513 this sentence sound exceptionally stupid), bear in mind that
3514 the strong enemies in this place occasionally drop treasure
3515 chests, and if you're lucky, they might contain the last
3516 weapon orb that you need to get your weapon to the max level!
3517 Also, some monsters drop ultimate armor that are the best
3518 available in the game; be sure to fight every single enemy!
3519 See section 4-B if you're missing orbs, to see what beasts
3520 you will have to kill.
3521
3522 Be on Flammie and find the flying thing that looks like a piece of
3523 scrap. Slowly ride Flammie to it and the dragon will hover above the
3524 mini-planet and enter it. On the exterior of the fortress, find your
3525 way to the entrance while watching out for the various monsters, and
3526 go inside.
3527
3528 Okay; you will need the Whip quite a few times in this level so equip
3529 it. Head north after defeating the Metal Crabs and defeat the other
3530 monsters. Whip yourself to the other side, step on the pink tile, and
3531 walk north over the created path. Watch out; there is a Fiend Head
3532 with a Dark Stalker here. In the next area is a Heck Hound and a Wolf
3533 Lord (watch out for him!). Eliminate anyone that comes in your path,
3534 and resume north.
3535
3536 Now, you will need the Axe. Utilize it on the diamond-like green
3537 things that block your way (you have to hack more than one time) and
3538 step on the switch. It creates a path leading to the right (and
3539 regenerates the diamond-things). Step on the other switch, and a path
3540 to the left will appear, requiring you to use the Whip to continue.
3541 Bust the National Scar and head south. Here, you can either go west,
3542 or use the Whip to go south. The path to the left leads to a dead-
3543 end, so cross chasms via any of the two poles. Again, walk all the
3544 way south, stepping on two switches, and beating down the foes you'll
3545 encounter.
3546
3547 You'll turn up at a place filled with a buttload of those diamonds.
3548 Equip the Sword/Axe and hack your way through the place; be sure NOT
3549 to touch the switch or else everything you mowed down will grow back.
3550 Kick the hell out of the Metal Crab and continue your kung fu on the
3551 Tsunamis north. Circle around the corner and ready the Whip. Pull
3552 yourself to the other side, and after you get rid of the Captain Ducks
3553 (stupid name), enter the big door. Inside is a Whimper guarding a
3554 warp; enter the warp and you will arrive in a big dark place housing a
3555 big dark vampire.
3556
3557 Boss Strategy -- Buffy:
3558 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3559 LV: 70 HP: 4200 EXP: 35686 TYPE: Undead
3560 MP: 99 GP: 22200 ELEMENT: Shade
3561
3562 They inappropriately gave the vampire its slayer's name! Whatever
3563 the case, ready the girl's magic skills; the significant difference
3564 between this and the battle between the other Vampire is that you
3565 now have access to the magic both bosses are weak against. Lucent
3566 Beam is your comrade--cast a bunch of 'em and big numbers will
3567 appear. Buffy will cast Wall at some point, in which case you
3568 should throw him (her/it?) a Dispel Magic. You can also stick to
3569 physical attacks; charged attacks empowered by Light Saber hurt as
3570 well. But I still prefer a powered-up Lucent Beam, which does
3571 whoppin' damage.
3572
3573 Buffy's attacks aren't exactly something to watch out for; you will
3574 occasionally eat an Energy Absorb, and this is mostly followed by a
3575 Dispel Magic. Other spells in Buffy's bag of spells include Freeze,
3576 Dark Force and Leaden Glare. There are also the old-school physical
3577 attacks (claw, grab 'n eat, jump on you from above). These attacks
3578 do not inflict major injury, but be sure to heal whenever it is
3579 needed. Should you win this battle, you will not gain an orb!
3580 Damn! Oh well...
3581
3582 After you win, you can return to the warp (good if you want to fight
3583 the Whimper to get his items). But to continue, step on the switch
3584 north and you will arrive in an intersection with Heck Hounds left and
3585 right. This place is a simple maze, and I drew a complete map of the
3586 place. I do not know why I had the sudden urge to do this... sorry.
3587
3588 (d)----+ +--+ a. The start. Heck Hound left and right.
3589 | | (e) | b. Two poles situated; need Whip to cross.
3590 (d) +--+ (f) c. Dead-end; just a bunch of diamonds to mow.
3591 | | d. You need the Whip to cross these areas.
3592 +--+--+ + e. A mini-maze! Maddening.
3593 | | (b) f. The last warp...
3594 | +--+ +--+ g. Secret door leading to porn images.
3595 | | | | (c)
3596 +-(a)-+ +--+--+
3597
3598 As you can see, the optimal way of crisscrossing through this area
3599 is going right at first, then right again when you get to a split,
3600 using the Whip to go up, and right yet again. Cross the mini-maze
3601 and step on the warp to find...
3602
3603 Boss Strategy -- Dread Slime:
3604 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3605 LV: 71 HP: 5000 EXP: 37000 TYPE: Slime
3606 MP: 99 GP: 26400 ELEMENT: Lumina
3607
3608 Dread Slime is the opposite of Lime Slime; instead of shrinking in
3609 size with every hit, this one is baby-blob that grows to an ENORMOUS
3610 splotch covering the entire screen when you give it a good beating.
3611 It may be very hard to believe, but Dread Slime is actually WEAK
3612 against darkness. Have the sprite use Dark Force (which is cheap
3613 and does respectable damage) continually (chain-casting might help).
3614 The others can watch. Or, align them horizontally to the core of
3615 the slime and employ long-range charged attacks.
3616
3617 As for his attacks, he's quite weird. He will counter most
3618 elemental spells with a level 7-version of it on a random party
3619 member. On top of that, he will throw around with Acid Storms like
3620 there's no tomorrow, and this will hurt you if you don't watch out,
3621 OR... if you don't have Wall! This spell bounces back most spells
3622 directed to you and seriously, this saves your huge ass. So the
3623 strategy is: Wall plus Dark Force. Effortless. You will need to
3624 deplete a total of 5000 HP if you want to remove the "r" in Dread
3625 Slime's name.
3626
3627 You can now go north. Be careful now! The last part of the Mana
3628 Fortress is filled with tough and VERY hard-hitting monsters (namely,
3629 the Master Ninja, Terminator, and the Wolf Lord). When you meet a
3630 group of these, you better run off if you're low in the levels, since
3631 a game-over is not unheard of in this place. Go north, kill the Dark
3632 Stalkers, and go past the Master Ninja. You will then arrive in a
3633 room where Terminators are introduced; they are weak against Shade so
3634 poof them with a Dark Force. Next is a Wolf Lord, which you've met
3635 earlier. Unleash with Lumina here, but try to conserve the girl's MP
3636 and save a few walnuts. You will need it for the next boss battles.
3637
3638 Note: These three ultimate monsters drop the ultimate equipment,
3639 too. Terminators drop Faerie Crowns (DEF +145, girl/sprite
3640 only), Wolf Lord drop Faerie Rings (DEF +100, all), and
3641 Master Ninjas drop Faerie Cloaks (DEF +250, girl/sprite
3642 only). For the boy, you will need a Griffin Helm (dropped by
3643 Griffin Hands) and a Power Suit (dropped by Whimper) to get
3644 his ultimate equipment.
3645
3646 Whip yourself to the other side and go left and down. Kill the now
3647 relatively easy Fiend Head and move on; Master Ninjas and Terminators
3648 will block your way. Follow the path all the way while fighting more
3649 monsters and you will in due course end up by some of those diamonds.
3650 Hack them away and ready Shade, because three Terminators await you!
3651 They are easy to kill as long as you target Dark Force on a single one
3652 at a time. Walk north and you will be in a NO-shaped room... funny.
3653 Walk into the warp and you'll wind up on the platform where you put
3654 the boot in Mech Rider 3; enter the warp to the right and you will
3655 meet Thanatos. Remember; it's a point-of-no-return here! If you
3656 continue from here, you will resume to the final battles of the game,
3657 without there being some sort of exit leading back to the earth!
3658
3659
3660 THE SHOWDOWN ---------------------------------------------------------
3661
3662 Accompanied by Dyluck, he will tell you that he was looking for a body
3663 like Dyluck's for a long time. The girl doesn't accept this and
3664 attacks Thanatos, with success, it seems... but then you'll discover
3665 he resides in Dyluck's body already! Dyluck himself uses his last
3666 strength to talk to you, and yeah, what'd you expect? A boss fight!
3667
3668 Boss Strategy -- Dark Lich:
3669 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3670 LV: 72 HP: 6666 EXP: 38600 TYPE: Undead
3671 MP: 99 GP: 27000 ELEMENT: Shade
3672
3673 Thanatos isn't as hard as you'd expect. Dark Lich is, well, dark,
3674 and dark means that he detests light, so pummel away with Lucent
3675 Beam! That spell, even though it's expensive, does uber damage.
3676 Don't you even bother using weapons; they only hit when they're
3677 charged and Light Saber doesn't help much. Instead, keep firing
3678 Lucent Beams and let the sprite cast Burst (that spell seemed to
3679 work best for me). If you want an almost-guaranteed victory, have
3680 the sprite chain-cast Magic Absorb, since Dark Lich is pretty much
3681 helpless without MP. His only attacks will then be Leaden Glare and
3682 those other beams.
3683
3684 Speaking of attacks, he has a lot of them! Occasionally, of course,
3685 he will use Shade-spells, but he has other elements to his
3686 possession. They don't really hurt much, but make sure you heal
3687 when it is needed. Dark Lich will, after a li'l while, disappear
3688 and let his hands do the dirty work; do NOT stand in-between them or
3689 you will go shish kebab. Instead, cast spells over and over again,
3690 and/or charge your best weapon. He will eventually rematerialize,
3691 and ultimately bite the dust when you reduce all 6666 of his HP.
3692
3693 You won't get an orb, but instead, the seal on Dryad's Mana Magic will
3694 be gone! Hooray! But it is not yet time for a party, as the Mana
3695 Beast attacks the fortress and announces a social gathering. Leave
3696 via the warp below and a dialogical sequence follows, and that results
3697 in the party wipin' some big bad Flammie in order to, yes, save the
3698 friggin' world.
3699
3700
3701 LET'S-A SAVE THE WORLD! ----------------------------------------------
3702
3703 Boss Strategy -- Mana Beast: (*echo*)
3704 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
3705 LV: 73 HP: 9990 EXP: 0 TYPE: None
3706 MP: 99 GP: 0 ELEMENT: Dryad
3707
3708 The girl and sprite will say that you should whip out the Sword and
3709 that they use Dryad's Mana Magic in order to revive the Mana Sword.
3710 The only weapon that can hurt the beast is the Sword, and only when
3711 both of your followers have cast Mana Magic upon you. The effect of
3712 it will expire after a while, so you will have to cast it several
3713 times. With the Mana effect, your damage easily hits the triple
3714 digits, even if the attacks aren't charged. Speaking of that, don't
3715 charge your weapon at all; just jam the sword in the Mana Beast when
3716 the gauge is 100%.
3717
3718 The beast has two attacks; turning into a swirling fireball and
3719 flying into you, or just flying across the screen hitting you as
3720 well. He will, after attacking a few times, fly slowly from the
3721 bottom to the top of the screen and sit there in front of you using
3722 spells (Wall and Lucent Beam mostly). This is also the moment when
3723 you can attack, but make sure you're enhanced by Mana Magic! I
3724 would recommend letting both allies cast Mana Magic as soon as you
3725 see the Mana Beast at the bottom of the screen, so that the effect
3726 of it will not stop right when you don't want it to stop. And
3727 remember not to cast Wall in order to repel the beast's magic, as it
3728 will prevent you from gaining Mana Magic's power as well! And you
3729 wouldn't want that, eh?
3730
3731 That is the battle, actually. You will have to repeat the above
3732 process until the beast dies--don't forget to heal (and remember to
3733 conserve your allies' MP; use items to heal when you have them).
3734 You can also cast Lunar Boost and Moon Energy if you feel like it;
3735 it will help. The Mana Beast has 9990 HP, and after a rather simple
3736 yet lengthy fight, you will have beaten the game. How cool.
3737
3738
3739 ENDING (SUPER-ULTRA-MEGA *SPOILERS*, NATURALLY) ----------------------
3740
3741 So, yeah, you've beaten the Mana Beast and saved the world yet again.
3742 Unfortunately, sprite died during the battle, having given up all of
3743 his energy in order to give the beast a HARD kick. Dyluck isn't here
3744 as well, but like the girl says, we must be strong. The Mana Fortress
3745 is no more and the Mana Beast has turned into snow, and it's time to
3746 party! The credits will roll while the remaining of the party visits
3747 many places they've been to. The boy eventually ends up in Potos,
3748 where he fortunately gets a warm welcome.
3749
3750 The sprite will reappear in his village and the Mana Sword gets dumped
3751 in the trunk again, and until another stupid moron gets to be
3752 "chosen", the world in Secret of Mana is a world of peace. About
3753 time!
3754
3755
3756========================================================================
3757PART 3: APPENDICES
3758========================================================================
3759
3760------------------------------------------------------------------------
37613-A: World Map
3762------------------------------------------------------------------------
3763
3764 Here's a not-exactly-perfect ASCII-drawing of the World Map. I'm not
3765 really good at drawing line-draw pictures, so pardon this rough map.
3766 But it should do the trick, eh? Remember: north is up, south is down,
3767 west is left, and east is right.
