LEGEND OF MANA WALKTHROUGH Version 5.0 6/14/2000 by Mike Mawhinney (Shdwwrym@uymail.com) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The latest version of this FAQ can always be found at GameFAQs.com! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Contents: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Updates 2. The Beginning 3. The Adventures A. Niccolo's Business Unusual (Cactus Diary 1) B. Tiny Sorcerers (Cactus Diary 2) C. The Wisdom of Gaeus (Cactus Diary 3) D. The Lost Princess (Cactus Diary 5) E. Diddle's Letter (Cactus Diary 6) F. Huntin' Du'Cate (Cactus Diary 8) *NEW* G. The Murmering Forest (Cactus Diary 9) *NEW* H. The Gorgon Eye (Cactus Diary 10) I. Teatime of Danger (Cactus Diary 12) J. Mine Your Own Business (Cactus Diary 14) K. Daddy's Broom (Cactus Diary 18) L. The Infernal Doll (Cactus Diary 19) M. The Looking-Glass Tower (Cactus Diary 21) *NEW* N. The Flame of Hope (Cactus Diary 23) O. Can't Look Back (Cactus Diary 25) *NEW* P. Summer Lovin' (Cactus Diary 27) Q. Niccolo's Business Unusual: Part 2 (Cactus Diary 45) R. The Path of the Blacksmith (Cactus Diary 53) S. Golem Go Make 'em (Cactus Diary 55) T. The Mana Orchards (Cactus Diary 56) U. Monster Corral (Cactus Diary 57) V. Professor Bomb's Lab (Cactus Diary 60) W. Watts Drops the Hammer (Cactus Diary 61) X. The Seven Wisdoms (Cactus Diary ???) *INCOMPLETE* 3. Diaries and Encyclopedias A. Cactus Diaries B. Characters Encyclopedia C. Lands Encyclopedia D. Artifacts Encyclopedia E. Items Encyclopedia F. Equipment Encyclopedia G. Monsters Encyclopedia H. Produce Encyclopedia I. World History Encyclopedia J. Basic Golemology Encyclopedia K. Techniques Encyclopedia 4. Credits 5. Contact Information 6. Copyright Information ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~ 1. Updates ~~~~~~~~~~ 5.0 - 6/14/2000. Added some more adventures, Characters, Lands, Artifacts, Monsters, Techniques, and Credits. 4.0 - 6/13/2000. Added some more adventures, World History, and Techniques. Added a Credits section. 3.0 - 6/12/2000. Added some more adventures and Techniques. 2.0 - 6/10/2000. Fixed up the guide, added a bunch of things. 1.0 - 6/9/2000. Walkthrough release. Yay and lali-ho! ~~~~~~~~~~~~~~~~ 2. The Beginning ~~~~~~~~~~~~~~~~ You start the game and pick a gender for your character. Use the X button to select it. Next, you can pick your character's starter weapon. Scroll down the list and try to pick one that best fits your personality. Now you pick your name. Press O to go back a section, incase you need to. Now you'll be at the map. I don't know what the signifigance of this is, but I think it's just your personal opinions. Pick a good, non-grey space to start out on. Now, you'll place the mailbox, which will turn into your house. Pick a place that you like. ^^ You'll now be treated to the game's introduction. You'll wake up at your house, up on the second floor. There's several things you can interact with here: Bed: The place to save and switch to 2P Control. Saving is important in any RPG, and this games takes two Memory Blocks. 2P Control won't be needed until you've got other members in your party. Li'l Cactus: Your quiet, potted friend. If you talk to him after completing an adventure, and go down the stairs, he'll run over to the leaf on the wall and jot down notes on your adventure. Try to talk to him immediately after each adventure; if you go and complete another before talking to him, he won't write about it! Green Leaf: This's the Li'l Catcus's Diary. There's 67 adventures he can write about you here. Going downstairs, you'll see a chest on the left side of the house. There's 100 Lucre, which's this game's currancy. The door on the right leads to your Study. Press X by the ladder to get a ring menu of your encyclopedias of information. You'll have the 'Characters', 'Lands', 'Artifacts', 'Monsters', and 'Techniques' books now, but you'll find more soon. Back outside, you'll see a little green person. This's a Sproutling, who will tell you the world's formed by one's imagination. He'll give you the AF (Artifact): Colorblocks, which will let you create the City of Domina. Continuing the tour of your house, if you follow the dirt path south of the house, you'll come to the Backyard Orchard. Not much will be here yet. Taking the path to the left of Home, you'll find a building. This's where your workshops will be once you accomplish some of the game's missions. There will be one for Golem-Creation, and another for Blacksmithing. Continuing to the right, you'll reach the Monster Corral, where you'll have baby monsters you catch in the wild. I'll have more information on this in the walkthrough soon. When you're ready, follow the path south of the Sproutling, and go to the World Map. You'll see the land around you, and a seedling in the upper-right corner. I'm not sure what the seedling is for yet, but it does start to grow bigger and bigger. A re-growing Mana Tree, perhaps?Press the Square Button to access your artifacts, and place the colored blocks where you want them to go. The City of Domina will spring up, which's where you should go next! Put the cursor over it and press the X Button, pressing again when your character is on the city. The City Map of Domina will show up now. The blue dots are where you can walk to, to see more parts of the city. Walk forward to the first one, which will show you the Center of Domina. You'll see an onion with a spear talking to a man here, who says he is named Elazul. The onion's named Duelle, and he's an Onion Warrior. If you follow him, you'll reach Teapo's house. Trying to follow Elazul will make you bump into a furry bunny-cat thing, that definitely doesn't look like a cabbit. Wait for him to move and follow Elazul into the Pub. He'll be talking to a girl here, who is very quiet, and is named Rachel. What you answer here doesn't really matter, but try to be good. Elazul will leave afterwards, and you'll get a "Thank you!" from Rachel if you were nice. Go back to the house Duelle entered, and you'll meet Teapo, the bouncing teapot. Occasionally, you'll see Mark sitting in a chair here. Talk to him when he is, and he'll give you the Equipment Encyclopedia for free! Buy some armor with your 100 Lucre in the next room, and explore more of Domina. In the center of town, there's an Abandoned House here, on the left. You won't be able to do anything with it just yet, though. There's also the Mana's Blessing Inn. Miss Yuki is here, as is Mr. Moti, also known as the Turban Guy from the other games in this series. There's some Bird Meat in the upper-left room. There's also a girl selling Materials in the upper-right room. You won't need these just yet, though. Heading left, you'll reach the Park of Mana Angel. Capella the monkey juggles here, and his friend Diddle plays music. Continuing further left, you'll reach the Outskirts of Domina, and meet the Pelican mailcarrier. Heading up and left will get you to the Western End, which is currently deserted. In the upper-right corner of town, you'll meet Inspector Boyd outside the Church. Inside the building itself, you can play the organ for fun, and talk to Rev. Nouvelle, when he pays attention to you at least. He'll answer questions about the town, the people in it, and the rest of the world. Asking 'About this town,' then 'Townsmen,' then 'Others,' then 'Meimei' will get you a Produce Encyclopedia. Freebies're great! Talking to him 'About battles,' then 'About using 2P,' will let you access the Abandoned House in the Center of Domina, by facing the door and pressing the X Button. This is so a friend can play their main character as they cameo in your game! Go to the Marketplace, where you'll see lots of people. The fortune- teller is here, and you'll want to talk to Jennifer when she's here for a free Items Encyclopedia. If you talk to the bunny-cat, he'll introduce himself as Niccole. If you tell him you think it's not dangerous outside, he'll try to get you to go with him. This starts one of the first adventures, Niccolo's Business Unusual! ~~~~~~~~~~~~~~~~~ 3. The Adventures ~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3A. Niccolo's Business Unusual (Cactus Diary 1) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Leave the marketplace, and you'll bump into Elazul on the City Map, wheither or not you're with Niccolo. If you don't want to go with him, he'll go to the Pub and wait until you do. You'll want to do this eventually, but it will start a different adventure. Just because you have started an adventure, does not mean you have to complete it before another one can be started. The Diary section in your subscreen will let you know what adventures you've started, and which you have completed. If you change your mind, Elazul will be waiting for you in the Pub. Head to Teapo's house with Niccolo, and talk to her. Niccolo will try to make her buy a Wheel for 50,000 Lucre, but she'll say no. He says she can have it if she gets the money, but until then, it's yours! You'll get the AF: Wheel. Use this on the World Map to open up the Luon Highway. If you head home, Niccolo will run off, so you might or might not want to do this. This's how you can get rid of any character you have following you around that you might not want. When you go to the Entrance of Luon Highway, you'll notice a waving flower/tail object. Ignore this for the moment, and talk to Duelle, who will fill you in on the combat system. Make sure your armor and weapon're equipped, and equip a Special Technique as well, and head right. The enemies don't seem to change from screen to screen. Get used to that, and build up your fighting skills. The first screen, Main Highway, has one Rabite, and two Stinger Bugs. After them will be two more Rabites. Next, you'll fight a Lullabud, a Rabite, and a Stinger Bug. Continue right to the next screen. At the Fork, you'll see a Gold Sprite Statue. This works as a save point. You'll also see a cute catgirl, named Daena, who lives in the city of Gato. If Niccolo's with you, he'll try to flirt, and get turned down harshly. She's curious if you came to see one of the Wisdoms who lives in this area. There's also a chest with an Ear of Wheat in it. Take the lower-right path first. Going along this route, known as Canyon Side, you'll first encounter three Lullabuds. Next is a Denden, and two Stinger Bugs. You'll leave the screen to the right. At this fork, you'll see a purple-pink colored creature in the lower left. This is Boink, and if you talk to him, you'll warp back to the enterance. Don't do this yet, but head to the right and continue that way. Continuing along Canyon Side, two Rabites and a Spiny Cone will try to stop you. Get past them, and the Chocobo and Rabite that follow them. Don't forget the chest with the Odd Meat in it, and go to the next screen. You'll reach Gaeus the Earth here, who is one of the Wisdoms. Walk forward, and come closer when you're given the option. Talk to him 'About this world,' and he will mention an ancient tree by your house. (Unlocks Trent?) Ask him 'About the Wisdoms', and he'll mention a little about his creation, and that one day you will be a Hero. Head back to Boink, and warp back to the start of the Highway. Save if need be, but head back to the fork where Daena was, and take the upper path. The Great Rift Side is next. You'll first run into a Chobin Hood, a Lullabud, and a Stinger Bug. After them will be two Lullabuds, and a Stinger Bug. The next screen will have a Lullabud and two Spiny Cones. The next area, Lorant Tableland, has a music-change, which means something's up. Go over to the two Chobin Hoods that are standing there. They demand your cash. Even if you give it, it won't be enough, and they'll ask for their Master to come and beat you up. This makes the Mantis Ant attack! The huge lifebar at the bottom of the screen is the Ant's. The yellow part needs to be brought down to nothing, before the red part will go away. Eventually, your HP and other enemies will go this high as well, but this is your first encounter with it unless you really built up your levels. He'll spin his claws around to hurt you, but this's easy to dodge. He'll spit out a small cloud of gunk, or try a normal slice. When he starts flashing, move up or down: after his claw spins, he'll shoot out a forcewave along the ground. He can also push you back if you're too close. Wail away at him with your weapon, using your Special Techniques as they fill. Don't be afraid to go to the side of the screen and hide, waiting for your HP to refill. If stars are going up over the boss's head, wail away at him as fast as you can, as he's dizzy and can't move. This's a great time to hit him with a damaging attack! When you win, he'll collapse and explode, leaving behind a chest with some big Experience Crystals and Lucre. Niccolo will congratulate you, and sell you a Greenball Bun, a Tako Bug, and an IronPot for 300 Lucre. If you don't have the money, he'll give them to you for free. He'll also give you the AF: Flame, and the AF: Medallion. The IronPot is actually a helmet. This adventure's successfully at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3B. Tiny Sorcerers (Cactus Diary 2) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Niccolo's Business Unusual" or "The Lost Princess." Leaving your house, the Pelican will stop you, and say that someone is raising dangerous pumpkins in Western Domina, to take over! As the local heroic person, it's your duty to go there. Head to Domina, going to the Outskirts of Domina. It'll be a lot different when you get there! Two kids, Bud and Lisa, will be in a pumpkin patch. Bud seems to be developing into a good evil mastermind, but Lisa just wants to use something other than pumpkins. Seeing you, they'll start to attack! You'll have to fight them both at the same time, in a small area thanks to the pumpkins on the screen. Bud seems the more dangerous of the two, as he'll frequently fire off spells. Dodge them when you see the glowing areas, or just hit him to disrupt it. Occasionally, they'll make a pumpkin appear, which will explode and hurt you. Beat them both up, and you'll win! Bud and Lisa will appoligize, and ask if they can be your apprentices. Say yes, and they'll move into your house with you. This completes this adventure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3C. The Wisdom of Gaeus (Cactus Diary 3) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Talk to Gaeus. In Domina, in the Mana's Blessing Pub, Daena will be in the lower-right room. She will ask you about the Mana Tree, you can answer either way. She'll ask what you think happens to souls when people die. Answer 'It lives forever,' and she'll agree. She says she wants to meet Gaeus, saying you'll go with her will start this adventure. Make your way through the Luon Highway to Gaeus. Talk to him with Daena in tow, and she will ask him what to do about her friend, dying from a curse by a demon. The Wisdom's advice is to "Do what your friend wants you to do," which Daena reveals is nothing. He says that people have the power to change themselves, which's the lesson Daena's friend is trying to tell her. She thanks him, and you're put back down on the ground. Continue to the previous screen. Daena will thank you, and give you a ForbiddenRing, which can be equipped as armor. She'll then run off, ending this adventure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3D. The Lost Princess (Cactus Diary 5) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Either having let him join you on the Domina City Map, or at the Pub, go back with Elazul and talk Rachel. She will give you the AF: Jade Egg. Elazul will say it smells like Pearl. After giving him a weird look, continue out of Domina and use your Jade Egg to open up the next area, the Mekiv Caverns. When you arrive at the Caverns, this adventure will officially start. Duelle will be here incase you came here before the Luon Highway, or incase you're rusty in your combat skills. There's several paths to go here. The shortest is the lower-right, but the way to make sure you beat up on all the enemies and get all the treasure is to take the upper-right passage. Follow this to the Ground Level, and beat up the three Bloodsuckers who will swoop down. Get the Lizard Meat here, and go right. You'll see a hopping Sproutling here, and a Boink, to take you back to the enterance. Continue to the right, to another nameless room. Take out the two Bloodsuckers and the Pincher Crab. After them will be a Blood Sucker, a Pincher Crab, and a Poto. Continue right. The next area's called Underground Level 2. There will be another Boink here, as well as a Blank Eye in a chest. Continue to the left, where you'll be in a room that forks, passages going to the upper-left and the lower-left. If you take the upper-left, you'll meet two Bloodsuckers and a Poto, followed by a Bloodsucker and two Mushbooms. You'd then go left and be back by the enterance. Go here if need be, and head back to take the lower-left path when you're ready. You'll be in the Underground Level 3. Beat up the two Mushbooms and the Pincher Crab. Take the stairs going down, to be in a nameless room with a chest. Grab the Moth Wing, and head left. If you came here before the Luon Highway, you'll meet a girl who talks with Elazul about stones and cores, and you'll rush to the next area to rescue Pearl. Either way, be ready for the boss! Du'Inke will be your next challenge. It's a very large creature, with a big hammer. It can kick things smaller than itself, like you, away from it for no damage, and breathe out bad breath when it's flashing, turning those it hits into snowmen for continuous damage. Du'Inke can toss its hammer up in the air, making stalactites fall down, and it can also pound the ground with its hammer for an area-effect attack. Wail away on this boss, running around behind it when you see Du'Inke flash. You'll be safe back here, and ready to hit it with more attacks and Special Techniques. When you win, parts of the ceiling will crush Du'Inke, as you scoop up your experience crystals and coins. You'll find Pearl after the fight. You'll hear another little reference to cores, and you'll discover Pearl's ability to wander aimlessly while thinking. Pearl and Elazul will leave, but not before Pearl sneaks back and blushes. This happens if your main character is a girl, too... You do get more than a blush, you get the AF: Stone Eye, and the AF: Firefly Lamp. This adventure is successfully completed now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3E. Diddle's Letter (Cactus Diary 6) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Tiny Sorcerers." Go to Domina, and go into the Park of Mana Angel. Talk to Diddle, the monkey playing the instruments. He'll finally speak, and wander off. Capella refuses to follow him, so head to the Outskirts of Domina. You won't see either Diddle or the Pelican here. Retreat back to the park, where Capella will stop you. He wanders off to ask if anyone's seen him. In the Center of Domina, talk to the Sproutling to learn that it saw a bird carrying something off, and to ask the bird to find out what it is. The closest bird around this part of town is Miss Yuki, the canary/chocobo in the Inn. Go there, to see her chew out Capella about calling her the kidnapper. After some pecking, she says that she saw Diddle buy a stamp. "Perhaps the Pelican has taken your friend!" she says, and Capella goes off to buy a stamp. You'll find Capella in the Outskirts of Domina. Talk to him, and he'll suspect that maybe Diddle put a stamp on his head and got mailed. As silly as this sounds, he tries it and the Pelican tries to abduct him! He'll escape, saying he's not mail, and get carried off. This officially opens this adventure. Leave and come back, and you'll see the Pelican. She'll say that the letter was a mistake, and that she left Capella on the highway! Head there right away. Upon reaching the Luon Highway, use Boink to warp to his tail. You'll see a letter laying on the ground, go over to it and try to pick it up. Capella will