3768
3769 __
3770 __/ \_ __ ____
3771 / \ ___/ \/ \
3772 ) (z) ) ( (l) (k)\_
3773 ( ( ) \
3774 \__ __) (_ /
3775 \__/ \_ (
3776 \_____ / /) ()
3777 \___/ (/ __
3778 __/ \___
3779 (\_ () / )
3780 _ ___ \_) / (p)(o)( __
3781 _/ \__/ \ ___ _/ (n) \_/ )
3782 ( (w) \_ /(v)\ / /\_ /
3783 _)(j) \ \___/ / __ ) ) /
3784 _/ \ \__/ \__/ / (
3785 / ) _____/(m) )
3786 / \ _____/ /
3787 \_____ _ \_____ ___ (_ /
3788 \/\__/ \___ \__/ \_ \ \
3789 ) \ ) )
3790 (_ (i) \_ \__ _/\___/
3791 \ (g) \__ \___/
3792 (q) _ \_ \ _
3793 _/ \___) (h) (_ / ) ()
3794 \ (s) \ (_/
3795 _ ) (f) (b) )
3796 ___ / \_/ (t) (a) ( ()
3797 (_ \ \ (u) /
3798 ____) ) / (e) (
3799 / (x) / (__ \/\ ___/\_
3800 \_/\__/ \____ (d) ) ( \___
3801 \__ (c) _/ () ) _)
3802 \__ __ / / (y) (
3803 \_/ \__ _/ ( \
3804 \_ ____/ \ _ \
3805 \__/ \__/ \____/
3806
3807 (r)
3808
3809 Legend:
3810 ¯¯¯¯¯¯¯
3811 (a) -- Potos Village (n) -- Empire Northtown
3812 (b) -- Water Palace (o) -- Northtown Ruins
3813 (c) -- Kingdom of Pandora (p) -- Northtown Castle
3814 (d) -- Kippo Village (q) -- Sea Hare Island
3815 (e) -- Gaia's Navel (r) -- Lookout Tower
3816 (f) -- Witch's Castle (s) -- Mandala Village
3817 (g) -- Upper Land (t) -- Palace of Darkness
3818 (h) -- Wind Palace (u) -- Sage's Cave
3819 (i) -- Matango (v) -- Gold City
3820 (j) -- Kakkara (w) -- Moon Palace
3821 (k) -- Todo Village (x) -- Castle of Tasnica
3822 (l) -- Ice Palace (y) -- Tree Palace
3823 (m) -- Empire Southtown (z) -- Pure Land
3824
3825
3826------------------------------------------------------------------------
38273-B: Leveling Up Weapons/Magic
3828------------------------------------------------------------------------
3829
3830 If you go to the Level-screen via the menu ring, lots o' things
3831 appear:
3832
3833 - Press L to switch to weapons, or R to go to the elementals.
3834 - The number before the colon (":") represents the weapon's or
3835 element's power; the higher this is, the more damage.
3836 - The other number is the amount of experience you have with that
3837 weapon or elemental. This number increases as you use them. After
3838 the number reaches 100 or more, the counter will reset to 0 and the
3839 number before the colon goes up by one.
3840 - The maximal level you can upgrade weapons to is the amount of orbs
3841 you have forged into that weapon plus one.
3842 - For magic, it's the amount of Mana Seeds you've sealed plus one.
3843 When you get the last seed, you can upgrade magic to level 7, but
3844 after finishing business in the Pure Land, magic can go up to 8.
3845
3846
3847 For weapons, the amount of experience you will gain is described here
3848 (thanks to Zach Keene):
3849
3850 - The one who delivers the finishing blow will receive (9 - weapon's
3851 level) experience.
3852 - If his or her level is two or more higher than the enemy he or she
3853 killed, then only ((9 - weapon's level) / 2) is received. This
3854 number is rounded down.
3855 - Companions (those that did not kill the monster) will receive half
3856 of the experience that the killing character gets (also rounded
3857 down).
3858 - The best way of leveling up quickly is to have a companion use a
3859 low-level weapon while others employ the stronger ones.
3860
3861
3862 For magic, the amount of experience you will gain is described here:
3863
3864 - With each casting, your experience will go up by (9 - element's
3865 level). It does not matter what spell you use; using a 10 MP-spell
3866 will give you as much experience as a 1 MP-spell.
3867 - If weapons are holstered (villages, etc.), you will gain ((9 -
3868 element's level) / 2) experience, rounded down. This sucks. The
3869 best place to level up magic for which no enemies are required
3870 seems to be the Wind Palace (weapons out and free MP).
3871
3872
3873 And the fastest ways to upgrade magic, which you probably came for:
3874
3875 Girl:
3876 ¯¯¯¯¯
3877 Undine -- Cast Remedy repeatedly.
3878 Gnome -- Cast Defender repeatedly.
3879 Sylphid -- Go to a place with monsters and make sure they cannot
3880 reach you. Cast Analyzer repeatedly.
3881 Salamando -- Chain-cast Fire Bouquet repeatedly.
3882 Lumina -- Cast Lucid Barrier repeatedly.
3883 Luna -- Cast Lunar Boost repeatedly.
3884 Dryad -- Cast Wall repeatedly. Takes LONG; be sure to bring
3885 some food, or coffee if it's already late.
3886
3887 Sprite:
3888 ¯¯¯¯¯¯¯
3889 Undine -- Freeze. Try to chain-cast this so that the targeted
3890 enemies will not die, meaning you don't have to search
3891 for new monsters over and over again. When you run out
3892 of MP, refill.
3893 Gnome -- Go to a place with monsters and make sure they cannot
3894 reach you. Cast Speed Down repeatedly.
3895 Sylphid -- Go to a place with monsters and make sure they cannot
3896 reach you. Cast Silence repeatedly.
3897 Salamando -- Cast Fireball (see Undine).
3898 Shade -- Cast Dark Force (see Undine).
3899 Luna -- Cast Magic Absorb repeatedly. If Gnome, Sylphid or
3900 Dryad still needs to be leveled up, don't work on Luna
3901 yet but do them, and use Magic Absorb to get the MP you
3902 need.
3903 Dryad -- Make sure enemies can't reach you (well, doesn't matter
3904 anyway), and let loose Sleep Flower.
3905
3906 Note: Switch to the boy and press X to access your allies' ring.
3907 This works faster than controlling the girl/sprite
3908 themselves. Make sure that the girl doesn't cast spells
3909 upon herself, or you will not be able to chain-cast; chain-
3910 casting is necessary if you want to level-up magic as
3911 quickly as possible. If there are no "instructions" on
3912 WHERE to level up, it's near a source of MP (inn, or Wind
3913 Palace).
3914
3915
3916------------------------------------------------------------------------
39173-C: Secrets, Bugs and Glitches
3918------------------------------------------------------------------------
3919
3920 This is everything I know from the top of my head; more secrets are
3921 forthcoming. Feel free to submit more information...
3922
3923 + If you fly around with Flammie to the corners of the world, you
3924 will see a FACE somewhere! It's... obscure, yet funny. On the
3925 World Map, it is in the upper-right corner.
3926
3927 + You can get back in Potos! This is possible after you get a second
3928 party member. It's simple--hug the guy blocking the entrance and
3929 repeatedly press Select. The two (or three) characters will each
3930 press, move a pixel forward. Ultimately, you'll be HOME! It's not
3931 tremendously exciting, though. Don't save if you don't have
3932 Flammie, because it can be nearly impossible to leave using the
3933 same method.
3934
3935 + The girl has these wicked stat-up spells (e.g. Defender); it is
3936 very possible to keep these effects permanently! Go to any inn or
3937 save point and cast the spell. Immediately save, reset, and load
3938 up your game. The system will have "forgotten" to undo the spell
3939 and you'll be lastingly stronger!
3940
3941 + When an enemy is about to cast a spell upon you, you can completely
3942 evade any damage to you by casting a curative spell at the right
3943 moment. The healing animation will appear, instead of being
3944 damaged. Yeah! This is great in boss battles, and especially the
3945 last one...
3946
3947 + To get the last, "missing" Sword's Orb, you'll have to follow a
3948 certain sequence of actions (I've gotten the info from JD Cyr's
3949 FAQ). Remember that this is a glitch and THIS CAN HEAVILY SCREW UP
3950 YOUR SAVE-GAME DATA. DO THIS AT YOUR OWN RISK:
3951
3952 - Load the game you want the last orb on.
3953 - Fly over the Ice Country and land on one of the small islands
3954 behind it; not on the Ice Country itself.
3955 - You should appear in front of Neko; if not, restart. Create a
3956 save-game.
3957 - Reset (L + R + Start + Select).
3958 - Start a new game, and play on 'til you fight Mantis Ant.
3959 - When the fight begins, hold the reset button combo for about
3960 five seconds.
3961 - Load the original save log (the one at Neko's).
3962 - Fight and whoop Mantis Ant's ass, claim the Sword's Orb, and fly
3963 off!
3964
3965
3966========================================================================
3967PART 4: CHARTS
3968========================================================================
3969
3970------------------------------------------------------------------------
39714-A: Items
3972------------------------------------------------------------------------
3973
3974 Welcome to the charts, my dear reader.
3975
3976 + Consumable Items: GP: Effect:
3977 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯
3978 Candy -- 10 -- Restores 100 HP.
3979 Chocolate -- 30 -- Restores 300 HP.
3980 Royal Jam -- 100 -- Restores 999 HP.
3981 Faerie Walnut -- 500 -- Restores 50 MP.
3982 Medical Herb -- 10 -- Removes bad status effects.
3983 Cup of Wishes -- 150 -- Revives knocked-out character.
3984 Barrel -- 900 -- Invulnerability (can't attack/run).
3985
3986 + Key Items: Effect:
3987 ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯¯¯
3988 Magic Rope -- Returns you to where you entered the dungeon;
3989 that is mostly the entrance, unless you came in
3990 via the back or whatever. Found: Gaia's Navel.
3991 Midge Mallet -- This pygmizes you, or vice-versa. You can get
3992 this from the Elder in Dwarf Village after you
3993 recover the Water Seed from the Scorpion Army.
3994 Flammie Drum -- Summons Flammie, so you can fly around the
3995 world! This is the only item that is not
3996 optional, and is acquired automatically.
3997 Moogle Belt -- Turns you into a Moogle, or vice-versa. FUN!
3998 You will get this after you bring back water to
3999 Kakkara by getting them a Sea Hare's Tail,
4000 obtainable on Sea Hare Island (see map).
4001
4002 Note: Consumable items can be bought in nearly every shop; the
4003 better goods are usually available later in the game. The
4004 Barrel however, can only be bought at Neko's. Everything
4005 can only be applied on a single party member at a time.
4006 Items are mostly sold for 2/3 of the original price, with
4007 the key items taking exception, as they cannot be sold.
4008
4009
4010------------------------------------------------------------------------
40114-B: Weapons
4012------------------------------------------------------------------------
4013
4014 DESCRIPTIONS ---------------------------------------------------------
4015
4016 Descriptions are the in-game descriptions, complete with typos and
4017 grammar issues. I can't vouch for the accuracy of these descriptions,
4018 but I'll just assume they are correct.
4019
4020 + Sword: Att.: Description/Effect:
4021 ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4022 Rusty Sword -- 3 --
4023 Broad Sword -- 8 -- Raises agility/evade %.
4024 Herald Sword -- 14 -- Effective against slimes/lizards.
4025 Claymore -- 20 -- Inflicts damage on insects, etc.
4026 Excalibur -- 27 -- Effective on evil/non-living enemies.
4027 Masamune -- 35 -- Raises % of critical hits.
4028 Gigas Sword -- 44 -- Increases strength 2 pts.
4029 Dragon Buster -- 52 -- Effective against dragons.
4030 Mana Sword -- 127 -- The top sword!
4031
4032 + Spear: Att.: Description/Effect:
4033 ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4034 Spear -- 4 --
4035 Heavy Spear -- 11 --
4036 Sprite's Spear -- 16 -- Balloons enemies.
4037 Partisan -- 23 -- Effective against slimes/lizards.
4038 Halberd -- 29 -- Confuses enemies.
4039 Oceanid Spear -- 38 -- Puts enemies to sleep.
4040 Gigas Lance -- 47 -- Increases strength 2 pts.
4041 Dragon Lance -- 54 -- Effective against dragons.
4042 Daedalus Lance -- 56 -- The top spear!
4043
4044 + Boomerang: Att.: Description/Effect:
4045 ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4046 Boomerang -- 2 --
4047 Chakram -- 6 -- Effective against slimes/lizards.
4048 Lode Boomerang -- 12 -- Slows enemies down.
4049 Rising Sun -- 17 --
4050 Red Cleaver -- 24 -- Inflicts damage on insects, etc.
4051 Cobra Shuttle -- 30 -- Poisons enemies.
4052 Frizbar -- 38 -- Effective against slimes/lizards.
4053 Shuriken -- 47 -- Raises % of critical hits.
4054 Ninja's Trump -- 53 -- The top boomerang!
4055
4056 + Bow: Att.: Description/Effect:
4057 ¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4058 Chobin's Bow -- 3 --
4059 Short Bow -- 8 --
4060 Long Bow -- 12 -- Use against animals/birds/beasts.
4061 Great Bow -- 20 -- Confuses enemies.
4062 Bow of Hope -- 27 -- Effective on evil/non-living enemies.
4063 Elfin Bow -- 35 -- Raises intelligence/wisdom.
4064 Wing Bow -- 43 -- Confuses enemies.
4065 Doom Bow -- 52 -- Raises % of critical hits.
4066 Garuda Buster -- 54 -- The top bow!
4067
4068 + Axe: Att.: Description/Effect:
4069 ¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4070 Watt's Axe -- 4 --
4071 Lode Axe -- 11 -- Effective against plants/fish.
4072 Stout Axe -- 16 -- Increases constitution by 2 pts.
4073 Battle Axe -- 23 -- Effective against plants/fish.
4074 Golden Axe -- 29 -- Inflicts damage on insects, etc.
4075 Were-buster -- 36 -- Use against animals/birds/beasts.
4076 Great Axe -- 46 -- Effective against plants/fish.
4077 Gigas Axe -- 59 -- Increases strength 5 pts.
4078 Doom Axe -- 56 -- The top axe!
4079
4080 + Glove: Att.: Description/Effect:
4081 ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4082 Spike Knuckle -- 2 --
4083 Power Glove -- 6 -- Inflicts damage on insects, etc.
4084 Moogle Claws -- 11 -- Puts enemies to sleep.
4085 Chakra Hand -- 17 -- Raises intelligence/wisdom.
4086 Heavy Glove -- 24 -- Inflicts damage on insects, etc.
4087 Hyper-Fist -- 29 -- Effective against slimes/lizards.
4088 Griffin Claws -- 38 -- Poisons enemies.
4089 Dragon Claws -- 47 -- Effective against dragons.
4090 Aura Glove -- 53 -- The top glove!
4091
4092 + Whip: Att.: Description/Effect:
4093 ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4094 Whip -- 2 --
4095 Black Whip -- 6 -- Slows enemies down.
4096 Backhand Whip -- 14 -- Raises agility/evade %
4097 Chain Whip -- 17 -- Effective against slimes/lizards.
4098 Flail of Hope -- 24 -- Effective on evil/non-living enemies.
4099 Morning Star -- 30 -- Inflicts damage on insects, etc.
4100 Hammer Flail -- 38 -- Slows enemies down.
4101 Nimbus Chain -- 47 -- Inflicts damage on insects, etc.
4102 Gigas Flail -- 53 -- The top whip!
4103
4104 + Javelin: Att.: Description/Effect:
4105 ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4106 Pole Dart -- 2 --
4107 Javelin -- 6 --
4108 Light Trident -- 12 -- Use against animals/birds/beasts.
4109 Lode Javelin -- 17 -- Balloons enemies.
4110 Fork of Hope -- 24 -- Effective on evil/non-living enemies.
4111 Imp's Fork -- 30 -- Balloons enemies.
4112 Elf's Harpoon -- 38 -- Raises intelligence/wisdom.
4113 Dragon Dart -- 47 -- Effective against dragons.
4114 Valkyrian -- 53 -- The top javelin!
4115
4116
4117 WEAPON'S ORBS --------------------------------------------------------
4118
4119 First off, here are the costs for reforging your weapons with Watts:
4120
4121 Level 1 to 2 -- 200 GP
4122 Level 2 to 3 -- 400 GP
4123 Level 3 to 4 -- 800 GP
4124 Level 4 to 5 -- 1600 GP
4125 Level 5 to 6 -- 3000 GP
4126 Level 6 to 7 -- 6500 GP
4127 Level 7 to 8 -- 12500 GP
4128 Level 8 to 9 -- 25000 GP
4129
4130 Note: The first time you meet Watts, he will do the Sword for you
4131 for the low, low price of only 100 GP.
4132
4133 Sword:
4134 ¯¯¯¯¯¯
4135 1. Earned after defeating Mantis Ant, the first boss.
4136 2. In a chest in Pandora's treasure room. After ditching Evil Wall
4137 in the ruins, talk to the King for the guard to move away,
4138 allowing you to enter the room.
4139 3. Earned after defeating Great Viper, the tenth boss.
4140 4. In a chest in the Northtown Ruins.
4141 5. Given by the King after defeating Dark Stalker.
4142 6. In a chest in the Grand Palace.
4143 7. Earned after defeating Thunder Gigas, the thirty-fourth boss.
4144 8. Cannot be found! See the section 3-C...
4145
4146 Spear:
4147 ¯¯¯¯¯¯
4148 1. Earned after defeating Tropicallo, the second boss.
4149 2. In a chest in Pandora's treasure room. After ditching Evil Wall
4150 in the ruins, talk to the King for the guard to move away,
4151 allowing you to enter the room.
4152 3. In a chest in Santa's house, in the Ice Country.
4153 4. In a chest in the Northtown Ruins.
4154 5. In a chest in the Golden Tower.
4155 6. Earned after defeating Aegagropilon, the twenty-fourth boss.
4156 7. Earned after defeating Mech Rider 3, the twenty-ninth boss.
4157 8. Rarely dropped by Tsunami (Mana Fortress).
4158
4159 Boomerang:
4160 ¯¯¯¯¯¯¯¯¯¯
4161 1. Earned after defeating Spikey Tiger, the third boss.
4162 2. Earned after defeating Spring Beak, the ninth boss.
4163 3. Earned after defeating Frost Gigas, the thirteenth boss.
4164 4. Earned after defeating Vampire, the sixteenth boss.
4165 5. Earned after defeating Blue Spike, the twentieth boss.
4166 6. In a chest in the subway (area around the Tree Palace).
4167 7. Earned after defeating Blue Dragon, the thirty-fifth boss.
4168 8. Rarely dropped by Master Ninja (Mana Fortress).
4169
4170 Bow:
4171 ¯¯¯¯
4172 1. Earned after defeating Wall Face, the sixth boss.
4173 2. Earned after defeating Jabberwocky, the eighth boss.
4174 3. Earned after defeating Boreal Face, the twelfth boss.
4175 4. In a chest in the Northtown Ruins.
4176 5. Earned after defeating Gorgon Bull, the twenty-first boss.
4177 6. Earned after defeating Kettle Kin, the twenty-sixth boss.
4178 7. Earned after defeating Snow Dragon, the thirty-first boss.
4179 8. Rarely dropped by Metal Crab (Mana Fortress).
4180
4181 Axe:
4182 ¯¯¯¯
4183 1. Earned after defeating Fire Gigas, the fifth boss.
4184 2. In a chest in Moogle Village (Great Forest).
4185 3. In a chest in the Fire Palace.
4186 4. In a chest in Northtown Castle.
4187 5. In a chest in the Golden Tower.
4188 6. Earned after defeating Dragon Worm, the thirtieth boss.
4189 7. Rarely dropped by Fiend Head (Mana Fortress and more).
4190 8. Rarely dropped by Fiend Head (Mana Fortress and more).
4191
4192 Glove:
4193 ¯¯¯¯¯¯
4194 1. Earned after defeating the Biting Lizard, the fourth boss.
4195 2. In a chest in Moogle Village (Great Forest).
4196 3. In a chest in the Ice Palace.
4197 4. Earned after defeating Metal Mantis, the seventeenth boss.
4198 5. In a chest in the Palace of Darkness.
4199 6. Earned after defeating Red Dragon, the thirty-third boss.
4200 7. Rarely dropped by Kimono Wizard or Wolf Lord (Mana Fortress and
4201 more).
4202 8. Rarely dropped by Kimono Wizard or Wolf Lord (Mana Fortress and
4203 more).
4204
4205 Whip:
4206 ¯¯¯¯¯
4207 1. In a chest aboard the thieves' ship, before facing Kilroy.
4208 2. Given by Jema after defeating Jabberwocky.
4209 3. Earned after defeating Mech Rider 1, the eleventh boss.
4210 4. Earned after defeating Doom's Wall, the fifteenth boss.
4211 5. In a chest in Northtown Castle.
4212 6. Earned after defeating Hydra, the twenty-fifth boss.
4213 7. Earned after defeating Hexas, the twenty-eighth boss.
4214 8. Rarely dropped by Terminator (Mana Fortress).
4215
4216 Javelin:
4217 ¯¯¯¯¯¯¯¯
4218 1. Earned after defeating Kilroy, the seventh boss.
4219 2. In a chest in Fung Castle (Matango).
4220 3. Earned after defeating Minotaur, the fourteenth boss.
4221 4. Earned after defeating Mech Rider 2, the eighteenth boss.
4222 5. Earned after defeating Lime Slime, the nineteenth boss.
4223 6. Earned after defeating Snap Dragon, the twenty-seventh boss.
4224 7. Earned after defeating Axe Beak, the thirty-second boss.
4225 8. Rarely dropped by Whimper (Mana Fortress).
4226
4227
4228------------------------------------------------------------------------
42294-C: Equipment
4230------------------------------------------------------------------------
4231
4232 In the "WHO"-column, "B" stands for boy, "G" is girl, and "S" is
4233 sprite.
4234
4235 + Body: Who: Def.: Buy: Sell:
4236 ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4237 Battle Suit -- B G S -- 139 -- 30000 -- 20000
4238 Chain Vest -- B G S -- 10 -- 120 -- 80
4239 Chest Guard -- G S -- 28 -- 1000 -- 666
4240 Faerie Cloak -- G S -- 250 -- -- -- 43332
4241 Fancy Overalls -- B G S -- 22 -- 675 -- 450
4242 Flower Suit -- G -- 115 -- 21000 -- 14000
4243 Golden Vest -- B G S -- 34 -- 2250 -- 1500
4244 Kung Fu Dress -- G -- 17 -- 350 -- 232
4245 Kung Fu Suit -- G -- 4 -- 25 -- 16
4246 Magical Armor -- B G S -- 78 -- 11500 -- 7666
4247 Midge Robe -- S -- 7 -- 22 -- 14
4248 Overalls -- B -- 3 -- 20 -- 12
4249 Power Suit -- B -- 245 -- -- -- 35332
4250 Ruby Vest -- B G S -- 43 -- 4500 -- 3000
4251 Spiky Suit -- B S -- 13 -- 260 -- 172
4252 Tiger Bikini -- G -- 64 -- 7100 -- 4732
4253 Tiger Suit -- B S -- 52 -- 6375 -- 4250
4254 Tortoise Mail -- B S -- 95 -- 14850 -- 9900
4255 Vampire Cape -- G S -- 243 -- -- -- 31332
4256 Vestguard -- B G S -- 240 -- 65550 -- 21832
4257
4258 + Head: Who: Def.: Buy: Sell:
4259 ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4260 Amulet Helm -- G S -- 143 -- -- -- 24000
4261 Bandanna -- B -- 2 -- 50 -- 32
4262 Circlet -- B S -- 38 -- 2300 -- 1532
4263 Cockatrice Cap -- B G S -- 142 -- -- -- 15000
4264 Dragon Helm -- B G S -- 66 -- 7500 -- 5000
4265 Duck Helm -- G S -- 78 -- 11250 -- 7500
4266 Faerie Crown -- G S -- 155 -- -- -- 38666
4267 Golden Tiara -- G S -- 17 -- 350 -- 232
4268 Griffin Helm -- B -- 145 -- -- -- 29666
4269 Hair Ribbon -- G -- 3 -- 55 -- 36
4270 Head Gear -- B -- 7 -- 70 -- 46
4271 Needle Helm -- B G S -- 140 -- 30000 -- 10000
4272 Quill Cap -- G S -- 10 -- 110 -- 72
4273 Quilted Hood -- G S -- 26 -- 700 -- 466
4274 Rabite Cap -- S -- 5 -- 45 -- 30
4275 Raccoon Cap -- B G S -- 21 -- 550 -- 366
4276 Ruby Armet -- G -- 43 -- -- -- 2266
4277 Steel Cap -- B -- 13 -- 180 -- 120
4278 Tiger Cap -- B G S -- 32 -- 1100 -- 732
4279 Unicorn Helm -- B G S -- 55 -- 5625 -- 3750
4280
4281 + Arm: Who: Def.: Buy: Sell:
4282 ¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4283 Amulet Ring -- B G S -- 95 -- -- -- 32000
4284 Cobra Bracelet -- B G S -- 6 -- 280 -- 186
4285 Dragon Ring -- B G S -- 92 -- -- -- 20666
4286 Elbow Pad -- B G S -- 2 -- 90 -- 60
4287 Faerie's Ring -- B G S -- 100 -- -- -- 36666
4288 Frosty Ring -- B G S -- 16 -- 1200 -- 800
4289 Gauntlet -- B G S -- 90 -- 37500 -- 12500
4290 Gold Bracelet -- B G S -- 24 -- 3750 -- 2500
4291 Golem Ring -- B G S -- 13 -- 750 -- 500
4292 Guardian Ring -- B G S -- 41 -- -- -- 8332
4293 Imp's Ring -- B G S -- 94 -- -- -- 28332
4294 Ivy Amulet -- B G S -- 20 -- 1875 -- 1250
4295 Lazuri Ring -- B G S -- 35 -- 8800 -- 5866
4296 Ninja Gloves -- B G S -- 91 -- -- -- 16000
4297 Power Wrist -- B G S -- 4 -- 150 -- 100
4298 Shield Ring -- B G S -- 29 -- 5100 -- 3400
4299 Silver Band -- B G S -- 10 -- 525 -- 350
4300 Watcher Ring -- B G S -- 93 -- -- -- 25000
4301 Wolf's Band -- B G S -- 8 -- 400 -- 266
4302 Wristband -- B G -- 1 -- 45 -- 30
4303
4304 Note: Some rings/bracelets/whatever they are provide protection
4305 to various status effects:
4306
4307 Amulet Ring -- Petrifaction
4308 Faerie's Ring -- Silence; pygmy; balloon
4309 Frosty Ring -- Frosty
4310 Imp's Ring -- Engulfment; frosty
4311 Ninja Gloves -- Entanglement
4312 Watcher Ring -- Moogle
4313
4314
4315------------------------------------------------------------------------
43164-D: Magic
4317------------------------------------------------------------------------
4318
4319 This is sorted on elemental. Remember, the first three spells are
4320 those of the girl, the last three are at the sprite's disposal.
4321 Descriptions given here, vague as they are, are copies of the in-game
4322 text.
4323
4324 + Undine: MP: Effect:
4325 ¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯
4326 Ice Saber -- 2 -- Weapons gain the power of water!
4327 Remedy -- 1 -- Recovers status
4328 Cure Water -- 2 -- Recovers HP
4329 Freeze -- 2 -- Causes a freezing ice storm
4330 Acid Storm -- 2 -- Acid rain lowers enemy's defense
4331 Energy Absorb -- 3 -- Takes away enemy's HP
4332
4333 + Gnome: MP: Effect:
4334 ¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯
4335 Stone Saber -- 4 -- Weapons gain the power to petrify
4336 Speed Up -- 3 -- Raises evade % and speeds attack
4337 Defender -- 2 -- Raises defense/decreases damage
4338 Earth Slide -- 3 -- Covers enemies in rock slide
4339 Gem Missile -- 2 -- Rains jagged diamonds on enemies
4340 Speed Down -- 1 -- Lowers evade % and slows attack
4341
4342 + Sylphid: MP: Effect:
4343 ¯¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯
4344 Thunder Saber -- 3 -- Weapons gain the power of wind!
4345 Balloon -- 2 -- Lowers wisdom/confuses enemies
4346 Analyzer -- 1 -- Detects traps/enemy's weak point
4347 Air Blast -- 2 -- Wind-burn damages the enemies
4348 Thunderbolt -- 4 -- Strikes the enemies with lightning
4349 Silence -- 2 -- Confuses the enemies
4350
4351 + Salamando: MP: Effect:
4352 ¯¯¯¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯
4353 Flame Saber -- 2 -- Weapons gain the power of fire!
4354 Fire Bouquet -- 3 -- Scalds enemy/lowers battle power
4355 Blaze Wall -- 4 -- A wall of fire engulfs the enemies
4356 Fireball -- 2 -- Sends fireballs at enemies
4357 Exploder -- 4 -- An explosion rocks the enemies
4358 Lava Wave -- 3 -- Magma engulfs the enemies
4359
4360 + Lumina: MP: Effect:
4361 ¯¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯
4362 Light Saber -- 5 -- Weapons gain the power of light!
4363 Lucent Beam -- 8 -- Evil foe hit with pure light
4364 Lucid Barrier -- 4 -- Protection from weapon attacks
4365
4366 Note: The girl is the only one that has Lumina to her disposal;
4367 the sprite doesn't.