catch up to you, saying that it's Diddle's letter. Capella will read it no matter what you say, as this's your only clue. The letter is to Diddle's parents, saying that he's considering leaving Capella's act. Follow Capella south, which was blocked before by Boink's body. You'll be on the Side Road. Two Chobin Hoods will try to stop you, but just dispatch them. The Entrance to the Caves will be next. You'll see Diddle here, by himself. Diddle will run up now, even though we somehow passed him. Diddle will tell how the Pelican mailed him by accident, but Capella will lie about reading his letter. I always rat on Capella, and Diddle goes running off into the Cave, Capella in pursuit. Enter the Caves of the Chobin Hoods, and head to the upper-left. Kill the Chobin Hood and the two Spiny Cones that try to stop you, and get the Blackened Bat and the Needle out of the chests here. Retrace your steps and take the lower-left path. Kill the Chobin Hood and the two Dendens, then get the treasure chests for an Angry Eye and a Poison Fang. Follow the path to the left and go down the stairs. Capella will be here, and say that there's a monster in the next room. Make sure you're ready, and run in there! There'll be a chest of Grave Dirt on this screen, grab it and get ready for the monster to the left, the Giga Rex. It can claw at you with strong arms, and flip you around, before clawing at you in a whirl. A hit-and-dodge strategy will help here, letting you get in some hits while moving up or down to dodge the Giga Rex's. Distance-attacks will work well too. Before you know it, you'll be cashing in on coins and experience. You'll be back on the next screen, Capella will ask where Diddle is. He'll come walking up behind him. How can they hide so well as we pass them? The two make up, friends again and still, and leaving us with another weird tale to tell Li'l Cactus, as well as some Gator Skin that Diddle gives us. This adventure is now over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3F. Huntin' Du'Cate (Cactus Diary 8) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Niccolo's Business Unusual." As you enter the Jungle, you'll see three people talking. Sotherbee is telling Skippie and Hamson that if they go and get a Du'Cate tail, then he'll reduce the fine they need to pay. They'll run off into the Jungle, officially starting the adventure. Head to the right and up, and you'll hear Sotherbee exclaim something. Run back to the previous screen, and you'll see him chasing a 'wiwipea' around. Talk to it or Sotherbee, and it'll run offscreen. Run after it, to see the Lilipea standing there. Chat to it and it'll start walking. It'll go up a screen, which's the right way to go. Don't follow it yet though, and go down instead. You'll meet two Tomato Mans, they can drop the Caduceus staff after a fight. Go right, to the Courtyard of Rain. Get the chest with moss, and head back outside and take the upper path. You'll bump into three Zombines, beat them and go left. There's a chest with Rotten Meat, and a Faerie. Go up, and run to the left on the next screen to get some Animal Meat. Go left to the next screen, then down. Head down the first path you come to, and head left. You'll see Skippie come running from the left, and see a chest with a Blank Eye. Run to the left, and beat up the two Cockatrices, and the Spiny Cone. A weird bouncey penguin will appear! Talk to it, and you'll be enspelled against getting lost. You'll also get a Sharp Claw in a chest. Head right two screens, and go to the upper-right enternace. You'll be back by the two Faeries at the area's enterance. Go to the right, and right again. You'll bump into Hamson, who will take a newly-opened path to the upper-right. Be sure to follow him, talking to him when you see him again. Follow him up, rather than going to the right, and you'll bump into Skippie and a Gold Sprite Statue. Skippie says that there's a different kind of monster on the screen north, while Hamson heads to the lower left. Talk to Skippie about the Faerie territory, and she'll go zooming off. Rosiotti's Throne is the name of the next area. Grab the treasure chest here for some Acid, and chat with Roane the penguin. Roane says Selkie is missing, and was last seen at the Courtyard of Rain. You're asked to come back after you catch the Du'Cate, which is a rather obvious hint to me. The Wisdom Rosiotti will suggest teamwork to catch the Du'Cate, as well. Head back a screen, and wander into the Faerie territory in the lower left. After some mystic words, you're teleported back to the Enterance of the Jungle. Go to the upper-right, and you'll see Skippie! Talk to him and agree to work with him. He'll run off, and you should follow him up a screen. In the next area, talk to Hamson and agree to work together. Follow him left, then to the upper right in the next screen. Run to the right, and on the following screen chat with Skippie, following him to the upper-right. He's ready to race after the Du'Cate, and Hamson runs after. You should too, and exit the screen to the right, in Du'Cate Territory. You'll bump into a Tomato Man and two Zombines here, before reaching a screen with Poison Powder in a treasure chest. Two Cockatrices and a Tomato Man will be barring your way further to the right, whil eon the next screen, it's a Marlboro and two Spiny Cones. Right beyond them is a Tyrranos. On the next screen, called the Spring of the Beasts, is the boss, the Du'Cate! The Du'Cate spends most of its time on the tree-branches above you, swinging back and forth. You should try to dodge the fruit that will be plucked and tossed down at you, trying to get in hits while you can. When it flashes, the Du'Cate is getting ready to jump and hit the ground for a small earthquake, which causes tons of fruit to rain down! If the Du'Cate flashes and eats a piece of fruit, however, it will spit the seeds out in a machine gun-blast. When you defeat it, a horde of baby Du'Cates will appear to carry it off. Make sure you pick up your experience crystals for a job well done. After the fight, Hamson and Skippie decide that they're bad partners, and should never have to do this again. You'll next talk to Sotherbee, who congratulates you and offers you 500 Lucre. I turned him down, and told him to give the money to the other two. I received the AF: Sand Rose for doing that. (I've also heard you'll receive the AF: Ancient Tablet, if you haven't gotten it yet. I did by the time I beat this area, though. Anyone care to confirm this?) And with that, your mission will be at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3G. The Murmering Forest (Cactus Diary 9) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Huntin' Du'Cate." At the enterance to the Jungle, there is a boy Flowerling offering to teleport you to one of three locations: the Forested Ruins, the Greenwood Gardens, or the Courtyard of Rain. Head to the Forested Ruins, to talk to Roane about the missing sister. Walk into the nearby Faerie territory to get teleported back to the enterance, and talk to the Flowerling so you can go right to the Courtyard. You'll be greeted by a Gloomoth and two Zombines. Winning here will cause a happy penguin to bounce in, and enspell you to prevent being lost. Great! ^^ Leave to the south, and fight yourself back towards Rosiotti's Throne, talking to the Faeries on the way about the anti-human group that's rising. Or you can head to the enterance, and teleport back to it. When you get there, Selkie will be there. She'll ask if you want the evil spell removed from you. That sounds good, so let's say yes. She'll ask for a favor, so just go along with it. She wants you to investigate why the Faeries're acting so strangely lately. This'll officially start the adventure! Head back to the Faerie territory, to the lower-left of the Forested Ruins. A mob of Faeries will have attacked a Nun from Gato! They're looking for someone with many elemental powers to be their new Queen. They've somehow kidnapped the priestess of Gato's Temple! They'll get into a comical discussion about how long humans live, before a man stops them, killing them with a two-handed sword. You'll arrive on the scene, and be promptly ordered to bring her to Rosiotti. The Nun will get up, walking away from the area by herself. You're cautioned not to start any wars, as the man runs off to the left. Head down, to fight two Gloomoths, then continue right. You're in the Western Section. Get the chest with (?), and Chitto the Chobin Hood. Join up if you'd like to, he qualifies as a Pet, rather than a NPC. Go back left, and up, then go left. A Gloomoth and two Zombines will be here, fend them off and go to the next screen on the left. Two Marlboros will attack you here, and after them, a Spiny Cone and a Tyrranos. One the next screen, you'll see some sort of floating creature. It'll tell you to leave, and the game will give you several options. He'll talk about Lord Irwin if you ask what's going on. You can fight him if you say that, or if you leave the screen and come back. This's a Punkmaster, and has a boss-sized life meter. He can whirl around in a cyclone-like attack, and likes to use Jinn spells. The Punkmaster can also fire off some sonic-like mouth attack, but you have probably seen other normal enemies do this before. After the fight, you'll be at Rosiotti's Throne, talking to Selkie. She'll explain it all to Rosiotti, who happens to be asleep. They all decide to just leave things as they are, and that things will work out, hopefully for the best. This wraps up this mission. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3H. The Gorgon Eye (Cactus Diary 10) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Lost Princess." Going to Lake Kilma, you'll meet Cap'n Tusk, a walrus with some Pirate Penguins. They'll mention that the scouts haven't returned, and they'll runn off to the left. Take the upper path first, to fight a Shrieknip and two Stinger Bugs, and to get a Moth Wing from the chest. Go back and follow those penguins! Fight off the Tezla and the two Tonpoles in the Southern Woods, the next area. A Tezla, Tonpole, and Shrieknip follow. The next screen shows three petrified Pirate Penguins. Are these the scouts that didn't return? You're on the right trail at least. A chest on the left has some Fish Meat. The screen to the left, the Southern Shore, just has a Teedie and two Tonpoles, and ends in a dead-end. Go back to the right, and take the upper-right path. This Southern Shore has three Spiny Cones that pop out to attack. Beat them up and you'll continue onto the next screen, where a petrified Pirate Penguin can be seen by a chest, with a Healing Claw in it. A turtle talks to you, who's stuck on her back. She says she's just a turtle, but turtles normally don't talk. She'll ask you to stand there, and she'll spin and get herself back on her flippers. She says the pirates accidently knocked her over on the way to find treasure. She'll then suddenly ask if you can see the Faeries around you. She hasn't been knocked loony by being on her head so long, as she demonstrates by spelling you. Faeries're suddenly everywhere! The Faeries talk about their Master of the lake, and how he can petrify things, much like a Faerie can with the Stone Eye. They think they'll die if the Master's killed, and they say they have no treasure. The upper-right path does have a Sleepy Eye, though, if you beat up the Chobin Hood and the two Spiny Cones guarding it. In the Woods is on the lower-right path, where a Spiny Cone, Stinger Bug, and a Tonpole will jump out at you. After them will be another Spiny Cone and two more Tonpoles. On the next screen, you'll have caught up to Cap'n Tusk and his pirates. Cap'n Tusk suggests a retreat, while they debate the difference between being "petrified" and "stoned," and how a Cap'n should be more rough and vocal with a crew. They'll head off next, letting you save at the Gold Sprite Statue. Take the lower-right path, to meet some human-hating Faeries here, and a chest with a Hairball in it. The lower-left leads to a Gray Ox and a Stinger Bug. Further to the left on the next screen, three golden- colored Faeries can be seen before they disappear. Head back to the screen with the other Faeries, taking the path to the right. A Chobin Hood, Shrieknip, and a Stinger Bug will be here. Continuing right, you'll come to a screen with more statues and penguins. Go to the upper- left, and get the White Feather in the Eastern Shore area. Two Beholders will be to the left, and two Shrieknips and a Teedie after them. Going left again will get you back to the Gold Sprite Statue. Heading to the right when you get back to the last Faerie-area you were at. This next screen has more petrified statues, and two chests, with a Poison Powder and an Ear of Wheat. Head to the upper-left, thrashing the Gray Ox in your way, and you'll reach the Cliff Overlooking the Lake. The Pirate Penguins will jump in, as a Faerie says that Cap'n Tusk must be sacrificed too. He'll blaim his crew, before getting blasted and falling off the cliff. The turtle will appear, and the Faerie will fly off. The turtle tells you that you can't get back up if you jump down, a subtle hint of an upcoming boss-fight. Jump down when you're ready. The turtle will follow you too, hopefully not landing on you. ^^; You'll spot Cap'n Tusk the statue here, with lots of his penguins around him. The turtle says that the Faeries won't die if the Master of the lake dies, and that there really is no treasure here, either. She decides the turtles will be good bait, to lure the Master out so you can beat it. She shows just how large the Master is, and after pushing Cap'n Tusk in the lake, the penguins 'agree' to be the bait. Now it's your turn. Gorgon's Eye is the name of this boss. He floats around, pushing you and stabbing you with his spikes. He can shoot those annoying, ST Meter- reducing stars, and he can blink his eye to not get hurt. He can also vanish, moving around to another location before becoming visible. He has a large laser beam, that will throw you across the screen and stone you for some continuous damage, as well as a ripple of circular beams it can fire at the ground. Stay back a safe distance and pepper it with projectiles and Special Techniques, or run up and slice away. When it's readying its laser beam, try to hide below it or behind it if possible. You'll be done with him before you know it. After the fight, the penguins will make a ladder up the cliff, so everyone can safely get out of here. You'll get some GranzSteel, and this mission will be completed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3I. Teatime of Danger (Cactus Diary 12) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Flame of Hope." Head to the Mindas Ruins to start this adventure. Duelle will be here, and he'll say Teapo went in to get tea leaves. There's also a chest here with a Virgin's Sigh in it. Continue to the next screen, beating up the two Lullabuds here. Two Eye Spys and a Lullabud will follow. Follow the path up, and talk to the girl Flowerling here to get an explanation about the gates you'll soon encounter. Head to the left first, to reach the Tower of Winds, and a Gold Sprite Statue. Continuing left will lead you to a boy Flowerling, who talks of psychokinesis. Go left first, getting the Sharp Claw and Morph Meat from chests, before going up. This is one of the several Flowerkeys' Corners in this level. They're females, and talking to the one in the center will cause two more to drop down. Talking to these other ones will make them move a short distance away, horizontally. Think of it as an X: where the Flowerlings are standing, is a closed gate later in this level. When one of them moves, a gate opens, but the space they walk over to will close another gate. This's the key to going through this level. Talk to the one on the upper-right, so it walks to the left, and they'll resemble a > shape. Going back to the area before the Temple of Winds, and take the upper- right passage for some Blackened Bat in it. The lower-right passage leads to a Marlboro. Continuing along, you'll reach the Eastern Gates, and see Teapo behind a gate. You'll also see another boy Flowerling. Head to the lower left path, heading down to pick up some Knockout Dust. Go into the Flowerkeys' Corner, and talk to the boy Flowerling to make two more fall down. Talk to the one in the upper-left, so that he walks to the right. Ignore the one on the bottom, so that they partially- resemble a < shape. Run back to the Eastern Gates to see that your path is clear to the upper-left. You'll reach the Megalithic Structure, a big ruin-looking place, with a female Flowerling here. She says she can't feel anything. Ignore her for now, and run over to the next screen. Now you'll be at the Western Gates. Go to the upper-right to battle a Rattler Boa, and get to the next screen. This will take you back to the psychokinesis-Flowerling. Talk to the girls on the next screen, so they are in a \ shape, and head back to the Western Gates. Take the new lower-left exit, and continue into the area on the left. You'll get a Creepy Eye, and the Flowerling boy will prepare some psychokinesis. This's a good thing! ^^ Leave and go south, following the path right to reach a Chess Knight. You'll be in a Flowerlings' Corner after this. Talk to the Flowerlings, so the boys look like a >. Run back to the Western Gates, taking the upper-right path back to the female Flowerlings' Corner. Assemble them into a /, and head right, past the Temple of Winds, and back to the Eastern Gates. Get the Vampire Fang from the lower-right path, and follow it. You'll thankfully be in a boy Flowerlings' Corner, so we don't have to hoof it back. / is the shape you want here, so take the path to the upper-left when you get back to the Gates. Run to the Flowerling by the ruins, who will now be able to open the way down, thanks to that psychokinesis earlier. This's our next stop! Go Inside the Structure, and beat up the Chess Knight. On the next screen there will be a Succubus, and the screen after, an Ape Mummy. Get the Clear Feather, and proceed to the next room when you're ready. There's Teapo! She recognizes you, and gets upset that Duelle didn't rescue her. She hops off, telling you as an afterthought about the blood-sucking bat that's waiting to eat you. It turns into the vampire, Count Dovula! The Count's had terrible luck so far, drinking the water- filled Teapo, then a 'filthy' human like you, when a dove is the way to go. It's time to beat up a vamp! Jabs, kicks, and Shade-powered spells seems to be the Count's weapons. He also can stand on the ceiling, and fire off bats that turn into spears of darkness. Cool! The spells can do a variety of damage, and they seem to fit the creepy setting just perfectly. Your STs fit in here well, too, cutting the Count's life-meter to ribbons. When you win, you'll get the AF: Bottled Spirit. Back at the enterance, Duelle will tell Teapo he didn't go in, cause adventures're what make life grand. Teapo will gush a bit, and the two'll go home for some tea, as Teapo protests against any other adventures. You still have many to go on, but this one is now over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3J. Mine Your Own Business (Cactus Diary 14) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Teatime of Danger." Head into the Ulkan Mines, for some spelunking fun! The second room on the right will have a chest of Rust for you to take. Head up from here, and you'll reach Watts's workshop! Pokiehl, the storyteller and Wisdom will be here, and will say that Watts is underground, mining away. This will officially start the adventure. Leave the workshop and head right. Kill the Molebear, and go to the next screen and down the stairs. Duelle will mention that Watts does this a bit too often. Head left in the next area, and fight the three Molebears that appear. If you take the upper-left path, you'll be in an Abandoned Room, which's very dark. There's nothing to do here yet, so go back down and take the wooden bridge, heading further down the stairs until you get to a room with a Gold Sprite Statue. Save if you want to, then head right first. Take the upper-right path, and kill the Narcissos here. Need to get that Monster Encyclopedia full! You can also find Spiral and Giga Claws here if you beat it up enough times. Go back to the previous screen, and take the lower-right path this time, and down more stairs. You'll end up in a room with three doors, that close behind you. Beat the Springball to proceed, and go up. Beat the two Specters, and go up again to land in the Diggers' Hideout. There's not much to do here yet, though you can read some poetry on the table, and meet Roger. Go back to the closing-door area, and head right. The next room has a chest of Bug Meat in it, and a Faerie talking about "the light is within the darkness." Go up and to the right into another area, and get the Little Eye, Sulpher, and Moss inside it. Head back to the Gold Sprite Statue. Head left, and go in the first northern room. It's empty, but at least it's lit. Go back out, and take the lower-left path. Head down the stairs, fighting a Hoppin' Tick and two Slimes. It's a dead-end though, so head back upstairs and take the upper-left path. Fight the three Slimes, then the two Hoppin' Ticks and the Specter that follows. The next room will have a Dudbear, and paths going to the upper-left and lower-left. The lower-left one is blocked off, though. Go up to the upper-left, up the stairs and across the bridge. Two Hoppin' Ticks will attack, and a Slime with them. Two Molebears follow. Head down the stairs, and into the next area for a music-change. Something's gonna happen! A big evil meanie-type Boss is hanging from the wall. Walk over to the left, and you'll see Watts. Keep talking to him, and he'll mention that this place is dangerous. Labanne attacks on cue. You need to hit its flowery hands, to drop them onto the ground, then kill them. This won't kill the boss, just hurt it, so you'll have to keep repeating this. Gnome and Aura spells will be used against you, and the blue hand can spit out a small circle of pollen. The red hand likes to make electricity crackle around it in a small radius as well, and killing itself in the process. This will even hurt the boss! Don't worry about the boss's life meter, as much as just killing the blue hand again and again, and knocking down the red one so its electricity will go off. Try to keep your life meter full too, as their attacks might just do more damage than you'd think. Before you know it, the boss will be losing greenish blood in a spray or two, and letting you pick up your experience crystals. Watts will tell you to go, as a big monster is in the room... he'll eventually leave and you'll be back in his shop, as he manages to remember seeing you in the dungeon. Pokiehl will try to tell you about Watts's many adventures, and realizing that he hasn't had any. You'll get the AF: Moon's Mirror, and this adventure will be completed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3K. Daddy's Broom (Cactus Diary 18) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Infernal Doll." Leave your Home, and come back to talk to Lisa. She'll mention her broom, and how it's gone. This'll officially start the adventure. Li'l Cactus will walk back in the house! Talking to him, he'll say he threw the broom away at the Junkyard. Running back downstairs, Bud says Lisa ran off to the Junkyard! Take him with you if you want, and head there next. The Flowerling here can warp you to Professor Bomb's Laboratory if you want, and the Jack-In-The-Box at the entrance can be a one-time warp to Louie's Room. But we need to walk the old Jack-In-The-Box, Teddy Bear, Doll, Jack-In-The-Box, Rocking Horse route that we did to complete The Infernal Doll. Lisa and her Broom're right in the same room, as a matter of fact. Lisa's broom's broken, but you'll be on the scene to save them from the diminutive Gremlin that appears. Treat it as an extra-strong Imp, and you won't have any trouble. He can spit bubbles and shrink you on occasion, but it's still nothing to worry about. You'll be back at the Home. The broom's still broken, but Bud fixes it with some well-placed tape, ending this adventure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3L. The Infernal Doll (Cactus Diary 19) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Niccolo's Business Unusual: Part 2." Enter the Junkyard you get from using the AF: Broken Doll. A floating doll will appear, as others talk to it briefly about old wars and how 'they' are awake. The doll scolds them, calling you an artificer and swearing revenge before zooming off, starting this adventure officially. This level can be a nightmare, as the paths will seem to change from time to time in subtle ways: a dead end won't be anymore, but it very well might be later. It all depends who you talk to and what paths you take. Talk to the Jack-In-The-Box, and he'll tell you to follow this path: Jack-In-The-Box, Teddy Bear, Doll, Jack-In-The-Box, Rocking Horse. Take the upper-right path, getting the chest with a Little Eye in it. Head down the Doll path first, beating up the Basilisk and the two Imps here. Continue right, getting the Bug meat, and head to the right to take out an Imp, a Punkster, and a Shadow Zero. Head back to the enterance, talking to the Jack-In-The-Box, and taking the upper-right path. Take the lower-right path, where the Teddy Bear is. Get the Magical Meat from the chest, and take the upper-right path, by the doll. The Pathway of Garbage is next, fight an Imp and two Lizardons, and continue to the Acropolis of Trash. Get the chest with the Wicked Eye in it, and go to the upper-left past the Jack-In-The-Box. If you talk to it, don't back away or it'll teleport you back to the enterance. It goes through lots of dialogue, changing everytime it teleports you off, so come back and forth talking to it if you want to see. Take a right past the Rocking Horse to be at the exit, but we're not done exploring yet. Go back to the Acropolis of Trash and head right for a hidden area. Louie is here, as are chests with a Wad of Wool, Electricity, and a Gold Sprite Statue. Go back left and head down at the Teddy Bear. Fight two Punksters, then two Lizardons and a Punkster. Take the Rocking Horse path, beating up two Cursed Dolls and a Mad Mallard. You'll be back at the enterance now. Head to the upper-right again. Before the doll path, there should be a new path with a chest on it. Take the Little Eye, and go into this new area. You'll meet Professor Bomb, a curious man who lives in a duck- shaped house. He claims to have made a golem, but it ran away. Talk to him again, and agree to find Pavlov the Golem, and you'll open the adventure "Professor Bomb's Lab." Follow the Doll path, beating up Basilisk and a Lizardon, going to the next screen and getting the chest with Stinky Breath. Continue right, where the Rocking Horse used to be, and you'll have to beat up a Moldy Goo and a Shadow Zero. Head down to open another passage, and you'll be back in the Acropolis of Trash again. I appoligize for all the looping around, but I haven't found a precise way through to get all the chests and only have to make one loop. Teleport back to the beginning, go through the Jack-In-The-Box, Teddy Bear, Doll, Jack-In-The-Box, and Rocking Horse paths. There'll only be one Moldy Goo now, kill it and run all the way to the right. You're at the Heap of Junk, the boss area! One Chess Knight, two Cursed Dolls, and a Polter Box are your foes. You'll get the AF: Tome of Magic, and you'll be in Louie's Room. He tells you the dolls're happy to have lost, and this adventure'll finally be over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3M. The Looking-Glass Tower (Cactus Diary 21) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Mine Your Own Business." Head to the Tower of Leires, alone. If you invite Elazul along, then you'll find a Boink in the way. Come along and you'll bump into Pearl, who is lost in thought. This'll successfully start the adventure. She'll talk about something calling her, in the Tower. Offer to go with her, or she'll take out on her own. She won't be very much help even if you take her along, but it's better than letting her fend for herself. On the First Floor, you'll want to go to the left. The next room you'll be in will have a Bloodsucker, Dainslaif, and a Mad Mallard. You can get Throatslitter Knives and Braveblades (2H Swords) from the Dainslaifs, and Soldier Helms and Destiny Dicefrom the Mad Mallards. After that will be two more Bloodsuckers, and a Dainslaif. Help yourself to the Aroma Oil in the chest, and go back to the First Floor enterance, continuing right. Three Bloodsuckers will try to suck you dry, but just fend them off and go to the left. Two Dainslaifs are guarding the stairs up here. On this Second Floor, skip the door to the right for now, and go up instead. Kill the three Bloodsuckers on the left, and then the Bloodsucker, Dainslaif, and Mad Mallard that follow. These back stairs lead up to a room with the Transportation Device. You don't need to take this path, but if you do, you'll get to skip up to the sixth floor right away. If you want to fight more monsters, go through the door we skipped. Go up to meet two Dainslaifs, then two Bloodsuckers and a Succubus. Up the next set of stairs, Fourth Floor. Take the north path first, for a chest with Electricity, and then go back down and to the right. Two Bloodsuckers and a Dark Stalker will be here. Dark Stalkers can drop a Levatine Sword, which is a pretty decent weapon. After them will be two Chess Knights. Past that will be another set of stairs, going up to the Fifth Floor. If you head left now, you'll bump into a Gold Sprite Statue. Continuing on, you'll pass the Transportation Device area. This's where you will have ended up if you took that shortcut earlier. To the right are more stairs, leading up to the Seventh Floor and two Succubus's. You'll see a chest with a Dangerous Eye, and two holes in the wall. If you jump out of the one on the left, you'll end up on the Fourth Floor, in the place you got the Electricity from previously. The right hole will drop you back down to the Fifth Floor, right by the Gold Sprite Statue. Head back to the right and down the corridor we haven't been down yet. Slay the Basilisk and Chess Knight, and go up to the Sixth Floor. You'll see a chest of Demon Meat, and continue to the left and up the next set of stairs. This's a very tall tower! Run to the right on the Seventh Floor, beating up three more Bloodsuckers, then a Basilish and two Mad Mallards. Go up yet more stairs, ending up on the Eighth Floor and fighting a Chess Knight and two more Dainslaifs. Two Dark Stalkers will be next, and will soon be reduced to nothing. Head left for now. You guessed it, more stairs. When you reach the Ninth Floor, head straight across, and you'll fight a Kid Dragon. Go up to the next area, and jump out the hole in the side of the Tower, to land on the Sixth Floor in a treasure room! There will be a Ghost's Howl, a Zombie Claw, and Morph Meat here. The hole here will deposit us back on the Fifth Floor, by our now-familiar Gold Sprite Statue. Curse whichever mages made this Tower, and run back up to the Eighth Floor, heading down instead of left so you will reach the Transportation Device that goes to the Tenth Floor. Head to the right, nabbing the chest of Mercury before you run up the stairs on the left. There's another hole to jump out of here, but it will just drop you down by the Gold Sprite Statue, without gaining any treasure. So don't jump yet! Go to the next area, and Pearl will mention the Room of Fate, and facing one's past. When you're ready, go in the doors, and a person will be standing there. They'll fade away, and the Iron Centaur will be there and ready to fight! Watch out for the Iron Centaur's axe-swings and stabs! When it begins to flash, it could be ready to jump up in the air. Run away from its shadow, and when it lands to cause an earthquake, you won't get hurt. Alternatively, it could flash and charge up, before rapidly stabbing with its axe in a strong series of blows! Always try to avoid a boss when it begins to flash like this. When you win, the boss will desolve in a small cloud of blackness. After the fight, Elazul shows up, too late to do anything. He will try to have Pearl come along, but she thinks she can remember something by not leaving yet. Elazul kindly threatens to kill you if you mess up, and he goes on to clear out the enemies. You're not done with this adventure yet, now you have to walk all the way back out of the Tower! Take the little hop out the window, and head down towards the enterance. Don't forget to save! When you get back to the enterance, try to leave. A note will fall to the ground, and Sandra will appear! She'll summon a Jewel Beast (II) to attack you! It can stab with its mouth and tongue, and charge to press you against the side of the screen for some damage. Overall, this critter's really boring, and other than hitting harder and lasting longer than a normal enemy, really isn't much of a challenge. Sandra leaves, saying you'll meet again. Pearl's worried about Elazul, who's looking for other Jumis. Elazul is a Knight, while Pearl is a Guardian. Usually, two Jumi would be paired off, and Pearl thinks that if Elazul bumps into another like herself, then she'll lose him. She thanks you, and gives you the AF: Frozen Heart, before leaving. This adventure's now at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3N. The Flame of Hope (Cactus Diary 23) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Niccolo's Business Unusual." In the Village of Gato, you'll bump into a Nun talking to a Sproutling. It's hard to miss, as they're blocking the road infront of you. The Sproutling has an upset tummy, and runs off when the Nun tries to help. Go in the Items Shop here to buy some new equipment and meet Alex, then follow the Sproutling to the next area, the Pathways. Talk to the man here, and he'll introduce himself as Rubens, and asks if you've seen anyone suspicious. The Sproutling doesn't count, and Rubens'll tell you it ran up to the Cliff Terrace. The Sproutling is there, chatting with the Nun again. She spots a Popo Bug on the Sproutling, and tries to take it off, as it's a cure for most ailments. The Sproutling runs off again, cause it would have to lose a leaf to get it off. The Nun mentions that Rubens needs a Popo Bug for some reason. Run back and talk to him, and he'll say the Sproutling headed for the Temple of Healing. Head to the left, and an object will fall down next to Rubens... You'll see another Nun chatting with the Sproutling, who is running around wildly. The Nun says to just meditate, and the Sproutling runs off after seeing that she won't really help. Check the side rooms of the Temple, and you'll see the Dreamweaving Room, where a priestess named Matilda lives. You'll also find chests with Aroma Oil and Moss. Leave the Temple when you're done, and head back to the Cliff Terrace. Rubens and the Nun from before will be here, with the Sproutling. Rubens glows, and the Sproutling gets knocked over. Rubens refuses to follow through and hurt the Sproutling to get the Popo Bug, even if it means his sweetheart will remain in stone. Run back to the Temple, and you'll see a Nun on the ground! Inspector Boyd will rush in, and start examining the body, only to find out that she's still alive. It's just a twisted ankle. Inspector Boyd blows his top, and says that someone named Sandra must be disguised as the Sproutling. Leave the Nun behind, and run back towards the Cliff Terrace. Don't worry, another Nun will take care of her. Rubens and the Nun will be here now, talking about the Popo Bug. Rubens still does not want to hurt the Sproutling to get a bug, though the Nun seems rather greedy. She mentions Rubens' girlfriend in Geo, and he's shocked to hear that the Nun knows. She stabs Rubens, who collapses on the ground. You try to stop her, but she threatens to kill him. She takes his sparkly gem, calling him a Jumi Knight, and teleporting off as the Inspector gets there. He blaims you and your weird hat for the crime, but Rubens tells him otherwise. He runs off to catch her. Talk to Rubens and he'll appoligize to Diana, and vanish in a swirl of colors. You'll be back at the Temple of Healing, talking to Inspector Boyd, who will explain everything about the Flame of Hope. He asks for your help, and gets it wheither you like it or not, sending you off to check the town's outskirts. Buy new equipment and save, and head there when you're ready. The Nun that was previously blocking that area, will have moved aside for your investigation. You'll see leaves headed into a cave enterance, but past this is a path leading down, and another cave, with a piece of Bird Meat next to it. Head down, fighting the Howler and the two Needlebeaks who appear, and go in the Gato Caves here. Three Shadow Zeros attack, and continue right. Go up the stairs on the next screen, and fight the Moldy Goo that waits for you. Don't go up yet, (Back to Bird Meat Cave), but continue right and go down the stairs. You'll meet a Skeleton and two Slimes here. Head outside, and left to be back on the City Map. Remember where this is, as we'll be coming back after we've explored the rest of the caves. Head right, and fight the Wooding, then the two Needlebeaks. Ignore the path up for now, and go in the right Cave to get chests with Blackened Bat and a Wad of Wool. This's also where the Nuns make their Blessed Elixir. Going up leads to another cave, and then back outside to where two Rattler Boas attack. Ignore the cave on the left for now. Going up brings us to a screen with two more caves. The one without leaves is the one we want to go in right now, and it brings us inside to see a Sproutling, but not the one we're searching for. Two Skeletons will be our next enemies. Heading left will let us get swiftly kicked out by a Nun, and heading right will let us fight a Polter Box, leading outside to the Rattler Boas from before. Head back up a screen, and take the cave on the right. Two Shadow Zeros will be here. Take the first partially-hidden path up, and you'll find chests with an Angry Eye and a Flaming Quill. The second one leads back to the first cave we passed at the very beginning of this level, so take this one if you need to leave or save. Further to the left is a room with two Slimes, and a path heading out of the caves. Take the path down, fighting off a Needlebeak and a Wooding, and enter the next cave, running across a wooden bridge. Another Nun kicks us out for now. Remember the way to get back on the City Map? Retrace your steps there, and go to the next area, the Waterfall. Continue past it, and head into the cave. No, there's not more dungeons to go through, you'll be back on the City Map. Go to the next dot, and you'll be at the Cancun Bird Nest. The Nun's here, and our Sproutling. She knocks the Sproutling out, and Inspector Boyd shows up. Sandra tosses off her disguise, using the Cancun Bird to fly away. The Sproutling feels better, though the Inspector still seems angry at losing the criminal. You'll get the AF: Ancient Tablet, and AF: Torch of Coral, for your help. This adventure is now complete. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3O. Can't Look Back (Cactus Diary 25) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Looking-Glass Tower." Head on over to the Fieg Snowfields when you're ready. A person will talk about Nakratos, who died looking for Faerie treasure to bring their wife back to life. This'll officially start the adventure. The person leaves if you talk to him again, mentioning his students, and that there's an ice witch here. Two Rabites and a Tonpole will be on the next screen. After them will be two more Tonpoles, and a Zombine. The screen after this has two Potos. Head further left and up, going to the next screen and getting a Sharp Claw from the chest. Continue left, fighting two Sahagins, then a Poto and two Zombines. Sahagins in this land can drop Stargazer spears, which're pretty good. You'll reach the Field of Innocence here, and a Gold Sprite Statue. Save if you need to, and take the lower-left exit. This area's the South Fieg Glacier. There's a chest with a Giant's Horn here. Go to the next screen on the left, fighting a Howler and three Rabites. The next screen on the left has a chest with an Angel Feather, and a chest with a Sleepy Eye. Head right, to North Fieg. Two Seadragons will try to attack you here. Beat them off, and you'll be back in the Field of Innocence. Take the upper-right path this time. This area is called North Fieg as well. A Sahagin and a Tonpole will attack first, then a Poto and a Sahagin. The screen on the right will be Mephianse's Camp. He'll be talking with his students, about the Faerie treasure and how it might be able to let people speak to the departed. Get the Knockout Dust and the Wad of Wool from the chests, and talk to the students to hear about monsters and ice witches. After you talk to Mephianse again, he'll run off, leaving his students behind. Follow him back to the Field of Innocence, taking the lower-left path. Go down and go right here, fighting the two Rabites and the Sky Dragon you meet, and continue to the right for the next area. You'll see Mephianse talking to the Ice Witch. She says his brother is alive, and that Mephianse is just lying to everyone else about it. His brother changed into a big snow monster, who is now laying in wait ahead. Mephianse can't go through with it, but the Ice Witch moves aside, so you can. The next screen on the right has a Seadragon, and two Tonpoles. Continue past them, and in the next area go to the right, to reach Queen Altena's Hill, and two Howlers. You can also pick up a Hairball and a Virgin's Sigh. Go back a screen, and when you're ready, take the upper-left exit. You'll be in the Field of Lost Guilt, with a music-change! A large yeti- like creature, named Du'Mere, will be here to challenge you. It has the standard Boss-push, and attacks with a slow punch, kicks, and a rushing attack where his hand is up. When Du'Mere starts to charge up and fold his hands infront of himt, get out of the way of the swirling ice tornado that'll soon be there! It goes all around him, so focus on distance, rather than being behind him. When he flashes and has one of his hands up in the air, get behind him to dodge the large frozen snowmen that fall, or you'll be turned into one for continuous damage. When he's defeated, he'll vanish in a colorful swirl, and you'll be talking to Mephianse again. He thanks you, but doesn't feel overly happy about what's happened. You'll get some WendelSilver, and this adventure will be at an end. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3P. Summer Lovin' (Cactus Diary 27) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Flame of Hope." Arriving at Madora Beach, you'll see two Penguins talking. David has to go back to sea, but Valerie doesn't want him to go. Valerie takes off, leaving David to think she's layed an egg, so he follows after. This starts the adventure. Bash the crabs for fun here as they go running around. There's seven or so on each crab-screen, but they can escape off the sides of the screen, so be careful. If you want to get some extra experience and a chest or two, head left first. If not, sit tight and we'll be right back. You'll meet a Sahagin and two Teedies, followed by two Chocobos and a cave enterance. Head on in, and beat up the Big Baby and the Iffish. When you reach the fork, take the lower-left exit, to beat up two Seajacks and get a chest with Scissors. Going up will let you fight an Iffish, a Seajack, and a Tezla. Going outside, Boink will forcibly teleport you back to the enterance. Go right now. You'll meet two Pincher Crabs here, and then a Tezla. Next, you'll face two Iffishs, along the Royal Coastline. The cave up ahead is Sunrise Caverns. More crabs're here! If you take the upper-right path, you'll reach Princess Beach, where one Seajack and a dead end are! Go to the lower-right instead, fighting a Sahagin, then two Bloodsuckers. Kill the Big Baby, which sounds worse than it actually is, and go to the next screen, Sunrise Caverns, to find more crabs. The right exit leads to Eastend Beach, where you can find a monster egg sometimes. The upper- left exit goes to Prince Beach. A Pincher Crab will be here with a Tezla, followed by two more Pincher Crabs. The next cave's called King's Caverns, and you'll have to fight off a Seajack next. The next area has more crabs, and two exits. The upper-left lets you get a chest of Rust, and there is a crab who will count how many you've bashed to this point. Between twenty-three and twenty-five will get you the Lord of Darkness honorary title, and twenty-eight will make the crab call you the King of Demons! Remember where this guy is for later. Go back to the lower-right path, to fight the boss, Fullmetal Hagger! Fullmetal Hagger can push you around, and stab with its feet. There's two flash-type attacks: eye beams, which can be dodged by moving under or behind him; and a jump, which makes him fire off electricity around him when he lands. After enough damage, he may lose an eye or two, but it doesn't seem to hamper his fighting Abilities. He's really slow overall, and shouldn't take long to defeat. There will be a chest with Ash in here if you come back after the adventure, too. David wants to stay with Valerie, even if it means quitting the Pirates. David goes as Valerie insists, only to find out she really does have an egg. Talk to her to get the AF: Rusty Anchor. If you just leave by the cave without talking to her, you'll miss it! This adventure is now successfully completed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3Q. Niccolo's Business Unusual: Part 2 (Cactus Diary 45) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "The Flame of Hope." Return to the Village of Gato, and its Items Shop. You'll see Niccolo here. He'll mention how he's collecting Greenballs, which are a snack some people like to eat. They eat Cancun Bird droppings, which means they're abundant in Gato. He needs help going through the dungeon, and asks if you can go with him. Agree to start this adventure. As a nice surprise, when you head off towards Gato's caves, you are given the option of skipping the entire dungeon, and going to the Waterfall. Unless you want to fight enemies with Niccolo, I recommend you do this. When you reach the Waterfall, Niccolo runs around, collecting his Greenballs. Now, be impolite and try leaving the screen to the left. He'll stop you and prevent you from doing this. Run off the screen to the right, then come back. If not, Niccolo will never, ever stop picking Greenballs. A short time after coming back, a Faerie will appear. She'll ask what you're doing. Answer however you feel, and Niccolo will tell you to move. He can't see the Faerie, who flutters off to hide in the Waterfall. You'll get a Greenball Bun, the AF: Broken Doll, and 500 Lucre from Niccolo. Not bad profits from doing so little work. This adventure's now over. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3R. The Path of the Blacksmith (Cactus Diary 53) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Watts Drops the Hammer." When you're ready for this mission, just walk around behind your house, and go inside your workshop. You'll bump into Watts, who just made a blacksmithing area for you. Ask about Forging, Altering, and General tips, then he'll let you stop hammering. You don't need to go up to a million times. ^^; He'll give you some MenosBronze, and if you tell him he forgot to, he'll give you another. He'll leave, and this adventure will be done. Blacksmithing is another area I've only dabbled in. You make weapons and armor from materials and items you've found so far. This can be pretty fun, and I recommend you try it out a few times, saving beforehand, and find a weapon or that new hat that suits you. ^^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3S. Golem Go Make 'em (Cactus Diary 55) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Professor Bomb's Lab." Head Home, and go around the back to the Workshops. You'll bump into Professor Bomb, who says he just made you a Golem Laboratory! Follow him in, and you'll have time to read the Basic Golemology Encyclopedia, which he made. He'll ask you questions that you will have to get right. If you miss it, you can reread the book, or just try another. Eventually you will have three Lifeballs, which are the Golem's 'heart' if you will, and the Logic Block Jar, where you put the Logic Blocks into. They're like blocks of programming code. He'll give you his Basic Golemology Encyclopedia to keep, some MenosBronze, ForsenaIron, and GranzSteel, and a hearty "Good luck!" This adventure is now at an end. Golem-construction itself is a complex thing, and I haven't focused much work to seeing what combinations make the right Logic Blocks, and the like. When I do, I'll update it here! ^^v ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3T. The Mana Orchards (Cactus Diary 56) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Talk to Gaeus 'About this world.' In the Backyard Orchard, there will now be four Lullabuds L1. Weed them quickly, and the ground will shake! an immense tree will rise up, and thank you for reviving him. He explains that if you give him seeds, he will grow them into fruit for you, and other seeds. I haven't figured out what combinations grow what yet, or the exact growing time, but it's safe to assume that plants will be ready after a few game-days. He can take four seeds at a time. Eventually, Trent grew an AF: Golden Seed for me, but I'm not sure if this is random or from a certain seed combination. The Golden Seed makes another Trent spring up elsewhere on the World Map. Successfully growing something and putting it in the produce box will end this adventure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3U. Monster Corral (Cactus Diary 57) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Tiny Sorcerers." Return to Domina, and go to the Western End. You'll see a beast egg here, and Duelle will talk to you about how to catch it. He'll give you a Diceberry, some Bellgrapes, and a Citrisquid to help you catch the egg. Then this adventure will officially open. Just get close to the egg, and press the Triangle Button to show what food you have. Pick one, and select it with the X Button to drop it. Then walk off a ways, and wait for the egg to hit the food and eat it. A heart will appear if it likes the food. Now wait. If you can see some Zs in the monster's balloon, it's asleep. Run over and grab it with the X Button. If it's not asleep, feed it more of the type of food it likes, and it will sleep eventually. Use as much food as needed, you can pick back up any extras. Talk to Duelle after Pelican gets the egg. You'll end up back at the corral, where he'll explain about grazing. Then you'll go into the barn, where he'll further explain how to care for your new pets. This will successfully end the adventure. I've listed the eggs that I know the locations of here, so that you can now go find your favorite pets. Domina, Western End: Beast Egg (Rabite.) Jungle, Western Section: Chitto (Chobin Hood.) Luon Highway, Giga Rex Cavern: Reptile Egg (Lizardon, Rattler Boa, Tonpole.) Luon Highway, Lorant Tableland: Aerial Egg (Cockatrice.) Madora Beach, Eastend Beach: Aquatic Egg (Pincher Crab, Seajack.) Madora Beach, Fullmetal Haggar Cavern: Morph Egg (Slime.) Ulkan Mines, Labanne Cavern: Oddity Egg (Eye Spy, Poto.) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3V. Professor Bomb's Lab (Cactus Diary 60) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Find Professor Bomb in the Junkyard, and agree to find his Golem, Pavlov. Head to the Entrance of Lake Kilma, and you'll see a Golem standing by the upper path. He laughs and runs up a screen. Pursue him, and you'll see some toys from the Junkyard, and the Golem. He says he wants to take over the world with Golems! This's bad, so thrash this sucker. He can shoot laser beams and missiles, and hit you with a little axe-like weapon. Ocassionally he'll go defensive, or fire off a little tornado. He's only difficult if you let him hit you multiple times without trying to hit him at all. When you win, you'll be back at Professor Bomb's. He says he'll redesign Pavlov, and the adventure will be over. Now, Pavlov will be in the Junkyard to help teleport you around, and Professor Bomb will open a business if you agree to help out: you leave weapons, armor, and instruments with him, and he'll let people purchase your items from your Memory Card, and you can do the same. I haven't tested this yet, but you can whenever you wish now. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3W. Watts Drops the Hammer (Cactus Diary 61) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Mine Your Own Business." Head back to the Ulkan Mines. Don't talk to the new sign you'll see here, and instead go to Watts's workshop. Talk to the quick-moving guy, to hear he lost his hammer. Agree to find it, and this mission will start. Go back to the enterance of the Mines, and talk to the sign now. It's the Dudbear Express, and a Dudbear will come and carry you off to its Hideout. And right on the ground by the fire, it's Watts's Hammer! Retrace your steps back up to Watts's workshop, where he'll accuse you of stealing his hammer, before remembering and thanking you instead. This'll successfully complete the adventure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3X. The Seven Wisdoms (Cactus Diary ?) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Known Requirements: Complete "Tiny Sorcerers." Talk to Bud in your Home. He'll mention the Seven Wisdoms, and how one had died. He says he'd want to meet them, and he asks if you can take him with you on a search for them. Say yes to start this adventure. I've listed the Wisdoms in the order I have found them. Talking to the first one allows the World History Encyclopedia to be at your Library at Home, more sections becoming availible as you talk to more Wisdoms. Gaeus can be found in the Luon Highway. Retrace your steps to meet him, and Gaeus will mention Halciet, a great mage in a long-ago time, who was 'larger' than Gaeus in many ways, even if history does not know him. This's enough for Bud, who thanks Gaeus. Tote can be found in Lake Kilma. Retrace your steps to the Cliff Overlooking the Lake with Bud in tow, and talk to her. Tote says that Bud doesn't need to listen to Wisdoms to be a great mage, but the grass, water, rocks, and the wind, the elements around them. Bud says thanks, and you can leave. Pokiehl can be found in Watts's workshop the first time you go there. He'll tell Bud that he should try to find out what the Mana Goddess wishes us all to do in life, and to do it. Bud'll say thank you, and you can go home again. Rosiotti can be found deep in the Jungle, on his throne I do not know what he says to Bud just yet, as Bud was ill when I tried to test this. As of this guide, this adventure has not been completed yet. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3. Diaries and Encyclopedias ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~ 3A. Cactus Diaries ~~~~~~~~~~~~~~~~~~ 1: Nic's Business "My master beat banditos with a creature called Niccolo. Niccolo was scared of the banditos, but I'm scared to know what Niccolo is. What could he possibly be?" 2: Tiny Sorcerers "Today I heard a story about two little sorcerers trying to become the kings of this world. But pumpkins? They used pumpkins? I hope they're still yummy." 3: Gaeus's Wisdom "A big face on a mountain? It's hard to believe, but my master saw it, so I guess it's true. It knows and doesn't know lots of things. What an amazing world." 4: ??? 5: Lost Princess "Fighting a monkey in the caverns and saving a girl! Wow, that sounds like something out of a movie. But the girl was really shy and turned red, and I guess that was too much for my master." 6: Diddle's Letter "A pelican kidnapped a little boy!? And it threw the boy away somewhere? That's just not right. What are the people at the child protection agency doing?" 7: ??? 8: Huntin' Du'Cate "Today my master saw a really big tree-hanging monkey and a really BIG red animal with really BIG attitude. Why can't they be like me?" 9: Murmering Forest "Today's adventure was in the Jungle where lots of Faeries live. The long-haired man was there again. Is it just me, or is there trouble brewing? I think I'm psychic." 10: Gorgon's Eye "Lots of penguins fell into the lake, and their cap'n was thrown in there by a turtle after being changed into stone! Penguins can swim, but stone can't! Was the cap'n okay? What a scarey, scarey story." 11: ??? 12: Teatime "It sounds like today's adventure was about opening and closing the Flowerlings' gates. And today's monster kept sucking out my master's blood. Stop bothering my master!" 13: ??? 14: Mining Business "The birdman says Watts doesn't have any heroic stories to tell. I wish someone will come up with a story about ME. He moves like lightning! He kicks monster butts! I think I like that." 15: ??? 16: ??? 17: ??? 18: Daddy's Broom "I threw away an old broom, and that made Bud and Lisa mad. They went and got it back, and fixed where it was broken. I guess everything is just hunky-dory now." 19: Infernal Doll "The junk at the Junkyard really wasn't junk! They were the leftovers of the artifacts used in wars long long ago. Wow... That makes me like them a little. Only a little bit." 20: ??? 21: Glass Tower "A girl went up a tower to see her past, or something like that. I'm losing track of what's going on, and getting a little bit tired of keeping my diary lately." 22: ??? 23: Flame of Hope "Popo bug is reeaaally long, with lots and lots of knobs, and it's easy to break one Popo bug to make two Popo bugs. Who gets hurt when a Popo bug is in someone's tummy? The Popo bug?" 24: ??? 25: Can't Look Back "I remember the part about a sorcerer named Mephianse, but I don't remember anything else, because I sort of fell asleep. I hope my master didn't see me sleeping." 26: ??? 27: Summer Lovin' "Clobbering crabs at the beach! That sounds like fun, but I feel bad for the crabs. Surprise lesson of the day: penguins can fall in love!" 28: ??? 29: ??? 30: ??? 31: ??? 32: ??? 33: ??? 34: ??? 35: ??? 36: ??? 37: ??? 38: ??? 39: ??? 40: ??? 41: ??? 42: ??? 43: ??? 44: ??? 45: Nic's Business 2 "Greenballs look like locusts without their wings. They don't look that yummy to me. I'd rather have fish for dinner." 46: ??? 47: ??? 48: ??? 49: ??? 50: ??? 51: ??? 52: ??? 53: Blacksmithing "There's a new room in the backyard workshop. It's to make weapons and armors for my master to be able to whack some more little monsters. That's not nice. We should all be friends." 54: ??? 55: Golem Workshop "I can put some stuff together and make my own Golem! My master should add that to the resume for future job-hunting." 56: Mana Orchards "Mr. Grandpa tree is so big and scary, it makes me want to hide by his roots. His roots look like the best place to hide." 57: Monster Corral "Now my master can bring back eggs of other animals to raise them as pets! I can't pet them because I'm all spikey, but humans will be okay because they aren't spiky like me." 58: ??? 59: ??? 60: Prof. Bomb "There was a big chase to catch a pile of junk that ran away from a professor. How could a pile of junk run away on its own? I don't think I get it. Master, you need a rest." 61: Watts's Hammer "Watts lost his hammer, but my master found it for him. Doesn't it feel good to do good things? It would be nice if master could read me a story once in a while. Please?" 62: ??? 63: ??? 64: ??? 65: ??? 66: ??? 67: ??? ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3B. Characters Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: Niccolo "He believes that he brings happiness to his customers with his transactions, but he sometimes plays dirty tricks on them. Dislikes the Sproutlings and the Flowerlings." 