4368
4369 + Shade: MP: Effect:
4370 ¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯
4371 Evil Gate -- 8 -- Wave of darkness hits the enemies
4372 Dark Force -- 2 -- Enemy's energy explodes
4373 Dispel Magic -- 4 -- Sets enemy's gauge to 0/halts magic
4374
4375 Note: Conversely, the sprite is the only one that can handle
4376 Shade. A small note on Evil Gate; this spell does damage
4377 based on the enemy's HP: Damage = (Current HP + Max HP) /
4378 (20 - 2 * Sprite's Magic Level).
4379
4380 + Luna: MP: Effect:
4381 ¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯
4382 Moon Saber -- 3 -- Weapons gain the power to take HP!
4383 Lunar Boost -- 2 -- Raises battle power
4384 Moon Energy -- 2 -- Raises critical hit %
4385 Change Form -- 5 -- Transforms enemy to weaker level
4386 Magic Absorb -- 1 -- Takes enemy's MP
4387 Lunar Magic -- 8 -- Makes enemy/you do curious things
4388
4389 + Dryad: MP: Effect:
4390 ¯¯¯¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯
4391 Revivifier -- 10 -- Sends the reaper running
4392 Wall -- 6 -- Makes a barrier to ward off magic
4393 Mana Magic -- 1 -- Secret
4394 Sleep Flower -- 2 -- Lulls enemies to sleep
4395 Burst -- 4 -- Hidden energy strikes enemies
4396 Mana Magic -- 1 -- Secret
4397
4398 Note: Mana Magic cannot be used until you actually need it.
4399
4400 Note: And a little note on magic (couldn't find any other place
4401 to fit this in). If you level it up to level 8, it'll do
4402 the same damage as it'd do if you cast a level 7-spell.
4403 However, sometimes you will get a bigger animation (e.g.
4404 bigger blocks with Freeze), and then it'll do level 8-
4405 damage. Very, very rarely, you will get a super-enhanced
4406 animation (e.g. Shadow Zeroes run around the screen with
4407 Evil Gate). This is uber-cool to look at, but sadly does
4408 the same damage as level 8-magic.
4409
4410
4411------------------------------------------------------------------------
44124-E: Shops and Inns
4413------------------------------------------------------------------------
4414
4415 The lowercase letter in front of the location of the shop refers to
4416 the chapter in the walkthrough in which you will encounter it. I'm so
4417 smart. Note that Neko's shops are expensive; you'll have to fork over
4418 twice as much, so I would recommend only buying when it's really
4419 needed or if you cannot get what you want elsewhere. Locations with
4420 Neko (and thus double prices) are marked with an asterisk ("*").
4421
4422 + Potos Village: Cost: What: Who: Def.:
4423 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4424 Candy -- 10 -- Item
4425 Medical Herb -- 10 -- Item
4426 Cup of Wishes -- 150 -- Item
4427 Bandanna -- 50 -- Head -- B -- +2
4428 Overalls -- 20 -- Body -- B -- +3
4429
4430 + Neko's (*): Cost: What: Who: Def.:
4431 ¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4432 Candy -- 20 -- Item
4433 Chocolate -- 60 -- Item
4434 Royal Jam -- 200 -- Item
4435 Faerie Walnut -- 1000 -- Item
4436 Medical Herb -- 20 -- Item
4437 Cup of Wishes -- 300 -- Item
4438 Barrel -- 900 -- Item
4439 Bandanna -- 100 -- Head -- B -- +2
4440 Hair Ribbon -- 110 -- Head -- G -- +3
4441 Rabite Cap -- 90 -- Head -- S -- +5
4442 Wristband -- 90 -- Arm -- B G -- +1
4443
4444 + Pandora: Cost: What: Who: Def.:
4445 ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4446 Candy -- 10 -- Item
4447 Medical Herb -- 10 -- Item
4448 Cup of Wishes -- 150 -- Item
4449 Hair Ribbon -- 55 -- Head -- G -- +3
4450 Kung Fu Suit -- 25 -- Body -- G -- +4
4451 Wristband -- 45 -- Arm -- B G -- +1
4452
4453 Note: There is another shop in this town, but the instant you
4454 arrive in Pandora, it's not open. The list for that other
4455 shop is somewhere below.
4456
4457 + Kippo Village: Cost: What: Who: Def.:
4458 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4459 Candy -- 10 -- Item
4460 Medical Herb -- 10 -- Item
4461 Cup of Wishes -- 150 -- Item
4462 Hair Ribbon -- 55 -- Head -- G -- +3
4463 Chain Vest -- 120 -- Body -- B G S -- +10
4464 Kung Fu Dress -- 350 -- Body -- G -- +17
4465 Elbow Pad -- 90 -- Arm -- B G S -- +2
4466
4467 + Dwarf Village: Cost: What: Who: Def.:
4468 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4469 Candy -- 10 -- Item
4470 Medical Herb -- 10 -- Item
4471 Cup of Wishes -- 150 -- Item
4472 Rabite Cap -- 45 -- Head -- S -- +5
4473 Head Gear -- 70 -- Head -- B -- +7
4474 Midge Robe -- 22 -- Body -- S -- +7
4475 Chain Vest -- 120 -- Body -- B G S -- +10
4476 Spiky Suit -- 260 -- Body -- B S -- +13
4477 Wristband -- 45 -- Arm -- B G -- +1
4478 Elbow Pad -- 90 -- Arm -- B G S -- +2
4479 Power Wrist -- 150 -- Arm -- B G S -- +4
4480
4481 + Pandora: Cost: What: Who: Def.:
4482 ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4483 Candy -- 10 -- Item
4484 Medical Herb -- 10 -- Item
4485 Cup of Wishes -- 150 -- Item
4486 Head Gear -- 70 -- Head -- B -- +7
4487 Spiky Suit -- 260 -- Body -- B S -- +13
4488 Kung Fu Dress -- 350 -- Body -- G -- +17
4489 Elbow Pad -- 90 -- Arm -- B G S -- +2
4490 Power Wrist -- 150 -- Arm -- B G S -- +4
4491 Cobra Bracelet -- 280 -- Arm -- B G S -- +6
4492
4493 + Moogle Village (*): Cost: What: Who: Def.:
4494 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4495 Candy -- 20 -- Item
4496 Chocolate -- 60 -- Item
4497 Faerie Walnut -- 1000 -- Item
4498 Medical Herb -- 20 -- Item
4499 Cup of Wishes -- 300 -- Item
4500 Head Gear -- 140 -- Head -- B -- +7
4501 Quill Cap -- 220 -- Head -- G S -- +10
4502 Spiky Suit -- 520 -- Body -- B S -- +13
4503 Kung Fu Dress -- 700 -- Body -- G -- +17
4504 Power Wrist -- 300 -- Arm -- B G S -- +4
4505 Cobra Bracelet -- 560 -- Arm -- B G S -- +6
4506
4507 + Fung Castle: Cost: What: Who: Def.:
4508 ¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4509 Candy -- 10 -- Item
4510 Chocolate -- 30 -- Item
4511 Faerie Walnut -- 500 -- Item
4512 Medical Herb -- 10 -- Item
4513 Cup of Wishes -- 150 -- Item
4514 Quill Cap -- 110 -- Head -- G S -- +10
4515 Steel Cap -- 180 -- Head -- B -- +13
4516 Fancy Overalls -- 675 -- Body -- B G S -- +22
4517 Wolf's Band -- 400 -- Arm -- B G S -- +8
4518
4519 + Kakkara: Cost: What: Who: Def.:
4520 ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4521 Chocolate -- 30 -- Item
4522 Faerie Walnut -- 500 -- Item
4523 Medical Herb -- 10 -- Item
4524 Cup of Wishes -- 150 -- Item
4525 Golden Tiara -- 350 -- Head -- G S -- +17
4526 Raccoon Cap -- 550 -- Head -- B G S -- +21
4527 Chest Guard -- 1000 -- Body -- G S -- +28
4528 Golden Vest -- 2250 -- Body -- B G S -- +17
4529 Silver Band -- 525 -- Arm -- B G S -- +10
4530
4531 + Todo Village: Cost: What: Who: Def.:
4532 ¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4533 Chocolate -- 30 -- Item
4534 Faerie Walnut -- 500 -- Item
4535 Medical Herb -- 10 -- Item
4536 Cup of Wishes -- 150 -- Item
4537 Golden Tiara -- 350 -- Head -- G S -- +17
4538 Raccoon Cap -- 550 -- Head -- B G S -- +21
4539 Chest Guard -- 1000 -- Body -- G S -- +28
4540 Golden Vest -- 2250 -- Body -- B G S -- +34
4541 Silver Band -- 525 -- Arm -- B G S -- +10
4542
4543 + Southtown: Cost: What: Who: Def.:
4544 ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4545 Chocolate -- 30 -- Item
4546 Faerie Walnut -- 500 -- Item
4547 Medical Herb -- 10 -- Item
4548 Cup of Wishes -- 150 -- Item
4549 Golden Tiara -- 350 -- Head -- G S -- +17
4550 Raccoon Cap -- 550 -- Head -- B G S -- +21
4551 Chest Guard -- 1000 -- Body -- G S -- +28
4552 Golden Vest -- 2250 -- Body -- B G S -- +34
4553 Ruby Vest -- 4500 -- Body -- B G S -- +43
4554 Silver Band -- 525 -- Arm -- B G S -- +10
4555 Golem Ring -- 750 -- Arm -- B G S -- +13
4556
4557 + Northtown: Cost: What: Who: Def.:
4558 ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4559 Chocolate -- 30 -- Item
4560 Faerie Walnut -- 500 -- Item
4561 Medical Herb -- 10 -- Item
4562 Cup of Wishes -- 150 -- Item
4563 Quilted Hood -- 700 -- Head -- G S -- +26
4564 Tiger Cap -- 1100 -- Head -- B G S -- +32
4565 Ruby Vest -- 4500 -- Body -- B G S -- +43
4566 Tiger Suit -- 6375 -- Body -- B S -- +52
4567 Tiger Bikini -- 7100 -- Body -- G -- +64
4568 Silver Band -- 525 -- Arm -- B G S -- +10
4569 Golem Ring -- 750 -- Arm -- B G S -- +13
4570 Frosty Ring -- 1200 -- Arm -- B G S -- +16
4571
4572 + Mandala Village: Cost: What: Who: Def.:
4573 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4574 Candy -- 10 -- Item
4575 Chocolate -- 30 -- Item
4576 Faerie Walnut -- 500 -- Item
4577 Medical Herb -- 10 -- Item
4578 Cup of Wishes -- 150 -- Item
4579 Circlet -- 2300 -- Head -- B S -- +38
4580 Magical Armor -- 11500 -- Body -- B G S -- +78
4581 Ivy Amulet -- 1875 -- Arm -- B G S -- +20
4582
4583 + Gold Isle: Cost: What: Who: Def.:
4584 ¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4585 Chocolate -- 30 -- Item
4586 Faerie Walnut -- 500 -- Item
4587 Medical Herb -- 10 -- Item
4588 Cup of Wishes -- 150 -- Item
4589 Unicorn Helm -- 5625 -- Head -- B G S -- +55
4590 Dragon Helm -- 7500 -- Head -- B G S -- +66
4591 Duck Helm -- 11250 -- Head -- G S -- +78
4592 Flower Suit -- 21000 -- Body -- G -- +115
4593 Battle Suit -- 30000 -- Body -- B G S -- +139
4594 Shield Ring -- 5100 -- Arm -- B G S -- +29
4595 Lazuri Ring -- 8800 -- Arm -- B G S -- +35
4596
4597 + Tasnica: Cost: What: Who: Def.:
4598 ¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4599 Candy -- 10 -- Item
4600 Chocolate -- 30 -- Item
4601 Royal Jam -- 100 -- Item
4602 Faerie Walnut -- 500 -- Item
4603 Medical Herb -- 10 -- Item
4604 Cup of Wishes -- 150 -- Item
4605 Dragon Helm -- 7500 -- Head -- B G S -- +66
4606 Duck Helm -- 11250 -- Head -- G S -- +78
4607 Tortoise Mail -- 14850 -- Body -- B S -- +95
4608 Battle Suit -- 30000 -- Body -- B G S -- +139
4609 Gold Bracelet -- 3750 -- Arm -- B G S -- +24
4610 Lazuri Ring -- 8800 -- Arm -- B G S -- +35
4611
4612 + Tree Palace (*): Cost: What: Who: Def.:
4613 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯ ¯¯¯¯¯
4614 Candy -- 20 -- Item
4615 Chocolate -- 60 -- Item
4616 Royal Jam -- 200 -- Item
4617 Faerie Walnut -- 1000 -- Item
4618 Medical Herb -- 20 -- Item
4619 Cup of Wishes -- 300 -- Item
4620 Barrel -- 900 -- Item
4621 Needle Helm -- 30000 -- Head -- B G S -- +140
4622 Vestguard -- 65500 -- Body -- B G S -- +240
4623 Gauntlet -- 37500 -- Arm -- B G S -- +90
4624
4625
4626------------------------------------------------------------------------
46274-F: Monsters
4628------------------------------------------------------------------------
4629
4630 The type of an enemy can help you deciding which weapon you should use
4631 (some weapons are effective against certain types) and don't mistake
4632 "element" for "weakness"! Zach Keene originally dumped the stats from
4633 the game's ROM, and I thank him for allowing me to use these 100%
4634 accurate stats. Now, without further ado, here's the stuff:
4635
4636 Aegagropilon: (boss)
4637 ¯¯¯¯¯¯¯¯¯¯¯¯¯
4638 LV: 46 HP: 3016 EXP: 11050 TYPE: Plant
4639 MP: 99 GP: 1800 ELEMENT: Dryad
4640 Info: See the appropriate boss strategy in section 2-W of the
4641 walkthrough.