2: Escad "Born into the Liotte family of Holy Knights. He fights for the cause of justice with an overbearing sense of righteousness." 3: Daena "A monk-soldier who protects Gato's temple. She grew up with Escad, Matilda, and Irwin, but especially adores Matilda like her own sister." 4: ??? 5: ??? 6: Pearl "Elazul's partner. She sometimes has a tough time speaking clearly, and is also very shy. Has a tendancy to wander off and get lost while thinking." 7: Lady Blackpearl "A Jumi knight who devotes herself to leading the Jumi through the threat of extinction. A very logical and level-headed individual." 8: Elazul "Pearl's knight, and one of the youngest Jumi. He speaks and acts in a rough manner and thus starts the occasional fight." 9: ??? 10: Bud "Lisa's twin brother. He thinks that he is a great sorcerer, though he still has much to learn. He was run out of the Academy of Magic because he was too mischievous. His magic frying-pan was once his mother's." 11: Lisa "A better sorcerer than her twin brother. She carries around her father's broomstick." 12: ??? 13: ??? 14: Inspector Boyd "A little man with a rerally loud voice that could even reach a nearby "land." He might be the most honest and kind-hearted man you will ever meet." 15: Sandra "The notorious jewel hunter who steals only the most brilliant jewels. Her daring thefts resulted in secret admirers of her work." 16: Alex "A mild-mannered geologist who also has a shop in Geo. He only keeps the shop open for income to fund his research." 17: ??? 18: ??? 19: Pelican "The mail carrier who delivers practically everything. She often makes mistakes, and is not always on time, but she does not seem to care." 20: Li`l Cactus "A shy little cactus. He is a cactus of few words, but he happens to be thinking about many things." 21: Pokiehl "The poet of Truth. He is one of the Seven Wisdoms, and was a hero who was called "the Messenger of the Cosmic Truth."" 22: Tote "An ancient turtle who is one of the Seven Wisdoms. He only introduces himself as "Turtle," and always speaks in a mild manner." 23: ??? 24: ??? 25: Watts "A master blacksmith who becomes so absorbed when working that he often forgets things." 26: Rosiotti "One of the Seven Wisdoms, he was once a hero. Rosiotti now quietly resides in the Jungle as the guardian of the creatures there." 27: Duelle "An onion warrior. He likes everything straight-forward, and hates people like Niccolo with a passion." 28: Miss Yuka "The owner of Domina's only inn. She insists that she is a canary, but there are rumors that she is really a Chocobo. Addressing her as "Miss Yuka" is a must." 29: ??? 30: ??? 31: Mark "The owner of Domina's item shop and also Rachel's father. He really loves his family, but they seem to be a little sick of his overdose of love." 32: Jennifer "Mark's wife, who likes spending time outside his shop. She says anything that crosses her mind." 33: Rachel "The daughter of Mark and Jennifer. She hardly talks, and does not become too friendly with anyone. She is sick of her Faerie-like appearance and the room decor." 34: Rev. Nouvelle "The caretaker of the church on Domina's outskirts. He is a kind- hearted man who is full of knowledge, from how to catch Rabites to the history of this world." 35: Meimei "A glamorous fortune teller. She led a luxurious and exciting life, but now she seems to be saving money for her old age." 36: Capella "An itinerant performer. He was inspired by Pokiehl's verses and decided to go on a journey to send his audiences a message of some sort." 37: Diddle "Plays music for his performing partner, Capella. A kind-hearted, sensitive boy who speaks very slowly." 38: Rubens "A man who has given up everything. He is hiding the fact that he is the Jumi of Ruby." 39: Prof. Bomb "The leading pioneer of Golem development, who toils in a small laboratory in the Junkyard. Also a woman-chaser." 40: Roger "He met his true fate when he found divinity within his pet dog, Putty, while working as a miner with Dudbears. Since then he has become a man of faith." 41: Putty "Roger's pet dog. He was made into a religious icon, but he is just a dog." 42: Count Dovula "Guardian of the ruins, he is also the leader of the Succubus clan." 43: ??? 44: Cap'n Tusk "The dandy captain of the SS Buccaneer. He leads the Pirate Penguins with his gentlemanly seaman philosophy. Ladies, he is a real catch!" 45: ??? 46: ??? 47: Teapo "A magical life-form with a kind heart. She things she is a jewelry collector, but most of them are glass fakes that Niccolo sold to \ her." 48: ??? 49: ??? 50: Magnolia "A doll with a Fire Stone core which Anuella the Witch made a thousand years ago. She lives at the Junkyard, without any hope or will." 51: ??? 52: ??? 53: ??? 54: Louie "The caretaker of the magical creatures at the Junkyard. He is an old magical creature himself, and he understands the anger and the sorrow they feel." 55: Mephianse "A professor at Geo's Academy of Magic who has a strong passion for magic." 56: Skippie "A sly little man who is a really fast runner. He sees through everything, and is sometimes cunning. Works at Kristie's palace with Hamson." 57: Hamson "A big man who has the muscles, but not the mind for fighting. Stupidly honest and can't seem to see the obvious." 58: Mr. Moti "He is everywhere doing everything." 59: ??? 60: Crystalle "The beautiful snow Faerie who guards the Garden of Icicle Flowers." 61: Sotherbee "Madame Kristie's butler. He does everything perfectly, but inside he is still a little child. His nickname is "Mr. Fuddy-duddy." 62: Kristie "The owner of Geo's palace, which is also an art gallery. Deeply loves art, money, herself, and everything else." 63: ??? 64: Students "Students at Geo's Academy of Magic. The color of their robes differ by class." 65: ??? 66: ??? 67: Sproutlings "Little creatures that seem to appear out of nowhere and end up living in any town. They all share the same mind with each other." 68: Gaeus "A huge face on a mountainside that is also one of the Seven Wisdoms. He always has answers to any questions." 69: ??? 70: Flowerlings "When a flower blooms on a Sproutling's head, it becomes a Flowerling. There are males and females, but the only difference between the two seems to be appearance." 71: Lilipeas "Small, strange creatures with tiny bird nests on their heads. They multiply by rolling some mud in to Lilipea shapes." 72: Pirate Penguins "Penguins that have the tendancy to tell silly jokes a little too often. Extremely proud of the fact that they are pirates, though they don't seem to act like pirates that often." 73: Faeries "Deeply love nature and dislike humans. But they are still interested in what humans are up to." 74: ??? 75: ??? 76: Nuns "Women who are in the process of spiritual training at Gato's temple." 77: ??? 78: Trent "The ancient tree that lives in the backyard at Home. He swallows seeds to produce fruits and vegetables on his branches." 79: Boink "A strange creature that knows the links between dimensions. Those who touch it will immediately fly to where its tail is." ~~~~~~~~~~~~~~~~~~~~~~ 3C. Lands Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~ 1: Home "Home sweet home! Your home is comfortably located near a great tree, surrounded by nature. Many visitors come and go. See MAILBOX." 2: Domina "A lively town frequented by traveling merchants and entertainers. The outskirts boast a church with a fabulous view of the countryside. See COLORBLOCKS." 3: Luon Highway "This highway was once traversed by merchants and entertainers, but the highwaymen have stopped all traffic. Some say that one of the Seven Wisdoms lives nearby. See WHEEL." 4: Mekiv Caverns "This limestone cavern was created by underground currents. Over the centuries it was hollowed out, and pillas were created. The cavern is made up of many levels. See JADE EGG." 5: Lake Kilma "This sizable lake is surrounded by quiet, forested mountains. Faeries, servants of the lake, are often witnessed there. Some say that incredible treasure lies under the lake. See STONE EYE." 6: Gato Grottes "A town protected by divine winds. It is always windy on the dangerous percipices. The temple of healing there is dedicated to the Spirits of Air and Fire. See FLAME." 7: Jungle "Due to the thick vegetation, many become lost in this jungle. Others claim to have witnessed Faeries, while some say one of the Wisdoms resides here. See MEDALLION." 8: ??? 9: ??? 10: ??? 11: Mindas Ruins "These ruins are all that is left of a city which prospered around a tower, built by mages during the end of the Faerie War. See ANCIENT TABLET." 12: Madora Beach "Come to Madora Beach for the best sun-bathing and finest sand anywhere. Explore our many caverns. While you're here, why not try some crab-hunting? See TORCH OF CORAL." 13: Junkyard "This trash-heap is home to discarded items, mass-produced to fight in a long-forgotten war. Some of the objects still bear a grude towards humanity, and cling to their warrior past. See BROKEN DOLL." 14: ??? 15: ??? 16: Tower of Leires "Looming in the night sky, the Tower of Leires was constructed by magicians during the Faerie Wars to increase their supply of Mana. Nowadays, the tower is nothing but a stone testament to the power of its builders. See MOON'S MIRROR." 17: Geo "A castle-town with an academic atmosphere. Kristie's palace occupies the center. The instructors at the Academy of Magic have a lot of personality. See TOME OF MAGIC." 18: ??? 19: Ulkan Mines "The Ulkan Mines have been abandoned for ages. Now, only curious weaponsmiths hunt for ore, for a suspicious gang is based here. See BOTTLED SPIRIT." 20: ??? 21: Fieg Snowfields "A frozen land buried in snow. Some say Faeries' treasure is hidden here, but none have laid eyes upon it. There are reports of abominable snowmen here. See FROZEN HEART." 22: ??? 23: Orchard "A tree with a striking resemblance to the one in your backyard. Perhaps mankind will never understand the connection which all plant life shares. See GOLDEN SEED." 24: ??? 25: ??? 26: ??? 27: ??? ~~~~~~~~~~~~~~~~~~~~~~~~~~ 3D. Artifacts Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: Mailbox "A few letters a month can mean a lot to a lonely, far-off home. See HOME." 2: Colorblocks "The town changes through the ages according to its citizens. It doesn't change to accommodate a new age. It changes to bring about a new age. See DOMINA." 3: Wheel "Even the longest roads are rutted by the hundreds of wagons which traverse them. Roads remember their travelers, and wagon wheels are reflections of those memories. See LUON HIGHWAY." 4: Jade Egg "By taking a stone formed through the ages inside the earth and shaping it into the source of all things, the earth's creative power was captured inside. See MEKIV CAVERNS." 5: Stone Eye "This artifact uses the power of the Master of the Lake to turn to stone those who harm the lake. However, the power does not respond to the will of mankind. See LAKE KILMA." 6: Flame "That which illuminated the shrine was but a small flame. Before long, mankind ceased to notice the fire, but its significance continued to grow. See GATO GROTTOES." 7: Medallion "The beasts who followed a wise man were eaten by an invading beast. It then gained wisdom and became a wise man itself. See JUNGLE." 8: Firefly Lamp "One poet wrote that all of history comes from lovers' whispers. It was a poem of lovers talking of love and the future, under the cool light of fireflies in the midsummer night sky. See ???." 9: Sand Rose "An image of a rose in the Sanctuary of Mana; it never became a true rose. It turned into crystal, its powers trapped inside for all eternity. See ???." 10: ??? 11: Ancient Tablet "Long ago, in a civilization very different from our own, unimaginable scientific advances were made, and are recorded on this tablet. However, mankind has lost the ability to decipher it. See MINDAS RUINS." 12: Torch of Coral "The Mermen appear on the shore using a flame from this torch. It gives off light invisible to human eyes, and so they remain hidden. See MADORA BEACH." 13: Broken Doll "This doll was a servant of mankind when artifacts were used as instruments of war. See JUNKYARD." 14: ??? 15: Rusty Anchor "Even large anchors are small compared to their ships. These very anchors are what hold the ships firmly to the harbor, not unlike mankind's role on earth. See ???." 16: Moon's Mirror "The mages of antiquity would pour water onto the mirror and reflect the moon and stars to learn of mankind's fate from the heavens. See TOWER OF LEIRES." 17: Tome of Magic "In ages past, many tried to explain the works of the gods, spending much time and making incredible sacrifices. The secrets they have uncovered are small, but hold enough power to destroy a continent. See GEO." 18: ??? 19: Bottled Spirit "Once, a foolish mage tried to seize the powers of a spirit by imprisoning it in a bottle. The mage was immediately slain by the spirit's curse, but the bottle containing a powerful spirit remained. See ULKAN MINES." 20: ??? 21: Frozen Heart "Once a gem hardens into a core, it grows swiftly, not unlike the hardness in one's heart. If the core grows large, it may remain despite its owner's death. See FIEG SNOWFIELDS." 22: ??? 23: Golden Seed "Seeds contain everything. Everything starts from a seed. Each generation of seeds produces another. See THE ORCHARDS." 24: ??? 25: ??? 26: ??? ~~~~~~~~~~~~~~~~~~~~~~ 3E. Items Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~ 1: Metal "Primary Material. Metallurgy has been the barometer of a civilization's technological level. Different types of metals in Fa'Diel are named after the areas where they were mined." 2: Wood "Primary Material. Trees of Fa'Diel distribute the Mana energy as air for the creatures in this world. Tools and simple buildings have been made with wood since the ancient times." 3: Stone "Primary Material. Stones have been used since the beginning of time as tools, decorations, and in architecture." 4: Hide "Primary Material. Armor can be made from softer materials such as hide, but one should be aware of the compatibility between the material and the item." 5: Scales "Primary Material. Scales of some monsters and dragons can be used to make armor and weapons. The materials used to create such items are reflected in their effects and parameters." 6: Bone "Primary Material. The world of Fa'Diel uses bones from the monsters living there. When making armor, pay specific attention to the materials' defense levels for effective compositions." 7: Fabric "Primary Material. Fabric can be used to strengthen equipment as well as being the primary material for armor. Those with mysterious patterns or colorful designs may have magical properties." 8: Aerolite "Primary Material. Aerolites are rocks that fall from the sky. They tend to have unusual and useful properties when used to make equipment." 9: Mana Stone "Secondary Material. Mana Stones contain high concentration of Mana energy. There are Mana Stones of Fire, Earth, Wind, and Water." 10: Mana Crystal "When pure Mana energy becomes crystallized, Mana Crystals are made. Most of them glow with the energy, but some that absorb light have been found." 11: Coins "Secondary Material. These coins represent the energy of each elemental spirit. Sometimes the spirits give them to mortals they favor." 12: Seeds "Secondary Material. Each seed has a different color, and, like mixing paint, one can grow wider varieties of produce by planting two different seeds together at the same time." 13: Produce "The produce that grows in the orchards varies by the seed combinations, the day of the week they were planted, and by luck. Used to feed pets and to color Golems." 14: Meat "Secondary Material. Meat can be acquired by defeating different types of monsters, and then it can be used along with produce to catch monster eggs." 15: Fangs & Claws "Secondary Material. The most powerful parts of monsters. Fangs and claws are often used to make protective and magical items such as talismans." 16: Eyes "Secondary Material. Some stones look like eyeballs of monsters, and they also have magical properties. Eyes are divided into groups by their appearance." 17: Feathers "Secondary Material. Usually the Aerial monsters' feathers are sold on the market, but sometimes beautiful Arthropod monsters' wings are considered useful." 18: Bottles "Secondary Material. There are all sorts of liquids in many different bottles. Some seem to contain liquids you cannot drink, and others you couldn't even guess when they were last opened." 19: Vials "Secondary Material. Even the most unthinkable things could be sealed in these vials. There could be whispers, curses, or maybe even some stinky breath." 20: Urns "Secondary Material. No one can guess what these urns contain, or what they are for. What could be inside the urns you find in this story?" 21: Pellets "Secondary Material. Little medicine pills made of material you would not normally eat. Those that are known to be effective have a higher price tag." 22: Powders "Secondary Material. Some are mere dirt and some are blends of materials with creepy effects. Keep out of reach of children." 23: Pouches "Secondary Material. These pouches could contain some really unusual and exciting items. On the other hand, the items may be quite normal and plain." ~~~~~~~~~~~~~~~~~~~~~~~~~~ 3F. Equipment Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: Knife "A dagger. It comes in many different styles, and much work goes into crafting the handle and blade. Most are designed to be practical. A shield cannot be used with a knife. Although it has the shortest reach, the rate of movement is the fastest." 2: Sword "A long sword. Most are double-edged and have sharp tips. The sword is considered a holy weapon due to the precious metals it is made from. It is wielded in one hand, so the rate of movement is average." 3: Axe "Also known as the hand-axe or hatchet, the axe is a single-bladed weapon wielded in one hand. Often thought of as primitive, the rate of its movement is slower than the sword." 4: 2H Sword "The ultimate in swords requires two hands. Yields epic damage when swung in a wide arc. Cannot be used with a shield. It's quite heavy, so the rate of your movement is slower." 5: 2H Axe "The two-handed axe is used for embedding a cold piece of steel in your enemies. With an axe like this, who needs a shield? Unfortunately, the sheer weight of this weapon will slow your movement to a snail's pace." 6: Hammer "Knock some sense into your opponents with this huge two-handed hammer. But don't complain about the slowest movement rate and being unable to use a shield." 7: Spear "A great way to keep uglies at a distance. However, in actual combat the spear is used in a variety of ways. Of course, a shield is out of the question, and the shape of the weapon precludes fast movement." 8: Staff "Long staves such as these have multiple uses, and can hit an enemy both up close and far away. Since they require both hands, a shield cannot be used, and the rate of movement is slower than when wielding a spear." 9: Glove "Nothing beats pummeling the enemy with these reinforced punching gloves. Of course, proper boxing stance precludes the use of a shield. Even though the attack range is short, the rate of its movement is very fast." 10: Flail "Incredible power is gained when two or more staves are connected with a chain. The rate of its movement is quite good, but it is impossible to use a shield while wielding a flail." 11: Bow "With a bow, one can lay waste to enemies from afar, and thwack them when up close, as well. Scoring a direct hit, however, requires much practice. A shield cannot be equipped with a bow." 12: Shield "The smart sword or axe-wielder will always keep a shield handy. From large, bejeweled shields to the familiar frying-pan lid, shields vary greatly in size and strength." 13: Helm "Providing ample protection for the head, helms come in all shapes and sizes, from great steel helms to upside-down pots. The round shape of the helm helps deflect incoming blows." 