4642
4643 Armored Man:
4644 ¯¯¯¯¯¯¯¯¯¯¯¯
4645 LV: 34 HP: 250 EXP: 633 TYPE: Metallic
4646 MP: 20 GP: 540 ELEMENT: None
4647 Info: Armored Men are slow and don't have very much HP. They drop
4648 a fair amount of experience points too, so it is recommended
4649 to destroy these people to level up. They have many attacks
4650 to their disposal, so continually assault them with weapons
4651 to prevent them from harming you.
4652
4653 Axe Beak: (boss)
4654 ¯¯¯¯¯¯¯¯¯
4655 LV: 64 HP: 2800 EXP: 27784 TYPE: Bird
4656 MP: 99 GP: 20400 ELEMENT: Salamando
4657 Info: See the appropriate boss strategy in section 2-Y of the
4658 walkthrough.
4659
4660 Basilisk:
4661 ¯¯¯¯¯¯¯¯¯
4662 LV: 49 HP: 580 EXP: 1755 TYPE: Lizard
4663 MP: 41 GP: 1200 ELEMENT: Gnome
4664 Info: Cute, helpless-looking frogs. They are fairly easy to kill.
4665 If you plan to do so, do it quick, for they can spawn
4666 Eggatrices. Oh wait! Those are fairly easy to kill too, so
4667 here's a fine source for experience points. Whatever.
4668
4669 Beast Zombie:
4670 ¯¯¯¯¯¯¯¯¯¯¯¯¯
4671 LV: 41 HP: 320 EXP: 1065 TYPE: Undead
4672 MP: 48 GP: 708 ELEMENT: Shade
4673 Info: Just like the Howlers, these folks charge at you. They're
4674 just about as dangerous as they were in the Ice Country.
4675
4676 Biting Lizard: (boss)
4677 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4678 LV: 11 HP: 770 EXP: 210 TYPE: Lizard
4679 MP: 6 GP: 348 ELEMENT: Undine
4680 Info: See the appropriate boss strategy in section 2-E of the
4681 walkthrough.
4682
4683 Blat:
4684 ¯¯¯¯¯
4685 LV: 5 HP: 55 EXP: 7 TYPE: Bird
4686 MP: 18 GP: 10 ELEMENT: None
4687 Info: These bats use the Balloon-spell, which makes you paralyzed
4688 for a little while. Kill them before they do so.
4689
4690 Blue Dragon: (boss)
4691 ¯¯¯¯¯¯¯¯¯¯¯¯
4692 LV: 67 HP: 3200 EXP: 31570 TYPE: Dragon
4693 MP: 99 GP: 28560 ELEMENT: Sylphid
4694 Info: See the appropriate boss strategy in section 2-Y of the
4695 walkthrough.
4696
4697 Blue Drop:
4698 ¯¯¯¯¯¯¯¯¯¯
4699 LV: 27 HP: 380 EXP: 330 TYPE: Slime
4700 MP: 0 GP: 216 ELEMENT: Undine
4701 Info: Remember the Green Drop? This one is... well, blue, and does
4702 exactly the same and is a tad more powerful. This guy has
4703 the ability to frosty you, and that's not cool. Well, okay,
4704 it's cool, but not "cool". (Whatever.)
4705
4706 Blue Spike: (boss)
4707 ¯¯¯¯¯¯¯¯¯¯¯
4708 LV: 43 HP: 1980 EXP: 9150 TYPE: Animal
4709 MP: 99 GP: 3840 ELEMENT: None
4710 Info: See the appropriate boss strategy in section 2-S of the
4711 walkthrough.
4712
4713 Bomb Bee:
4714 ¯¯¯¯¯¯¯¯¯
4715 LV: 38 HP: 310 EXP: 863 TYPE: Insect
4716 MP: 40 GP: 528 ELEMENT: Salamando
4717 Info: Acts the same as the Buzz Bee you've encountered WAY earlier
4718 (unless you are reading this section for fun without having
4719 played the game, in which case he's below). They aren't any
4720 harmful, they have MP but cast no spells, and still use that
4721 annoying sting plugged onto their ass.
4722
4723 Boreal Face: (boss)
4724 ¯¯¯¯¯¯¯¯¯¯¯¯
4725 LV: 26 HP: 1100 EXP: 2245 TYPE: Plant
4726 MP: 12 GP: 1040 ELEMENT: Dryad
4727 Info: See the appropriate boss strategy in section 2-L of the
4728 walkthrough.
4729
4730 Brambler: (boss)
4731 ¯¯¯¯¯¯¯¯¯
4732 LV: 7 HP: 78 EXP: 2 TYPE: Plant
4733 MP: 99 GP: 24 ELEMENT: Dryad
4734 Info: Part of Tropicallo and Boreal Face.
4735
4736 Buffy: (boss)
4737 ¯¯¯¯¯¯
4738 LV: 70 HP: 4200 EXP: 35686 TYPE: Undead
4739 MP: 99 GP: 22200 ELEMENT: Shade
4740 Info: See the appropriate boss strategy in section 2-Z of the
4741 walkthrough.
4742
4743 Buzz Bee:
4744 ¯¯¯¯¯¯¯¯¯
4745 LV: 4 HP: 65 EXP: 4 TYPE: Insect
4746 MP: 0 GP: 11 ELEMENT: Dryad
4747 Info: Not easy to hit when you meet them for the first time. They
4748 poop out needles that can poison you. They're annoying and
4749 hard to avoid when in large numbers, so killing them is the
4750 best option.
4751
4752 Captain Duck:
4753 ¯¯¯¯¯¯¯¯¯¯¯¯¯
4754 LV: 50 HP: 523 EXP: 1850 TYPE: Demi-human
4755 MP: 22 GP: 1440 ELEMENT: None
4756 Info: A souped-up army duck with grenades to make your life
4757 miserable. Ah yes. Stupid name.
4758
4759 Chamber's Eye: (boss)
4760 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
4761 LV: 16 HP: 300 EXP: 2 TYPE: Undead
4762 MP: 99 GP: 0 ELEMENT: Sylphid
4763 Info: Part of Wall Chamber.
4764
4765 Chess Knight:
4766 ¯¯¯¯¯¯¯¯¯¯¯¯¯
4767 LV: 12 HP: 135 EXP: 36 TYPE: Insect
4768 MP: 15 GP: 38 ELEMENT: Dryad
4769 Info: Has high evade at the point you meet him. Either avoid them
4770 or continually attack them while evading his charging attack.
4771
4772 Chobin Hood:
4773 ¯¯¯¯¯¯¯¯¯¯¯¯
4774 LV: 7 HP: 60 EXP: 12 TYPE: Demi-human
4775 MP: 0 GP: 17 ELEMENT: None
4776 Info: Most of them are "imprisoned", meaning they can fire arrows
4777 at you while being out of reach. Cut your way through the
4778 bushes to bury your short-ranged weapons in them, or attack
4779 them with the Boomerang or Bow from afar.
4780
4781 Crawler:
4782 ¯¯¯¯¯¯¯¯
4783 LV: 19 HP: 100 EXP: 124 TYPE: Insect
4784 MP: 16 GP: 97 ELEMENT: Dryad
4785 Info: A monster that sort of looks like Pokémon's Caterpie that
4786 crawls. Watch out for its attack that puts you to sleep.
4787 (My hands hurt because of all this typing.)
4788
4789 Crystal Orb:
4790 ¯¯¯¯¯¯¯¯¯¯¯¯
4791 LV: 0 HP: 1 EXP: 0 TYPE: None
4792 MP: 0 GP: 0 ELEMENT: None
4793 Info: Er... This thing is "targetable" and because it has 1 HP, I
4794 dumped this piece right here in this monster list! Now my
4795 list is the most complete of them all! GAH HAH HAH! This
4796 one also appears in other places, except with other
4797 "weaknesses".
4798
4799 Dark Funk:
4800 ¯¯¯¯¯¯¯¯¯¯
4801 LV: 25 HP: 100 EXP: 268 TYPE: Non-corporeal
4802 MP: 20 GP: 192 ELEMENT: Salamando
4803 Info: Same as the LA Funk. This one blows fire instead of ice.
4804 Undine is your friend here; one Freeze distributed to several
4805 Dark Funks will usually waste them.
4806
4807 Dark Knight:
4808 ¯¯¯¯¯¯¯¯¯¯¯¯
4809 LV: 40 HP: 200 EXP: 996 TYPE: Metallic
4810 MP: 56 GP: 1020 ELEMENT: Shade
4811 Info: Kill every single one of these! They drop Magical Armor and
4812 Gauntlets, which are uber-1337 items you simply want. They
4813 aren't much different from the Armored Men except that they
4814 are stronger and cast Barrier.
4815
4816 Dark Lich: (boss)
4817 ¯¯¯¯¯¯¯¯¯¯
4818 LV: 72 HP: 6666 EXP: 38600 TYPE: Undead
4819 MP: 99 GP: 27000 ELEMENT: Shade
4820 Info: See the appropriate boss strategy in section 2-Z of the
4821 walkthrough.
4822
4823 Dark Ninja:
4824 ¯¯¯¯¯¯¯¯¯¯¯
4825 LV: 36 HP: 300 EXP: 740 TYPE: Demi-human
4826 MP: 22 GP: 600 ELEMENT: None
4827 Info: Avoid them is what I'd suggest... as you may have learned
4828 from various movies, these peeps are dangerous. If they
4829 don't hold up a mirror (or whatever it is) to make themselves
4830 invisible, they use stat-up and stat-down spells before they
4831 give you a piece of their sword.
4832
4833 Dark Stalker:
4834 ¯¯¯¯¯¯¯¯¯¯¯¯¯
4835 LV: 43 HP: 510 EXP: 1219 TYPE: Undead
4836 MP: 60 GP: 900 ELEMENT: Shade
4837 Info: A normal enemy now (if you read this after the Tasnica King
4838 fiasco). He uses a variety of ninja-attacks (throw shuriken,
4839 slashes, etc.) and is pretty good at evading your attacks.
4840 If you want to get this over with quickly, use Lucent Beam,
4841 otherwise I'd suggest just evading them.
4842
4843 Dinofish:
4844 ¯¯¯¯¯¯¯¯¯
4845 LV: 29 HP: 240 EXP: 400 TYPE: Fish
4846 MP: 25 GP: 264 ELEMENT: Undine
4847 Info: This is a beefed-up Iffish that is able to launch missiles--
4848 how that is possible is beyond me. They can also cast
4849 spells, but I already forgot which. They're not hard to
4850 kill, so don't worry.
4851
4852 Doom Sword:
4853 ¯¯¯¯¯¯¯¯¯¯¯
4854 LV: 53 HP: 411 EXP: 2190 TYPE: Metallic
4855 MP: 32 GP: 2640 ELEMENT: None
4856 Info: Like that other sword (Evil Sword), this one is stationed on
4857 a standard of some sorts and attacks when you get near.
4858 Little damage is done until it moves, and yeah, it's a sword.
4859 Swords are painful.
4860
4861 Doom's Eye: (boss)
4862 ¯¯¯¯¯¯¯¯¯¯¯
4863 LV: 34 HP: 425 EXP: 1 TYPE: Undead
4864 MP: 99 GP: 0 ELEMENT: Shade
4865 Info: Part of Doom's Wall.
4866
4867 Doom's Wall: (boss)
4868 ¯¯¯¯¯¯¯¯¯¯¯¯
4869 LV: 34 HP: 1180 EXP: 4750 TYPE: Undead
4870 MP: 99 GP: 648 ELEMENT: Shade
4871 Info: See the appropriate boss strategy in section 2-P of the
4872 walkthrough.
4873
4874 Dragon Worm: (boss)
4875 ¯¯¯¯¯¯¯¯¯¯¯¯
4876 LV: 61 HP: 3525 EXP: 24290 TYPE: Dragon
4877 MP: 99 GP: 17460 ELEMENT: Gnome
4878 Info: See the appropriate boss strategy in section 2-Y of the
4879 walkthrough.
4880
4881 Dread Slime: (boss)
4882 ¯¯¯¯¯¯¯¯¯¯¯¯
4883 LV: 71 HP: 5000 EXP: 37000 TYPE: Slime
4884 MP: 99 GP: 26400 ELEMENT: Lumina
4885 Info: See the appropriate boss strategy in section 2-Z of the
4886 walkthrough.
4887
4888 Eggatrice:
4889 ¯¯¯¯¯¯¯¯¯¯
4890 LV: 39 HP: 185 EXP: 928 TYPE: Bird
4891 MP: 0 GP: 720 ELEMENT: Gnome
4892 Info: Cute monster that is an egg, until legs and a head pop out.
4893 It can attack, but they're probably dead already before they
4894 do so. Think Rabite.
4895
4896 Eggplant Man:
4897 ¯¯¯¯¯¯¯¯¯¯¯¯¯
4898 LV: 62 HP: 300 EXP: 3390 TYPE: Demi-human
4899 MP: 99 GP: 2444 ELEMENT: None
4900 Info: They should be killed as soon as possible! Reason is, they
4901 can summon Needlions, powerful critters that beat the crap
4902 out of you if you don't watch out. I would suggest firing
4903 your best magic (the element that you leveled up most)
4904 against them, for they have no real weakness.
4905
4906 Emberman:
4907 ¯¯¯¯¯¯¯¯¯
4908 LV: 35 HP: 125 EXP: 685 TYPE: Slime
4909 MP: 36 GP: 516 ELEMENT: Salamando
4910 Info: They are able to continually regenerate, similar to the
4911 various drops you've met earlier. They look like the
4912 Grimer/Muk from the Pokémon games and clap their hands to
4913 hurt you. They also have mighty Salamando-spells, so kill
4914 them before they either cast this or duplicate. An enough-
4915 leveled-up Undine distributed will usually kill a group of
4916 these.
4917
4918 Evil Sword:
4919 ¯¯¯¯¯¯¯¯¯¯¯
4920 LV: 15 HP: 125 EXP: 64 TYPE: Metallic
4921 MP: 24 GP: 60 ELEMENT: Luna
4922 Info: When you meet multiple of them, avoid them. If you meet a
4923 lone one, you CAN attack it, but be prepared because Evil
4924 Swords dodge many attacks of yours. Also, they shed Moon
4925 Saber upon themselves, allowing them to gain HP equal to the
4926 amount of damage they do to you.
4927
4928 Eye Spy:
4929 ¯¯¯¯¯¯¯¯
4930 LV: 8 HP: 100 EXP: 28 TYPE: Lizard
4931 MP: 15 GP: 30 ELEMENT: Undine
4932 Info: Eye Spies spit out Chobin Hoods until destroyed. They can
4933 also use a ray-attack that Moogles you, which is funny until
4934 you realize that you take damage and can't do anything worth
4935 a crap. They also use Cure Water. Kill them as soon as
4936 possible.
4937
4938 Fiend Head:
4939 ¯¯¯¯¯¯¯¯¯¯¯
4940 LV: 65 HP: 1150 EXP: 3868 TYPE: Undead
4941 MP: 99 GP: 2280 ELEMENT: Shade
4942 Info: They have so many HP! They're very powerful, have a nasty
4943 sting sticking on their head, and know voodoo. They are not
4944 ultra-hard to get rid of, but avoiding them is what you
4945 should do until you're satisfactorily leveled-up. And, they
4946 can summon Dark Stalkers.
4947
4948 Fierce Head:
4949 ¯¯¯¯¯¯¯¯¯¯¯¯
4950 LV: 39 HP: 308 EXP: 928 TYPE: Undead
4951 MP: 80 GP: 864 ELEMENT: Shade
4952 Info: Be careful when you meet these foes. They can do mucho
4953 damage if you don't watch out--the horn on their head can
4954 pygmize you and they use strong attacks. Although not as
4955 "fierce" as the Fiend Head above, you should take care.
4956
4957 Fire Gigas: (boss)
4958 ¯¯¯¯¯¯¯¯¯¯¯
4959 LV: 13 HP: 850 EXP: 326 TYPE: Non-corporeal
4960 MP: 66 GP: 360 ELEMENT: Salamando
4961 Info: See the appropriate boss strategy in section 2-F of the
4962 walkthrough.
4963
4964 Frost Gigas: (boss)
4965 ¯¯¯¯¯¯¯¯¯¯¯¯
4966 LV: 29 HP: 1140 EXP: 3045 TYPE: Non-corporeal
4967 MP: 99 GP: 1200 ELEMENT: Undine
4968 Info: See the appropriate boss strategy in section 2-M of the
4969 walkthrough.
4970
4971 Ghost:
4972 ¯¯¯¯¯¯
4973 LV: 63 HP: 632 EXP: 3540 TYPE: Non-corporeal
4974 MP: 99 GP: 2160 ELEMENT: Shade
4975 Info: Lumina, Lumina, Lumina! You can't hit them with weapons;
4976 use that attack gauge for escaping instead or summon that
4977 nice light-elemental. Waiting too long may result in a
4978 Freeze or Evil Gate in your face.
4979
4980 Ghoul:
4981 ¯¯¯¯¯¯
4982 LV: 31 HP: 230 EXP: 450 TYPE: Undead
4983 MP: 32 GP: 288 ELEMENT: Shade
4984 Info: Ghouls have a charging attack which you should avoid. They
4985 are a Shade-elemental monster, but use Gnome-spells instead
4986 (only status-affecting magic).
4987
4988 Goblin:
4989 ¯¯¯¯¯¯¯
4990 LV: 12 HP: 130 EXP: 42 TYPE: Demi-human
4991 MP: 18 GP: 60 ELEMENT: Gnome
4992 Info: A Goblin that uses a boomerang to hit you. The irritating
4993 thing is that it spawns Ma Goblins. ...but shouldn't Ma
4994 Goblins spawn _them_?
4995
4996 Gorgon Bull: (boss)
4997 ¯¯¯¯¯¯¯¯¯¯¯¯
4998 LV: 44 HP: 2470 EXP: 9755 TYPE: Animal
4999 MP: 99 GP: 4800 ELEMENT: Gnome
5000 Info: See the appropriate boss strategy in section 2-S of the
5001 walkthrough.
5002
5003 Grave Bat:
5004 ¯¯¯¯¯¯¯¯¯¯
5005 LV: 30 HP: 210 EXP: 446 TYPE: Bird
5006 MP: 25 GP: 258 ELEMENT: Shade
5007 Info: Not a real threat. They're not big so it might be hard to
5008 hit them. Just use normal attacks or spread out spells to
5009 get rid of them.
5010
5011 Great Viper: (boss)
5012 ¯¯¯¯¯¯¯¯¯¯¯¯
5013 LV: 22 HP: 1330 EXP: 1410 TYPE: Lizard
5014 MP: 8 GP: 1056 ELEMENT: Gnome
5015 Info: See the appropriate boss strategy in section 2-J of the
5016 walkthrough.
5017
5018 Green Drop:
5019 ¯¯¯¯¯¯¯¯¯¯¯
5020 LV: 6 HP: 40 EXP: 10 TYPE: Slime
5021 MP: 0 GP: 12 ELEMENT: None
5022 Info: Green Drops can multiply themselves. While this might be a
5023 quick source for experience points, be sure not to get caught
5024 in a corner!
5025
5026 Gremlin:
5027 ¯¯¯¯¯¯¯¯
5028 LV: 52 HP: 423 EXP: 2074 TYPE: Undead
5029 MP: 64 GP: 1620 ELEMENT: Shade
5030 Info: Like the Imp, this guy throws his fork at you, flies around,
5031 and... stuff.
5032
5033 Griffin Hand:
5034 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5035 LV: 60 HP: 600 EXP: 3090 TYPE: Animal
5036 MP: 99 GP: 2560 ELEMENT: Sylphid
5037 Info: A walking foot (or hand?) that knows the flying kick. He'll
5038 occasionally jump into you and damage you greatly if you
5039 don't have the best armor you can get at the moment, but the
5040 only real way to lose against them is getting trapped in a
5041 corner. Sometimes, they also cast Silence upon you, which
5042 means getting trapped is an easy-to-fulfill job, so watch it.
5043
5044 Heck Hound:
5045 ¯¯¯¯¯¯¯¯¯¯¯
5046 LV: 51 HP: 550 EXP: 1964 TYPE: Animal
5047 MP: 40 GP: 2450 ELEMENT: Shade
5048 Info: A grey hound that charges at you and doesn't do anything else
5049 really... except summoning other dogs (Beast Zombies or
5050 Howlers).
5051
5052 Hexas: (boss)
5053 ¯¯¯¯¯¯
5054 LV: 57 HP: 3465 EXP: 20103 TYPE: Undead
5055 MP: 69 GP: 14400 ELEMENT: None
5056 Info: See the appropriate boss strategy in section 2-X of the
5057 walkthrough.
5058
5059 Howler:
5060 ¯¯¯¯¯¯¯
5061 LV: 24 HP: 190 EXP: 240 TYPE: Animal
5062 MP: 16 GP: 180 ELEMENT: None
5063 Info: While they are easy to kill, if they manage to outnumber
5064 you, you are most likely going to collect a few hits. Be on
5065 your guard.
5066
5067 Hydra: (boss)
5068 ¯¯¯¯¯¯
5069 LV: 48 HP: 3382 EXP: 12439 TYPE: Lizard
5070 MP: 99 GP: 3600 ELEMENT: Undine
5071 Info: See the appropriate boss strategy in section 2-W of the
5072 walkthrough.
5073
5074 Ice Thug:
5075 ¯¯¯¯¯¯¯¯¯
5076 LV: 57 HP: 440 EXP: 2680 TYPE: Fish
5077 MP: 40 GP: 2850 ELEMENT: Undine
5078 Info: A reused Water Thug with higher stats. The fork they have is
5079 like your Bow; sometimes, they throw multiple forks at you at
5080 once (like a charged attack of the Bow). Besides this, they
5081 cast Undine-spells, varying from Cure Water to Freeze.
5082
5083 Iffish:
5084 ¯¯¯¯¯¯¯
5085 LV: 10 HP: 140 EXP: 35 TYPE: Fish
5086 MP: 18 GP: 29 ELEMENT: Undine
5087 Info: Spits water at you for a lotta damage. Appears in groups of
5088 three; it's not unlikely if you get away damaged.
5089
5090 Imp:
5091 ¯¯¯¯
5092 LV: 33 HP: 138 EXP: 582 TYPE: Undead
5093 MP: 64 GP: 312 ELEMENT: Shade
5094 Info: A small flying demon with a sharp fork that has annoying
5095 abilities to disappear and reappear somewhere else. Besides
5096 doing this, they might also blow Salamando at you.
5097
5098 Jabberwocky: (boss)
5099 ¯¯¯¯¯¯¯¯¯¯¯¯
5100 LV: 18 HP: 950 EXP: 800 TYPE: Lizard
5101 MP: 90 GP: 768 ELEMENT: Undine
5102 Info: See the appropriate boss strategy in section 2-H of the
5103 walkthrough.
5104
5105 Kettle Kin: (boss)
5106 ¯¯¯¯¯¯¯¯¯¯¯
5107 LV: 52 HP: 1230 EXP: 15555 TYPE: Metallic
5108 MP: 33 GP: 3360 ELEMENT: None
5109 Info: See the appropriate boss strategy in section 2-W of the
5110 walkthrough.
5111
5112 Kid Goblin:
5113 ¯¯¯¯¯¯¯¯¯¯¯
5114 LV: 5 HP: 64 EXP: 8 TYPE: Demi-human
5115 MP: 0 GP: 14 ELEMENT: Gnome
5116 Info: They're asleep, but wake up when you get near them. Avoiding
5117 them is the best option, but if you try to kill them, watch
5118 out for their axes!
5119
5120 Kilroy: (boss)
5121 ¯¯¯¯¯¯¯
5122 LV: 17 HP: 900 EXP: 686 TYPE: Metallic
5123 MP: 18 GP: 650 ELEMENT: None
5124 Info: See the appropriate boss strategy in section 2-H of the
5125 walkthrough.
5126
5127 Kimono Bird:
5128 ¯¯¯¯¯¯¯¯¯¯¯¯
5129 LV: 20 HP: 160 EXP: 145 TYPE: Bird
5130 MP: 48 GP: 120 ELEMENT: Sylphid
5131 Info: While these birds aren't too spectacular on their own, they
5132 can spawn Pebblers! Either quickly attack and dump magic-
5133 attacks on them or run away in fear.
5134
5135 Kimono Wizard:
5136 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5137 LV: 48 HP: 408 EXP: 1660 TYPE: Bird
5138 MP: 80 GP: 1080 ELEMENT: Sylphid
5139 Info: Instead of summoning Pebblers, this one creates Metal
5140 Crawlers. Fairly hard to kill with weapons, so use Gnome to
5141 win the fights quickly.
5142
5143 La Funk:
5144 ¯¯¯¯¯¯¯¯
5145 LV: 25 HP: 100 EXP: 265 TYPE: Non-corporeal
5146 MP: 20 GP: 190 ELEMENT: Undine
5147 Info: Clouds. As you know, putting a sword in clouds does not help
5148 you, so let sprite cast magic on them. Do NOT get close to
5149 them; you do not want to be spit upon with snow that turns
5150 you into a snowman, leaving you, besides extremely stupid-
5151 looking, very vulnerable.
5152
5153 Lime Slime: (boss)
5154 ¯¯¯¯¯¯¯¯¯¯¯
5155 LV: 41 HP: 3470 EXP: 8000 TYPE: Slime
5156 MP: 99 GP: 3000 ELEMENT: Undine
5157 Info: See the appropriate boss strategy in section 2-R of the
5158 walkthrough.
5159
5160 Lullabud:
5161 ¯¯¯¯¯¯¯¯¯
5162 LV: 2 HP: 36 EXP: 3 TYPE: Plant
5163 MP: 10 GP: 8 ELEMENT: Dryad
5164 Info: Appears to be a normal flower, but lunges at you when you get
5165 near it. It uses Sleep Flower too, which is annoying, so try
5166 to waste it before it gets the chance to.
5167
5168 Mad Mallard:
5169 ¯¯¯¯¯¯¯¯¯¯¯¯
5170 LV: 23 HP: 200 EXP: 215 TYPE: Demi-human
5171 MP: 0 GP: 174 ELEMENT: None
5172 Info: My personal favorite of Secret of Mana's enemies! Who
5173 doesn't love 'em? Run away and leave them alive.
5174
5175 Ma Goblin:
5176 ¯¯¯¯¯¯¯¯¯¯
5177 LV: 11 HP: 150 EXP: 38 TYPE: Demi-human
5178 MP: 8 GP: 36 ELEMENT: Gnome
5179 Info: Like the Goblins, mamas use a boomerang also. They carry an
5180 axe for close-combat. If you're looking for level-up
5181 opportunities, Ma Goblins are your best bet here, if you can
5182 handle them.