14: Hat "Unlike helms, hats are often worn for the enchantments contained within, rather than for physical defense. They often grace the heads of well-known mages and priests." 15: Hauberk "there is a wide range of hauberk types, from highly-decorated ceremonial hauberk to hauberk that is too heavy for practical use." 16: Robe "Oft worn by mages and clergymen, robes are often designed for other purposes than mere physical protection, and are decorated with holy symbols or arcane patterns." 17: Gauntlets "Gauntlets come in many shapes and sizes, but all of them help protect the arms and hands from nasty cuts and bruises." 18: Ring "Even a small ring can help protect the finger. Some are plain, while others are works of art, worn by those wise in the ways of magic. Some rings are said to hold incredible power." 19: Boots "Heavy footwear for the combat enthusiast, boots give protection to the feet, ankles, and shins from common nicks and scratches, where needed most." 20: Sandals "Light footwear for the fashion-conscious warrior, sandals afford less physical protection than boots, but they seem to protect best against magic." 21: Armor "Completely protecting the head, torso, arms, and legs, armor gives outstanding protection. However, very little additional armor can be worn, because armor covers the whole body." 22: Mantle "Mantles are worn over the shoulders, and can be worn over any kind of armor. Most protect against magical attacks." 23: Pendant "An accessory that can be worn under all types of armor, pendants are used for their protective properties." 24: Harp "Harps are stringed instruments that can be used to perform magic with an Elemental Coin. Such coins are gained by negotiating with a Spirit." 25: Marimba "The marimba is a percussion instrument that can be used to play magic with an Elemental Coin. The cycles of magic are determined by the type of instrument, its main material, and the property of the Elemental Coin used." 26: Flute "The flute is a wind instrument which can be used to play magic by using an Elemental Coin. Elemental Coins are important because they help determine the type and cycle of magic that will be played." 27: Drum "The drum is a percussion instrument which can be used to play magic with an Elemental Coin. During negotiations with a Spirit, it is important to play tunes the Spirit enjoys listening to." ~~~~~~~~~~~~~~~~~~~~~~~~~ 3G. Monsters Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~~~~ 1: Rabite "Beast. STR: Wisp, Dryad. WK: Shade, Aura. A round bunny-like monster. Watch out for its biting attacks!" 2: Molebear "Beast. STR: Aura, Gnome. WK: Dryad, Salamander. It attacks with its long, sharp claws, and likes hiding underground." 3: Teedie "Beast. STR: Jinn, Undine. WK: Gnome. Attacks enemies by throwing rocks and feathers." 4: Howler "Beast. STR: Jinn. WK: Gnome. Attacks by jump-kicking with its strong hindlegs." 5: Gray Ox "Beast. STR: Aura, Undine. WK: Dryad, Jinn. It attacks enemies by headbutting with its horns or by licking them." 6: Lullabud "Plant. STR: Wisp, Dryad. WK: Shade, Aura. Spews toxic pollen to poison its enemies." 7: Mushboom "Plant. STR: Shade, Dryad. WK: Wisp, Aura. A cute mushroom that attacks by kicking, and by throwing its own cap." 8: Shrieknip "Plant. STR: Dryad, Gnome. WK: Aura, Salamander. A giant radish that shoots its leaves and seeds like missiles." 9: Marlboro "Plant. STR: Aura, Gnome. WK: Dryad. All it can do is punch anything in front of it and exhale really stinky breath." 10: Wooding "Plant. STR: Wisp, Dryad. WK: Shade, Aura. A tree that became possessed by evil spirits. Attacks with its arm-like branches." 11: Stinger Bug "Anthropod. STR: Wisp, Dryad, Jinn. WK: Shade, Aura, Gnome. Attacks with its scythe-like forearms, and with its huge needle in back." 12: Hoppin' Tick "Anthropod. STR: Aura, Salamander. WK: Dryad, Undine. It jumps on enemies to suck out blood." 13: ??? 14: ??? 15: Gloomoth "Arthropod. STR: Salamander, Jinn. WK: Gnome, Undine. Sprews poisonous scale-powder on enemies. It can also shoot out lethal eye- beams." 16: Tonpole "Reptile. STR: Wisp, Undine. WK: Shade, Jinn. A cute little tadpole that is trying its best to be a good monster." 17: Lizardon "Reptile. STR: Undine. WK: Jinn. It swallows the enemies by using its tongue, whether it's hungry or not." 18: Rattler Boa "Reptile. STR: Dryad. WK: Aura. A rattlesnake that wraps around its enemies to cause great damage." 19: Basilisk "Reptile. STR: Jinn, Undine. WK: Gnome. Its eye beams cause petrification in a flash!" 20: Tyrranos "Reptile. STR: Gnome. WK: Salamander. It chomps on any enemies with its huge jaws." 21: Iffish "Aquatic. STR: Undine. WK: Jinn. A colorful spny fish. Attacks with its water-bubble cannon." 22: Pincher Crab "Aquatic. STR: Undine. WK: Jinn. A grumpy crab. Shoots out its huge pinchers to attack enemies." 23: Seajack "Aquatic. STR: Undine. WK: Jinn. A shark with a gigantic saw-like nose. Watch for its lethal body blow!" 24: Seadragon "Aquatic. STR: Undine. WK: Jinn. A sleepy-looking monster. Attacks with water while floating in the air." 25: Big Baby "Aquatic. STR: Undine. WK: Jinn. An adorable-looking monster with big eyes. Spits out water bubbles." 26: Needlebeak "Aerial. STR: Wisp, Jinn. WK: Shade, Gnome. A ball-like bird which attacks with its sharp beak." 27: Bloodsucker "Aerial. STR: Shade, Jinn. WK: Wisp, Gnome. Attacks with ultrasonic waves. For some strange reason it belongs to the Aerial Group." 28: Cockatrice "Aerial. STR: Dryad, Gnome. WK: Aura, Salamander. A chubby, bird- like monster. Its tail is a snake that can bite and petrify enemies." 29: Chocobo "Aerial. STR: Wisp, Jinn. WK: Shade, Gnome. Nope, not the same chocobo you know!" 30: ??? 31: Shadow Zero "Morph. STR: Shade. WK: Wisp. A quick-moving shadow with big attacks." 32: Slime "Morph. STR: Gnome. WK: Salamander. A gooey drop with two eyeballs. 33: Tezla "Morph. STR: Wisp. WK: Shade. Generates an electric field to zap anything around it." 34: Denden "Morph. STR: Dryad. WK: Aura. A winged snail that can move faster than its ground-crawling kin." 35: Moldy Goo "Morph. STR: Aura, Undine. WK: Dryad, Jinn. A big lump of mold with dead soldiers' weapons stuck to it." 36: ??? 37: Zombine "Undead. STR: Gnome, Undine. WK: Salamander, Jinn. They happen to be born this way." 38: Specter "Undead. STR: Gnome, Undine. WK: Salamander, Jinn. A monster that attacks enemies by slapping them with its big hands." 39: Skeleton "Undead. STR: Shade, Dryad, Gnome. WK: Wisp, Aura, Salamander. A fancily-clad skeleton knight." 40: Ape Mummy "Undead. STR: Shade, Gnome. WK: Wisp, Salamander. A large mummified ape. It charges towards enemies to attack." 41: Imp "Demonic. STR: Shade, Jinn. WK: Wisp, Gnome. A tiny demon with a tiny spear. It can use some magic, too." 42: ??? 43: Punkster "Demonic. STR: Shade, Jinn. WK: Wisp, Gnome. A fun-loving demon that likes to start cyclones." 44: Dark Stalker "Demonic. STR: Shade. WK: Wisp. A knight of shadow, clad in heavy armor. It summons other monsters." 45: ??? 46: Kid Dragon "Dragon. STR: Salamander, Jinn. WK: Gnome, Undine. A half-pint dragon that could spit out some fire." 47: Sky Dragon "Dragon. STR: Jinn. WK: Gnome. An aerial dragon with a glide attack." 48: ??? 49: Eye Spy "Oddity. STR: Wisp, Gnome. WK: Shade, Salamander. Attacks with eyebeams, and can disappear to hide from enemies." 50: Spiny Cone "Oddity. STR: Dryad, Jinn. WK: Aura, Gnome. A shadowy creature. Shoots out thorns and poisonous air." 51: Poto "Oddity. STR: Undine. WK: Jinn. A really sleepy-looking monster that attacks enemies by licking them." 52: Beholder "Oddity. STR: Aura, Salamander. WK: Dryad, Undine. A huge eyeball that floats in the air." 53: Springball "Oddity. STR: Aura. WK: Dryad. Attacks enemies by using its springy neck." 54: Cursed Doll "Poltergeist. STR: Shade. WK: Wisp. A doll that was given a mind. Their existance is meaningful only when they fight." 55: Polter Box "Poltergeist. STR: Aura, Gnome. WK: Dryad, Salamander. It preys upon unwary treasure-hunters with surprise attacks." 56: Chess Knight "Poltergeist. STR: Shade, Gnome. WK: Wisp, Salamander. Its overwhelming wish to fight turned it into a monster." 57: Dainslaif "Poltergeist. STR: Shade, Aura. WK: Wisp, Dryad. A possessed weapon that exists to fight." 58: Machine Golem "Poltergeist. STR: Aura. WK: Dryad. A man-made Golem. It was not supposed to have its own mind." 59: Chobin Hood "Demi-human. STR: Dryad. WK: Aura. A master bow-hunter species. They look cute, but they could be pretty mean." 60: Goblin "Demi-human. STR: Shade, Dryad. WK: Wisp, Aura. It firmly believes that evil doing is the true meaning of life." 61: Tomato Man "Demi-human. STR: Aura, Salamander. WK: Dryad, Undine. A clan of black-magic priests. It is said that they never leave their pots." 62: Sahagin "Demi-human. STR: Undine. WK: Jinn. It became a demi-human as it began living ashore." 63: Succubus "Demi-human. STR: Shade, Jinn. WK: Wisp, Gnome. One of the vampire clans. They tend to look down on the other clans." 64: Narcissos "Demi-human. STR: Aura, Gnome. WK: Dryad, Salamander. This clan is obsessed with staying in shape by practicing their own martial arts." 65: Mad Mallard "Demi-human. STR: Wisp, Salamander. WK: Shade, Undine. Loaded with attitude, these ducks pop out egg-bombs." 66: ??? 67: ??? 68: Punkmaster "A small creature with an evil mind." 69: Gremlin "A mischievous little demonic creature." 70: ??? 71: ??? 72: ??? 73: Count Dovula "The leader of the Succubus Clan." 74: Mantis Ant 75: ??? 76: Du'Inke 77: Du'Cate 78: Du'Mere 79: Gorgon's Eye 80: ??? 81: ??? 82: ??? 83: Labanne 84: ??? 85: Fullmetal Haggar 86: ??? 87: ??? 88: Jewel Beast II 89: ??? 90: ??? 91: Iron Centaur 92: ??? 93: ??? 94: ??? 95: ??? 96: ??? 97: ??? 98: ??? 99: ??? 100: ??? 101: ??? 102: ??? 103: ??? 104: ??? 105: Note "(Example) STR: Wisp, Dryad. WK: Shade, Aura. The example above shows that the monster becomes stronger (STR) in lands with more Wisp and Dryad influence, and weaker (WK) in Shade and Aura lands. This does not affect the player's pet monsters." ~~~~~~~~~~~~~~~~~~~~~~~~ 3H. Produce Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~~~ 1: Garlicrown "White Family. A crown-shaped garlic clove that might make you feel like royalty! + Chm. - Arr." 2: Conchurnip "White Family. A turnip shaped like a conch shell. + Pwr, Def, Agr, Arr. - Mgc." 3: Sweet Moai "Purple Family. A sweet potato shaped like a Moai. It's pretty tasty, actually. + Def, Mgc, Lck, Laz. - Skl." 4: Pear O'Heels "White Family. A pear shaped like a high-heeled shoe. + Pwr, Def, Chm, Arr. - Spr." 5: Mangolephant "White Family. A mango that even has a pair of tusk-like knobs. + Pwr, HP, Agr, Arr." 6: Apricat "Red Family. An apricot with whiskers and ears that makes it look like a cat. + Def, Clm." 7: Diceberry "Red Family. The ones with seeds placed like an actual dice are very rare. + Pwr, Agr." 8: Peach Puppy "Red Family. A peach with a dog-like face, and ear-like flaps. + Pwr, Skl, Frd. - Sch." 9: Applesocks "Red Group. An apple that looks like a Christmas stocking. + Skl, Chm, Clm, Ind." 10: Whalamato "Red Family. A whale-shaped tomato with a stem that looks like a water spout. + Mgc, HP, Chm. - Def, Agr." 11: Spiny Carrot "Orange Family. A carrot with knobs like those on spiny shells. + Mgc, Spr, Clm, Ind. - Skl." 12: Loquat-Shoes "Orange Family. It has a hole that is big enough to fit a baby's foot. + Skl, Chm, Sch, Laz. - HP." 13: Bumpkin "Orange Family. A pumpkin with a scary face. There are some with sad faces, too. + Pwr, Spr, Agr, Arr, Sch, Laz." 14: Honey Onion "Orange Family. An onion with honey stuffed inside. + Skl, HP, Spr, Ind. - Pwr." 15: Orange'Opus "Orange Family. An orange with tentacle-like projections. + Def, HP, Sch, Laz." 16: Citrisquid "Yellow Family. A lemon with a sharp top and tentacle-like projections. + Mgc, Sch." 17: Springanana "Yellow Family. A coily banana that is rather hard to eat. + HP. - Ind." 18: Cornflower "Yellow Family. Is it a sunflower with corn kernals, or corn that looks like a sunflower? + Mgc, Chm, Agr. - Clm." 19: Fishy Fruit "Yellow Family. It has fin-like bumps that make it look like a fish. + Skl, Mgc, Chm. - HP, Sch." 20: Rocket Papaya "Orange Family. A papaya with projections like a rocket. + Mgc, Chm, Clm. - Agr." 21: Cabbadillo "Green Family. A cabbage that looks like a friendly armadillo. + Def, Spr, Frd, Lon. - Chm." 22: Squalphin "Green Family. A squash that is shaped like a dolphin. + Mgc, Lck, Frd, Lon. - Pwr." 23: Needlettuce "Green Family. A lettuce with leaves shaped like porcupine needles. It's edible. + Def, Chm, Clm. - Agr." 24: Boarmelon "Green Family. A watermelon that has stripes and tusks like a young boar. + Pwr, Skl, Spr, Lon. - Chm." 25: Dialaurel "Green Family. An herb that was named "Diamond" after its leaves' shape. + Pwr, Lck, Agr. - Clm." 26: Heart Mint "Blue Family. This species of mint grows heart-shaped leaves. + Chm. - Laz." 27: Spade Basil "Blue Family. An herb with slightly bitter flavor to it. + Spr. - Lon." 28: Pine O'Clock "Blue Family. A very functional pineapple that works as an alarm clock. + Pwr, Skl, Def, Mgc, HP, Spr, Chm, Lck. - Agr, Clm, Sch, Frd." 29: Gold Clover "Blue Family. You will be really lucky if you find one with four leaves! + Skl, Lck, Frd. - Sch." 30: Rhinoloupe "Blue Family. The skin is very tough and thick. + Pwr, HP, Spr. - Mgc, Clm." 31: Lilipods "Purple Family. This lily has peas inside it! + Skl, HP, Clm, Ind, Frd, Lon. - Mgc." 32: Cherry Bombs "Purple Family. Cherries with clear, glass-like flesh around the seed. + HP, Frd." 33: Orcaplant "Purple Family. An eggplant that looks like a killer whale. + Def, Mgc, Sch. - Frd." 34: Masked Potato "White Family. A potato with colorful designs on it, making it look like a mask. + Def, HP, Spr. - Lck, Frd." 35: Bellgrapes "Purple Family. The grape is covered with a tough skin. When shaken, it sounds like a bell. + Mgc, Spr, Sch. - Frd." 36: Mush-In-A-Box "Black Family. The insides pop out when touched. Its taste could be surprising, too. + Lck." 37: Toadstoolshed "Black Family. A mushroom shaped like a house. Those with two chimneys are rare! + Pwr, Skl, Def, Mgc, HP, Spr, Chm, Lck." 38: Note "Produce's Effects. + = Increases. - = Decreases. Abilities: Pwr=Power, Skl=Skills, Def=Defense, Mgc=Magic, HP=HP, Spr=Spirit, Chm=Charm, Lck=Luck. Personalities: Agr=Agressive, Arr=Arrogant, Clm=Calm, Ind=Indecisive, Sch=Scheming, Laz=Lazy, Frd=Friendly, Lon=Lonely." ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3I. World History Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: The Beginning "A twinkling consciousness became a star which sparkled in the night and banished the darkness. The Mana Goddess acquired consciousness by gazing into the light of that sun. She made Fa'Diel, a great land, but so far an empty one." 2: The Moon Gods "The Mana Goddess drew beams of six colors from the sun. They became the six moons, each hiding a small diety within. When those gods awoke, they played beautiful music and brought fortune to the land of Fa'Diel." 3: The Names of Stones "The six dieties became the Moon Gods and demanded that the Mana Goddess name them. So the Mana Goddess gave each of them a shining stone, which filled the air with music: Stars, follow me! Moons, walk with me! And we shall celebrate your names!" 4: The Moon's Names "Tryne, merciful god of water. Zea, passionate god of fire. Barlen, selfish god of gold. Libleyt, hopeful god of wood. Morphes, wealthy god of earth. Ghazel, whimsical god of wind. The Moon Gods rejoiced, and the Mana Goddess returned to her slumber, becoming the great Mana Tree. Fa'Diel was left to the whims of the Moon Gods." 5: The Creation "The Moon Gods created land and ocean, trees and flowers, and gave them light and the power to determine their fate. The light became the Elemental Spirits, riding in the sky. They released bountiful light, and were full of desire to serve the Moon Gods' will. The Moon Gods then finally returned to slumber." 6: Flammies "Then, a beautiful yet powerful beast appeared, awakening the Moon Gods. The Moon Gods named this beast of strength and beauty Flammy. Whenever one of the Moon Gods would fall asleep, another Flammy would appear. Eventually, Flammies of all six colors came to populate all the land." 7: Dark Clouds "The Moon Gods tried to outdo each other in creating beauty. Sometimes they argued trying follow the Mana Goddess's will and create many beasts. But dark clouds came to Fa'Diel, and the Moon Gods created greater beasts, and set them loose upon the land. The Flammies often quarrelled, and the cycle of creation and destruction repeated endlessly." 8: The Hole "The trees withered, and the Elemental Spirits lost their luster. The land dried up, and soon thereafter, wars began. As the wars dragged on, the powers of the Moon Gods were lost. The land of Fa'Diel was scarred, and pits to other worlds opened in the wounds. The Moon Gods peeked into the other world, and came to know fear, envy, and desire." 9: Rebirth "Cracks appeared in the Mana Tree. Waves of chaos from other worlds came and tried to envelop all of Fa'Diel. Each Moon God chose a Flammy and gave it a stone. The Flammies rode into the sky. They were born of the earth to ride in the sky and return to the earth. They became a flying river of Mana." 10: The Thoughts "Fa'Diel was filled with the power of Mana. It healed itself and shut away the other world. The Flammies returned to the Moon Gods, but could not find them. The Moon Gods had lost their memories and became beasts. The six remaining Flammies cried in anguish and despair. The waves in the air settled, and created many thought forms." 11: The Revelation "The Flammies turned their backs on the Moon Gods and flew into the air. The Moon Gods turned into stars, and the Flammies never came back down. New concepts came about after the Flammies and the Moon Gods departed, but the Elemental Spirits were afraid and prayed to the Mana Tree, who responded with soft pulses." 12: The Prophecy "These formless beings will eventually be given form so that they might live. They will be given the task of creating this world. The thoughts they think will shape the landscape. They will be born into this world in fear and sadness. Sometimes their thoughts may hurt this world, but you must help them build it." 13: Man and Faerie "Soon many new beings were born, such as men and Faeries. Man used Mana to power his creations. Faeries amplified the power of Mana with song and dance. Then, from beyond the heavens, six colored beams of light shown down upon the land. Six Flammies gazed upon Fa'Diel, and all life there prospered. A new age had begun." 14: The Dark One "The Flammies of legend never returned from their heavenly climb. Below, many similar creatures came into being. For example, dragons reflected the Flammies' divinity, become a race of depp introspection. They took it upon themselves to protect Fa'Diel from its many foes." 15: The Fallen "Wyrms are rumored to be Flammies who have fallen into another world. Powerful mages summoned them into this world. Wyrms possess the incredible powers of the Flammies, but they lack their nobility and grandeur. True Flammies are said to appear regal and divine, unlike dragons and wyrms, but no man can truthfully claim to have seen them." 16: The Work of Man "Humans were destined to reproduce and populate the land, and they developed the technology to build. Soon they gained dominance over all physical things. The humans who live in this world come in different forms, but they are all humans. Some inherit their forms from their parents, while others are shaped through their experiences." 17: The Work of Faerie "Faeries have transparent wings, which are not used for flying, and are shed during growth. Only young Faeries are visible to humans, and their bodies fade as time goes on. Eventually, they become completely invisible to the human eye." 18: The Mana Tree "The Mana Tree sustained the bond between the world of humans and of Faeries. Plants exist in both the human and Faerie dimensions. They absorb the Mana of Fa'Diel and release it into the atmosphere. Humans use trees for fuel and tools, harnassing their power within inanimate objects. Faeries use the Mana released by plants to make Fa'Diel a better place." 19: Sorcerers "Although not on par with the Faeries, all humans could once harnass the power of Mana. The ability to draw on the power of Mana was originally given to all humans equally, but many lost that ability by relying on machines, and losing touch with the natural world. Later, those with the power to draw Mana were called mages." 20: Anise "The Great Witch Anise was the first mage to go down in history. Anis bored a hole into the Mana Tree and built her laboratory there. The flow of Mana into both human and Faerie worlds was diverted. Anise constructed a jewel called the Eye of Flame using the vast amounts of Mana in her laboratory. The Firestone brought out the evil of whoever touched it." 21: Unknown Stones "In the Age of Myth, the stones that the Mana Goddess gave to the Moon Gods were the most powerful source of magic known. However, some powerful magic users born in later ages possessed similar stones. Anise tried to obtain such a stone when she created the Eye of Flame, but it was difficult to control, and very dangerous." 22: Golden Age Ends "Soon, many others learned how to construct their own Eyes of Flame. The waves of Mana became chaotic, and shadows clouded the hearts of man. These pulses tore rifts within dimensions and sent waves of evil into the hearts of man. No longer was all life on the planet descended from the spirits. An age had ended. A world had fallen from its original purity." 23: Uraklius Aeon "Evil ruled the land thereafter through men who could control the waves of chaos. Those of truth cried in anguish, but mages, who rejoiced in obtaining new powers, firmly believed that this was the world they wanted. The mages declared the beginning of a new thousand-year kingdom and called it the Aeon of Uraklius." 24: The Holy War "Aion, the leader of the Faeries, sent an army to conquer Anise. There, hundreds of Anise's mages battled thousands of Faerie warriors. The battle was fought overnight, and almost all of the Faeries were slain. The few remaining Faeries continued their lives in the land of men." 25: The Hidden "Although the Faeries thought that all humans were enemies, they soon discovered that there were those in the land of men who could understand the Faeries. With the help of the humans, they were again able to battle Anise and her mages. Eventually they rose victorious. Unfortunately, during the fight, the Mana Tree burned to the ground." 26: Eyes of Flame "Although it was thought that many Eyes of Flame would be recovered from the ashes, only three were found. Aion was banished to the Underworld. He refused to be reincarnated, and became the Lord of the Underworld." 27: The Underworld "Aion, leader of the Faeries, created his new servants, the Shadoles. Shadoles were born from the thoughts of Aion, and they brought the newly departed to the Underworld. From this time on, all departed souls are brought to the Underworld to receive the judgement of its Lord." 28: Seventh Moon "Anise was killed by a stone called the "Seventh Moon." Legend has it that the Faerie warrior who fought against Anise, a master of the Eye of Flame in her own right, bested her using this mysterious object." 29: A Brief Peace "After the Holy War of the Mana Tree, the flow of Mana to the world resumed. Before, mages would steal from others, using dangerous magic, but now the land produced enough for all. However, the surviving mages could not stand being equal to their fellow creatures. They sought magic that could make everything their own." 30: Mages' Tower "The mages started building towers at Mana Points all over Fa'Diel in order to regain the Eyes of Flame. They took action against the Faeries, who stood in the way of their plans. Whenever a tower was built, an army would come to destroy it. Such wars continued for hundreds of years. Soon, all of humanity came to think of Faeries as evil beings." 31: Mountain School "Elise, who called herself Anuella, was the daughter of Anise. She had the power to bring mundane objects to life. After fleeing her mother's self-righteous rule, she settled in the northern mountains and there created a group of dolls who would obey her every command. They came to be called magical beings, and her art was promulgated by mages who idolized her." 32: Artificers "There were two types of magical beings. One type was imbued with life. Another type had hidden powers. The latter were called artifacts. Artifacts had weaker magical powers than Eyes of Flame, but were simpler to construct. Creating Eyes of Flame was frought with accidents, so making artifacts became the most popular kind of magic." 33: Argot "The king of dragons, Argot, destroyed all the mage towers in the land of Faeries. Argot opened a hole into the other worlds and called forth many monsters. However, records state that he eventually turned to evil, and was banished by the Faeries." 34: Lucemia "Argot summoned a wyrm in the shape of a Flammy. He summoned Lucemia, the Wyrm of Light, and the greatest of all the wyrms. Legends says that Lcemia leveled each and every mage tower, and died trying to swallow an entire volcano." 35: The Lilipeas "The Lilipeas are a small tribe that settled in the northern mountains. People said that they were similar to Anuella's dolls. Only Selva, who was tall and slim, oft visited Anuella by riding on a bird. Selva often took Anuella's dolls outside." 36: The Ashes "In a charcoal-maker's hut, a little girl awaited her father's return. Her name was Magnolia, and her father made a living from hunting and from making charcoal. Selva gave this girl one of Anuella's dolls." 37: Anise's Fire "The doll that was brought into Magnolia's room had red stones as its eyes. They were the Eyes of Flame that Anise made, and they burst into flames and burned the hut to ashes." 38: Mage and Ruby "Magnolia lost her life in the hut as it burned down, but the doll was saved. The doll began to call herself Magnolia, and she stayed with the Lilipeas, until one day she left with a mage. The mage wanted to steal the Eyes of Flame in Magnolia's eyes, for they contained more Mana energy than the enchanted instruments." 39: Gaeus "Anuella saw through the mage's plot. She left the northern mountain, then gave life to a rocky hill so the mage's caravan could not progress further. The living hill called itself Gaeus, and its knowledge seemed deeper, and more vast than Anuella's. Anuella called for Gaeus' help and prepared for war." 40: The Conductor "All the Faeries fought on Anuella's side, using many enchanted instruments. The mage's force fell apart against the power of the instruments with infinite Mana power. Anuella came to be known as the "player of the Flying Contravass," and as "the Conductor" among Faeries." 41: Mage Halciet "Halciet the Mage was the last one who stood against Anuella. He used a stone called "the Seventh Moon" and fought against Anuella, but the mages among his army began a quarrel over the stone's possession, and Halciet left the force." 42: Geimaswald "The mages made a magic circle with the Eyes of Flame and summoned the Wyrm of Thunder, Geimaswald, to attack Anuella. But the Lilipeas lured Geimaswald into a cave and killed it. The leader of the Lilipeas was Selva of the Four Winds." 43: ??? 44: ??? 45: ??? 46: ??? 47: ??? 48: ??? 49: ??? 50: ??? 51: ??? 52: ??? 53: ??? 54: ??? 55: ??? 56: ??? 57: ??? 58: ??? 59: ??? 60: ??? 61: ??? 62: ??? 63: ??? 64: ??? 65: ??? 66: ??? 67: ??? 68: ??? 69: ??? 70: ??? 71: ??? 72: ??? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3J. Basic Golemology Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: Golem's Composition "Q: What are the neccessary components? A: A completed body and logic blocks. The body of the golem determines its power level, and the logic blocks provides the action patterns of the weapons it equips." 2: Golem's Body "Q: What makes up the golem's body? A: At least one weapon or piece of armor. A golem's body is made by combining a lifeball with one weapon and up to three pieces of armor. Its preformance and characteristic parameters reflect those of the materials." 3: Logic Blocks "Q: What makes up a logic block? A: Two pieces of equipment. Choose two pieces of equipment from your list of armor, weapons, or instruments. Each block provides certain action pattern for a golem." 4: Logic Grid "Q: What determines the size of the logic grid? A: The number of armor pieces used for the golem's body. The larger the grid, the more logic blocks it can hold, for a wider variety of golem actions." 5: Golem's Actions "Q: What determines a logic block's type? A: The combination of its components. Try different equipment combinations to create blocks you want for desired action patterns of your golem!" 6: Logic Types "Q: What determines a logic block's shape? A: The combination of its components. All logic blocks have one of 11 shapes, and each block's effectiveness derives from the components' parameters." 7: Attack Types "Q: What determines the golem's attack mode? A: The type of the weapon used for golem's body. Some blocks cannot be assigned to a golem if the block's attack type differs from the golem's attack type." 8: Attack & Defense Level "Q: What determines golem attack and defense levels? A: The characteristics of the weapons and armor used. Golem parameters such as HP, attack and defense, and elemental levels, are determined by the components used to make its body. This does not include logic grid size and rate of malfunction." 9: Malfunction Rate "Q: How is the malfunction rate determined? A: The number of armor pieces used as components. The higher the percentage shown on the menu screen, the more frequently golem fails to deliver an attack. If one action fails, actions connected by wedge-marks also fail to deliver." 10: Choices of Action "Q: How does a golem decide which action to take? A: By referring to its action gauge and calculating the distance to the enemy. The logic grid has two axes. One is the action gauge, and the other is the distance between the golem and the enemy." ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3K. Techniques Encyclopedia ~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1: Jump "Ability. Might as well jump." 2: Defend "Ability. But remember that the best defense is a good offense." 3: Lunge "Ability. A quick step forward." 4: Retreat "Ability. A quick step backward." 5: Crouch "Ability. Increases regeneration of Hit Points, but while crouching defense rating is zero." 6: Push "Ability. Stuns target." 7: Cheer "Ability. No real use, but increases the power move gauge slightly." 8: Spin "Ability. Stuns opponents. Attacking while spinning turns the ability into a spin attack." 9: Grapple "Ability. Grabs an opponent, then use attack to throw. Required Abilities: Defend, Push." 10: Whirl "Ability. Turns opponents to expose their back. Required Abilities: Grapple, Spin." 11: Bash "Ability. Runs the opponent to the edge of the screen. Required Abilities: Whirl, Push." 12: Somersault "Ability. Executes a forward flip while dodging attacks. Required Abilities: Lunge, Jump." 13: Back-Roll "Ability. Executes a back-roll while dodging an enemy's attack. Hit the power attack button to add an attack. Required Abilities: Retreat, Jump." 14: Back-Flip "Ability. Cannot be hit until starting the descent. Pressing the power attack button adds an attack. Required Abilities: High Jump, Back-Roll." 15: Moonsault "Ability. Invulnerable until starting the descent. Required Abilities: High Jump, Somersault." 16: High Jump "Ability. Soars high above opponents. Required Abilities: Crouch, Jump." 17: Double Jump "Ability. Jumps again in the middle of a jump. Required Abilities: High Jump, Jump." 18: Tackle "Ability. Knocks opponents back. Required Abilities: Lunge, Push." 19: Counterattack "Ability. Counters an enemy's move with an attack for double the damage of a quick attack. Required Abilities: Defend." 20: Counterstrike "Ability. Counters an enemy's move with an attack for quadruple the damage of a power attacl. Required Abilities: Counterattack." 21: Taunt "Ability. Gets an opponent's attention. Required Abilities: Retreat, Cheer." 22: Evade "Ability. Evasive action. Required Abilities: Lunge, Retreat." 23: Toss "Ability. Juggles the opponent. Required Abilities: Crouch, Bash." 24: Defensive Lunge "Ability. Lunges forward while blocking. Required Abilities: Defend, Lunge." 25: Slide "Ability. Knocks an opponent down. Required Abilities: Crouch, Lunge." 26: Flip-Kick "Ability. A sudden attack while doing a flip. Required Abilities: Back-Roll, Back-Flip." 27: Admonition "Knife Technique. Close in quickly with an opponent, executing a quick slice. Required Abilites: Lunge." "Mid-Range, Direct. Medium Damage." 28: Rising Eagle "Knife Technique. A jump into the air, followed by a sudden knife- throw. Required Abilities: Jump." "Frontal Small Area Atk. Minor Damage." 29: Vortex of Death "Knife Technique. Cut up opponents in a death-bringing spin. Required Abilities: Spin." "Hits all nearby foes. Minor Damage." 30: Vapor Blade "Knife Technique. A quick roll into the enemy, followed by a devastating double attack. Required Abilities: Somersault." "Mid-Range, Direct. Minor Damage." 31: Sonic Wave "Knife Technique. A tremendous sonic wave, released after two impressive flip-kicks. Required Abilities: Back-Roll." "Long-Range, Direct. Minor Damage." 32: Rising Dragon "Knife Technique. A jump into the air, followed by a hail of daggers. Required Abilities: High Jump." "Frontal Mid Area Atk. Minor Damage." 33: Crescent Moon "Knife Technique. A leap into the air in a grand arc, followed by multiple slashes. Required Abilities: Moonsault." "Frontal Mid Area Atk. Minor Damage." 34: Eclipse "Knife Technique. A back-flip followed by a stab into the space-time continuum. Damages any creatures nearby. Required Abilities: Back- Flip." "Hits all nearby foes. Minor Damage." 35: Backstab "Knife Technique. A leap into the opponent's blind spot, creating an opening for the coup-de-grace. Required Abilities: Slide, Double- Jump." "Mid-Range. Medium Damage." 36: Puppet "Knife Technique. A retreat leaving a dummy, which fights in your place. Also usable with: Flail. Required Abilities: Retreat, Cheer." "Short-Range. Medium Damage." 37: Cobra Fang "Knife Technique. A short push and quick retreat, ending with a dagger throw. Required Abilities: Push, Retreat." "Short-Range. Medium Damage." 38: Ninja Drop "Knife Technique. A decoy hides the location of the true attacker, who drops in a crescendo of force. Required Abilities: Grapple, Evade." "Short-Range. Medium Damage." 39: Pouncing Cat "Knife Technique. A vertical swing sets up the perfect finishing blow. Required Abilities: Back-Roll, Somersault." "Short-Range. Major Damage." 40: Back Slasher "Knife Technique. The first strike knocks the enemy back and exposes its blind side, the next deals a crippling blow. Also usable with: Flail. Required Abilities: Whirl, Lunge." "Short-Range. Medium Damage." 41: Reaping the Mist "Knife Technique. This amazing technique consists of acrobatics which lead into a lunging attack straight through any opposition. Required Abilities: Back-Roll, Back-Flip, Lunge." "Long-Range, Direct. Major Damage." 42: Dark Assassins "Knife Technique. A sinister attack that summons dark assassins to clear the area of enemies. Required Abilities: Evade, Spin, Crouch." "Hits all foes. Minor Damage." 43: Dance of Roses "Knife Technique. A rising slice with the power of a thousand thorns. Required Abilities: Defensive Lunge, Evade, High Jump." "Mid-Range. Major Damage." 44: Looking Glass "Knife Technique. Traps an enemy in a dimensional mirror. The enemy suffers great damage once the mirror is broken. Also usable with: Flail. Required Abilities: Whirl, Bash, Taunt." "Short-Range. Major Damage." 45: Aerial Reaver "Knife Technique. A secret technique of throwing enemies up into the air and carving into them as they fall. Required Abilities: Flip- Kick, Spin, Crouch, High Jump." "Front Small Area Atk. Extreme Damage!" 46: Phoenix "Knife Technique. A fantastic array of pyrotechnics that crescendos into an immortal force, reducing opponents to ashes. Required Abilities: Cheer, Evade, Double-Jump, Defensive Lunge." "Hits all nearby foes. Major Damage." 47: Iai Strike "Sword Technique. A sudden lunge, followed by a slice through the enemy. Required Abilities: Lunge." "Mid-Range. Medium Damage." 48: Cutting Bamboo "Sword Technique. A vertical jump with a downward slash. Required Abilities: Jump." "Mid-Range. Medium Damage." 49: Maelstrom "Sword Technique. A more powerful version of Spin. Required Abilities: Spin." "Hits all nearby foes. Minor Damage." 50: Rising Sun "Sword Technique. A series of two anti-aerial slashes from a crouching position. Also usable with: Axe. Required Abilities: Crouch." "Short-Range. Medium Damage." 51: Triple Tiger "Sword Technique. A rolling slash, a rolling jab, and a rolling upward cut. Required Abilities: Somersault." "Mid-Range. Medium Damage." 52: Blade Launcher "Sword Technique. Uses the force of a back-roll to launch opponents into the air. Required Abilities: Back-Roll." "Short-Range. Medium Damage." 53: Cutting Pine "Sword Technique. A more powerful version of Cutting Bamboo. Also usable with: Axe. Required Abilities: High Jump." "Mid-Range. Major Damage." 54: Bird of Prey "Sword Technique. A high moonsault followed by multiple devastating strikes. Required Abilities: Moonsault." "Frontal Area Atk. Minor Damage." 55: Corkscrew "Sword Technique. A back-flip while swinging the sword. Required Abilities: Back-Flip." "Rear Small Area Atk. Medium Damage." 56: Cross Strike "Sword Technique. A vertical strike from the air, followed by a horizontal strike on the ground. Also usable with: Axe. Required Abilities: High Jump, Lunge." "Short-Range. Medium Damage." 57: Tiger Claw "Sword Technique. A slashing combination from above and below. Required Abilities: Somersault, Back-Roll." "Short-Range. Medium Damage." 58: Clean Sweep "Sword Technique. A low slide knocks the opponent off balance. The finishing strike follows. Required Abilities: Slide, Retreat." "Mid-Range. Medium Damage." 59: Dragon's Tail "Sword Technique. An attack so swift that the enemy doesn't know it's dead, until... Required Abilities: Tackle, Back-Flip." "Mid-Range. Medium Damage." 60: Orbiting Blades "Sword Technique. A lunge into the enemy with multiple blades whirling above. Also usable with: Axe. Required Abilities: Spin, Defensive Lunge." "Frontal Area Attack. Minor Damage." 61: Motion of Truth "Sword Technique. A triple attack consisting of a quick jab, a rising strike, and an earth-shattering spinning strike. Required Abilities: Tackle, Bash, Moonsault." "Mid-Range. Major Damage." 62: Smashing Blades "Sword Technique. A push to knock the enemy off-balance. It uses a slash, and a grab to turn the enemy away. The final blow connects from behind. Required Abilities: Push, Whirl, Somersault." "Short-Range. Major Damage." 63: Invisible Death "Sword Technique. A whirlwind of attacks so fast that the swordsman seems invisible. Required Abilities: Grapple, Lunge, Retreat." "Short-Range. Major Damage." 64: Dynamite X "Sword Technique. Cuts an X into the enemy. Causes an explosion when the X is crossed. Also usable with: Axe. Required Abilities: Jump, Crouch, Cheer." "Mid-Range. Major Damage." 65: Terminal Velocity "Sword Technique. Uses centrifugal force to release a blow of mythic proportions. Required Abilities: Whirl, Back-Flip, Spin, Lunge." "Short-Range. Extreme damage!" 66: Golden Dragon "Sword Technique. Buries the enemy by summoning the incredible powers of the Golden Dragon. Required Abilities: Toss, Evade, Crouch, High Jump." "Short-Range. Major Damage." 67: Deep Slice "Axe Technique. A lunging horizontal swing cuts deep into the enemy and exposes its back. Required Abilities: Lunge." 