5183
5184 Mana Beast: (boss)
5185 ¯¯¯¯¯¯¯¯¯¯¯
5186 LV: 73 HP: 9990 EXP: 0 TYPE: None
5187 MP: 99 GP: 0 ELEMENT: Dryad
5188 Info: See the appropriate boss strategy in section 2-Z of the
5189 walkthrough.
5190
5191 Mantis Ant: (boss)
5192 ¯¯¯¯¯¯¯¯¯¯¯
5193 LV: 3 HP: 150 EXP: 10 TYPE: Metallic
5194 MP: 20 GP: 100 ELEMENT: Gnome
5195 Info: See the appropriate boss strategy in section 2-A of the
5196 walkthrough.
5197
5198 Marmablue:
5199 ¯¯¯¯¯¯¯¯¯¯
5200 LV: 45 HP: 324 EXP: 1385 TYPE: Lizard
5201 MP: 30 GP: 816 ELEMENT: Luna
5202 Info: They don't appear to do much, but they do have the ability to
5203 cast Magic Absorb... I suggest either killing them as soon
5204 as possible and hoping they don't use their magic (or cast it
5205 on the boy), or going *meep meep*.
5206
5207 Master Ninja:
5208 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5209 LV: 68 HP: 400 EXP: 4388 TYPE: Demi-human
5210 MP: 44 GP: 2760 ELEMENT: None
5211 Info: DEADLY. They are *SO* damn powerful; considering them bosses
5212 is no over-exaggeration. They act like the Dark Stalkers you
5213 have fought earlier but are ten times as strong. It is best
5214 to avoid them entirely or attacking them from a distance with
5215 your best spells (they have no weakness). UGH.
5216
5217 Mech Rider 1: (boss)
5218 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5219 LV: 23 HP: 980 EXP: 1595 TYPE: Metallic
5220 MP: 18 GP: 1055 ELEMENT: None
5221 Info: See the appropriate boss strategy in section 2-K of the
5222 walkthrough.
5223
5224 Mech Rider 2: (boss)
5225 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5226 LV: 37 HP: 1258 EXP: 6013 TYPE: Metallic
5227 MP: 30 GP: 1500 ELEMENT: None
5228 Info: See the appropriate boss strategy in section 2-Q of the
5229 walkthrough.
5230
5231 Mech Rider 3: (boss)
5232 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5233 LV: 58 HP: 4327 EXP: 21104 TYPE: Metallic
5234 MP: 38 GP: 16000 ELEMENT: None
5235 Info: See the appropriate boss strategy in section 2-X of the
5236 walkthrough.
5237
5238 Metal Crab:
5239 ¯¯¯¯¯¯¯¯¯¯¯
5240 LV: 61 HP: 533 EXP: 3230 TYPE: Metallic
5241 MP: 28 GP: 2846 ELEMENT: None
5242 Info: They use bubble-attacks and have their ultra-irritating claw-
5243 assault again. Paired with Light Saber, they try to snip you
5244 into pieces.
5245
5246 Metal Crawler:
5247 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5248 LV: 47 HP: 450 EXP: 1563 TYPE: Metallic
5249 MP: 44 GP: 1020 ELEMENT: Dryad
5250 Info: Like the crawlers you've met in the Upper Land, they...
5251 crawl.
5252
5253 Metal Mantis: (boss)
5254 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5255 LV: 34 HP: 1220 EXP: 4749 TYPE: Metallic
5256 MP: 40 GP: 1464 ELEMENT: None
5257 Info: See the appropriate boss strategy in section 2-Q of the
5258 walkthrough.
5259
5260 Mimic Box:
5261 ¯¯¯¯¯¯¯¯¯¯
5262 LV: 36 HP: 290 EXP: 740 TYPE: Plant
5263 MP: 30 GP: 399 ELEMENT: Luna
5264 Info: This is a "trap"--a treasure chest that is actually a
5265 monster. He is pretty strong and knows some attacks, so kill
5266 this one as soon as possible. And yes, you might even get a
5267 treasure from this one. ^_^;
5268
5269 Minotaur: (boss)
5270 ¯¯¯¯¯¯¯¯¯
5271 LV: 30 HP: 1200 EXP: 3348 TYPE: Animal
5272 MP: 99 GP: 1440 ELEMENT: Gnome
5273 Info: See the appropriate boss strategy in section 2-N of the
5274 walkthrough.
5275
5276 Mushboom:
5277 ¯¯¯¯¯¯¯¯¯
5278 LV: 3 HP: 60 EXP: 3 TYPE: Plant
5279 MP: 0 GP: 7 ELEMENT: Dryad
5280 Info: Much HP. Watch out for his rolling attack, and especially
5281 for his attacks that knock you unconscious.
5282
5283 Mushgloom:
5284 ¯¯¯¯¯¯¯¯¯¯
5285 LV: 56 HP: 628 EXP: 2550 TYPE: Plant
5286 MP: 38 GP: 3200 ELEMENT: Dryad
5287 Info: Much HP. Watch out for his rolling attack, and especially
5288 for his attacks that knock you unconscious.
5289
5290 Mystic Book:
5291 ¯¯¯¯¯¯¯¯¯¯¯¯
5292 LV: 28 HP: 190 EXP: 370 TYPE: Plant
5293 MP: 99 GP: 264 ELEMENT: None
5294 Info: A book gone insane, casting spells on itself and you while
5295 flying around. Quickly shred them to pieces or you will
5296 regret it... or not, as they sometimes flip to a page with a
5297 naked woman!
5298
5299 National Scar:
5300 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5301 LV: 55 HP: 630 EXP: 2425 TYPE: Plant
5302 MP: 58 GP: 2600 ELEMENT: Shade
5303 Info: I've seen them in front of those orbs in the Grand Palace and
5304 never really bothered to fight them. They look like the
5305 Mystic Books, and this time, they're weak against Lumina.
5306 They still haven't removed the 18+ page and can summon Imps.
5307
5308 Needlion:
5309 ¯¯¯¯¯¯¯¯¯
5310 LV: 58 HP: 599 EXP: 2800 TYPE: Animal
5311 MP: 28 GP: 2430 ELEMENT: Gnome
5312 Info: BLARGH. They are annoying; at the moment you meet them first
5313 (Grand Palace), they're too strong for you. Their powerful
5314 attacks (see Pebbler) crush you if you're not too powerful,
5315 especially if there is an Eggplant Men around that summons
5316 other Needlions. Better run away and obliterate them too
5317 hell when you're stronger.
5318
5319 Nemesis Owl:
5320 ¯¯¯¯¯¯¯¯¯¯¯¯
5321 LV: 18 HP: 122 EXP: 100 TYPE: Bird
5322 MP: 24 GP: 88 ELEMENT: Sylphid
5323 Info: While they should be no threat to you, they have the ability
5324 to cast the "Silence"-spell on you. This confuses you (Left-
5325 button is walking to the right) and should be countered by
5326 switching to any sane character. That is all.
5327
5328 Nitro Pumpkin:
5329 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5330 LV: 44 HP: 420 EXP: 1300 TYPE: Plant
5331 MP: 20 GP: 468 ELEMENT: Dryad
5332 Info: They look like the kamikaze-Pumpkin Bombs, but act no way
5333 like them. I don't think they're dangerous physically, but
5334 their magic owns you if you're slapdash. Use Dispel Magic
5335 when they use Wall in order to get rid of the reflect-status,
5336 and then pump him full of magic. You can't really hurt him
5337 weapon-wise.
5338
5339 Pebbler:
5340 ¯¯¯¯¯¯¯¯
5341 LV: 19 HP: 186 EXP: 125 TYPE: Animal
5342 MP: 0 GP: 96 ELEMENT: Gnome
5343 Info: You're going to meet Pebblers, blue brutal hedgehogs, much
5344 more. They occasionally dig under the ground to attack you
5345 from below and have a powerful attack that throws dirt to
5346 anything in the Pebbler's range. Also, they spin quite a lot
5347 around, and it's best to avoid them if you're not high in the
5348 levels. But the Pebblers in Moogle Village (where you'll
5349 meet them first) aren't avoidable, so... never mind.
5350
5351 Phoenix: (boss)
5352 ¯¯¯¯¯¯¯¯
5353 LV: 77 HP: 7777 EXP: 6671 TYPE: Bird
5354 MP: 77 GP: 4653 ELEMENT: Salamando
5355 Info: "This firebird is going to be a real pain in the ass for
5356 everyone who is dumb enough to cross him... He will rise
5357 from his ashes every time you have the luck to kill him and
5358 then he will come after you to burn your butt to a crisp!"
5359 -- Kr@ze
5360
5361 Polter Chair:
5362 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5363 LV: 8 HP: 128 EXP: 21 TYPE: Plant
5364 MP: 0 GP: 22 ELEMENT: Dryad
5365 Info: Just a chair. Like the Lullabuds, they are harmless when you
5366 don't do anything, but they attack when you get near them.
5367 Not hard to beat.
5368
5369 Pumpkin Bomb:
5370 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5371 LV: 21 HP: 160 EXP: 1 TYPE: Plant
5372 MP: 4 GP: 12 ELEMENT: Dryad
5373 Info: A Halloween-pumpkin. Not filled with a candle, but with a
5374 bomb that you not wish to explode in your face. Avoid them;
5375 the rewards you get are pitiable.
5376
5377 Rabite:
5378 ¯¯¯¯¯¯¯
5379 LV: 1 HP: 20 EXP: 1 TYPE: Animal
5380 MP: 0 GP: 2 ELEMENT: None
5381 Info: Just spins and bites and jumps. Nothing really to worry
5382 about, but you know the saying, "Never underestimate to power
5383 of stupid people in great numbers."
5384
5385 Red Dragon: (boss)
5386 ¯¯¯¯¯¯¯¯¯¯¯
5387 LV: 65 HP: 3000 EXP: 29000 TYPE: Dragon
5388 MP: 99 GP: 21800 ELEMENT: Salamando
5389 Info: See the appropriate boss strategy in section 2-Y of the
5390 walkthrough.
5391
5392 Red Drop:
5393 ¯¯¯¯¯¯¯¯¯
5394 LV: 27 HP: 380 EXP: 330 TYPE: Slime
5395 MP: 0 GP: 216 ELEMENT: Salamando
5396 Info: Squaresoft must be recycling--the Red Drop is exactly the
5397 same as the Blue Drop except a bit more powerful and able to
5398 engulf you in flames if you touch it.
5399
5400 Robin Foot:
5401 ¯¯¯¯¯¯¯¯¯¯¯
5402 LV: 28 HP: 125 EXP: 368 TYPE: Demi-human
5403 MP: 16 GP: 240 ELEMENT: None
5404 Info: Basically a palette-swap of the Chobin Hood with a new name,
5405 new suit, and more powerful. They will sometimes cast Flame
5406 Saber upon themselves, but are probably killed already before
5407 they get to make use of it.
5408
5409 Sand Stinger:
5410 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5411 LV: 21 HP: 200 EXP: 170 TYPE: Insect
5412 MP: 10 GP: 144 ELEMENT: Gnome
5413 Info: Scorpions... and you know, scorpions are dangerous because of
5414 their stinger. Do the attack-and-go-away-strategy and you
5415 should be able to leave unscathed.
5416
5417 Shadow X1: (boss)
5418 ¯¯¯¯¯¯¯¯¯¯
5419 LV: 0 HP: 999 EXP: 0 TYPE: None
5420 MP: 0 GP: 0 ELEMENT: Shade
5421 Info: It's... you!
5422
5423 Shadow X2: (boss)
5424 ¯¯¯¯¯¯¯¯¯¯
5425 LV: 0 HP: 800 EXP: 0 TYPE: None
5426 MP: 0 GP: 0 ELEMENT: Shade
5427 Info: And her!
5428
5429 Shadow X3: (boss)
5430 ¯¯¯¯¯¯¯¯¯¯
5431 LV: 0 HP: 800 EXP: 0 TYPE: None
5432 MP: 0 GP: 0 ELEMENT: Shade
5433 Info: And him! See the appropriate boss strategies in section 2-V
5434 of the walkthrough.
5435
5436 Shape Shifter:
5437 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5438 LV: 42 HP: 350 EXP: 1140 TYPE: Slime
5439 MP: 0 GP: 1500 ELEMENT: None
5440 Info: They're a dark-colored drop, and like drops, they multiply.
5441 They don't replicate into other Shape Shifters, but the
5442 produced monster will be another monster--varying from a
5443 Rabite to the most powerful foes you will face in the final
5444 dungeon of the game. Duplicating monsters are annoying, and
5445 in many cases deadly, so be on your guard/avoid them.
5446
5447 Shellblast:
5448 ¯¯¯¯¯¯¯¯¯¯¯
5449 LV: 26 HP: 180 EXP: 300 TYPE: Lizard
5450 MP: 16 GP: 204 ELEMENT: Undine
5451 Info: A turtle-Pebbler. They are sometimes hard to hit (and won't
5452 take damage while they're spinning) and have hard-hitting
5453 attacks. Run, or attack them carefully.
5454
5455 Silktail:
5456 ¯¯¯¯¯¯¯¯¯
5457 LV: 17 HP: 130 EXP: 91 TYPE: Animal
5458 MP: 40 GP: 79 ELEMENT: None
5459 Info: Ah, the pink Rabite! Basically, it's just... a pink Rabite.
5460 Nothing really to worry about, except if you're low in the
5461 levels. Silktails jump around, spin around, and try to bite
5462 you. Well, bite back then.
5463
5464 Snap Dragon: (boss)
5465 ¯¯¯¯¯¯¯¯¯¯¯¯
5466 LV: 56 HP: 1215 EXP: 19200 TYPE: Dragon
5467 MP: 6 GP: 12480 ELEMENT: Undine
5468 Info: See the appropriate boss strategy in section 2-X of the
5469 walkthrough.
5470
5471 Snow Dragon: (boss)
5472 ¯¯¯¯¯¯¯¯¯¯¯¯
5473 LV: 63 HP: 2800 EXP: 26588 TYPE: Dragon
5474 MP: 99 GP: 18360 ELEMENT: Undine
5475 Info: See the appropriate boss strategy in section 2-Y of the
5476 walkthrough.