68: Axe Bomb "Axe Technique. A leap into the air, followed by a devastating axe throw. Required Abilities: Jump." 69: Tornado "Axe Technique. A spin while holding the axe horizontally. Required Abilities: Spin." 70: Electronic Yo-Yo "Axe Technique. Uses the axe like a yo-yo. Required Abilities: Somersault." 71: Retribution "Axe Technique. Once the axe is thrown skywards, a huge axe falls from the clouds. Also usable with: Hammer. Required Abilities: Back- Roll." 72: Bird of Prey "Axe Technique. Releases multiple axes during a moonsault. Required Abilities: Moonsault." 73: Salmon Upstream "Axe Technique. A vertical jump while swinging the axe. Required Abilities: Back-Flip." 74: Rising Sun "Axe Technique. A low strike stuns the opponent, followed by a rising slash. Also usable with: Sword. Required Abilities: Crouch." 75: Cutting Pine "Axe Technique. A more powerful version of Cutting Bamboo. Also usable with: Sword. Required Abilities: High Jump." 76: Axe Bomber "Axe Technique. A push followed by an immense axe swing. Required Abilities: Evade, Bash." 77: Black Wings "Axe Technique. Sends multiple homing axes into an enemy knocked into the air. Required Abilities: Toss, Retreat." 78: Boulder Dash "Axe Technique. A build-up of energy is spent crashing into enemies. Required Abilities: Back-Flip, Tackle." 79: Orbiting Blades "Axe Technique. A lunge into the enemy with multiple blades whirling above. Also usable with: Sword. Required Abilities: Spin, Defensive Lunge." 80: Cross Strike "Axe Technique. A verical strike from the air, followed by a horizontal strike on the ground. Also usable with: Sword. Required Abilities: High Jump, Lunge." 81: True Strike "Axe Technique. A push, a roll, and a preliminary strike that knocks the enemy off-balance. A flip-attack is the grande finale. Required Abilities: Whirl, Somersault, Moonsault." 82: Dynamite X "Axe Technique. Cuts an X into the enemy. Causes an explosion when the X is crossed. Also usable with: Sword. Required Abilities: Jump, Crouch, Cheer." 83: Time Burst "Axe Technique. Spins multiple axes and stops time. Suddenly, the enemy has changed position and has been chopped by the axes. Required Abilities: Push, Spin, Evade." 84: Karma "Axe Technique. A berserker attack against all enemies in sight. Required Abilities: Cheer, High Jump, Evade, Counterstrike." 85: Lunging Arc "2H Sword Technique. A sudden lunge into the enemy, followed by a series of heavy swings. Required Abilities: Lunge." 86: Rising Crush "2H Sword Technique. A rising cut into the opponent's throat. Also usable with: 2H Axe, Hammer. Required Abilities: Crouch." 87: Spiral Wave "2H Sword Technique. A spinning move that releases a wave of unbelievable force. Also usable with: 2H Axe. Required Abilities: Somersault." 88: Shish Kebob "2H Sword Technique. A flip-kick to knock the enemy into the air is followed by a powerful stab. Required Abilities: Back-Roll." 89: Impulse "2H Sword Technique. A leap into the air is followed by a thundering stab into the earth that devastates all caught in the blast radius. Also usable with: 2H Axe. Required Abilities: High Jump." 90: Shield Breaker "2H Sword Technique. A leap into the air and a crushing blow down into the enemy. Required Abilities: Jump." 91: Windslasher "2H Sword Technique. A spin which releases shockwaves in every direction. Required Abilities: Spin." 92: Windwalker "2H Sword Technique. A fantastic move consisting of tremendous sword slashes and acrobatics galore. Also usable with: Hammer. Required Abilities: Moonsault." 93: Splashblade "2H Sword Technique. A slash. A jump. A spin. A kill... Also usable with: 2H Axe. Required Abilities: Back-Roll, Back-Flip." 94: Rain of Blood "2H Sword Technique. A deep cut into a foe flung skyward. Required Abilities: Toss, Double-Jump." 95: Bring It On "2H Sword Technique. A taunt from a distance and an attack, once the enemy gives chase. Required Abilities: Retreat, Taunt." 96: Marble Stream "2H Sword Technique. An incredible move in which numerous images appear and then strike simultaneously. Required Abilities: Evade, Lunge." 97: Skullsplitter "2H Sword Technique. A powerful jumping attack to the back of an enemy's head. Also usable with: Hammer. Required Abilities: Whirl, Jump." 98: Beautiful Three "2H Sword Technique. A series of strikes with the coldness of snow, the brilliance of the moon, and the perfection of blossoms. Required Abilities: Tackle, Back-Flip, Lunge." 99: Quakebringer "2H Sword Technique. A great leap, followed by a fantastic stab into the earth. Required Abilities: Cheer, Moonsault, Crouch." 100: Triple Offense "2H Sword Technique. A technique which strikes high, middle, and low simultaneously. Required Abilities: Evade, Somersault, High Jump." 101: Deep Swing "2H Sword Technique. A simple, but ultimately deadly, attack. Required Abilities: Crouch, Defend, Counterattack, Counterstrike." 102: Raging Pain "2H Sword Technique. A devastating combination of unimaginable terror. Required Abilities: Evade, Flip-Kick, Jump, Taunt." 103: Sideswipe "2H Axe Technique. A single horizontal strike. Required Abilities: Lunge." 104: Rising Claw "2H Axe Technique. A rising swing and a jump. Required Abilities: Jump." 105: Flying Sawblades "2H Axe Technique. A spin which releases axes in six directions. Required Abilities: Spin." 106: Rolling Throw "2H Axe Technique. A somersault followed by a powerful throw. Required Abilities: Somersault." 107: Blurred Axe "2H Axe Technique. A move with a back-flip so fast that the image of the axe becomes blurred. Required Abilities: Back-Flip." 108: Rising Crush "2H Axe Technique. A rising cut into the opponent's throat. Also usable with: 2H Sword, Hammer. Required Abilities: Crouch." 109: Spiral Wave "2H Axe Technique. A spinning move that releases a wave of unbelievable force. Also usable with: 2H Sword. Required Abilities: Somersault." 110: Impulse "2H Axe Technique. A leap into the air is followed by a thundering stab into the earth that devastates all caught in the blast radius. Also usable with: 2H Sword. Required Abilities: High Jump." 111: Divine Right "2H Axe Technique. A shove which pushes the enemy right into the arc of the falling axe. Required Abilities: Push, Back-Roll." 112: Snowfall "2H Axe Technique. A move which tosses the enemy up into the air to be shredded upon a spinning axe. Required Abilities: Toss, Spin." 113: Spinning Hawk "2H Axe Technique. A spectacular feat in which the axe is thrown spinning into the air, and an enemy is catapulted into it. Required Abilities: Back-Flip, Flip-Kick." 114: Tidal Wave "2H Axe Technique. A overwhelming display of force, in which beams of raw power emanate in a wide arc. Also usable with: Hammer. Required Abilities: Evade, Defensive Lunge." 115: Splashblade "2H Axe Technique. A slash. A jump. A spin. A kill... Also usable with: 2H Sword. Required Abilities: Back-Roll, Back-Flip." 116: ??? 117: ??? 118: ??? 119: ??? 120: Super Slugger "Hammer Technique. A huge horizontal swing for scoring home runs. Required Abilities: Lunge." 121: Big Bang "Hammer Technique. Death from above. Required Abilities: Jump." 122: Blammo "Hammer Technique. An explosion that results from a powerful spin. Required Abilities: Spin." 123: Mole-Hunting "Hammer Technique. A slam into the ground that opens the earth in a straight line. Required Abilities: Somersault." 124: Ground Zero "Hammer Technique. A mid-air hammer-throw which engulfs all in its explosion. Required Abilities: High Jump." 125: Rising Crush "Hammer Technique. A rising strike into the opponent's throat. Also usable with: 2H Sword, 2H Axe. Required Abilities: Crouch." 126: Windwalker "Hammer Technique. A fantastic move consisting of tremendous hammer strikes and acrobatics galore. Also usable with: 2H Sword. Required Abilities: Moonsault." 127: Retribution "Hammer Technique. Once the hammer is thrown skywards, a huge hammer falls from the clouds. Also usable with: Axe. Required Abilities: Back-Roll." 128: Blazing Hammer "Hammer Technique. A technique in which built-up power is unleashed in a powerful strike. Required Abilities: Retreat, Tackle." 129: Double Impact "Hammer Technique. A strike so powerful that the enemy feels the pain twice. Required Abilities: Somersault, Moonsault." 130: Thor's Hammer "Hammer Technique. A move in which the opponent is tossed up into the air, only to be tragically struck down. Required Abilities: Toss, High Jump." 131: Skullsplitter "Hammer Technique. A powerful jumping attack to the back of an enemy's head. Also usable with: 2H Sword. Required Abilities: Whirl, Jump." 132: Tidal Wave "Hammer Technique. An overwhelming display of force, in which beams of raw power emanate in a wide arc. Also usable with: 2H Axe. Required Abilities: Evade, Defensive Lunge." 133: Ultra Slugger "Hammer Technique. A huge horizontal swing for scoring out-of-the- park home runs. Required Abilities: Toss, Retreat, Lunge." 134: ??? 135: Volcano "Hammer Technique. The enemy, once tossed to an impressive height, is greeted by the force of one mean hammer. Required Abilities: Crouch, Cheer, Jump." 136: ??? 137: Lancer "Spear Technique. A lunging strike from afar. Required Abilities: Lunge." 138: Mighty Javelin "Spear Technique. A mid-air javelin throw. Required Abilities: Jump." 139: Twister "Spear Technique. A spin so fast that it causes a tornado which carries enemies away. Required Abilities: Spin." 140: Dragon's Bite "Spear Technique. A spear-throwing technique which strikes all in a straight line. Required Abilities: Somersault." 141: Furious Copter "Spear Technique. A jump while spinning the spear at great speeds that blasts all beneath in a terrific backwash. Required Abilities: High Jump." 142: Nebulous Saucer "Spear Technique. An incredible spear throw at the height of a moonsault's arc. Required Abilities: Moonsault." 143: Lancenator "Spear Technique. A slam with the shoulder into the opponent followed by a devastating impalement. Required Abilities: Tackle, Crouch." 144: Cyclone Racer "Spear Technique. A quick lunge while spinning the spear overhead, thwacking all opposition. Required Abilities: Spin, Lunge." 145: Rewind "Spear Technique. A technique in which the spear is spun in place and then called back after its owner executes a flashy moonsault. Required Abilities: Back-Roll, Moonsault." 146: Fool's Play "Spear Technique. A technique so fast that the enemy is thrown up into the air, only to be juggled like a ball. Required Abilities: Toss, Evade." 147: Holy Light "Spear Technique. A terrific leap into the air, followed by a shower of divine light that smites foes below. Required Abilities: High Jump, Somersault." 148: ??? 149: Deadly Branding "Spear Technique. A crafty maneuver involving knocking the enemy right into the path of flying spears. Required Abilities: Bash, Taunt, Slide." 150: ??? 151: ??? 152: ??? 153: ??? 154: Gust "Staff Technique. A lunge with a spinning staff. Required Abilities: Lunge." 155: Paint It Black "Staff Technique. A move which brings forth a tiny black hole when the thrown staff makes impact with the ground. Required Abilities: Jump." 156: Aftershock "Staff Technique. A helicopter trip to dizzying heights, and a crashing return to earth. Required Abilities: Spin." 157: Golden Pyres "Staff Technique. Conjures up a ring of mighty golden columns. Required Abilities: Crouch." 158: Bubbles "Staff Technique. A flying bubble launcher. Required Abilities: High Jump." 159: Blaze "Staff Technique. A fiery leap. Required Abilities: Moonsault." 160: Halo "Staff Technique. A technique which forms a ring of protection around the user. Required Abilities: Evade." 161: ??? 162: ??? 163: ??? 164: ??? 165: ??? 166: Bloody Knuckles "Glove Technique. A straight right to the opponent's face. Required Abilities: Lunge." 167: Lightning Kick "Glove Technique. A jumping kick as fast as lightning. Required Abilities: Jump." 168: Whirlwind Kick "Glove Technique. A wild spinning kick. Required Abilities: Spin." 169: Jawbreaker "Glove Technique. A spectacular double-uppercut combo. Required Abilities: Crouch." 170: Rolling Slam "Glove Technique. A flying slam into opponents. Required Abilities: Somersault." 171: Flip Thrust "Glove Technique. A kick facing away from the opponent. Required Abilities: Back-Roll." 172: Moonsault Stomp "Glove Technique. A stomp on the enemy's head with a graceful moonsault. Required Abilities: Moonsault." 173: Giant Swing "Glove Technique. Throw the opponent by grabbing its ankles and swinging wildly. Required Abilities: Grapple, Spin." 174: ??? 175: Northern Lights "Glove Technique. A crushing head-first drive into the earth. Required Abilities: Grapple, Jump." 176: ??? 177: ??? 178: ??? 179: ??? 180: ??? 181: ??? 182: ??? 183: ??? 184: Dragon Teeth "Flail Technique. A quick dash with flail swinging. Required Abilities: Lunge." 185: Setting Sun "Flail Technique. A strike that knocks the enemy into the air, and a flying thwack to knock it out. Required Abilities: Jump." 186: Phoenix Wings "Flail Technique. A spinning attack with the flail. Required Abilities: Spin." 187: Chinsplitter "Flail Technique. An uppercut which launches the enemy skywards. Required Abilities: Crouch." 188: ??? 189: ??? 190: ??? 191: ??? 192: Back Slasher "Flail Technique. The first strike knocks the enemy back and exposes its blind side, the next deals a crippling blow. Also usable with: Knife. Required Abilities: Whirl, Lunge." 193: ??? 194: ??? 195: Puppet "Flail Technique. A retreat leaving a dummy, which fights in your place. Also usable with: Knife. Required Abilities: Retreat, Cheer." 196: ??? 197: ??? 198: ??? 199: Looking Glass "Flail Technique. Traps an enemy into a dimensional mirror. The enemy is dealth great damage once the mirror is broken. Also usable with: Knife. Required Abilities: Whirl, Bash, Taunt." 200: ??? 201: ??? 202: Trueshot "Bow Technique. A lunging arrow shot so powerful that it penetrates just about everything. Required Abilities: Lunge." 203: Forward Artillery "Bow Technique. An arrow launched in mid-air which damages all in its blast radius. Required Abilities: Jump." 204: Spinshot "Bow Technique. An attack that fires arrows in all directions. Required Abilities: Spin." 205: Needle Shower "Bow Technique. A shot fired vertically during a backwards roll, which sends a rain of arrows over enemies. Required Abilities: Back-Roll." 206: Tri-Shot "Bow Technique. A triplet of arrows shot during a high jump, which hit all in a straight line. Required Abilities: High Jump." 207: Trickshot "Bow Technique. Homing arrows are released into the sky, which inflict great damage. Required Abilities: Moonsault." 208: Hypershot "Bow Technique. An opponent is thrown into the air, and pincushioned with a multitude of arrows. Required Abilities: Toss." 209: Change-Up "Bow Technique. A shot that flies through the air in slow-motion, inflicting great damage over a large area. Required Abilities: Retreat." 210: Backshot "Bow Technique. A shot in the enemy's back, after throwing it a great distance. Required Abilities: Bash." 211: Flying Swallows "Bow Technique. A two-shot attack while flying about in the air. Required Abilities: Tackle, Double-Jump." 212: Rain of Death "Bow Technique. A jumping attack which sends arrows all over the screen. Required Abilities: High Jump, Spin." 213: Sureshot "Bow Technique. A kick to knock the opponent into the air, and a shot which never misses its target. Required Abilities: Flip-Kick, Back-Flip." 214: Carpet Bomber "Bow Technique. A multitude of explosions dropped from above. Required Abilities: Evade, High Jump." 215: Mastershot "Bow Technique. Fires an infinite number of arrows that home-in on the target. Required Abilities: Whirl, Back-Flip, Spin." 216: Wildshot "Bow Technique. A devastating volley of arrows fired upon a prone opponent. Required Abilities: Grapple, Back-Roll, Double-Jump." 217: ??? ~~~~~~~~~~ 4. Credits ~~~~~~~~~~ A note on credits and returning emails: I'm trying my best, but you're all emailing me non-stop with extremely-good information! I've come to the point where I have to spend several hours emailing everyone back. This's great! It's taking away from playing-time though, so I'm going to have to ask for you all to be patient with me. I'm gonna try to get a bunch of emails done a night, but I'm going to have to take them as I come to them. Even if I've already accomplished something between fixing up the walkthrough and reading your letter, I'll try to give at least some credit. You all deserve it! ^^v Eih'Beir (eihbeir@bresnanlink.net) wrote in with tons of characters, artifacts, lands, and enemies. Eih'Beir also had a long list of techniques, but the Giant Swing and Ninja Drop were the only ones I was missing by the time I got the email. Thanks though! ^^ David Seymour (happyendofyou@home.com) also wrote in with a big list of characters, which I'm very thankful for. I'll get them and all the other encyclopedias updated the moment I get to them, I promise! Thanks go out to Nash Hensley (nashh@netzero.net) for our talk about monster egg-collection. I definitely think you might be on to something, keep it up! Also, thanks for the information you gave on instruments, and figuring out how your equipment can change how much experience you're earning. noname04@collegeclub.com, thanks for telling me where to find some dragon eggs, my corral can certainly use them. Now I just have to wait until I get the walkthrough up to there. ^^; noname04 also helped confirm the first 26 Abilities. Shinjii (cloud_719@yahoo.com) wrote in to tell me what some of the artifacts I haven't used yet, will do when I use them. ^^ Thanks! It's always good to know where to go next for this walkthrough, once i catch up on the credits. ^^; Soehlman (soehlt@uynion.edu) gets credited as the first person of many to tell me all about the "New Game +" mode. I can't wait to try it out myself! ^^ Demon-God Entity (animex_ryo@hotmail.com) offered me some great advice about explaining monster-level increases the further the area is from your Home. EVLJaymz@aol.com wrote in to confirm my suspicions about the tree growing on the World Map being the Mana Tree. What other tree would it be in this series? ^^; IAmNotDrunk@aol.com found Pokiehl and Rosiotti the Wisdoms. Randall Z. (black_reaver@hotmail.com) wrote in with a slew of things, including monster eggs, Dudbear languages, elementals, confirming my thoughts on STs not necessarily needing the required abilities equipped, and how to get through the Li'l Cactus adventure, as well as finding all six Wisdoms. Matt Henthorn (msh83@home.com) also wrote in with the list for speaking Dudbear. Gundam Deathscythe (deathscythe52@hotmail.com) wrote in with how to geththe Fool's Play, Holy Light, Triple Supremacy, Deadly Branding, Raging Fury, and Lo and Behold STs. There's many more credits on the way, you'll be in here soon, promise! ~~~~~~~~~~~~~~~~~~~~~~ 5. Contact Information ~~~~~~~~~~~~~~~~~~~~~~ If you would like to contribute to this FAQ, comment, help me with a correction (as always, you'll get credited,) compliment me on my work, or ask me for permission to use this FAQ on your website, you can email me! Please put a relevant subject line on the email, for instance, "Legend of Mana", and feel free to email me at Shdwwrym@uymail.com! ~~~~~~~~~~~~~~~~~~~~~~~~ 6. Copyright Information ~~~~~~~~~~~~~~~~~~~~~~~~ Copyright: (c) Copyright 2000 Shdwwrym. If you want to use this FAQ on your site, please contact me via email. Please do not change, steal, sell my FAQ for profit, or use it in any way, shape, or form other than its primary purpose, without receiving express written permission from myself. Please try to remember that plagiarism sucks, is against the law, and only demeans yourself. If you would like to contribute to this FAQ (you will receive credit, as always,) ask permission to use it in one of the above stated ways, or if you have any questions, corrections, or nice comments, feel free to email me at the address above. As of this date, 6/14/2000, the only places allowed to use this FAQ are: GameFAQs.com rwartow.tripod.com vgstrategies.about.com www.crosswinds.net/~rpgdreamer www.gamesdomain.co.uk