5477
5478 Specter:
5479 ¯¯¯¯¯¯¯¯
5480 LV: 27 HP: 200 EXP: 330 TYPE: Non-corporeal
5481 MP: 99 GP: 213 ELEMENT: Shade
5482 Info: Like the LA Funks, they are immune to physical attacks.
5483 Sprite should smack them down with a bunch of spells, unless
5484 you meet multiple of them, in which case you should be on the
5485 run.
5486
5487 Spider Legs:
5488 ¯¯¯¯¯¯¯¯¯¯¯¯
5489 LV: 22 HP: 230 EXP: 188 TYPE: Insect
5490 MP: 21 GP: 156 ELEMENT: Gnome
5491 Info: Spider Legs appear in pools of quicksand, and sometimes they
5492 are hidden under "normal" sand. They mostly cast "Earth
5493 Slide" on you and aren't attackable with weapons when they're
5494 underground. To do away with them, have sprite use magic.
5495
5496 Spikey Tiger: (boss)
5497 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5498 LV: 10 HP: 520 EXP: 210 TYPE: Animal
5499 MP: 21 GP: 288 ELEMENT: Salamando
5500 Info: See the appropriate boss strategy in section 2-D of the
5501 walkthrough.
5502
5503 Spring Beak: (boss)
5504 ¯¯¯¯¯¯¯¯¯¯¯¯
5505 LV: 20 HP: 720 EXP: 1090 TYPE: Bird
5506 MP: 99 GP: 864 ELEMENT: Sylphid
5507 Info: See the appropriate boss strategy in section 2-I of the
5508 walkthrough.
5509
5510 Steamed Crab:
5511 ¯¯¯¯¯¯¯¯¯¯¯¯¯
5512 LV: 18 HP: 110 EXP: 110 TYPE: Metallic
5513 MP: 25 GP: 180 ELEMENT: None
5514 Info: A small crab, with an attack that hits everyone in a circle
5515 around it. Also uses Thunder Saber on itself, but this seems
5516 to do pretty much nothing. And if you carefully study this
5517 monster's name... you'll realize it's quite stupid.
5518
5519 Steelpion:
5520 ¯¯¯¯¯¯¯¯¯¯
5521 LV: 46 HP: 390 EXP: 1472 TYPE: Insect
5522 MP: 52 GP: 960 ELEMENT: Gnome
5523 Info: Watch out for their stinger and you should be fine. I am
5524 rubber, you are glue.
5525
5526 Terminator:
5527 ¯¯¯¯¯¯¯¯¯¯¯
5528 LV: 69 HP: 300 EXP: 4570 TYPE: Metallic
5529 MP: 99 GP: 3600 ELEMENT: Lumina
5530 Info: Arnold Schwarzeneggers with a super-powerful mace that blows
5531 yo arse and are super-good at evading your attacks. HOWEVER!
5532 They are super-weak against Shade; give 'em a Dark Force, and
5533 this time you'll be the one saying, "hasta la vista, baby."
5534
5535 Thunder Gigas: (boss)
5536 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5537 LV: 66 HP: 4462 EXP: 30277 TYPE: Non-corporeal
5538 MP: 99 GP: 30600 ELEMENT: Sylphid
5539 Info: See the appropriate boss strategy in section 2-Y of the
5540 walkthrough.
5541
5542 Tomato Man:
5543 ¯¯¯¯¯¯¯¯¯¯¯
5544 LV: 14 HP: 40 EXP: 65 TYPE: Demi-human
5545 MP: 46 GP: 96 ELEMENT: Salamando
5546 Info: No! Don't attack them; you won't hit them unless the attack
5547 is charged. On the other hand, they have not much HP. But
5548 because they spawn Zombies, stay away from them.
5549
5550 Tonpole: (boss)
5551 ¯¯¯¯¯¯¯¯
5552 LV: 11 HP: 600 EXP: 50 TYPE: Lizard
5553 MP: 0 GP: 0 ELEMENT: Undine
5554 Info: See the appropriate boss strategy in section 2-E of the
5555 walkthrough.
5556
5557 Trap Flower:
5558 ¯¯¯¯¯¯¯¯¯¯¯¯
5559 LV: 37 HP: 144 EXP: 800 TYPE: Plant
5560 MP: 50 GP: 532 ELEMENT: Dryad
5561 Info: Kill these as soon as possible! They don't pose a threat,
5562 but they have the ability to cast Sleep Flower... and sir,
5563 this is truly annoying.
5564
5565 Treasure Chest:
5566 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5567 LV: 0 HP: 0 EXP: 0 TYPE: None
5568 MP: 0 GP: 0 ELEMENT: None
5569 Info: Not a monster per se, but it is targetable and analyzable.
5570 Using Analyzer on it results in the chest glowing red--this
5571 ensures you will not be shocked to death by an unpleasant
5572 item inside... literally, sometimes.
5573
5574 Tropicallo: (boss)
5575 ¯¯¯¯¯¯¯¯¯¯¯
5576 LV: 7 HP: 315 EXP: 80 TYPE: Plant
5577 MP: 0 GP: 132 ELEMENT: Dryad
5578 Info: See the appropriate boss strategy in section 2-C of the
5579 walkthrough.
5580
5581 Tsunami:
5582 ¯¯¯¯¯¯¯¯
5583 LV: 64 HP: 388 EXP: 3700 TYPE: Slime
5584 MP: 99 GP: 2100 ELEMENT: Undine
5585 Info: Tsunamis are like the Embermen you've met earlier, except
5586 that they're snow-white. They regenerate (but, fortunately,
5587 are not hard to kill) and have big hands to slap your face
5588 till it hurts. And they constantly use Acid Storm and Energy
5589 Absorb, which is annoying.
5590
5591 Turtlance:
5592 ¯¯¯¯¯¯¯¯¯¯
5593 LV: 54 HP: 560 EXP: 2300 TYPE: Lizard
5594 MP: 44 GP: 2965 ELEMENT: Undine
5595 Info: A turtle with wheels (what the?) and a spear, and able to
5596 cast some sabers.
5597
5598 Vampire: (boss)
5599 ¯¯¯¯¯¯¯¯
5600 LV: 35 HP: 2550 EXP: 5148 TYPE: Undead
5601 MP: 99 GP: 696 ELEMENT: Shade
5602 Info: See the appropriate boss strategy in section 2-P of the
5603 walkthrough.
5604
5605 Wall Face: (boss)
5606 ¯¯¯¯¯¯¯¯¯¯
5607 LV: 16 HP: 920 EXP: 580 TYPE: Undead
5608 MP: 99 GP: 720 ELEMENT: Sylphid
5609 Info: See the appropriate boss strategy in section 2-G of the
5610 walkthrough.
5611
5612 Water Thug:
5613 ¯¯¯¯¯¯¯¯¯¯¯
5614 LV: 16 HP: 145 EXP: 77 TYPE: Fish
5615 MP: 10 GP: 65 ELEMENT: Undine
5616 Info: A frog-like thing with a trident that functions like both a
5617 spear and a javelin. Not hard to kill, though.
5618
5619 Weepy Eye:
5620 ¯¯¯¯¯¯¯¯¯¯
5621 LV: 28 HP: 165 EXP: 370 TYPE: Plant
5622 MP: 80 GP: 264 ELEMENT: Lumina
5623 Info: A stupid eye floating around. Use the Spear, because it
5624 looks downright painful to get hit by one. Ha. I love video
5625 games.
5626
5627 Werewolf:
5628 ¯¯¯¯¯¯¯¯¯
5629 LV: 9 HP: 140 EXP: 30 TYPE: Animal
5630 MP: 6 GP: 36 ELEMENT: Luna
5631 Info: Difficult earlier in the game. They have obviously played a
5632 bit too much Street Fighter, and now practice their fighting
5633 skills on you. They also use Cure Water after taking a few
5634 hits. They're fast also, so watch out. Werewolves only
5635 appear in the Haunted Forest if you haven't recruited the
5636 girl by then, and make their reappearance at Elinee's.
5637
5638 Whimper:
5639 ¯¯¯¯¯¯¯¯
5640 LV: 66 HP: 230 EXP: 4036 TYPE: Insect
5641 MP: 99 GP: 2280 ELEMENT: Lumina
5642 Info: Whimpers are the umpteenth in the line of enemy eyes and they
5643 continue the tradition of Moogling those that dare to face
5644 them. Unfortunately, cuteness does not equal strength.
5645
5646 Wizard Eye:
5647 ¯¯¯¯¯¯¯¯¯¯¯
5648 LV: 32 HP: 200 EXP: 530 TYPE: Lizard
5649 MP: 50 GP: 504 ELEMENT: Undine
5650 Info: Notable is that Wizard Eyes spawn Weepy Eyes. And they can
5651 frosty you (if I remember correctly). I would suggest
5652 keeping away from them or running amok with Salamando.
5653
5654 Wolf Lord:
5655 ¯¯¯¯¯¯¯¯¯¯
5656 LV: 67 HP: 280 EXP: 4210 TYPE: Undead
5657 MP: 50 GP: 2400 ELEMENT: Shade
5658 Info: Do you remember the Werewolves? That when you first met
5659 them, they awfully punched everything out of you? Well, here
5660 they are, back with more karate skills. They are still hard
5661 to defeat, so if you don't want to bother fighting them, show
5662 'em a ray of Lucent Beam and they're done for.
5663
5664 Zombie:
5665 ¯¯¯¯¯¯¯
5666 LV: 13 HP: 150 EXP: 50 TYPE: Undead
5667 MP: 20 GP: 48 ELEMENT: Shade
5668 Info: The monsters spawned by Tomato Men are a bit easier to get
5669 rid of, compared to Tomato Men themselves. They are easy to
5670 hit and don't really do anything to hurt you, but don't let
5671 them get too close.
5672
5673
5674========================================================================
5675PART 5: FREQUENTLY-ASKED QUESTIONS
5676========================================================================
5677
5678 Q: Argh! What's with this "walk the seasons"-crap! Help!
5679
5680 A: "Walk the seasons from spring to winter, spring again and we can
5681 enter..." With the seasons, the verse refers to the colors of the
5682 trees. If it's winter, there's snow everywhere; if it's spring,
5683 the trees are pink, etc. You have to walk a counter-clockwise
5684 circle, starting in spring (pink trees). Go right, into summer,
5685 then up to autumn, then left to winter, and lastly, down to
5686 spring. You will hear a sound...
5687
5688
5689 Q: What do I gotta do in the fire palace? I searched everywhere but
5690 every place leads to dead-ends!
5691
5692 A: You're not supposed to be there. In order to get rid of a Crystal
5693 Orb that blocks your path, you'll have to acquire an elemental
5694 that resides in the Ice Country. Find a Cannon Travel Center and
5695 launch yourself into the snow.
5696
5697
5698 Q: The entrance to the light palace is blocked! Where's the key?
5699
5700 A: Ah yes, the key... If you talk to the guy on top of the mini-
5701 Chinese wall in Gold City, he'll say that a Tasnican spy stole it.
5702 Go to Southtown and talk to Mara (the old hag that gave you the
5703 password earlier); she'll give you the key you're looking for.
5704 Note that she WON'T give it if you haven't spoken to that guy on
5705 top of the long wall in Gold City.
5706
5707
5708 Q: Whoa...! I opened a chest, got a weapon orb out of it, and then
5709 the chest reappeared! Not complaining or anything, but how come?
5710
5711 A: If you missed an orb earlier, it will return later in the form of
5712 a double chest. So if you, for example, forgot the Whip's Orb in
5713 the Thieves' Ship, you will receive an extra one in Northtown
5714 Castle. So thoughtful.
5715
5716
5717========================================================================
5718PART 6: THE FAQ'S REAR BUTT
5719========================================================================
5720
5721 Legal Junk:
5722 ¯¯¯¯¯¯¯¯¯¯¯
5723 Copyright (c) 2003 R.D. van Heuven van Staereling
5724
5725 The FAQ is entirely unofficial, and may not be reproduced and/or
5726 altered (in part or in whole) without permission, except for
5727 personal, private use. No complaining or breaking the rules, boy,
5728 or your ass and my foot will have an appointment. Furthermore, all
5729 copyrights and trademarks contained within this document are owned
5730 by their respective holders--any usage of them in this file does not
5731 comprise a challenge to those rights.
5732
5733 If you wish to host this file on your website, that's great--I only
5734 ask from you that you drop me a line first, asking me for permission
5735 (and you will almost always get it). This way, I know where my work
5736 floats around on the Internet, and I will be able to send you any
5737 updates when I revise the FAQ.
5738
5739
5740 Special Thanks:
5741 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5742 - Zach Keene for allowing me to use some of his Secret of Mana-
5743 related articles (100% accurate stats for the monsters and the
5744 mechanics of weapons leveling up). And some general corrections
5745 here and there.
5746 - JD Cyr, for making a FAQ for this game; it contained a method to
5747 get a Sword's Orb, which I've taken over.
5748
5749
5750 Revision History:
5751 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5752 0.0 -- 10/25/02 -- Started on this document on October 25th...
5753 0.9 -- 01/25/03 -- ...and it was submitted exactly three months
5754 later. I know it took long; blame laziness.
5755 1.0 -- 02/21/03 -- Completed sections. Somewhat.
5756 1.01 -- 02/22/03 -- Snipped out one stupid error...
5757 1.05 -- 09/08/03 -- Cosmetic change for the most part.
5758
5759
5760 Final Words...:
5761 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
5762 Phew! I have nothing funny left to say, sorry. Not that I had
5763 anything funny to begin with, so... whatever. I hope this FAQ's
5764 been of some use for you and that you had a wonderful time
5765 experiencing this guide (YADDA YADDA YADDA).
5766
5767 -- phx
5768
5769
5770 Thanks for reading!
5771
5772 SHAMELESS PLUG--other FAQs written by me, myself, and I:
5773 http://www.gamefaqs.com/features/recognition/19734.html
5774View in: Text Mode